Your character's inner strength and drive for the hunt is measured in terms of Conviction. This Trait is rated from 1 to 10 and rises and falls quickly as it is risked, spent and regained. All of the imbued have Conviction; it is imparted to them along with Virtues and Edges when they are chosen.

Normal people and supernatural creatures do not possess Conviction. Indeed, the Trait can be used only in relation to hunters' edges, to "fuel" those powers with a character's reserves; to resist influence and control by creatures' powers; and to heighten hunter senses to the presence of the supernatural. Your hunter character possesses Willpower, too, but that Trait cannot be applied to gain automatic successes or to accomplish any feat wherein hunter edges are concerned. Such effects are the exclusive functions of Conviction. By contrast, Willpower applies when hunters perform "mundane" tasks such as jumping between buildings, lifting heavy objects or staying awake. Conviction has no effect over these efforts that the human body can accomplish all on it's own.

Your character has a starting Conviction rating based on his creed. This amount may be increased during character creation through the expenditure of freebie points.

Conviction Changes

When hunters make contact with the supernatural and use their edges, Conviction tends to rise and fall quickly. Keep a careful record of your character's current Conviction score. It could mean the difference between his life and death.

Spending a Conviction point or risking points in an edge roll, as explained below, is considered a reflexive action.

Spending Conviction

Conviction makes it possible for hunters to wage their war. Whereas normal people without the Trait would be driven mad with fear by monsters or would be completely vulnerable to the supernatural, Conviction gives hunters a fighting chance. Spending one Conviction point bestows the following benefits on your character for the rest of the scene.

Note that if no Conviction is spent for your character, he receives none of the benefits and is considered a normal person for the purpose of supernatural effects. That means his mind, emotions and body can be controlled by monsters with such powers. That also means he's oblivious to, stupefied by or terrifed by monsters' appearance, in the case of Garou. The typical result is running in terror, rationalizing away the scene to make some mundane sense of it, or putting events completely out of mind as if they never happened.

Also, spending Conviction to get the following benefits does not interfere with your character's one opportunity per scene to risk Conviction in an Edge related roll.


Your character is able to perceive supernatural entities that might not otherwise be visible to him. Hunters call this ability second sight. Some monstrosities are easy to spot. Shapechangers in horrid man-beast forms are clearly not human. Shambling corpses out to feed on the emotions of hapless victims stand out clear as day — or night. Conviction isn't necessary to recognize the monsters that any person could see. However, a Conviction point allows your character to detect the presence of monsters hidden in his vicinity, where he can see naturally. For example, a creature using powers or magic to disguise itself or hide in plain sight becomes visible to your character.

Second sight is also invaluable to the imbued in that it allows them to recognize all supernatural creatures as not human or not living in some way. The entries, below, expand upon this hunter vision, and detail the powers that come with second sight.

  • Spirits or ghosts present in the material world appear physical to your character. They may be obviously dead — burned, broken, decayed, wounded or dismembered, or they may look like perfectly ordinary people, but a hunter knows they are not natural. The recently dead are often difficult to distinguish from the living, especially if they bear no obvious deathmarks and wear modern clothes. Yet hunters with second sight recognize an unhealthy pallor, detect the scent of the grave or feel a cold breeze. Although these signs indicate the supernatural, they don't automatically reveal the true nature of the creature. Edges that specifically identify the supernatural may be required to recognize a restless spirit for what it is.
  • Spirits or beings that possess or hide within human hosts appear as images superimposed upon their human victims. Seeing a possessor doesn't immediately allow the hunter to harm the intruder, but he knows it's there.
  • Beings that masquerade as humans or that assume human appearance or form register as not human. The true (super)nature of the creature is not revealed — that's the purview of edges such as Discern, Witness and Illuminate — but the being comes across as inhuman. Perhaps your hunter gets a chill in the creature's presence, the "person" shimmers strangely, a shadow is cast across it in broad daylight, or a horrific visage momentarily obscures its otherwise human face.

This sense for the inhuman applies even to those creatures that look like ordinary people in every conceivable way. A witch or warlock may be completely mortal and ostensibly indistinguishable from everyday people, yet a hunter with active second sight knows the person is wrong. A skinchanger in human form appears unremarkable, but stands out as unclean to hunters with second sight activated.

However, second sight does not explain or reveal how these human-seeming beings are "wrong." Edges that distinguish among supernatural beings for what they really are required to know more about a subject.

  • Your character is also immune to illusory powers. He can see through artificial hallucinations. Creatures attempting to hide in plain sight are completely obvious. If a creature creatures a false image, sound, smell, taste or tactile surface — something that has no substance or is not genuine — it is clearly unreal to your character.

Supernaturally imposed fear does not affect your character when you have spent a point of Conviction. Horrific scenes of twisted man and creature, poltergeist activity or inexplicable imagery might be frightening, but they do not drive your character away involuntarily or deter his actions in any way.

  • Similarly, your character remembers his experiences with horrific creatures when his mind might otherwise shut out memories for sanity's sake. He carries on, but that doesn't mean the lingering images are any less disturbing or haunting.
  • Your character is immune to any form of supernatural mind or emotion control. His will cannot be overridden.
  • Efforts to control your character's body through force of will alone or to possess it in any way fail automatically.