FrivYeti/EnliTraits

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Traits

Characters in Enlightened use traits that are primarily identical to those present in Exalted: Second Edition. However, a number of modifications have been made to certain traits, for a variety of reasons. All of these changes have been outlined below.

Attributes

Physical and Mental Attributes are identical to those in Exalted: Second Edition. However, the Appearance Attribute has been replaced by the Composure Attribute, which functions as follows:

Composure is a combination of a character's ability to portray a straight face, ignore distractions, and generally keep themselves under control no matter what they might be feeling. A character with high Composure is not immune to fear or surprise, but they aren't going to show it.
Trait Effects: Someone with Composure 1 wears their heart on their sleeve. Someone with Composure 3 will usually walk away the winner in a poker game. Someone with Composure 5 will seem perfectly calm even as they flee in terror from an unholy abomination that is devouring their entire home.

Abilities

For the most part, Abilities in Enlightened are identical to those in Exalted. However, the Martial Arts Ability is renamed Brawl, so as to keep a distinction between it and Martial Arts. Characters may only use unarmed attacks or brawling aids with their Brawl ratings.

Virtues and Vices

The four Virtues are identical to those in Exalted: Second Edition. However, a character may also choose to take Vices instead of a Virtue.

There are those who are hard, lacking in the Virtues that make up a hero. And then there are those who are despicable. People who indulge in behaviours that others find grotesque at best, horrifying at worst. These people can draw a twisted power from their dark natures - an effect reflected by the Vice system.

Developing a Vice

In order to develop a Vice, a character must first either have a Virtue at 1 dot, or reduce a Virtue at 1 dot. Reduction may be done once per session, by roleplaying contrary to a Virtue and spending 1 XP.

When a character is at 1 dot in a Virtue, she may spend 5 XP, 3 bonus points, or one of her starting Virtue dots in order to create a Vice opposed to that Virtue. The four Vices are Cruelty (Compassion), Treachery (Conviction), Indulgence (Temperance) and Cowardice (Valor). Once purchased, a Vice may be raised as though it were a Virtue.

If a character decides to remove a Vice, dots in a Vice may be removed exactly the same as dots in a Virtue. When the character has reached 1 dot in a Vice, she may spend 5 XP to remove it forever, returning to the Virtue.

Effects of Vices

Vices have three effects on a character:
First, a character with a Vice may never raise her related Virtue above 1. In addition, whenever forced to make a roll for that Virtue, she automatically fails it.

Secondly, Vices may be channeled as though they were Virtues. A character has a number of Vice channels equal to her rating in the Vice, and adds her Vice in dice to the roll. Vices may be channelled when commiting any act that the related Virtue would normally have to be failed in order to do. In addition, a Vice may replace Virtues to determine Essence pools.

Finally, Vices force the character into obscene behaviour. Characters with a Vice rating must fail Vice rolls in order to do anything that their related Virtue would normally aid in; for example, a Cowardice character must fail Cowardice rolls to respond to insults, face danger, or defend others.

Note: As a rule, player characters with Vices are unlikely to be very effective, and have a decent chance of being murdered by their fellows; as such, Vices should be considered carefully in PC play, and unless the PCs are opponents of each other, a character should definately not have more than one Vice. Characters may not begin play with more than two Vices, and if they choose Vices, they must still have one Virtue or Vice rated at 3.