3
players get used to the mechanic, further Convictions could be added at appropriate moments inthe story.
Types of Convictions
There are four types of Convictions that a Witch Hunter player character could possess:Conviction of Spirit, Conviction of Thought, Conviction of Speech, and Conviction of Action.Following are the definitions of the types of Convictions, as well as examples of each.
Spirit
Convictions of Spirit deal with the Witch Hunter’s relationship and connection to that which isgreater than herself, be it the belief in the Lord, Allah, the Great Spirit, Mother Nature, orperhaps something more vague, as the nature of Good and Evil. All Witch Hunters have aconnection to something greater, and this Conviction defines a very essential way in how they connect, understand and relate to that greater being/concept.
Example:
The Pope must be obeyed at all times. All [Insert Religious Group Here] are dead wrong in their belief. Nothing is free, not even redemption.
Thought
Convictions of Thought deal with the way the Witch Hunter thinks and perceives either the world or himself. Convictions of Thought do not always lead to Action, but they always colorsit; as such, this Convictions tend to reflect something very inherent to the personality of thecharacter, whether a perceived strength or flaw. This type of Conviction may be constructedusing “I think” as an opener, though it is not necessary.
Example:
I think I am worthless. All Englishmen are ignorant asses. I have a lot to make up for.
Speech
Convictions of Speech deal with the way the Witch Hunter speaks, whether it is her mannerism,or what she actually says. In many ways, this Conviction defines how a character relates to othersaround her, at least in a non-physical manner, and while it can be influenced by the Convictionsof Thought and Spirit, it isn’t ruled by it.
Example:
I always speak the truth; always. I never initiate a conversation.People often respond to what they are told rather than what is suggested to them.
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