Divine Revelation (••)
  1. Abilities

Divine Revelation (••)

Vector

Now your purpose is clear. It is time to help others who are not so pure to find their own way in this world. Your faction can stride across the world, containing the Contagion for a time. Once you discover an outbreak, you work within the infection to coax it out of the system. It can be a slow process, but purifying even one from the Contagion is worth the effort, if it helps you atone for the sins of your kind.

You know that purity does not come from without — you are no snake-oil preacher laying hands on the ill and miraculously healing them with a touch. You need to lead your flock to divine revelation, so they may take the steps needed to remove the corruption from themselves. You are merely the conduit of your fervor. The ill must want to heal, as you attempt to do the same. This power is one of temptation as well as healing, however, as the monster who uses it can make thralls of his patients.

A vampire whispers to her blood doll, reassuring him as she takes one small sip of blood. A Sin-Eater summons the spirits of those who died from disease, in order to scare his audience into accepting their medicine. A mummy preaches to her cult, convincing them that believing in her is the only way they will survive the coming darkness.

System: The fanatic speaks to a mortal who has the Infected Condition at any stage. The target must listen to the user talk of their sins and monstrous behaviors of their own free will and understand the user’s language. The conversation can take many forms: for example, it might be a sermon, a debate, or a presentation of why the user’s fervor is the way toward purity. After the conversation concludes, the user spends a point of Willpower and rolls. On a successful roll, the target gains a brief spiritual insight related to the user’s fervor. The target’s Infected Condition reduces by one stage — Stage 3 becomes Stage 2, and Stage 2 becomes Stage 1. Targets with Infected (Stage 1) lose the effects of the Condition for one chronicle chapter, but they return after the time elapses.

In all cases, for the reduction of the Infected Condition, the target gains a new Persistent Deprived Condition (see Chronicles of Darkness p. 288) that cannot be removed using other fervor powers. This Condition addicts the target to the user’s words, forcing a form of enthrallment that’s obvious to both parties. If the target does not exercise their new Condition each chapter, the Infected Condition returns.

The spiritual awakening of the target may be temporary or permanent, depending on circumstances and the will of the individual. Some targets shrug the moment off as a dream or the result of intoxication, while others devote their lives fully to their new faith. Some Jeremiad use this power to form cults, though the majority caution about indulging in such selfish, monstrous practice.

Cost: 1 Willpower

Requirement: The target must choose to listen to the user of their own free will.

Dice Pool: Presence + Expression

Action: Instant; takes one scene

Duration: One chapter (if Infected Stage 1) or permanently (if Infected Stage 2 or Stage 3), if the target retains the Deprived Condition this power bestows.

Edges

Changelings, Hunters, Sin-Eaters: Before, you could control your emotions. Now you can help others find the same peace. Once you explain to them the freedom of their own hearts, it’s only a matter of time before they join you in your righteous fury. Fanatics with this edge allow their targets better control over their emotions, as well as treating the Infected Condition. The target gains two dots in Composure (up to a maximum rating of 5) until the end of the chapter.

Mages, Mummies, Vampires: Those that learn can teach, and those that teach can learn. By helping others find stillness of thought, your own mind becomes clear. A civil conversation over a cup of tea or a beer can enlighten even the most befuddled soul. Fanatics with this edge can harden the mind of the target, as well as treating the Infected Condition. The target gains two dots in Resolve (up to a maximum rating of 5) until the end of the chapter.

Beasts, Demons, Deviants, Prometheans, Werewolves: Now that you have cut the toxic people out of your life, you can help others to do the same. Nobody wants to be in a bad relationship, but sometimes it takes a friendly face on the outside to push them in the right direction. Fanatics with this edge bolster the social capabilities of the target, as well as treating the Infected Condition. The target gains two dots in Composure (up to a maximum rating of 5) until the end of the chapter.

Specializations

Genotypal: Some Jeremiad were born wicked, sinful, or by most standards inhuman. Genotypical fanatics under- stand purification must start at the root, and with their use of this vector, can eliminate the Infected (Stage 1) Condition entirely, returning the body, mind, and soul of the target to its pre-corrupted state and granting them a clean slate.

Lancea et Sanctum: Those who follow the teachings of Longinus understand corruption. Humans bear a heavy burden, to be sure, but struggling with sin for centuries at a time is something that only those not of the mortal realm can truly understand. Members of the Lancea et Sanctum with this vector can use Divine Revelation (and its edge) on supernatural characters.