All clarity (Integrity) rolls must be done in a JOB. Please open up a +request and make the rolls to the job itself, include your ST if it's for a PRP scene.
Clarity is no longer subject to a 'Hierarchy of sins'. Instead Integrity is being used. If an action would cause a character psychological stress, it’s worth considering whether the action constitutes a breaking point. Note, too, that the character may experience breaking points that do not stem from his own actions. The World of Darkness is full of gruesome things that may cause issues. The 'basic' Breaking Points for Changeling and Fae-Touched are below. Players also need to answer the additional questions in a background segment to flesh out their character, The questions are:
- "What was the worst thing your Keeper did to you?"
- "What is the most important memory you have of the mortal world?"
- "What did your keeper steal from you?"
- "Why don't you fit anymore in your old life?"
- "Why did you escape from Arcadia?"
- "What does -home- means to you?"
Clarity: Benefits & Breaking Points
Please Note: There is no Breaking Point check for anyone for killing nonhuman Antagonist NPCs. Players and STs can declare if they think a Breaking Point is reached. and what Modifiers will apply to that situation. (Modifier Chart is on Page 185)
Base Breaking Points for Changelings - The following Breaking Points are 'standard' for Changelings. (They don't use the 'mortal' basic set.)
- Killing someone who is Human or Super or standing by while such a killing occurs. (Killing monsters, mutated animals, ect does not cause a check.)
- Torture, including rape, either witnessing or participating.
- Coming close to death (a lethal wound in the last 3 boxes or any aggravated damage).
- Spending too much time in the Hedge, or too much time in the mundane world. (Longer then a week straight for either one).
- Doing acts that are Keeper-like: Kidnapping, slavery, removal of a person's freedom.
==System== - When a character experiences a breaking point, the player rolls Resolve + Composure with a modifier based on the character’s Integrity rating: 8-10 - +2, 7-6 +1, 5-4 0, 3-2 -1. 1 -2. Suggested modifiers to the roll are on P 185 of the GMC book.
- Dramatic Failure: The character’s world view has been damaged, perhaps beyond repair. The character suffers from traumatic stress. Lose a dot of Integrity and choose from the following Conditions (or create a new one with Storyteller approval): Broken, Fugue, or Madness. Also, take a Beat.
- Failure: The character’s world view has been shaken and he probably questions his sense of self, his ability to relate to people, his own moral worth, or his sanity. Lose a dot of Integrity and choose one of the following Conditions (or create a new one with Storyteller approval): Guilty, Shaken, or Spooked.
^ Success: The character has come through the breaking point intact. He might feel guilty or upset about what happened, but he can cope. Choose one of the following Conditions (or create a new one with Storyteller approval): Guilty, Shaken, or Spooked.
- Exceptional Success: The character somehow manages not only to survive the breaking point, but to find meaning in it, to reaffirm his own self-worth, or to pass through fire and become tempered by it. The character takes a Beat and regains a point of Willpower.
+2 Dice for sensory perception & kenning rolls
-1 Dice for sensory perception & kenning rolls
-2 to perception dice & kenning rolls
-3 to perception dice & kenning rolls