Strength of Conviction
by Steve Kenson
All intelligent creatures make moral choices, to live according to their better nature or to give in to immoral impulses. Many walk a difficult line between the two. An individual's attitude toward morality is called alignment. There are three alignments in Blue Rose: Light, Twilight, and Shadow.
Light aligned individuals follow their Light nature, doing their best to overcome their Shadow nature. Generally, the Light-aligned believe in community and the good of all over mere self-interest. They seek peace, harmonious co-existence, and the general good, although there is sometimes disagreement as to what exactly is best for everyone.
Shadow aligned individuals follow their Shadow nature, ignoring the twinges of conscience from their Light nature. The Shadow-aligned are typically selfish and solely interested in satisfying their own desires and goals, even at the expense of others. Some justify what they want, but many don't bother. The Shadow-aligned are interested in cooperation and community only so far as it benefits them.
Twilight aligned individuals are balanced between their Light and Shadow natures, shifting between them. Some are torn between the two sides of their character, while others manage a careful balancing act between their own wants and what they feel is right and proper.
Changing Alignment
Players choose the alignment of their heroes, while the Narrator assigns the alignment of any supporting characters. Alignment is not fixed; people change over time. Nobles who start out Light-aligned with nothing but the good of Aldis at heart can become cynical and jaded, shifting toward Twilight or even Shadow. The Shadow-aligned can find that spark of Light within them and nurture it to change their ways. Twilight-aligned people choose one side or another as their path, and so forth.
Generally, the only thing required to change alignment is a decisive change of heart. When players choose to change their heroes' alignment, the hero loses 1 point of Conviction permanently, reflecting the deep personal decision to change and the will required to make the transition. At the Narrator's option, the hero can regain this lost Conviction point by sacrificing a new feat; essentially, when the hero's level increases, instead of gaining a feat as usual, the hero regains the lost Conviction.
For some creatures, alignment is an innate part of their nature. Unicorns are all Light-aligned, for example, and darkfiends are Shadow-aligned by nature. Neither is at all likely to change alignment. In fact, it may be impossible for them to do so. It's up to the Narrator whether or not such strongly-aligned creatures can ever change their alignment. Having them do so should be a significant event in the game. For example, the fall of a unicorn to Shadow would rock the foundations of Aldis, and require heroes to help redeem the lost soul. Likewise, the redemption of a darkfiend toward the Light could be the subject of an epic quest suitable for Blue Rose heroes.
Calling
Everyone has a calling, a goal or motivation in life. A calling is more overarching than specific adventure goals. Common adventure goals are vanquishing a foe, discovering a long-lost artifact, finding the perfect gift for one's beloved, safeguarding the queen's entourage, and so forth. A calling has to do with less concrete but larger things, like achieving enlightenment, protecting the innocent, mastering the arts, or securing power. A calling drives heroes even while striving for more concrete goals. Sometimes their callings are foremost the heroes' minds. Other times calling is a quiet voice within, reminding heroes of their ultimate goals. Most heroes take a lifetime to realize their callings, while tragic figures forsake their true callings or achieve them in some twisted way.
There are as many ways to respond to a calling as there are people called to it. For example, two individuals might be called to temporal power. One might be generous and merciful, seeking to rule for the benefit of others, while the other is cruel and power-mad. A hero's alignment and natures are the primary indicators of how she approaches her calling. The calling is the goal, while Light and Shadow nature represent two paths toward it, and alignment is the path the individual (usually) chooses to follow.
Many feel drawn toward their callings by outside forces: loved ones, elders in their communities, the sovereign, a spirit in the woods, the voice of a god. Some, in contrast, call themselves, either through self-understanding or hubris.
In the Cards of the Royal Road, the Roamers associate what they consider the twenty-two primary callings in life with the Major Arcana. Some examples include the Fool (adventure and excitement), the Adept (mastery of the arcane arts), the Lovers (true love), and the Tower (lowering the lofty).
Natures
A hero's alignment indicates whether she tends, in action and intention, toward Light or Shadow, but a mortal is never entirely one or the other. Within each hero of Light, there is a looming Shadow, and within each person of Shadow, there is hope of Light.
A hero has both Light and Shadow natures, which characterize her in broad terms. Neither nature encapsulates her entire personality, but they are pivotal forces, two of the primary modes she might assume as she seeks to realize her calling. For example, a hero's Light nature might be Optimistic, while her Shadow nature is Domineering. If her alignment were Light, her optimism would tend to outweigh her pushiness, but not always. Likewise, if her alignment were Shadow, she would be bossy, with rare moments of optimism.
During character creation, select both a Light and a Shadow nature for your character. Blue Rose gives fifty-six possibilities for each, each one associated with one of the Minor Arcana of the Royal Road.
Changing Nature
Generally speaking, natures are fixed for an individual. While someone's dominant nature may change, the two natures usually remain the same. They are deep-seated facets of the personality, some might say the true halves of the soul. So changing one's nature is difficult.
If the Narrator allows, a hero may change either Light or Shadow nature at the cost of a permanent point of Conviction. Note you can never eliminate either nature, everyone must have both a Light nature and a Shadow nature, and changing each takes Conviction, so changing both requires two permanent Conviction points.
At the Narrator's discretion, certain other major events in a character's life can lead to a change in nature (either Light or Shadow), but these events are largely beyond the players' control. The Narrator shouldn't allow changes in nature to happen lightly; they're pivotal events in an individual's life. Changes in alignment are far more common than changes in deep-seated nature.
Conviction
Whether it's luck, talent, or sheer determination, heroes have something setting them apart from everyone else, allowing them to perform amazing deeds under the most difficult circumstances. In Blue Rose that something is Conviction. Spending a Conviction point can make the difference between success and failure. When you're entrusted with the safety of the kingdom, that means a lot!
Gaining Conviction
Characters in Blue Rose have Conviction based on their level. Characters and creatures lacking levels in heroic roles do not have Conviction points. As heroes improve in level, their Conviction increases.
Conviction points are restored at the start of each adventure (or game session, for adventures lasting more than one session). Unspent Conviction from previous game sessions does not carry over; heroes start back at their normal Conviction total for their level.
Using Conviction
Unless otherwise noted, spending a Conviction point is a reaction, taking no time, and can be done at any time. You may spend only one Conviction point per round. You can spend Conviction for any of the following:
- Re-roll: One Conviction point allows you to re-roll any one die roll you make and take the better of the two results. If both results are below 10, treat your roll as a 10. You must spend the Conviction point and re-roll before the Narrator announces the result of your roll. You cannot spend a Conviction point to re-roll die rolls made by the Narrator or the other players.
- Perform feat: You can spend a Conviction point to gain the benefits of a feat your hero doesn't already have for one round. You must be capable of acquiring the feat normally, meaning it must be a favored feat for your role and you must meet all the prerequisites. For feats that can be acquired multiple times, you gain the benefit of one level of the feat by spending a Conviction point.
- Dodge bonus: You can spend a Conviction point whenever you are denied your dodge bonus, but still capable of action (surprised, flat-footed, etc.). In this case, you retain your dodge bonus until your next action.
- Surge: Gain an additional standard or move action, before or after your normal actions for the round (your choice). Using this extra action does not change your your place in the initiative order. You can use a standard action gained from extra effort to start or complete a full round action in conjunction with your normal actions for the round.
- Recover: You can spend a Conviction point to recover quickly. A Conviction point allows you to immediately shake off a stunned or fatigued condition. If you are exhausted, spending a Conviction point causes you to become fatigued. If you have suffered damage, a Conviction point allows you an immediate recovery check. This check is made normally, the Conviction point just allows you to make it in addition to your normal recovery check. While disabled, you can spend a Conviction point to take a strenuous action for one round without your condition worsening to dying.
- Escape death: Spending a Conviction point automatically stabilizes a dying character (you or someone you are assisting), although this doesn't protect the character from further damage.
Regaining Conviction
Heroes regain Conviction points expended during play in a few ways.
First, heroes regain one point of Conviction each day of game time. The player chooses a time appropriate for the hero, such as in the morning, at noon, at sunset, at midnight, and so forth. Typically, Light-aligned heroes regain Conviction at sunrise, the dawning hope of a new day. Twlight-aligned heroes regain it at twilight (balanced between light and dark), and Shadow-aligned heroes regain Conviction at sunset or midnight, when darkness overcomes the light.
Second, heroes can regain Conviction by moving toward their calling according to their nature. When a hero does something in accordance with one of his natures to further his calling, he regains a point of Conviction. The Narrator decides when an action is appropriate for the hero's nature and calling and awards the Conviction point if the hero is successful.
Note heroes can follow either of their natures (Light or Shadow) to regain Conviction, and the Narrator may occasionally use this to put temptation in a hero's path. So a Light-aligned hero with a Greedy Shadow nature might have the opportunity to further his calling (and regain Conviction) through theft, for example. If the hero steals to further her goal, she gets a point of Conviction, but also has to deal with the consequences of her actions. Likewise, a Shadow-aligned character who shows an unusual kindness or streak of honor may be following her Light Nature to regain Conviction. Which Nature a Twilight-aligned character chooses to follow most often may indicate a leaning toward one or the other.
Lastly, the Narrator can choose to award the heroes a point of Conviction for a particularly impressive success or achievement in the adventure which renews confidence and faith. Overcoming a difficult challenge or solving a complex puzzle may give the heroes a burst of inspiration in the form of renewed Conviction. The Narrator chooses when to do this, but it should only happen once or twice per adventure at most (and may not occur at all in some adventures).