Seasons: Virtues and Flaws that iterate based on years or seasons usually iterate based on sessions instead. For example, a Virtue that provides a number of pawns of vis each year instead provides that number on every fourth session. (Each session counting as a season, four seasons in a year.)


General Restrictions: Flaws that penalize a Form require that the character have a score of at least zero in said Form. This restates and emphasizes the generic rule that a character can’t have Flaws that have no effect on them. Remember this rule affects a lot of time-related Flaws, like Age Quickly.

No Prior Memories: Characters cannot take Famous, Hedge Wizard, Hermetic Prestige, Infamous Master, Protection, Social Contacts, Temporal Influence, True Love, Troupe Upbringing, or Wealthy. These represent relationships that Farrani characters will not have had the chance to create, given their isolated training.

Regimented Training: Characters cannot take Arcane Lore, Educated, Mastered Spells, Privileged Upbringing, Skilled Parens, Warrior, or Well-Travelled. Each character was trained in roughly the same manner.

Aphelion Tradition: Characters can take Diedne Magic, The Enigma, Faerie Magic, or Verditius Magic, but no more than one from that list. These derive not from Hermetic houses, so there are no house restrictions. Diedne Magic does not come with a Dark Secret Flaw.

Recent Graduates: Virtues or Flaws from the Social Status or Story categories are restricted. The Storyguide must specifically approve each such Virtue or Flaw.

Transformation: Heartbeast, Lycanthrope, and Skinchanger cannot be taken. The ability to change forms has a specific role in this campaign, a reflection of the Old Gods’ influence. Only the Shapeshifter Virtue is allowed.


Faerie Blood (Ill-kin Blood) (Minor Virtue, Supernatural): You are descended from the white-haired elves of the distant winterlands. You do not suffer exposure from naturally-occurring cold temperatures and you get a + 1 bonus to attack rolls with bows of all kinds.

Flawless Warcraft (Minor Virtue, General): The special weapon capabilities you learn through Weapon Mastery are applicable not just to the related weapon, but also to every weapon covered by the same Martial Ability. The other benefits of Weapon Mastery do not apply in this broad way, only the special weapon capabilities.

Versatile Shots (Minor Virtue, Hermetic): You can use the new Shot spell range in a more versatile fashion. In addition to firearms, you can use it with bows, crossbows, slings, and other hand-held weapons that project a missile, but not with thrown weapons or siege weapons.

Warlock (Major Virtue, Supernatural): You are trained in the arts of the arcane musketeer, able to commune with the brimstone in gunpowder and spark it at your will. You can bend bullets in flight, penetrate steel and stone, and land your shots at ranges undreamed of by normal fusiliers. Choosing this virtue confers the Ability Warlock 1, described on the Abilities page. You may also purchase Arcane Abilities during character creation.


House Inheritance (Major Flaw, Hermetic): You are deficient in the magical fields not specific to your House. Halve your magic totals (including Casting Totals and Lab Totals, but excluding Magic Resistance) to which any of the eight Forms not specific to your House apply. These Forms have their full value for the purposes of learning; study totals are not halved.

Powder Blind (Minor Flaw, Hermetic): You have an allergy-based aversion to gunpowder, the result of a particular flaw in your magical Gift. When you are reacting to gunpowder, you have a – 3 penalty to sight-based Perception rolls and to all spellcasting rolls. You experience powder blindness while you are carrying any gunpowder, if you have directly touched gunpowder in the last hour, or if a gun was fired within a few paces of you in the last two minutes.


The Farrani Corps Randy Randy