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Virtues, Paths, and Willpower

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Virtues, Paths, and Willpower Empty Virtues, Paths, and Willpower

Post by kaest Mon Aug 19, 2013 4:38 am

Virtues, Paths, and Willpower


Morality Chops

If when asked by a storyteller to make a morality check due to an action you have committed and if you decide on the spot to rationalize away to the storyteller why you think it is acceptable to go about doing the action you chose, you will immediately lose a point of your morality.

This decision is based on your roleplaying (in your mind and thus will reflect character) of how you have rationalized and accepted your actions, as obviously you have failed to see any remourse in what your action has done [for those based in conscience] or have not chastized yourself into not making frivolous mistakes again [for those based in conviction].



Virtue/Path

Nature – Nature, when appropriate to the situation, can serve as a retest for a failed virtue test, by ST determination.

Paths – In order for a player to be on a path, they must purchase Path Lore x2 to be familiar with the sin hierarchy as well as expectations of the Path.

If one wishes to abandon his Humanity, it will require IC behavior and knowledge tests at various points, not simple rock-paper-scissors tests. Players of clans who have paths “available” to them should ask a ST for permission before taking a Path.



Willpower

Willpower can only be spent for a retest defensively in social and mental challenges, though not challenges of Mental v. Physical such as with Thaumaturgy attacks, unless stated otherwise by a MET rule.

If you need to attempt a task and do not have the ability in question, you can spend a willpower trait to make the attempt. However, you do not gain the benefit of a retest as someone with the ability would.

Willpower is spent when you activate a power. Willpower can be used as many times in a turn as you are willing to spend it.
kaest
kaest
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Posts : 316
Join date : 2013-07-12
Age : 37

Character sheet
Clan: Caitiff
Sect: Infiltrator

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