>>6650757In 1e you could get Derangements from Morality loss, which was pretty much just pointless White Wolf edge. Basically it made everyone who did bad stuff mentally ill, which is stupid for a host of reasons. 2e's version, Integrity, still has a moral component but it's much more about your mental stability rather than you just being good or bad. The attached is pretty much the whole core rules section on it. Flaws don't exist in 2e either, replaced with Conditions which also replaced Derangements. But Dramatic Failures on a Breaking Point roll will give you a Persistent Condition which is essentially the same deal as a Derangement. Except here it's no a response to trauma instead of a response to immorality.
Killing her parents is easily a -5 modifier on the roll, and killing in self-defence is -4, which wipes out any bonus she'd get from high Integrity. Total modifiers on a Breaking Point roll should really exceed +/-5, which would make it a 1 die roll, but I'd be tempted to break that rule. It's really an event well past what Integrity is built to typically simulate, and so it makes the most narrative sense to drop her down to a Chance Die for this roll. If she rolls at 1 die that's a 30% chance to succeed and not lose Integrity, a Chance Die is what you roll when you dice pool is less than 1. Instead of 8+ being a success, only 10 is a success and everything else is a failure with a 1 being dramatic. However, if they fail on either roll I would push them to turn their failure into a dramatic failure (which they can do for a Beat (1/5 XP) once a scene) as that is the most narratively exciting option. That would give them a Persistant Condition to show the long-term effects of what happened. I'd got with Broken, which is as follows;
>Whatever you did or saw, something inside you snapped. You can barely muster up the will to do your job anymore, and anything more emotionally intense than a raised voice makes you flinch and back down. Apply a -2 to all Social rolls and rolls involving Resolve, and a -5 to any use of the Intimidation Skill.>Beat: You back down from a confrontation or fail a roll due to this Condition. If you regain a dot of Integrity, lose another dot of Integrity, or achieve an exceptional success on a breaking point, you can shed this Condition.>>6651660Integrity works so much better than Morality does too, especially in HtV2e where it's a really big part of The Code. Low Integrity Hunters aren't exactly a problem though, there are upsides and downsides to it. They get a lot more leeway in what triggers Breaking Points and they get Vigilant as a Persistent Condition which can be pretty great. If you're Vigilant you have to spend Willpower to avoid looking into potential supernatural dangers (which is good and bad, hard to ignore hooks), it makes you jumpy and easily Spooked as you're always looking over your shoulder, but it lets Virtues grant Willpower in excess of your total and it grants a Beat when you alienate a normal person because of the Vigil. If you get really low you become more withdrawn you instead become Merciless. Works basically the same except now its your Vices that let you exceed maximum Willpower, and you can get a Beat from alienating other Hunters too. But dropping lower removes Breaking Points from your Code too. The major issue with it detachment from Touchstones, that's always bad. None of that is gonna be a thing that matters because they won't be using 2e rules.
Just to clarify though, resisting Integrity loss from a Breaking Point isn't based on Willpower. It's a Resolve + Composure roll. Resolve + Composure is also what determines your max Willpower but spending Willpower through a session doesn't decrease your dice pool for Breaking Points.
>>6651921Stuff like witnessing the supernatural, being subject to a supernatural attack, and generally witnessing horror and death. All those things count as Breaking Points. Everyone hit at least 3 or 4 in their preludes. Other Anon did miss out a pretty big section on Breaking Points though, so attached is the full thing.