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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
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
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.