Integrity

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Integrity

The Integrity system replaces the old Morality and “hierarchy of sins” formerly used in the system. Derangements are no longer tied to the loss of Morality. Right now it is applied to Mortal, non-supernatural characters and Changelings, the others will be dealt with in their own splatbooks. Integrity measures how well a character can cope with the traumatic and supernatural events of his life.

Breaking Points

If an action would cause a character considerable 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 player should make some decisions about the character’s breaking points during character creation. This is discussed in more detail on p. 155 of the GMC book, for Mortals. Answering the questions in their own background section will give the player and staff a better idea of what are likely breaking points for the character. Based on these questions, staff will come up with five breaking points to apply to the character. Alternatively, for Mortal/Mortal+, choosing five from the link below (in addition to the standard five) is possible. Staff suggests answering the questions, however, to create a more subjective experience for the PC.

Please Note: There are no Breaking Point checks for anyone for killing non-human 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)

Breaking Point Information for Mortal/Mortal+

Breaking Point Information for Immortals

Breaking Point Information for Werewolves

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, Non-human NPC Antagonists, 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 Gentry-like: Kidnapping, slavery, removal of a person's freedom.

Base Breaking Points for Mages - The following Breaking Points are 'standard' for Mages. (They don't use the 'mortal' basic set.)

  • Murder, either witnessing or participating
  • Torture, including rape, either witnessing or participating
  • Using Magic in such a way that you gain Paradox over 3 points
  • Deliberate use of Magic to victimize a non-supernatural
  • Coming close to death (a lethal wound in the last 3 boxes or any aggravated damage)

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.

Roll Results:

  • 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.


Catagories of Breaking Points:

  • The character performs an action that either violates his personal moral code or that is considered unacceptable in society.
  • The character witnesses something traumatic, terrifying, or that rattles his understanding of the world.
  • The character is the victim of a supernatural attack, whether physical, emotional, or mental.

Note that a breaking point is not necessarily something that the character considers wrong. A character might kill someone in a clear-cut, unambiguous case of self-defense, but the experience is probably still a breaking point, even if the player (and the character!) feels the act was entirely justified. Actions take a toll on the psyche, regardless of whether the actions were righteous.