![]() Indulging a Virtue is putting yourself in the line of fire for your convictions, especially when doing so won't give you any benefits. Temperance is vetoing a bill to increase comfort levels in a city because you recognize it will put the city in debt, despite it being an unpopular position. Justice is putting down a friend who has decided he is outside the law. Hope isn't blogging about a wonderful day, it's hacking into a database to erase debts. Fortitude isn't staying up late to work on a case, it's continuing to investigate when assassins' bullets have hit you twice now. Faith isn't praying in a pew, it might be going up to a gangster brandishing a handgun and preaching of God's mercy. Charity isn't donating a few dollars to the Salvation army, it's sacrificing your comfort to give others the same. ![]() ![]() Prudence isn't just retreating from a fight gone bad, it's refusing a lucrative contract because of risks that might not even be apparent to most people. She has driven herself into the ground to get those WP fill-ups.įrom this, you can see the intentions of the developers: Vices have consequences for indulging them and Virtues require a toll before you even know if it will work. The next week, maybe she actually gives up her Resource dot on a homeless family (as in she is now financially supporting them through repeat donations, or with a stock portfolio, etc.), and soon she has nothing more to give. The next week, she has to find a new way to indulge it, so maybe she spends her month's allocation of Resources on supplies for a shelter. Rather than spending two hours serving dinner, she instead gives five hours helping various down-on-their-luck persons obtain job interviews and flesh out their resumes. It doesn't regain her WP this week, but she desperately needs it for an operation the next night. This time, however, Erika doesn't feel the same rush from doing this good deed. #Vice and virtue game fullThe Storyteller gives her full Willpower for it, and so she tries again next week. The first session, she indulges her Virtue by serving an evening at a soup kitchen. Now he is facing reprimands from the lab technicians and his superiors for his outburst, but he has earned his point of Willpower.Įrika is a furious maniac with a heart of gold and the Virtue of Charity. He gets to the forensics lab and he finds out a critical piece of information won't be available for six weeks and he responds by angrily sweeping his arm across a table, knocking over and destroying several pieces of lab equipment. He still has that rage bottled up inside. He yells at several people who cross his path in an attempt to regain a point, but he hasn't really felt the rush of his Vice. He returns to the station after getting his ass handed to him by a werewolf where he used most of his Willpower. Paul is a police officer with the Vice of Wrath. Indulging Virtues are harder to justify, and I think it's important to make them cumulative. Indulging Vices is something the PCs should be able to do in any given scene so long as they can justify it, but it will probably have ramifications. I like to consider the Willpower benefit as a rush, almost like a high. One important thing to remember when using Virtues and Vices is considering how they affect the character. I'm curious about the phrase "not… because the character would do that." The Virtue and Vice, in a real sense, tell you what the player thinks the character would do. You're unlikely to have the kind of "spontaneous saintly acts" that you're afraid of - because every time they do, they'll be putting themselves into deeper trouble. Virtues and Vices trigger when you fulfill them at some risk or danger to yourself, or in circumstances where it would be advantageous not to fulfill them. Giving them "no proper way to regain Willpower" would be as bad as giving D&D characters "no proper way to regain hit points." In other words, when your players are spending WP to gain those +3 dice, they are doing what the game expects. Pursuing those things tends to get you into trouble, which means you'll make more rolls, where you'll want to succeed. With your Willpower rapidly depleting, the best way to gain it back is to do things that trigger your Virtue or Vice. It's a "virtuous cycle." The difficulty of 8 means that, in order to succeed on important rolls, you'll want to spend Willpower - those three dice generally produce an additional success. One of the key elements of the Storytelling System is the Willpower economy.
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