Morality

From Codex of Darkness

Clarity

Changelings

A changeling's Clarity suffers attacks from disorienting experiences which threaten her ownership over her own perceptions and the stability of her central truths. Severe Clarity attacks can accumulate damage quickly, but the support of a Touchstone can heal that damage more readily than the breaking points of many other Integrity traits. (CTL 2e 107)

Dice Sample breaking points
1 Acquaintance rejects your experiences, Glamour exhaustion, having promises broken, a day without human contact
2 Respected authority rejects your experiences, psychotropic drugs, breaking promises, significant disorientation, a week without human contact
3 Trusted confidant rejects your experiences, losing a Touchstone, having formal oaths broken, disorienting supernatural influence, two weeks without human contact
4 Thorough "disproof" of your experiences, homicide, breaking formal oaths, recapitulation of the Durance, a month without human contact
5 Systematic psychological torture, premeditated murder, modifying behavior by Glamour, direct confrontation with the True Fae, a year without human contact

Cover

Demons

Demons can sustain multiple Cover ratings at once, depending on their Primum. A Cover rating, rather than representing mental or spiritual welfare, is a psychic projection of identity, associated with a human body the demon adopts. Demons use the thoroughness and consistency of their human identities to deflect notice by the God-Machine, and risk its degredation through spectacular shows of power or gross breaking of the identity's "character."

A demon's Cover mends and grows slowly over time as they live that identity's life. Demons in need of quicker gains can steal the Cover of a forming angel with reconnaissance and support, but most depend on pacts with human beings, promising them occult benefits in exchange for scraps of their life to take as their own, ranging from shallow work relationships, to dear lifelong friendships, to the human's very existence itself.

Harmony

Werewolves

Harmony shifts when breaking points occur in one of two directions. Breaking towards flesh causes the trait to increase, towards spirit to decrease. Harmony's ideal rating is 5, with drawbacks incurred as the character drifts towards the spiritual extreme of 0 or the fleshly extreme of 10. (WTF 2e 96, 104)

Harmony Penalty Breaking Point Harmony Penalty Breaking Point
Breaking Points Towards Flesh Breaking Points Towards Spirit
Any Defile a locus Any Kill a human or wolf
Any Reject the Sacred Hunt Any Stay in the Shadow Realm for a week
Any Stay out of the Shadow Realm for a week Any -2 Hunt humans or wolves for food
Any Use a silver weapon against a werewolf Any -2 Kill a packmate
Any -3 Stay out of the Shadow Realm for a month Any -3 Eat human or wolf flesh for Essence
Any -2 Violate the Oath of the Moon Any -3 Stay in the Shadow Realm for a month
< 4 Allow a spirit safe passage into the physical world > 7 Inflict Lunacy on a loved one
< 4 Eat processed food > 7 Lead the Sacred Hunt
< 4 Mate with a human > 7 Spend more than two days away from your pack
< 4 Stay out of the Shadow Realm for a day > 7 Stay in the Shadow Realm for a day
Harmony Death Rage Shapeshifting Reaching Bans
Trigger Soft Rage Action Free Essence
10 Passive 3 seconds Change Instant Cannot enter Shadow
9 Common 10 seconds Change Instant Leave without locus
8 Common 30 seconds Change Instant Reflexive Leave without locus
7 Narrow 1 minute Change Instant Reflexive Reach normally
6 Narrow 5 minutes Change Reflexive Reach normally
5 15 minutes Change Reflexive Reach normally
4 Narrow 5 minutes Change Reflexive Reach normally One
3 Narrow 1 minute Resist change Instant Reflexive Enter without locus One
2 Common 30 seconds Resist change Instant Reflexive Enter without locus Two
1 Common 10 seconds Resist change Instant Enter without locus Three
0 Passive 3 seconds Resist change Instant Cannot leave Shadow Four

Humanity

Vampires

Breaking points are experiences that inculcate increasing levels of detachment from the perspective of the living. Risking detachment feeds the vampire's Bestial, Competitive or Wanton instincts, while dramatic failure causes the vampire to become Jaded.

A vampire can inure herself to a particular type of breaking point, removing its risk of detachment at the cost of developing a bane. A vampire can only develop three banes this way (or two for Clan Mekhet), and suffers a die penalty on future detachment rolls for each bane inured. (VTR 2e 107)

Humanity Social Sun Torpor Dice Sample breaking points
10 +2 1L One night 5 A night without human contact, lies for the Masquerade, spending multiple Vitae in a night
9 +2 1L One night 5 Witness a meal, superhuman prowess, feeding without consent, supernatural urging, an hour in the sun
8 1L Two nights 4 Ghoul, be shunned by the living, ride the wave, force behavior with Disciplines, a day in the sun
7 1L Two nights 4 A week without human contact, grave injury, violence over blood
6 -1 2L One week 3 Torpor, feeding from children, being in the obituaries, immense physical trauma
5 -1 3L One month 3 Second week without human contact, Blood Potency rises to 3, death in the family, swearing to a covenant
4 -2 1A One year 2 Learn Cruac, impassioned violence, a year in torpor, a century of unlife, accidental killing
3 -3 2A Five years 2 A month without human contact, Blood Potency rises to 6, death of a spouse or child, impassioned killing
2 -5 3A Ten years 1 A year without human contact, fifth century of unlife, causing revenants, the rise of new cultures, premeditated murder
1 Chance 4A Fifty years 0 A decade without human contact, killing a Touchstone, heinous or mass murder
0 Chance 5A One century You are lost to the Beast.

Integrity

Mortals, Hunters

Breaking points occur when the character violates his personal moral code or acceptable societal bounds, witnesses something traumatic or terrifying, or is the victim of a supernatural assault or shock. The severity of the situation and the character's current Integrity apply situational modifiers to a roll, and a Condition is incurred. Common breaking points leave a character Guilty, Shaken or Spooked, while dramatic failure can cause the character to suffer Broken, Fugue or Madness. At lower levels of Integrity, a Hunter lives with the Persistent Vigilant or Merciless Condition as they become more absorbed in their Vigil.

Memory

Mummies

Mummies must fight to rebuild their sense of will and identity, clearing up their memory through the weight of ages. Affirming their soul and unearthing the truth of their past earns the Reminisce Beats necessary to build their Memory, while self-denial and submission of will provokes breaking points, and the Rite of Return weighs down their Memory with each new Descent into living history. (MTC 2e 161)

Dice Sample breaking points
5 Concealing your identity, obedience to Judges to preserve Sekhem, suppressing the will of your decree
3 Destroying evidence of your Iremite past, obstructing another mummy's search for Memory, destroying a vessel without witnessing its memory
1 Abandoning a meret to serve the Judges, deliberately shortening the Descent, destroying personal keepsakes of your mortal life
Memory Resurrection Self Identity Past Recall
Immortal Lives Mortal Life
10 Three hours Full Complete Complete
9 Two hours Full Post-Rite of Return Complete
8 Two hours Full Post-Rite of Return General Iremite knowledge
7 Half hour Broad Post-Rite of Return Basic Iremite knowledge
6 15 minutes Broad Two previous Descents Guild experience
5 10 minutes Broad Previous Descent Moment of death
4 Three minutes Basic Previous Descent Loved ones
3 Instant Basic Sketch of previous Descent Iremite language
2 Instant Basic Scattered fragments Iremite language
1 Instant Simple will None Iremite language
0 Instant Automaton None None

Pilgrimage

Prometheans

Prometheans' Morality trait in Second Edition begins at one dot and measures their progress towards grasping the New Dawn. Steps forward on the Pilgrimage only occur on the resolution of milestones to mortality, while steps backward can occur through obviating milestones, causing death intentionally or en masse through supernatural means, or stepping off the Pilgrimage onto the Refinement of Flux.

Satiety

Beasts

Beasts treat their Satiety not like a condition of wellbeing but a resource that ebbs and flows. Beasts under Lair 4 lose a point a week, while Lair 4+ Beasts lose a point every few days, depending on their rating. Beyond that, many of their abilities require or significantly benefit from the expenditure of Satiety, and different levels of Satiety equip them better for different situations. The extremes of Satiety come with dangerous drawbacks, while a rating in the middle opens their vulnerability to adversarial Heroes, meaning the ideal conditions for Satiety lie between the middle and either extreme, either high-ish or low-ish.

Satiety is regained through acts that sate the Beast's Hunger. The amount of Satiety gained is proportional to the extremity, harm or spectacle of the feeding. (BTP 320)

Satiety Condition Effects
10 Slumbering The Beast's Horror retreats from wakefulness, leaving the Beast unable to access its power, becoming as vulnerable as an ordinary human. The Beast can't spend Satiety and doesn't lose it over time, but can end the Horror's slumber through an extreme shock.
9 Gorged The Beast loses Supernatural Tolerance against mental or emotional abilities, but can open Primordial Pathways to a particular Lair Chamber with ease.
8
7
6 Sated The Beast is neither well fed nor desperate enough to deflect a Hero's Anathema.
5
4
3 Starving The Beast's Primordial Pathways do not open as easily, but she adds her Lair to her Power rating while merged with her Horror.
2
1
0 Ravenous The Beast does not naturally heal lethal damage, and suffers a point of it each day she remains Ravenous. She can't use Nightmares, and can't regain Willpower except through actions that would normally grant Satiety. She can't raise her Satiety except through a feat that would normally reap a dramatic gain.

Stability

Deviants

The Broken degrade over time, the Scars of their transformation aggravated by rebellious Variations and by withdrawing from the obsessions by which they gird their sense of self. Pursuing those obsessions can reverse this gradual breakdown. Deviants who grow too unstable never survive the day, and often, neither do anyone around them.

Synergy

Bound

The changing empathy and relationship between Bound and geist is a measure of both the integrity of these joined souls and a measure of their power. Only when the two grow in understanding of each other can they use the powers of death to their greatest effect.

Wisdom

Mages

A mage's Wisdom is the spiritual quality that contains his Supernal power from overrunning itself, and is threatened by acts of hubris. The loss of Wisdom is accompanied by Megalomaniacal or Rampant impulses.

When a spell courts hubris, a mage can inure himself to that spell. Casting that spell no longer threatens hubris, but it gains a permanent two dice of Paradox risk. A mage can inure himself to up to his Gnosis in spells. (MTA 2e 88)

Wisdom Tier Long-Term Nimbus Dice Sample acts of hubris
10 Enlightened Strong connections 5 Petty spellcasting, affecting innocents by your works
9
8
7 Understanding Medium connections 3 Obvious magical displays before Sleepers, spiritual self-mutilation, releasing severe Paradoxes, overwriting or binding the will of a sapient being, calculated murder or maiming
6
5
4
3 Falling Weak connections 1 Deals with the Abyss, destroying Awakened souls, allowing a summoned Supernal being to be dissolved by the Fallen World, impulsive or unanticipated murder
2
1
0 Enraptured Contagious beyond sympathy Your power has blown out all self-control and perspective.