Talk:Eye of the Needle
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Virtue system
In these games, all player characters have some degree of heroic virtues. By the will of the narrative, they are able to accomplish acts that are larger than life, and even in death they shine brightly.
- Pluck
- You refuse to let the world grind you down. You keep hope alive, when it would fade away. When you refuse to be discouraged or reinvigorate another person's spirits, you can regain a point. Discouraging a person or wallowing in angst may require a point or failing a roll.
- Last Stand - Even in death, you inspire. Name a motivation dear to your character. For the rest of the episode, anyone who witnessed you die adds your maximum Pluck in dice on any action toward your motivation.
- Determination
- Never surrender. Death will not take you without a fight. Any time you endure hardship to achieve your goal, you may regain a point.
- Last Stand - For a number of turns equal to your maximum Determination, you are an unstoppable force. Any remaining points in determination count as auto-successes on every roll. N
- Compassion
- You believe that there is
- Last Stand - This is an extremely situational skill. With appropriate buildup, your sacrifice may convince a villain to change sides.
- Loyalty
- There is no greater love than lay down your life for your friends. You care about them more than you care for yourself. When you take an action that benefits your friend(s) without benefit to yourself, you can regain a point. Taking actions that harm your
- Last Stand - If you die protecting the object of your loyalty, your action counts as a nearly perfect defense. If there is any physically possible way for them to survive, you will ensure that it happens.
- Faith
- You believe in something greater than the physical world. This should be sincere, and incorporate some type of moral / ethical code. Actions fulfilling this code can gain points. Actions contradicting this code may cause you to lose points.
- Last Stand - Roll your maximum Faith, with any remaining points counting as auto-successes. Depending on the roll and the context, the GM will determine the response. Typically, this is akin to very, very powerful coincidental magic - the nuclear warhead is a dud, the enemy slips and kills himself on his own sword, your last missile hits the reactor, etc. This can save your character from certain death, depending on circumstances.
- Justice
- All must stand before the Law. You place a high value on following a code of ethics or morals.
- Last Stand - You achieve a moment of perfect clarity, and may take an action with the power of certainty. Your last act must be to save an innocent, or punish the guilty, but it gains your max Justice in auto-successes. If you have points available, any of your allies realize what you concluded with the same clarity.
- Creativity
- You bring dreams to life.
- Last Stand - All of your insight has come to this moment. Before you leave this world,