[compiled by Roderick Robertson] Variable Virtues Type Notes ================ ==== ===== Books Mental 10 exp./pt in Knowledge skills Cautious Sorceror Hermetic -1 Botch die/point (as Affinity) Cyclic Magic Hermetic +/-(2x points) in natural cycle Heart Beast Hermetic Bjornaer Only; +1, +2 if battleworthy Hidden Shape Hermetic magic cannot determine heart beast Immunity Physical resistance to affliction; SG det. Magical Affinity Hermetic Ability w/ type of Magic Magical Item Supernatural 10 levels/pt spell effects in item Method Caster Hermetic +(1/2 points) casting formulaic Purifying Touch Supernatural cure one type of affliction; SG det. Self Confident Mental +1 Cnf/point Will over Form Hermetic Affinity with Shapechanging +1 Virtues ========== Adept Student Hermetic +5 Lab totals when learning spells Animal Companion Social Loyal, intellegent animal Arcane Lore Traits May choose Arcane Knowledges Berserk Physical +2 Dam, Soak, Fat.; -2 Def. Bonus with Familiars Hermetic +10 points/pt. for cords Book-Learner Hermetic Study Magic books as 2 levels higher Busy-Body Social get secrets easily Carefree Mental +5 resist despair/sorrow; +5 Com. Circus Upbringing Background +1 to Performance & Physical talents Clear Thinker Mental +3 resist lies/befuddlement/etc. Close Family Ties Background aid from family Common Sense Mental SG gives hints Deft Art Hermetic 1/2 physical penalties in one art Educated Traits may choose Formal Knowledges Enduring Constitution Physical wound/fatigue penalties reduced by 1 Exceptional Talent Traits May take: Direction Sense; Herbalism; Empathy; Read lips; Alchemy; Premonitions; Second Sight; Sense Holy/Unholy; Dousing; Magic Sensitivity; Weather sense; Hexing; Contortions; Mimicry; Perfect Balance; Healer Extra Spells Hermetic +10 levels starting spells /pt. Extra Arts Hermetic +10 purchase points in arts/pt. Faerie Eyes Supernatural see normally in darkness/night. + +1 to have 'normal' looking eyes, if not then -3 Pre, Com with mundanes. Fairie Blood virtue required Faerie Magic Hermetic Affinity in Faerie magic Faerie Sight Supernatural second sight for faeries/fairie things see through illusions at 12+; requires Fairie Blood Faerie Upbringing Background +3 personality w/ faeries Free Expression Mental Ability to compose/paint/etc Gang Member Social member of gang who can help you Gentle Gift Hermetic no interaction penalty (normally -3) Good Characteristic Traits may replace on Characteristic with: 1-5: +1 6-8: +2 9-10: +3 Good Armaments Equipment any standard, one Expensive Hardy Convalescence Physical +3 to recover from wounds Heir Background stand to gain wealth/power Hermetic Prestige Hermetic +3 Rep; Hermetic Prestige Higher Purpose Background +3 to personality rolls, +2 to Cnf rolls while pursuing goal Inspirational Social give others +3 Bravery, help resist some Mentem spells Inventive Genius Hermetic +3 to invent spells Keen Vision Physical +3 all sight Knack +1 Traits +2 to skills in specified circumstances Learn from Mistakes Mental +1 exp when botch or fail (one ability) Light Sleeper Physical wake up easily, no penalties Lithe Physical +1 Dex, Qck; Siz -1; no Hurt or Winded Long-Winded Physical +3 fatigue (not to cast spells) Mastered Spells Hermetic 20 Exp. to master spells Personal Vis Source Hermetic 4 vis/year personal source Prestigous Family Background Family is well-known & liked; Rep +2 Quaesitor Hermetic Legal powers, prestige, restrictions Reckless Traits Reckless +3; may replace Bravery Secret Hiding Place Background Know of a secret place Sharp Ears Physical +3 Hearing Social Contacts Social Pre 10+ to know someone in new area Special Circumstances Hermetic +3 cast/resist Standard Bronze Arms Equipment all iron parts replaced by bronze Stocky Physical +1 Str Strong Personality Mental 3 Personality traits up to +/-6 Strong Willed Mental +3 resist temptation/torture/etc Strong Writer Hermetic speedy writing Student Mental +1 exp/season to knowledge Tough Traits +3 Soak True Friend Social SG creates an NPC friend Venus's Blessing Social +3 Com, Pre with other sex Versatile Sleeper Physical full nights sleep guaranteed Well Known Social Rep +2 near covenant Well Traveled Background +2 speaking, +1 legend lore/etc +2 Virtues ========== Aptitude +1 Traits +1 to alls rolls in broad class Beginning Vis Supernatural start with 5 pawns of Vis Blackmail Background recieve money/favors from victim Exceptional Talent Traits May take: Enchanting Music, Visions Faerie Blood Background +1 to resist age; +3 natural resistance plus 'line' advantages Faerie Friend Supernatural SG creates a fairie friend for you Famous Social Rep +4 Fast Caster Hermetic +3 speed at fast-casting Free Study Hermetic +2 study from vis; 1/2 from books Gang leader Social Leader of a gang Gossip Social easily gain info, recognize, create reputations Indentured Servent Background not highly trained or a fighter Independent Magic Hermetic 1/2 bonus/penalty from auras Indulgences Background have 2D10 minor indulgences to sell Knack +4 Traits like Knack, but +4 Large Physical Siz +1; Extra Hurt, Winded; +1 Str Pre+/-1 (Mage 4 point Virtue.) Latent Magical Ability Supernatural may become a magus during story Light Touch Physical +3 subtle hand use, -1 botch die Lightning Reflexes Physical react without thinking (Quick roll of 3+ indicates SG determines action) Luck Supernatural +1/+4 when luck is a factor Magic Animal Companion Supernatural creature (MM 10) smaller=more Int. Mentor Background protected/aided by powerful mundane Quiet Magic Hermetic may use Soft voice; -5 for no voice Patron Background Employed by powerful mundane Piercing Gaze Mental mortals must make rolls to resist you Reserves of Strength Physical +4 Str 1/day for duration of task Side Effect Hermetic Useful side effect Subtle Magic Hermetic may cast without gestures Superior Arms Equipment All arms/armor may be expensive Superior Bronze Arms Equipment One piece may be expensive Temporal Influence Social have some influence in mundane world Training Traits 2x Exp; extra can only be applied to areas you are being trained in Withstand Magic Supernatural +6 natural resistance, soak from spells (resists all spells, even 'good') +3 Virtues ========== Ambidextrous Physical only -1 penalty for two-weapon use Business Background 250 p. /year excess; wealth costs 2 pt Clergy Background lower member of Clergy (priest/monk). Other backgrounds may increase rank Enduring Magic Hermetic Longer duration for spells Fast Learner Mental +1 exp/story & /year; +10 starting exp +5 Mage virtue: +1 exp/story, +1 study from vis Highly Skilled Traits +20 exp Skills Highly Talented Traits +20 exp Talents Intuition Mental SG rolls dice for help Jack of All Trades Mental no penalties for not having skill Leadership Social Baron/Head of Covenant/Bishop Knight Background Knighted; Good Armaments, Oath of fealty. May buy Superior Arms and wealth at -1 pt.; many virtues provide a horse. 1 Season /year spent for Lord Life-linked Spont. Hermetic Declare level of spell, make up fatigue Need not Drink Physical Req. Supernatural background Need not Eat Physical Req. Supernatural background Protection Background Protected by powerful person/org. Standard Faerie Iron Equipment All standard, but +1 Prot, +1 Dam Student of Faerie Hermetic +4, common sense with faeries Superior Bronze Arms Equipment All items may be expensive True Faith Supernatural 1 Faith point, no Cnf. True Reason Mental 1 Reason point, no Cnf. Very Knowledgeble Traits +20 exp Knowledges Visual Memory Mental +2 Int for memory, + +3 for details +4 Virtues ========== Aptitude +2 Traits Like Aptitude but +2 Aptitude w/ Elements Hermetic +4 with Terram, Aquam, Auram, Ignem Charmed Life Supernatural reroll botch dice Continuous Spont. Hermetic Build power over turns Destiny Background +2 vrs. fear, depression, etc. Exceptional Talent Traits may take: Entrancement, Divination Failed Apprentice Background May take Arcan & Formal Know., usually accepted by magi Ghostly Warder Supernatural ghost watches over you, may spy for you Living Magic Hermetic use other's (or self) Body for fatigue Magic Resistance Supernatural +20 resistance, incomp. w/Parma Mastered Knowledge Mental,Trait one Knowledge: +4; only one botch Mastered Skill Traits one skill: +4; only one botch Mastered Talent Traits one talent: +4; only one botch Quality Armaments Equipment +2 Prot, +2 Dam. skilled smith required Redcap Background Member of House Mercere (+3 Mage Virtue) Silent Magic Hermetic no penalty for silent casting Superior Faerie Iron Equipment One piece may be Expensive Ways of the Woods Background +4 all rolls, -1 botch; about woods Wealth Background Own land or goods; 700 p. /year; mount; Superior armaments Werewolf Supernatural become a werewolf, may take an abiliyt to control changes +5 Virtues ========== Elementalist Hermetic affinity w/elements; 1/2 vim, no ritual Flawless Magic Hermetic formulaic spells automatically mastered Giant's Blood Background Siz, Str +2; +2 Hurt levels Guardian Angel Supernatural automatic success if '1' rolled, and Angel approves Mythic Characteristic Traits one characteristic at +6 Need not Sleep Physical Req. Supernatural background; +1 season/year; resist sleep at +50; (+7 Mage Virtue) Night Reader Hermetic +1 season's study in magical arts Relic Supernatural own relic with 1 Faith point Superior Faerie Iron Equipment All pieces may be Faerie Iron +6 Virtues ========== Greater Leadership Social Duke/Praeco/Archmage/Archbishop +7 Virtues ========== Immortal Supernatural cannot die except by natural causes Variable Flaws Type Notes ============== ==== ===== Foreigner Background -1/-3 Rep; easily recognizable Poor Formulaic Magic Hermetic -(points) from all formulaic spells Vow Background +1 Rep; vow to do/not do something -1 Flaws ======== Bad Reputation Social -2 Rep in local area Black Sheep Background Disowned by family; -2 Rep Blatant Gift Hermetic -6 reaction from mundanes Compulsion Mental must perform/act according to compulsion Criminal Brand Background -1 reactions; Rep 2 as criminal Cursed (minor) Supernatural Minor curse Dark Secret Background bad things if secret discovered Deep Sleeper Physical -3 1/2 hour after waking; hard to wake Delet. Circumstance Hermetic -5 all spell rolls - Uncommon Delusion Mental believe in a fantasy Dependant Social NPC depends on you Disfigured Physical -3 Pre., ugly, easy to recognize Driving Goal Mental Must work towards a goal Dutybound Mental follow a code out of fear guilt Enemies Background Baron/Outlaw group Evil Eye Physical -3 Pre. Expenses Social 25-50% of wealth expenses Faerie Emnity Background Faeries hate and torment you Favors Social owe favors to someone Flawed Parma Hermetic Parma at 1/2 against one technique Fragile Constitution Physical -2 wound recovery Hedge Wizard Hermetic -2 Rep.; Hedge wizard Hired Sword (Grog only) Background may not have devotion towards Covenant Infamous Family Background -3 Rep.; due to family Infamous Master Hermetic -2 Rep.; Magi Judged Unfairly Social distrusted by all Life-linked Magic Hermetic all spells items die when you do Loose Magic Hermetic May not master spells Lost Love Background Morose and Depressed Magic Susceptability Supernatural -3 resistance, soak from magic Magical Air Supernatural look 'magical', -3 interaction Meddler Social -1 Rep, Meddlesome trait +3, Minor Magic Deficiency Hermetic 1/2 one form (not Co, Vi, technique) Missing Ear Physical -1 hearing, cannot locate sounds Missing Eye Physical -2 missiles, blind side, -1 Att. Missing Foot Physical -3 walking or balance, -1 Def. Necessary Condition Hermetic relatively easy condition to fulfill No Sigil Hermetic sigil is held by parens Oath of Fealty Social Owe service to temporal lord Obese Physical Siz +1; -2 Qik; -3 Fat. Extra Hurt Obligation Background spend 1 season/year in obligation Obsessed Mental obsessed with an item, action or ideal Offensive to Animals Supernatural animals do not like you Orphan background you have no family Personal Hatred Background object of hatred is powerful Poor Background Poor Armamnents; can't sem to keep money Poor Equipment Equipment only inexpensive arms, armor, tools Poor Eyesight Physical -3 sight, incl. attack & dodge Poor Hearing Physical -3 hearing Poor Memory Mental must roll 6+ to remember one type of thing; other memory at -2; -6 Mage flaw: twice as long to learn spells, start with 1/2 normal spells Reclusive Social Reclusive +3; don't like to be bothered Recruit (Grog only) Background Cannot have Valor or Bravery. Sensitive Mental find mildly unpleasant intolerable Short Attention Span Mental 2x cost to learn/improve Knowledge Mage: N/A Simple Minded Mental only keep one thought in mind Social Handicap Social bad habits/smell/looks/etc Soft Hearted Mental cannot bear sadness/suffering in others Stingy Master Hermetic only 130 points for spell, arts Strong Faerie Nature Supernatural use 'Faeire' column of Aura chart Twilight Points Hermetic +1 twilight point/pt. Tormenting Master Hermetic master annoys you frequently Uncommon Fear Mental scared of some object/people/situation Verditus Magic Hermetic must use spell foci Vis Obligation Hermetic must pay 4 vis/year Warped Magic Hermetic annoying side effect Weak Self-Confidence Mental -1 Cnf. Weak Willed Mental others at +3 to intimidate/fool/ manipulate you; take pos. Follower trait Weak Writer Hermetic slow writer Weakness Mental weakness for some item/person/situation -2 Flaws ======== Clumsy Physical Dex -1; +2 Botch die; drop things Clumsy Magic Hermetic targeting roll of 0 is auto botch Common Fear Mental fear of a common item/people/situation Curse of Venus Social +4 Pre to attract 'wrong' people; -1 Com, Pre to attract 'right' people Cursed Supernatural Severe curse Decrepit Physical +1 decripitude Delet. Circumstance Hermetic -5 all magic rolls - Common Delet. Circumstance Hermetic 1/2 all magic rolls - Uncommon Diabolic Upbringing Background parents were diabolists; fear demons Disjointed Magic Hermetic no bonus for similar spells Discredited Lineage Hermetic -1 rep; Quaesitoris; accusations Gangling Physical -1 Str, Pre, Dex Haunted Supernatural followed by a nasty ghost Hunchback Physical -3 Pre, -1 Dex (-1 Mage flaw) Incompatible Arts Hermetic may not use one Tech/Form combo Incomprehensible Hermetic -4 Com talking of Magic Infamous Social -4 Rep, hated by people Lack of Concentration Hermetic cannot have Concentration ability Lack of Control Hermetic 1 round recovery after casting Lame Physical -5 moving quickly/agility,-4 Dodge, -1 other combat; max speed 1 mile/hour Minor Discomfort (Iron) Supernatural (Faerie) -3 use irons implements, -2 fatigue rolls if wearing iron armor Missing Hand Physical -2 to -4 for normal 2 hand rolls; Magus: -3 spell casting Mute Physical Cannot talk (Mage: N/A) No Familiar Hermetic May never have a familiar No Natural Resistance Hermetic No resistance from Forms Over Confident Mental play down risks, play up self Restriction Hermetic Magic will not work in Rare circumstance Sheltered Upbringing Background -3 interaction; no Social talents/skills Short-lived Magic Hermetic Spells do not last as long Small Frame Physical Siz -1; -1 Str; No Hurt, Winded (-3 Mage Flaw) Suscept. Divine Power Supernatural (Faerie Blood req.) may not be near/use holy items/people Tainted with Evil Supernatural Others do not like you Terrors Mental terrified by uncommon thing Weak Magic Hermetic 1/2 Penetration w/one type of magic Wild Magic Hermetic +1 Botch die, 2x Exp to master a spell -3 Flaws ======== Arthritis Physical -1 Dex, Qik; limb locks on botch Cursed Supernatural Greatly cursed Delet. Circumstance Hermetic 1/2 all magic rolls - Common Disgusted by Magic Hermetic must perform small ritual after casting Feral Upbringing Background only skills picked up in wilds; no lang. Fury Mental infuriated by something, roll 9+ on stress or become enraged. If Botch, then berserk. Isolated from the Order Hermetic No Latin, Hermetic, Certamen; 3 in Scribe (Runes/Ogham) Req. Hedge Wizard Magic Addiction Hermetic make Concentration or continue casting Major Magic Deficiency Hermetic 1/2 casting rolls with one art Noncombatant Mental cannot learn combat skills; -2 Att, Dam cannot take Poor Equipment; -2 Mage Flaw Old Hermetic Age=40+Stm; Ageing rolls before play Painful Magic Hermetic Each spell costs one Body (pain) Poor Reader Hermetic -3 levels from books; -8 Lab when reading; +5 Botch dice when reading; -3 to understand other Magi's writing Rigid Magic Hermetic Cannot use Vis when casting spells Sense of Doom Supernatural if defeated may not take action for 1 day, cannot use cnf, -2 all actions. Slow Caster Hermetic spells take 2 rounds, fast cast takes 1 Study Requirement Hermetic Cannot study from just books and Vis Unimaginative Learner Hermetic -4 when studying, -4 levels from books Vulnerable to Iron Supernatural +2 Dam from Iron, may not use iron (Faerie Blood required) Weak Parma Hermetic Parma is 0 in common circumstance -4 Flaws ======== Chaotic Magic Hermetic Wild Magic + Loose Magic + strange effects if level not made, or over by 5 Cursed Supernatural Extreme curse Demon Plagued Supernatural minor demon follows you Dependence on Props Hermetic need props, does not include Foci Midget/Dwarf Physical -2 Siz, Str; -2 body, fat. levels Minor Magic Deficiency Hermetic one Art at 1/2 value (Co, Vi, Technique) Outlaw Background 4 Rep, Outlaw; wanted by authorities Pure Magic Hermetic May not learn or cast with requisites Suscept. Divine Power Hermetic 2x penalties from Divine Aura Suscept. Faerie Power Hermetic Stm or become disoriented; Parma 1/2 Suscept. Infernal Power Hermetic Stm or -1 all rolls, Personality traits -3 vrs demons; Parma 1/2 Suscept. Rational Power Hermetic -5 casting; +2 Botch die; cannot read magical texts Unpredictable Magic Hermetic Always roll stress when casting; always roll on Extraordinary results in lab; May not master form. spells -5 Flaws ======== Age Quickly Supernatural age twice as fast, require 2 long. pot. Blind Physical cannot see. (Mage: N/A) Enfeebled Physical no exertion more than a few seconds; -6 Mage Flaw, 2x Fatigue from spells Major Magic Deficiency Hermetic all rolls at 1/2 (Co, Vi, Technique) Non-Spontaneity Hermetic may not cast sponts.; 200 levels of spell to start; low cost on affinity Restriction Hermetic Magic doesn't work under commom circumstance -6 Flaws ======== Personal Magic Hermetic -5 to affect anything other than self Unstructured Caster Hermetic Cast Form as Ritual; learn no rituals -7 Flaws ======== -8 Flaws ======== Demon Tainted Supernatural Demon plagued + Dark Secrets + unsavory personality trait at +4-+6 Leprosy Physical Shunned; wound rec. -3; Stm-2; Decr.