Conviction

Conviction
Conviction represents your strength of belief. This could represent your quiet confidence in yourself, your family, and your friends, or the certitude of your faith in a higher (or, for nasty sorts, infernal) power such as magic or God. No spellcaster ever gets much power without believing in his ability to do magic, and no holy man gives the forces of darkness much pause without Conviction. Characters with a high Conviction are powerful, grounded individuals, whose beliefs make them able to weather any storm. They include holy people, patriots, and wizards.

Conviction is one of the three cornerstone skills for effective spellcasting, along with Discipline  and Lore.

The Mental Fortitude trapping also adds to your mental stress track.

 Acts of Faith ''Roll Conviction whenever you’re called upon to test the strength of your beliefs. When you are under a specific mental or social attack designed to undermine your faith (whether that’s in God, your magic, your friends, or whatever you might believe), you can use Conviction instead of Discipline to defend. ''

  

Mental Fortitude
''Whether facing torture or confronting something scary, Conviction is how you draw your strength to survive fear and other psychological distress—combined with strong Discipline, your Conviction strengthens the walls of the fortress of your mind. ''<span style="font-size: 12.0pt;font-family:"Arial","sans-serif"">

 ''<span style="font-size: 12.0pt;font-family:"Arial","sans-serif"">Used this way, Conviction is a passive ability, representing your mental “toughness” under such circumstances. As such, a higher-than-default rating in Conviction improves your ability to handle mental stress, giving you more than the default number of stress boxes (2) if you take this skill. ''

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