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Numina - There are two forms of numina supported in
Chicago: The Roarin' 20's. They are as follows: psychic numina and true faith. All numina is
complex and takes devotion to master which requires role-playing. Therefore, to
raise any psychic numina or faith with Experience Points a player must have Storyteller
approval. Below you will find a discussion on each form of numina.Psychic Numina
Psychics exhibit tendencies towards
their abilities which are known as Phenomena early in life and at most in two areas.
These extraordinary people often times have traumatic childhoods as they struggle to
understand and control their Phenomena. For this reason, Phenomena must be purchased
at Character Creation. As a psychic matures, they learn discipline and control over
their innate ability and therefore may purchase higher levels of their Phenomena.
However, it must be noted that for them to gain their own hold on their ability is
difficult. Without training or mentoring or an environment in which tolerance and
understanding are the norm, most will find it near impossible to gain control over their
Phenomena. In the World of Darkness, potential benefactors may have agendas of their
own as agencies within the government often times lure the psychic into research studies
designed to further their own ambitions and private profiteers and charlatans would also
find use for these individuals.
Types of Phenomena are varied and
indeed the ones presented by White Wolf aren't necessarily all that are possible.
Players may discuss with the Storytellers any proposed ideas for a type of Phenomena that
is tailored to their concept. In Hunter's Hunted, Project Twilight, and in Vampire:
the Masquerade Player's Guide 2nd edition there are several examples of Phenomena listed
with their systems. Below are some examples of types of Phenomena:
| Types of Phenomena |
| Telepathy
- the ability to read minds. |
| Psychokinesis or
Telekinesis - the ability to move things with your mind by thinking about it. |
Astral
Form - the ability to disconnect from one's body and travel spiritually. |
| Animal
Psi - the ability to telepathically communicate with animals. |
| Anti
Psi - the ability to create a null zone for other Phenomena. The character is
walking psychic static and may never possess any other Phenomena. |
| Psychometry
- the ability to sense information about a person, place or event by touching an object of
importance to that person or place. |
| Pyrokinesis
- the ability to psychically agitate molecules to such a degree that fire results. |
True Faith
True Faith is a trait possessed by
only those who are truly devout and share a powerful connection to their personal
spirituality. Every aspect of their life is devoted to their religion and
spirituality and the nature of how their powers manifest is directly tied to the tenets of
their faith. In the Judeo-Christian religions, God bestows gifts on those he charges
with his cause and they are tested and tempted often to break with the tenets of their
faith. When a character gives into temptation of fails a test, God punishes them and
to reconcile with Him is another ordeal left to role-playing. In game terms, this
means that those Characters with True Faith can loose it if they so choose to act in a
manner that offends God.
What gifts He imparts and to whom is
a mystery. It is a burden to do God's work on earth. They are huge shoes to
fill and not always something a character wants. They don't wake up one morning and
say, "Oh cool! I have True Faith." However, they do their task to
carry out God's will out of faith, love, and devotion to their deity even if such actions
bring with it feelings of guilt and remorse. Think of Noah being commanded to build
that ark. Did he like building it, knowing that all not in the safety of the ark
would perish in the great flood? No. Did Moses like bringing about the death
of Pharaoh's first born? No. But both men carried out God's will out of their
True Faith in their deity. Rest assured that any Character taking True Faith will
have to have a great story on how God has ordained them and the ordeals that were borne of
it. Where organized religion is concerned, many other men of the cloth whose own
spiritual connection is weak or corrupt are loathe to acknowledge these miracle workers
and even seek to discredit them. This may have been the case with your Character and
if it was not, then the reasons for acceptance should be found if indeed the Character is
part of an institution.
Characters coming from other tenets
of faith such as Islam, Buddhism, or Hinduism or the like will also have had their own
experiences. With each of these, the way that True Faith manifests should be
directly tied to their religion and a story to go along with each supplied as with the
Judeo-Christian model.
It is important to note that not all
religions and tenets see other supernaturals as evil beings and no two religions see good
and evil the same way. Therefore, no two characters with True Faith should have the
same effect on the world around them. If that were the case, then there wouldn't be
any sort of miracle attached to them as they would all be the same, rather than products
of their own personal connection to their spiritual power.
True Faith often requires a focus
and concentration. The priest that turns away the Undead and Demons, for example,
concentrates all his spiritual strength in a holy symbol, the healer lays the hands on the
infirm, the Buddhist monk meditates. In game terms, this means that your Character
can not shoot a gun and send the devil out of Linda Blair's body at the same time.
Players should spend some time
thinking on how their True Faith manifests and to choose a manifestation that makes sense
given their Character Concept. Below are some examples of True Faith Manifestations
and their systems:
| Types of True Faith
Manifestations |
| Turning
- the ability to turn away the undead and repel evil spirits from a person or place. System: True Faith Rating vs. Willpower of
the target. The faithful concentrates on a holy symbol as a focus and displays it to
the target forcing it back and reciting his deity's will to have the creature turn.
Each success causes the being to take a step back. In cases of possession, each
success deducts from the total amount of successes needed to inhabit the host, thereby
weakening the possession. When all successes are cancelled, the host is completely
rid of the possession. |
| Laying of the
Hands - the ability to heal the injured and infirm. System: True Faith Rating Difficulty of
6. Each success heals one Health Level of Damage regardless of type. In the
case of disease or chemical abuse or poison 3 successes are needed to cleanse the
target. The healer lays the hand on the subject and concentrates for a turn.
If successful the source of the injury will appear on the healer. For example, one
might start bleeding from a head injury the subject suffered. This causes no damage
to the healer. |
Holy
Aura - the ability to glow with the aura of your deity to incite fear in evil
beings around you with your presence. This translates into Rotschreck and the flight
response in Garou Frenzy.
System: Activated by
spending a turn of concentration on a holy focus. Those in sight of the holy must
roll Willpower Difficulty 9 to resist the urge to flee or spend the number of
Willpower points equal to the True Faith rating employed while the power is
activated. The number of successes needed to resist the urge to flee on a roll are
equal to the True Faith rating of the pious. Those that are around the pious will
instinctively feel his holy nature. |
| Fist
of God - having a part of one's person or a weapon imbued with holy power to
cause aggravated damage in an evil being. System: Activated by spending a turn of concentration on the
weapon or part of the body charged. Each level of True Faith represents one
automatic success of aggravated damage as with Potence. Damage is rolled as normal
with the weapon used. Ranged combat weapons such as guns may not be imbued with
Faith. Common physical manifestations may be that a sword would glow with the holy
power or it might sing as it swipes through the air. |
| Eyes
of God - the immunity to illusions and supernatural powers such as Obfuscate,
Blur of the Milky Eye, and Arcane. System: Each level of True Faith acts as Auspex to counter
Obfuscate, Chimerstry, and subtracts from each level of Arcane. In the case of Garou
Gifts such as Blur of the Milky Eye, it acts as a counter to the successes gained by the
Garou upon rolling for activation of the Gift. In addition, it lowers perception
difficulties at the rate of one per level of True Faith when the perceptions of the pious
are being manipulated in any way by a supernatural. This power requires holding a
holy focus in hand while attempting to perceive the supernatural. |
| Holy
Conviction - the ability to derive strength of will from one's deity. System: Each level of True Faith
increases the difficulty of any Discipline, Gift, or Magickal effect that would subjugate
the will of the faithful much like Iron Will. Should the difficulty increase beyond
10, then multiple successes are required. For example, a person with Holy Conviction
Level 5 with a current Willpower of 8 would be at difficulty 10+3 successes for a total of
4 10's needed to subjugate them in a single roll. This power requires concentration
on a holy focus. |
Gaining, Loosing
Faith, and Regaining Faith
Gaining True Faith is always a
matter of role-playing. This means that the Character must have undergone a
challenge to their tenet of faith and overcame it and therefore strengthened their
resolve. For example, showing a hardened criminal on death row the path of the righteous
and saving his soul. Whatever the case, gaining faith is a difficult and long road
to travel.
Loosing faith by contrast is
remarkably easy. For game purposes consider any Character possessing the trait to
have a Humanity of 10. Acting in any way contrary to the tenets of the faith will
cause a loss of faith. For example, performing a laying of the hands for personal
gain would be a strong reason to have faith stripped from your Character.
Regaining faith is harder than
gaining it in the first place. After all, your Character had a Divine gift and
squandered it. In some cases, this is temporary as the Character experiences a
Crises of Faith and must work diligently and piously to return to the good graces of the
Divine. However, there are other cases in which a Character commits an atrocity
either knowingly or unknowingly and has totally failed their tenets and has completely
lost their tenet of faith and personal spiritual connection. In cases like these,
there is virtually no hope of regaining their True Faith. A Character is either now
a servant of evil, or simply is another of the flock who has been led astray and still
worships his tenets despite not having the gift of True Faith. Imagine Biblical
accounts of men of Faith who have been led astray by their own inner demons or external
temptations. This is the drama of falling from Grace. A classic example would
be the story of Adam and Eve. Whether gaining, loosing, or regaining True Faith, it
should be treated as a strong dramatical turning point in a Character's development.
Costs of Numina and True Faith in
Chicago: The Roarin' 20's
| Numina |
Freebie
Points |
Experience
Cost |
| Psychic |
7 per dot for the first numina, 14 per dot for the second |
5X's current level |
| True Faith |
7 per
dot |
5X's
current level |
Some FAQ's On True Faith
and Numina
Can I Have More Than One
Manifestation of True Faith?
Well you must be a playing a greedy
little Holy person. No. You may not. You may choose or make up one
manifestation of True Faith that is in accordance with your Character's personality.
If you decide to make a manifestation of your own creation, it must be approved by a
Storyteller.
Can My Character Gain True Faith Or
Psychic Numina Over The Course Of The Chronicle If They Never Had It?
Gaining True Faith when a PC was not
created with it will require endless amounts of role-playing to justify. Your
character must attract the attention of the Deity that they are devoted to and prove
themselves worthy of such a gift. You had better hope that the Chronicle lasts quite
a while.
In the case of Psychic Numina,
no. Psychic abilities are present at birth or not at all.
What Happens to True Faith and
Psychic Numina Upon Ghouling, Embrace, or Awakening?
In short, it goes bye bye.
Ghouling and Embrace - Your Character has lost its connection to its psychic
powers because you are no longer living in the case of Embrace. It no longer is part
of the psychic energy of the world around it as it once was. In the case of
ghouling, your blood is polluted with Kindred vitae and all difficulties should be at +2
for using the Phenomena. For those characters with True Faith, ghouling and embrace
means that they have failed the ultimate test of God and submitted to temptation and
joined those cursed by Caine's sin. There is no hope of it returning.
Awakening - In both the case of psychic numina and True Faith your
Character now is Awakened to the true nature of reality and has abandoned that course of
channeling its energy or that tenet in the favor of pursuing something much much more
grand. Even if the Character chooses the Celestial Chorus as their Tradition, the
paradigm of that Tradition and the pursuit of Enlightenment replaces the former tenet of
Faith.
Why Can't I Have A Kindred, Garou
or Mage With True Faith?
Kindred - Your character is now a creature that feeds on blood and
has a beast within to reckon with. This means that it will degenerate and commit
atrocities when it looses control of itself. Also the fact that it feeds on blood
and has to lie, cheat, and subjugate others in order to even feed itself on a regular
basis should be a clear indication of why a Kindred can not have True Faith. Not to
mention that just by being a Vampire or a Ghoul your Character is carrying the Curse of
Caine.
Garou - Garou have an innate connection to their spiritual
sides, that is for certain. However, Garou are also creatures with a bestial side
that inevitably comes out. Given this fact, it is nearly impossible for a Garou to
keep from sinning and breaking with the tenets of True Faith. Having an unusually
strong connection to Gaia does not warrant the ability to have True Faith...that's what a
high Gnosis is supposed to represent.
Mage - Mages are Enlightened. Their quest for personal
Ascension and the Ascension of Humanity is what is important to them. Their ability
to understand their spiritual Enlightenment is represented by Arete. Arete isn't
just for how many dice you get to roll for a magickal effect. It is a complex trait
that represents many many things. |