Conviction

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The conviction skill can only be acquired if you've taken an Aspect or High Concept as a Shepherd. It represents your unshakeable belief in a higher power (or should), the belief that you're doing great works to the benefit of others and by the grace of something more than yourself. But even those who had their very core beliefs assaulted have been seen to create miracles and bless and inspire the faithful to great effect.



O

Overcome:

C

Create advantage: Also known as a "Blessing". A blessing works just as any other "create advantage" action that can be put on a person or item for one scene. It's power lies in the fact that the Shepherd can extend its effect to multiple persons (or items) at the cost of Faith stress. For each extra person or item beyond the first, to get the exact same blessing, costs one extra Faith stress. A Shepherd can also take his time and Bless everyone individually but that takes time, and since the duration is only one scene. The shepherd can choose to extend the time of the blessing to one additional scene beyond the first at the cost of one Faith stress per person (including the first person).

A

Attack: The attack action is known as an Excorcism

D

Defend:

Concentration stunts

Faith healing:

The Shepherd can use the overcome action to heal others.

Faith Healing is tricky. It can remove stress (mental or physical) in a scene. The target is the amount of Stress boxes you're trying to refresh. The target will have to spend a Fate point to actually gain the effect though.
  • On a failure the Faith Healer will lose one Faith stress. Nothing happens.
  • On a Tie the Faith Healer will lose one Faith stress, the recipient gets one stress box back.
  • On a success the recipient refills the targeted stress bar if he or she spends a Fate point, the Faith healer loses a Faith stress.
  • If the Faith healer succeeds with style it still costs 1 Faith stress, the recipient on the other hand refills his stress bar without having to spend a Fate point.

The other use of Faith healing is to temporarily remove a Consequence for the duration of a scene. This use costs one Faith stress for the caster and one Fate-point to the recipient no matter the result. The target is the same as the severity of the consequence (Mild: 0, Moderate: +2, Severe: +4).

  • On a failure nothing happens.
  • On a tie the recipient can ignore the effects of the consequence once for the scene.
  • On a success the recipient can ignore the effects of the consequence the entire scene.
  • If the Faith healer succeeds with style the recipient can ignore the the consequence the entire scene AND the severity of the consequence lowers by one level at the end of the scene.