Conviction

While a character Motivated by Allegiance is dedicated to a group greater than him or herself, and a character Motivated by Lineage acts in service of his or her family and bloodline, a character Motivated by Conviction is driven by personal belief, unconcerned about belonging to some greater group. A Conviction may be a religious belief, a spiritual philosophy, or even a political philosophy. Characters Motivated by Conviction are determined to prove their beliefs to others.
A Motivation of Conviction is common among religious characters, particularly those who see their faith as being above any church or temple he or she may belong to. It's also a common Motivation for lone questing knights, or followers of more Eastern philosophies without an organized centeral power. One of the key points that differentiates Conviction from Allegiance or Lineage is that a character with Conviction goes it alone to prove the power of his or her Conviction.
Characters Motivated by Conviction typically have the Honor Complication (as their Conviction may restrict their options), and may frequently have one or more dedicated Enemies as Complications, those who find the character's Convictions dangerous enough that they must oppose them at all costs.
* 1 Hero Die: You are awarded a Hero Die when you have an encounter against an enemy that advances the cause of your Conviction (such as a character with a Conviction in freedom for all people fighting a despot's jack-booted thugs).
* 1 Hero Die: You receive a Hero Die if you help others come around to understanding your Conviction, and maybe become more friendly to it.
* 2 Hero Dice: You receive two Hero Dice if you are able to achieve a major success for your Conviction, such as defeating a powerful enemy of your Conviction or bearing witness to advance your Conviction among unbelievers.
* Noble Conclusion: You gain five Hero Dice if you successfully cause a Paradigm Shift which earns your Conviction a more prominent place in the world. Which societal paradigm you shift depends on the aims of your Conviction. A peaceful religion might seek to increase Ethics by 1, while a freedom fighter and revolutionary might seek to decrease Security by 1. You are then able to choose a new Motivation.
* Failed Conclusion: If give up on your Convictions and abandon your beliefs, you gain only 1 Hero Die, but may choose a new Motivation
Category:Rulebook
Category:Characters
Category:Fortune
Category:Motivation