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:

The only way Conviction can be used to "Overcome" is by calling for a Miracle:

Sometimes you need something more, you require the laws of physics to be bent, or broken. A call, a plea to a higher power: hoping, bargaining for this one favour. A Miracle is a wild-card allowing anything at all as effect, but the cost is immense. It will drain all your Faith stress, Faith points and you will cost you a consequence, the severity wholly dependant upon the magnitude of the Miracle. No test needs to happen.

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 blessed weapon counts as a Holy weapon for the purpose of damaging Unholy creatures.

A

Attack:

The attack action is known as an Excorcism.
As the Shepherd's power is Holy he can do damage to Unholy creatures using conviction. They can use holy symbols, blessed objects or substances, salt, symbols, ... The range is the zone of the Shepherd itself.
D

Defend: The Shepherd can also defend the Zone he is in (and those inside) against Unholy damage and creatures. Any damage that bypasses the Shepherd's defence gets applied to their Faith Stress before it gets applied to the original target(s).

Conviction 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 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, if the target spends a Fate point.

Inquisitorial Training:

Excorcism, the Attack and defend action, can also be used to attack against Unnatural creatures, powers and damage.