Encyclopedia Kemen: Game Rules
 

 

 


VIRTUES & FLAWS TABLES

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Character Development

Virtue and Flaws

Player should decide how much they want to add to their character in both Virtues and Flaws.  These offer great ways to make the character unique but create restrictions some players might not want to endure.   Below are 2 different options to selecting your Virtues and Flaws.  It is recommended that players take at least one but avoid being overburdened.  If you take a flaw that is never at risk or is so avoided as to make it conspicuously absent, the GM should either remove the reciprocal Virtue or add a randomly rolled Flaw from the level higher. (Curse of the gods)  There are several symbols accompanying the Virtues and Flaws:

* - a Virtue that gives a special bonus to a stat cannot be combined with another talent that gives a bonus to the same stat.  If rolled, roll again.

+ - Virtues that are primarily keyed to spell users.

$ - Virtues that are particular to a very cultured society

© - Character may develop a skill in “Self-Control” to offer some control over this aspect of her character.

VIRTUE AND FLAW TABLES (Option 1):

Not included are the Penalty or Flaw tables as well as several other Benefit or Talent List.  These can be used to both augment a character’s background.   It is recommended that a character take on at least one or two flaws and virtues.  This will add more detail and excitement to the game.  Because virtues take more flaws to balance them out, a player can go into a game with several debilitating problems.  This should be discussed with the GM to maintain game balance.  The exchange translates as:

*  A LESSER TALENT = A MINOR FLAW

*  A MINOR TALENT = A MAJOR FLAW

*  A MAJOR TALENT  = 1 GREATER or 2 MAJOR FLAWS

VIRTUE AND FLAW TABLES (Option 2):

Another approach is to allow a mix of Virtue and Flaw balance but also allow the use of picks to determine.  This can be handled as a Virtue exchanged with a Flaw as above, but the allow taking a Virtue by buying it with a pick or slot.  To add some fate to the selection, these Virtues might only be chosen by the roll of the dice.  Under this system, Virtues and Flaws have preset cost and awards, acting much like initial background points.

*  LESSER TALENT =  cost 1 Pick/Slot

*  MINOR TALENT =  cost 2 Picks/Slots

*  MAJOR TALENT  = cost 4 Picks/Slots 

*  MINOR FLAW = gives 1 pick/slot

*  MAJOR FLAW = gives 2 Picks/Slots

*  GREATER FLAW = gives 4 picks/slots.

LESSER VIRTUES

01-06

Animal Friend

07-10

Armored (up to Leather)

11-15

Blessed

15-19

Conspiracy Background

20-24

Criminal Background

25-28

Destiny Sense

29-38

Educated

39-42

Equipper

43-48

Favored

49-54

Guilded Background  $

55-65

Impressive Scar

63-65

Knighted  $

66-70

Mentor

71-72

Minor Immunity (+5 vs Element)

73-79

Multi-Cultural

80-84

Royal Blood

85-86

Visions

87-93

Wealthy

94-00

Weapon/Armor Training

 

MINOR VIRTUES

01-06

Agile  *

07-12

Animal Empathy

13-18

Commanding  *

19-24

Danger Sense

25-28

Disarming Skill

29-36

Healthy  *

37-40

Inner Strength

41-48

Intuitive  *

49-52

Judge of Quality

53-56

Light Sleeper

57-59

Magical Awareness

60-62

Major Immunity (+10)

63-69

Night Vision

70-71

Odor Masking

72-78

Outdoorsman

79-86

Rational  *

87-89

Soothing Voice

90-97

Strong  *

98-00

Survival Instinct

 

 

MAJOR VIRTUES

01-04

Acute Sense of Hearing

05-09

Acute Sense of Smell

10-13

Ambidextrous

14-16

Fast Healer

17-21

Lucky

22-25

Magical Resistance

26-28

Magically Tolerant

29-31

Magical Training

32-35

Power Sensitive  +

36-40

Sharp Eyes

41-43

Special Weapon Master

45-48

Subtle

49-52

Tolerance

53-60

Very Agile  *

61-68

Very Commanding  *

69-76

Very Healthy  *

77-84

Very Intuitive  *

85-92

Very Rational  *

93-00

Very Strong  *

 

MINOR FLAWS

01-04

Absent Minded

05-10

Animal Bane

11-15

Blood Guilt ©

16-20

Chivalrous

21-24

Dishonored Knight

25-29

Fearless ©

30-33

Lost Finger

34-36

Lost Favor

37-42

Minor Fear ©

43-47

Minor Trauma ©

44-50

Orphan/Bastard

51-57

Poor

58-62

Racial Prejudice

63-68

Scarred

69-74

Superstitious

75-81

Uncommon Allergy

82-85

Unfortunate Appearance

86-90

Vassal

91-95

Wanted Criminal

96-00

Cursed

 

MAJOR FLAWS

01-05

Abuse of Substance

06-11

Clumsy

12-14

Cold Sensitive

14-19

Common Allergy

20-26

Dark Pact

25-29

Deep Sleeper

30-31

Forgetful

32-35

Heat Sensitive

36-42

Illogical

43-48

Innocuous

49-52

Magical Vulnerability

53-56

Major Fear ©

57-60

Major Trauma ©

61-63

Nose Bleeds

64-67

Outcast Group

68-70

Power Burn

71-73

Psychotic Temper ©

74-79

Sickly

80-82

Spasm ©

83-85

Unhealthy

86-91

Unintuitive

92-94

Unlucky

95-00

Weak

 

GREATER FLAWS

01-05

Addict

06-09

Disavowed Weapons

10-14

Distracted

14-19

Easily Charmed

20-26

Easy Mark

27-30

Fear of Magic

31-34

Greater Trauma

35-36

Hemophilia

37-41

Hideous Appearance

42-45

Indecision

46-47

Loss of Vision

48-49

Magic Allergy

50-51

Magically Intolerant

52-54

Major Deformity/Handicap

55-57

Mute

58-62

Not Subtle

63-65

Pain Intolerant

66-68

Power Drain

69-70

Shape Shifter ©

71-75

Slow Healer

76-78

Split Personality

79-80

Trangender

81-87

Unwakeable

88-00

Very Common Allergy