3.2.5 DEALING WITH TEMPTATION
All angels have weaknesses. Like children they are easily swayed from their current course. In Children of Fire, this weakness is represented by temptations.
Temptations are those things that distract and side track angels from their divine missions. Each player must choose at least three temptations for their character during the creation process.
Storytellers should make every effort to confront the PCs with their temptations around every turn of the plot. The more they must address and overcome these failings in their personalities, the more the players will understand and appreciate the nature of the game. This moral struggle between the divinity of the Almighty and the corruption of the material world is at the very heart of the game.
When possible, encounters with a characters temptation should be resolved through role-playing. Sometimes, however, the storyteller may deem that a die roll is in order to truly represent the overwhelming influence temptations have on the players. A player may want his character to do one thing, but the need to fulfill his temptation may take control.
Players need not roll if they choose to succumb to their temptation. Only if the players attempt to resist the source of their temptation may they be asked to roll. These rolls are based on one of the four divine virtues. The virtue used is totally dependent on the situation. In most cases, the target to be rolled is 20, but the Storyteller may alter this to reflect the difficulty of certain temptations.
Lets take an example.
The guardian angel Iriquel has been sent to look after an important businessman. Iriquel has as his temptation gambling. As it happens, Iriquel follows his protectee into a Las Vegas casino. Immediately he is bombarded with the allure of almost irresistible games of chance. The player wishes Iriquel to keep following the businessman since he knows the mans soul is in danger of being corrupted by dark forces. The Storyteller deems that a roll is necessary to resist this temptation. In addition, this is no ordinary temptation. The player is confronted with a room filled with the hundreds of slot machines, banks of video poker machines, and dozens of tables of roulette, blackjack, and craps. This makes the target 25 (hard).
Depending on the specifics of the scene, any of the four virtues might be appropriate for the roll. In this particular case, the storyteller deems that temperance is the most fitting virtue. Iriquel has a temperance of 8, and the player rolls an 11. The total is 20, less then the required 25. Iriquel is forced to leave the side of his protectee, and succumb to the allure of the blackjack table.
In many cases, determining which virtue is most applicable to a certain situation can be difficult. There will even be times when more than one virtue seems appropriate. There are no hard and fast rules to help make this decision. Ultimately, its up to the Storyteller to decide.