Virtues

Virtues & Humanity/Enlightenment values cover the relative sanity of your Character.

Conviction: This rating determines the mental fortitude & overall conviction you have for your ideals. Conviction rolls are made any time you feel you must justify your actions, contradict your ethics, or roll a Sanity check.

Self-Control: This measures your composure in stressful circumstances, as well as your ability to resist temptation or confusing stimuli. You would roll Self-Control when confronted with a horrifying scene, to resist base urges, or when subject to a powerful craving.

Courage: Guts. Bravery. Moxy. That's what Courage is. You roll Courage whenever you are faced with a terrifying situation, or you decide to act in a manner that is clearly dangerous (Dive off a cliff, Run through a gunfight).

Virtue Rolls are one of the few rolls you may not spend willpower points on. It is always a flat roll, typically with a Difficulty of 4-8. Virtue rolls with a Difficulty higher than 8 are always the product of supernatural powers. If you Botch a Virtue roll you not only fail but also gain a Derangement.

Degeneration Checks: Any time you act contrary to your ethics (as per Enlightenment score) you must roll Conviction (Diff: 6-8). If you fail, your Enlightenment drops by 1. If it drops to "0", you "bounce" back to a Rating of "1" & gain a Derangement. Some Flaws & Templates cause more frequent Degeneration checks, & will cause you to forfeit your Character should you reach "0" Enlightenment.

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