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Alternate Virtues
The Four Virtues of Creation are not fixed in stone; they are philosophical concepts and Essence constants, gates of power within a soul that help to define how that soul interacts with the world. Because of this, while many people work from a baseline of understanding, some see the world differently. Values are greater or lesser, and the meaning of a Virtue has a sometimes fundamentally different approach. In one culture, it might be considered a crime against Compassion to cause pain, and a painless death viewed as the greatest kindness. In another, life is more important, and saving someone to live a pain-filled life is the greater good, because they will yet live. Two people with such views will both be Compassionate, but in very different ways.
Alternate Virtues function by changing the way in which a character interprets her Virtues. Characters may have any alternate Virtues, provided that each is exchanged for one of the same group - a character must have Compassion, or a Compassion-derived Virtue, she may not simply trade it out for Duty. Often, such alternate Virtues represent a lifetime of moral teachings from a character's culture. At other times, it will represent a profound shift in a character's beliefs and ideals. In rare cases, it could even be a form of dangerous insanity.
For the purposes of all Charms and rolled effects, a character is considered to have an equivalent rating to her normal Virtue, regardless of the manner in which it is altered. Whether a character uses Compassion or Mercy, she rolls the same number of dice if forced to by a Charm, and a Fair Folk who feeds on Conviction can feed just as easily on Duty.
Players may create their own Virtues under this system; care should be taken that they are proper interpretations of the Virtue from which they diverge.
Changing Virtues
Usually, a character's deeply-held moral beliefs do not alter significantly. However, particularly tumultuous times can cause a character to rethink her beliefs and opinions. In order to change a character's Virtue, she must demonstrate that she believes truly in the new Virtue structure that she wishes to adopt. Then, the player spends (Virtue Rating) XP in order to make the change - it is far easier to change one's views on a matter which is of lower importance. Characters may only change one Virtue per story, and should really only do this in exceptional circumstances.
Compassion
Guidance: The Virtue of Guidance holds that the true nature of Compassion is not just to protect others, but to help them protect themselves. Anything else ultimately weakens and harms them. A character who holds to the path of Guidance is often a mentor or teacher, showing others the path without pushing them too strongly along its way. Sometimes this means that a hard lesson is required, but Guidance means never giving up on that guidance being possible. Guidance is often a belief held by many barbarian tribes, who feel that coddling the weak only pushes them further into weakness.
Guidance Aids In: Instructing others, lending assistance to another's actions.
Characters Must Fail Guidance Checks To: Abandon someone who will not learn, protect someone from their own mistakes, prevent people from taking charge of themselves.
Mercy: The Virtue of Mercy holds that the true nature of Compassion is to avoid causing pain. A character who holds to the path of Mercy is one who spends their life trying to ease the pain of others, by whatever means necessary. Such people often believe that a life without suffering is the best lived, whatever the costs to the person, and that death is preferable to a life of pain. In its extreme stages, this is a belief often held by Deathknights and Oblivion cultists, who see their attempts to end existance as the greatest escape from pain.
Mercy Aids In: Directly stopping or preventing pain and suffering.
Characters Must Fail Mercy Checks To: Deliberately cause pain or suffering to any thinking being. Avoiding helping someone in pain.
Conviction
Duty: The Virtue of Duty states that it is more important to follow one's established order and hierarchy than it is to forge your own path. A character who supports duty believes wholeheartedly in the concepts of loyalty and trust; they would sooner die than go against their lord and homeland or organization. Those who follow Duty believe that a breakdown in society comes only when others abandon duty first; as such, they will turn against superiors only when they are entirely corrupt, and even then will usually choose to die afterwards (or before). Duty is a common Virtue in extremely organized and structured societies, such as Paragon.
Duty Aids In: Resisting effects that would force the character to betray someone, obeying orders.
Characters Must Fail Duty Checks To: Disobey orders, betray their commanders, convince others to do either of those things.
Requital: The Virtue of Requital is the ultimate expression of "an eye for an eye". A character who believes in this Virtue holds that every deed done, for good or ill, should be responded to in kind. Whether they enter a situation assuming kindness or selfishness will depend on their other Virtues, but they will expect their favours to be returned, and will return favours done for them; conversely, they will be implacable in their desire for vengeance if they are wronged. Requital is a common Virtue among warrior societies, such as Thorns before the Mask conquered it, or Chiaroscuro.
Requital Aids In: Taking actions designed to balance the scales, in either direction.
Characters Must Fail Requital Checks To: Do good deeds for those who have wronged them, do bad things do those who have done good to them.
Temperance
Austerity: The Virtue of Austerity is held by those who believe that it is not one's place to be wasteful. Those who practice Austerity tend to avoid wealth and excess of all forms, keeping everything around them as simple as possible. They may do this due to a belief in the corrupting influence of materialism, or simply because they do not like excess, but they will always be counted on to draw as few resources as possible for themselves, preferring to live with simplicity and ease. Austerity is often held by the more peaceful barbarian cultures, as well as by devout Immaculates.
Austerity Aids In: Resisting material temptation, succeeding without material assistance.
Characters Must Fail Austerity Checks To: Accept material rewards, live a soft life.
Honour: The Virtue of Honour believes ultimately in playing fair; in not entering an uneven field. A refusal to use underhanded tactics such as poisoning or rumour-mongering, a refusal to attack unarmed or surrendered foes, always keeping one's word, not using powerful Charms against mortal opponents, and so on. A character who believes strongly in Honour is a courteous friend and foe; although they may not show great restraint, they can always be trusted. Honour is a common Virtue among courtly societies, or barbarian societies that put great stock in personal skill over situational.
Honour Aids In: Resisting underhanded tactics, helping even a fight.
Characters Must Fail Honour Checks To: Lie, cheat, or otherwise act in an underhanded manner.
Valor
Confidence: The Virtue of Confidence states that the character can accomplish anything that she wishes, and any impediments to that desire are simply to be brushed aside. A character who lives by Confidence lives her life to the hilt, taking what she wishes and ignoring those who say that she is not worthy - what do they know? Confidence is often held by rulers and members of the nobility, who seek out and take what they desire.
Confidence Aids In: Surviving dangerous situations by charging forwards.
Characters Must Fail Confidence Checks To: Retreat, back down, or otherwise not go after what they want.
Fierceness: The Virtue of Fierceness favours aggression and mass courage, while shying away from putting oneself in danger against losing odds. Characters who are Fierce never back down from a situation that they are likely to win, but are far less likely to take a stand against supernatural threats or superior foes. Some say that this is a form of cowardice. Others simply say that it is a form of survival.
Fierceness Aids In: Asserting dominance (physically or socially), joining mass attacks.
Characters Must Fail Fierceness Checks To: Allow a perceived inferior to order or embarrass them, break off a challenge or fight that they are winning, hold back.
Comments
So, this is loosely based on the 12-Virtue system in Scion; I read over it, and really liked the idea of different people having slightly different Virtues. Comments are welcome, as are suggestions for more Virtues. Also, I only have one Valor virtue so far; any ideas for more are also welcome. - FrivYeti
Interesting. I like it, I think .... I tend to oppose the Virtue system because of the way it seals us in certain character modes, if that makes sense; I think this is better for customization, but possibly less realistic? I suppose the Virtues are inherently unrealistic, and a fair approximation for a heroic game. Thanks for posting this, I may be back with suggestions.
~ Shataina
I don't think this was any of the inspiration at all, but I've often complained to Friv about the weird way that things are lumped together by the virtue system - being willing to do things at all costs makes me more loyal to my friends? Being abstinent stops me from lying? This could go a ways towards solving that problem. I really liked the Scion system, where between the twelve virtues there is sometimes merely a difference of emphasis - courage on the act of going to battle and valor for the reasons, duty for having faith in a society and order for protecting it. It does a decent enough job representing the mixed societal backgrounds of the pantheons. Given that there are already differing interpretations of the virtue (as per abyssal compassion, for example) that remain within the metaphysical bounds of the virtues for purposes of setting and system, this seems to make a lot of sense to me. - TheHoverpope