Virtues
Creation is a world of driving passions and dark emotion. Heroes challenge gods and demon lords without fear or hesitation, and lovers journey into the soul-destroying depths of the Wyld in search of their beloved. Priest-kings sacrifice thousands to satisfy their dark gods but are touched by the tears of their children.
Being the natural rulers of Creation, the Solar Exalted are inhumanly passionate and driven. Cursed by the Primordials before history began, the Chosen are sometimes completely overwhelmed by emotion. Some scholars insist that the excesses of the Solar Exalted caused the Dragon-Blooded takeover.
In game terms, there are four Virtues, grouped into two linked pairs: Compassion and Conviction, and Temperance and Valor. These Virtues represent the extremes to which a character's emotions may respond. Virtue ratings range from 1 to 5, and high Virtues do not cancel one another out. A character can have high or low ratings in any or all of his passions.
Most characters distribute 5 points into Virtues at beginning, of which none may be higher than 4 without bonus points.
The Benefits of Virtues
Virtues measure a character's drive to act in certain ways. This commitment to certain behaviors means that the character gains significant benefits when he invests Willpower in a Virtue-related task. Once per story for every dot in a particular Virtue, the player may have his character channel a point of temporary Willpower through the Virtue, allowing him to add a number of dice equaling the Virtue rating to his normal dice pool. A point of Willpower expended in this fashion doesn't grant the character the regular automatic success, only the bonus dice. Using a Virtue like this is generally only cost effective with three or more dots in the Virtue.
Example: Harmonious Jade has a rating of 3 in Valor. Three times per story, her player may spend a temporary Willpower point to add three dice to any pool related to bravery, combat or withstanding horror. But with only one dot in Compassion, her player could add only one die to a dice pool for relieving the needy or defending the weak, and could do so only once per story. Higher Virtue scores provide more benefits than low ones, but they are a mixed blessing.
The Disadvantages of Virtues
A high Virtue score signifies passionate commitment to certain emotions and behaviors. A character with a high rating in a Virtue can find himself unable to resist following his heart, even when doing so unwise. A character with a Virtue rating of 3 or higher must roll her Virtue rating in a situation where she wishes to act against the Virtue's dictates. Any successes on the roll compel her to either adhere to her Virtue or spend a point of temporary Willpower to override her emotions and act freely for the scene. A Solar Exalt who suppresses his primary Virtue (associated with her Virtue Flaw) automatically adds a point to his Limit (see "The Great Curse"). Suppressing other Virtues does not add to the Exalt's Limit.
Example: Elias's primary Virtue is Compassion, with a rating of 3. He's trying to infiltrate the Realm when he sees an old woman being shoved and manhandled by two city guards. The Storyteller asks Phyllis, Elias's player, for his reaction, and she states Elias will simply look away and keep walking. The Storyteller informs her that this denies Elias's Compassion and that she must make a Compassion roll for him not to intervene. Phyllis rolls a 1, a 3 and a 10—two successes. The Storyteller says Elias must do something unless Phyllis spends a point of temporary Willpower. Phyllis grits her teeth, marks off a point of temporary Willpower and increases Elias' Limit by one.
Virtues and Motivation
Make sure your character's Virtues work with her Motivation. A Solar Exalt who wishes to slay every member of the Dragon-Blooded should have a high Conviction and a low Compassion. If you later decide to change your character's Motivation, either make sure the new Motivation fits or purchase one or more new dots in Virtues so the Motivation makes sense for the character.
Compassion
Compassion measures a character's caring for others—how moved he is by injustice and suffering. Having a high Compassion can be painful in a world of barbarism and oppression. However, Compassion inspires characters to fight oppression, to overthrow tyrants and to help those in need. Someone with Compassion 1 has a heart of flint and can calmly eat lavish meals while watching others starve. Someone with Compassion 3 regularly comes to the aid of others in need. Someone with Compassion 5 always spares her enemies' lives and regularly aids those who hate her if they are in serious danger.
Compassion Aids in: Protecting or aiding the sick, innocent or oppressed. Fighting for justice. Bringing aid to the needy. Fighting for or engaging in romantic love.
Characters Must Fail a Compassion Check to: Slay a defeated foe. Ignore the pleas of the oppressed or impoverished. Ignore the powerful abusing the helpless. Publicly humiliate a friend or lover.
Conviction
The balancing Virtue to Compassion, Conviction measures how easily the character can endure hardship or inflict suffering upon others. Conviction lets characters persevere against adversity and take draconian measures to achieve important goals. Conviction also helps characters regain temporary Willpower. Characters with high Conviction needn't be sadists, but they are capable of doing terrible things in the name of an important cause. Someone with Conviction 1 can’t stomach adversity and finds hard choices difficult. Someone with Conviction 3 rarely breaks under torture and can use drastic measures, given no other choice. Someone with Conviction 5 can endure a century of horrible torment and can unflinchingly inflict the same upon others.
Conviction Aids in: Withstanding hardship and torture. Making decisions where all options are horrific. Committing atrocities to accomplish a goal. Regaining Willpower.
Characters Must Fail a Conviction Check to: Abandon a committed cause. Give up in the face of hardship or disease. Abandon companions in their time of need.
Temperance
The Temperance Virtue measures the character's self control. A character can use it to decline the impulse to strike the Dynast who spat on her or to overcome the desire to continue a night of raucous drinking when she knows she is going into battle the next morning. Temperance allows a character to resist temptation and keep a clear head. Someone with Temperance 1 is hotheaded and cannot hold her temper. Someone with Temperance 3 can keep her head in a heated argument or turn down generous bribes. Someone with Temperance 5 is a paragon of self-denial, remaining calm and calculating while being badly beaten or when offered her heart's desire.
Temperance Aids in: Resisting temptation. Holding your temper when taunted or struck. Holding your tongue when intoxicated. Overcoming the effects of illusions, drugs, poisons and mind control.
Characters Must Fail a Temperance Roll to: Act dishonestly or show bias in a matter of importance. Overindulge in food or intoxicants. Act on thoughtless impulse. Break a sworn oath.
Valor
Valor measures a character's courage and resolve when facing danger. Valor helps characters resist ordinary and magical fear and also helps characters fight in battle, particularly when facing more powerful opponents. Someone with Valor 1 is a sniveling coward. Someone with Valor 3 can confront a superior opponent without flinching. Someone with Valor 5 is brave enough to face the entire Wyld Hunt without breaking a sweat.
Valor Aids in: Heroism in battle. Withstanding magically created terror. Performing feats of daring and taking risks.
Characters Must Fail a Valor Roll to: Turn down a duel of honor or a call to single combat. Flee a battle. Receive an insult without seeking retribution. Turn down a dare or challenge.