CorlanDashiva/Virtues

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Revision as of 10:25, 18 April 2007 by CorlanDashiva (talk) (new page - some thoughts)
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I've been thinking about the Virtues and how they affect your character. I saw a post on rpg.net that pointed out that with a Temperance of 3+, you cannot lie (other than failing a Temperance roll or spending willpower and gaining limit). This seemed a little restrictive, surely there is a difference between lying to your lover and lying to an enemy, and the virtue should really reflect that. So I came up with this:

  • Temperance 1: can lie freely with no trouble
  • Temperance 2: feels bad about lying, but not enough to stop doing it
  • Temperance 3: Cannot lie to persons he/she considers important
  • Temperance 4: cannot lie to persons he/she is indifferent to
  • Temperance 5: cannot lie, even to persons he/she hates

And with regards to drugs, alcohol, and other fun things:

  • Temperance 1: if it's fun, then why not do it?
  • Temperance 2: if it's fun and won't get you in trouble, do it.
  • Temperance 3: if it will help you in some way, do it.
  • Temperance 4: if it's absolutely necessary for some reason, then do it.
  • Temperance 5: if it's fun, it's probably bad for you - steer clear.

We also spoke of the advantages and disadvantages of the virtues.

Conviction: Helps you stay on track, aimed at the goal and increases willpower recovery.
Compassion: Lets you fight stronger when defending loved ones, but otherwise is a liability.
Temperance: Lets you resist temptations and other form of more subtle attack
Valour: Helps in combat. A lot.

Compassion seems a little weak, so I might consider - if channeling compassion to aid someone with whom you have an intimacy - increasing the dice bonus from the channeling by half of the strength of the intimacy (rounded up). Thus making it so that you fight a lot better when saving someone you really care about.


Sorry for the formatting - writing this on notepad at work, so I have to be a little careful :-)