True Faith
Numina · Werewolf
Some Kinfolk have a strong attachment to their spiritual nature. They enjoy a deep-seated, unshakeable love for and devotion to the divine, whether they call it Gaia, God, or some other form of higher power or supreme entity. For them, there exists a bedrock upon which all things rest and which they can touch, at times, through the virtue of their belief. They connect with that power, especially in times of stress or urgent need, and draw strength and, occasionally, tangible effects from expressions of their Faith.
Kinfolk characters with this Numen start out with one dot of True Faith, which ranges from 1-10.
True Faith adds to Willpower rolls in critical situations, adding +1 to the dice pool for each point of Faith. It does not add to rolls used for rites, Gifts, Psychic Phenomena, Hedge Magic, or similar abilities.
The Storyteller determines the effects of True Faith, depending on the situation. True Faith may repel vampires or wraiths. The player must succeed on a Faith roll against a difficulty of the opponent’s Willpower. True Faith protects from the powers of mages. Each point acts as a die of countermagic.
Those Kinfolk with True Faith in Gaia might be able to repel Wyrm creatures and those suffering the taint of the Wyrm, in the same manner as with vampires and wraiths.
Kinfolk may gain an additional point of temporary Willpower per point of True Faith due to their devotion. At higher levels, True Faith may have effects that seem miraculous to others: healing a Health Level to prevent someone from dying, receiving a second chance to attempt a difficult action if the first attempt fails horribly, having some sort of fortuitous intervention occur when all seems lost, or some effect of a level consistent with the Kinfolk’s Faith rating.
True Faith does not increase through the spending of experience points. The Storyteller may award extra points in True Faith based on the character’s actions.