Every character on HP: ITF has a Virtue and a Vice. They show the duality of morality, and give a character something to strive for as well as a tempting place to fall. Fulfilling a Virtue replenishes all Control spent in a scene; fulfilling a Vice replenishes a single point of Control spent in a scene.
Please note: Not all Virtues are good, and not all Vices are inherently bad. Someone who is Hopeful, may see a "better" world as one with no Muggleborns. Someone with the Vice of Lust may overindulge by staying up for three days working on their artistic passion. Things are not always what they seem.
Charity - Charity is giving, generosity, and sharing with others. The character receives Control when they give to another in need at sincere personal cost or risk.
Faith - Faith is belief. It offers a much-needed rock in a selfish, chaotic world, and can often give a person a feeling of stability as the sands crumble beneath that person's feet. The character receives Control when they find meaning and insight from pain, suffering, or the trials that they face.
Fortitude - Fortitude is possessed by those who wish to temper themselves in a crucible of fire. Every gain, every long-held belief or ability or skill is absolutely useless unless it is tested to the very extremes. The character receives Control when they hold true to a course despite severe hardship.
Hope - Hope is the belief that no matter how terrible things may seem, there is a way through, and a better world on the other side. The character receives Control when they inspire others to believe in a difficult or dangerous cause for the sake of a better world.
Justice - The innocent must be protected and crimes must be punished. The cost is negligible; justice must be given for those who cannot acquire it themselves. The character receives Control when they bring a criminal or enemy to account for their alleged crimes.
Prudence - Prudence is wisdom and restraint. It is the ability to see through foolish courses of action and choose one that might be better-suited in the long run. The character receives Control when they take the time to consider their situation, and do what they believe to be right, despite personal cost or social pressure.
Temperence - Temperance is moderation and balance in all things. It is never wise to indulge in one extreme or the other. The character receives Control when they stick to a boundary or priority previously held, despite temptation, pain, or pressure.