Exalted Lite/Virtue

From Xeriar
Revision as of 19:16, 23 July 2006 by Xeriar (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search

Virtues

The four Virtues also account for a character's willpower. They represent, in an abstract manner, the strength of what drives her forward. (See [[../Foundations|Foundations]] for what actually does drive forward.) They are Conviction, Sacrifice, Temperance, and Valor.

  • From the core rules, Compassion became Sacrifice mostly in order to fit with the 'replaces Willpower' theme. It covers, mostly, the same effects Compassion did, and for most characters this will apply. For Abyssals and other darker characters, however, it represents your dedication to causes that are not your own.

The maximum rating of a Virtue is 5, or the character's permanent [[../Essence|Essence]], whichever is higher. The Pure (Virtue) [[../Merit|Merit]] increases this limit by one for the chosen Virtue, but even in that case it cannot raise the Virtue higher than ten.

Virtues have a number of points associated with them equal to their rating. Virtue Points, in general, can be spent for the following effects:

  • To add an automatic success to any appropriate roll the Character makes, even another Virtue roll (but not the Virtue being rolled)
  • To subtract an automatic success to any appropriate roll the Character makes, even another Virtue roll (but not the Virtue being rolled)
  • To channel said virtue, adding a number of dice to any Attribute-bases roll the Character makes. This cannot apply to Virtue or Essence rolls.
  • Resisting magical or instinctual effects as the Storyteller deems appropriate.

Virtue Points are regained in the following manner:

  • Upon waking each morning, a character regains one point in each Virtue
  • Upon completing a Story, a character's Virtue Point pool is completely refreshed
  • A Neat [[../Stunting|Stunt]] may recover a Virtue Point, up to once per Virtue per Scene.
  • A Cool Stunt may recover a number of Virtue Points, up to once per Scene.
  • A character who reaffirms or otherwise makes some significant progress regarding her /Foundations may regain a Virtue Point

High Virtues can be somewhat debilitating. As a character's trait in a Virtue score rises, it becomes harder for her to act against its precepts, just as it makes it easier for her to act for them.

  • At ranks 1 and 2, the Virtue does not hinder choices at all.
  • At ranks 3 and 4, she must fail a difficulty 2 Virtue roll to act against that Virtue's precepts
  • At ranks 5 and 6, the difficulty becomes 1
  • At ranks 7 and 8, she must spend an appropriate Virtue point (not the current one) to even roll.
  • At ranks 9 and 10, she cannot act against the precepts of that Virtue, at all, unless she must channel a number of other virtue points equal to her score in this virtue to roll.

The Storyteller may modify these difficulties as befits the situation.

When the needs of different virtues conflict, the lower rating is subtracted from the higher.

Conviction

Force of will, the weight a character puts to her decisions, her drive and desire to press on.

At high levels, Conviction means that a character will not meaningfully deviate from a course she sets for herself. This can be seen as dangerous or heartless depending on the nature of the task, but it is to get done.

Sacrifice

Sacrifice is where a character places the needs of others, or causes unrelated to her own gain, over her own. It can be compassion, but it covers many types of such drives, so it is not necessarily limited to that.

At high levels of Sacrifice, a character may become overly ascetic, or otherwise so devoted to her cause that she fails to look after her own needs and enjoyment. Her actions may be seen as irrational by some, taking her chosen cause too far. See Foundations for additional details on this.

Temperance

Level-headedness, drive to contemplate and not act rashly or without reason.

At high levels of Temperance, a character may seem to be overly hesitant, and will have trouble acting in a dishonest or duplicitous manner, even if they are well aware of the treachery of another. Fortunately this does not mean they cannot preempt such treachery, they just won't stoop to the level their opponents have.

Valor

A character's bravery and resolve in the face of opposition.

At high levels of Valor, a character will not back down from a fight, or refuse a worthy challenge. This does not make the character suicidal, or throw away her life for no gain, but if she can slow something down, she will try.