Conviction (HTR)
Conviction is a measure of the Hunters' faith and belief in their assigned role. Some Edges require spending some Conviction to work, but most of them will work just fine without it. That being said, Conviction has four special benefits to a Hunter:
- Spending a point of Conviction triggers the Second Sight, allowing a Hunter to pierce illusions and know whether anything or any person within their field of vision is not human. Hunters must use observation or Edges to further identify what kind of supernatural creature they are confronted with, however.
- Spending a point of Conviction also makes Hunters immune to supernatural fear, possession and mind control.
- Hunters may spend Conviction on their Edge dice pools. One extra die is rolled per point of Conviction, and if the roll succeeds, the Conviction is not spent, and will even rise because of the Hunter's surge of confidence at seeing his powers at work.
References
- HTR: Hunter: The Reckoning Rulebook, p. 90, 132-140, 171
- cMET: Laws of the Reckoning, p. 16, 144-147, 320-321
- HTR: Hunter: The Reckoning Players Guide, p. 48-49, 85-89
- HTR: Hunter Storytellers Companion, p. 15, 44, 54-56
- HTR: The Infernal, p. 87
- HTR: Fall From Grace, p. 96, 106
- HTR: The Walking Dead, p. 113
- HTR: The Spellbound, p. 110
- HTR: Hunter Book: Avenger, p. 68-69
- HTR: Hunter Book: Defender, p. 72-73
- HTR: Hunter Book: Innocent, p. 76-77
- HTR: Hunter Book: Hermit, p. 85-86
- HTR: Hunter Book: Visionary, p. 74-75
- HTR: Hunter Book: Judge, p. 74-75
- HTR: Hunter Book: Martyr, p. 73-74
- HTR: Hunter Book: Redeemer, p. 67
- HTR: Hunter Book: Wayward, p. 81-82
- WOD: World of Darkness: Time of Judgment, p. 129
- cMET: Laws of Judgment, p. 191, 200
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