Насчет Морали - возникла пара соображений. Что если допустить существование типов которые могут игнорировать отдельные статьи морали (вроде Эбанейзера Маккоя) без штрафов? Например, прописать под это какой-нибудь дорогостоящий мерит. Это реалистично - кто-то вернулся с воны нормальным человеком, а кто-то сломался и спился, или там уши отрезать стал.
The Vigil changes a person. “The Code” (below) details an alternative set of game rules that can be used to adapt a hunter’s Morality away from the human standard and into a Vigil-specific Code over time. While this system has its own drawbacks(social penalties and hunt-specific derangements known as Tells), it works well with a kill-heavy game, allowing characters to continue their hunt long after the normal Morality system would have sent them spiraling into madness.
The mechanics of the Code are deceptively simple at heart. As a hunter progresses on her Vigil, her obsession with the hunt pushes her, at various points, to take actions that are a sin on the Morality, as explained in the World of Darkness Rulebook, normal Morality code. At these times, called Trigger Points, the player may decide that her character’s Morality changes, and one of the “sins” associated with the normal human Morality rating is changed to an edict that applies directly to her particular Vigil.
The original “sin” is no longer a part of her Code; it is replaced by a new sin, just as limiting, but more specific to her experiences and goals. Further along in the Vigil, another Trigger Point may be reached, and another of the hunter’s Morality sins might be replaced by a Vigil-specific mandate, gradually customizing the basic tenets of not only how she behaves, but also how she views the world around her. The process seems simple, and yet, as Morality stands at the heart of humanity’s definitions of what it is to be human, altering one’s Code represents a life-changing event.
Tells are derangements that relate directly to the hunt. While they may, in their more severe forms, intrude upon the hunter’s non-Vigil activities, situations and thought processes, they are always a direct result of a change in the hunter’s Code and tie into her Vigil in some way. Psychologically, Tells represent the damage that breaking from mainstream humanity’s Morality causes in an individual. As such, they begin as minor derangements, but as the hunter’s Code grows progressively different from that of “normal” humans, her Tells grow (either deeper or greater in number, or both) until the hunter is as morally different from normal humanity as the creatures she hunts.
Unless otherwise specified, Tells potentially manifest during stressful moments on the Vigil. At which point, the character must succeed on a Resolve + Composure roll or otherwise manifest the Tell as described.
Несомненно, это из Hunter: the Vigil. Шикарная линейка, как ни смотри.