2010. november 14., vasárnap

Heroic virtues, heroic flaws (by Edanna)

Heroic virtues, heroic flaws
From The Sha'tar EU

To all who have just begun their adventure with actual roleplay.

Introduction


Have you ever played a game where you choose an advantage for your character in exchange for the game docking some XP? Or a disadvantage which weakens him but gives extra XP?

Good.

Because heroic virtues and flaws are nothing like it.

For starters, in RP heroic virtues and flaws give you absolutely no combat nor social advantage, no mystical bonus or penalty all other players have to comply with and take into account. Their sole function is to provide inspiration and help roleplayers – especially newbie roleplayers – flesh out their characters.


What is a virtue?

A virtue is a defining trait of a character's personality, inner strength or an ability which helps him overcome the many obstacles fate may place in his way. A virtue can make the character larger than life, a true hero in dark times.

Some Heroes can call upon vast reserves of courage when needed. Some can pierce through veils of lies. The very presence of some can calm emotions and restore peace of mind. Some are just plain lucky.


What is a flaw?

A flaw is also a defining trait of a character, but of the negative kind. You may think “disadvantage,” yes, but the difference between a heroic flaw and a disadvantage is that the heroic flaw does not give you any kind of bonus points in return.

A heroic flaw helps you play a dramatic and even potentially tragic character. It is a fatal hubris of the character's personality. When the character fails and loses, it is usually the flaw that brought him low. Whether due to pride, vanity or misplaced loyalty, it's the character who brings disaster upon himself.

Remember that these are still heroic flaws. Your character may be envious or lecherous or greedy, but that doesn't make him automatically a villain - that depends only on you, the player! Think carefully: would you like to travel or socialise with a megalomaniac albino who kills puppies and babies on sight?


What are they not?

They are neither superpowers, nor godmode abilities, nor gameplay or RP guarantees of any kind. A Commanding character won't immediately have the respect and leadership over a squad of troops, an Insightful character will not know everything about the personality and problems of anyone he casts a glance at, a Fortunate character won't be invulnerable because of his luck, a Courageous character won't be completely immune to fear in RP and not resistant at all in PvX.

Treat them as seeds which, if given proper care, will blossom into great RP.


So what do virtues and flaws as presented here actually do?

Should you choose to pick a virtue or flaw, you probably want to make the chosen trait define your character, to have the greatest impact and influence on his behaviour.

All other traits of his personality are secondary, his other advantages are not as pronounced, his other flaws are just quirks. They serve to flesh the character out even more, not as the primary, driving force.


How many heroic virtues or flaws should my character have?

Too many of each cramp one's style. If you're a beginner, either choose neither, or one virtue, or one flaw.

However, if you feel experienced and feel up to a challenge, you can try making a character who is both virtuous and flawed or has multiple of any.


Doesn't that make characters one-dimensional?

Remember that a virtue or flaw is a major, but not the sole trait of your character's personality. If you allow the primary trait to overcome and quell all other personality traits then yes, he becomes one-dimensional. A zealous worshipper who won't speak of anything but his deity and duty is fun for a short while (usually five minutes), but gets incredibly boring if such state is prolonged.

The best idea is to go with the flow, idea behind the character in mind and allow the details to fill in as the story unfolds.

Some roleplayers might want to use popular character diamond, although in a slightly modified way.

The diamond is set on its point, with the sides facing diagonally. The corner pointing upwards is the character's primary trait, the one essential to his or her personality and outlook. The bottom point is always the opposite kind of trait to the top point (Flawed heroes get a virtue, Virtuous heroes get a flaw). This is because heroes, no matter how flawed or broken, need some redeeming qualities. Even the most virtuous heroes are hardly ever saints without the slightest traces of dirt under their fingernails. With that said, the bottom point of the diamond should only play a minimal role in one's RP and come up only if circumstances specifically demand it.

The middle points of the diamond are obviously there to make the character stand out among other characters with the same primary trait. It is up to the player to decide whether to use more virtues or more flaws. Think this way: If the top point, primary trait is the main dish, then all others are only condiments that represent the tastes of the cook - the player. 


Alphabetical list of Virtues and Flaws

Flaws

    Ambitious: You crave power. Money is good, but what you really want is power and it does not matter whether it is magical, military, social or otherwise. You are likely to be brought down by attempting a risky grab for the form of power you so desire. At RP: You speak of your plans and dreams - loudly! You constantly try to make friends with powerful, established and influential characters even if you utterly dislike them. A monetary reward for a successful quest is nice, but what you really want is reputation and political favours. You consider eager followers to be your greatest assets. Arrogant: You think you are better than others. Your clothes are the most fashionable, your sword the sharpest, your armour the shiniest, your ideas the best and you have to let everyone know how much better you are. Boastful: You are a showoff. You boast, you gloat, you tell everyone about your accomplishments and disparage your enemies. And when you have 'em lying down at your feet begging for mercy, you simply cannot resist the urge to monologue on and on about your superiority. At RP: You keep telling stories about your accomplishments. You take mementos from defeated foes and show them off in public, often in a derisive, taunting manner. Every blow comes with a personal insult to match and when your foe pulls off an impressive manoeuvre you make a big show of your disdain. Brutal: As opposed to what people say, you know the meaning of mercy. You just are very unwilling to show it - ever. You just prefer to hit things until they stop moving at all. At RP: Unlike a hot-headed character, you fight with a cold, calculating demeanour. While a hot-headed character might leap into the fray to decimate foes quickly, you focus on abilities which cause pain and trauma rather than - or in addition to - damage. Compulsive Liar: In fact, you value truth very much. So much that you've taken to yourself to meticulously avoid expending or giving away as much of it as you possibly can. As a result, every bit of that precious, glittering thruth is wrapped in a thick, protective layer of lies, half-truths and enigmas. Conservatist: You firmly believe that the old ways are the best ways. The traditional system supports everything that is noble and important and any kind of change brings only chaos and destruction. At RP: At best, you prefer tried and true methods over new ideas. They have worked before and you won't abandon them in favour of new ways which might or might not work better. You like order and stability, which makes you very predictable. At worst, the very thought of altering the old and traditional ways of your people fills you with irrational dread. After all, if we cannot trust our rituals which we have practised since time immemorial, what can we trust? Cowardly: Perhaps a better word would be “has a strong sense of self-preservation.” You don't like to risk your life and limb, even if circumstances demand it. Daredevil: You get a rush from dangerous stunts. You are perfectly willing to risk your wealth, reputation, health and even life just for the kicks and exhilaration. At RP: You open a door even if it's probably trapped, you taunt that nasty-looking guy with big, spiky spaulders, you rush into enemies even though no one is prepared (Goddamnit, Leeroy!), you drink a potion even if it's probably poison, you put on a necklace even if it's probably cursed. Envious: For some reason everyone has it better than you. They have shinier armour, better toys of war and more money. You tend to get envious over the smallest things. Greedy: Money makes your eyes light up with joy. The more the better, as long as it spends. Hedonistic: You like pleasure and having a good time – a bit too much. You like good food, fine wine, luxuriant clothes and there's no better way to spend your free time than enjoying the finer things in life with your friends. Hot-headed: You have a chip on your shoulder and a bit of fish too! Your fuse is short and you're ready to get in a scuffle at the slightest hint of insult or things not going your way. At RP: You speak in short, curt sentences. When battle approaches, you use your best spells and abilities right away to dish out tremendous punishment as quickly as possible and vent your anger. Inattentive: Your mind has the tendency to drift off at random. Your thoughts flow so fast that you have trouble focusing on the here and now. Indecisive: You have trouble making difficult choices or split-second decisions. If you are faced with a choice between letting a villain escape and saving your sweetheart, you're likely going to agonise over the situation until your hand is somehow forced. Judgemental: You form opinions quickly and change them slowly. Worse, you have the habit of judging people according to their appearance or stereotypes. An Orc, no matter how gentlemanly, is always a cruel, savage animal as far as you're concerned. A man in black leather is always a thief and scoundrel and a woman with revealing clothes is always a prostitute. Lazy: Whatever you have to do today, do the day after tomorrow! You'll have two days' worth of free time. Either due to a warped time perception or a natural idleness, you are incredibly slow to act. Lecherous: You just can't keep from chasing skirts. A fair woman (or handsome man, however your tastes run) is an almost irresistible temptation. Loyal: You find it very difficult to abandon a friend, even if it's only to run and get help for them. As for leaving a fallen comrade to die – forget it. You may also be completely loyal to an employer, no matter how badly you're treated, how wrong it is or how low it might bring you. Naïve: Mentally you're a wide-eyed child who would never believe there are individuals who would lie or deceive you. After all, people are basically good, right? At RP: You make social gaffes due to your insular outlook. Others work their way with tact and aplomb, you stumble around like a bull in a china shop. However, you mean well and your naivete gives you a certain charm. Overconfident: Nothing is beyond your capabilities. You could conquer all of Azeroth single-handedly, it's just you haven't yet found a reason to do so. And that evil spell will surely only tickle a bit. Overzealous: You can only have strong opinions. Everything you believe, you believe as if your life depended on it. Everything you hate, you hate with a passion. Proud: Don't they dare pity you! If a gift or offer has the slightest feel of charity, you grow indignant and refuse it. Rash: You have the urge to stick your fingers between the doors and its frame when somebody's about to shut it. If you hear a scream in the back alley, you're likely to investigate no matter how dangerous. You're not stupid, but your curiosity often gets the better of you. Reckless: You lack the emotion of fear. Unfortunately, that makes you do foolhardy things. You won't flinch when a demon roars in your face, but you also will never run when severely outclassed. Righteous: You are more than ready to commit more than questionable deeds in order to achieve a noble goal, fight fire with fire, so to say. The ends justify the means, but this kind of thinking alienates those who would support you if you weren't using such heavy-handed methods. Star-crossed: You are Amour's practice target, you just keep falling in love – constantly and with all the wrong people like daughters of nobles with Names To Run Away From or dashing SI:7 agents. Stubborn: You don't often change your mind – if you do at all. Once you've decided on a course of action, you will pull it through no matter what the consequences. Attempts to convince you will usually wash off you like water off a duck. Unfortunate: Your luck isn't terrible; you'd be already dead if it was. It's just that lucky breaks happen to other people. Look at it this way: if you need some blind luck to get out of some funny affairs, expect to have some fun for a while. Vain: You adore and admire beauty, you live to see it, savour it, perfect it - but not just any beauty. The only beauty worth tending to and worshipping is your own. At RP: Carry a comb and pocket mirror with you at all times, or - if you'd like to roleplay it hardcore - a whole satchel of cosmetics. Use them often. Ask others what they think of your looks. If threatened with disfigurement, your resolve will likely melt like a snowflake in a flamethrower. Vengeful: You have a grudge against a specific creature type, organisation, country or individual. Perhaps they have killed your family, torched your village or teased you when you were a kid. One thing is sure though, they will suffer. 
     
Virtues

    Adaptable: Thanks to lightning-quick mental reflexes you adapt easily to sudden changes around you. If someone jumps from a height directly at you, you casually step aside. If scything blades come out of a wall, you have the presence of mind to get out of the way. Altruistic: You like to help people. In fact, you may even be better at helping others than pursuing your own goals! Challenger: Your quest is not that of fame, reputation, riches or even saving the world. What you strive for is constant self-improvement so that you might one day achieve the absolute pinnacle in your chosen path, whether it be combat, magic, stealth or any other ability. Charming: You go out of your way to observe social niceties. You might or might not have ulterior motives. Chivalrous: If you play a Paladin or Warrior, you are the chevalier sans peur et sans reproche, the knight without stain or blemish, a lone and unreachable summit of honour and righteousness, a paragon of virtue, comparable only with others with the same virtue and looked up to by all others. If you play any other class, your honourable behaviour could put many Knights and Paladins to shame. Remember that the concept of honour varies wildly from race to race – be creative! Comforting: You have a certain soothing, motherly quality about you, perhaps a soft tone of voice, the way you move or a general “feel.” One thing is certain: if you stay calm and play your cards well, you soothe emotions and drive fear away with ease. Commanding: You have a quality of a leader or father about you. Whether it's a firm, authoritative tone of voice, a particular stance or an aura of confidence and composure, you may experience that during larger battles people will gather around you, protecting and awaiting orders. Courageous: True courage is not the inability to feel fear, but rather finding enough inner strength to resist it and keep going. Many beasts and spellcasters of Azeroth and Outland can rouse fear in the hearts of mortals, whether through sheer power or malevolent spells. When something or someone is used to people fleeing in his presence, the sight of a person who stands and fights can be pretty unnerving to them. Creative: You are prone to sudden flashes of inspiration. You might notice the scent on a site of murder is a perfume used by a lady you have met nearby or that the number of knobs on an artefact is equal to the number of etched pillars in an earlier chamber. This could well help you deduce who the murderer might be or that the pillars might contain some hints about the nature of the artefact. Disciplined: You are rigorous and structured in your personal endeavours. This might manifest itself as constant combat training, regular meditation or prayer, monitoring the food you eat and the liquids you drink and any similar action. Dutiful: You strive to fulfil all your duties and your word is worth as much as solid gold. If you commit yourself to any project, your integrity, truthfulness and trustworthiness will see to it that everything you do, you do to the best of your ability. Exemplary: You lead by example. You are good at showing others the exact movements needed and getting them to coordinate their efforts with you. Focused: You can concentrate all your efforts on a single task. Your world narrows until only your work remains. This allows you to accomplish a lot using limited resources. Fortunate: those annoying quirks of misfortune that plague others... plague others. Your horse won't throw a shoe during a chase, now will you stumble while performing an easy combat manoeuvre. Your luck is good, but remember that even the luckiest people can have a bad day. Friendly: You have an open, outgoing personality. If you play your cards well, people warm up to you quickly. Insightful: You understand human (or orcish, or dwarven, etc.) nature. You can quickly determine the defining characteristic of another person's personality. This helps to ferret out weaknesses and gain forewarning of strengths. Inspirational: Being around you spurs people to greater efforts. You are always encouraging others and helping them find that little bit of potential necessary to accomplish a difficult task. Intuitive: You know things which you shouldn't. Bits of information mix and boil in your head and sometimes lead you to conclusions you'd never have guessed. This gut feeling doesn't give you answers, but seems to lead you in just the right direction. Martyr: You willingly and even eagerly put your life on the line for a greater purpose. This purpose might be a cause, an organisation, a single person, a group of people or just about anything else. You are willing to die for this purpose and, in fact, expect to do so. However, you refuse to die in vain - your death must have a greater meaning and it must inspire others to greatness. Passionate: You are at your best when sliding down a rope to prevent a loved one from crashing on the rocks below or tossing yourself in the way of a bullet or arrow in order to save a friend's life. At those moments you can pull off feats of amazing heroism. Perceptive: Your senses are drawn to some details. You notice a brown stain on a knight's mantle, the nervous behaviour of a liar, the relocation of a prized signet ring from the finger of one lady to another. Such observations are second nature to you and you hardly ever overlook important clues. Perspicacious: In order to fight evil one must understand evil. You may not like it, but you can put yourself into a villain's shoes and understand him. Propitious: You can't say why, but things seem to happen just at the right moment for you. You get thrown into prison on the eve of a major outbreak, the opponent is somehow hindered right before he finishes you off, a deathtrap you and your party have been thrown in has an easy, convenient escape method. This is powerful, so use very sparingly and always consult others who are with you in the scene before doing so. Reformed: You are a former villain. You have gone through a significant change in life and learned that kindness does pay. Perhaps you are an ex-criminal turning over a new leaf or maybe a new devotee of the Holy Light but either way, that former vile person is gone even if his or her deeds and enemies are not. Sage: You might be self-righteous and condescending, you might be humble and kind, but the one undeniable fact is that you know a lot and like spreading your knowledge around. Self-controlled: The verbal slings and arrows people hurl at you roll of your back. You see through seduction attempts and laugh them off. And of course, nobody ever intimidates you. Temperate: Aristotle once said "Virtue is the golden mean between two vices". You've been holding on to that tenet all your life, striving to choose the option that neither falls short nor exceed what is right. Uncanny: Some people think you've got a sixth sense, others that your secret are sharp eyes and a keen mind. Whatever the reason, you can sniff out when trouble is coming and coming fast. Wilful: Simply put, there is nothing that can stop you from your goals. Nothing. You may back off for a moment, but only to muster more strength. Worldly: You've been around, you have seen it all and you possess much practical how-know. 
     
FAQs and hints

I have chosen, what now? Can you give me some hints?

Virtues and flaws belong into RP, not RSP.

I can't stress this enough. Writing “Grand Marshal-General Marius Parutznikus Ravenus von de la Marysueshire has an aura of leadership and everyone around him feels compelled to follow his lead and orders” is not RP at all. It's godmoding. Act your virtue or flaw out, just as you would do with any other kind of trait. The only things that belong into RSP (MRP, IRP) are things which actually affect your character's looks, posture and voice.

“Captain Karl von Pannewitz walks in a straight, proud posture, has a firm, resounding voice and speaks in an authoritative manner – as if he was in charge, regardless of the situation” and actually giving him quotes that make him sound like a solid, experienced and respectable fellow works wonders.

Cut yourself some slack.


No one can be a tormented lover, an unflinching stoic, a well of inspiration, a judgemental jerk or a determinator* 24/7, 365 days per year. From time to time remove your main trait from the spotlight, allow for a change of pace and climate, let your flawed hero win, let your virtuous hero lose.


So it's either epic or tragic for my character?

Of course not! Your RP style depends on you only! With a bit of creativity you can very easily make your character a comedic one. Lecherous and Star-crossed are especially prone to this – who doesn't like an ineffectual wannabe Casanova who gets slapped on a daily basis?

If RP in darker tones drives your fancy, it is also possible – a Chivalrous character may experience a crushing defeat because he did not use any underhanded tactics to help him win, for example.

Hey! I've seen this in--!

Of course you have. This means you read books and have access to culture. Archetypal heroes and villains are as old as fiction literature is. Gandalf is Inspirational, Rincewind is both Cowardly and Propitious, Romeo and Juliet are Star-crossed, as is Wuntvor the Apprentice, while Lady Macbeth is Ambitious.

Do you plan on making a similar list for villains?

Yes, if people are interested.

*http://tvtropes.org/pmwiki/pmwiki.php/Main/Determinator


Heroic Deeds
Those are situations and ways you can implement your Virtues in. Have fun using them or designing your own!

Adaptable: Danger sense is one thing, the question is how to make it heroic danger sense? The answer is deceptively simple: a true hero would use this "free action on an ambush" not to simply dodge, but rather to, say, push a friend out of harm's way.

Altruistic: True selflessness is usually portrayed as caring about others' health. You are proof of that - your determination and compassion allow you to save people who are on the brink of death. But the true Crowning Moment comes when through your efforts, unaided by anything but your pure desire to see others through, you manage to actually bring back a recently deceased person.

Challenger: Issue a formal challenge or try to taunt the villain with the degree of your mastery over a skill - or perhaps you are going to be taunted? In a direct contest of skill, you have the potential to truly shine and prove that your quest of improvement has been successful - so far. Your Crowning Moment comes when you impress a Villain so much that you become Friendly Rivals - giving the Villain a better thing to do than pursuing evil plots.

Charming: Ulterior motives? Doesn't sound particularly heroic, does it? But there's always a way. The Charming Hero acts as a diplomat in most cases, brokering whatever deal is needed and - more importantly - quelling hostilities within the group before they cause it to break up. The Crowning Moment comes when his tact and grace he manages to make the villain abandon his ways of evil. 
 
Chivalrous: This Virtue deserves some special thought. While real-world chivalry had its rules and regulations, I'd like you to think of the Chivalrous character as having all virtues you can think of - and none of the flaws. But won't this make the character unrealistic and impossible to RP properly? I think not. The Chivalrous character isn't exactly a Hero - think of him as a miracle with two legs, a symbol of everything that is Good and Right in this world. He doesn't need a Crowning Moment to reach his pinnacle - he's already there, all the time.
So how do we make this meta-virtue shine? by having it questioned and challenged. The Chivalrous character is like the best gunslinger in town, sooner or later someone will come up and say "Let's see how good you really are". It doesn't even need to be a person - the price of being the best is, well, being the best. All the time, 24/7. Never a break, never a breather, no matter how stressed and tired it makes you. Will the character endure?
And what if the danger comes from those who love and admire him? Who want to be just like him? Think of the tendrils of envy and nothing else needs to be said.

Comforting: "Don't worry. Everything will be all right".

Commanding: A Hero with this Virtue shines during larger skirmishes at events. When things get chaotic, he starts barking orders and acting generally competent, sometimes even usurping leadership for the duration of the battle. There are two typical Crowning Moments for a Commanding hero: one happens when he assumes leadership after the original leader falls and then manages to win the battle. The other Crowning Moment is when through his sheer audacity he manages to turn a band of confused, panicked characters into a formidable fighting force. Remember, of course, that the Virtue does not necessarily grant the character tactical skill and knowledge - it may well be that the character takes over only to lead everyone to their doom!

Courageous: As said in the trait's description, those who use fear as a weapon are often weak against it. In a Crowning Moment, your show of defiance and courage effectively reflects the fear the Villain projects right back at him.

Creative: This Virtue mostly comes into play during Roleplay events, when the group faces a puzzle they cannot solve by themselves. It's then that a flash of inspiration is likely to strike the Creative Hero, in the form of a (requested) relevant hint from the Storyteller or an easier puzzle.

Disciplined: You go through a meditation or exercise regimen at a fixed daytime. If you miss it, you feel uneasy about the lapse in routine for the rest of the day. In your mind, your body is a tool as much as your armour, weapons and spellbooks; it needs rest and proper care. For example, you insist on getting a full night's rest whenever possible and expect others to meet your standards. Because of this, you have the potential of becoming an excellent trainer and turn a band of green cadets into crack troops.

Dutiful: You greatly value your duties and obligations and will allow nothing to stop you from fulfilling them. This basically turns you into a Determinator whenever fulfilling a duty faces obstacles.

Exemplary: The Hero's attitude combined with his skillset (which he probably has) make him an expert teacher and coordinator of effort. His Heroic Deed comes when he's able to teach others a difficult skill on the fly, while performing the task that requires it or, say, under enemy fire.

Focused: I don't endorse mixing game mechanics with RP when the former are not suited for the latter, but think of this Virtue as a temporary on-demand boost to any stat you need at the time. The wimpy Mage lifts a sizeable boulder, the antipathetic Death Knight acts nice for once, the clumsy Priestess manages to walk a tightrope... But do you think this comes freely?! A moment of complete focus comes at a high price, leaving the character weakened for an amount of time (typically till the end of the RP event and a day afterwards).

Fortunate: Saying "deed" is cheating, as this Virtue is all about circumstance and environment. Think of it as small luck that manifests itself often.

Friendly: Does anything else need to be said? Perhaps only that while a Charming character is simply polite and well-mannered, a Friendly character genuinely likes people and is more likely to be liked back. That's a lot of liking. Also, see that grim, hulking warrior over there? He's the target. Go cheer him up, boy!

Insightful: This Virtue might be a little problematic as it involves all-out metagaming. Its use basically consists of whispering the person in question and asking something in the lines of "Hi, sorry to bother, but my character is Insightful and I'd like to know a few details about your character". The other person is by no means obliged to comply, but if he does, he should give the person asking one or a few relevant or irrelevant details about his character. Good things to mention are the character's own Virtues (or Wiles) and Flaws, his alignment (if you believe in such things), or where his loyalties lie.

Inspirational: I'm going to be cynical here and say this Virtue makes the character a walking self-help booklet. "You can do eeeeeeeeet~~!"

Intuitive: This Virtue is quiet and not very showy. There are no set situations when it comes to play. Rather, whenever the Storyteller believes that you are lost, he might decide to whisper you a hint, piece of information or a suggestion to help you get back on track. Because of its nature, the Virtue is recommended for beginner RPers. Of course, feel free to veto the information if you like.

Martyr: The only thing a Martyr considers sufficiently heroic is actually being Offed For Real, just to inspire a new flock of Heroes.

Passionate: A Friend In Need, a Beloved In Peril - everything comes into crystal clear focus when these words appear within your mind. To directly save another's life - and only then - you can surpass your normal limitations.

Perceptive: Failing A Spot Check is not an option for you.

Perspicacious: Understanding a Villain's mindset does not sound impressive, but is actually an invaluable asset, helping you accurately predict his next step. Your Crowning Moment is when you correctly guess not only the next step, but the entire track the Villain will take.

Propitious: Saying "deed" is cheating, as this Virtue is all about circumstance and environment. Think of it as big luck that manifests itself rarely.

Reformed: If your ex-peers do not know of your change of heart, you can make an extremely effective spy for your fellow Heroes. Even if your cover is blown, you retain the ability to plan and plot as well as extensive knowledge of all the metaphorical levers and knobs you have once been using.

Sage: Some sages are keen at explaining kinships, natural connections and one's purpose in life, serving as spiritual guides. Others maintain vast amounts of concrete, useful information. Many specialise, and some turn to adventuring to improve their knowledge by way of observation. Their Heroic Deed usually happens behind the scenes, when they correctly interpret the clues and knowledge they have gathered. Remember to learn your lore by heart if you do not wish to blunder and make yourself the laughing stock of your peers.

Self-controlled: Outwardly, a Self-controlled and a Temperate hero are almost identical, but in fact there are strong differences between them. A Self-controlled Hero experiences emotions just like other people, but bottles them up and does his best not to show them. For example, a berserker with this Virtue wouldn't enter the typical Unstoppable Rage, but rather a Tranquil Fury. For everyone else, this equates of having Nerves of Steel and being nigh-unshakable... outwardly.

Temperate: Outwardly, a Self-controlled and a Temperate hero are almost identical, but in fact there are strong differences between them. A Temperate Hero experiences emotions like any other person... but not as strongly. He gets angry, but not berserk. He feels joy, but not ecstasy. Often, he will use this stance to Take a Third, moderate, Option.

Uncanny: It's clichéd, but this virtue shines by making you know when it's quiet. Too quiet. An Adaptable character may be able to react to an ambush, but you can get a forewarning.

Wilful: You laugh at those who become Heroes by the one-in-a-million chance. You are the hero when the one-in-a-million has been spent and everything has reached the bottom or is on its merry way there.
When the tyrant is already crushing the world under its iron boot, when everyone is bloodied and battered and unable to stop the villain, when the Doomsday Device has been activated thirty-five minutes ago... Then, and only then, this Virtue activates. There is only one UND PRECISELY VON way the adventure can end.

Worldly: This Virtue can work in one of two ways: either skill-based or connection-based. A Hero with a skill-based Worldly Virtue will me your resident Man Who Can Do Everything. Artistic flower arrangement? Done that. Suspension bridge engineering? Easy peasy. Perfume production? You've probably won a prize or two for that. A connection-based Worldly Hero won't have such a broad skillset, but knows a lot of people who do.

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