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Stary 13-07-2017, 12:45   #7
Mi Raaz
 
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Reputacja: 1 Mi Raaz ma wspaniałą reputacjęMi Raaz ma wspaniałą reputacjęMi Raaz ma wspaniałą reputacjęMi Raaz ma wspaniałą reputacjęMi Raaz ma wspaniałą reputacjęMi Raaz ma wspaniałą reputacjęMi Raaz ma wspaniałą reputacjęMi Raaz ma wspaniałą reputacjęMi Raaz ma wspaniałą reputacjęMi Raaz ma wspaniałą reputacjęMi Raaz ma wspaniałą reputację
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Napisał Arvelus Zobacz post
Jedna sprawa... nie mogę znaleźć w jaki sposób jest tu regenerowany conviction... podpowie ktoś? D=
W podręczniku to jest na 160 stronie.

Regaining Conviction

A character may gain Conviction in four ways. These are detailed below.

Risking Conviction: Conviction can be gained by risking it in a roll for the use of a Blessing, be it Endowment, Holy Art or Orison. This represents the inquisitor throwing his all into a particularly critical moment in a confrontation with the enemy. If he succeeds, his Conviction grows. If he fails, it drops, as his confidence falters.

System: You may invest 1 to 3 points of Conviction in a single Blessing-related roll. Each invested point adds a die to your dice pool. If the roll succeeds, the character recovers all of the invested Conviction and gains an extra point. If it fails, she loses the invested Conviction. If the roll is a botch, she loses all her Conviction {see below for the effects of zero Conviction).

You may risk Conviction only once per scene. Example: Simpkin Cotter, an Oculus, is trying to find a werewolf that has hidden in human form among the townspeople on market day. He calls upon his Blessing of Second Sight to try to find the demon. At the moment, Simpkin has six points of Conviction. Jesse, Simpkin's player, decides to invest three Conviction points in the roll, removing them from his character sheet, knowing that Simpkin has to find the werewolf before it escapes him again. Simpkin's Perception + Wisdom give Jesse a pool of five dice, to which he adds the three Conviction dice for a total of eight. He rolls and gets four successes. Yay! Simpkin spots the werewolf hanging about the edge of the crowd and moves toward him. Jesse returns the three Conviction he risked in the roll to his sheet, along with the extra point he earned, for a new total of seven points.

Victory: Striking a blow against the enemy in God's name can, and usually does, boost an inquisitor's confidence. This has to be a clear, obvious victory, such as destroying or achieving the redemption of a creature of Satan. However, other tasks might qualify as well, depending of the inquisitor's own outlook on the situation. If the character was seeking to free a village of malign influence, then driving away a lone night beast that preyed on the inhabitants might be enough to boost his Conviction.

System: If your character achieves a convincing victory over the enemy, you may, at your Storyteller's discretion, roll the character's primary Superior Virtue + its controlling basic Virtue, against a difficulty of 7, to determine whether your character gains Conviction as a result. If the roll succeeds, she gains a point of Conviction. If it fails, nothing happens. If the roll is botched, she loses a point of Conviction; your character' confidence has obviously been shaken by what he has learned in the encounter.

Prayer: The main source of an inquisitor's commitment to his calling is his belief in God. Direct communication with the Lord, through prayer, is a powerful way of boosting his Conviction. However, ordinary prayer will not achieve it on its own. This communion needs to rake place on holy ground or jointly with a faithful and dedicated group of believers. Either method can generate enough spiritual power to renew the inquisitor' commitment to God's cause. The character may pray with other members of the Inquisition, bur may roll only as many dice as the highest Faith rating represented.

System: The inquisitor must spend an hour in prayer, with his attention fully focused. Any interruption during that hour will prevent the prayer from having the desired effect. The praying must take place on holy ground, over a holy relic, or with a flock. At the end of the hour, roll the Holy Ground rating, Holy Relic rating or the Flock rating, against a difficulty of 7. The number of successes equals the number of points of Conviction gained. Each additional hour of prayer reduces the difficulty of the roll by one, to a minimum of 3. Such prayer sessions may be attempted only once per day. For each successive day that the inquisitor attempts to pray, the difficulty of the roll increases by one to a maximum of 10. A character may never raise his Conviction higher than his Piety rating in this manner. God does not force inquisitors into Callousness.

New Story: At the start of a new story, the character's Conviction is increased to the sum of his Conscience + Faith, should it have fallen below that level at the end of the last story.




Czwartego sposobu nie planuję wdrażać, ponieważ zakładam, że sesja będzie jednostrzałem, a nie kampanią.
 
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