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 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:
- 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)