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>> No.8576827 [View]
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8576827

>>8575594
Don't mention it, and don't worry about asking questions. Like ask as many as you want. I'm happy to talk about the game. In core CofD rules there is no real benefit to it at all, low is always bad. Hunter changes that up a little though. High Integrity has 2 general benefits for CofD, and then a couple more in HtV2e. It's first benefit is that high Integrity grants a bonus to Breaking Point rolls, theses are things that make you lose Integrity. So the more you have the easier it is to keep, and inversely low Integrity imposes penalties. Succeed or failing a Breaking Point effects you the same, out side of failure meaning you lose a dot of Integrity. You gain one of three annoying but not awful Conditions, but it's the dramatic failures that are the really big deal for this. When your dice pool is lowered to below 1 dice, you roll a "chance die" instead. This has a 10% chance of a success, and 80% chance of a failure, and a 10% chance of a dramatic failure. A particularly traumatic event for a low Integrity character can be hitting -6 or -7 dice, which is typically enough to make you roll a chance die. Which means a 10% chance you'll gain a really debilitating Persistent Condition that could potentially get you killed as it can outright cripple you. So, high Integrity means less bad stuff to worry about.

The other one is that it grants bonuses to Abjuration as well as Warding and Binding attempts. Both of these things are vital tools in dealing with Ephemeral Entities, if you're going up against a spirit with low integrity you're not going to have a fun time. It can be a +3 bonus for 10 Integrity, down to a -5 for 1 Integrity.

For Hunter it's more of a big deal. Firstly there is "The Code" a set of beliefs a Hunter places value in that determines their Breaking Points. When they have high Integrity they have more Breaking Points to deal with, as they lose Integrity they lose some of them. They're split into high/mid/low tiers. So a high Integrity Hunter would face a Breaking Point for causing significant harm to a person, at mid they'd have to kill a person, and low they just don't care and have to torture a person before it effects them. Breaking Points at lower tiers are harder to resist though.

Next up as you grow more callous though Integrity loss you gain Vigilant as a Persistent Condition when you hit the mid tier. It means you have to spend Willpower to avoid looking into potential supernatural dangers, it makes you jumpy and easily Spooked (a Condition) as you're always looking over your shoulder, but it lets Virtues (your best trait) grant Willpower in excess of your total and it grants a Beat when you alienate a normal person because of the Vigil. If it drops further and you become more withdrawn you instead become Merciless. Works basically the same except now its your Vices (your worst) that let you exceed maximum Willpower, and you can get a Beat from alienating other Hunters too. If your Integrity drops so low that it hits 0, you become a Slasher. A deranged killer that's a monster all of their own, at this point you hand your sheet to the GM and make a new character. Slasher's like this can be redeemed but it's hard work

Integrity is also tied into Touchstones, these are people/objects/places that keep your character grounded. The Vigil is dangerous work that requires separation from who you protect, Touchstones help you keep your feet on the ground. Touchstones get "attached" to specific dots of Integrity, if you are currently attached to a Touchstone it provides a bonus against Breaking Points. If you lose the dot of Integrity that Touchstone is attached to, you become detached form them and if you have no attached Touchstone you gain a penalty instead. there is a little more too them as well, but that's how it works for Integrity.

Then you've got some little bits here and there, like one of the special Hunter power sets is modified by it, and a few other bits. So it's not a massive deal in CofD, is important in Hunter, but it's not likely to come up at all because that's 2e rules they almost certainly haven't read.

>> No.6660211 [View]
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6660211

>>6650757
In 1e you could get Derangements from Morality loss, which was pretty much just pointless White Wolf edge. Basically it made everyone who did bad stuff mentally ill, which is stupid for a host of reasons. 2e's version, Integrity, still has a moral component but it's much more about your mental stability rather than you just being good or bad. The attached is pretty much the whole core rules section on it. Flaws don't exist in 2e either, replaced with Conditions which also replaced Derangements. But Dramatic Failures on a Breaking Point roll will give you a Persistent Condition which is essentially the same deal as a Derangement. Except here it's no a response to trauma instead of a response to immorality.

Killing her parents is easily a -5 modifier on the roll, and killing in self-defence is -4, which wipes out any bonus she'd get from high Integrity. Total modifiers on a Breaking Point roll should really exceed +/-5, which would make it a 1 die roll, but I'd be tempted to break that rule. It's really an event well past what Integrity is built to typically simulate, and so it makes the most narrative sense to drop her down to a Chance Die for this roll. If she rolls at 1 die that's a 30% chance to succeed and not lose Integrity, a Chance Die is what you roll when you dice pool is less than 1. Instead of 8+ being a success, only 10 is a success and everything else is a failure with a 1 being dramatic. However, if they fail on either roll I would push them to turn their failure into a dramatic failure (which they can do for a Beat (1/5 XP) once a scene) as that is the most narratively exciting option. That would give them a Persistant Condition to show the long-term effects of what happened. I'd got with Broken, which is as follows;

>Whatever you did or saw, something inside you snapped. You can barely muster up the will to do your job anymore, and anything more emotionally intense than a raised voice makes you flinch and back down. Apply a -2 to all Social rolls and rolls involving Resolve, and a -5 to any use of the Intimidation Skill.
>Beat: You back down from a confrontation or fail a roll due to this Condition. If you regain a dot of Integrity, lose another dot of Integrity, or achieve an exceptional success on a breaking point, you can shed this Condition.


>>6651660
Integrity works so much better than Morality does too, especially in HtV2e where it's a really big part of The Code. Low Integrity Hunters aren't exactly a problem though, there are upsides and downsides to it. They get a lot more leeway in what triggers Breaking Points and they get Vigilant as a Persistent Condition which can be pretty great. If you're Vigilant you have to spend Willpower to avoid looking into potential supernatural dangers (which is good and bad, hard to ignore hooks), it makes you jumpy and easily Spooked as you're always looking over your shoulder, but it lets Virtues grant Willpower in excess of your total and it grants a Beat when you alienate a normal person because of the Vigil. If you get really low you become more withdrawn you instead become Merciless. Works basically the same except now its your Vices that let you exceed maximum Willpower, and you can get a Beat from alienating other Hunters too. But dropping lower removes Breaking Points from your Code too. The major issue with it detachment from Touchstones, that's always bad. None of that is gonna be a thing that matters because they won't be using 2e rules.

Just to clarify though, resisting Integrity loss from a Breaking Point isn't based on Willpower. It's a Resolve + Composure roll. Resolve + Composure is also what determines your max Willpower but spending Willpower through a session doesn't decrease your dice pool for Breaking Points.


>>6651921
Stuff like witnessing the supernatural, being subject to a supernatural attack, and generally witnessing horror and death. All those things count as Breaking Points. Everyone hit at least 3 or 4 in their preludes. Other Anon did miss out a pretty big section on Breaking Points though, so attached is the full thing.

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