
Virtues & Vices
From Missoula Roleplayer's Club - Wiki
All characters have strengths and weaknesses, noble aspects and dark sides to their personalities. While most people try to cultivate virtues and eschew vices, both are intrinsic elements of identity and both equally reinforce a sense of self, whether we like to admit it or not.
Every character starts play with one defining Virtue and one defining Vice, chosen during character creation. Virtue and Vice may clearly reflect your character's background and concept, or they can be used to contrast his outward nature to create sources of conflict that make for excellent roleplaying. A character that is a priest might have the defining Virtue of Faith and the defining Vice of Pride. He's a man of great conviction and belief in his fellow man, but there are times when his beliefs lend themselves to
self-righteousness. This is a complementary application of Virtues and Vices based on
character concept, as they both stem from the character's background.
A contrasting approach might be to give the character the Virtue of Faith and the Vice
of Wrath. He believes in the path of righteousness and the intrinsic worth of mankind, but
sometimes the state of the world is such that it fi lls him with a violent rage to punish those
who ignore the tenets of his religion. The result is a source of confl ict within the character
as he tries to reconcile an essential part of his nature with his dedication to the church.
When a character's actions in diffi cult situations refl ect his particular Virtue or
Vice, he reinforces his fundamental sense of self. If the Storyteller judges that your
character's actions during a scene refl ect his Vice, he regains one Willpower point that
has been spent. If the Storyteller judges that your character's actions during a chapter (a
game session) refl ect his Virtue, he regains all spent Willpower points.
Note that these actions must be made in situations that pose some risk to your
character, whereby he stands to pay a price for acting according to his Virtue or Vice.
Everyday expressions of, say, Faith or Pride are not enough to reaffi rm a character's
determination or sense of self. For example, sleeping with someone does not qualify
your character to earn spent Willpower simply because he has the Vice of Lust. He has
to have risked a lot or sacrifi ced something signifi cant in order to satisfy that desire.
Example: Stein is a juvenile corrections offi cer with the defi ning Virtue of Justice and the Vice
of Wrath. She checks on her kids one night and stumbles across Akers, another guard, terrorizing
the kids. Apparently this abuse has gone on for a while, but the kids have been too scared to tell
anyone. Akers tells her that if she turns him in, he'll make sure the administrators learn about the
extracurricular trips that she and some of the kids have taken to the old cemetery after hours. He
doesn't know the real reason they've gone out, but it's still enough to get her in a lot of trouble. If
Stein reports Akers' actions to her supervisor, she risks losing her job. If she does so anyway despite
the risk, she acts in accordance with her Virtue and regains all spent Willpower. Or if she gives
in to her outrage and simply beats Akers until he agrees to never harass the kids again, she risks
going to jail, not to mention potentially taking a beating of her own. Resorting to violence is in
accordance with her Vice and allows the character to regain a single Willpower point.
Fulfi lling a Virtue is more rewarding than fulfi lling a Vice for two reasons. One, it
is inherently challenging to accomplish a surpassing act of goodness in a world that's rife
with selfi shness and aggression. Doing so demands sacrifi ce and perseverance. Two, the
temptation to indulge base inclinations and desires is constant and often means taking
the path of least resistance, which precludes doing the greater good. Fulfi lling Vices
therefore offers small rewards that are somewhat easy to come by.
Your character does not gain extra Virtues or Vices during play. The fundamental
qualities that defi ne him do not change. Nor are they compounded by more such traits.
At the Storyteller's discretion, truly exceptional circumstances in a character's life -- the
death of a child or spouse, the realization of a deeply held personal dream, the gain or
loss of a great deal of Morality -- may justify a change of Virtue and/or Vice. These cases
should be extremely rare, however, the result of genuinely heartfelt roleplaying.
As with Morality itself, the seven Virtues and Vices detailed below are ostensibly drawn
from Western, Judeo-Christian beliefs (the Seven Heavenly Virtues and Seven Deadly Sins),
but it's important to note that nearly all cultures value these ethics and revile these sin
Virtues
When creating your character, choose one of the seven Virtues detailed here as your
character's defi ning quality. This is not to say that she may not have other worthwhile or
altruistic qualities, but her defi ning Virtue is the one that most clearly evokes her basic
belief
Charity
True Charity comes from sharing gifts with others, be it money or possessions, or simply
giving time to help another in need. A charitable character is guided by her compassion to
share what she has in order to improve the plight of those around her. Charitable individuals
are guided by the principle of treating others as they would be treated themselves. By sharing
gifts and taking on the role of the Samaritan, they hope to cultivate goodwill in others, and
the gifts they give will eventually return to them in their hour of need.
Your character regains all spent Willpower points whenever she helps another at
the risk of loss or harm to herself. It isn't enough to share what your character has in
abundance. She must make a real sacrifi ce in terms of time, possessions or energy, or she
must risk life and limb to help another.
Example: Rae could feel the others looking at her, not sure what to say. It had just been
decided at the end of an hour-long debate that she and the other kids would go in "undercover" at
the new club across town, where those teens had last been seen and those strange new drugs were
rumored to originate. The others looked to her; none of them had ever gone clubbing before. Only
she knew how to go unnoticed, to sort truth from rumor, and to track down the real dealers. It had
been her scene, after all. She knew it like the back of her hand.
Problem was, it was that same scene that had turned her into a drunk and a junkie.
She'd been at the halfway house for less than a year, and was still pale and drawn. She still
suffered from occasional fi ts of withdrawal that shook her body so hard she could barely move.
She still had moments when she wanted a fi x more than life itself. Going back into a place like
that, where all her old connections would be hanging out, where there'd be booze and drugs for the
taking…. She could already feel the cravings rise, and wanted to refuse any part in the plan.
But without her, the others would be made in moments. Nobody would learn anything. More
poison would be peddled and more kids would die. With a long, shuddering breath, Rae looked
around the room, "I'll do it. I know who to see to score this stuff."
Rae gains all spent Willpower for her act of charity. Her willingness to risk herself and her
recovery for others validates her defi ning Virtue.
Other Names: Compassion, mercy
Possessed by: Philanthropists, saints, soup-kitchen workers
Faith
Those with Faith know that the universe is not random, meaningless chaos, but
ordered by a higher power. No matter how horrifying the world might be, everything has
its place in the Plan and ultimately serves that Purpose. This Virtue does not necessarily
involve belief in a personifi ed deity. It might involve belief in a Grand Unifi ed Theory
whereby the seeming randomness of the universe is ultimately an expression of
mathematical precision. Or it might be a view that everything is One and that even evil
is indistinguishable from good when all discriminating illusions are overcome.
Your character regains all spent Willpower points whenever he is able to forge
meaning from chaos and tragedy.
Example: "Why? Why did this have to happen?" The ghost repeated the phrase over and
over, sobbing inconsolably. For weeks, it had appeared every night at the same time in the old
house, weeping for several minutes over some unseen horror before turning to vanish. It was a
pathetic existence, and for a moment Becca wondered if this was really what God had in mind, to
create a place like this where so many souls lingered in suffering.
She took a deep breath, reaffi rming her faith with the thought that most ghosts were trapped
in prisons of their own making, not God's design. Shaking spirits out of their routine could be
diffi cult, not to mention dangerous, but if
helping them to their fi nal reward wasn't right,
what else could be?
"Excuse me," she said, calmly but fi rmly,
stepping forward to where the ghost could not
help but see her. It took a moment, but the
ghost actually turned to acknowledge her,
staring with a tear-streaked face. Becca smiled
at the apparition, holding out her hand. "Do
you want to talk?"
The ghost wavered a moment, then
reached for her hand, eyes grateful.
By helping a lost soul fi nd its fi nal peace,
knowing that there must be a way to bring
such troubled spirits rest, Becca regains any
spent Willpower points.
Other Names: Belief, conviction,
humility, loyalty
Possessed by: Detectives,
philosophers, priests, scientists, true
believers
Fortitude
A person's ideals are meaningless
unless they're tested. When it seems as
though the entire world is arrayed against
him because of his beliefs, a person
possessing Fortitude weathers the storm
and emerges with his convictions intact.
Fortitude is about standing up for one's
beliefs and holding the course no matter
how tempting it may be to relent or give
up. By staying the course -- regardless
of the cost -- he proves the worth of his
ideals.
Your character regains all spent
Willpower points whenever he withstands
overwhelming or tempting pressure to
alter his goals. This does not include
temporary distractions from his course
of action, only pressure that might cause
him to abandon or change his goals
altogether.
Example: "You don't have to do this,
Tony." The creature advanced slowly, but there
was no mistaking its predatory posture, nor the
long claws that it absently clicked together as
it approached. "You know I'm not after you."
"I made them a promise," Tony replied, putting his back to the door of the halfway house and bringing
up his heavy fl ashlight in a defensive stance. "Nobody else gets hurt while I'm here. Not again."
"So you promised to protect them. So what?" The creature revealed a crooked grin of broken, rotting
teeth. "The whole white knight business is old and done, my friend. Nobody cares about protecting
damsels in distress anymore. Those times are long past. So just let me by, and I won't kill you, too."
Tony found his nervous tremors easing, his strength returning along with his conviction.
Whatever the creature had hoped to accomplish with its little feint, it had achieved the exact
opposite. "Go to Hell," Tony spat at the creature, meaning every word. "Nobody threatens my
friends."
Stopping a few feet away, the creature regarded the man with obvious contempt. "You'd really
die for them? A bunch of whores and junkies? What can that possibly accomplish?"
"The end of things like you," Tony said, smiling and swinging with all his might.
By refusing to break his promise and let others suffer, Tony behaves in a way that validates
his defi ning Virtue and he regains any spent Willpower points.
Other Names: Courage, integrity, mettle, stoicism
Possessed by: Dictators, fanatic cultists, gumshoes
Hope
Being hopeful means believing that evil and misfortune cannot prevail in the end,
no matter how grim things become. Not only do the hopeful believe in the ultimate
triumph of morality and decency over malevolence, they maintain steadfast belief in a
greater sense of cosmic justice -- whether it's Karma or the idea of an all-knowing, allseeing
God who waits to punish the wicked. All will turn out right in the end, and the
hopeful mean to be around when it happens.
Your character regains all spent Willpower points whenever she refuses to let others
give in to despair, even though doing so risks harming her own goals or wellbeing. This
is similar to Fortitude, above, except that your character tries to prevent others from
losing hope in their goals. She need not share those goals herself or even be successful
in upholding them, but there must be a risk involved.
Example: "I'm not your enemy," Jack said soothingly. In the corner of the cave, a deep growl
arose, and slitted animal eyes glared back at him in the dim light. Jack inched a little closer, palms
up and open, eyes sympathetic. "You have to trust me when I say that. I want to help you."
Jack heard strange noises and then a rough voice spoke. It was deep and harsh, mixed with
growls and animal breathing, but there was no mistaking the words it managed, or its cautious
tone. "You… not hurt… me?"
"No, I'm not going to hurt you. There's been enough hurting in your life." Jack reached slowly
into his pack, brought out a sandwich, unwrapped it and held it out. "Here, you must be hungry.
It's okay. Come on out."
A furred hand with thick claws reached out of the darkness and took the meal. Jack sat down
opposite the dark shape, listening as it ate ravenously. When it was fi nished, he let the silence settle,
then spoke. "How can I help you?"
There was another moment of silence, more strange noises, and then a young woman covered
in bramble cuts and tattered clothes stumbled out of the darkness and into Jack's arms, crying. He
held her for a long time, not speaking.
By believing in its innate goodness and reaching out to a tormented creature at his own
personal risk, Jack regains any spent Willpower.
Other Names: Dreamer, optimist, utopian
Possessed by: Anti-globalization activists, entrepreneurs, martyrs, visionaries
justice
Wrongs cannot go unpunished. This is the central tenet of the just, who believe that
protecting the innocent and confronting inequity is the responsibility of every decent
person, even in the face of great personal danger. The just believe that evil cannot prosper
so long as one good person strives to do what is right, regardless of the consequences.
Your character regains all spent Willpower points whenever he does the right thing at risk
of personal loss or setback. The "right thing" can be defi ned by the letter or spirit of a particular
code of conduct, whether it be the United States penal code or a biblical Commandment.
Example: Everyone else in the room was arguing. They'd fi nally managed to uncover the
real truth about the old inn on the hill, and its sinister connection to the strange incidents at the
abandoned workshop outside of town. The evidence was all there. Incredible, but all there. There
were ghosts in town, spirits that had possessed civic leaders in pursuit of a horrifi c agenda that
defi ed belief. Several people had already died, and others would soon follow if they didn't act.
Knowledge of a common threat should have brought everyone together, Pete thought to himself
as he looked around the room, but it had done the opposite. There was some agreement that the
ghosts had to be stopped and the buildings closed up before their corrupting infl uence could spread,
but nobody could agree on anything else. They argued about why the ghosts were there and what
could be done to help them. Everything but what was really important: What they had to do to
stop the supernatural reign of terror.
To Pete, it was simple. "I'll do it," he said quietly, repeating himself until everyone in the room
fell silent and looked at him. "I'll burn the damn buildings to the ground." He looked around and
saw the questions in their eyes. "I don't care about going to jail. It's just the right thing to do."
If Pete takes the law into his own hands and runs the risk of making himself a criminal as a
result, he acts in a way that validates his defi ning Virtue and he regains any spent Willpower.
Other Names: Condemnatory, righteous
Possessed by: Critics, judges, parents, role models
prudence
The Virtue of Prudence places wisdom and restraint above rash action and
thoughtless behavior. One maintains integrity and principles by moderating actions and
avoiding unnecessary risks. While that means a prudent person might never take big
gambles that bring huge rewards, neither is his life ruined by a single bad hand of cards.
By choosing wisely and avoiding the easy road he prospers slowly but surely.
Your character regains all spent Willpower points whenever he refuses a tempting
course of action by which he could gain signifi cantly. The "temptation" must involve
some reward that, by refusing it, might cost him later on.
Example: "Come on! Let's fi nish it off now!" Pete pointed down the hallway, where the faint
white light was rapidly receding into the depths of the house. The group had split up to search the
dilapidated mansion, but he and Sean had been the fi rst to run into the malevolent spirit that
was haunting the place. It had manifested right in front of them, a young man with a frightening,
decayed countenance, but they had responded by brandishing crosses and beginning to pray aloud.
That seemed to wound the apparition, and it had begun to slowly back away, its inner light fading,
until it fi nally turned and fl ed at a high rate of speed.
"Wait!" Sean said, grabbing Pete by the arm and holding him back. "We should get the others
before we go any farther. For all we know, this could be a ploy."
"Sean, you saw what I saw -- the prayers were really hurting it! If we go after it now, we can
fi nish the damn thing off, but if we don't, it might vanish before we get another shot at it!" Pete's
tone was exasperated. "We don't have time!"
Sean understood his friend's concerns. The mansion was huge and maze-like, with a lot of
strange dead ends and interconnecting hallways; it was all too possible they wouldn't get another
shot at this. Besides, the thing had hurt too many people in the past, and it certainly had looked
like the prayers were weakening it considerably… but there were still too many uncertain factors
to go charging off. "We're waiting," Sean declared fl atly, fi shing out his walkie-talkie. "Let's do
this right."
If Sean passes on the possibility of immediately destroying the ghost to wait for his team to
catch up, he acts in a way that validates his defi ning Virtue and regains any spent Willpower.
Other Names: Patience, vigilance
Possessed by: Businessmen, doctors, priests, scientists
Temperance
Moderation in all things is the secret to happiness, so says the doctrine of
Temperance. It's all about balance. Everything has its place in a person's life, from anger
to forgiveness, lust to chastity. The temperate do not believe in denying their urges, as
none of it is unnatural or unholy. The trouble comes when things are taken to excess,
whether it's a noble or base impulse. Too much righteousness can be just as bad as too
much wickedness.
Your character regains all spent Willpower when he resists a temptation to indulge in
an excess of any behavior, whether good or bad, despite the obvious rewards it might offer.
Example: Doctor Mitchell had seen how much damage the creature had caused, had heard
what the kids at his halfway house had told him about the drugs and worse things going on at the
club. He had even helped track the creature down, despite his nagging doubts about what the rest
of the group intended to do with the information. When they at last suggested violence, he knew he
had to make his move before they did something rash.
Now he found himself outside the creature's door, ready for the meeting he'd arranged through
one of her servants. When the door opened, he swallowed involuntary. The kids had told him she
was stunning, but their words didn't do her justice. Her hair fell in shining golden waves, framing
a perfectly shaped face, luscious lips and eyes the perfect blue of a tropical sea. A slinky red dress,
a slightly raised eyebrow and a sultry pout completed her air of absolute sensuality.
For a moment, Doctor Mitchell forgot everything he'd come there for, thinking only of how
perfect it would be to lose himself in her presence. He'd lived a solitary life for too long, and he felt
all of that loneliness catch up to him. It would be so easy… and so wrong. He felt his resolve return,
straightened his tie and saw the creature look slightly startled at his sudden recovery.
"Hello, I'm Doctor Phillip Mitchell. I'm here to talk to you about a problem."
By remaining centered and refusing to give in to extreme and compelling impulses, Doctor
Mitchell acts in a way that validates his defi ning Virtue and he regains any spent Willpower.
Other Names: Chastity, even-temperament, frugality
Possessed by: Clergy, police offi cers, social workers
vices
When creating your character, choose one of the seven Vices detailed below as her
defi ning one. This is not to say that your character may not have other weaknesses or base
impulses, but her defi ning Vice is the one that most clearly evokes her basic behavior.
Envy
An envious person is never satisfi ed with what she has. No matter her wealth, status or
accomplishments, there is always someone else who seems to have more, and it's coveted.
Envious characters are never secure or content with their place in life. They always measure
themselves against their rivals and look for ways to get what they deserve. They might be
considered paranoid or just consumed by a self-loathing that they project onto others.
Your character regains one Willpower point whenever she gains something
important from a rival or has a hand in harming that rival's wellbeing.
Example: Victor sat off to the side, only half-listening to the rest of the group as they talked
about things like classes, jobs and family. They'd spent most of the night furtively planning what to
do about the latest supernatural "threat" they'd uncovered. Now the others were relaxing, enjoying
a few drinks and letting off steam, trying to convince themselves that when it was all over, they
could go back to the lives from before.
Victor knew it was all a lie. There would be no going back, not for people like them. At war with
enemies and forces they could barely comprehend, he knew they would simply stumble blindly from
one crisis to the next until they fi nally wound up in jail, an asylum or a grave. It was inevitable.
Yet still he found himself hating the others, because they at least could delude themselves with
thoughts of a normal life. His constant contact with the strange beings he knew only as the Voices
and their barrage of inhuman demands had denied him even that small mercy. He'd been forced to
drop out of school, quit his job and even leave his house. He lived at the mercy of the others, hating
them for their pity even as he was forced to scrape to survive.
That had all changed two nights ago, however, when the Voices offered a deal. Lead the
others to a trap and the creatures would accept the lives as payment for Victor's own. No more
nightmares. No more fear. Just a normal life. He hated himself for his weakness, but in the end
he just couldn't resist. After all, he'd suffered more than anyone. Why should they be the only ones
with happiness, with hope for the future?
Victor took a long drink. His plan had been a big success tonight.
By selling out his "friends" for a shot at the happiness they enjoy, Victor indulges his defi ning
Vice and regains one point of spent Willpower.
Other Names: Covetousness, jealousy, paranoia
Possessed by: Celebrities, executives, politicians
gluttony
Gluttony is about indulging appetites to the exclusion of everything else. It's about
dedicating oneself to sensual pleasures or chasing the next high. A glutton makes any
sacrifi ce to feed his insatiable appetite for pleasure, regardless of the cost to himself or
those around him. He might be considered a lush, a junky or even a kleptomaniac (he
steals things he doesn't need just for the thrill of it).
Your character regains one spent Willpower point whenever he indulges in his
addiction or appetites at some risk to himself or a loved one.
Example: By all rights, he should've "retired" years ago, but Nick just couldn't stay out of the
game. In fact, he kept up with the ins and outs of the trade better than most of the kids half his age,
reading everything from electronics catalogs to security trade magazines to keep up with the latest
developments, and occasionally ordering a piece of hardware just to take it apart and learn what
made it tick. He even frequented a number of police bars -- incognito, naturally -- to see the new
faces and perhaps pick up on a few bad habits that he might exploit in a pinch.
He'd already made his name on the street years before by being a reliable man and a stand-up guy
when the heat was on. He even enjoyed status as a good luck charm of sorts, having never been convicted
in all the years he worked. He had more money than he'd ever needed, a nice townhouse, and luck with
the ladies that was second only to the fortune he enjoyed on the job. Realistically, he had little to gain
and a lot to lose by pulling jobs, but he just couldn't help himself. Even tonight, when he'd agreed to lift
some fi les from that charity institute, it wasn't really about the money, though the money was good.
It was just too much damned fun.
By stealing just for the thrill of it, Nick indulges in his defi ning Vice and regains a point of
spent Willpower.
Other Names: Addictive personality, conspicuous consumer, Epicurean
Possessed by: Celebrities, junkies, thieves
greed
Like the envious, the greedy are never satisfi ed with what they have. They want
more -- more money, a bigger house, more status or infl uence -- no matter that they
may already have more than they can possibly handle. Everything is taken to excess. To
the greedy, there is no such thing as having too much. If that means snatching someone
else's hard-earned reward just to feather one's own nest, well, that's the way it goes.
Your character regains one Willpower point whenever he acquires something at the
expense of another. Gaining it must come at some potential risk (of assault, arrest or
simple loss of peer respect).
Example: Dwayne moved carefully down the neat rows of shelving, all handmade and
installed personally into his basement walls. He held his clipboard and made tiny notations as he
passed each shelf, inspecting its contents and making sure they matched if not exceeded the records
from last month. Not normally a methodical man, he took his time and double-checked himself.
Several hours later, he sat back on the basement steps and allowed himself a beer, drinking
it slowly and taking in his stock with pride. Six months worth of rather luxurious rations, plus
another eight months worth of dehydrated materials. Survival gear, communications equipment,
body armor and fi rst-aid kits. Enough to outfi t a full platoon. Three dozen assault rifl es, two dozen
shotguns, an equal number of rifl es, over a hundred handguns, and enough knives of different
lengths to supply a small town. Fifteen thousand rounds of ammunition, all kept in safety cases to
keep out the environment.
Nobody was going to put him off his land now, not with this much gear. But he still needed
more, especially now that he knew he'd hadn't been far off when he'd called those suits at the bank
"bloodsuckers" in past. Just thinking about them made him break into a cold sweat. He consoled
himself the thought that he'd be able to hit another truck soon, and that would bring in even more
supplies for his stockpile. After all, being prepared wasn't cheap.
By robbing others in order to stockpile weapons and equipment, Dwayne indulges his defi ning
Vice and regains a point of spent Willpower.
Other Names: Avarice, parsimony
Possessed by: CEOs, lawyers, stock brokers
lust
The Vice of Lust is the sin of uncontrolled desire. A lusty individual is driven by a
passion for something (usually sex, but it can be a craving for virtually any experience or
activity) that he acts upon without consideration for the needs or feelings of others. A
lusty individual uses any means at his disposal to indulge his desires, from deception to
manipulation to acts of violence.
Your character is consumed by a passion for something. He regains one Willpower
point whenever he satisfi es his lust or compulsion in a way that victimizes others.
Example: There was nothing Sam could do about it. He was attracted to Rachel, and
even though he and the rest of his group suspected (knew) that she was one of those bloodsucking
creatures, he couldn't help but want her. She was so smart, so sexy, so dangerous…. He couldn't
stop thinking about her. By day he reviewed the information they'd gathered. By night he followed
her, fi rst in his car, later in his dreams.
Finally, one night while he was supposed to be shadowing her, he got out of his car and
followed her into the club. When she said, "What's been keeping you?" and winked, he knew she
had to be his, no matter what the cost. So he took the drink she offered, and then another. By
the time she started questions about the others, he had no problem answering truthfully and in
complete detail.
She was his tonight.
By giving in to his urges despite his better judgment and so betraying his friends, Sam indulges
his defi ning Vice and regains a point of spent Willpower.
Other Names: Lasciviousness, impatience, impetuousness
Possessed by: Movie producers, politicians, rock stars
pride
Pride is the Vice of self-confi dence run amok. It's the belief that one's every action
is inherently right, even when it should be obvious that it's anything but. A prideful
person refuses to back down when his decision or reputation is called into question,
even when the evidence is clear that he's in the wrong. His ego does not accept any
outcome that suggests fallibility, and he's willing to see others suffer rather than admit
that he's wrong.
Your character regains one Willpower point whenever he exerts his own wants (not
needs) over others at some potential risk to himself. This is most commonly the desire
for adulation, but it could be the desire to make others do as he commands.
Example: Dietrich looked at the rough tunnel descending into the earth before him. The
others had made a big deal about how the walls were covered in "ominous symbols" and "disturbing
markings." True enough, there were a fairly large number of glyphs etched into the earth. Indeed,
the more he looked, the more they seemed to draw him in, telling tales of murder, madness and dark
sorcery, dragging his mind back to a dark era full of blood and pain.
Dietrich shook his head sharply, clearing it. If a bunch of occult scribbles were supposed to
deter investigators, their creators were sorely mistaken. He drew himself up to his full height, turned
back and faced the rest of the group, who looked uneasy. "I don't know about the rest of you, but
I think this tunnel has to be explored. Who knows what might be down there, coming out at night
and feeding on the town like those other things did?"
"We have to do this. If none of you are strong enough to see that, I guess I'm going down
alone." He started into the tunnel, and allowed himself a grim smile as he heard the others move
to follow. One way or another, he knew they'd follow his lead.
By refusing to back down to the challenge, and reveling in his own self-assurance, Dietrich
indulges his defi ning Vice and regains a point of spent Willpower.
Other Names: Arrogance, ego complex, vanity
Possessed by: Corporate executives, movie stars, street thugs
sloth
The Vice of Sloth is about avoiding work until someone else has to step in to get
the job done. Rather than put in the effort -- and possibly risk failure -- in a diffi cult
situation, the slothful person simply refuses to do anything, knowing that someone else
will fi x the problem eventually. The fact that people might needlessly suffer while the
slothful person sits on his hands doesn't matter one bit.
Your character regains one Willpower point whenever he successfully avoids a
diffi cult task but achieves the same goal nonetheless.
Example: Leeds sat on his front porch, drinking straight from the bottle and wondering what
he was going to do next. He couldn't deny that what he'd seen over the past couple of weeks had
been pretty strange. First there were the tracks, far too big for any coyote. Then the stories about the
lost hiking groups, who'd disappeared not too far from his house. And fi nally, the thing he'd run
into in the woods the other night. He still had nightmares about being chased.
His instincts screamed that something was dreadfully wrong, that he was in great danger.
Every morning he came close to packing up and just leaving everything behind. Or better yet, going
in search of what he was now sure was lurking in the woods. But then he'd fi nd a bottle for a bit
of courage and the threat would go away.
After all, his family had lived there for eight generations. He wasn't about to let some damn
animal scare him off his land. It had been a close call, but he'd had plenty of those while hunting
in the past, so this was nothing new.
It was probably just some escaped zoo animal, rabid thing or some crap like that. The sheriff
would take care of it soon enough. Leeds took another swig from the bottle and leaned back. That
was it, he'd let the sheriff handle it.
By avoiding action despite the repercussions, Leeds indulges his defi ning Vice and regains a
point of spent Willpower.
Other Names: Apathy, cowardice, ignorance
Possessed by: Couch potatoes, trust-fund heirs, welfare cheats
wrath
The Vice of Wrath is the sin of uncontrolled anger. The wrathful look for ways to
vent their anger and frustration on people or objects at the slightest provocation. In most
cases the reaction is far out of proportion to the perceived slight. A wrathful person cut
off on the freeway might try to force another driver off the road, or a wrathful cop might
delight in beating each and every person he arrests, regardless of the offense.
Your character regains one spent Willpower point whenever he unleashes his anger
in a situation where doing so is dangerous. If the fi ght has already begun, no Willpower
points are regained. It must take place in a situation where anger is unwarranted or
inappropriate.
Example: "Wait! Don't you see that it's only trying to protect its home?"
Jimmy whirled around and glared at Greg. "I don't care what that thing wants! It doesn't
belong here! And it had better tell us what's going on in this neighborhood," he turned and tore an
ornate portrait off the dusty walls, "Or I'm going to make it talk the hard way!"
The ghost's face, only seconds ago a study of piteous confusion, warped into a mask of
demented rage at the sight of Jimmy lifting the portrait, an eerie wail issuing from its spectral
throat. Greg reached for Jimmy's arm, trying to calm him down. "You don't have to do this! It
might talk to us!"
"To hell with talking!" Jimmy yelled in response, heaving the portrait and smashing it against
the granite fi replace. "It's done nothing but bring people pain! I say it gets the hell out of this house
right now!"
The newly enraged ghost gave an inhuman howl and unleashed the full might of its
supernatural strength against the intruders.
By giving in to his anger and resorting to destruction when it causes rather than sidesteps
danger, Jimmy indulges his defi ning Vice and regains a point of spent Willpower.
Other Names: Antisocial tendencies, hot-headedness, poor anger management,
sadism
Possessed by: Bullies, drill sergeants, street thugs





