Virtues

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Too Long - Didn't Read -version:

Creation is a world of driving passions and dark emotion. Heroes challenge gods and demon lords without fear or hesitation, and lovers journey into the soul-destroying depths of the Wyld in search of their beloved. Priest-kings sacrifice thousands to satisfy their dark gods but are touched by the tears of their children.

Being the natural rulers of Creation, the Solar Exalted are inhumanly passionate and driven. Cursed by the Primordials before history began, the Chosen are sometimes completely overwhelmed by emotion. Some scholars insist that the excesses of the Solar Exalted caused the Dragon-Blooded takeover.

In game terms, there are four Virtues, grouped into two linked pairs: Compassion and Conviction, and Temperance and Valor. These Virtues represent the extremes to which a character's emotions may respond. Virtue ratings range from 1 to 5, and high Virtues do not cancel one another out. A character can have high or low ratings in any or all of his passions.

Most characters distribute 5 points into Virtues at beginning, of which none may be higher than 4 without bonus points.

The Benefits of Virtues

Virtues measure a character's drive to act in certain ways. This commitment to certain behaviors means that the character gains significant benefits when he invests Willpower in a Virtue-related task. Once per story for every dot in a particular Virtue, the player may have his character channel a point of temporary Willpower through the Virtue, allowing him to add a number of dice equaling the Virtue rating to his normal dice pool. A point of Willpower expended in this fashion doesn't grant the character the regular automatic success, only the bonus dice. Using a Virtue like this is generally only cost effective with three or more dots in the Virtue.

Example: Harmonious Jade has a rating of 3 in Valor. Three times per story, her player may spend a temporary Willpower point to add three dice to any pool related to bravery, combat or withstanding horror. But with only one dot in Compassion, her player could add only one die to a dice pool for relieving the needy or defending the weak, and could do so only once per story. Higher Virtue scores provide more benefits than low ones, but they are a mixed blessing.

The Disadvantages of Virtues

A high Virtue score signifies passionate commitment to certain emotions and behaviors. A character with a high rating in a Virtue can find himself unable to resist following his heart, even when doing so unwise. A character with a Virtue rating of 3 or higher must roll her Virtue rating in a situation where she wishes to act against the Virtue's dictates. Any successes on the roll compel her to either adhere to her Virtue or spend a point of temporary Willpower to override her emotions and act freely for the scene. A Solar Exalt who suppresses his primary Virtue (associated with her Virtue Flaw) automatically adds a point to his Limit (see "The Great Curse"). Suppressing other Virtues does not add to the Exalt's Limit.

Example: Elias's primary Virtue is Compassion, with a rating of 3. He's trying to infiltrate the Realm when he sees an old woman being shoved and manhandled by two city guards. The Storyteller asks Phyllis, Elias's player, for his reaction, and she states Elias will simply look away and keep walking. The Storyteller informs her that this denies Elias's Compassion and that she must make a Compassion roll for him not to intervene. Phyllis rolls a 1, a 3 and a 10—two successes. The Storyteller says Elias must do something unless Phyllis spends a point of temporary Willpower. Phyllis grits her teeth, marks off a point of temporary Willpower and increases Elias' Limit by one.

Virtues and Motivation

Make sure your character's Virtues work with her Motivation. A Solar Exalt who wishes to slay every member of the Dragon-Blooded should have a high Conviction and a low Compassion. If you later decide to change your character's Motivation, either make sure the new Motivation fits or purchase one or more new dots in Virtues so the Motivation makes sense for the character.

Compassion

Compassion measures a character's caring for others—how moved he is by injustice and suffering. Having a high Compassion can be painful in a world of barbarism and oppression. However, Compassion inspires characters to fight oppression, to overthrow tyrants and to help those in need. Someone with Compassion 1 has a heart of flint and can calmly eat lavish meals while watching others starve. Someone with Compassion 3 regularly comes to the aid of others in need. Someone with Compassion 5 always spares her enemies' lives and regularly aids those who hate her if they are in serious danger.

Compassion Aids in: Protecting or aiding the sick, innocent or oppressed. Fighting for justice. Bringing aid to the needy. Fighting for or engaging in romantic love.

Characters Must Fail a Compassion Check to: Slay a defeated foe. Ignore the pleas of the oppressed or impoverished. Ignore the powerful abusing the helpless. Publicly humiliate a friend or lover.

Conviction

The balancing Virtue to Compassion, Conviction measures how easily the character can endure hardship or inflict suffering upon others. Conviction lets characters persevere against adversity and take draconian measures to achieve important goals. Conviction also helps characters regain temporary Willpower. Characters with high Conviction needn't be sadists, but they are capable of doing terrible things in the name of an important cause. Someone with Conviction 1 can’t stomach adversity and finds hard choices difficult. Someone with Conviction 3 rarely breaks under torture and can use drastic measures, given no other choice. Someone with Conviction 5 can endure a century of horrible torment and can unflinchingly inflict the same upon others.

Conviction Aids in: Withstanding hardship and torture. Making decisions where all options are horrific. Committing atrocities to accomplish a goal. Regaining Willpower.

Characters Must Fail a Conviction Check to: Abandon a committed cause. Give up in the face of hardship or disease. Abandon companions in their time of need.

Temperance

The Temperance Virtue measures the character's self control. A character can use it to decline the impulse to strike the Dynast who spat on her or to overcome the desire to continue a night of raucous drinking when she knows she is going into battle the next morning. Temperance allows a character to resist temptation and keep a clear head. Someone with Temperance 1 is hotheaded and cannot hold her temper. Someone with Temperance 3 can keep her head in a heated argument or turn down generous bribes. Someone with Temperance 5 is a paragon of self-denial, remaining calm and calculating while being badly beaten or when offered her heart's desire.

Temperance Aids in: Resisting temptation. Holding your temper when taunted or struck. Holding your tongue when intoxicated. Overcoming the effects of illusions, drugs, poisons and mind control.

Characters Must Fail a Temperance Roll to: Act dishonestly or show bias in a matter of importance. Overindulge in food or intoxicants. Act on thoughtless impulse. Break a sworn oath.

Valor

Valor measures a character's courage and resolve when facing danger. Valor helps characters resist ordinary and magical fear and also helps characters fight in battle, particularly when facing more powerful opponents. Someone with Valor 1 is a sniveling coward. Someone with Valor 3 can confront a superior opponent without flinching. Someone with Valor 5 is brave enough to face the entire Wyld Hunt without breaking a sweat.

Valor Aids in: Heroism in battle. Withstanding magically created terror. Performing feats of daring and taking risks.

Characters Must Fail a Valor Roll to: Turn down a duel of honor or a call to single combat. Flee a battle. Receive an insult without seeking retribution. Turn down a dare or challenge.

The Great Curse

In ancient times, the Exalted formed the armies of the gods against the vastly powerful Primordials. The Solars were the heroes and generals of those armies, and when they slew Creation's previous rulers, their fallen foes used their dying breaths to curse the Exalted who had slain them. By this curse, they would forever be driven to wrath and immoderacy and hounded by treachery not unlike that which the gods had perpetrated upon the Primordials. The enemies of the gods were greater than those gods, and their curse twisted even the divine souls of the Solar Exalted. This curse eventually drove the Dragon-Blooded to usurp the rulership of the Realm, ending the Golden Age. Today, it lives within the heart of every Solar Exalted.

In game terms, the Great Curse inflicts on every Solar Exalted a Virtue Flaw related to her primary Virtue: typically a perversion of the Virtue, which drives the Exalted to rash, ill-considered deeds. Every player must pick a single flaw for his character related to a Virtue with a score of 3 or more.

Limit Breaks

Every flaw has a Limit Break condition attached to it—a situation that can cause the Exalt to lose control of himself and act out his flaw. Every time this condition is met, the Exalt's player must roll a number of dice equal to the rating of the Virtue associated with the flaw. For every success rolled, the character gains a point of Limit. As usual, rolling a 10 counts as two successes. When the character's Limit reaches 10, he suffers what is known as a Limit Break. Remember that Solar Exalted also gain Limit points by spending Willpower to avoid acting on their primary Virtue. In addition, Solar characters who resist unnatural mental influence receive one point of Limit, up to once per scene.

When a character suffers a Limit Break, he immediately reduces his Limit to 0. For a period of time after the Limit Break, the character is ruled by his flaw. He acts as it dictates and can only hope that the episode passes quickly. If the player flinches from acting out the character's loss of control, the Storyteller may take control of the character.

A Limit Break is a tremendously cathartic experience. Undergoing a Limit Break immediately gives the character temporary Willpower points equal to his rating in the flaw's related Virtue, even if this raises his temporary Willpower above his permanent Willpower or even above 10. The character recovers this Willpower only if she does not attempt to control her behavior during the Limit Break, though.

Characters can partially control their actions during a Limit Break, but this strain prevents them from recovering Willpower from the Limit Break (although their Limit is still reset to 0). These effects are listed under "Partial Control" in each flaw's description.

Sample Flaws

These sample flaws aren't the only ones an Exalt might develop. Storytellers and players may work together to develop their own flaws. However, these flaws are the result of an ancient and terrible curse, so they are never pleasant or useful. Storytellers should make certain that any new flaws are approximately as difficult and problematic as the ones listed here.

Compassion Flaws

Compassionate Martyrdom

Overcome with the need to alleviate the suffering he witnesses, the character throws himself into helping the victims in the most direct and dramatic fashion possible. If the character's Limit Breaks while watching an overseer beat slaves, he stands before the whip, allowing blows meant for others to fall upon him instead. The character will not resort to violence unless he is attacked or is already in combat.

Partial Control: If the character attempts to control the Limit Break, he must still immediately and directly aid those who are suffering. However, he can choose to do so more effectively— including by killing the brutal overseer and freeing the slaves in the above example.

Duration: One scene in combat or one day otherwise

Limit Break Condition: The character witnesses innocents suffering through no fault of their own.

Heart of Tears

Overwhelmed with grief at the suffering he has witnessed, the character can only weep at the wretched state of the world. If his Limit Breaks in a stressful situation, the character cannot function for the rest of the scene and attempts to flee if attacked. If he cannot flee, he defends himself at a two-die penalty and seeks to flee at the first opportunity. He can only avoid human contact and perhaps numb himself to the pain of existence with intoxicants.

Partial Control: The character takes no initiative and constantly weeps, but he can defend normally and does not need to flee combat. However, he attacks at a two-die penalty and cannot use Social or Mental Abilities or Charms. He can only react to immediate circumstances, not plan or initiate complex actions.

Duration: One scene in combat or one day otherwise

Limit Break Condition: The character witnesses innocents suffering and cannot ameliorate their pain.

Red Rage of Compassion

All the suffering the character has seen fills her with an unquenchable rage. She immediately attacks the most obvious cause, without consideration for herself or the situation. The character’s rage overcomes sense and reason. She is unlikely to perform even simple acts such as putting down objects in her hands or drawing a weapon. However, she does not suffer wound penalties while in this state. Characters without obvious targets enter a terrible rage, moving erratically from area to area, smashing objects without consideration for value and lashing out at anyone foolish enough to interfere.

Partial Control: The character must immediately attack any source of suffering, but she can apply her rage effectively, using weapons, Charms and spells normally. Without a nearby target, the character seeks out oppressors she has seen before and does not calm down until she finds one. She will also attack anyone who attempts to stop her. She suffers normal wound penalties in this state.

Duration: One scene in combat or hours equal to Compassion

Limit Break Condition: The character sees innocents suffering and is unable to effectively intervene.

Conviction Flaws

Deliberate Cruelty

The character wholly embraces cruelty. Her conscience vanishes, and she uses terror and cruelty to accomplish her goals, with only contempt for any perceived or exhibited weakness. She casually tortures and mutilates prisoners to sow terror and inspire obedience. This cruelty causes a minimum two-die penalty on all Social interactions not involving fear or intimidation.

Partial Control: The character can moderate her cruelty when necessary. She casually intimidates and tortures wherever effective and is incapable of kindness. However, she can show restraint and indifference when cruelty would be less effective. She still suffers from a one-die penalty to other Social interactions.

Duration: One full day

Limit Break Condition: The character is subjected to severe stress or backed against the wall.

Heart of Flint

The character's heart hardens to all emotion. He feels and expresses no emotions: not robotic, but lacking all empathy and feeling. The character considers only efficiency in choosing his course of action, and his reduced tact imposes a two-die penalty on all Social rolls involving face-to-face interactions.

Partial Control: The character's emotions are significantly muted but still present. She suffers a two-die penalty to Social rolls involving face-to-face interaction, and her primary motivation is still efficiency, but she will avoid doing anything to which she has a strong emotional aversion.

Duration: One full day

Limit Break Condition: The character is frustrated by the intemperate or childish nature of the world around him.

Temperance Flaws

Ascetic Drive

After the character's Limit Breaks, she must seek tranquility and purification through withdrawal and meditation. She immediately turns her back on worldly affairs, however pressing. She can defend herself normally and attack anyone who threatens her, but she cares nothing for her previous plans or allies. The character shaves her head, dresses in sackcloth or shows some similar sign of penitence and retreats somewhere from all worldly concerns. To further withdraw, she might destroy or give away possessions, including artifacts and manses. The character will be uncommunicative if disturbed and will become violent if the disturbance continues.

Partial Control: The character needn't retreat from the world or destroy her possessions, but she cannot accept luxuries such as sleeping indoors or dressing in anything other than the most utilitarian clothes (including armor). She also cannot make small talk or discuss trivial matters and takes no actions to increase her own comfort.

Duration: One full day

Limit Break Condition: The character is confronted by her own inadequacies or human weakness.

Contempt of the Virtuous

The character loses respect for the faults of those around him and has to show them a better way of life. The character disdains anyone he has previously witnessed overindulging or acting dishonorably. If he sees anything remotely dishonorable or indulgent, he attempts to intervene—even physically. The character loudly urges those around him toward a more upright way of life, lecturing them to destroy or repudiate their vanities, and he will use Charms and other resources to further his personal crusade.

Partial Control: The character must attempt to prevent immoderate or dishonorable behavior among his companions, but he needn’t do so with others. He holds intemperate strangers in contempt but only lectures them on their faults if they ask his opinion or invite him to join them.

Duration: One full day

Limit Break Condition: The character is hindered by the self-indulgent and intemperate nature of others.

Overindulgence

The character's self-control completely fails, and she surrenders to all forms of excess. Sex, liquor, drugs and gluttony become equally attractive, and the character will not listen to reason or postpone her debauch. She indulges in all vices at hand, regardless of expense or consequences. If she's penniless or isolated, she'll borrow or steal or travel to a location where she can indulge. Characters in poor health should make a Stamina check to avoid long-term negative consequences from such an episode.

Partial Control: The character can be talked into essential duties such as pursuing enemies or leading armies. However, in every spare moment, she indulges in whatever forms of excess are available. She can avoid drinking on duty but not being exceptionally hung over. She automatically says yes whenever offered some intoxicant or other pleasure.

Duration: One full day

Limit Break Condition: The character must pass a favorite pleasure or vice in order to act in a moral fashion.

Valor Flaws

Berserk Anger

Out of control, the character attacks anything that moves. If it runs, he hunts and slays it. The character starts with the nearest hostile target and, after all hostiles are dead, continues to kill until he is dead or there is no one left to murder. If the character runs out of targets quickly or is not near other living beings, he attacks his surroundings, attempting to smash and ravage everything in reach.

Partial Control: The character can avoid attacking allies or anyone he has sworn to protect, and he needn’t destroy inanimate objects. Everyone else remains fair game.

Duration: One full scene

Limit Break Condition: The character is insulted, belittled, demeaned or deliberately frustrated.

Foolhardy Contempt

The character knows no fear. She places herself in the forefront of battle, thoughtlessly challenges enemies to single combat, volunteers for all dangerous missions and won't retreat under any circumstances.

Partial Control: The character is without fear, but not without sense. She can retreat if tactically advisable and needn't rush heedlessly into combat. However, she leads all charges and does not take personal risk into consideration when making plans.

Duration: One full day

Limit Break Condition: The character fights against losing odds, is challenged to single combat by a foe or otherwise has an opportunity to prove her bravery.