Legacy:Virtues and flaws

From Project: Redcap

Version 1

Date: 2008-03-20 11:36:04 GMT Author: AndrewGronosky Comment: Initial version


'''Virtues and Flaws''' are special attributes possessed by [[Ars Magica]] characters.  '''Virtues''' are beneficial (but may include some drawbacks) and '''Flaws''' are detrimental (but may include some advantages).

Each Ars Magica character is allowed a certain number of Virtues (the exact number varies by [[Character Types | character type]] and edition).  Each Virtue or Flaw has a cost, with Virtues having a positive cost and Flaws having a negative cost.

=Balancing Virtues and Flaws

In most cases, the total cost of a characters' Virtues and Flaws must add to zero; Virtues have to be paid for by choosing an equivalent value of Flaws.  There are some exceptions.  For instance, in [[ArM5]], all [[Magus | magi]] get a "free" Minor Virtue from their [[Houses]].

=Types of Virtues and Flaws

[[ArM5]] categorizes Virtues and Flaws as follows:

* General Virtues and Flaws
* Hermetic Virtues and Flaws
* [[Heroic Virtues and Flaws]]
* Supernatural Virtues and Flaws
* Personality Flaws
* Story Flaws

=Acquiring Virtues and Flaws

In the [[RAW]], there are only two ways to acquire Virtues and Flaws: at [[Character Creation]], or through [[Initiation]] into a [[Mystery]].

Some storyguides allow characters to acquire or lose Virtues and Flaws over the course of the [[Saga]]; for example, a character might acquire a new Enemy, or defeat an Enemy she had at the start of play.  This makes sense from a character-development point of view, but there are no formal rules for doing it.  Some storygiudes dislike changing characters' Virtues and Flaws over time, and other allow it occasionally but insist that overall Virtues and Flaws remain balanced (that is, any new Virtues are offset by new Flaws, or any Flaws lost are replaced by new Flaws of equivalent cost).

=References

* [[ArM5]] 28-30 and 36-40
* [[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf | Virtues and Flaws Index]], courtesy of Atlas Games and Erik Dahl
* Fifth Edition [[http://www.atlas-games.com/pdf_storage/Dsgn3Char.pdf | Design Notes on Character Creation]]

Version 2

Date: 2008-03-20 11:48:56 GMT Author: AndrewGronosky Comment: Added explanation of Virtue allowance


'''Virtues and Flaws''' are special attributes possessed by [[Ars Magica]] characters.  '''Virtues''' are beneficial (but may include some drawbacks) and '''Flaws''' are detrimental (but may include some advantages).

Each Virtue or Flaw has a cost, with Virtues having a positive cost and Flaws having a negative cost.  Each Ars Magica [[Character Types | character type]] has an allowance stating how many Virtues the character can have; the exact allowance varies depending on character type (and edition of the rules).

=Balancing Virtues and Flaws

In most cases, the total cost of a characters' Virtues and Flaws must add to zero; Virtues have to be paid for by choosing an equivalent value of Flaws.  There are some exceptions.  For instance, in [[ArM5]], all [[Magus | magi]] get a "free" Minor Virtue from their [[Houses]].

After balancing Virtues and Flaws, the total cost of the character's Virtues must be within the allowance for his character type.

=Types of Virtues and Flaws

[[ArM5]] categorizes Virtues and Flaws as followsues and Flaws, the total cost of the character's Virtues must be within the allowance for his character type.

=Types of Virtues and Flaws

[[ArM5]] categorizes Virtues and Flaws as follows:

* General Virtues and Flaws
* Hermetic Virtues and Flaws
* [[Heroic Virtues and Flaws]]
* Supernatural Virtues and Flaws
* Personality Flaws
* Story Flaws

=Acquiring Virtues and Flaws

In the [[RAW]], there are only two ways to acquire Virtues and Flaws: at [[Character Creation]], or through [[Initiation]] into a [[Mystery]].

Some storyguides allow characters to acquire or lose Virtues and Flaws over the course of the [[Saga]]; for example, a character might acquire a new Enemy, or defeat an Enemy she had at the start of play.  This makes sense from a character-development point of view, but there are no formal rules for doing it.  Some storygiudes dislike changing characters' Virtues and Flaws over time, and other allow it occasionally but insist that overall Virtues and Flaws remain balanced (that is, any new Virtues are offset by new Flaws, or any Flaws lost are replaced by new Flaws of equivalent cost).

=References

* [[ArM5]] 28-30 and 36-40
* [[http://www.atlas-games.com/pdf_storage/ArM

Version 3

Date: 2008-03-24 08:22:37 GMT Author: Yair Comment: more ways to gain V&F


'''Virtues and Flaws''' are special attributes possessed by [[Ars Magica]] characters.  '''Virtues''' are beneficial (but may include some drawbacks) and '''Flaws''' are detrimental (but may include some advantages).

Each Virtue or Flaw has a cost, with Virtues having a positive cost and Flaws having a negative cost.  Each Ars Magica [[Character Types | character type]] has an allowance stating how many Virtues the character can have; the exact allowance varies depending on character type (and edition of the rules).

=Balancing Virtues and Flaws

In most cases, the total cost of a characters' Virtues and Flaws must add to zero; Virtues have to be paid for by choosing an equivalent value of Flaws.  There are some exceptions.  For instance, in [[ArM5]], all [[Magus | magi]] get a "free" Minor Virtue from their [[Houses]].

After balancing Virtues and Flaws, the total cost of the character's Virtues must be within the allowance for his character type.

=Types of Virtues and Flaws

[[ArM5]] categorizes Virtues and Flaws as follows:

* General Virtues and Flaws
* Hermetic Virtues and Flaws
* [[Heroic Virtues and Flaws]]
* Supernatural Virtues and Flaws
* Personality Flaws
* Story Flaws

=Acquiring Virtues and Flaws

In the [[RAW]], there are two main ways to acquire Virtues and Flaws: at [[Character Creation]], or through [[Initiation]] into a [[Mystery]]. In addition, [[Forest Paths]], [[Original Research]], and [[Integration|integrating ancient magic]] all provide - typically much harder - means to gain V&F in-play. In addition, [[Forest Paths]], [[Original Research]], and [[Integration|integrating ancient magic]] all provide - typically much harder - means to gain V&F in-play.

Some storyguides allow characters to acquire or lose Virtues and Flaws over the course of the [[Saga]]; for example, a character might acquire a new Enemy, or defeat an Enemy she had at the start of play.  This makes sense from a character-development point of view, but there are no formal rules for doing it.  Some storygiudes dislike changing characters' Virtues and Flaws over time, and other allow it occasionally but insist that overall Virtues and Flaws remain balanced (that is, any new Virtues are offset by new Flaws, or any Flaws lost are replaced by new Flaws of equivalent cost).

=References

* [[ArM5]] 28-30 and 36-40
* [[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf | Virtues a

Version 4

Date: 2008-03-25 17:03:20 GMT Author: Yair Comment: added TL V&F references


'''Virtues and Flaws''' are special attributes possessed by [[Ars Magica]] characters.  '''Virtues''' are beneficial (but may include some drawbacks) and '''Flaws''' are detrimental (but may include some advantages).

Each Virtue or Flaw has a cost, with Virtues having a positive cost and Flaws having a negative cost.  Each Ars Magica [[Character Types | character type]] has an allowance stating how many Virtues the character can have; the exact allowance varies depending on character type (and edition of the rules).

=Balancing Virtues and Flaws

In most cases, the total cost of a characters' Virtues and Flaws must add to zero; Virtues have to be paid for by choosing an equivalent value of Flaws.  There are some exceptions.  For instance, in [[ArM5]], all [[Magus | magi]] get a "free" Minor Virtue from their [[Houses]].

After balancing Virtues and Flaws, the total cost of the character's Virtues must be within the allowance for his character type.

=Types of Virtues and Flaws

[[ArM5]] categorizes Virtues and Flaws as follows:

* General Virtues and Flaws
* Hermetic Virtues and Flaws
* [[Heroic Virtues and Flaws]]
* Supernatural Virtues and Flaws
* Personality Flaws
* Story Flaws

=Acquiring Virtues and Flaws

In the [[RAW]], there are two main ways to acquire Virtues and Flaws: at [[Character Creation]], or through [[Initiation]] into a [[Mystery]]. In addition, [[Forest Paths]], [[Original Research]], and [[Integration|integrating ancient magic]] all provide - typically much harder - means to gain V&F in-play.

Some storyguides allow characters to acquire or lose Virtues and Flaws over the course of the [[Saga]]; for example, a character might acquire a new Enemy, or defeat an Enemy she had at the start of play.  This makes sense from a character-development point of view, but there are no formal rules for doing it.  Some storygiudes dislike changing characters' Virtues and Flaws over time, and other allow it occasionally but insist that overall Virtues and Flaws remain balanced (that is, any new Virtues are offset by new Flaws, or any Flaws lost are replaced by new Flaws of equivalent cost).

=References

* [[ArM5]] 28-30 and 36-40
* Further V&F are presented on [[HoHTL]] [[??]] (Bonisagus), 103-106, 141-143.
* [[httpr V&F are presented on [[HoHTL]] [[??]] (Bonisagus), 103-106, 141-143.
* [[http://www.atlas-games.com/pdf_storage/ArM5VFIndex.pdf | Virtues and Flaws Index]], courtesy of Atlas Games and Erik Dahl
* Fifth Edition [[http://www.a