<strong>Things Hunters can do - Conviction</strong><br/><br/>You don't have to read this until after your first scene is over and done with.  However, for those familiar with other WoD stuff but not with Hunter, this should prove invaluable.<br/><br/>Note that a good deal of what I list here doesn't match with the normal Hunter rules.  This is how I'm running the game, so don't look to this to fully teach you the canonical game.  Which is not to say I won't be honored if you later play the game and choose to use all my house rules, just that most people won't recognize these.<br/><br/><strong>Conviction</strong><br/><br/>Conviction is a pool, similar to Willpower.  At the end of your first scene, you'll have 5/5 Conviction (barring unusual circumstances, and if those happen, I'll tell you.  Or if you buy it up to 6 or higher with XP).  Spending a point of Conviction activates Second Sight for a scene., which allows you to instinctively recognize monsters on sight, even those that appear completely human.  It also renders you immune to mental effects while it's activated...or maybe just highly resistant, you aren't sure.<br/><br/>If you don't have Conviction activated and some sort of monster attempts to use a mental effect upon you, I'll allow a reactive roll of<em>current</em>Conviction to see if you can reflexively activate it.  That means that if you're currently at 3/5 Conviction, you only get 3 dice to the roll.  Willpower can't be spent for this roll without major justification, although I'll allow Willpower for nearly anything else.<br/><br/>It is possible to risk Conviction on rolls once a scene.  You choose a number of points of Conviction you want to risk and add that many dice to your roll.  If you succeed on the roll, you get an extra point of Conviction back, maximum your Conviction score (probably 5).  If you fail, you lose the risked Conviction points, and if you botch, you lose ALL your Conviction.<br/><br/><del>You can't spend Willpower on rolls where you risk Conviction, and you should only risk it on rolls related to the Hunt.  The book says to only use it for Edges, but I'll allow it for something suitably Hunter-tastic like trick shots and getaway driving.  However, trying to use it to get 12 dice for pottery rolls and farm Conviction points will only make Andy sad.</del><br/><br/>According to the book, you can only risk Conviction on Edge-related rolls.  Although I'll hold to this for the most part, I may occasionally allow someone to risk Conviction for an important roll related to the Hunt but that doesn't involve an Edge.  If you feel the need for such, ask me beforehand.<br/><br/>It's worth noting that you can't spend Willpower on Edge rolls, and I won't allow it on rolls where you risk Conviction.<br/><br/>Every night of rest you get gives you a point of Conviction back, same as Willpower.  You may be able to get some with following your Creed, but I tend to be stingy with these.  I may hand them out if your character is very low, however.