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 sacrifice in terms of time, possessions or
energy, or she must risk life and limb to help another.
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
personified deity. It might involve belief in a Grand Unified
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.
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.
Hope:
Being hopeful means believing that evil and misfortune
cannot prevail, 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, all-seeing 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.
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 defined by the letter
or spirit of a particular code of conduct, whether it be the
United States penal code or a biblical Commandment.
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 bad roll of the dice. 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 significantly. The “temptation” must involve
some reward that, by refusing it, might cost him later on.
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.
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 sacrifice in terms of time, possessions or
energy, or she must risk life and limb to help another.
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
personified deity. It might involve belief in a Grand Unified
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.
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.
Hope:
Being hopeful means believing that evil and misfortune
cannot prevail, 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, all-seeing 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.
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 defined by the letter
or spirit of a particular code of conduct, whether it be the
United States penal code or a biblical Commandment.
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 bad roll of the dice. 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 significantly. The “temptation” must involve
some reward that, by refusing it, might cost him later on.
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.
