Hubris: +10 HP
Virtue: -10 HP
Hubris
Ambitious [h]: GM can activate in order to get you to chase after power, even if the deal you're getting is risky.
Arrogant [h]: GM can activate in order to get you to show contempt or disdain for someone else.
Cowardly [h]: Whenever you're about to do something dangerous, such as swing across a spiked pit on a fraying rope, your GM can activate in order to talk you out of putting yourself in danger.
Envious [h]: GM can activate in order to get you to covet something belonging to someone else. You should attempt to get it for yourself.
Greedy [h]: Whenever you're divvying up shares of the loot, being offered a hefty bribe, or catching wind of some fabulous treasure, your GM can activate to convince you to grab for as much money as possible.
Hedonistic [h]: GM can activate in order to get you to relax your guard and have a good time.
Hot-headed [h]: GM can activate to get you to fly off the handle and lose your temper.
Inattentive [h]: GM can activate to cause you to fail a Perception Check automatically, or to give you a -2 dice penalty to any Surprise Check.
Indecisive [h]: GM may activate during time-sensitive moments in the game to force you to discard on Action die from your Initiative Pool.
Judgmental [h]: GM can activate in order to get you to jump to conclusions and form an unsubstantiated opinion of someone you've just met.
Lecherous [h]: GM can activate in order to convince you to give in to temptation.
Loyal [h]: GM can activate in order to get you to go back for (or stay with) a fallen comrade, or to prevent you from betraying an employer.
Misfortunate [h]: GM can activate to cause you to reroll a successful test whose TN was 25 or higher. Your GM can only do this once to any given test.
Overconfident [h]: GM can activate in order to squash any doubts you may have had about your own capabilities.
Overzealous [h]: GM can activate in order to get you to strongly defend one of your opinions, no matter how inappropriate the time and place.
Proud [h]: GM can activate in order to get you to refuse an offer of aid.
Rash [h]: GM can activate to force you to investigate something unusual, even if it looks like it might be dangerous.
Reckless [h]: GM can activate in order to get you to ignore any nagging feelings of worry or hesitation you may have when confronted with a potentially dangerous environment.
Righteous [h]: GM can activate in order to dispel any doubts you might have about the moral justifiability of your actions.
Star-crossed [h]: GM can activate in order to shoot you with Cupid's arrow yet again.
Stubborn [h]: GM can activate in order to prevent you from changing your mind.
Trusting [h]: GM can activate in order to quell any doubts you may have about another person.
Virtue
Adaptable [v]: You may activate your Virtue in order to cancel the effects of Surprise. This Virtue applies only to you; no others can benefit from it.
Altruistic [v]: You may activate in order to reroll a failed test that you attempted in order to help someone else. You may do this only once for any particular test.
Comforting [v]: You may activate to cancel the effects of one level of Fear on your party, including yourself, until the end of the Scene. You may do this as many times as you like.
Commanding [v]: You may activate to gain a Fear Rating of 1 for one Scene. Your GM has rules for Fear in his Guide.
Courageous [v]: You may activate in order to reflect the effects of Fear back on one of your opponents. This is to say, the creature's Fear level affects itself instead of you. The rest of your party is still affected by the creature's Fear level.
Creative [v]: You may activate in order to get an idea from the GM. You tell the Gm - in general terms- what it is that has you stumped, and he must give you an idea to help you solve the problem. This may take the form of a hint or further (though commonly easier) puzzle.
Exemplary [v]: You may activate to allow the rest of your group to use one of your Knack Ranks during a shared activity, such as sneaking through the forest. This is good for only one test.
Focused [v]: You may activate to transfer one Rank in any of your Traits to any other of your Traits for the duration of the scene. You may exceed your normal maximum Trait Rank with this Virtue. This transfer expires at the end of the Scene, and cannot be cancelled prematurely. This Virtue may be used only once per Scene.
Fortunate [v]: You may activate to reroll any failed test whose TN is 20 or less. However, you may do this only once for any given test: your luck is good, but sometimes even the luckiest people have a bad day.
Friendly [v]: This Virtue costs two Drama dice to activate, and grants you a Connection at some point within the Scene. The GM determines whether the Connections is an Ally, Informant, or Confidant, under what circumstances the Connection si met, and whether or not the Connection lasts after the Story ends.
Insightful [v]: You may activate to determine which Arcana (if any) another Hero or NPC possesses. In addition, if you determine that a Villain has a Wile (as opposed to Flaw), then you can spend dice to try to cancel that Wile, much as you might to prevent your Hubris from being activated.
Inspirational [v]: You may activate to add one kept dice to any other Hero's Action. He can still spend Drama dice in addition, if he so wishes.
Intuitive [v]: This Virtue costs nothing to activate, but may only be activated by your GM. Whenever he does so, he will give you a hint or piece of information that leads the party back on track. At the end of the gaming session, you will receive 2 extra Experience Points, minus one for each time your GM had to activate your Virtue for you. Any time your GM wants to activate your Virtue, you may veto him in order to save the XP. If your Virtue is activated more than twice over the course of an evening, you can lose XP fro the total amount you receive for the adventure.
Passionate [v]: You may activate to double the number of kept dice you get for any one Action with which you are directly saving the life of a loved one or friend.
Perceptive [v]: You may activate to succeed automatically at any Perception Check.
Perspicacious [v]: You may activate to predict what a Villain or Henchman's very next Action is going to be. Once the GM has told you what the Action is, he cannot change his mind based on your actions.
Propitious [v]: You may activate to call for a lucky escape from the current Scene. This will extract you and your entire party from your current predicament. Every time you use this Virtue, you gain one fewer Drama die at the beginning of every future Story, so use it only as a last resort.
Self-controlled [v]: You may activate to cause any use of the Repartee system against you automatically to fail.
Uncanny [v]: At any time you can spend a Drama die to activate your Virtue. The next time your GM is about to spring on awful surprise on you, he has to give you some warning just before he does so. Once you've received one warning, you have to spend another die if you want to reactivate this Virtue.
Victorious [v]: You may activate after you hit your opponent, but before you roll for Damage. Do not roll for Damage; you automatically score a Dramatic Wound.
Willful [v]: You may activate to prevent NPCs from using Drama dice when they are facing you in direct combat until the end of the Scene.
Worldly [v]: Spend a Drama die to activate your Virtue. When you do, until the end of the Scene, you have one Rank in any Knack that you do not currently have a Rank in.