Virtues:
The Virtue Traits define a character’s outlook on unlife -
they shape a character’s ethical code and describe his commitment to his chosen morality. Virtues exist to help give
a character a sense of being, not to force players to portray their characters in a given way. However, kindred are passionate
creatures, and sometimes an act or situation may force a character to consider exactly how she should react to a given stimulus.
Virtues come into play when a character faces an impending frenzy, does something questionable (according to the character’s
morality), or confronts something that terrifies or disturbs her.
A vampire’s Virtues are determined by his Path, the particular
code of ethics he follows. Most Camarilla kindred maintain their mortal values and follow the Path of Humanity (referred to
simply as “Humanity”), but other vampires often subscribe to radically different philosophies.
CONSCIENCE:
Conscience is a Trait that allows characters to evaluate their conduct
with relation to what is “right” and “wrong”. A character’s moral judgement with Conscience
stems from her attitude and outlook. Conscience is what prevents a vampire from succumbing to the Beast, by defining the Beast’s
urges as unacceptable.
Conscience factors into the difficulty of many rolls to avoid committing
a transgression. Additionally, Conscience determines whether or not a character loses Humanity by committing acts that do
not uphold her moral code. A character with a high Conscience score feels remorse for transgressions, while a character with
a lower Conscience may be a bit more callous or ethically lax.
Some vampires replace the Conscience Virtue with the Virtue of Conviction;
unless your ST tells you it’s desirable to do this, assume Conscience is used.
* Uncaring.
** Normal.
*** Ethical.
**** Righteous.
***** Remorseful.
NB. Please note that the Virtue of Conviction is not permitted in
this chronicle without the permission of the MST.
SELF-CONTROL:
Self-Control defines a character’s discipline and mastery over
the Beast. Characters with high Self-Control rarely succumb to emotional urges, and are thus able to restrain their darker
sides more readily than characters with low Self-Control.
Self-Control comes into play when a character faces her Beast in
the form of frenzy. Self-Control allows the character to resist the frenzy. NOTE: A character may never roll more dice to
resist or control a frenzy than she has blood pool - it’s hard to deny the Beast when one’s mind clouds with hunger.
As with Conscience, Self-Control can be replaced, in this case by
the Virtue of Instinct. Again, unless the ST specifically says it’s all right to do so, assume Self-Control is used.
* Unstable.
** Normal.
*** Temperate.
**** Hardened.
***** Total
self-mastery.
NB. Please note that the Virtue of Instinct is not permitted in this
chronicle without the permission of the MST.
COURAGE:
All characters have a Courage Trait, regardless of the Path they
follow. Courage is the quality that allows characters to stand in the face of fear or daunting adversity. It is bravery, mettle
and stoicism combined. A character with high Courage meets her fears head-on, while a character of lesser Courage may flee
in terror.
Kindred use the Courage Virtue when faced with circumstances they
endemically dread: fire, sunlight, True Faith.
* Timid.
** Normal.
*** Bold.
**** Resolute.
***** Heroic.