Virtues

 Each Virtue represents an important aspect of a player’s personality. Points are gained or lost based on choices or actions made by the player in game. Having positive points confers boons in a given aspect, and negative points confers a bane in a given aspect.

Devotion

This aspect reflects on the players reverence for gods and/or the spirits. You can add to your devotion aspect by building relationships with the spirits and worshiping, helping, or representing a god well.

Boons

+3 Points - Can cast one spell from the Speak-With tree according to a player’s casting level OR can gain one prayer point to a god you have shown reverence to.

+6 Points - Can cast Poltergeist or Spirit Writer once per day OR gain an additional prayer pointt with a god whom you have a prayer point with.

Banes

-3 Points - A god for whom you have no prayer points will not answer when called upon + spirits will be less likely to offer help or give boons.

-6 Points - A god for whom you have prayer points will not answer or respond negatively when called upon + spirits will withhold special info and may even attack.

Truth

This aspect reflects on the players adherence to the truth. Being truthful even when it does not benefit you, desiring to discover the truth, and fulfilling your oaths can all add to your truth. By the same token, lying, withholding information, and breaking promises can detract from it.

Boons

+3 Points - Gain one Truth Sense point

+6 Points - Gains one Truth Sense point and a natural ability to detect minor lies and minor false divinations.

Banes

-3 Points - Gains one Anti-Truth Point. Others may lie to you, withhold information, or break promises. Divination readings may be false. You must carry your Anti-Truth point card, and when it has been fulfilled AM’s will stamp it so that you will not keep getting lied to or get false readings.

-6 Points - Gains three Anti-Truth Points. Others may lie to you, withhold information, or break promises. Divination readings may be false. You must carry your Anti-Truth point cards, and when each has been fulfilled AM’s will stamp it so that you will not keep getting lied to or keep getting false readings.

Justice

This aspect reflects on the players adherence to the what is Just. Avenging those who have been wronged, fighting for what is right, and punishing those who commit atrocities add to your sense of Justice. Committing wrongs, allowing them to happen without consequence, or being apathetic to another’s plight can detract from it.

Boons

+3 Points - Add 3 points of damage to a single hit 1x/ day while in pursuit of justice.

+6 Points - Add 6 points of damage to a single hit 1x/ day while in pursuit of Justice.

OR

+3 Points - Dispel tree or Spell Shield tree casting level -1 1x/day.

+6 Points - Dispel tree or spell shield tree normal casting level 1x/day.

OR

+3 Points - Choice of a compel spirit spell when on a case or truthsense for a conversation regarding the pursuit of injustice, 1x/day.

+6 Points - Speak w/tree 1x/day, Remove Curse or Death Lights Tree according to casting level 1x/day in pursuit pursuit of/to correct an injustice.

Banes

-3 Points - Magic items you find/purchase are more likely to be cursed or fail. The fates are against you.

-6 Points - Some power, god, race, quest or creature will deliberately set you back from accomplishing something one time per adventure. (You may get buttered, my dude)

Allegiance

This aspect reflects on the players loyalty to those they have sworn to be allies with. This can be the whole party, a select few individuals, a faction, a group, or a cause. Acting in the chosen group’s/cause’s best interests and aiding members of your chosen group or fellows to your cause can give you allegiance points. Betraying an individual, cause, or group or acting selfishly in your group’s time of need can take them away. Having no allegiances or constantly changing allegiances can also bring negative points.

Boons

+3 Points - Can Clairaudience once per day with one of the members of your chosen group or with another who aids in your cause.

+6 Points - Can Clairvoyance with one of the members of your chosen group or with another who aids in your cause. Can also convince one non-member to temporarily aid your group or cause.

OR

+6 Points - Can cast Penetrate Aura once per day.

Banes

-3 Points - All items in town can cost up to one copper more, at the discretion of the shopkeeper.

-6 Points - News of your disloyalty spreads, you are left out of planning by people of factions or groups, and townspeople look at you with disdain, selling things at a higher price.

Reliability

This aspect reflects on how dependable others find a player. Always helping when needed, doing what you say you will, standing up for others, and generally looking out for everyone else’s best interests can earn you reliability points. Being flaky, changeable, self-interested, or irresponsible can take away reliability points.

Boons

+3 Points - Gain 1 adaptable skill point

OR

+3 Points - After a long time trying to convince someone or similar power level to do something, can call command them once to help you or do something your way.

+6 Points - Can, in time of great need, summon someone to whom you have demonstrated your reliability to help you complete a task and have one of the following benefits:

- Gain 1 adaptable spell from any sphere you can cast 1x/day according to a player’s casting level. Must be approved by AM.

OR

- Gain 1 additional adaptable skill point.

OR

- Gain 2 Temp HP 1x/day, can be used during combat but must be declared before you drop to 0.

Banes

-3 Points - Up to AM’s discretion - less likely to receive aid from others

-6 Points - Even those who have not interacted with you will be harder to convince to aid you. When asked, no one will vouch for your reliability even under duress.

Knowledge

This aspect reflects on how much true information you know and how valuable finding new information is to you. Being knowledgeable of many topics, being interested in world developments and plot, and seeking out information can gain you knowledge points. Being ignorant, believing and spouting false information, going off half-cocked, or being totally uninterested in lore can cause you to lose points.

Boons

+3 Points - Allows limited access to the Tree of Deduction. Gain 1 spell card per day at 1 less than normal spell level.

+6 Points - Allows limited access to the Tree of Deduction. Gain 1 spell card per day at normal casting level + 1 prayer point to Alahn

Banes

-3 Points - Bookah are attracted to your stupidity, and you don’t know to guard your lore. Lore or scrolls left lying around will go missing.

-6 Points - Bookah are attracted to your stupidity, and you don’t know to guard your lore. Lore or scrolls left lying around will go missing. NPC’s will generally assume you’re an idiot and will often not tell you things assuming you can’t understand them, will misrepresent them, or that you just don’t care.

Valor

This aspect reflects on how brave you are in the face of danger. Charging into a hard battle, standing your ground, risking yourself for others, or entering dangerous unknown situations can earn you valor points. Letting fear dictate your actions, running away or cowering when others need you, or bending to the will of others can cost you valor points.

Boons

+3 Points - Allows you to perform a Last Stand. You can fight down to -2 HP. if you defeat the enemy and are below 0 points, you will drop once you’ve won. You will not have the strength to drink a potion or cast a spell to heal yourself. In addition, gain 1/3, rounded down, your level Permanent HP. Scales as you level, as long as you retain your valor bonus.

+6 Points - Allows you to perform a Last Stand. You can fight down to -3 HP. if you defeat the enemy and are below 0 points, you will drop once you’ve won. You will have the strength to drink a potion or cast a spell to heal yourself.

Banes

-3 Points - Mobs tend to single you out when in combat with multiple allies. They smell your weakness.

-6 Points - Mobs tend to single you out when in combat with multiple allies. Strong foes may also pursue you if you flee from combat.

Compassion

This aspect reflects how you tend to revere others’ well-being, even if it does not directly benefit you. Consistently healing your comrades, helping those in need, and sacrificing yourself for the greater good are examples of actions that will allow you to gain compassion points. Leaving the wounded or those in need or committing treachery will make you lose compassion points.

Boons

+3 Points - Allows limited access to basic healing tree. Can cast at normal level once per day, or if you already have access, can cast 1 level higher than normal once per day.

+6 Points - Gain 1/3 your level, rounded down, permanent HP. Scales as you level, as long as you retain your compassion bonus. Additionally, someone you’ve been kind to will come to you in a time of need (Your choice of who comes and but AM’s choice of how much they can help), and in one negative encounter, the player may be spared their fate by someone or something for kind deeds done in the past.

Banes

-3 Points - You will have to try hard to convince someone to aid you in a time of need. Begging or making promises may be the only way.

-6 Points - Someone will not aid you in time of need when you ask. Townspeople will not want to be around you, you curmudgeon.