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Breaking Points

A character stands to lose Integrity when she experiences a breaking point. If the action would cause a character psy- chological stress, it’s worth considering whether the action constitutes a breaking point. Note, too, that the character may experience breaking points that do not stem from his own actions. Witnessing the gruesome realities of the Chronicles of Darkness, supernatural or otherwise, can do it, too.
When a character performs certain actions or endures certain experiences, he might reach a breaking point. A breaking point simply means that what a character has done or seen has outstripped his ability to rationalize or handle it.
A breaking point can fall into one of the following categories:

  • The character performs an action that either violates his personal moral code or that is considered unac- ceptable in society.
  • The character witnesses something traumatic, terrify- ing, or that rattles his understanding of the world.
  • The character is the victim of a supernatural attack, whether physical, emotional, or mental.
    Breaking points are somewhat subjective, obviously. A homicide detective with 30 years of experience seeing dead bodies and hearing confessions of killers has a somewhat higher tolerance for human depravity than a sheltered 20-something in a middle-class liberal arts college. During character creation, it is advisable for the Storyteller to come up with several hypo- thetical situations so that the player can determine if, in her judgment, those situations would be breaking points.
    Note that a breaking point is not necessarily something that the character considers wrong. A character might kill someone in a clear-cut, unambiguous case of self-defense, but the experience is probably still a breaking point, even if the player (and the character) feels the act was entirely justified. Actions take a toll on the psyche, regardless of whether the actions were righteous.

Determining a Breaking Point

The Storyteller should determine whether a given action or occurrence counts as a breaking point for a character. If the character is player-controlled, then obviously the player should have some input into this process

System

When a character experiences a breaking point, the player or Storyteller rolls Resolve + Composure with a modifier based on the character’s Integrity rating:

Current Rating Modifiers

Integrity Modifier
8–10 +2
7–6 +1
5–4 0
3–2 -1
1–2 -2

The Storyteller can also impose modifiers based on how hei- nous the breaking point is, relative to the character’s experience. The chart below gives some suggestions, but again, the Storyteller and the player are encouraged to develop the character’s moral framework and life experience to the point that modifiers can be customized. Modifiers are cumulative, but the total modifier from circumstances should not exceed +/– five dice.

Breaking Point Modifiers

Breaking Point Modifier
Character is protecting himself +1
Character is acting in accordance with his Virtue +1
Character is protecting a loved one +2
Character is acting in accordance with his Vice –1
Witnessing the supernatural (nonviolent) –1
Witnessing the supernatural (violent) –2
Witnessing an accidental death –2
Witnessing a murder –3
Committing premeditated murder –5
Killing in self-defense –4
Killing by accident (car wreck, e.g.) –4
Causing visible serious injury to a person –2
Torture –3
Enduring physical torture –2
Enduring mental/emotional supernatural attack –2
Enduring physical supernatural attack –2
Witnessing a supernatural occurrence –1 to –5, depending on severity

Roll Results

Dramatic Failure: The character’s worldview has been damaged, perhaps beyond repair. The character suffers from traumatic stress. Lose a dot of Integrity and choose from the following Conditions (or create a new one with Storyteller approval): Broken, Fugue, or Madness. Also, take a Beat.
Failure: The character’s worldview has been shaken and he probably questions his sense of self, his ability to relate to people, his own moral worth, or his sanity. Lose a dot of Integrity and choose one of the following Conditions (or create a new one with Storyteller approval): Guilty, Shaken, or Spooked.
Success: The character has come through the break- ing point intact. He might feel guilty or upset about what happened, but he can cope. Choose one of the following Conditions (or create a new one with Storyteller approval): Guilty, Shaken, or Spooked.
Exceptional Success: The character somehow manages to not only survive the breaking point but to also find meaning in it, to reaffirm his own self-worth, or to pass through fire and be tempered by it. The character takes a Beat and regains a point of Willpower.