You are on page 1of 2

New Advantage: Conviction

Conviction is the Supernatural Advantage trait for Hunters and other Heroic Mortals. Anyone
with sufficient force of will and determination can manifest Conviction. It functions just like any
other Supernatural Tolerance trait, except that it does not provide a new fuel source and is
measured from 1 to 5 instead of 1 to 10. Characters with Conviction have expanded options for
using Willpower.
Conviction
1
2
3
4
5

Number of effects
1
1
2
2
3

Channeling: The character can channel her Conviction into a variety of effects. She may spend
one Willpower and access one of the following effects for a single roll, so long as the roll directly
relates to her Conviction (such as a combat roll against a monster, or attempting to save someone
from a burning building). These effects must paid for and chosen before any dice are rolled for
the current action. As her Conviction increases, she can apply more than one of these effects to a
single roll.

Effort: Gain 3 bonus dice on a single roll other than a Breaking Point.
Defense: Add two to your character's Stamina, Resolve, Composure, or Defense.
Concentration: Subtract the characters Conviction rating from any environmental
penalties or distractions that may apply to a single Skill roll. The character also achieves

exceptional success on 4 successes instead of 5 due to her unnatural focus.


Drive: The character adds her Conviction rating to a single Attribute for a single roll. For
the rest of the scene after activating Drive, anytime she makes a roll using the affected

Attribute she adds 1 to that roll.


Endurance: The character ignores wound penalties for a number of turns equal to her
Conviction rating. She will not lose consciousness from injuries until the end of the

scene.
Perception: For the rest of the scene after activating Perception, the character sees all
supernatural beings for being the inhuman monsters they are. It does not reveal specific
character type or hidden identities, but those characters are clearly seen by the user of this

power as being something other than normal. The perception differs from user to user,
one Hunter might see a dark cowl around those who are unnatural, while another might

see full color inversions like a photo negative.


Weak Point: The character can add 1 lethal or bashing damage to a combat roll.
Potent: This roll gains the 9-again quality. If it already had 9-again, gain the 8-again

quality. If it already had 8-again, you cannot choose this option.


Hard to Stop: Remove the 10-again quality from any contested rolls against your

character on the current roll.


Monsters Dont Count: Add your characters Conviction to a Breaking Point roll
stemming from interaction with an obviously supernatural being. This is an exception the
rules preventing Willpower from being spent on Breaking Point rolls, and only functions
if the character has Integrity.

High Risk, High Reward: Once per scene, you can declare that you are making a Willpower
expenditure High Risk, High Reward. The affected roll must be directly related to the characters
Conviction, such as a combat roll against a monster or a roll to save a child from a burning
building. If the roll succeeds, the character regains the spent Willpower and regains an additional
Willpower. She also gains a Beat. If the roll fails, it is instead a dramatic failure (and the
character gains a Beat, as usual for a dramatic failure).
Deep Reserves: A character with Conviction can spend a Beat to roll unmodified Resolve +
Composure and regain Willpower equal to successes. This cannot exceed her normal Willpower
capacity.

You might also like