VIRTUES & FLAWS TABLES
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.
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
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.
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 |
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 |
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 * |
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 |
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 |
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 |