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==Mechanics==
 
==Mechanics==
Characters start with a Morality of 7, and a maximum of 10 can be achieved by both roleplaying and experience point expenditure. (That is, one must bothroleplay it and spend the points to improve it.) Whenever someone commits a sin at her morality or lower, she must roll a number of dice determined by the severity of the sin. If she gets no sucesses, than her view of right and wrong is damaged by her experience, represented by loosing a point of morality. Then, she rolls her new Morality to see if she developes a [[derangement]]. Should a character ever fall to zero morality, she is no longer playable; the [[storyteller]] takes over that monster. The magnitude of sins against each morality threshold are:
+
Characters start with a Morality of 7, and a maximum of 10 can be achieved by both roleplaying and experience point expenditure. (That is, one must both roleplay it and spend the points to improve it.) Whenever someone commits a sin at her morality or lower, she must roll a number of dice determined by the severity of the sin. If she gets no sucesses, than her view of right and wrong is damaged by her experience, represented by loosing a point of morality. Then, she rolls her new Morality to see if she developes a [[derangement]]. Should a character ever fall to zero morality, she is no longer playable; the [[storyteller]] takes over that monster. The magnitude of sins against each morality threshold are:
 
* 10 - Selfish thoughts
 
* 10 - Selfish thoughts
 
* 9 - Minor selfish act (not giving to charity)
 
* 9 - Minor selfish act (not giving to charity)

Revision as of 07:52, 25 August 2010

A character's morality is her respect for fellow beings and for the law. It can change throughout a campaign, some people strive to become more virtuous and compassionate, some become callous to the hurt they inflict on others. Some creatures replace morality with a different trait, like humanity for Kindred and Prometheans, or clarity for Changelings.

Mechanics

Characters start with a Morality of 7, and a maximum of 10 can be achieved by both roleplaying and experience point expenditure. (That is, one must both roleplay it and spend the points to improve it.) Whenever someone commits a sin at her morality or lower, she must roll a number of dice determined by the severity of the sin. If she gets no sucesses, than her view of right and wrong is damaged by her experience, represented by loosing a point of morality. Then, she rolls her new Morality to see if she developes a derangement. Should a character ever fall to zero morality, she is no longer playable; the storyteller takes over that monster. The magnitude of sins against each morality threshold are:

  • 10 - Selfish thoughts
  • 9 - Minor selfish act (not giving to charity)
  • 8 - Injuring another person (including accidental)
  • 7 - Petty theft (pickpocketing)
  • 6 - Grand theft (burglary)
  • 5 - Intentional mass property damage (arson)
  • 4 - Impasioned crime (manslaughter)
  • 3 - Planned crime (murder)
  • 2 - Repeated crime (serial murder)
  • 1 - Utterly heinous acts (mass murder)