Hunters Those of Faith
Source: https://vamp.bynightstudios.com/vampire/library/huntersthoseoffaith
NPCs of faith may act with unified purpose, but each member's motivations are deeply personal. In most cases, hunters of faith will not simply charge in and attack vampires without thought to their personal safety, but rather make use of strategy, espionage, and circumstance to gain the upper hand.
Hunters of faith NPCs may possess the following abilities (these supersede the antagonist entry in MET VTM, Chapter Twelve: Allies and Antagonists):
System Rules
Tools of the Trade
True Faith
Those who are truly faithful, even beyond the zealotry of belief, are occasionally granted special blessings and abilities through their deep connection to the divine. Characters with True Faith are not mere believers; rather they possess a deeply personal sense of devotion. True Faith is not limited to the practitioners of a single religion and can manifest in devout followers who are not part of any organized hunter group. Although True Faith is a universal concept, it is rare to encounter such a devout individual. True Faith is rated on a scale of 1 to 5. The powers afforded to the faithful depend on this rating, as described below. A character with True Faith cannot be Embraced. If a vampire attempts to Embrace a character with True Faith, the victim will simply die. NPC of faith may specialize in True Faith. This grants her a True Faith rating and a number of True Faith traits equal to half her NPC rating rounded up, and grants her access to Miracles (see below). These traits are spent similar to Blood, but they return at the end of the night.
- - Any character with True Faith may attempt to ward off vampires by brandishing a holy symbol or similar sigil. To do so, the NPC must succeed in an opposed Social challenge against her opponent, using the NPC's rating x2 (+5 if the NPC possesses the Intimidation specialty) versus the vampire's Social attribute + Willpower. If the vampire loses this challenge, she must flee for the remainder of the scene.
•• - A person with a True Faith rating of 2 or more may instinctively sense the presence of a vampire. She must be in peaceful, quiet surroundings to do so, but she need not expend an action to gain this knowledge. Note that the user of this power may not have enough knowledge to understand what a vampire is; she simply realizes that something evil is nearby.
••• - A person with a True Faith rating of 3 or more is immune to the powers of Dominate and Dementation.
•••• - A mortal with a True Faith rating of 4 or more cannot be turned into a ghoul; the blood simply fails to induce change. She is also immune to the powers of Presence and Obfuscate.
••••• - A person that has achieved this level of True Faith is so sacred that her mere presence can fill a vampire with self-loathing, terror, and even physical pain. Any vampire who is touched by the faithful or hears her pray, preach, or recite holy words must make a frenzy challenge against a difficulty rating of 30 (an epic difficulty) or flee immediately. A vampire who fails the challenge but is unable to flee is reduced to a gibbering wreck, screaming, sobbing, and begging for her unlife. The vampire cannot take action against the individual with True Faith, but she may defend herself.
Minor Miracles
Hunters of Faith also gain the ability to perform Minor Miracles. Each night, a character who specializes in True Faith may call upon any one Minor Miracle of her choice for each level of her True Faith rating to a maximum of 5, granting the ability to use its effect for one hour. Any Blood or Gnosis cost required by these powers may be paid by spending a single point of True Faith.
Major Miracles
Epic NPCs or Stock NPCs with a rating of 6 or higher who possess True Faith may call upon any one Major Miracle per night, granting the ability to use its effect for one hour. Any Blood or Gnosis cost required by these powers may be paid by spending a single point of True Faith.
Theurgy
Hunters of Faith can specialize in a form of divine power known as Theurgy. Many of these powers are extremely rare. To simulate Theurgy, Hunters of Faith can purchase specializations in any of the following disciplines.
Hunters of Faith may specialize in up to two paths of Theurgy. Instead of spending Blood to fuel the powers of Theurgy, Hunters of Faith spend Mana. Hunters of Faith have a mana pool equal to twice their Stock NPC Rating. They can spend up to 2 Mana per turn. Mana is refreshed every morning when the hunter wakes.
Holy Weapons
Hunters of Faith have access to weapons that have been blessed. While many Hunters of Faith make use of Minor Miracles, some hunters prefer bare fists and bladed weapons. A hunter with a True Faith rating of 3 or more may bless a melee or ranged weapon, applying the quality Strange Composition: Holy in addition to its normal two qualities. A weapon with the Holy quality deals aggravated damage to all supernatural creatures regardless of type. Supernatural creatures cannot hold or wield these weapons. These weapons do not do aggravated damage on awakened mortals, such as ghouls, kinfolk, or kithain; however, awakened mortals cannot hold or wield them. The Holy quality lasts for 24 hours.
Source Book: MET - VTM - V2 (2021)