Anybody had players take these in their games? Â What were the results? Â One of my players, a dawn caste, Â chose to have a vice: lust at 2 points. Â Another has Superstition: Fear of being over water. Â Not really a fear, just a belief that it is extremely unlucky.
What should be the penalty for having to cross water? Â I am thinking about playing it up as chiminage to a traditional family spirit or something. Â Should he have to spend a willpower for having to cross over water, or something more harsh? Â I guess in a long day's travel in the right kind of terrain would be taxing... and what would happen if the character ran out of willpower in the middle of a journey? Â Or should I make him choose a different superstition? It's a decent idea, but not really in the canon spirit of the flaw.
As for vice: lust, I dunno... I almost want to ask him to pick something else, but it is a common enough vice, and there is probably a brothel in every major town in the threshold. Â The vice flaw suggests that the character isn't actually driven to commit the vice, but take the dice away or adds to the appropriate virtue check, which is to say that they generally succumb to the temptation of it when it presents itself. Â But other than cheesily abusing that vice through some kind of siren/seductress effect, how can this be worked in a cool way?
What should be the penalty for having to cross water? Â I am thinking about playing it up as chiminage to a traditional family spirit or something. Â Should he have to spend a willpower for having to cross over water, or something more harsh? Â I guess in a long day's travel in the right kind of terrain would be taxing... and what would happen if the character ran out of willpower in the middle of a journey? Â Or should I make him choose a different superstition? It's a decent idea, but not really in the canon spirit of the flaw.
As for vice: lust, I dunno... I almost want to ask him to pick something else, but it is a common enough vice, and there is probably a brothel in every major town in the threshold. Â The vice flaw suggests that the character isn't actually driven to commit the vice, but take the dice away or adds to the appropriate virtue check, which is to say that they generally succumb to the temptation of it when it presents itself. Â But other than cheesily abusing that vice through some kind of siren/seductress effect, how can this be worked in a cool way?