старый есть на сайте. А 20-ка:
True Faith grants the believers special benefits:
• Each level of True Faith grants an extra point of
Willpower.
• Each point of True Faith acts as a die of divine protection
to resist the effects of Numina, vampire Disciplines, or other
supernatural powers. When a character would be affected
by a Kindred Discipline or other power, her player may
spend a point of Willpower and roll the character’s True
Faith rating as a dice pool against a difficulty of 7. Successes
earned on this roll subtract successes from the activation
roll of the power in question. This protection affects only
powers that would directly affect the character, and only if
a dice roll is required to determine their degree of success.
It offers no protection against passive or indirect uses of
powers such as Aura Perception or Fortitude.
True Faith Levels
• Any character with True Faith may attempt to repel vampires,
ghosts, and other supernatural creatures by brandishing a holy
symbol or uttering prayers. The player of the Faithful spends
a Willpower point and rolls her character’s True Faith rating
against a difficulty equal to the creature’s permanent Willpower.
The successes garnered indicate the number of turns
that the creature must flee from the character while she
invokes the protection of prayer or the holy symbol. If
the activation roll yields no successes, a supernatural
creature need not step back, but may not advance. A
botch indicates that it may advance unhindered. If the
religious symbol is placed against a vampire’s body, each
success causes a level of aggravated damage, burning into
the creature’s flesh.
•• The Faithful may sense the presence of a vampire.
She need not consciously try to detect the vampire’s
presence, but she must be in peaceful, quiet surroundings,
perhaps alone in thought, praying, reading a religious book,
meditating, etc. The Faithful will not sense the vampire if
she is preoccupied (e.g., arguing) or in a crowded, noisy
place (jostled by a mob, in the midst of a party, etc.). This
ability doesn’t light up the vampire like a beacon; the
Storyteller reveals the presence of the vampire only when
the Faithful’s attention would indicate such. Note that the
character doesn’t know exactly what she senses through her
faith. All she knows is that something sinister is nearby.
••• The Faithful is immune to Chimerstry,
Dementation, Dominate, Obfuscate, and other
supernatural effects that confound the mind.
•••• The Faithful may not be turned into a ghoul. She
is unaffected by Presence and other supernatural effects
that manipulate emotions.
••••• The mere presence of the Faithful may fill a
vampire or other supernatural creature with self-loathing,
disgust, terror, or even physical pain. The player of any
vampire who hears the Faithful pray or preach, or who is
touched by the Faithful, must make a successful Rötschreck
roll (difficulty 9) to resist having the Kindred flee immediately
and for the duration of the scene. A vampire who is unable
to flee is reduced to a gibbering wreck, flailing on the floor,
screaming, sobbing, or begging for mercy.
Ну и чудеса по решению Рассказчика изредка можно творить.