The Mortal CoilGiving Humanity and Virtues a FaceliftBy Mike Vides (gailcaitif@aol.com) These rules are meant to supplement those for Virtues and Humanity
presented in Vampire: The Masquerade, but they can also be used to add
both types of traits to other White Wolf games that do not currently
incorporate them. Virtues not only help to define a character more
thoroughly, but can be used in situations where Willpower seems
overused or too high. As you can tell, I've derived many of these
traits from various sources (Player's Guide to the Sabbat, Mummy,
Werewolf, Hunter). Also, while it may annoy those players who enjoy killing thoughtlessly
(because having more of it can actually be a hindrance in certain
circumstances), Humanity is a wonderful role-playing tool. So while I
was revising the Virtue system, I figured I'd add some perks for
vampires with high Humanity. Other character types might enjoy
different benefits; werewolves might resist frenzy more easily, or
wraiths might find it easier to utilize Embody. The specifics are up to
the Storyteller. And for the record, Humanity can be fun, even for those killing machine
PCs. Having a low humanity score has become a sort of status badge for
a couple of players in my chronicle (Government Assassins, you know the
type). The character chooses one virtue from each category, Soul Virtues,
Stability Virtues and Bravery Virtues. Each begins with one dot, and
the character has seven dots to distribute. Soul Virtues Soul virtues help characters to cope with, understand, overcome or even
shut out the ramifications of the evils they commit. With a successful
roll, Humanity loss may be lessened or prevented. The difficulty to
resist humanity loss is 5 + the difference of the offense's Sin level
and the character's humanity score. If the difficulty is raised above
10, then the character automatically loses a point of Humanity.
Characters without a Soul Virtue will find themselves unable to resist
Humanity loss. Conscience represents a character's ability to come to terms with his
actions. The character will feel remorse for his wrongdoings, but will
realize the errors of his ways and resolve himself in this realization.
After all, seeing the problem is the first step in repairing it. Those
with Low conscience scores will often find the line between right and
wrong to be blurred. * Chaste ** Moral *** Just **** Charitable ***** RemorsefulConviction Conviction, like conscience, helps a character cope with the
ramifications of his wrongdoings. However, he seeks to justify his
actions out of necessity to some greater cause, be it his own survival
or his duty to a higher power. Those with low conviction scores often
doubt themselves, asking if their mission or moral code is the "right
one." * Steady ** Sure *** Determined **** Committed ***** DedicatedCompassion Compassion is a measure of a character's ability to find strength in
her own emotions, and that of others. When the weight of worldly evil
presses heavily upon the character, her moral strength becomes a
saftey net, and she can often find additional support in the kindness
of others. Compassion is used, like Conscience to resist Humanity
loss. Additionally, it may be added to some rolls involving Empathy
(at the storyteller's discretion). Compassion is used when calculating
a character's Humanity Score. * Decent ** Friendly *** Sympathetic **** Kind ***** HumaneIntegrity Integrity resembles Conviction in that the character seeks to justify
his actions. However, while those with Conviction seek only to find a
certifiable reason which will please himself, those with Integrity try
to prove, not only to themselves, but to others as well, that their
actions were the right ones with respects to their own values. Those
with high integrity find it easier to lie, but also find less to lie
about. In any situation in which the truth of the character's
statements is called into question, the character may roll his
integrity in additional dice. If successful, the character is able to
at least appear as if he is telling the truth. If unsuccessful,
however, the character loses a point of temporary Willpower. If
botched, a point of integrity is also lost. * Honest ** Ethical *** Virtuous **** Chivalrous ***** SaintlyCallousness Callousness, at first glance, does not seem like a virtue at all. It
represents a character's ability to ignore, shrug off, or block out the
moral ramifications of her actions. While this may not seem very
virtuous, remember that some characters will find themselves in a
position where their morals or values are actually hindrances to the
greater good. For instance, a Vampire Slayer who comes upon an Embraced
Child. while his duty dictates that he must destroy the creature, if
even for its own good, his humanity might still prevent such a heinous
act, unless he is sufficiently shut off from his emotions. Callousness
does not figure into a character's Humanity. indeed, it lowers the
character's maximum humanity rating by one for every point in the
virtue. It does, however, prevent further humanity loss as any other
soul virtue. Callousness may add to rolls made to resist Emotion
controlling magics or disciplines. * Aloof ** Distant *** Detached **** Indifferent ***** Shut-Off Stability Virtues Stability virtues help a vampire to remain in control during high
pressure situations. It allows her to shrug off the effects of Anger or
Hunger frenzies, and to resist outbursts of emotion. Those without a
Stability Virtue will find themselves flying into fits of rage, or
unable to resist the hunger that pangs at them constantly. Self-Control Self-Control allows a character to keep the reins on his anger and
strong emotions. While he still feels these emotions, he's much less
likely to act upon them. Self-Control is also used to resist hunger
frenzies. Those with low self control often fly off the handle quite
easily. * Calm ** Temperate *** Disciplined **** Hardened ***** Totally Self Mastered Wisdom A character's Wisdom score allows her to remain calm and composed in
stressful situations, much like Self-Control. The difference is that a
Wise character's calm comes from experience, common sense and a deep
understanding of the world around him, rather than from strict
regulation of one's emotions. The character resists frenzy because he
understands the beast and himself. Wisdom can also be used in any
situation where common sense might be important. Wisdom figures into
the player's Humanity.
* Smart ** Sensible *** Prudent **** Insightful ***** Sagacious Honour Honour replaces Self-Control as a virtue. It is similar to that virtue
in that it helps the character avoid outbursts of anger. The difference
is that those who employ the Honour virtue resist Anger and Hunger
frenzies due to a deep spiritual strength of will, and their own
personal code that forbids them to be claimed by such weaknesses.
Honour may also be used to resist mind control or Rštschreck in
situations where her honour is at stake. Should the character botch an
honour roll, she immediately loses a point of Honour. This virtue is
used to calculate the character's Humanity or Willpower score (player's
choice).
* Upright ** True *** Noble **** Honourable ***** Illustrious Dignity Dignity, much like Self Control, allows the character to restrain her
negative emotions, keeping cool under pressure. However, where as Self
Control is an introverted function of the character's will to overcome
her anger, Dignity is an extroverted attempt to retain one's
composure, usually to avoid embarrassment. For this reason, the
character may reduce the difficulty of Stability rolls by 1 to 3
whenever forced to make such a roll in public, or when in the presence
of equals or superiors. However, the difficulty is raised by 1 when
the character is not in such a position. While this may be seen simply
as a facade, for many, Dignity runs much deeper than appearances.
Dignity is employed in calculating the character's Willpower score,
rather than her Humanity.
* Reserved ** Formal *** Dignified **** Regal ***** Lordly Instinct Characters with instinct are in touch with their primal natures. They
seek not to shut out their Beast, but to openly embrace it. While other
stability virtues allow a character to prevent themselves from entering
the throes of frenzy, Instinct instead allows the character to "ride
the wave" so to speak, taking control of the frenzy rather than falling
victim to it. On a more basic level, Instinct represents a character's
gut feelings, hunches and "intuition." In any situation where a gut
instinct would play a key role, Instinct may be added to this roll. For
instance, a character fleeing from a Blood Hunt has the option of
heading down one of two alleyways. The alley to the right leads to a
quick and unhindered retreat, while the alley to the left contains a
Nosferatu Archon waiting patiently in the shadows. A successful roll of
Wits + Instinct would tell the character that the right just seems like
the "better choice." Instinct does not figure into humanity.
* Intuitive ** Instinctual *** Animalistic **** Savage ***** Primal Bravery Virtues A character's Bravery Virtue represents his mettle, his ability to
stand up to his fears and resist the growing terror in his heart. A
character's beginning Willpower (before Freebie Points are spent) is
equal to his Bravery Virtue. Those without Bravery Virtues will startle
or frightened at almost any disturbance, and cannot resist the
Rštschreck. Courage Courage represents a character's ability to stare down his fears. The
character can resist fleeing in the face of danger, or freezing up in
the line of fire. This is a gradual process, as Courage takes time to
build up. If the character doesn't roll 5 successes outright on a
Courage roll, he should make a second Courage roll a number of turns
later equal to the number of successes he rolled. If the successes from
the first roll + the successes from the second roll equal or exceed 5,
the player has overcome his fear. If they do not, then the character
must make another roll as many turns later as successes rolled, and
must continue this pattern until 5 successes are rolled or a roll is
botched. If the first roll fails, then the character enters Rštschreck,
or flees, or whatever else the Storyteller decides. If one of the later
rolls is botched, then the character loses all successes and succumbs
to his fear. If the first roll is botched, then the character enters
Rštschreck no mater what the roll called for (unless there are other
rules to the contrary). Courage figures into the character's Willpower. * Bold ** Dauntless *** Steadfast **** Gallant ***** Valourous Morale Morale functions as Courage, but those with Morale tend to rely more on
the strengths of others than on their own abilities. Members of lupine
packs and gang members alike will have this virtue. With respects to
basic system, treat Morale as Courage. However, for each other
character in the character's group who succeeds on a Bravery Virtue
roll in the same turn, or the turn preceeding the character's Morale
roll, add 1 die to the roll. For each who failed, subtract 1 die. The
Maximum dice that a character may roll is twice his original score (so
if his morale is 2, he may only ever have up to 4 dice to roll). The
minimum amount of dice is 1. Morale determines the character's starting
Willpower. * Positive ** Confident *** Sturdy **** Resolved ***** Unshakable Fearlessness Fearlessness works in a similar fashion to Courage. The difference
between the Courageous and the Fearless is that the former understands
the danger she faces, and while she may still be afraid, she realizes
that she must overcome her fear in order to succeed. The latter can
shrug off fear because she simply doesn't care enough about it to be
scared. Characters who choose Fearlessness as their third Virtue are
true daredevils. They either do not understand the danger before them
(and thus, are not afraid of it) or get off on the thrill that life
threatening situations gives them. This virtue is common among those
Sabbat who would rather trust themselves than their packmates (and have
correspondingly weak Viniculum ratings with the rest of the pack).
Where as Courage allows a character to gradually overcome their fears,
Fearlessness allows them to simply bypass the entire fear reaction.
Instead of rolling the trait constantly, the character simply rolls
upon initially facing the object of their fright. The storyteller
determines the number of successes required, though one may be enough.
If the roll succeeds, then the character is exempt from Rštschreck by
that particular source for the remainder of the scene. If the roll
fails, then the character enters Rštschreck immediately. Fearlessness
is used to calculate a character's Willpower score.
* Brave ** Daring *** Adventurous **** Intrepid ***** Fearless Confidence Confidence replaces the Courage virtue. Just as with Courage,
Confidence allows a character to stand up to their fears. This is done,
however, though the character's firm belief in her own capabilities.
All Confidence rolls are made in place of Courage rolls. However, each
failed Confidence roll temporarily lowers the character's Willpower
pool by 1 point. The points are gone for the remainder of the story
until the character has a chance to regain Willpower. This is a two way
street: Once per story the character may roll Confidence against a
difficulty of 8. Each success restores 1 Willpower point. If the
character decides to spend a Willpower point for automatic success on a
simple task, then she may instead opt to roll Confidence against a
difficulty of 8. If successful, the character gains the benefits of the
automatic success, but the Willpower is not actually spent. Confidence
is employed when calculating a character's Willpower score.
* Cocksure ** Confident *** Assured **** Certain ***** Indisputable Zealousness Zealousness replaces the Courage virtue. Just as Confidence grants the
character a strong belief in her own capabilities, Zeal imbues the
character with an unshakable trust in some power, cause or
organization. The utter devotion afforded to this cause by the
character in turn gives her the strength to confront her greatest of
fears without so much as a gasp. When confronted with a threat to or an
opposing force of the character's chosen cause, the difficulty of any
Zeal rolls may be reduced by anywhere from 1 to 3. Zealousness is
employed when calculating a character's Willpower score. * Enthusiastic ** Devoted *** Passionate **** Fervent ***** Zealous A character's humanity is the measure of her hold on her own human
emotions, feelings and values. The closer a character is to her
Humanity, the less sway her Beast has over her actions, and the more
Human she seems. When a character's humanity is totally gone, he
becomes a ruthless monster (though often still intelligent and cunning)
who is not suitable for play. The Mortal Coil: High Humanity Scores When a vampire's Humanity remains at levels near that of mainstream
humanity, she may return, in part, to her days as a mortal. Often
referred to as the "Mortal Coil," many vampires see this process as a
steppingstone to Golconda, or even Mortality and escape from damnation. Back to the Games Page |