Virtues
The three Virtues — Conscience/Conviction, Self-Control/Instinct, Courage — and how they govern the Beast.
Virtues are the vampire’s psychological and spiritual capacities for resisting the Beast. They are rated from 1 to 5 and serve as dice pools for specific moral and emotional checks. Unlike Attributes and Abilities, Virtues cannot be boosted with blood.
All starting Kindred receive 1 free dot in each of the three appropriate Virtues, then 7 freebie points to distribute.
The Three Virtues
Conscience (or Conviction)
Conscience governs moral reasoning and remorse. It is the internal voice that says that was wrong — and the capacity to care about the answer. Conscience rolls are made during degeneration checks; succeeding means the vampire feels genuine remorse and does not lose Humanity.
Conviction replaces Conscience for vampires on inhuman Paths of Enlightenment. Where Conscience asks “did I do something wrong?”, Conviction asks “did I act according to my Path?” It has no capacity for guilt — only evaluation. Kindred who can sense the Beast detect Conviction users immediately; they register as fundamentally other.
No character may have both Conscience and Conviction. Switching from Conscience to Conviction requires adopting a Path of Enlightenment.
Primary uses: Degeneration rolls (difficulty 8). Resist or succumb to acts that violate the character’s moral code.
Self-Control (or Instinct)
Self-Control is the exercise of restraint — the capacity to keep the Beast leashed through discipline rather than familiarity. Self-Control rolls resist frenzy and prevent the vampire from losing control in situations of hunger, provocation, or temptation.
Instinct replaces Self-Control for Path followers. Rather than denying the Beast, Instinct involves riding the wave — understanding the Beast well enough to steer it. A character with Instinct always enters frenzy when triggered, unless the difficulty to avoid it is less than their Instinct rating. During frenzy, the player may roll Instinct against the original avoidance difficulty to take deliberate conscious actions (“riding the wave”).
No character may have both Self-Control and Instinct.
Primary uses: Frenzy resistance rolls. The number of current blood points limits how many Self-Control/Instinct dice the player may roll — a hungry vampire with Self-Control 4 but only 2 blood points rolls just 2 dice.
Courage
Courage governs the vampire’s ability to face fear — specifically Rotschreck (the Red Fear: the terror of fire and sunlight). All vampires use Courage regardless of Path.
Primary uses: Rotschreck resistance. Also applies to any situation involving abject supernatural terror, fleeing from certain death, or facing overwhelming power.
Virtue Caps
When a Virtue roll is triggered, the player may not roll more Virtue dice than the character’s current Humanity or Path rating.
Example: A vampire with Self-Control 4 but Humanity 2 rolls only 2 dice for frenzy resistance.
Virtue Checks Summary
| Situation | Virtue Used | Difficulty |
|---|---|---|
| Degeneration (sinful act) | Conscience/Conviction | 8 |
| Frenzy (smell of blood when hungry) | Self-Control/Instinct | 3 |
| Frenzy (harassment, threats) | Self-Control/Instinct | 4 |
| Frenzy (physical provocation) | Self-Control/Instinct | 6 |
| Frenzy (loved one in danger) | Self-Control/Instinct | 7 |
| Frenzy (public humiliation) | Self-Control/Instinct | 8 |
| Rotschreck (torch/candle) | Courage | 3–5 |
| Rotschreck (bonfire) | Courage | 6 |
| Rotschreck (being burned) | Courage | 7 |
| Rotschreck (direct sunlight) | Courage | 8 |
| Rotschreck (trapped in burning building) | Courage | 9 |
Improving Virtues
Virtues are raised with experience points. Like Abilities, they cost current rating × 2 experience points to raise.
Virtues lost through failed degeneration rolls (Conscience and Self-Control are vulnerable to botches) can also be restored via XP — but regaining Humanity lost this way costs the full experience expenditure, not a restoration.
Bearing
A vampire’s Humanity or Path rating also modifies the social impressions they project through their Bearing — the intangible quality that radiates from their moral state.
| Rating | Bearing Modifier |
|---|---|
| 10 | –2 difficulty to relevant Social rolls |
| 9–8 | –1 difficulty |
| 7–4 | No modifier |
| 3–2 | +1 difficulty |
| 1 | +2 difficulty |
For Humanity vampires, Bearing applies to appearing normal and generating sympathy. Each Path of Enlightenment has its own Bearing that applies to specific social contexts.