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>A character stands to lose Integrity when she experiences a breaking point. The notion of breaking points replaces the notion of “sins” and therefore removes the need for a “hierarchy of sins.” If the action would cause a character psychological 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 World of Darkness, supernatural or otherwise, can do it.
>When a character experiences a breaking point, the player rolls Resolve + Composure with a modifier based on the character’s Integrity rating. Failures represent the shock experienced by the character and his inability to cope with the situation, often resulting in derangement conditions.
Possible Conditions include:
>Broken (Persistent): Your character has been gravely affected by some trauma and now faces penalties to Social rolls, rolls requiring Resolve, and resistance to any Intimidation rolls.
>Crippled (Persistent): Your character either cannot or has difficulty walking. Their Speed trait is limited and they require a wheelchair to travel.
>Fugue (Persistent): Your character has broken from trauma such that they face blackouts and lost time during which they attempt to flee the triggering situation.
>Madness (Persistent): Your character has been jarred loose from reality by way of some supernatural experience. They occasionally face a penalty to Social or Mental rolls.
>Soulless (Persistent): Your character has been stripped of a soul. They cannot regain Willpower through rest, and the use of Vice and Virtue are reversed; additionally, regaining Willpower via the Vice is a breaking point at -5 until reaching Integrity 1. They cannot use abjuration, warding, or binding, and become more susceptible to possession.