More to Come
with this background have a familiar, an intelligent creature of spirit
made matter, which is magically bonded, to the Mage. But just as the familiar
is bonded to the Mage, so to is the Mage bonded to the familiar. The relationship
between Mage and Familiar varies widely, but the relationship is a very
The familiars differ from Trad to Trad ((I am sure you can use your imagination no need to type that))
Regardless of their form, familiars provide the Mage with information and even abilities beyond those the Mage can attain alone. The exact nature of the se powers varies from familiar to familiar. In return familiars feed on the Mages Quintessence. The strength of the Familiar determines both the amount of power and information it can confer to the Mage, and the amount of Prime energy it must be fed weekly. If it does not receive sufficient "food" it may become disgruntled and leave. If the familiar breaks the bond that Mage looses all benefits the Familiar conferred. A Mage whose Familiar dies immediately looses an amount of Quintessence equal to twice the power of the familiar, as well as all abilities conferred by the familiar.
1 dot paradox eaten per month, needs 1 quintessence point per week. Has
some random knowledges. (1 dot in knowledges)
1 point of paradox eaten every other week. 2 quintessence per week. Some noteworthy information. (2 dots in knowledge's)
1 dot of Paradox eaten per week, knows a great deal about esoteric subjects, and is equal to a 1-dot mentor (2 dots in knowledges). Requires three points of Quint. Per week.
2 dots paradox, 2 dot mentor for study purposes (3 dots in knowledges), 4 dots quint per week.
1 point paradox per day, a vast wealth of information, equivalent to a 3 dot mentor (3 dots in knowledges). 5 points of Quint per week.
4 or 5 dot familiar provides one temporary dot of Arete, (and 3 dots of
knowledge's)which is lost if the Mage and familiar are out of contact for
more than a couple of days. That is what the Book of Shadows says, I would
take that to mean that, yes the mages Arete goes up... but it is null and
void should the familiar bond be damaged.
On the subject of knowledge's and information. It says the familiar should be cryptic from time to time with the bits of random info it spouts. This is because of the difference in the way the familiars mind works and not necessarily meant as puzzlement to the Mage. The Information (knowledges) is things the Familiar knows and are stored in its mind, thus giving the Mage access to them.
On the subject of Extra Powers. A strong Familiar may have more than one and they can be very diverse. I.e. a level one sphere, ability to demand respect in odd places (i.e. werecreatures, umbrood) ability to randomly jump into the Umbra. Etc etc etc...
(Vampire the Masquerade 3rd Edition PP 272)
Any character with True Faith may attempt to ward off Vampires by brandishing a holy symbol or muttering prayers. The person rolls faith on a difficulty of the targets will power. The number of successes determines the number of steps the Vampire must take back. If no successes are scored the vampire need not step back but may not advance. A botch indicates the Vampire may advance unhindered. Further if the cross or bible or other holy symbol is placed against the vampires body each success does one level of aggravated damage.
A mortal with Faith rating two or more may resist Vampiric Dominate by spending Willpower (1 point lasts a few turn usually)
A person with 3 or more may sense the presence of a Vampire. She need not be consciously trying but must be in peaceful quiet surroundings. The person will not sense the Vampire if she is preoccupied or in a crowded room. Storyteller should let the player sense the Vampire when it is dramatically convenient. NOTE: The player may not know what she is sensing only that something unclean or evil is around.
The mortal may not be gouled and is unaffected by any mind altering Disciplines i.e. Presence, Obfuscate, Dominate
The person is so pure and holy that she can feel a Vampire with self-loathing, disgust, terror or even physical pain. Any Vampire hearing the person Pray, preach or sing psalms, or being touched by the person, may be forced to flee immediately by any available means. To avoid fleeing the Vampire must either spend one willpower point per turn or make Stamina roll each turn difficulty of 5+ own intelligence. (Yes the more intelligent you are the higher the difficulty because the more guilty you will feel)
Theory people can have True Faith up to 10 but these people are 1 in a
billion. They are unlikely to enter a Chronicle and certainly not more
than one but their power would be enormous.
A Vampire may detect True Faith through experience (*G*) or through aura perception. The aura of the person will possess a silver/gold halo around her body. The stronger the faith the brighter the halo.
True Faith Merit 7 points (Book of Shadows page38)
You have a deep-seated faith and love of god (or whatever you call the all mighty) You begin the game with one point of True Faith (a Merit that goes 1-10, BUT please see Vamp 3rd Edition for revisions to the True Faith Rules, they are listed above) This Faith provides you with Inner Strength and comfort that continues to support you when all else betrays. This merit is most common among the Celestial Chorus. Technomancers MAY NOT have True Faith (no Faith in Kibo does count)
Your Faith adds to Willpower giving plus one to the dice pool for every dot of Faith. It does not affect Magick in any way, but may allow for some for of outside intervention. (See Guardian Angel or Luck) Certain types of mages at the Storytellers discretion may reduce Paradox gained around sleepers if those sleepers are of the same faith as the mage (i.e. Faith healing etc etc etc) The effects of TF are up to the Storyteller but will typically repel Vampires. It will vary greatly from person to person, and will almost never be obvious. Most of the most saintly people have never preformed a miracle other than easing the suffering of an injured soul The nature of miracles preformed will be tied to your nature and you may never realize you have been aided by a force beyond yourself.
An additional benefit of True Faith is innate Counter Magic (THIS WILL NOT WORK ON MAGES) but it will work for normal mortals with TF. It gives them one die of counter magick per dot of TF. Therefore the chances of affecting a mortal with TF 5 are slim.
True Faith Merit 7 points (Vampire the Masquerade 3rd Edition pp. 301)
You have a deep-seated faith and love of god (or whatever you call the all mighty) You begin the game with one point of True Faith (a Merit that goes 1-10, BUT please see Vamp 3rd Edition for revisions to the True Faith Rules, they are listed above) This Faith provides you with Inner Strength and comfort that continues to support you when all else betrays. It adds one die to all Willpower or Virtue Rolls per dot of True Faith. You MUST have a humanity of 9 to take this merit. If Humanity falls below that all faith points are lost and regained only when the humanity is regained. Individuals with True Faith are capable of performing acts akin to miracles, but the exact nature of those acts is up to the Storyteller.
True Faith Merit 7 points (Changeling 2nd Edition page 27)
Faith adds +1 to your willpower for every dot. Effects are up to the Storyteller
but will typically only repel Vampires. An additional affect of True Faith
is innate Magick resistance. This WILL NOT work for Changelings (theories
about the reason vary)
Which means that if you cast a spell against a mortal with 5 points of True Faith, the chances of it succeeding are slim to none.
Echo's 4 points (Changeling 2nd Edition pp. 160)
symbols are repellant to you, forcing you away from those who wear them.
The shadow of the cross falling on you causes one level of Chimerical damage
per turn. You also take a Chimerical health level whenever you try to enter
Holy Ground, although it is soakable.
Echo's 5 points
Those wearing cold iron or religious symbols are immune to any sort of arts you may use. You must make a willpower roll (Diff 7) to enter Holy Ground. Even if you succeed you take actual physical damage (1 health level per turn) whenever you enter holy ground.
True Faith Merit 7 Points (Werewolf Players Guide pp. 16)
The only difference in this and the Mage and Changeling Merit is that it includes Gaia, (which could theoretically be included in the before mentioned as well)