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Virtues & Vices

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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