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Chapter 8: Virtues & Burdens [ | General Rules | Physical Virtues | Physical Burdens | Social Virtues | Social Burdens | ]
Virtues & Burdens
Regardless of the world book, all characters have simple knacks. Virtues are small talents or feats they can perform which are not
supernatural, but simply a gift they are born with. World books may list new Virtues and Burdens to accompany the generic list here.
The idea behind this is simple: If you are in need of more experience for other areas or have experience left over, use virtues and burdens
to round out a character. They're very handy and may provide you with specific bonuses you are looking for which you
cannot directly get from statistics or skill bonuses.
Virtues are natural abilities that your character may possess. These abilities do not cost anything to activate and are
available to anyone. Each Virtue costs 20 experience.
Each Burden grants 20 experience (although rarely worth it). If you wish to give your
character a Burden, but you want it scaled down in it's weakness, you can talk to the GM about "roughly cutting it in half" and
get 10 experience instead.
GMs, don't let them get away with too much. If you think that the character is starting to take too many Burdens, you may have to
step in and lay down some ground rules. Try to be realistic about making characters.
The point of each Burden is to punish the character by forcing them to face their weaknesses in a crisis; GMs should definitely take
advantage of each one as it becomes appropriate.
World Books
Most world books will add to the Virtues and Burdens section with their own take on reality or their own atmosphere. You may have
access to supernatural enhancements or very world-specific ideas. Make sure you read what the world book has to offer to see if it
does grant what you may be looking for.
Otherwise, what is presented here is meant to enhance 'normal' expectations of your character.
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