Hi,
Yes. The key to using such story and personality flaws in any saga is that they must place the character beyond the norm. A character who is a little bit ambitious does not get to take Ambitious; he's got to be AMBITIOUS. A character who is Pagan doesn't get to take Pagan if he can go to Mass, celebrate Christian holidays or generally fit in; he's gotta be PAGAN: If the saga is set in an urban environment, good Christians either know that he is pagan, or he is continually having big problems as he tries to hide it. If the saga is set in a covenant where magi generally don't care whether a magus is pagan, this character is the exception that proves the rule, because he is so extreme or because of some other problem.
Pagan isn't limp when it comes to covenfolk if the SG gets to tell the character, "Ok, the covenfolk are looking forward to your celebration of the equinox.... do you have your human sacrifice yet?" Or, "You seem to have a lot of messages from Roberto the Redcap this month, specifically, five declarations of Wizard's War from various Tremere magi who feel that you remind them too much of the Diedne." Or, "You quickly discover that the reason the covenfolk have stopped serving you is that last Sunday, a visiting friar preached against you at the local church. You have it on good authority that the baron remains on good terms with the magi, but will probably only allow the magi to remain for the next fifty years if you are expelled, never to return, unless you submit to baptism and live an exemplary Christian life."
It's a major flaw, and ought to be just as problematic as, say, Difficult Longevity Ritual or Twilight-Prone.
And it can be.
It is easy to point fingers at players who load up on flaws of this kind and say they are trying to optimize, but the real problem lies with GMs, who usually ignore flaws of this kind because they don't fit neatly into the generic stories they want to tell, which are almost never about the characters. That is, specific characters add distinct atmosphere to a story that would work perfectly fine with some other group of magi.
This problem is hardly unique to Ars Magica, and I've been guilty of this too, without even ignorance as a justification.
considers
Yet another optional rule:
Personality Flaws, Story Flaws and Confidence:
Personality and Story Flaws continue to affect roleplaying as usual, but also have mechanical effects.
All people have personality, but some people are more flavorful than others. These characters have Personality and Story Flaws. A character without Personality or Story Flaws, or a virtue such as Ferocity, lacks a sufficient distinctiveness of self to have or use Confidence in any way. A character can possess these Flaws yet lack Confidence.
A player may use a point of Confidence to modify one roll that represents an action taken by his character. Thus, it can apply to either the Lab Total or the Extra-Ordinary Results when experimenting in the lab, but not to aging; it can apply to Defense and Attack but not Soak or Damage. If the roll pertains to an activity that takes a month or longer, the character cannot gain Confidence points either during that activity or for a period afterward equal to the duration of the activity; events that normally grant Confidence points occur as usual but the Confidence is not gained, which can leave a character extremely vulnerable. Confidence points are gained through roleplay and acheivement, in the usual way, and also as described below.
Confidence is always used after a roll, and allows the player to either add 3 to the Total or, if the roll to be affected is botch dice, to remove one botched die. Under normal conditions, only one Confidence point can be used on a single roll.
Personality and Story Flaws allow a player to use Confidence even more effectively, but also allows the GM to use these Flaws against the player. For each trait, a character either has or lacks control over it; at the beginning of a saga, the character lacks control over each trait.
When a character has control over a Minor trait, he may spend a point of Confidence to use it one time to act especially well in accordance with that trait as deemed appropriate by the GM and then loses control over that trait. Also, when a character has control over a trait the GM must offer a point of Confidence in order to use it against him; the player can refuse the exchange. When a character lacks control over a trait, the GM may turn that trait against him one time and then the character regains control over the trait; the player can spend a point of Confidence to prevent the GM from using the trait against his character for the duration of the scene.
Regardless of whether a character is in control, the player may offer the GM to use that trait against his character and if the GM agrees, the character gains one point of Confidence. Similarly, in an especially appropriate circumstance, the GM ought to consider awarding an immediate use of a trait in lieu of a Confidence point.
Traits gained because of Major Flaws work similarly, except that the player cannot spend Confidence to avert a negative consequence of that trait and cannot refuse an offer of Confidence in exchange for accepting a negative effect. Note that a character who has a Major Flaw but cannot gain Confidence Points is extremely vulnerable: He must accept negative consequences yet receives no Confidence in exchange.
Virtues such as Strong-Willed and Flaws such as Weak-Willed do not affect traits in any way. A character who is Lecherous might also be Strong-Willed, but the same willpower that might help him resist his lechery is the willpower that fuels his determination to be lecherous no matter what!
Traits are not intrinsically either positive or negative. A character who is Lazy, for example, might suffer in one scene because he cannot be bothered to put forth the effort he needs to get things done, yet might benefit in another, because he cannot be bothered to do something his player doesn't want him to do or be distracted from something his player wants him to do. Similarly, a player whose character is Jewish might say in one scene "I can do this because Jews tend to be better educated" yet find himself failing to bargain well in another because "They'd rather deal with a Christian, whose oaths they can trust."
All traits are derived from Flaws and therefore represent slightly more of a challenge than a benefit. Thus, they begin out of control, cost Confidence to use even when under control, and always justify GM introduction of corresponding story effects. Traits also provide Confidence Points and extra power in key situations.
A trait can be used on behalf of a character to improve the use of Confidence in any one of the following ways:
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Increasing a Total improves by the trait's score, plus the usual 3 for any use of Confidence. The action must be relevant to the trait, as agreed by the player and the GM.
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The number of botches ignored on a single roll equals the trait's score. The action must be relevant to the trait, as agreed by the player and the GM.
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When the player and GM agree that a scene during an adventure is particularly relevant to a trait, the player can reroll results he does not like, either until the scene is over or until he has used his trait's score's worth of rerolls. These rerolls can be used on any action for which the player could spend Confidence Points, or on associated botch dice.
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The player can use his trait for any scene during an adventure. For the rest of that scene, the player can reroll results he does not like, but no more times than the trait's score. These rerolls can only be used on actions that are relevant to the trait, as agreed by the player and the GM, and on which the player is permitted to spend Confidence.
However, a trait can inhibit a character in the following ways:
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One of the character's Totals is decreased by the trait's score. This can only modify actions that the trait ought to decrease, as determined by the GM, for which the player could have spent Confidence, and only after the player has declared that he does not intend to spend Confidence. Note that the die has already been rolled, and that this negative effect will always cause a failure.
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When a stress roll has failed but is not a zero, the player must still check for a botch, rolling his trait's score in botch dice. This can only modify actions that the trait ought to modify, as determined by the GM, for which the player could have spent Confidence, and only after the player has declared that he does not intend to spend Confidence. These botch dice are affected normally by virtues, flaws, familiar cords and Confidence.
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When the GM decides a scene during an adventure is particularly relevant to a trait, the GM can reroll results he does not want the player to keep, either until the scene is over or until he has used the character's trait's score's worth of rerolls. These rerolls can be used on any action for which the player could spend Confidence Points, or on associated botch dice, but only on rolls the player declines to affect with Confidence.
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The GM can use the character's trait for any scene during an adventure. For the rest of that scene, the GM can reroll results he does not want the player to keep, but no more times than the trait's score. These rerolls can only be used on actions that are relevant to the trait, that the player could affect with Confidence but declines to.
A personality or story trait normally has a score of +3 or -3; each Flaw taken grants one trait. A character with the new (well, old but re-purposed) Strong Personality virtue has personality and story traits of either +6 and -6 instead. This virtue replaces Self-Confident, and is the signature virtue of House Tytalus, whose magi learn to cultivate their personal natures.
Anyway,
Ken