Jemnite said:
Mattias:
Virtue: Efficiency. Mattias aspires to do everything with maximum efficiency. Other people waste time or energy because they wonder about unnecessary things. Mattias doesn't. He is calm competent, and he does the best damn job anyone has ever seen. You want results? Call Mattias.
This one is on the right track, but needs to be more specific. Perhaps if he
sets aside something else to be efficient. Efficiency is just desirable, there needs to be a sacrifice for it to be virtuous.
Theodore:
Virtue: Responsibility. Theodore takes care of his crew, his ship, his enterprise. If you have a problem, come to Theodore. As long as he has an obligation to you, he'll work his best to fix it.
This only applies if it means "taking responsibility and then taking
action". Walk the walk, in other words.
Vice: Maybe something around being nonconfrontational, or lacking aggressiveness? I haven't seen enough to Theodore's flaws so far.
I really don't like passive Virtues/Vices, so it'd need to at least bait action from someone else, or lead to taking non-optimal actions, not simply letting actions pass by.
Regardless, activity [3<3<3
Jemnite gets 1 (one) character point as a bonus for simply writing stuff! This amazing bonus might be available to the rest of you if you hurry up and offer ideas for the remaining players before they select on their own! Act now!
Moar mechanical goodness!
<b]Pillars[/b]
Identity, motivation, belief, essence. A pillar is what defines you. Unlike Virtue/Vice, which is behaviour, or connections, which are how you relate to others and interact with them, pillars are considerably less dynamic as a rule.
Each character has three pillars. Each pillar is described by a simple description, "I seek vengeance for my family", "I want to become king", "I
am king", "I am a pacifist", "I am a knight", "I am a master swordsman".
When a character acts in
accordance or
defiance of their pillar, they gain bonuses to their actions, commensurate with the strength of the pillar.
When a character acts in defiance of their pillar, or something happens that makes them doubt or feel uncertain about the pillar, they gain a point of doubt attached to that pillar.
The strength of the Pillar is determined by confidence in it. Confidence is gained by reaffirming your conviction or identity in a pillar where you have accumulated doubt. This act lets you convert doubt into confidence, commensurate with the amount of doubt and the strength of the affirmation.
However doubt can also shatter your foundation. If enough doubt is accumulated, the foundation of the pillar shatters, and it becomes broken.
A broken pillar is a terrible wound, but it is also a source of power. While you have a broken pillar,
all actions are boosted commensurate with the level of pillar that was broken as you act with almost fevered intensity. However you are vulnerable to the words of others, and may find your pillar replaced by one defined by someone else. You additionally gain doubt at double the normal rate, and if you accumulate enough doubt to break the pillar again, someone else defines a new pillar for you. Anyone who induces doubt in you may also change
your content of a connection.
If
all your pillars break, your character temporarily becomes an NPC, trapped in the throes of despair and anxiety. After a short while, they will regain a lonely pillar and be returned to player control.
You are allowed to begin play with up to a single broken pillar. If you can, please say what it used to be, but it is permissible to have one with no content.
You have 5 points to accumulate across your three pillars. 0 means broken. 4 is a burning conviction comparable to obsession.