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Willpower, Virtues & Vices

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Willpower, Virtues & Vices Empty Willpower, Virtues & Vices

Post by Admin Sun Jun 25, 2017 1:11 am

Willpower is a measure of your character's ability to persevere. Their ability to push the limits of what they're usually capable of because this time it's important. Willpower is one of the most effective tools you have for making things turn in your favor, but unlike Naruto, you can't just win because you repeatedly refuse to lose. You will have to spend will power to win the day, but you will come up short if you spend your Willpower too freely. Someone without any Willpower left is done - too exhausted to deal with another "super important" thing.

Your character's Willpower is strongly related to their Virtue and Vice.

Your character's Virtue is something that they believe in deeply, like Generosity or Beauty. Small every-day actions in agreement with their Virtue are the norm for your character, while failure to act in accordance with their Virtue will drain them of Willpower and even Sanity. Though, when your Virtue's ideal is met, you may reach a state of Inspiration, extending your Willpower beyond it's normal limits. As a Virtue grows in strength, it's benefits become greater, but it's demands will also grow. On the other hand, a shrunken Virtue offers little benefit, but is far easier to ignore.

Your character's Vice is also something that defines them, but it usually only comes into play when they're under stress. Exercising a Vice will be detrimental in some way, but it will give Willpower a small boost that could be the difference between life and death later on. The stronger your character's Vice, the more trouble it can cause, but the size if the boost it grants will increase too.

WILLPOWER
Your character's Max Willpower is equal to their Presence + Virtue + Vice.

You can spend points of willpower on almost any roll. The only requirement is that you have some control over the outcome of what's happening. There are several options when spending Willpower on a roll :
You can spend 1 Willpower before you roll any dice to grant a single bonus success to the roll. You cannot spend any further Willpower on such a roll.
You can spend 1 Willpower before you roll any dice to ignore one type of penalty on that roll (health, sanity, effects of a curse, environmental, etc.)
You can spend 1 Willpower after you have rolled all the dice to add a 2 Die bonus to your roll. You can only do this once on any roll.
You can spend 2 Willpower after you have rolled all the dice to trash that result and re-roll all the same dice. You can only do this once on any roll.

In more limited circumstances, you can also...
Spend 1 Willpower to skip a Virtue roll, acting against your character's Virtue on that particular issue without further penalty for the remainder of the scene.
Spend 1 Willpower to assume full control of your character for a single turn, acting against a charm, insanity, or anything that compels them to behave a particular way.
Spend 1 Willpower to skip a CON roll to avoid unconsciousness or death.
Spend 1 Willpower to turn an Arcane Request into an Arcane Command, attempting to force the Magic of the unknown to bend to your design.

Other uses of Willpower may present themselves. Sometimes Artifacts will have a Willpower cost. Sometimes magical effects can be avoided or ended with Willpower.

VIRTUE
Virtues are similar in their effects, but they vary widely in their details.

Every Virtue has a rule that must be followed, something that your character believes is Right. This is not even always mean Good. A character might have a really messed up Virtue, and a Evil character almost certainly does, but it's an ideal that they strongly believe in that inspires them, and it's often difficult to live up to, and sometimes impossible.

Any time you try to act against that rule, it is a Virtue Test, and you roll Virtue. If you get any successes (Your virtue asserts itself) you either lose 1 Willpower and 1 Sanity, or you act in accordance with the rule. As stated above, you can spend 1 Willpower before you roll Virtue to skip the test.

Every Virtue has a particular pair of Skills that lend themselves to fulfilling the virtue's rule. Those skills get a number of bonus dice each Chapter equal to the strength of the Virtue. Those bonus dice can be spent on any roll with one of those skills - one at a time, or all together.

When an action serves the very ideal of your character's Virtue, but is going to fail, you may roll Virtue as bonus dice added to that action. If this causes the action to succeed, you may not use Virtue in this manner until the next chapter.

Finally, a truly extraordinary (and DM approved) exercise of your character's Virtue outside of a Virtue Test or far beyond it's requirements might put you in a state of Inspiration, though usually this comes at such a cost that it is not worth it. While in Inspiration, you receive 1 point of Willpower every action, which you may use on that action, or regain if your Willpower is not full. Inspiration lasts to the end of the scene (or the next scene, if it IS the end of the scene), or until you act against your Virtue.

Example Virtues :
Austerity - You shun the pleasures of life to increase your focus on what really matters. You eat only the simplest food available and drink only water. You forego most forms of entertainment preferring to meditate. A Virtue Test occurs Any time you attempt to indulge in a pleasurable experience, even if it's important, such as attending a party with a friend or drinking a delicious potion, or inevitable, such as a mesmerizing song. The associated skills are "Meditate" and "Perception".

Generosity - You feel that possessions should be shared freely with those that need them, especially in this harsh Unknown. You hand out whatever you have to anyone and everyone worse-off than yourself. A Virtue Test occurs any time you refuse the request of a person with a true need for something you possess, even if it's for something important to your survival or your friends'. The associated skills are "Empathy" and "Survival".

Mercy - You feel that everyone should receive not just a second chance, but that most need a third, fourth and fifth chance as well. You tend to give even your most dogged and dangerous enemies a stern talking to instead of an axe to the face, especially if there's a shred of hope that they might become better people in the future. A Virtue test occurs any time you refuse to grant mercy when you're asked, for whatever transgression. The associated skills are "Medicine" and "Politics".

Truthfulness - You feel that every lie told increases the chaos in this world that is already far too chaotic. You tend to tell the truth, even when it's not going to turn out well for you, and especially when you're asked directly. A Virtue Test occurs any time you attempt to lie, for even the smallest reason or to avoid the most serious consequence. The associated skills are "Investigate" and "History:(Player's Choice)".

Beauty - You believe that the creation and preservation of beauty - whether it be art, a person, or a living landscape - is the most important duty of any creature than can appreciate such things. A Virtue Test occurs any time your action would cause something beautiful to be marred, your inaction would allow another to do so. Including beauty that is yet to be. The associated skills are Craft:(Player's Choice) and Larceny.

Courage - You believe that fears should be confronted, even against overwhelming odds. This is not to say that you shouldn't make a plan first or try to set up every advantage you can, but running away from trouble is never really the right decision. A Virtue Test occurs any time you attempt to retreat from any threat - physical, mental or social.The associated skills are Tactics and your choice of Fisticuffs, Shoot or Wrestling.

Justice - Nobody should escape the consequences of of their evil acts. You try to be fair in your judgements, not to kind or too harsh, but in this world it's your job to see justice is done. Nobody else is going to do it. A Virtue Test occurs any time you wish to let such a fiend go free, or attempt to deal out a punishment you know is insufficient. The associated skills are Investigate and Athletics.

VICE
Like Virtues, Vices have a certain pattern to them, but they are many and rarely exactly the same.

Every Vice describes a type of action that is either detrimental to your character, the party, or to other friendlies that are around you or relying upon you. It's often possible to activate a Vice without suffering any major consequences, but it is at least risky. If there is no risk to the action, then the Vice has no effect.

When you take the actions that your Vice dictates, you've activated it, and can roll Vice. If you get any successes, you regain 1 Willpower and your character can continue to indulge their Vice. You can continue each round until Willpower is Full, or you roll zero successes, or you decide to stop. Any of these indicates that your character's Vice is sated for the remainder of the current scene, and cannot be activated again until next scene.

Each Vice also grants a 1 die bonus to a Skill that is of particular use to that form of indulgence.

An extraordinary indulgence of a Vice - over the top extravagant indulgence with definite and worrisome consequences - will grant an immediate full refill of Willpower as soon as the act is complete. Usually, though, this use of a Vice is not worth the serious trouble it brings with it.

Example Vices :
Wrath - Your character finds the petty insults, oversights and failures of other people exceptionally irksome, and longs to exact exceptional retribution. This Vice is activated any time they avenge a minor slight beyond anything that polite folk would approve. The troubles this Vice tends to attract are the weakening of Connections and revenge. The skill associated with Wrath is Fisticuffs.

Gluttony - Your character adores the finest, most lavish food and drink, and desires the most fantastic entertainments. This Vice is activated any time they indulge themselves far beyond the point a sensible person would stop. The troubles this Vice tends to attract is a loss of Resources and sickness. The skill associated with Gluttony is either Craft:Food or Medicine.

Greed - Your character desires wealth above all things, and is loathe to spend it on others, or even at all. This Vice is activated any time their refusal to expend Resources makes things harder for themselves or for the party. The troubles this Vice tends to attract are lost opportunities and theft. The Skill associated with Greed is either Study:Arcana or Craft:Mechanism.

Sloth - Your character finds every exertion onerous, and every event an obstacle between themselves and well deserved rest. This Vice is activated any time their refusal to exert themselves and help could make things harder for the party, or even for themselves at a later date. The trouble this Vice tends to attract is failure. The Skill associated with Sloth is Meditate.

Envy - Your character constantly wants things that others have. Any time they notice someone else has something more, something better, or even just something different, it's an insult. This Vice is activated any time your character one-ups someone, either acquiring the object of envy itself by whatever means, or by by acquiring something better and being loud about it. The troubles this Vice tends to attract are weakening of Connections and justice. The Skill associated with Envy is Larceny.

Ennui - Your character finds it unbearably boring to have to stick with a plan or do things the same way over and over. This Vice is activated any time they do something important entirely differently when the way that's been planned or the way that's been done before is really much, much better for everyone. The Skill associated with Ennui is Dodge.

Lies - Your character finds it hilarious to mess with people, taking mad stories as far as they'll possibly go and lying instead of telling the truth just because it's amusing. This Vice is activated any time your character tells a whopper with no obvious benefit, but real consequences to being found out. The trouble this Vice tends to attract is mistrust.The Skill associated with Lies is Fast-Talk.

Admin
Admin

Posts : 20
Join date : 2017-06-17

Character sheet
Character Name: The Ancient of Fate
Current H / S / W: 4 / 4 / 7

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