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Virtue/Vice Codification

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Advertisement:propertag.cmd.push(function() { proper_display('tvtropes_content_3'); })Some authors see the concepts of good and evil in morality as too abstract or poorly defined. One way to deal with this problem that has been used many times is to simply divide the abstract concepts into the separate moral qualities that seem to make up "goodness" and "evil". What results from this process is a system of virtues and vices.
A virtue is a positive moral quality. Individual virtues are treated as only aspects of goodness, and no virtue alone is enough to form a good character. Similarly, each virtue has a corresponding vice which represents either the diametric opposite of the virtue or its complete absence. Also, extrapolating any single virtue to its extreme at the expense of all others also usually leads to subversion; virtues in a system are dependent on one another and must be weighed against each other in order to function as intended.
Advertisement:propertag.cmd.push(function() { proper_display('tvtropes_content_2'); })Virtue systems often appear in religion, where the virtues usually are regarded as downright sacred, and often roads to rewards in the afterlife. One classical system of religious virtues from history is the Seven Heavenly Virtues and their counterparts the Seven Deadly Sins, both sprung from Christianity.
This is the trope for works that define or otherwise deal with such a system, religious or otherwise, in order to form a moral narrative.
Since the focus of virtues lies on inspiring us to do the right thing in the here and now, even when it comes to seemingly minor everyday decisions, the virtue-centric hero is usually a Small Steps Hero.
When featured in video or tabletop games, virtue systems often takes the form of scorekeeping scales that represent a protagonist's prowess in a certain virtue. The player's actions in the game will add to or subtract from the player's virtue scores. These scores themselves may be anywhere from fully visible to completely hidden to the player, but they are sure to have some kind of effect on the gameplay. Sometimes they affect whether NPCs react positively or negatively towards the Player Character, for instance. Character trackers of this kind are particularly common in computer-based role-playing games, especially of western origin.
Advertisement:propertag.cmd.push(function() { proper_display('tvtropes_content_1'); })See the Analysis subpage for a more detailed examination of both existing and hypothetical examples of such systems. For virtues commonly found in unsympathetic characters, see Evil Virtues. For the narrative pattern where virtues or vices are allegorically associated with characters or other in-story entities, see Embodiment of Virtue and Embodiment of Vice, respectively.
Examples:
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The Dragon Age has five negative emotions: Pride, Desire, Sloth, Hunger, and Rage, each associated with a type of demon and condemned by the Chantry. Likewise, there are five positive emotions, Fortitude/Valor, Compassion, Justice, Faith, and Hope, each associated with a benevolent spirit type.
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The Talmud includes various lists of virtues:
In Mishnah Sotah 9:15, Rabbi Pinhas ben Yair lists the following virtues, the cultivation of each one leading in turn to the next: heedfulness, cleanliness, purity, abstinence, holiness, humility, shunning of sin, and saintliness.note The end result of cultivating all these is the gift of divine inspiration ("the holy spirit"), which in turn brings about the future resurrection of the dead.
In Mishnah Avot 1:2, Simon the Just states: "The world rests upon three things: Torah, service to God, and showing loving-kindness."
In Mishnah Avot 1:18, Rabbi Simeon ben Gamaliel states: "The world rests on three things: justice, truth, and peace."
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In Karakuridouji Ultimo, there are fifty Douji representing positive traits. Ultimo and the Six Perfects of Buddhism are the strongest of them, fighting against the Douji based on negative traits (including the Seven Deadly Sins).
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Discworld:
In Going Postal, the (now) Eight Virtues are Fortitude, Patience, Chastity, Charity, Hope, Silence, Tubso and Bissonomy. Few people practice Tubso and Bissonomy in the busy modern world, because no-one remembers what they are.
Possibly in reference to Anne of Green Gables (below), the Carter family in Lancre named their daughters after virtues they failed to live up to, including Charity (a miser), Hope (a depressive), and Chastity (currently making good money as a lady of the night). Out of misguided adherence to the theme, their sons were named after various vices they also failed to live up (down?) to. Anger Carter is a very gentle fellow, while Bestiality Carter is known for being very kind and respectful with animals.
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The Thunder Cats had the Code of Thundera: Justice, Truth, Honor and Loyalty.
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In World of Warcraft, the Pandaren in Mists of Pandaria practice the virtues of Faith, Hope, Courage, Peace, Patience, and Love.
As such, the sha are made manifest from negative emotions, such as Doubt, Despair, Fear, Anger, Violence, Hatred, and Pride.
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Exalted provides Four Virtues which structure the moral merits and failings of all sapient characters. They are Compassion, Valor, Conviction, and Temperance.
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WMAC Masters (the first known series to be produced by 4Kids Entertainmentnote This was an original live-action series that predates (even the original Japanese version of) the Pokémon anime) has the six points of the Dragon Star: Respect, Honor, Wisdomnote An earlier episode had "Loyalty" as the third point before it was retconned to the current one., Confidence, Compassion, Forgiveness, Discipline, and Courage.
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Characters in The World of Darkness choose one of seven Virtues and one of seven Vices. Indulging a Vice in a way that harms or victimizes another gives back one point of that character's Willpower. On the other hand, fulfilling a Virtue at some cost to the character gives the character back all of their spent Willpower.
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The precursor to the seven heavenly virtues are the Cardinal virtues, first penned by Plato and Aristotle, and the Theological virtues, taken from the New Testament of The Bible. They are as follows:
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Legends of the Wulin has some mechanics revolving the Xia (Chivalrous) and Selfish virtues. The Xia virtues are Kuan (Benevolence), Ba (Force), Xin (Honor), Zhong (Loyalty), and Yi (Righteousness), while the Selfish virtues are Bao (Ferocity), Si (Individualism), Chan (Obsession), Chou (Revenge), and Hen (Ruthlessness). There are also certain virtues that can be developed from philosophical study, such as the Confucian Xiao (Filial Piety) and the Mohist Ren ("Universal Care," which is a combination of ascetism and compassion).
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The Anne of Green Gables books contain a passing reference to a woman who named her three daughters Faith, Hope, and Charity: "Faith didn't believe in anything, Hope was a born pessimist, and Charity was a miser."
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Kingdom of Loathing — The Ultimate Legendary Epic Weapon of the Turtle Tamers is the Flail of the Seven Aspects, representing seven good traits of turtles: Strength, Wisdom, Protection, Tenacity, Fortitude, Valor, and Patience. It can attack seven times in one round.
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A central theme of My Little Pony: Friendship Is Magic seems to be a simple model of virtue ethics, where six different elements constitute the whole of Harmony, and one of the core narrative functions of each main character is to exemplify one of these ideals. Being social virtues, many of these are often de-emphasized or completely overlooked in other contexts, due to the traditional tendency of virtue ethics to place the emphasis on individual excellence of character.
Kindness is a classic virtue, often referred to in other contexts as compassion, and closely related to forgiveness and understanding. Also called Compassion by Princess Celestia. Personified by Fluttershy.
Honesty, another classic virtue. Can be interpreted in truthfulness in word, but also as integrity of character, and fidelity and reliability in deed. Also called Integrity by Princess Celestia. Personified by Applejack.
Generosity, in other contexts often referred to as charity or self-sacrifice. Also called Charity by Princess Celestia. Personified by Rarity, who only tends to display her sincere affinity for it when the need is most dire. The similarity between her name and "charity" seems likely to be intentional.
Loyalty. A classic social virtue. In some ways related to the traditional value of honor, it can be interpreted both as devotion to one's country and to one's friends. Also called Devotion by Princess Celestia. Personified by Rainbow Dash.
Laughter. A highly unorthodox virtue. Hardly found in any other context in quite the same form, it nevertheless shares several traits with hope and mirth, both of which appear in some virtue-ethical models. Also called Optimism by Princess Celestia. Personified by Pinkie Pie.
Magic/Friendship. The central theme of the show. This virtue can be regarded as a mixture of all of the others, as well as a constituent in and of itself of the whole of Harmony. It is the strength of unity that arises from harmonious, joyful relationships with others. A similar notion, albeit with less emphasis on the emotional dimension, in different contexts is that of solidarity. Also called Leadership by Princess Celestia. Personified by Twilight Sparkle.
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The Ultima series
The original Eight Virtues which the Avatar must follow: Honesty, Compassion, Valor, Justice, Sacrifice, Honor, Spirituality, and Humility. In turn, these are taken from Three Principles: Truth, Love, and Courage.
There are eight sins or vices that are the opposite of the eight Virtues. While the Virtues are represented by seven shrines throughout the land and the eighth in the Ethereal Void, the Vices are represented by seven dungeons and the eighth in the vast underworld.
Honesty / Deceit, Compassion / Despise, Valor / Destard, Justice / Wrong, Sacrifice / Covetous, Honor / Shame, Spirituality / Hythloth, Humility / The Great Stygian Abyss
The people of Killorn Keep in Ultima Underworld II observe a dystopian set of virtues: sobriety, punctuality, obedience, vigilance, conformity, efficiency, silence, diligence.
In Ultima VII part 2: Serpent Isle, the (now extinct and vanished, respectively) followers of Chaos and Order each had a set of virtues: Tolerance, Enthusiasm, and Emotion for Chaos, and Ethicality, Discipline, and Logic for Order. Interestingly, these are not considered opposites to each other, but instead complement each other in Balance, which is considered optimal. (Logic and Emotion creates Rationality, etc., making the virtues of Balance.) Conversely, embracing one while rejecting the other causes imbalance and becomes "anti-virtues", or Banes: Emotion without Logic is Insanity, and Discipline without Enthusiasm becomes Apathy.
Ultima VI introduces two other virtue models: the Gargish virtues of Direction, Feeling, Persistence, Balance, Achievement, Precision, Order, and Singularity, based on the Principles of Control, Passion, and Diligence; and Mandrake the Gypsy King's principles of Drunkenness, Sensuality, Harmony, Lust, Laziness, Dance, Indulgence, and Happiness, based on the Principles of Wine, Women, and Song. While the latter is very much tongue-in-cheek, it nonetheless maintains the same structure as the original virtues.
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In Ultima VII part 2: Serpent Isle, the (now extinct and vanished, respectively) followers of Chaos and Order each had a set of virtues: Tolerance, Enthusiasm, and Emotion for Chaos, and Ethicality, Discipline, and Logic for Order. Interestingly, these are not considered opposites to each other, but instead complement each other in Balance, which is considered optimal. (Logic and Emotion creates Rationality, etc., making the virtues of Balance.) Conversely, embracing one while rejecting the other causes imbalance and becomes "anti-virtues", or Banes: Emotion without Logic is Insanity, and Discipline without Enthusiasm becomes Apathy.
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