CONVICTION

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Avatar: The Godhead ~&~ DIVINE VIRTUES

Conviction represents a person’s selfless devotion to a cause, as well as her willingness to take any measures necessary to further her cause or to take action against those who oppose her beliefs. The exact nature of the cause varies from Avatar to Avatar. It could be a passionate belief in environmental issues or social justice, or a belief in the supremacy of one’s pantheon above all others, for example. Whatever the cause, it must be something that will have a major impact on the lives of mortals or other Avatars. Players are encouraged to work closely with their Storyteller to determine the exact nature of the character’s Conviction.

Characters use Conviction to: win converts to their cause, resist acts of persuasion or compulsion that go against their beliefs, determine the best course of action in support of their cause, commit heinous acts in support of their beliefs

A failed Conviction roll allows a character to: not respond to attacks on their beliefs, act in a way that violates the tenets of their cause, refuse to take an action that would clearly benefit their cause (even if it results in the suffering of others)

Virtue Extremity: Fanatic Zeal. When overcome by the strength of her Conviction, the Avatar goes to extreme lengths in defense or support of her cause, regardless of the danger to herself or the suffering she inflicts on other people. No one—friend or foe—will stand in her way. Fanatic Zeal lasts for a number of hours equal to the Scion’s Virtue rating.