The mechanics for Hubrises are as listed in the Player's Guide, except for Misfortunate, which has the mechanic that the GM may spend a Drama Die to cancel the effect of any Drama Die the player spends toward improving a roll.
The mechanics for Virtues are as follows:
Adaptable: You may activate your Virtue to gain an immediate extra Finesse Action. You may only do this once per Round.
Altruistic: You may activate your Virtue to roll two Drama Dice on an action which is intended to aid someone else.
Comforting: You may activate your Virtue to eliminate all effects of Fear on you and your companions, for the duration of the Scene.
Commanding: You may activate your Virtue to roll two Drama Dice on an action which is intended to exert command over someone else.
Courageous: You may activate your Virtue to halve the damage for all Intimidate Social Attacks against you, for the duration of the Scene.
Creative: You may activate your Virtue to roll two Drama Dice when making an Unskilled roll.
Exemplary: You may activate your Virtue when acting as the leader for a group action. All others participating in the action use your Knack Rank for the roll, unless their own is already greater.
Focused: You may activate your Virtue to halve the damage for all Charm Social Attacks against you for the duration of the Scene.
Fortunate: You may activate your Virtue to roll two Drama Dice on an Action which relies heavily on luck.
Friendly: as PG, pg. 164, except that it only costs one Drama Die to activate.
Insightful: You may activate your Virtue to determine what Arcana an opponent has. If the opponent happens to have a Flaw, you may choose to activate it immediately without needing to spend another Drama Die.
Inspirational: You may activate your Virtue to add two Drama Dice to another character's roll.
Intuitive: You may activate your Virtue to get a hint from the GM.
Passionate: You may activate your Virtue to add two Drama Dice on a roll that is strongly emotional in nature.
Perceptive: You may activate your Virtue to automatically succeed at any Perception Check.
Perspicacious: You may activate your Virtue to predict a particular opponent's next Action, or to cause a Parry-Defeating Attack to fail.
Propitious: You may activate your Virtue to get you and your friends out of the current predicament. This will cost everybody in the party 2 XP of their award from the end of the adventure, so use it cautiously.
Self-Controlled: You may activate your Virtue to halve the damage for all Taunt Social Attacks against you for the duration of the Scene.
Uncanny: You may activate your Virtue to gain an immediate extra Wits Action. You may only do this once per Round.
Victorious: You may activate your Virtue after you make a successful Physical or Social Attack, but before you roll for damage. Your opponent automatically takes a Dramatic Wound, without making a Wound Check. Unlike normal damaging attacks, any previously existing Flesh Wounds remain after the attack.
Willful: You may activate your Virtue to prevent any other characters from spending Drama Dice to improve rolls which are directly targeted against you.
Worldly: You may activate your Virtue to temporarily grant yourself a +2 Specialty in any normal (non-Swordsman, non-Sorcery) Knack. You may even do this if you do not posess the underlying Skill, which will result in you having Rank 3 in the Knack (1 for being unskilled, +2 for the Specialty). This temporary Specialty lasts for the remainder of the Scene.