WDH Virtues et al
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Virtues (For Scions)
Gods are caught between virtues that both exemplify their legends. The Aztec Teotl openly hunger for sacrifice but cut deep in turn for their followers. The Netjer of Egypt desire balance in all things, but also seek justice and unlike Thanos recognize that these aren't always the same thing.
Virtues are rarely entirely in opposition, but they often place contrasting demands all the same: the Aesir, caught between Fatalism and Audacity, know their time will come--to deny it is to deny what they are--but that's no reason not to fight it all the same.
For a Scion to embrace their virtues is also to wield them as a source of power. When a Scion spends Momentum to add a die to one of their own actions that aligns with a given virtue, they receive an extra die, for two dice.
If a Scion reinforces their Virtue until it reaches either extreme of the Virtue Track, they experience the Virtuous Condition.
Virtuous
So you've gotten embraced one virtue over another again and again, and now it embraces you back with in a bearhug. This isn't necessarily a bad thing. Is it so bad, after all, to be virtuous? I mean, kinda, yeah.
- You've got a single-minded focus on that virtue now, and it will not be resisted. The choice to maybe apply real life and common sense no longer applies. One of the Tuatha De Danann who has followed their Prowess finds it impossible to resist the chance to demonstrate their skill. It's not showing off, nor crowding out another's opportunity, it's a demonstration of very real divine skill and anyone who complains just needs to git gud.
- The upshot is that any time a Virtuous Character spends momentum for a bonus die in a way that further embodies this virtue, they receive yet another die, receiving 3 dice for one Momentum. And like any Condition it generates Momentum when it makes problems (and it will.)
- The Virtuous Condition does not have a natural expiration date, but it does have an escape: by indulging their opposing virtue, they may reset their Virtue track to the middle. The virtue that currently consumes them cannot be actively defied in the process, but threading that needle is never impossible.
Remembrances (For Heirs)
Unlike their Divine counterparts, Dragons don't struggle between Virtues. There's just what is proper dragon-hood to embrace: although various flights have different opinions of what that looks like, each one has a Cipher to direct them properly. Unfortunately, their Heirs have a pesky human element that sets itself in opposition like a truculent child. Unlike Scion's Virtues, an Heir's Remembrances are often directly opposed.
Remembrances function much like Virtues, adding extra dice when combined with Momentum, but when they reach their terminus at one end or another the results are slightly different from a Virtuous Scion, either experiencing Revelation (by maximizing their Cipher) or becoming a Defector (via reaching the end of their Defection Track). After resolving either Condition, they reset to the middle of their Remembrance track
Revelation
- An Heir in Revelation adds a further extra die to Momentum used to supplement their Flight Skills, or to Invoke a Memory Condition. However, they cannot spend Momentum to deal with ordinary mortals or reinforce their defection.
- The Heir receives Momentum when alienating ordinary humans or by showing them up.
- The Heir may Resolve their Revelation by fully embracing their Draconic nature: for a number of rounds equal to their Inheritance they activate their draconic form for free, but they cannot take any action that does not actively reinforce their cipher.
Defector
- An Heir who has wholly embraced Defection receives an further die to work towards their Worldly Deeds when they spend a point of Momentum. Further, they can Invoke any non-Draconic Path without fear of consequence. Unfortunately, they cannot spend Momentum on Dragon things: Invoking a Memory, assuming Draconic form, or reinforcing their Cipher.
- When an Heir's human nature brings them to betray their Flight or fellow dragons, they receive a point of Momentum.
- The Heir's Defection inevitably ends, at least for a while. But in the process, they reinforce their humanity: they complete a short-term deed or make progress towards a long-term Deed that opposes a Draconic or Memory Deed. In the process, they refill all bond pools towards ordinary humans, and repair the connection to one non-Dragon Path that was in Suspension.