Motivation Ladder

The motivation ladder is a list of seven Virtues and their seven corresponding Vices.

Chastity – Lust
Temperance – Gluttony
Charity – Greed
Diligence – Sloth
Patience – Wrath
Kindness – Envy
Humility – Pride
  1. Each Virtue and Vice are assigned a score between and including 1 and 5
    1. The scores of the linked Virtue and Vice must total 5
    2. Upon creating the character, the player assigns points to the Virtues and the Vice scores are derived.
  2. The Virtue score determines how many d6s the player can roll when that Virtue is tested.
  3. The Vice score determines the number of successful dice are necessary on a test by it’s linked Virtue

Faith Pool

The Faith Pool is populated by Faith Points which are earned for each die result of 1 or 2 on a Virtue test.

  1. Faith points are used to increase Virtue scores
  2. Faith points are also spent to affect the story in a minor way
  3. A Faith point can also be spent to re-roll a single die in a test.

Forlorn Pool

The Forlorn Pool is populated by Forlorn Points which are earned for each die result of 1 or 2 on a Vice test.

  1. Forlorn points are given to the Narrator for use in complicating situations down the road.

Standard Unopposed Task

A Task is the series of dice rolls and choices associated with accomplishing a goal in a short period of time. This is the procedure for completing a Task.

  1. The player states the goal of the Task (ex. steal his gun, hide from her, lift that cart)
  2. Determine if the Task is possible to complete for the character.
    • If an average individual has a reasonable shot at accomplishing the goal, the character can attempt the Task.
    • If only an exceptional individual has a reasonable shot at accomplishing the goal, the character may only attempt the Task if they possess a relevant Aspect.
  3. Choose a motivating Virtue.
    • The player may choose any virtue that has relevance to the Task.
    • If the player chooses no Virtue as their motivation, the character is motivated by their Primary Virtue.
  4. The player chooses up to three Experiences relevant to the Task.
    • The experiences must have occurred at different times and cannot be the same circumstances.
  5. The player adds dice to their Dice Pool equal to the chosen Virtue’s value and the number of Experiences chosen.
  6. The player rolls the Dice Pool and notes the number of Successes, Failures and Leaks.
    • A Success is a die that rolled either a 5 or a 6.
    • A Failure is any die that does not qualify as a Success (usually one that rolls 1, 2, 3 or 4)
    • A Leak is a die that rolled either a 1 or a 2.
  7. The player compares their Successes to the Vice linked to the motivating Virtue used in the Task. If the number of successes is at least as high as the Vice’s value, the character completed the Task with success.
    • The player then adds Faith Points to their Faith Pool equal to their Failures and adds Forlorn Points to the Forlorn Pool equal to their Leaks. Note that the player can choose to forgo adding Faith Points to their Faith Pool to stop an equal number of Forlorn Points from being put into the Forlorn Pool.
  8. If the player’s Successes are FEWER than the value of the linked Vice, a choice must be made.
    • First Choice: Succumb to the Vice. If this is chosen, the character completes the Task with success. However, they do not add any Faith to their Faith Pool and the motivating Virtue decreases by 1 (minimum of 1).
    • Second Choice: Spend Faith. If this is chosen, the player may spend a number of Faith Points up to the value of the motivating Virtue to re-roll that many dice. Note that this may only happen once per Task. After the re-roll, count the number of Successes, Failures and Leaks again and continue as though the re-roll had never occurred.
    • Third Choice: Fail the Task. If this is chosen, the character fails to successfully complete the Task. The player still adds Faith Points and Forlorn Points as normal.

Opposed Task

An Opposed Task results when two individuals wish to perform Tasks that will directly conflict with one another. The following is the procedure.

  1. Both participants populate standard Dice Pools then secretly remove any number of dice from it. The participant that removed the most dice will act first.
  2. Both participants roll their Dice Pools as normal, except the target number of Successes is the linked Vice of the opposition’s motivating Virtue.
  3. The participant with the greatest number of


Psychomachia - Battle of the Soul of Man Tricen