Humanity

== Attunements ==
=== The Odor of Sanctity ===
Some saints, and even some mundanes on the saint track, have a special air about them, called the Odor of Sanctity. Most mundane humans can't detect it. To the Host and many animals, it is evident as a definite but pleasant odor, different for each individual. To infernals, it is even more evident, but not pleasant, as the excerpts above describe. And it isn't a real, physical odor, either, since things like gas masks are no help.
The effect has a two- to three-meter radius from the saint's person, and, as described above, can rub off on acquaintances and surroundings, though this "taint" wears off after d666 days. (A divine intervention means the effect becomes permanent; an infernal intervention removes it at once.)
A demon or undead must roll against its Will minus the saint's Corporeal Forces to enter the radius and another roll to touch the saint. The same applies to anything still carrying the saint's Odor.
The Odor of Sanctity is a mixed blessing. It can give a tactical advantage and serve to certify the side you're on, but it can also blow your cover. Of course, saints aren't supposed to go up against demons directly.
The Odor is not something Superiors can bestow or remove. It just shows up in the Saint and works in either celestial or corporeal form. On the ethereal plane, the saint can make the Odor show up at will.
The Odor of Sanctity actually becomes stronger after a saint bodily dies. (This is also true for those mundanes with the Odor, who will prove to be saints on arrival in Heaven.) The odor becomes stronger, until mundane humans can readily smell it. It's usually like some flower, or incense. The bodies or vessels of such deceased saints tend not to decompose normally, but to maintain an apparently perfect state of preservation, though after a few years they tend to crumble at the slightest touch.
=== Ritual-Based ===
(cost: 5 cp each)
These can only be taken by sincerely believing mortals (which do not, in this context, include undead and/or saints). They can either be bought at the beginning of play, or else earned through scrupulous roleplaying (as defined by the GM). No person may have more than one at any given time, and will lose all benefits if they do not follow the dictates of their particular faith (also defined by the GM).
This is hardly a complete list: any faith may produce a Ritual Attunement (not just 'divine' religions).
==== Hajj (Muslim) ====
The character has performed the pilgrimage to Mecca, in the proper style and sincerity. The journey has taught him or her much about the universal message and appeal of Islam and has left him or her with a deeper understanding of the Book. Once the Hajj is complete, the character ignores all (negative) appearance-based reaction modifiers of fellow Muslims, and gains a +2 to the check digit of any Knowledge roll concerning Islam. Fellow Muslims will also react at a +2 to the pilgrim, if they know that he has made the Hajj.
==== Fasting (Catholic) ====
This is the pre-Vatican II version, complete with meatless Fridays and attendance at services for every single day of Lent, culminating with vigil and prayer from Good Friday to Easter. By meditating on the Passion of Christ, the character acquires a certain amount of serenity and inner peace (translation: +1 to the check digit of a Meditation roll, +2 to Will rolls (but not Will-based skills), and an extra +1 to any attempt to possess the character).
Category:Humans