True World Of Darkness
Breaking Points are those things that happen around a person, happen to a person, or a person does, that causes them to re-evaluate their moral stance and possibly cause psychological damage to them. These breaking points are subjective to the person.
What this means is that while a military sniper may not have a moral dilemma from shooting a person, a daycare worker might.
Breaking Points Used
Below are the breaking points used for every person in the True World Of Darkness.
- What is the worst thing you have ever done?
- What is the worst thing you could imagine doing?
- What is the worst thing you could imagine others doing?
- What is the most traumatic thing that has ever happened to you?
For mortals, there is a fifth (5th) question.
- What supernatural experience have you had, and forgotten?
- 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 breaking 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.
A character can improve her chances of resisting a breaking point by meditating. Meditation is an extended action with a pool of Composure + Wits, target successes of 4, and an interval of 30 minutes. After successfully meditating, the character gets a +1 bonus to her next breaking point roll. Once this bonus is used or the character sleeps, it disappears, and must be regained by meditating again.
Soothing music or relaxation tapes can provide a +1 to +2 equipment bonus. A dedicated meditation room, perhaps in the character’s Safe Place, provides +3. Loud noises, an uncomfortable environment, or lack of sleep inflict a -1 penalty each. Lack of food inflicts a -1 to -3 penalty.