You were once ordinary, blind like the rest of them, but now you see. You see the monsters that take refuge in the shadows, preying on the helpless. You must take up the vigil and take the fight to them
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This topic is an Out Of Character part of the roleplay, ?A Vigil Against the Shadows?. Anything posted here will also show up there.Topic Tags:
Forum for completely Out of Character (OOC) discussion, based around whatever is happening In Character (IC). Discuss plans, storylines, and events; Recruit for your roleplaying game, or find a GM for your playergroup.This OOC thread will be for some of the more mechanical aspects of A Vigil Against the Shadows. Dice rolls for major events, management of the morality stat, tracking of flaws and applications of "Code", the status of equipment, and what Endowments are available to which character.
Morality: Basically, the measure of how morally right a character is, ten being the epitome of morality and zero a completely soulless monster. Characters start with a morality floating around a seven, not overly malicious and not overly saintly. Over the course of a Hunter's career there are events that damage them, skewing their view of the world. Several dice will be rolled, seeing if your morality will go down should the check fail. Below is a list of what events would phase someone of from their position on the morality scale. If a morality check is failed then the character goes down one point and another roll is made which if failed will add a single mental or social flaw.
10 - Selfish thoughts
9 - Minor selfish act (not giving to charity)
8 - Injuring another person (including accidental)
7 - Petty theft (pickpocketing)
6 - Grand theft (burglary)
5 - Intentional mass property damage (arson)
4 - Impasioned crime (manslaughter)
3 - Planned crime (murder)
2 - Repeated crime (serial murder)
1 - Utterly heinous acts (mass murder)
Flaws: Everyone has them, these are symptoms of preexisting conditions or from events caused during your life as a hunter. They aren't something that can be fixed with a few simple words or bandaids, these are severe conditions that will never leave. These can come in physical forms like a limp or scarring, mental flaws like Obsessive compulsive disorder or Schizophrenia, or Social flaws like a speech impediment or of holding a certain prejudice against a certain race/gender/whathaveyou.
Code: These are certain codes of conduct, deviations from normal morality and standards. Characters are given a choice of either taking a morality hit or adopting a code based on the sin they have committed(i.e. Committed a murder of a vile person and adopting a code of delivering harsh justice to the wicked or shoplifting and adopting a code of stealing so as not to starve). These provide an alternative to morality but also deviate a character from Humanity. Should a character adopt three codes then they lose their humanity, their morality score locked and nothing but their devotion to the Vigil left. This leaves the character in the position to become a Slasher, completing their spiral to inhumanity.
Endowments: These are special perks given by Compacts and Conspiracies that give a hunter an edge against the supernatural. These perks vary from whichever provider a hunter has, from high caliber firepower to mystical alteration. These are not given out freely though, a hunter must prove themselves to gain Endowments.
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Morality Scores, Endowments, Code, and Flaws
Eric Donavon: 7
Flaws: Scarred(Right arm), Fixation(mental, mild), Limp(mild injury)
Endowments: None
Code: None
Morgan: 7
Flaws: Distant(Social), Addiction(Smoking, Mild-Severe) Scarred(Hands, eye)
Endowments: None
Code: None
Alec Tauler: 7
Flaws: Mentally Scarred(Mild-Severe), Zealotry
Endowments: None
Code: None
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Event Log
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((Any comments, questions, and concerns about your statistics should be addressed to this thread or to PM. The usage of this thread is mostly for characterization, moderating, and tracking of important events.))
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SRincarnate - Member for 0 years
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