III: Virtues and Flaws
Ever character starts with 10 points to spend on Virtues. You may take up to 10 points of Flaws, and for every point of Flaws you take, you may take another point of Virtues.
All of the following Virtues and Flaws appear in Ars Magica, 4th ed., unless othwise noted. Those marked with a are found in the Wizard's Grimoire, Revised; those marked with a # appear in Hidden Paths: Shamans; those marked with an * are altered or new, and are detailed following the listings. Additionally, some Virtues and Flaws have had their category or value changed. If this is the only change, they are not marked, and no further comments are given.
Arcane Virtues and Flaws are only of use if you are a magical spellcaster. Faith Virtues and Flaws are only of use if you have True Faith. Divine Virtues and Flaws are only of use if you are a divine spellcaster. Psychic Virtues and Flaws are only of use if you have psionic ability. Aescetic Virtues and Flas are only of use if you have Purity. Attribute Virtues and Flaws all deal directly with other character attributes (characteristics and abilities) most grant access to Exceptional Abilities.
- Arcane Virtues and Flaws
- Variable Virtues
- Chosen by Familiar Ý
- Cyclic Magic
- Magical Affinity
- Method Caster
- +1 Virtues
- Adept Student
- Deft Art
- Extra Spells
- Faerie Magic
- Fast Caster
- Free Study
- Inventive Genius
- Magic Item Creation *
- Mastered Spells
- Secret Vis Source
- Special Circumstances
- Strong Writer
- +2 Virtues
- Cautious Sorcerer
- Quick Mastery Ý
- Quiet Magic
- Side Effect
- Student of Faerie
- Study Bonus Ý
- Subtle Magic
- +3 Virtues
- Enduring Magic
- Form Specialist *
- Harnessed Magic Ý
- Life Boost Ý
- Life-linked Spontaneous Magic
- Magical Memory Ý
- Wild Magic *
- +5 Virtues
- Elementalist
- Silent Magic
- Technique Specialist *
- +6 Virtues
- Variable Flaws
- Cyclic Magic
- Deleterious Circumstances
- Magical Deficiency
- Poor Formulaic Magic
- -1 Flaws
- Creative Block
- Disjointed Magic
- Flawed Parma Magica
- Incompatible Arts
- Incomprehensible
- Loose Magic
- Necessary Condition
- No Familiar
- Poor Reader
- Poor Student
- Twilight Points
- Unimaginative Learner
- Warped Magic
- Weak Writer
- Weird Magic Ý
- -2 Flaws
- Binding Sigil Ý
- Clumsy Magic
- Lack of Control
- Limited Magic Resistance
- Required Spell Foci*
- Rigid Magic
- Short-Lived Magic
- Slow Caster
- Stingy Master *
- Weak Magic
- -3 Flaws
- Magic Addiction
- Painful Magic
- Study Requirement
- Weak Parma Magica
- Twilight Prone Ý
- -4 Flaws
- Chaotic Magic
- Unpredictable Magic
- Waster of Vis Ý
- -6 Flaws
- Non-spontaneity
- Personal Magic
- Unstructured Caster
- Divine Virtues and Flaws
- Variable Virtues
- Cyclic Magic
- Magical Affinity
- Method Caster
- +1 Virtues
- Adept Student
- Deft Realm
- Mastered Prayers *
- Special Circumstances
- +2 Virtues
- Cautious Sorcerer
- Quick Mastery Ý
- Quiet Magic
- Side Effect
- Subtle Magic
- +3 Virtues
- Devotional Memory *
- Enduring Magic
- Harnessed Magic Ý
- +5 Virtues
- +6 Virtues
- Variable Flaws
- Cyclic Magic
- Deleterious Circumstances
- Magical Deficiency
- Poor Formulaic Magic
- -1 Flaws
- Disjointed Magic
- Loose Magic
- Necessary Condition
- Warped Magic
- Weird Magic Ý
- -2 Flaws
- Clumsy Magic
- Lack of Control
- Rigid Magic
- Short-Lived Magic
- Slow Caster
- Stingy Master *
- Weak Magic
- -3 Flaws
- Magic Addiction
- Painful Magic
- -4 Flaws
- Chaotic Magic
- Unpredictable Magic
- -6 Flaws
- Personal Magic
- Unstructured Caster
- Faith Virtues and Flaws
- +1 Virtues
- Blessing Ý*
- Lay on Hands *
- Sense Holiness *
- +2 Virtues
- -1 Flaws
- -2 Flaws
- -3 Flaws
- Psychic Virtues and Flaws
- Variable Virtues
- +1 Virtues
- Adept Student
- Open Mind *
- Free Study *
- Special Circumstances
- Weapon Touch *
- +2 Virtues
- Alter Mind *
- Combat Psionic *
- Psychic Circuits *
- Side Effect
- +3 Virtues
- Delayed Thought *
- Psychic Cannibal *
- Psionic Discipline Access *
- Psychic Vampire *
- +4 Virtues
- Triggered Thought *
- Easy Splicing *
- Life-Linked Psionics *
- +5 Virtues
- Enduring Thoughts *
- Psychic Drain *
- Multiple Targetting *
- Subtle Concentration *
- +7 Virtues
- Variable Flaws
- -1 Flaws
- -3 Flaws
- Gestures *
- Self-Taught *
- Slow Psionics *
- -4 Flaws
- Ascetic Virtues and Flaws
- Attribute Virtues and Flaws
- Variable Virtues
- Exceptional Characteristic *
- Knack
- +1 Virtues
- Animal Ken *
- Cautious with [ability]
- Contortions *
- Direction Sense *
- Empathy *
- Endurance *
- Faerie Sight Ý*
- Healer *
- Magic Sensitivity *
- Mimicry *
- Premonitions *
- Read Lips *
- Second Sight *
- Species Enemy *
- Stonecunning *
- Toughness *
- Underground Navigation *
- Veteran *
- Weather Sense *
- +2 Virtues
- Bane Maker Ý*
- Charm Maker Ý*
- Chosen Enemy *
- Dreamer #*
- Enchanting Music *
- Evasion *
- Highly Trained
- Jack-of-All-Trades
- Visions *
- Weapon Expertise *
- Will Over Form *
- +3 Virtues
- Fast Learner *
- Hidden Strike *
- +4 Virtues
- Divination *
- Entrancement *
- +5 Virtues
- Variable Flaws
- General Virtues and Flaws
- Variable Virtues
- Enduring *
- Faerie Blood
- Immunity
- Magical Item
- Purifying Touch
- Minor Spell-Like Ability *
- Hardy Body *
- Long-Lived *
- Natural Armor *
- +1 Virtues
- Ambidextrous
- Arcane Lore
- Beginning Vis
- Berserk
- Book Learner
- Busybody
- Carefree
- Clear Thinker
- Close Family Ties
- Common Sense
- Enduring Constitution
- Faerie Upbringing
- Free Expression
- Good Armaments
- Heir
- Hidden Shape *
- Higher Purpose
- Improved Dodge *
- Indentured Servant
- Inspirational
- Keen Vision
- Large
- Learn From Mistakes
- Light Sleeper
- Long-Winded
- Night Vision *
- Partial Animal Form #*
- Perfect Balance
- Petty Merchant
- Prestigious Family
- Prosperous Peasant
- Rapid Convalescence
- Reckless
- Secret Hiding Place
- Self-Confident
- Sense for the Gift Ý
- Sharp Ears
- Social Contacts
- Speak in Animal Form #
- Strong Blow *
- Strong Personality
- Strong-Willed
- Tough
- Troupe Upbringing
- True Friend
- Variable Animal Form #*
- Venus¹ Blessing
- Versatile Sleeper
- Well-Known
- Well-Traveled
- +2 Virtues
- Aptitude for Spellcasting *
- Aura Sense Ý
- Blackmail
- Death Prophecy Ý
- Faerie Friend
- Famous
- Gift of Tongues Ý
- Gossip
- Great Blow *
- Infravision *
- Intuition
- Latent Magic Ability
- Lesser Noble
- Light Touch
- Lightning Reflexes
- Luck
- Magical Animal Companion
- Mentor
- Minor Guild Member *
- Multiple Forms *
- Patron
- Piercing Gaze
- Reserves of Strength
- Skinchanger
- Superior Armaments
- Temporal Influence
- Training
- True Love
- Withstand Magic
- +3 Virtues
- Charmed Life
- Giant Blood
- Guardian Angel
- Guild Member *
- Protection
- Relic
- True Faith *
- Visual Eidetic Memory
- Wealth
- Wealthy Merchant
- +4 Virtues
- Destiny
- Ghostly Warder
- Insight *
- Magic Resistance
- Magical Ally Ý
- Mystic Understanding Ý
- Psychic Resistance *
- Quality Armaments
- Shapechanger #
- Ways of the [biome]
- +5 Virtues
- Major Guild Member *
- Priest (Minor Deity) *
- Purity Ý*
- +6 Virtues
- +7 Virtues
- Non-Psionic *
- Priest (Major Deity) *
- +10 Virtues
- Variable Flaws
- Cursed
- Enemies
- Feud Ý
- Outsider
- Prohibition Ý
- Slow Maturation *
- Vow
- -1 Flaws
- Afflicted Tongue Ý
- Bad Reputation
- Black Sheep
- Compulsion
- Dark Secret
- Deep Sleeper
- Delusion
- Dependent
- Disfigured
- Driving Goal
- Dutybound
- Expenses
- Faerie Enmity
- Favors
- Fragile Constitution
- Hatred
- Infamous Family
- Infamous Master *
- Judged Unfairly
- Lost Love
- Low Self-Esteem
- Magical Air
- Magic Susceptibility
- Meddler
- Missing Ear
- Missing Eye
- Oath of Fealty
- Obese
- Obligation
- Obsessed
- Offensive to Animals
- Outcast
- Oversensitive
- Poor Armaments
- Poor Eyesight
- Poor Hearing
- Poor Memory
- Reclusive
- Short Attention Span
- Simple-Minded
- Social Handicap
- Soft-Hearted
- Tormenting Master *
- Uncommon Fear
- Vis Obligation
- Weakness
- Weak-Willed
- -2 Flaws
- Blatant Gift (-1)
- Branded Criminal
- Clumsy
- Common Fear
- Curse of Venus
- Decrepit
- Diabolic Upbringing
- Haunted
- Hunchback
- Infamous
- Lack of Concentration
- Lame
- Lycanthrope
- Missing Hand
- Outlaw Leader
- Overconfident
- Palsied Hands Ý
- Poor
- Sheltered Upbringing
- Small Frame
- Tainted with Evil
- Terrors
- -3 Flaws
- Arthritis
- Feral Upbringing
- Fury
- Mute
- Noncombatant
- Sense of Doom
- -4 Flaws
- Plagued by [supernatural entity]
- Infamous Outlaw
- -5 Flaws
- Age Quickly
- Blind
- Enfeebled
- Non-Magical *
- Changed Virtues and Flaws
- All Virtues that grant access to an Ability grant an initial score of only 0, not 1 as stated in Ars Magica 4.
- +1
- Mendicant
- Wise one
- Failed Apprentice
- Educated
- Further Education
- Hidden Shape
- +2
- +3
- Magister in Artibus
- True Faith: You have true faith in a god, granting you the "granted abilities" commonly associated with devout priests of the deity, and also the ability to call upon the deity for Miracles. You can also use your Faith to channel other, less pure faith, thus drawing on the combined might of entire congregations. You start the game with one point in True Faith, which should be renamed to reflect the divinity. You may also take Faith Virtues & Flaws. Appropriate for Priests and Paladins.
- +5
- Landed Knight
- Purity: You strive to live according to the ideals of asceticism, and due to this striving, you have a Purity score. You start with two points of Purity. You may take Ascetic Virtues & Flaws. Appropriate for Monks and Druids.
- -4
- Susceptibility to Divine Power *
- Susceptibility to Faerie Power *
- Susceptibility to Infernal Power *
- New Virtues and Flaws
- Variable Virtues
- Alien Mind:
- You have a very different mind, and it is therefore harder for others to psionically affect you. For every point in this Virtue, add 10 to your Psychic Resistance against members of other species. You also have the Alien Mind Exceptional Talent at the same score as this Psychic Resistance. If you have not gained the ability to contact other species¹ minds, this Virtue has a cost of 0. Typical costs: Avian: +2; Reptilian: +3; Piscene: +4; Illithid: +5; Insectoid: +6; Plant: +10; Non-sentient animal: additional +1.
- Enduring:
- You have more than the usual number of Fatigue Levels. This Virtue costs one point per extra Winded Fatigue Level.
- Exceptional Characteristic:
- One characteristic of your choice is improved by half as many points as you spend on this Virtue.
- Hardy Body:
- You have more than the usual number of Body Levels. This Virtue costs one point per extra Hurt Body Level.
- Long-Lived:
- You age much more slowly than a human, and can expect to live for hundreds of years if you avoid adversity. This Virtue costs 1 point for each doubling of life-expectancy.
- Minor Spell-Like Ability:
- You have an ability similar to any one spell of your choice. This ability is treated just like the spell in question, except that you use Confidence + (the better of Intelligence or Stamina) as the caster level. Divide the level of the spell by 10, and then multiply by the number of times per day you can use it, and that is the cost of this Virtue.
- Natural Armor:
- You have scales, very thick hide, bony plates, a shell, or some other skin that provides armor-like protection naturally. The cost of this Virtue is equal to half the additional Soak the armor grants.
- +1 Virtues
- Endurance:
- You have the Exceptional Talent of Endurance, which is added to your Fatigue total.
- Free Study (psionic):
-
- Improved Dodge:
- You double your Quickness for purposes of calculating dodges, provided your Encumbrance is zero.
- Lay on Hands:
- You can heal others with your touch. You may cure a maximum of as many Wound Levels per day as your Faith, distributed however you wish.
- Magic Item Creation:
- You have an Exceptional Talent of the same name, which is added to all Lab totals for creating magical items.
- Mastered Prayers:
- You have 10 Experience Points to use in Mastering Prayers.
- Night Vision:
- Much like a cat, you can see perfectly well in very low light. Your vision is not impaired except in complete darkness -- underground, in a well-sealed building, or on a completely overcast night.
- Open Mind:
- Your Convergence score doesn¹t limit your ability to merge with other psionics treat it as the same as the highest score in the group.
- Partial Animal Form:
-
- Toughness:
- You have the Exceptional Talent of Toughness, which is added to your Soak total.
- Species Enemy:
-
- Stonecunning:
- You have the Racial Skill of Stonecunning.
- Strong Blow:
- You double your Strength for purposes of damage done in combat.
- Underground Navigation:
- You have the Exceptional Talent of Underground Navigation.
- Variable Animal Form:
-
- Weapon Touch:
- You can use a melee weapon attack to convey any power with a normal range of Touch. Likewise, you can bypass armor for Touch attacks.
- +2 Virtues
- Alter Mind:
- You have the Alter Mind Exceptional Talent.
- Aptitude for Spellcasting:
- You have an aptitude for magic, but have never exploited it. With proper training you could probably become a competant hedge wizard, or perhaps even a true sorceror. You may or may not be aware of this aptitude. You may take Arcane Virtues & Flaws.
- Chosen Enemy:
-
- Combat Psionic:
- You are adept at maintaining control of your powers. You do not need to make a Focus check when hurt, and do not apply Wound Level penalties to Psionic Power rolls.
- Evasion:
- You have the Exceptional Skill of Evasion. Not only does this improve your ability to dodge physical attacks, but you can use your Evasion Skill to dodge any supernatural effect that is not targetted specifically on you.
- Great Blow:
- In melee combat, you double the damage done due to both Strength and the weapon.
- Infravision:
- You can see heat. All but the strongest heat sources will be obscured by visible light when it is available, but in darkness you can often still see. Even in otherwise-cold areas (such as an empty cave), you may be able to see by your own reflected body heat.
- Minor Guild Member:
- You are a member of a minor guild or organization of some sort. It is probably local, but might be widespread but with very little influence.
- Multiple Forms:
- You can shapeshift into more than one alternate form. You must have the +4 Virtue Shapeshifter to take this Virtue.
- Psychic Circuits:
- You have the unusual ability to Imbue and Store in living creatures. To do so, you must first create a work of body art (tatooing, branding, scarring, body painting, piercing, etc.) on the target. It is this that is actually Imbued or used for Storage. If it is non-permanent (body painting), you may not Imbue, and any Storage lasts only as long as the art.
- Turn Undead:
- You can draw upon your Faith to banish or even destroy undead and other supernatural minions of evil. If 10x your Faith score, plus a stress die, is greater than the Might of the undead, it will flee. If you exceed double its Might, it is destroyed outright.
- Weapon Expertise:
- You have the Exceptional Skill of Weapon Expertise with a specific type of weapon.
- +3 Virtues
- Delayed Thought:
- You can activate a psionic power in one round, and have it actually take effect later up to as many rounds as your Insight. Telepathy and Clairsentience powers do not work if you are rendered unconscious in the mean time.
- Devotional Memory:
-
- Form Specialist:
- You are a specialist in one of the Hermetic Forms. All rolls involving it are doubled. However, due to your affinity with this Form, you are completely unable to cast spontaneous spells that do not involve it.
- Guild Member:
- You are a membor of a guild or organization of some sort. It has members and some influence in most settled areas.
- Hidden Strike:
- When you have the advantage of striking an unaware opponent, you can plant the blow very precisely, doing exceptional damage. You have an Exceptional Skill of the same name, and its score is added to your roll to attack. Three times its score is added to your damage roll if you succeed.
- Psionic Discipline Access:
- You have full access to one of the Psionic Disciplines, and have the potential to both learn powers within it, and invent new ones. You may take Psychic Virtues & Flaws. The Disciplines, and their powers, are: Clairsentience: Aura Sight, Delving, Farsensing, Premonition, Sensitivity, Synesthesia; Psychokinesis: Farhand, Force Shaping, Manipulation, Project Force, Probability, Transformation, Transmutation; Psychometabolism: Adaptation, Chameleon, Enhancement, Lifeforce, Metabolism Control, New Body; Psychoportation: Dreamworld, Free Movement, Out of Body, Planewalking, Porting, Spacewarping, Time Warping; Telepathy: Anti-telepathy, Dominate, Empathy, Mindlink, Psychic Illusions.
- Psychic Cannibal:
- You have the Exceptional Talent of Cannibalize, which enables you to cannibalize your body for additional Psychic Reserve.
- Psychic Vampire:
- You can use others¹ Psychic Reserve to power your psionics. You must be touching the victim, and can gain only 1 point of Psychic Reserve per round.
- Wild Magic:
- You have access to one of the Hermetic Techniques or Forms, but must spend Experience Points in order to utilize it. If you know a Technique, you may cast spells with any Form, but may not cast spells with Technique Requisites, and vice versa if you know a Form. You may take Arcane Virtues & Flaws, as relevant.
- +4 Virtues
- Easy Splicing:
- You have a knack for combining powers. All modifiers for splicing powers are calculated as if one less power was being spliced.
- Insight:
- You have the special trait of Insight. This is the ability to understand things on a deeper, intuitive level, and to apply that understanding to manipulate the world. You start with a score of 2. You may take Psychic Virtues & Flaws.
- Life-Linked Psionics:
- You can use Fatigue Levels much more effeciently to power your psionics. Each Fatigue Level burned gives you 5 points of Psychic Reserve.
- Psychic Resistance:
- While not psionic, you have developed a rudimentary resistance to psionic affects. You have the Exceptional Skill of Psychic Resistance. You may take Psychic Virtues & Flaws.
- Triggered Thought:
- You may set a power to be activated when something particular occurs. You must be able to somehow know when this thing occurs. The roll is made, and any Psychic Reserve points spent, when the trigger is set.
- +5 Virtues
- Enduring Thoughts:
- You can choose to keep psionic powers going for a short time after you stop concentrating. The maximum time is equal to your Insight score in rounds. This extra duration does not cost any Psychic reserve, and does not require Fatigue, Focus, or other checks, but it does leave you open to attack just as when using the power normally.
- Magical Music:
- The Techniques and Forms are changed. Techniques are now Control and Divine; Forms are now Animal, Plant, Sensation, and Thought.
- Major Guild Member:
- You are a member of a powerful guild or organization of some sort. This organization has members nearly everywhere, and a great deal of influence most places.
- Multiple Targetting:
- You are able to target more than one person or object at once very easily. You suffer no penalties for multiple targets, though you must still use an appropriate level of effect for that number of targets.
- Priest (Minor Deity):
- You are a priest of a minor deity. You have all of the social rights and responsibilities that go with this, and can employ priestly magic, limited to the Realms that the deity grants. You have zero scores in all of the Realms governed by the deity, and are assumed to know all common prayers related to that Realm and within your ability to use. You may take Divine Virtues & Flaws.
- Psychic Drain:
- You can use non-psychicss as power for your psionic powers. You must touch the person or persons in question (you can make a ring with multiple people). You can drain no more than 1 point of Psychic Reserve per person, per round, and must use them immediately these extra points can not be stored. A non-psychic¹s Psychic Reserve is equal to Intelligence (if positive) + Stamina (if positive) + Presence (if positive) + Wound Levels (normally 5). Each point of Reserve drained lowers one of the contributing Characteristics by 1. These are recovered at the rate of 1 point per day. Further draining does damage, one Body Level per point gained. These are healed normally.
- Subtle Concentration:
- You are able to use psionic powers without visibly concentrating. In fact, you look completely relaxed, and can even engage in other non-demanding tasks at the same time. Walking or eating would be possible, and even a very simple conversation, though the other person would probably think you weren¹t paying much attention.
- Technique Specialist:
- You are a specialist in one of the Hermetic Techniques. All rolls involving it are doubled. However, due to your affinity with this Technique, you are completely unable to cast spontaneous spells that do not involve it.
- +6 Virtues
- Hedge Wizard:
- You have learned some of the basics of magical theory and casting. You have access to up to 10 of the Hermetic Techniques and Forms, in which you have an automatic zero score. You may take Arcane Abilities. You may take Arcane Virtues & Flaws.
- +7 Virtues
- Non-Psionic:
- Something about your mind is very different psionics have absolutely no effect on it. A psionicist can still affect your body with powers that affect non-sentient matter, however.
- Priest (Major Deity):
- You are a priest of a major deity. You have all of the social rights and responsibilities that go with this, and can employ priestly magic, limited to the Forms that the deity grants. You have zero scores in all of the Realms governed by the deity, and are assumed to know all common prayers related to that Realm and within your ability to use. You may take Divine Virtues & Flaws.
- Split Mind:
- Your mind is capable of undertaking two completely separate tasks at once. Since you still only have one body, you can only do one physical task at a time, but you can combine this with a mental task, or perform two mental tasks at once. If you leave your body voluntarily, you may choose to leave part of your mind behind.
- +10 Virtues
- Wizard:
- You are a fully trained sorcerer. You have full access to all Hermetic Techniques and Forms, and have an automatic zero score in all of them. You gain as many levels of known Formulaic spells to start with as you spend Experience Points on the Hermetic Techniques and Forms. You may spend experience points on Arcane abilities. You may take Arcane Virtues & Flaws.
- Variable Flaws
- Display:
- Your psionics have some sign whenever they are used. The cost of this Flaw depends on several factors; add them all up to determine the final cost. Disciplines affected: -1 per Discipline. Sense affected: odor, 0; sound, -1; image, -2. Obviousness: subtle shift in existing circumstances, +1; minor occurence, 0; significant but non-obvious occurance, -1; obvious occurnce, -2; flashy, attention-getting occurenc, -3.
- Poor Characteristic:
- One characteristic of your choice is lowered by half as many points as the cost of this Flaw.
- Slow Maturation:
- While a member of a long-lived race, you do not mature as quickly as a human. For each point in this Flaw, halve your age when determining your effective age for mundane purposes (such as starting skill points).
- -1 Flaws
- Flawed Holy Shield:
- Your Holy Shield is flawed, and provides only half the usual protection against a particular type of magic (one Form or Realm). You may purchase this Flaw more than once for different Forms or realms.
- Uncreative Psionics:
- You are unable to discover or develop new powers within a Psionic Discipline of your choice. You may only acquire a new power by having it taught to you. You may take this Flaw more than once, for different Disciplines.
- -2 Flaws
- Required Spell Foci:
- For each spell you know, you must create and use a small casting tool in order to cast it.
- Stingy Master:
- You have only three-quarters as many levels of spells as you spend Experience on the Hermetic Techniques and Forms.
- -3 Flaws
- Gestures:
- You require obvious gestures or motions to utilize psionic powers.
- Self-Taught:
- You have learned all of your psionics on your own. You may not start out knowing the Abilities Gird, Psychic Attack, Psychic Defense, Imbue, Convergence, Psychic Surgery, Store, or Detect Psionics.
- Slow Psionics:
- You are slower than usual when activating psionic powers. Normally, psionic powers are the first phase in a round, but with this Flaw you act last in the round, during the Magic phase
- Weak Holy Shield:
- Your Holy Shield offers no protection under fairly common circumstances which are fairly easy for an opponent to utilize, such as when you are wet or facing away from the caster.
- -4 Flaws
- Painful Psionics:
- Using Psionic powers causes you great pain. Using any power to generate an effect above level 10 causes you the equivalent of one Body Level of pain. You suffer all the normal penalties for this ³wound², cumulative with regular wounds, but Body Levels lost due to pain are recovered at the same rates as Fatigue Levels.
- Very Small Frame:
- You are Size -2, and have no Hurt or Light Wounds Wound Levels, and no Winded Fatigue Level.
- -5 Flaws
- Non-Magical:
- You are inherently non-magical, and as such have great difficulty using arcane magic. Any rolls or totals involving arcane abilities are divided by 5. Additionally, even enchanted devices occasionally fail to work for you. Any time you attempt to use one, roll a stress die on a botch, the item doesn¹t function. Many beings with this flaw also have the +4 Virtue: Magic Resistance.
- Package Virtues & Flaws
- Packages are a group of Virtues and/or Flaws that together define a species or profession, and have a single, total, cost. You must use a package unmodified to get the discounted cost. (You can always, of course, take more Virtues and/or Flaws, as usual.)
- Races
- Dwarf (+3): Long-Lived(x4); Slow Maturation(/4); Infravision; Exceptional Stamina(+1); Poor Quickness(-1); Small Frame; Hardy Body(+1); Tough; Immunity (+6 Soak vs. poisons); Non-Magical; Stonecunning; Underground Navigation; Species Enemy (Giants).
- Elf (+4): Long-Lived(x16); Slow Maturation(/16); Exceptional Dexterity(+1); Exceptional Perception(+1); Poor Strength(-1); Poor Stamina(-1); Small Frame; Night Vision; Immunity (immune to sleep/charm spells); Knack (Stealth, +2); Knack (Bows, +1).
- Hobbit (+2): Long-Lived(x2); Slow Maturation (/2); Exceptional Dexterity(+1); Poor Strength(-1); Immunity (+3 Soak vs. poisons); Knack (Thrown Weapons, +2); Knack (Stealth, +1); Very Small Frame; Tough.
- Gnome (+3): Long-Lived(x2); Slow Maturation(/2); Exceptional Stamina(+1); Poor Wisdom(-1); Night Vision; Immunity (+6 vs. illusions); Very Small Frame; Species Enemy (Giants); Animal Ken; Underground Navigation; Magical Affinity (illusions).
- Orc: Night Vision; Tough;
- Troll:
- Classes
- Priest of [god]: Priest (Minor Deity) or Priest (Major Deity); True Faith;
- Druid of [power]: Priest (Major Deity); Purity;
- Ranger: Chosen Enemy,+2; Ways of the [Biome],
- Monk:
- Psionicist:
- Psychic Warrior: