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Morality (2nd Edition)

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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.

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.

Compromise Prompt Book
Who did you share part of yourself with when you first Fell? DTD 113
Who doesn't know, but suspects you're not human? DTD 113
Who could give you up to the angels right now, if they really wanted to? DTD 113
Who would you trust the truest part of yourself with if you absolutely had to? DTD 113
Who thinks they have something on you, when all they really have is smoke and mirrors? DTD 113

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.

Direction Threshold Breaking Point Penalty Book
Flesh Harmony 0-3 Allow a spirit safe passage into the physical world WTF2e 104
Flesh Harmony 0-3 Eat processed food WTF2e 104
Flesh Harmony 0-3 Mate with a human WTF2e 104
Flesh Harmony 0-3 Stay out of the Shadow Realm for a day WTF2e 104
Flesh Always Defile a locus WTF2e 104
Flesh Always Reject the Sacred Hunt WTF2e 104
Flesh Always Stay out of the Shadow Realm for a week WTF2e 104
Flesh Always Use a silver weapon against a werewolf WTF2e 104
Flesh Always Stay out of the Shadow Realm for a month -3 WTF2e 104
Flesh Forsaken Violate the Oath of the Moon -2 WTF2e 104
Spirit Always Kill a human or wolf WTF2e 104
Spirit Always Stay in the Shadow Realm for a week WTF2e 104
Spirit Always Hunt humans or wolves for food -2 WTF2e 104
Spirit Always Kill a packmate -2 WTF2e 104
Spirit Always Eat human or wolf flesh for Essence -3 WTF2e 104
Spirit Always Stay in the Shadow Realm for a month -3 WTF2e 104
Spirit Harmony 8-10 Inflict Lunacy on a loved one WTF2e 104
Spirit Harmony 8-10 Lead the Sacred Hunt WTF2e 104
Spirit Harmony 8-10 Spend more than two days away from your pack WTF2e 104
Spirit Harmony 8-10 Stay in the Shadow Realm for a day WTF2e 104
Harmony Rage Trigger Soft Rage Shapeshifting Reaching Bans Book
10 Passive 3 seconds Instant and costs Essence Cannot Reach 0 WTF2e 96, 104-105
9 Common 10 seconds Instant and costs Essence Can exit Shadow without a locus 0 WTF2e 96, 104-105
8 Common 30 seconds Instant or costs Essence Can exit Shadow without a locus 0 WTF2e 96, 104-105
7 Specific 1 minute Instant or costs Essence Reach normally 0 WTF2e 96, 105
6 Specific 5 minutes Reflexive and free Reach normally 0 WTF2e 96, 105
5 None 15 minutes Reflexive and free Reach normally 0 WTF2e 96, 105
4 Specific 5 minutes Reflexive and free Reach normally 1 WTF2e 96, 105
3 Specific 1 minute Compulsive, instant or costs Essence to resist Can enter Shadow without a locus 1 WTF2e 96, 104-105
2 Common 30 seconds Compulsive, instant or costs Essence to resist Can enter Shadow without a locus 2 WTF2e 96, 104-105
1 Common 10 seconds Compulsive, instant and costs Essence to resist Can enter Shadow without a locus 3 WTF2e 96, 104-105
0 Passive 3 seconds Compulsive, instant and costs Essence to resist Cannot exit Shadow 4 WTF2e 96, 104-105

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.

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

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.

Hunters can change the bounds of their Integrity at the cost of acquiring obsessive behavioral strictures. See HtV 323.

Breaking Point Prompt Book
What is the worst thing your character has ever done? CofD 30
What is the worst thing your character can imagine himself doing? CofD 30
What is the worst thing your character can imagine someone else doing? CofD 30
What has your character forgotten? CofD 30
What is the most traumatic thing that has ever happened to your character? CofD 30

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.

Satiety Condition Effects Book
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. BTP 321
9-7 Gorged The Beast loses Supernatural Tolerance against mental or emotional abilities, but can open Primordial Pathways to a particular Lair Chamber with ease. BTP 320
6-4 Sated The Beast is neither well fed nor desperate enough to deflect a Hero's Anathema. BTP 320
3-1 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. BTP 321
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 her 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. BTP 320

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.

State Wisdom Dice Sample acts of hubris Nimbus
Enlightened 10-8 5 Petty spellcasting, affecting innocents by your works Strong sympathy
Understanding 7-4 3 Obvious magical displays before Sleepers, spiritual self-mutilation, releasing a severe Paradox, overwriting or binding the will of a sapient being, calculated murder or maiming Medium sympathy
Falling 3-1 1 Deals with the Abyss, destroying Awakened souls, allowing a summoned Supernal being to be dissolved by the Fallen World, impulsive or unanticipated murder Weak sympathy
Mad 0 - You are lost to your own Obsession. -