VICES
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Your truths are the things that make your character distinct, granting them unique abilities to tackle the trials of the realm. You can have up to eight truths in total, though most begin play with 4 or 6.
There are three types of Truths: Hallmarks, Relics, and Companions.
Hallmarks represent your training, experience, and bodily functions.
Relics is a term to describe the tools you use—weapons, armor, and other pieces of gear your character relies on.
Companion can be anything from a trained animal, to a summoned minion, or a captured spirit. Something that fights alongside you, acts as a mount, or can explore places you normally wouldn't be able to access.
The
Many truths allow you to break the game rules by imposing special rules about your character. Some don't offer any rules but instead provide you with descriptive text.
You can at most have 8 truths about your character at the same time. This does not include temporary truths. Typically a character starts with 4-6.
Truths are a part of your character and cannot be changed later. During character creation you choose truths about your character that best fit your vision.
Even the boldest vow can falter beneath the weight of the world. This pressure is measured as strain. Each truth has a number of chain links, referred to as chains, measuring the amount of times it can be strained. If a truth has been strained by an amount equal to or over its chain rating, it breaks and becomes unusable until recovered (see "Recovery" below). Typically, a truth's chain has a length between 2 and 5, though some may even be able to take a maximum of 8. These are indicated by boxes you fill on your character sheet. When a chain-link is marked, the truth weakens, not because it is false, but because the world dares you to break it. Equipment may break, vows are no longer taken seriously, or your heart may not be in it anymore.
When you take damage, you strain one of your truths by an amount equal to the damage you take. You cannot split the damage between truths; you must choose one. When a truth is fully strained, you cannot use any special rules associated with that truth. They are broken until recovered (see "Recovery" below).
Some truths allow you to willingly strain them to use a powerful ability. Mark a single link when you do so.
If you ever take damage that exceeds the amount of strain a truth can take, you gain a
Each truth can be recovered in different ways. Whenever you recover a truth, make an appropriate skill check, recovering 1/2/4 strain from a single truth.
Passions can be used to recover tenets and heritages. Your passion is determined by your legacy.
Supplies can be used to recover relics and companions. Supplies are found in the wilderness.
Time fully recovers all truths; no check required.
During downtime, you may combine or slightly alter a truth.
You can swap glory for truths. Reduce your glory by 2 and gain a new truth available to you of your choice. Alternatively, you can create a new truth.
Work with your GM to come up with a new truth that fits your vision. The GM has final say on its rules and strain.
Pick two truths, and combine them into one. Add their maximum strain together for the new total.