The three virtues are binary attributes assigned to player characters. When a character is first created, the player can select which value they prefer for each virtue - the virtues represent the current attitudes of the character. As the game progresses, at the end of each encounter, the narrator may assign a new virtue to a character, replacing the value they previously had.
There are three primary uses for virtues:
There are three types of virtues; they are:
In all three cases, it is important to note that the virtues do not represent morality. In all cases the virtues are relative to the character's demeanor itself. For example, if a character is naturally a coarse, rough-around-the-edges type, simply making an attempt to fit in at all during a state dinner might constitute grace, even if they are ultimately not very successful.
Many actions as defined either in the skills, or as unlockable talents, offer one or more augmentations when being performed. For example, the Attack action:
• Weapons Action
Using a weapon as described in the Weapons (Goods and Services) section, make a check against a selected target. The details of both the check and the range to the target are specified by the weapon itself. If successful, the target suffers the damage specified by the weapon. Reduce the defense of the target equal to the weapon's accuracy (if any). Reduce the armor of the target equal to the weapon's pierce (if any).
Focus: You may add your Strength mastery to the roll if attacking with a melee weapon, or your Precision mastery if attacking with a ranged weapon.
Passion: Increase the damage dealt by the difference between your final check roll and the DV.
Critical: The target is injured (randomly determine the injury type).
In the above example, the base effect is modified in one of two ways depending on the character's motivation. If the character has focus, they can augment their roll with mastery from one of two other skills. If the character has passion, they can augment the damage based on how high their check roll is.
When a character comes into possession of a machine (either by weaving it themselves, or by acquiring it in some other way), they may not be able to benefit from its effects right away. To do so, they must align to the machine - this is done by demonstrating the virtue or virtues that the machine demands. When a character is in possession of a machine, they can benefit from its effect only so long as their virtues align with the machine's - should their virtues change, the machine will stop granting its effects until their virtues are aligned again.