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Classification: Union // Open Ref vampire/creature/npc/inquisitor

Inquisitor

NPC · Vampire

Vampire
Humanity
5 to 10 (Inquisitors can be holy or as depraved as the monsters they fight), Willpower: 9

Attributes

Strength 2, Dexterity 3, Stamina 3, Charisma 4, Manipulation 3, Appearance 2, Perception 3, Intelligence 3, Wits 3

Abilities

Academics (Theology) 3, Alertness 2, Athletics 2, Brawl 2, Drive 1, Expression 2, Leadership 3, Melee (Sword-Cane) 3, Occult 3, Stealth 2

Humanity: 5 to 10 (Inquisitors can be holy or as de-praved as the monsters they fight), Willpower: 9

Equipment: Sword-cane, rosaries, crucifix, stakes, Bible, propane torch

Note: A few Inquisitors have ratings of 1 or higher in the True Faith Trait. Such individuals usually, though not necessarily, have Humanity ratings of 9 or above.

True Faith is a special Trait that only a few people in the World of Darkness possess. While many mortals are more or less devoted to a belief in some form of higher being or purpose, only a small number have the burning zeal, the profound conviction that can protect them against creatures like vampires. Note that, while most vampire legends portray the Damned being repelled by crosses and the like, Faith can manifest in any religious form. A devout Jew might be able to ward off vampires with her Star of David, or a Taoist might be able to intone special prayers, while a Christian lacking True Faith finds his crucifix impotent against the undead.

This Faith is not necessarily increased through experience. Certainly, it may rise as a result of a person’s experience, but it is more vital than that, more a measure of conviction and strength of mind. Nor is it something that comes from outside the individual, from some God or angel. Whether or not their beliefs are correct, these people believe so unwaveringly that their own conviction protects them. At the Storyteller’s discretion, Faith should rise or fall to reflect a person’s religious certainty and zeal.

The Faith Trait has a rating of 1 to 5. Exactly what protection is afforded to the individual by the Trait depends on this rating, as described below. These are just guidelines, however. Storytellers should amend them as required to fit the tone of their chronicles, or to add drama to their stories.

• Any character with Faith may attempt to ward off vampires by brandishing a holy symbol or uttering prayers. The person rolls Faith against a difficulty equal to the vampire’s current Willpower points. The number of successes indicates the number of steps backward the vampire is forced to take. If no successes are scored, the vampire need not step back but may not advance. A botch indicates that

the vampire may advance unhindered. Further, if the cross, Bible, or other holy symbol is placed against the vampire’s body, each success causes an aggravated health level of damage, burning into the flesh.

•• A mortal with a Faith rating of 2 or more may resist Dominate and similar vampiric mind-control powers by spending Willpower (one point protects for a few turns).

••• A person with a Faith of 3 or more may be able to sense the presence of a vampire, and can purchase the Awareness Skill. She need not consciously try to sense a vampire’s presence, but must be in peaceful, quiet surroundings — perhaps alone in thought, praying, reading the Torah, meditating on the Bible, etc. The person will not sense the vampire’s presence if she is preoccupied (e.g., arguing) or in a crowded, noisy place (jostled by a mob, in the midst of a raucous banquet, etc.). This ability is not infallible; the Storyteller should let the person sense the vampire only when it is dramatically convenient, or only after a successful Awareness roll. Note that the person cannot know exactly what she senses through her Faith; all that she will know is that something unclean or evil is nearby.

•••• The mortal may not be turned into a ghoul, and is immune to any mind-altering Disciplines such as Dominate, Presence, and Obfuscate.

••••• The person is so pure, so holy, that she can fill a vampire with self-loathing, disgust, terror, and even physical pain. Any vampire hearing the person pray, preach, or recite psalms, or who is touched by the faithful, may be forced to flee immediately. A vampire who is unable to flee is reduced to a gibbering wreck, flailing on the floor and screaming, sobbing, or begging forgiveness. To avoid fleeing, the vampire must either expend one Willpower point per turn or make a Stamina roll each turn (difficulty of 5 + her own Intelligence) — the higher the vampire’s Intelligence, the higher the difficulty, as the more tortured and guilty she feels.

In theory, a mortal might have a Faith rating of greater than 5, but these people are one in a billion — the sort of people who are venerated as saints. They are unlikely to enter a chronicle, but their powers would be enormous.

There is actually one easy way for a vampire to detect a person with a Faith rating, other than bitter experience — the use of Aura Perception can find it. A mortal with Faith has her aura permanently altered so that she has a silver or gold “halo” around her body. The strength of the Faith determines the brightness of the halo.

Remember that Faith represents a person’s total commitment to her beliefs. That person will act accordingly. Those with high Faith ratings may seem fanatical, even insane to those not of their religion.

Cainites do not normally have Faith ratings, although it is still possible (see the Merit on p. 494).

See also 18

Abilities & Attributes

Disciplines

  • Dominate vampire/power/discipline/dominate
  • Obfuscate vampire/power/discipline/obfuscate
  • Presence vampire/power/discipline/presence

Rotes & Procedures

Referenced by 12

Bestiary

Disciplines

  • Animus Ligature vampire/power/combo_discipline/animus-ligature-auspex-and-thaumaturgy

Items

Rites & Rituals

Rules

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