A Virtue still takes time and effort but now represents a “higher calling” that makes a character feel “self-actualized,” while a Vice is a way to seek comfort and escape from the world. At first glance, it seems like the system is no longer based on Judeo-Christian notions of sin and goodness instead, they’re based on adjectives which describe personality traits. When Chronicles of Darkness was updated for its second edition, Virtues and Vices got an overhaul. There was a long list of archetypes to choose from, and gamers were encouraged to create their own to better fit their characters, if they wished.
Demeanor represented the face a character showed to the world and could be changed at whim, but it wasn’t used for a mechanical purpose. A character’s Nature represented their true self, and acting it out was the primary way to regain Willpower points. Virtue and Vice is reminiscent of the classic World of Darkness’s Nature and Demeanor system. The book even brought back Nature and Demeanor as a possibility. Mirrors also offered a system in which characters would choose and act out 3 guiding Motivations. First, it suggested dropping the system entirely if your group didn’t like or need it the book advised giving Willpower for overcoming challenges, instead. Mirrors, published later in the 1st edition lineup, offered some options that are worth noting here. Instead of waiting a long time to act out a single Nature, a player could act out their character’s Vice for a fast boost while building toward a Virtue’s payoff.
The traits encouraged players to think about their characters’ internal struggles and relationship with sin. Streamlined lists of 7 Virtues and 7 Vices allowed for quick choices and easy memorization. Only giving in to these urges during difficult scenes would qualify for a reward resisting them or indulging them without risking consequences didn’t count. Following your character’s Virtue for the whole game session could refill the entire pool. Acting out your character’s Vice during a scene could only garner one Willpower point. The main value of Virtues and Vices from a game standpoint was that they replenished Willpower points. Thus, these traits could act as roleplaying guides for new players and a way for Storytellers to quickly sum up NPCs. They worked the same way for almost all WoD characters, from everyday mortals to vampires to changelings. These selections represented the drives that were most satisfying to the character’s psyche. These traits led to major impulses and various behaviors, including those that weren’t the best for the character.Īlthough characters could indulge in any Virtue or Vice during a chronicle, players could only choose one of each for the purpose of game mechanics. They were said to reflect a character’s “fundamental sense of self,” for better and for worse, underneath any facades. In the 1st edition World of Darkness rulebook, Virtues and Vices were presented as personal strengths and weaknesses based on the Seven Deadly Sins and Seven Heavenly Virtues.