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Suggested
Modifiers
Modifier Situation
-3 Ritualist’s Morality is 3 or less
-1 Ritual incorporates no overt shows of faith
+1 Ritualist is an ordained priest, monk or nun
+1 Ritualist’s Morality is 8 or higher
+2 Ritual incorporates the sacraments
+5 Ritual is performed on the appropriate saint’s feast day (see individual
Benedictions)
The Apostle’s Teachings
According to the Bible, Jesus told his Apostles to go forth
and spread the word of the faith, teaching not by forced conversion
or sermonizing, but by example: the Apostles, much
like hunters, cured the sick, drove out demons and ministered
to the people. Today, the Malleus Maleficarum holds
to those same teachings. By invoking the favor of the Twelve
Apostles, a hunter may inspire others through her own good
works, showing the spiritual rewards of virtue and rightness.
Cost: None.
Action: Reflexive.
Dice Pool: Composure + Benediction.
Roll Results
Dramatic Failure: The hunter gains no benefit from
fulfilling her Virtue. She regains no Willpower and cannot
bestow Willpower on others.
Failure: The hunter regains Willpower for fulfilling her
Virtue but cannot bestow those points on others.
Success: Instead of regaining Willpower herself when she fulfills her Virtue, the hunter gains a
pool of Willpower points equal
to her maximum Willpower, which she may allocate to any mortal
characters in line of sight. She may give as many points as she likes
to one character, or may spread the points out to many characters,
but she cannot take any points for herself and she cannot increase
a character’s current Willpower total beyond its maximum.
Exceptional Success: As a success, but the hunter may
allocate points to herself and may increase a character’s Willpower
point total beyond its maximum. This extra Willpower
point vanishes at the end of the scene if unspent.
This Benediction is invoked as a reflexive action when
the hunter regains Willpower by fulfilling her Virtue. She
does not have to use this Benediction if she does not wish
to, but she may only use it if she has not already regained
Willpower by fulfilling her Virtue (or used this Benediction)
during the current chapter.
Suggested Modifiers
Modifier Situation
+1 Character’s Virtue is Faith
+5 Benediction is performed on June 29th (feast day of St. Peter and St. Paul)
Armor of St. Martin
In the constant battle against the minions of Satan, the
Malleus Maleficarum must stand ever ready. Since the modern
world frowns upon the wearing of riot vests by the general
population, many hunters offer their prayers to St. Martin of
Tours, the patron saint of soldiers, to watch over them and
protect them. Uttered before going into battle, the prayer of
the Armor of St. Martin has saved many hunters’ lives.
Cost: 1 Willpower.
Action: Instant.
Dice Pool: Stamina + Benediction.
Roll Results
Dramatic Failure: The hunter’s prayers are not sufficiently sincere; not only does he not receive
St. Martin’s protection, but he also suffers a -1 penalty to his Defense for the rest of the scene.
Failure: The hunter does not gain the benefit of St. Martin’s blessing.
Success: The hunter gains an Armor rating equal to his Benediction dots. This armor does not
stack with mundane armor or other forms of supernatural armor, nor does it reduce
the hunter’s Defense. The Armor of St. Martin does not protect
against attacks that naturally inflict aggravated damage.
Exceptional Success: The hunter may spend a Willpower
point to downgrade the damage from a lethal wound to
bashing. This effect only downgrades the base damage from
the attack; it has no effect on damage that wraps around from
a full Health chart.
The Armor of St. Martin lasts for one scene.
Modifier Situation
+1 The hunter is fighting to defend helpless innocents
+5 The Benediction is performed on November 11th (feast day of St. Martin of
Tours)
Epipodian Safeguard
Satan’s servants are as subtle as they are powerful. Many
are capable of warping a hunter’s mind, forcing her to betray
her friends and allies. By invoking St. Epipodius, patron saint
of the betrayed, a member of the Malleus Maleficarum can
safeguard herself against such blasphemous arts. Through the
power of faith, her soul remains pure and loyal.
Cost: 1 Willpower.
Action: Instant.
Dice Pool: None.
Effect: By spending a point of Willpower and uttering a
prayer to St. Epipodius, the hunter gains a preternatural resistance
to mental domination, be it by spell or possession or a more
mysterious force. For the rest of the scene, she adds her Benediction
rating to any Resistance Attribute rolled to contest any supernatural
power that seeks to control her mind. This resistance
does not apply against powers that merely affect her mind (such
as a witch’s ability to conjure illusions or a demons ability to invoke
terror), only those that would control her actions (such as
demonic possession or a vampire’s dread gaze).
Roll Results
Dramatic Failure: An improperly performed ritual either
draws spirits and ghosts to the location or grants such beings a
temporary +1 to their Power when they are in the area.
Failure: No progress is made toward blessing the area.
Success: The character makes progress toward blessing
the area with St. Agrippina’s protection.
Exceptional Success: Not only is significant progress made
toward completing the blessing, but the protected area’s Strength
also gains a +1 bonus (Benediction + 1 for a general blessing,
Benediction +2 for a blessing against a specific monster).
The Blessed Protection of St. Agrippina can be a general
blessing that protects against all monsters, or it may be
custom-tailored to affect only a single unholy blasphemy, but
at greater potency. When creating a ward against a specific
creature, the hunter does not need to know the name of the
entity — an obvious designation, such as “the vampire who
killed Maria Buchenwald” or “the demon that tempted me
with wealth and power” is a sufficiently accurate description.
Specific blessings protect against only that particular being,
though. They have no effect on any other monster.
Each blessing must be tied to some sort of physical marker,
such as a fence or a line of holy water sprinkled across the
floor. If anyone or anything disturbs or makes an opening in
this physical marker, the blessing instantly ceases to function.
A character cannot bless an area that is more than 21 yards
on a side; he can protect a small house and most of its yard,
a large house or most of a warehouse, but not an entire office
building or city block. The Blessed Protection of St. Agrippina
is generally stationary; the only way to move the effect
is to move the entire structure the blessing protects. Thus, it
is possible to ward a house or even a car, but not an individual
person (wards must affect an area, and most people don’t
move the ground under their feet when they walk).
The blessing has a Strength rating equal to its creator’s
Benediction rating (or Benediction +1 for a blessing against
one particular creature) that measures its ability to keep out
Satan’s spawn. This score is subtracted from the Presence (or
Power, for a ghost or spirit) of any affected monster that seeks
to enter the area. If the entity’s Presence or Power would be reduced
to zero, it cannot enter the blessed area. Otherwise, the
creature can enter, but all of its Power Attributes (Strength,
Intelligence and Presence) are reduced by the Strength of the
blessing for the entire time the entity remains in the area. If
any of these Attributes is reduced to 0, the monster cannot
use any actions that rely on that Attribute. Monsters outside
the blessed area that attempt to use supernatural powers to affect
anyone or anything inside the blessed area are still subject
to the blessing’s Strength. Monsters within the blessed area at
the time of its casting (such as a vampire within its haven during
the day) will endeavor to flee at any cost; inability to flee
causes the monster to suffer the effects as noted above.
The Blessed Protection of St. Agrippina lasts for one full
day if it is performed to ward off all supernatural entities, or for
a week if its blessing works against a single creature. Multiple
Blessed Protections of St. Agrippina do not stack; however, it
is possible to lay a blessing against one particular entity and
one against all monsters over the same area, or several separate
blessings against different specific creatures. For example, a
Malleus Maleficarum cell actively engaged in hunting down a
particular cabal of witches might well maintain a separate ward
against each member of the cabal, in addition to a general ward
against all monsters, around its headquarters. An individual
hunter may only have a single protection active at a time, thus,
the example above requires the cooperation of the entire cell.
Although a monster may convince a mortal to remove or
damage the physical markers that keep a blessing in place, such
entities are completely incapable of affecting these physical markers
directly, even if they could normally move or destroy them.
A spirit affected by a Blessed Protection of St. Agrippina cannot
make the area into an anchor while the protection is in place. A
ward does not undo the connection between an entity and its anchor
if the rite is performed on such an object, however. The spirit
or ghost’s Power is still reduced by the blessing, but it remains in
proximity to its anchor. Such a being whose Power is reduced to
zero is forced into a sort of hibernation while the blessing is active,
becoming dormant and inaccessible.
Suggested
Modifiers
Modifier Situation
-1 The area being blessed is devoted to some profane purpose (such as a
strip club or crack house)
+1 The area being blessed is consecrated ground
+5 Benediction performed on June 23rd (Feast Day of St. Agrippina)
Roll Results
Dramatic Failure: The hunter’s prayers go unheeded.
The spiritual shock of such a blow to her faith causes her to
lose one Willpower. If she has no Willpower points left, she
suffers a -1 to all dice pools for the rest of the scene.
Failure: The hunter’s prayers fail to balm her soul.
Success: St. George answers the hunter’s prayers, filling her
with zeal and inner strength. She gains a dot of Stamina (which
increases her Health trait by one, as well). This dot remains for
one scene. She can also go a number of days equal to her Benedictions
score without eating or sleeping, though she still must supply
her body with water. During this time, she suffers no ill effects at
the hands of fatigue or deprivation. At the end of this period, she
will fall into a deep 12-hour slumber from which she sleeps like the
dead and cannot be awakened. A character cannot benefit from
the Fortitude of St. George more than once per 24 hours.
Exceptional Success: The hunter gains one additional
dot of Stamina, even if that would take her above five dots.
Suggested Modifiers
Modifier Situation
+5 Benediction is performed on April 23rd (feast day of St. George)
Roll Results
Dramatic Failure: The injured character’s wounds are visited
upon the healer in the form of stigmata. The healer suffers one point of
lethal damage as blood erupts from his palms, feet, side and brow.
Failure: No progress is made toward healing the injured character.
Success: The injured character’s wounds begin to close
through the power of God.
Exceptional Success: In addition to tremendous progress
being made, the Benediction downgrades one aggravated
wound to lethal.
Successes rolled on the extended action go toward healing
the characters. One success is required to heal a point of bashing
damage, while two successes are required to heal a lethal wound.
The healer need not declare a target number in advance, but the
character may only make a number of rolls equal to his Morality.
In order to use this Benediction, the healer must lay at
least one hand on the injured party. Skin-to-skin contact is
necessary. If physical contact is broken, all accumulated successes
are lost and the character must begin again. A character
may not use this ritual upon himself.
Suggested Modifiers
Modifier Situation
+1 The injured character’s Virtue is Faith
+5 Benediction is performed on October 18th (feast day of St. Luke)
Roll Results
Dramatic Failure: The object to be sanctified is shattered
by the wrath of God, and the hunter loses any Willpower cost
associated with the ritual.
Failure: No progress is made toward completing the ritual.
Success: Progress is made toward completing the ritual.
Exceptional Success: In addition to major progress being
made, the rating of the blessed item created by this ritual is
increased by one dot.
This rite allows the hunter to create a blessed item (The
World of Darkness Rulebook, p. 214). Before beginning the
ritual, the hunter must decide on the dot rating he wishes
to bestow on the blessed item he creates. Each dot requires
three successes to create, and the maximum number of rolls
is capped by the hunter’s Morality. If the hunter fails, he does
not pay the Willpower cost except on a dramatic failure.
Creating a blessed item with this rite costs a point of
Willpower. The item remains blessed for the remainder of the
scene. If the hunter desires, he may spend a Willpower dot to
infuse the item with God’s blessing permanently.
Suggested
Modifiers
Modifier Situation
-2 The item being blessed is profane or blasphemous (a porn magazine, an
image of Jesus sprayed with horse urine).
-1 The item being blessed is one of no particular religious significance (e.g., a
baseball bat or comic book).
+0 The item being blessed is one of religious significance (a Bible, rosary, etc.).
+2 The blessed item is an actual relic of a saint, such as a bone or vial of blood.
+5 Benediction is enacted on May 24th (Feast Day of Mary, Help of
Christians).
Roll Results
Dramatic Failure: Not only does the hunter fail to conceal
himself, but he actively draws attention to his presence. People
automatically notice him and try to engage him in conversation
even when he tries to be unobtrusive, and even if he tries
to hide, those looking for him get a +1 bonus on their rolls.
Failure: The hunter is unable to mask his presence from
those looking for him.
Success: The eyes of ordinary mortals slide right off the
hunter; people unconsciously acknowledge his presence but
refuse to actually notice him, even if he’s armed to the teeth
and engaged in an act of burglary. Any overtly hostile act,
such as fi ring a gun or shouting a threat, breaks the illusion
instantly, as does speaking anything other than prayer.
Exceptional Success: As a success, but if the hunter attacks
an enemy while still under the effects of this Benediction,
the effect does not end until after the attack (meaning
the target loses his Defense).
The effects of this Benediction are automatic. As long
as the hunter continuously murmurs prayers under his breath
(meaning he cannot otherwise speak) and takes no hostile actions,
ordinary mortals simply do not see him. Even suspicious
but non-threatening acts, like hot-wiring a car or picking a
lock on a door, do not break the effect. Supernatural creatures
and mortals actively looking for trouble (such as a patrolling
cop or a private guard) may make a Wits + Composure
roll contested by the hunter’s Wits + Stealth + Benediction.
This roll is reflexive for both parties. If the hunter rolls more
successes, he remains undetected. If the observer rolls more
successes, he pierces the veil and the effect is ended for all
characters in the vicinity.
The hunter may spend a second point of Willpower at any
time to expand the effect to include a number of willing allies
up to his Benediction rating. These allies must be mortal.
Suggested
Modifiers
Modifier Situation
+5 Benediction is performed on October 24th (feast day of St. Raphael,
patron saint of shepherds).
Roll Results
Dramatic Failure: The hunter fails to entreat the saint
with humility and righteousness in his heart; every character
who would have received the benefits of the ritual is instead
subject to the Blind Tilt for the remainder of the scene.
Failure: No progress is made toward calling down the
Benediction.
Success: The hunter makes progress toward invoking the
saint’s power.
Exceptional Success: Extraordinary progress is made.
Successes on the extended action must be allocated amongst
all the recipients of the ritual’s blessing. The number of blessed
must be determined at the outset of the action, but the hunter
need not specify the exact target number of successes. He may
make a total number of rolls equal to his Morality, and must assign
one success minimum to each intended target.
For the remainder of the scene, the players of all those
blessed may roll Resolve + (successes allocated). Success indicates
that the hunters can see monsters for what they are: if
he sees a vampire, he knows it is one of the spiteful dead. If he
sees a werewolf, even in its human state, he senses the feral
and protean nature of the thing.
In addition, any normal monstrous masking effects
fail (a vampire’s reflection or image appears crystal clear,
the sight of a werewolf inspires no terror or amnesia, and
the vulgar magic of a warlock is plain to his eyes). The
effects do function even on recorded media; a hunter benefiting
from the True Sight of St. Abel will see a vampire’s
image clearly, even if that image is on a three-week-old
video recording.
Finally, any creatures (ghosts, demons, spirits) existing in the
non-corporeal state of Twilight become visible as gauzy shadows.
That said, this ritual provides no benefit against active
powers of deception or stealth (such as the Lurker in Darkness
Dread Power), only those innate traits that protect the
monsters from discovery.
Suggested Modifiers
Modifier Situation
+5 Benediction invoked on August 5th.
Roll Results
This Benediction serves the Malleus Maleficarum in
the same way that the abjuration and exorcism actions (The
Chronicles of Darkness Core Rulebook, pp. 140) serve other
hunters. All the rules for those actions apply to the use of this
Benediction, which may be a contested action (if used as an
abjuration) or a contested and extended action (if used as an
exorcism). In effect, knowledge of this Benediction enables
the hunter to add his Benediction rating as a bonus to his
abjuration and exorcism dice pools.
Suggested Modifiers
Modifier Situation
+5 Benediction is invoked on July 11th (feast day of St. Benedict).
Roll Results
Dramatic Failure: The weapon is unable to channel the
divine wrath and shatters immediately.
Failure: The weapon is not imbued with the power of
the archangel.
Success: The weapon blazes with Heaven. When wielded against supernatural inflicts
aggravated damage. The weapon of aggravated damage equal to the number In addition, it
counts as a blessed equal to the successes rolled.
Exceptional Success: No additional inflicting a large amount of aggravated Despite the name,
this Benediction bless a sword. Any melee weapon, may be blessed with the power of this
Benediction last for one scene, been used to inflict a number of points of aggravated damage
equal to the number of successes rolled on the activation roll.
Once the weapon has inflicted that amount of aggravated
damage, it shatters, overcome by the divine power poured
into it. If the scene ends before the weapon has inflicted its
maximum aggravated damage, the effect ends and the weapon
is not broken. The hunter who imbues the weapon needn’t be
the hunter who uses it to incur damage.
Suggested Modifiers
Modifier Situation
+5 Benediction performed on September 29th (Michaelmas)
Once per game session, the Malleus Maleficarum agent can use this Benediction ability to gain
a supernatural insight concerning a question or topic. Activating this ability requires at least one
hour spent in sleep, prayer or an activity exclusively focused on accessing an altered state of
consciousness.
Cost: None, but the scenes associated with the visions prevent the character from regaining a
Willpower point from the next night’s rest.
Action: Instant.
Dice Pool: Composure + Benediction. The Storyteller should roll in secret so the player doesn’t
know if he is receiving useful clues or meaningless imagery.
Roll Results
Dramatic failure: A nightmare. The character can interpret
it any way he wants, but it probably leads to more
trouble than solutions.
Failure: Meaningless images.
Success: One or more clues (one per success), although
they must be interpreted.
Exceptional success: One or more clues (one per success),
and a suggestion about their interpretation provided
by the Storyteller.
Roll Results
Dramatic Failure: If the hunter suffers a dramatic failure,
his prayers to St. Joseph go unheeded. Unfortunately, the hunter
has still forged an unfortunate connection to the target. If
the target creature attacks the hunter during the next scene, it
receives a +2 to whatever attack or power it uses.
Failure: No effect on either the hunter or the creature.
Success: If the hunter’s player rolls more successes than
the creature’s, whatever magic or force animates the creature is
muted. The creature suffers a penalty to Initiative, Speed, and
any Physical actions equal to the hunter’s Benediction rating
for as long as the creature remains within 30 feet of the hunter.
Regardless, the effects of the Benediction end with the scene.
Exceptional Success: As above. Additionally, if the hunter
is removed from the creature’s presence, or is killed, the effects
persist for the rest of the scene.
Action: Instant
Dice Pool: Wits + Benediction
Roll Results
Dramatic Failure: Not only is the hunter unable to pierce
the supernatural illusions in the area, but his ability to accurately
perceive the world around him is diminished. For the
remainder of the scene, all Investigation dice pools, or attempts
to discern truth from lie, are made at a -2 penalty.
Failure: No effect.
Success: For the remainder of the scene, supernatural powers
that affect the senses have no effect on the hunter. Invisible
creatures appear clearly to him, fae miens are revealed, and any
glamour that makes an object smell, look, sound, or feel different
than its true nature does not affect the hunter protected by this
Benediction. The illusory powers still exist — the hunter is simply
able to perceive the truth, and is not affected by falsehoods.
Exceptional Success: The effects of this Benediction last
for a full day.
Roll Results
Dramatic Failure: The Benediction backfires and the
user find herself rejected by the very objects she intended
on using. She takes one point of lethal damage as the item
creates an intense heat the user cannot bear to handle.
Failure: The invocation falls upon deaf ears and
the selected object gains no benefits.
Success: Items blessed by this Benediction ignore
penalties for being used as improvised weapons and, in
addition, gain a bonus on attacks against vampires or
other forms of undead. The bonus is equal to successes
gained on the Benediction roll (maximum of +5). This
lasts for the remainder of the scene.
Exceptional Success: As above; as a rather strange
addition, lethal wounds caused by the blessed item often
sprout flowers—roses, most commonly—only a few
turns after the damage has been done.
Suggested
Modifiers
+5 Fiacre’s Staff is performed on August 30 (Feast Day of Saint Fiacre)
+5 Benediction of the Rose is performed on August 23 (Feast Day of Saint
Rose of Lima)
-2 Item is made of processed material
Roll Results
Dramatic Failure: The Benediction backfires.
Saint Francis has found deceit in the heart of the practitioner
and taken offense to her demand for truth.
She can tell no lies for 24 hours.
Failure: No effect; the vile creature may continue
to twist the truth as it pleases. The practitioner may try
again at an increased cost of 2 Willpower.
Success: The vampire is compelled to answer a
number of questions equal to the number of successes
the hunter gained over the target. Only the hunter may
speak the questions, for only the hunter is possessed of
Saint Francis’ Benediction. Also, note that “truth” is a
bit flexible—if the vampire believes that he did not kill
his last victim (even though reality says otherwise), then
the vampire will answer according to what he genuinely
believes. Truth is relative to the speaker.
Exceptional Success: As above, but now the creature
also gains a mild derangement as if it has just lost a point
of its Morality. Overwhelming guilt assails the monster.
Storytellers should note that this could provide an inroad
toward rehabilitation of the creature, should the
hunter decide to attempt it. The creature may endeavor
to reclaim some of its lost Morality if urged to do so.
Suggested Modifiers
+5 Benediction performed on January 24 (Feast Day of Saint Francis of
Sales)
+2 Target is Catholic
+1 Practitioner is canonized
-1 Target is not a vampire
-2 Target’s Morality is 7 or above
Song of Daniel
Lambs lying among lions—that is the promise of God’s
Paradise and the power behind this Benediction. History
is full of accounts and images of the Saints walking among
wild beasts unharmed. Perhaps the most well known is
that of Daniel in the lion’s den where playing a simple
song caused the beasts to lie down, refusing to harm him.
Blaise, Vitus, and many others have used some form of
this hymn throughout history and it survives into these
modern nights. Vampires and other creatures are sometimes
said to have the soul of a beast lurking inside them,
and this Benediction aims to soothe that savage spirit.
It is highly doubtful this Benediction is the same song
Daniel used; this hymn is no less effective, however. Hunters
of the Malleus Maleficarum over the centuries have used
it not only to calm animals in their presence but have also
discovered that it can quite literally soothe the savage beast
within vampires, werewolves and other raging beasts.
When sung, the Song of Daniel spreads an air of
calm over the wildlife surrounding the practitioner. This
may be used to approach a specific creature, or let her
move through nature without disturbing the local fauna
and draw unwanted attention to herself. Beyond that, this
Benediction may be used against vampires or other creatures
suffering frenzy or similar states (see Night Stalkers p. 163) to bring
clarity back to their mind and a small peace to their soul.
Cost: 1 Willpower against animals; 2 Willpower
against creatures
Action: Instant
Dice Pool: Charisma + Benediction – the highest
Resolve score of potentially-affected creatures
Roll Results
Dramatic Failure: The target is enraged instead.
Area animals view the invoker as a threat and respond
with an immediate fight response. Smaller creatures, like
rodents, are likely to break off and flee in short order, but
larger creatures and predators will need to be repelled.
Vampires or other similarly enraged creatures targeted
with this Benediction are not calmed and the hunter
becomes the sole focus of their supernatural rage.
Failure: The Benediction has no effect and animals
will behave and respond normally to the hunter’s
presence. Monsters remain in frenzy and will
need to be turned away through other methods.
Success: The hymn takes hold of the heart of the
beasts. Animals in the area are calmed and will let the
hunter pass without thought of fight or flight. Vampires
or other out-of-control creatures will find themselves
subdued by a supernatural peace overcoming them (see
“Frenzy,” p. 163). In addition, the hunter gains bonus
dice (equal to successes) on any Animal Ken rolls (for
animals) or Social rolls (involving cowed monsters). This
Benediction’s area of effect is equal to twice the hunter’s
Benediction score in yards. It lasts for one full scene.
Exceptional Success: For the remainder of the scene,
any animals or creatures must expend one point of Willpower
per turn of attack unless they are defending themselves.
Suggested Modifiers
+5 Song of Daniel performed on February 3 (Feast Day of Blaise)
+1 Vampire in frenzy of fear
-1 The animal is a predator/target is a werewolf
-3 Vampire in fight frenzy
Loyola’s Fire
This Benediction—allowing one to never be far
from God’s light—is named and credited to the Saint
best known for bringing the light of the Church to dark
places. Ignatius of Loyola, founder of the Society of Jesus
(better known in modern nights as Jesuits), was a knight
before coming to the cloth and often found himself in
dark places in need of shelter, warmth, and light.
By invoking the name of Saint Ignatius, the hunter
may imbue an object with his blessing and cast a holy
light through the darkness. This light illuminates all as
if through a crack in Heaven. Its glory is such that the
undead cannot suffer to be in its presence.
This prayer is uttered over a cross or similar holy object.
It is possible to perform the Benediction with the
power of the practitioner’s faith alone, but at a penalty.
The primary purpose of this Benediction brings a very
real illumination to the surrounding area that the unnatural
dead cannot abide. Despite the obvious utility of
this “secondary” feature of the Benediction, it remains
technically a side effect. Practitioners calling on Ignatius
without need of his light will find it significantly more difficult
than those followers truly wandering in the dark.
Cost: 1 Willpower
Action: Instant
Dice Pool: Resolve + Benediction
Roll Results
Dramatic Failure: No light radiates outward, but
the one performing the Benediction becomes apparent
to any and all supernatural fiends within yards equal
to three times the practitioner’s Benediction score. It’s
as if the hunter is standing in the open on a clear day;
this carries through walls or other obstructions.
Failure: Loyola’s light is not made manifest.
Success: A light is cast from the object (or the performer’s
hand if no object was available) in a radius
equal to three times successes gained in yards. Vampires
must succeed upon a Resolve + Composure roll or suffer
from a frenzy of fear (p. 163). Ghosts, zombies, and
other undead react similarly to the light even if they
otherwise do not suffer from frenzy. Any creature thus
affected will do whatever it can to escape the light—
often fleeing until it tires. For every turn spent in the
light, the creature loses one point of Willpower (for
vampires, this may appear as the blood drying within
their bodies—flesh grows tight, even desiccated).
Exceptional Success: As above. In addition, those
caught within the light suffer a point of lethal damage.
Suggested Modifiers
+5 July 31 (Feast Day of Saint Ignatius of Loyola)
+2 Blessed object (i.e. sacred reliquary)
+1 Religious or other appropriate object (i.e. normal Bible)
+1 Pitch black
-1 No object
-2 The area is lit
-3 Profane object (i.e. pornographic magazine)
Mantle of Orleans
This Benediction is associated with Jeanne
D’Arc, the young French woman famously besieged
by visions of Heaven. Unable to ignore the
Lord’s call to arms, she waged a military campaign
that helped save France near the end of the One
Hundred Year War. Wrongly condemned for heresy
by the politicians of the time, Saint Jeanne has
posthumously been cleared of all charges, and beatified
and canonized in short order. She serves as
an inspiration to women in the church and all who bear
arms in the name of God. It is no surprise that the Malleus
Maleficarum have come to hold her in such high regard
when it comes time to raise the standard of war. Specifically,
this Benediction invokes her glorious success under
Heaven in lifting the siege of Orleans in only nine days.
This prayer blesses the practitioner’s brothers in arms as
they battle unholy forces. The companions of the practitioner
receive a blessing that guides their blows and turns
aside their enemies’ attacks in turn. In the course of the
prayer, the hunter invokes Margaret of Antioch, Catherine
of Alexandria and Michael the Archangel to aid in battle
as they once graced Saint Jeanne.
She must remain in prayer for every turn she wishes
to continue issuing the blessing. For every turn the practitioner
remains in prayer, members of her cell gain bonuses
to all combat rolls and attributes (i.e. Defense, Initiative).
This doesn’t necessitate rolling or expending Willpower
every turn, only the act of prayer itself. If interrupted (she
is otherwise stopped from speaking or is attacked, for instance),
the Benediction ends. She may not attempt to use
this Benediction again until 24 hours have passed.
Cost: 2 Willpower
Action: Instant
Dice Pool: Manipulation + Benediction
Roll Results
Dramatic Failure: The practitioner and her cell are
besieged by visions of the Archangel Michael standing
in Holy Judgment. The cell suffers a -1 penalty to all
combat related rolls and -3 to their Initiative for the remainder
of the scene. The Benediction is over and the
practitioner may not continue the prayer or try again
for one full turn of the moon (28 days).
Failure: The invoker’s prayer fails to be heard and
the cell gains no benefit or blessing.
Success: The Benediction is successful and other
members of the cell gain the following benefits: +1 to
Defense, +1 to all combat-related rolls, +3 to Initiative,
and +3 to Speed. These bonuses last for as long as the
hunter prays (maximum one full scene). Note that the
hunter using this Benediction does not gain these benefits,
and may do nothing except pray if she hopes to
keep up the blessing. Those in the cell gaining these
benefits must be within 50 yards of the praying hunter.
Exceptional Success: As above, but the cell now
gains +2 to combat-related rolls.
Suggested
Modifiers
+5 May 30 (Feast Day of Saint Jeanne D’Arc)
+2 Holding a blessed item (a sacred banner, a sanctified sword)
-2 Distractions (loud noise, trembling ground, the combat is going on inches
from the hunter’s face)
Roll Results
Dramatic Failure: The hunter prays, but answers
are not forthcoming. He suffers a -1 to all dice pools
for the rest of the scene.
Failure: The hunter does not gain the benefit of
Saint Agathius’ blessing.
Success: The hunter shines as if lit from within.
Those wishing to attack the character’s cell see the
hunter as the perfect choice, the only possible one to
attack. Anyone with Morality (or equivalent trait) 6
or below who wishes to attack a member of the cell
must spend a point of Willpower in order to attack
anyone other than the hunter using this Benediction.
If the attacker wanted to strike at the hunter anyway,
this power has no further effect.
Exceptional Success: Though they strike at him,
the hunter is protected by his higher calling. The
hunter’s Defense is increased by 1 until this effect
ends.
Saint Agathius’ Call lasts for one scene.
Suggested Modifiers
+1 The hunter is a Soldier by Profession.
+1 The hunter possesses the Giant Merit.
+2 The hunter has the highest Strength of his cell
+5 The Benediction is performed on May 8 (feast day of Saint Agathius of
Byzantium)
Roll Results
Dramatic Failure: The invocation is uttered
without sufficient belief and the Benediction fails.
This leads to a minor lapse in faith and all Benediction
rolls suffer a -2 penalty until the hunter is able to
receive the balm of confession.
Failure: The binding fails.
Success: For as long as the hunter concentrates, any
werewolves that can hear the song lose their unnatural
regenerative abilities and heal no faster than regular hu-
mans. While the music continues, werewolves may not
heal themselves or each other by any means.
Exceptional Success: The above effects continue
for 24 hours even after the hunter stops concentrating.
Suggested Modifiers
-3 Performed in a noisy area
+5 Performed on All Saint’s Day (November 1)
+2 Performed on holy ground +2.
Revelationes Coelestes
The Malleus Maleficarum puts forth that magic, like
tainted blood, is a “pollution.” Historically (and bound to the
misogyny of the early order), the menstrual blood of a woman
was seen as corrupt in this way, tainted with vile energies. St
Birgitta of Sweden would not let her nuns ever touch altar
cloths with their bare hands for this reason. It was through
her “celestial revelations” (which gives the name of this
Benediction) that the conspiracy conjured this prayer, which
attempts to highlight the “pollution” of witches through an
expression of unwilling blood-letting.
Cost: 1 Willpower
Action: Instant
Dice Pool: Resolve + Benediction
Roll Results
Dramatic Failure: The hunter suffers intense sinus pain
and a nose or mouth bleed. The sinus pain incurs no wounds,
but for the remainder of the scene he suffers -3 dice to all
rolls.
Failure: The prayer falls on deaf ears.
Success: Any witches within a radius equal to fi ve times
the hunter’s Benediction score in yards suddenly bleed — one
may bleed from the nose, another from the mouth or eyes,
while a female witch might have her menses early. This causes
them no wounds, but any witch affected suffers -2 dice to all
rolls for the remainder of the scene.
Exceptional Success: As with success, but the penalty to
the witches is now -4 dice.
Suggested Modifiers
+5 The Benediction is performed on July 23, St Birgitta’s feast day
-2 The hunter performing the Benediction is already bleeding