SatCoC player Bill: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
The GM will, optionally, populate the setting with one or two | |||
‘innocents.’ These are NPCs who embody pureness of heart, | |||
whose souls are untarnished by sin. When one or more of the | |||
Innocents is in a scene, Reason is increased by one point for each | |||
of them. Essentially, their presence acts to bolster and galvanize | |||
the moral strength and resolve of the environment, which has | |||
its source in the decency and goodness of the Townspeople. | |||
the | Having an Innocent around makes it easier for everyone | ||
present to do what’s humanly decent in the face of opposition, | |||
and harder to do what’s not. And when an Innocent is killed or | |||
violated, Fear goes up by a point. | |||
Revision as of 17:44, 8 August 2008
The GM will, optionally, populate the setting with one or two ‘innocents.’ These are NPCs who embody pureness of heart, whose souls are untarnished by sin. When one or more of the Innocents is in a scene, Reason is increased by one point for each of them. Essentially, their presence acts to bolster and galvanize the moral strength and resolve of the environment, which has its source in the decency and goodness of the Townspeople. Having an Innocent around makes it easier for everyone present to do what’s humanly decent in the face of opposition, and harder to do what’s not. And when an Innocent is killed or violated, Fear goes up by a point.