Ars Magica Digital Codex

New Virtues

These new Virtues are available to any character, but may be particularly useful for grogs.

ALMOGAVAR

Free, Social Status

The character is a member of a band of mercenaries and raiders, living a life of adventure according to a code of honor and discipline. He shares a bond of solidarity with his fellows, and they can depend on each other's loyalty. He has Standard Armaments, and may take Martial Abilities. He may choose to be the Adalil at no additional cost, getting an increase in both authority and responsibility. He is supported by his unit, and may not take the Poor Flaw or Wealthy Virtue.

ALMOGATEN

Minor, Social Status

The character is the leader of a

band of Almogavars, chosen by his fellows for his skill and experience. He commands a dozen men, and he is responsible for their welfare and prosperity. He has Standard Armaments and may take Martial Abilities.

Similar to the Mercenary Captain Virtue, you may choose Wealthy or Poor to represent the fortunes of the almogaten and his soldiers. If he is Poor, he leads only a half-dozen men and he has hit hard times lately. Some of his men only have Inexpensive Armaments, but his main concern is finding the next meal. If he is Wealthy, he leads a company of two dozen men, and can afford to upgrade their armaments. The band might own several horses, and perhaps some herd animals.

CRAFT GUILD TRAINING

Minor, General

This character has received above-average training during his apprenticeship, from a craft master or professional guild. Like Warrior and Educated, this virtue gives a bonus of 50 experience points. These must be spent on any Craft or Profession Abilities, Bargain, or Organization Lore: Guild.

DOMESTIC ANIMAL

Minor, Social Status, animals only

The character is an animal who is the property of a covenant or character, and is supplied with food and shelter. He is expected to serve his master in return for this provender, as a mount, beast of burden, hunter, or so forth.

FEROCITY

Minor, General, animals only

Like companion and magus characters, this character has Confidence points. However, these Confidence points may only be used in situations where its natural animal ferocity is triggered, such as when defending its den or fighting a natural enemy. Describe a situation which activates the Confidence for its species, and take 3 Confidence points and a Confidence Score of 1 to use when those circumstances are met.

FORGETTABLE FACE

Minor, General

Never will this character be the one noticed or picked out of a crowd. Moments after speaking with him, very few people can give an adequate description of him. He often gets away with things because people are not sure it was actually him. If other characters must make a roll to identify him, it is at –3. On the downside, this trait is incompatible with great beauty, charisma, or commanding presence. Virtues like Venus' Blessing or Inspirational are prohibited, although Curse of Venus could work.

HERMETIC EXPERIENCE

Minor, General

The character has experience with the magi of the Order of Hermes. Maybe he is currently employed by a covenant, once served in the retinue of a magus, or has had other dealings or disputes with them. In any case, you have an additional 50 experience points to spend on Order of Hermes Lore, Magic Lore, or Latin. You cannot spend other experience points on Magic Lore or Latin unless the character has another Virtue or Flaw permitting this. This Virtue may be taken by any grog or covenfolk, or those who have had an exceptionally close relationship with the Order of Hermes.

JACK-OF-ALL-TRADES

Minor, General

The character is capable of turning his hand to almost anything. He suffers no additional botch dice for attempting an Ability roll for an Ability that he has no score in (ArM5, page 62). If it is an asterisked Ability, then he can attempt a roll as if he had a score of zero with three extra botch dice, if and only if

Summary of New Virtues

FREE, SOCIAL STATUS

Almogavar

MINOR, SOCIAL STATUS

Almogaten Domestic Animal Master of Kennels Turb Trained

MINOR, SUPERNATURAL

Mythic Farrier

MINOR, GENERAL

Craft Guild Training Ferocity Forgettable Face Hermetic Experience Jack-of-All-Trades Master of (Form) Creatures Mild Aging Minor Enchantments Pack Leader / Natural Leader

MASTER OF (FORM) CREATURES

Minor, General

The character is able to tame animals and other unintelligent beings that have a Magic Might aligned with a particular Form. During character creation, the character may take Magic Lore, and this Virtue may be taken multiple times, once for each Form. (This Virtue was originally presented in Realms of Power: Magic.)

he is normally able to take Abilities of that type. Characters without this Virtue cannot even attempt rolls on an asterisked Ability without at least one experience point in it (ArM5, page 62). For example, he must have a Virtue permitting him to take Arcane Abilities to attempt an unskilled Magic Lore roll. Some Abilities are excepted from this Virtue, such as those that are not rolled (such as Parma Magica or Penetration), and all Supernatural Abilities (which require a specific Virtue for each Ability, rather than the type).

(Minor, Social Status)

The character manages the kennels for a noble patron, and is responsible for the training, breeding, and health of the animals. He employs additional staff appropriate to the size of the kennels. He is a commoner, yet treated with considerable respect by the household. If he has the privilege of riding with the hunt, then he may well be a skilled bowman. He is expected to organize the houndsmen, that is the dog handlers, as well as instructing servants or locals to perform that role. The Master of Kennels may learn Martial Abilities, and has 50 additional experience points at character generation to spend on the Abilities Animal Handling, Etiquette, Hunt, Latin, an appropriate Profession Ability (such as Feuterer or Farrier), and Ride. (Paraphrased from Lords of Men.)

MILD AGING

Minor, General

The character's aging rolls benefit from a +1 bonus to the Living Conditions Modifier, in addition to whatever his social standing normally offers him (ArM5, page 170). Furthermore, he receives a +3 bonus to rolls to survive an aging crisis. He may be dedicated to living a healthy life, or else have been blessed by some supernatural being.

MINOR ENCHANTMENTS

Minor, Supernatural

The character has one or more items in his possession that have magical powers. These should be designed as Hermetic enchantments, and the total levels of powers in all the items, after adjustment for uses per day and so forth, must be 25 or less. The character may have this Virtue more than once: add the total levels together, but no single power can be greater than 30th level. If he loses the item or it is destroyed, then it is gone for good.

MYTHIC FARRIER

Minor, Supernatural

The character may use the Touched by (Realm) Virtue (City & Guild, page 71), to a limited extent. He may craft horseshoes with magical effects, using Hermetic guidelines for a single Hermetic Form, chosen at character creation. Animal is a popular choice. The powers of the horseshoes can only affect the horse itself, or its immediate environment. A Terram effect, for instance, to make the ground which the horse touches stable is permissible, but an Auram power to change the weather isn't. To calculate the Craft Total, add the controlling characteristic to the Craft: Farrier Ability. As this field of work requires wit as well as deftness of hand, either Intelligence or Dexterity may be used; this is a permanent choice which must be made at character creation. This ability is most likely aligned with the Magical or Faerie Realm, but an Infernal farrier is a possibility. You may take this Virtue twice, but no more. Taking the Virtue a second time adds either a second Form to use while enchanting, or allows the character to use it with another Ability, but not both. For variations on this Virtue, simply rename it Mythic (Professional), and replace Craft: Farrier with another Craft Ability. Retain the limit of a single Ability and a single Hermetic Form.

PACK LEADER / NATURAL LEADER

Minor, General

The character is a dominant individual with a demeanor that encourag-

TURB TRAINED

(Minor, Social Status)

This character has grown up at the covenant, been trained to fight in the turb, and picked up a few things from the magi's trusted servants. At character creation, he is allowed to learn Martial Abilities. He may also learn whichever single dead language the magi speak in addition to his local tongue. His fortunes are tied to the turb, and he is thus prohibited from being Wealthy or Poor.