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THANKS: Pete Adkison, Shannon Appel, Steve Bishop, fill Firma Ebon Disicn ConTRBUTIONS, Tom Dowd, org Peter Brickman, Bob Brynildson, Tmnothy Carroll, Sam Chupp, Jenifer Friedeich, Rich Gentile, Andrew Gronosky, Mark Shirley, Andrew Clarke Witkes, Ken Clif, Jerry Corie, Chis Daan, Smith, Kevin Sours, David Woods Christopher Estey, Woody Eblom, Chri Fretking, Jeremiah PROOFREADING: Sheila Thomas and John Nephew Genest, Geolrey Grabowski, Kevin Hosa, Peter Hentges, Wil Lavoure Scott Reeves with Michelle Nephew Hindmarch, Damelon Kimbrough, Scott Lia, Lydia Leong, Grarnic Disien, Camtocearty, « Ant: Scot Reeves Lindroos, Aaron Link, Clay Luther, Susann Lyon, Dave P Marti, ADDITIONAL Rt: Dave Allop, Liz Danforth, Bean Dugan, Neil [Mare Philipp Messner, Paul Nurmberger, Chris Pramas, Wade Edwards, Chattes Gillespie, fosh Hoops, Eric Hota, Janine Racine, Roderick Robertson, Carl Schou, John Sacad, Robin Johnston, Alexis Liosatos, Willa O'Conner, Dom Reardon, Steeden, Jeremy Strandberg, Jef Tl, Robbie Westmoreland, John Scotello, Jock Simpson Travis Lamar Willams Fifth Edition Plavtesters as Roh Ls any, Pe i Cet reno K Se al Vd Ge Spon Dt Sat, Red Sey i Ka sn Soe hes ‘ast aie Ces Me la Ci Ae Dae la Care, ier om gr ae hay Ste Se, ea on Rs Ra ok hes ‘Wale ese oe il Chat aon Ae a aad Ny Woda Ket ire oes yee in eee Dah ehh Br ‘Got Phin Na rom eWay Nh ee Far Fach fon KO Su Uh Winer Cr is Dn Cay dn a, er 8a ‘haar Bwa Home Ac Hon Dal Madr a Han ar lms Pa Ea Sel, ee semi Se Sen Scones Nl Ona ry Hae, a aD Tom So rc Gone See, Dem Sc, Rh Sty ny Fry BC Bae Dk teh ele Ade Coody Ni ania rdw Sb Ves ay, ah Co Cal, Doar aN Heo, ik a en Ninny Sas Won pn Sn ih Yar es Cl Cp N Moan ch Na oe vc Rd eet lr So Ferm psa tee Se Ce a, Rely Na Sys Shor Wo hike Crow Dna, Mt se et Te hee Tes ee, Nos r,s at Pot techn Ken Ola AS Uh Witnat achaNah Phases Acre White Hea, ec rin en eo ir ve Wor Rea Le CamyLa c t Ra Ru Ee Pc Ch Ec Ko ran, Se he, {Semi aC ie Ce, eS Pl Hee eee Se Soa ak Hn “To Rous. ind Gray Pe ey Chi en Rae Pal lech Le ce, Ks St ok Ty een ry Cs a Deny, Rh Cen, Andey Cel, ‘Coal, Martha Awe Wick Gres, Dn i, Hem Ker ed Rh! ie ee Cy Fc Ka Yc Spa: oe isn ei ot ond An Jt are dal Si ag der Cay N Man See Mh ate Shed Se ete Ta fale Nt Si Nn Cer hen Ca NPM Ie Ore ron Rie Sean fo: By abe hse Re, So ee ops Muh Cn coy Mh hy Ad Atcr WoO Wash ake aon Da Ch Pal ses ha Ey Son Pos Wind Sn en Dn ona Roe lo et Sh or Fou Ron al Ch Cat hat ot Pot ty ad ets Lake od Come Rem Sd Ed Woody Baan Ki Rei Ei Dhl Th Sn ae ‘hey ch Cmts Aer Cnty meyer Red Aya Reed a Shoe foi ay NN So a ide Sra lene oe: Nn fw Sur ede Cote aon Cana Nut Ses Cae ap RO sve, eon ie Dane ‘Aes ate Nat ar abd Rye My Wa Cam Coy aye th Shy Aue Sa, Ae Wi ike Cae Mi Maer Cay Po, eth ee ‘ane inf Set eer Ca lr Perea, nm Kee Oh sa, Ac Seg ech Wit Dra Whe Sere Sade Le Sai Neon me Sande hc Hien Ben Fr Roun. Nl Cet Cho own Rot Pe i, Kei Se Lb a, Ld Cama ote Dp Soi sl at Dine Dama, As Nireem Mie Yo De bur Cae Caran Wen ym Ang Don Sa Da Suk Wu aya Sane Aes Bie Te ee Sn owe teem Cte he Car eee Orn oe ee, Cos Cl Ha ike Ma Shy Kes Seah, a aan, ie Chews FR Ne {Gen Ne Tp Sh hrm fox Wey nde € CGM, neh Wine Cele ena Ohne Sa dr Nes Cy Wear vente tal a i ey A Ft eos Onn om ne Py al Wie Kec oP tn oy Rah, Pa Te Chit ha an ‘Ars Mogica players participate ina thriving fan community by subscribing to email discussion lists (like dhe Bereley fst), compiling archives of ganne matral (suchas Project Reap), main- taining fan-created web sites, and running demos through Aas Games Special Ops program. To learn more, visit wwwatla-gares com/AeMS ‘Copyright 2004 Trident, In. eva Atlas Games. All ights reserved. Reproduction ofthis work ‘by any means without writen pertision Irom the publisher, except shor excerpts forthe pu pose of reviews, is expressly prohibited ‘Ars Magica, Mythic Europe, Covenants, and Charting New Resims of imagination ae trademarks ff Tident, Ie. Order of Hermes, Tremere, and Doistetep are vademark of White Woll Ine and ae used with pemission ISBN 1-58978-070-1 CHAPTER ONE: Introduction . Cuarrer Two: The Order of Hermes (Charrer THREE: Characters Chapter Four: Virtues and Flaws CHarrer Five: Abilities .... Cuaprer Six: Covenants (CHAPTER SEVEN: Hermetic Magic . . . Cuarrer EIGHT: Long-Term Events. . (Cuaprer ELEVEN: Obstacles . . {s CHAPTER TWELVE: Realms .... CHAPTER THIRTEEN: Bestiary (CHAPTER FOURTEEN: Mythic Europe (CHAPTER FIFTEEN: Stories. o CHAPTER SUCTEEN: Sagas. .. ‘APPENDIX Fourth Edition Conversion . . . APPENDIX II: Formulae Review. . . APPENDIX II: Spells Index (On the day the fares came to burn the village, Waller oa rebir= ing tbe cho x AS be wrk, be ht af an oe strangers who had aried the preious cong, Waller di’ ie the lok of them, particulary the woman. She looked hike the srt who sod watered tale and seduced men so she could rob and kill hem while they sl. "The group seem 1 be waiting for somthing, and when the fein rode out of the woods Walter thought he ke what The grass blackened ‘nd sak in the boofprint It by the shining crimson hors, an the Jaa ofthe faerie nbles were uated in lames, says, Wale shout ced the alarm, andthe villagers tan for the church, He shifted to get ofthe tof and bs lg went straight throug the damaged thatch, raping im, His waring shouts changed cries for hep, but he ober villages knew thers Rao staight forthe church, Say in the church until the faery bave _goe. Do nt come out to Fp yon no mater who it ok and sounds i Helpless, Walter waicod bis death approach as the prist ban to ring the church bell. The stranger split wp the woman cong forard by For a moment, he thought she was a spy for the fers, but ther the leader ‘Introduction ‘She wasnt. The five that could destrey a house ina moment had left the woman completly unbamed. She soke again, more loudly this tng agsturing at the faerie leader’ horse as she did So. A mometlterthe horse Shrike, dread, Figh sound that went on and om and bucked its vider off. The faerie gt tos Jet as the horse rol, til screaming i agony, ‘igniting smal fies as it with. The woman spoke again, and this tine the fare listened. Walter couldnt understand ohat they were saying. The discussion sent on for Some tin, asthe hose got ois et, seemingly unharmed, and the womans Companion came fonoard to join ber. Inthe end, some sort of agreement was reached, and iefaie ‘turned and rode back into the forest Walter watched the woman, clearly a witch of some sr, approach bis hous, looking up with an unpleasant irk on her face. She spoke and destured again, and Wale ft some force grab hin. He was ie of the roof, but then placed gently, standing, othe ground in front ofthe witch, ‘She spoke to one of br escort who then spoke to Wali “My mistress would ike otal to the priest amd bali. Please bring them bere” Walter didnot el lik arguing, avd ran othe church, shouting that Frese ad calling tothe faers in language Walter didnt understand ‘hr a bol of lame and Walter ik teas merely dead (elcome to Airs Magica Dragons ain the mountains, angels watch cover the Church, fees dance inthe forests, and sent day, 1220. Nevertheless, an Order that has endured for well over four hundred years has naturally faced its share of crises and problems DAMBAN-ALLADH AND “TM ORDO MISCHLLANEA In the eatly years of the ninth century Damhan-Alligh (DAHLvan ALLath, a pow: ceful and ev wizard reside im the British aes, led an organized resistance to the Order ‘of Hermes. Rather than face Hermetic wizards in magical combat, his followers cursed and hrased their followers, set traps, and used ‘mundane asassins to halt the progress of the ‘Order, Fora numberof years these tactics were cefectve, and some began to thick that the Order would be stopped at the English Channel Tytalus the Founder entrusted Pralix, his most gifted apprentice, with the task of defeat: {ing Damhan-Allaidh, She brought as much cunning to the task as her opponent, and in 3 series of devious raids and spectacular magical butles she was able to defeat Damhan-Allich and bring many of his followers over to her side, As the Onder prepared to welcome the victor home, it received a message. Pralix had established her own Order, the Ordo ‘Miscellanea, which would serve as a compet tort the Order of Hermes, keeping it strong Flambeau wanted to march against her ime diately, but Tytahs, impressed by his fila nerve, foreed a negotiated settlement. In 817 the Ordo Mixellane joined the Order of Hermes as a thitcenth House, House Ex Miscellanea, ‘Tite Donnan oF House Trenene House Tremere had been slowly building Its power since the foundation ofthe Order with “Tremere himsell keeping close contol over his big. Through the carefl use of cetamen and the bulking of politi alliances, the Houne gained cefecive contol ever several Tribunal, and was posed 10 tke over more. When the eleventh Founder dhed, leaving Tiemere as the sole remaining Founder, the Howse was ready to move to dominate the entire Order, turing i ‘toa too forthe larger plans A that point, a group of magi whose iden- tities are sil unknown broke the minds of ‘Tremere’ cloves lewtennts. This event, known, as the “Sundering” ako broke the power struc tures thatthe House had bull, a obligation 19 those magi and threats posed by them ceased 10 bbe a concer, Temere hie met with the magi responsible for the Sundering, or perhaps thei representatives, and some sort of agreement w5 forged. While Tremere himself ded soon after. ward, the House has kept to the agreement, and has never again ried to dominate the Order ‘Tree Coesurnow oF House TyTALus House Tytalus has always sought chal: lenges. Inthe late tenth century, leaders of the Huse went too fa, secking to contol demons and instead being comupted by them, They were engaged in subtle campaign to comupt the rest of the Order as well when thee cor ruption was uncovered by another Tytalus maga. She alerted the Quacsitores, and the (Order turned with great efficiency to purging the dabolists from their midst. The Prima of House Tytalus, Tasilia, was the most prom nent victim, but the House lost many of its ‘members, and never again recovered the rela tive size it had inthe early yeas, “Tue Sons War Just after the tur of the millennia, the (Order of Hermes beyan to descend int anarchy The comuption of House Tytahs: made magi ‘more paranoid about the secret activities of ther ‘magi, even without the incitement of The Gt Magi also became more concemed. about attempts t0 pry into their secrets and thas tebulfed attempts at investigation, Many di putes reached Taibunal, where the voting 35 deadlocked as magi reused 1 yet drawn in. In this period, many Tibunals were inquorae, as magi were rehctan to leave the security of thet Magi who felt themselves threatened resorted 10 Weards War, and even to ileal raids on other covenanis, The Quaesitores, Redcaps, Bonsai, and ether magi interested in Ais Magica Fifth @dition | eeeeeermeerseimties Aeeping the Onder together were strctched 00 thin, and found that they could not impose order on magi who did not want it ‘The anarchy grew, and for a while it looked as though the Order of Hermes would fall to the same threat asthe Cult of Mercury before it ‘Then House Tiemere declared war on House Diedne. The pagans of that House had always been somewhat distant from the rest of the Order, which was, a6 1 always had been Iangely Christian, Dak rumors about thei re tious rites had spread in the wake of the cor ‘upton of Tytals, and few tasted chem. When the Primus of House Tremere, Cerestum, aalled on the Order to help eliminate the dia- bolss, House Flambeau eagerly joined the bat tle, Many members of Hous Jerbiton, who had Jong been concerned that the Order harbored 4 payan cult, aso joined sn. Members of many Houses stepped forward to join the Tremere, and no one publicly supported the Diedne Seizing the opportunity, the Bonisagt and Quaesitoes called an emergency Grand Tribunal, at which the whole of House Diedne was declared Renounced, so that it was the duty ofall Hermetic mag to hunt them down and slay them, ‘The war that followed was bloody and. destructive, and wiped the House out. Its lad 15, however, wete never fund, and while the ‘Order hope that heir spells killed them, the fear remains that they fled to some magical regio, biding their time and waiting. for revenge ‘With the destruction of the Died, the Schism War eame to an end. The Quaesitores hha been able to enforce the Code during the Final stages of the War, a all members of the (Order were theoretically united against a single enemy. The experience of chaos and deste: tion convinced most magi that they never wanted t0 see such a thing again, and once again Tribunals were respected, and the rule of Taw returned tothe Orde. Since the Schism Was, the Order has casted ina state of relative peace and cooper ation. However, by 1220 the last magi who ean remember the War have died or passed into Final Twlight, and memories of that terble time are fading, The Kouses of Tee ‘The Onder of Hermes is divided into twelve House, all but Ex Miscellanea descend: ced in some way fom one of the Twelve Founders. This section provides a brief —ceeemticoeme 4455 Magica Filth Edition overview ofthe Houses, but its important to remember that individuals within a House can vary widely ‘The twelve Houses fall inc three groups Four (Bonisagus, Guernicus, Mercere, and Tremere) ate true hneages, made up of those trained by someone trained by someone (ete) truined by the founder of the House. It not posibly to join those Houses later Four (Bjornaer, Cramon, Menta, and Vertis) are Mystery Cals, and magi can join those Houses by being initiated imo the cult. Such ‘nitions teach the Outer Mystery ofthe cult the only cult ability that i not kept lngely secret The las four (Ex Miscellanea, Farben, Jerbiton, and Tytalus) are gatherings of mag with common interest. Is relatively easy 0 Join these Houses after training, and magi who Feo that they do nor fit nto their ol Houses, ‘often do, Ex Miscellanea, in particular, will tke anyone with The Gift, a smattering of Latin ‘nd Magic Theory, and the ability to raise a Parma Magica —and many members wil each the las three co potential recruits eis only possible to be a member of one House at a time House Bomar ‘Magi of Biomaer (BYORE-nayr) concern themselves primarily with beats and the an mmalistc sie of human nature, Because of this ‘emphasis in their taining, each Bjornaer magus ‘an fake the form of an animal, known as his “heartbeast” Understanding the heanbeast in particular and animal in general is considered ‘more important than Hermetic magi by many in this Howse. Due to their nature, Boraer mag are tunable to forge the necesary links to have 8 familiar, and the very concep alien to them Some Brormace deride magi who take faa, which they cal subsite” heartbeats. On the ‘other hand, ether mag are wary of followers of Bjornaer because of ther fascination with the bestia. Furthermore, House Bjornaer is less respected than it might otherwise be because its founder was from a Germanic rather than a Roman magical tation This House is a Mystery Cult, and the aby o take the form ofthe heartbeast i the Outer Mystery (se page 9). House Bonisacus Bonisagus (BOH-nee-SAH.goos) invent. cd the Hermetic theory of magic, and his stu- dent, the maga Thanoma, masterminded the formation of the Order. House Bonisagus is» true lineage, all ofits members can trace their heritage back vo Bonisagus hime ‘House Bonisagus i split inca two strands, the politcal and the theoretical. Theoretial Bonisagus magi concentrate on pushing back the boundaries of Hermetic ma, and are the undisputed masters of Magic Theor: Political Bonisages magi, often called Followers of Trianoma, concentrate on keeping the Order together, and excel at polities House Cunwon “This very secretive House known forts obscure philosophy is disdain fr simple poe, and is members’ habit of marking thei faces and bodes with arane symbols. Followers of ‘Griamon (KREE-sh mone) ae an enigmatic and ‘otherworldly group of magt, generally having Tie sterest inthe politics ofthe Onde. Magi of Crlamon seck the “Enigma” which other magi characterize a some sort of mystical experience. For followers of Criamon, tunderstanding the Enigra has a great deal to td with discovering the true nature of Wizards “Twilight and of magi self This House is a Mystery Cul, and che Mystery atthe heart of the cult the Enigma (see page 92). Hous Et MISCELLANEA “This i lage, diverse, and highly disor. sanized collection of mag}. Though originally founded by Pr asa rival to the Order of Hermes, this association was accepted as a House of ts own. It accepts wizards of all Kinds, ome only nominally Hermetic, whose magic comes from many disparate traditions Magi Ex Miscellanea (EKS mike: LAH. nay ah) are often called “hedge wizards’ by thei many detractors within the Order, although ‘most ean use Hermetic magic just swell as any other magus Magi of Ex Miscellanea have very litle i common, belonging 19 many diferent tad tions within the House, each tradition having its own strengths and weaknesses House Fava ‘While mos followers of Flambeau (lam BOH) specialize in fire magic, some study sells of simple annihilation as a more subtle alternative, These aggresive and. ferocious magi often case trouble within the Order and Frequemily anger mundanes. However, their Feaessness and love of destruction make them invaluable when the Order requires the appli ‘ation of manta force. House Flambeau sa gathering of kindred spi, House Gurasicus House Guernicus (GWAIR- nee) isa tave lineage, all ats members descended from ‘Garricus the Founder, who believed that the (der needed strictly enforced rules it was 10 ‘survive, Members of tis House are the judges of the Order, investigating wrongdoing and bringing eases aginst those who tramyres the ode of Hermes and the Peripheral Code They believe the Order will collapse through Internal confit without their fierce steward- ship. The House i sometines known informal ly as House Quaesitor (KWAE-se-tor, as “quacsitor the ule of those magt empowered by the Order to vestigate crimes ‘Akhough Home Gaernicus. tains and indicts ther own apprentces, ther magi can aso Join the ranks of the qusestones, and one of the highest honors inthe Orders tobe invited by the ders of House Guemneus to become 2 quaestor Such magi invariably retain membership in ther nigral House, A staring maga can only be a ‘questo she was tained in House Goer ‘Quacsitors are sometimes asked 10 inves: tigate posle crimes, oF to mediate disputes between magi or covenants, While this does take time, the custom ofthe Order i thatthe Quacsiors be given afew pawns of isasa wit, in return for thei efor House esarron House Jerbiton (YARE-bih-tan) i inter sted in the mundane word, and sometimes assumes the duty of keeping the Order on gond tezms with the nobility and Church, This inci nation i its members often stems from a noble background — apprentices. are sometimes taken from the aristocracy, and these maxi maintain tes afterwards, Other vembers are taken from skilled arists and erafsmen who hhave The Gift. The Gentle Gift (page 42) s particularly common in this House ‘Many members of ether Houses believe that followers of Jerbiton are too closely bound to the mundane powers to be trusted. On the ‘other hand, Jerbiton magi fear that members of the Order have become isolated from humanity risking bloody conflet with the mundanes. “They try energeially to heal this nif, and pur sue aesthetic and Clsial knowledge with a pasion. ‘Members of House Jerbiton are trained in ‘mundane study, the as, and polities, and the House is held together by these common House Mercere ‘The Founder ofthis House lst his magical powers but remained involved in the Order He assimed 2 non-magical role valuable to other ‘magi — that of mesenger Hi followers contin tie to fall that role All members of House ‘Mercere (mare-KAY:ray, or mare-SARE in vulgar in), regardless of whether they possess The Gi, re offically recognized as magi of the ‘Order. Even united Mercere spend 15 year in apprenticeship like other mat Followers of Mercere are more commonly known as “Redcapy’ because of the headgear they wear asa badge office. Redcap are per imitted to attend Hermetic Tabunals, but by convention they only vote if they have The Gi Howe Mercere isa te lineage, Mercere trained two apprentices before he lost hs Cif and thus thee isa small Gifted tradition inthis House, which is composed almost entiely of blood descendants of Mercere House Menta ‘This House is focused on the world of faeries, and its members tend to be jst a6 strange as the creaures they study. Merinita (mehonh- NEE-ah) mag frequently remain so laced, having lite to do with the rest of the Order, except to defend faeries from the assaults of other magi, Those of this House cachew the merely moral, and seek answers within the mysterious world of Arcadia House Merinita #8 3 Mystery Cult, and ‘magi of Merota are all iiiated ito the Outer [Mystery of Faerie Magie (sce page 92) House Teese Members of House Tremere (tay MARE. ay or ray: MARE) emphasize the importance of Judgment, strategy, and detailed. planning ‘They believe in the respect of superiors and in asserting authority ever minions: Dignity i of the utmost concern House Tiemere is considered one of the more sensible and stable Houses, providing srength and courage when needed and refrain Ing from action when peace better serves the ‘members can trace a chain back through thei masters and their masters’ masters, and so on, back to Tremere the Founder. Is nt posible to Jin the House fom outside ts Magica Fith Cation “Sissies. CCeramen was invented by Tremere the Founder, and his House retains a great deal of Tn addiion, Tremere magi hold their lis voting sis (sce page 86) unt the fils beats the parent in certamen, oF until the parens dis a Tremere magus who does not hold his own sig wane an apprentice, the new magus sig 's held by the parens of the taining magus, assuming that that magus holds his oven sg I the docs not, the sigil is passed back up the chain until it reaches a magus who does hold fis own sig. Asa result ofthis custom, House ‘Tremere votes are concentrated in avery lim sted umber of hands House Trruus ‘The philosophy of Tytalus (TIE-ah- loos) ‘magt isto master all forms of confit To this end, they promote innovation in all sorts of contests. They do not feel alive unless they’ are ina constant state of srg, perpetually test Ing the strengtn and weaknesses of thers House Tytalus is almost the opposite of House Tremere. Where the Tremere believe ia stability and respect for elders, Tytalus magi believe in constant change, and in challenging your elders repeatedly until you can finally win In their neverending search for conflict, the leaders of House Tytalus went: fain the 10th century, falling prey to demonic machina tions. Those masters of intrigue arrogantly heieved they could master the datk forces, but despite thei skill, were unable to outwit Hel ‘The leaders were executed for their crime of dlabolism, and House Tytaks has been dis- Inased ever since, House Verornus Mag of House Verditis (ware-DEE:tce: ‘008) have unsurpasid shill at creating enchant: ced items, making them invaluable tocother magi and non Gifted persons Almost ll, unfortunately, have also inher ited thee founders magical Fla, making them ‘unable to cast Formula spells without the aid ‘ean be found below Since he asthe frscto swear it, his name is record fed whenever its written down. There isa slight difference between the Code that members of House Bonisagus swear and the Code that members of other Houses swear The difference is marked "I, Bonisagus, hereby swear my ever: fasting loyalty to the Order of Hermes and ‘ts members “I will not deprive nor attempt t0 deprive any member of the Order of hi magical power. {will not slay nor ateny to slay any member ofthe Order, except in justly executed and formally: declared Wizards! War | hereby understand that Wizards’ Waris am open conflict between ‘y0.magi who may slay each other without breaking this oath, and that should | be slain ina Wizards War, no retribution shall fal on he who slays me Tribunal, = “Twill not endanger the Order rough my actions. Nor wil 1 interfere swith the affirs of mundanes and thereby ng ruin on my sodales. I will not deal with devils, lest imperil my soul and the souls of my sodales as well. [ will not molest the faeries, lest their vengeance catch my sodas ao, Twill not use magic to sery upon members of the Order of Hermes, nor shall use i to peer ito their affairs. “Twill tain apprentices. who will swear to this Code, and should any of them turn against the Order and my sales, | shall be the fist to strike them down and bring them to justice. No apprentice of mine shall be called a magus until he fis swears to uphold this Code.* "1 request that should T break this cath, Ibe cast out ofthe Order If Tam cast atl eth ec otro oe iy frend The alles of the Order ae shy allies Let us work together as one and ‘grow hale and strong day of Pisces, in the nine hundred and fit ceth year of Aries, Woe to they who try £0 tempt me to break this eath, and woe to re if | succumb to the temptation.” + AL this point, followers of Bonisagus “This oath hereby swear on the thd ‘recite. shall further the knowledge of ‘the Onder and share with is member al that [ind in my search for wisdom and power” Others recite: ‘I concede to Bonisagus the right to take my apprentice ithe should find my apprentice valuable to him in his studies” The Peripheral Code extends Bonisagus’ right 10 aim apprentices wo followers of Bonisagus, Cae? es of casing took. Followers of Verdiius are sometimes considered inferior to other magi because ofthis weakness House Verdi sa Mystery Cult, and all embers ate iniiated into the Outer Mystery of Nerds Mage. (See page 93) Covenants ‘Covenants are as important tothe Order of Hermes 2s Houses, and magi can, and do, seed hours debating which s more important sethe end Str speaking, covenants any group of magi who agree to a set of rules that go evood the Code of Hermes, and that allow sem to share resources and cooperate more easly. Inthe overwhelming majority of cass, ceverants are formed by magi who want olive fe the same place, sharing acess to a magic sea, buldings, and servants. Ths, the term ‘covenant’ has come to refer toa place where a sember of mat live together, a wel ast the seep of magi making the agreement ‘Atypical covenant has about half a dozen ‘woe! 2s members, but they range from two seam) to large organizations with over two esen agi and hundreds of mundane salt Mow Ars Magica spas center around a single covenant and ensuring thatthe covenant pos pers iss important a individual advancement After all, characters belonging to a well sup pied covenant will advance more quickly chan ‘hore who must ely on their own resources. “The physical form of covenants varies, but towers and castles are common. In addon, ‘covenants are normally located some distance from major mundane setements, lage part ‘because that i where most magic auras are fund The Code of Inermes “The foundation of the Order of Hermes 15 an organization is the Code of Hermes. This ‘short text, alo called the Hermetic Oath” because all members of the Order recite and swear to it when they are admitted, sets the stnictre of the Order and fines certain Hits ‘on what is members may do. Iwas dated to sive magi as much freedom as posible, while protecting them from each other “The degre to which magi obey the Oath varies from magus to mapus, covenant 10 ‘covenant, and Tibunal to Tribunal. Magi who violate the Outh and get che, however, us ally find themselves in-trouble- with their ‘Tibual The Peripheral Code “The Peripheral Code consists ofall dec sions made in Tabunal since the furdation of ‘the Orders formal authority derives rom the clause inthe Code requtring magi to abide by the decisions made at Tribunal, but a every case s diferent Iter Tibunals are noe bound by the deesions of earlier Taburals Indeed, there are contradictory precedents throughout the Peripheral Code, and few magi outside the (Quaesitores ae famiar with al of ts tas Some points are widely known, however, and ‘worth dscusing in this section In theory, the only penalty for breaking the Code is death In practice, Tabunals only rarely impose that, instead settling for vis fines, time spent in service, of other lesier punish iments, These punishments are backed up by the wtinate sanction, however, and refsing (0 submit tothe punishment imposed by a “iibunal is always taken a reason forthe death penalty, This enforced by declaring a ‘Wizards Marc, which ess the offender from the Order and thus deprives him ofthe Code’ protection. This i called “Renouncing” and magi subject to a Wizards March are known 35 “renounced magi” Since the criminals posses: sions are, by tradition, granted (0 those who Lal him, poweril may are often intersted i helping to hunt down the offenders Derevinc oF Macacat Power ‘This clase 4 often tavoked t0 punish actions against a magus that fal short of phy teal harm, such as damaging his laboratory or alli wrous. ‘The justification 1s that, by depriving a magus ofthe resources he needs to study, the miscreant i depriving him of some of the magical power he would otherwise enjoy. The core meaning ofthe clause, though, ‘sthat mag must not ry to damage each others Git Weean Was ‘The Code allows for 2 conflict berween ‘vo magi to escalate to open conflict in certain ‘conditions. When those conditions are met the to magi evolved may step outside the bounds ofthe Code temporary to settle their differences. One magus nites a Wizard War by sending a declaration of war to the other. “The messaye must arive om the next night of the fll moon. The war then eins om the ise ofthe following full moon, and lasts unt the tise of the next fall moon aftr that. Unjust oF constant use of Wizard Waris discouraged by the majority of level headed mag), Occasionilly, those who declare war ‘oo ‘often find themselves victims of a Wizards Moreh, Tumunas “iibunals are central to the politial ie of the Order, a5 was always Tranoma’s intent, and this they are discusted in detail in their own section, below, This clause swt, however, as it gives Taibunals some authority to make new rules and interpret the eauses ofthe Code to fit ‘changing situations Inerganc wT MUNDANES ‘The clause forbidding interference with rmundanes és probably the most controversial ‘lase in the Code. Covenants have to deal with mundane repeatedly in order to exist, and fortified dwellings containing substantial num: bers of warmiors ted to draw the attention of local nobles. Asa result, the second half ofthe sentence, ‘and thereby bring. ruin on my sodas” is brought into most debates. AS lon as dealings with mundanes do not harm other tag), nor sem likly to ease sich harm, they are permitted, Many precedents, however, have established that working asa court wizard ‘sa violation ofthe Code, As Magica Bith Gian *Spethm. Deane wnt Dewons: ‘The Order hunts down and kill: any member found dealing with demons. This i the only clause enforeed absoluely. Trying to ‘destroy. demons is normally acceptable, but ‘even then drawing a demoni attention to the (Order i rowned upon. MocesTiNc 1h Patni Inerpretation ofthis dhuse rests heavily ‘on what counts 38 molestation Faerie places are ‘good vis souees, 50 few magi have been willing to argue that charging into a faerie area spells blazing, stealing lange amounts of ferie proper ty, and retreating 40 your covenant, counts as ‘molestation. This has made i rather dificult 10 say what s, and prosecution under this cause tend to come down to pobiies, and whether ‘other magi have suffered. Unlike the mundane And demonic clases, however, t does pro- Iii friendly dealings with faeries, at any level ‘Macicat Caexrunes [Notably ising from the Code is a clause ranting protection to magical ercataes oF ‘other wizards. This wa deliberate, a Trianoma ‘wanted the Order ta be abe tose force to cam: pel people to join. Excessive interference with powerful magical beings, however, ca sil fall under ‘endangering the Order by my actions” Sewn ‘This prohibition is enforced with surpris- ing rigor. Tribunals have led that i is egal to sery on a: non-magus, if by 80 doing you Fearn about the maguss activities, that simply walking around invisble 4s magical serving, and that you can be punished for using Fnllego magic on 2 magus even if you dit know that he was a magus. There ae also con teary rulings 09 many of these points, but in ‘eeneral Tribunals have taken 8 very strict view ‘of what consiutes magica srying Avewenmices. By contrast, the cause on apprentices is hardly enforced at all Magi do nt have tain apprentices, and the obligation on the paren 10 join a Wizards March against is isi treated more as a social expectation than algal duty ‘The special ht of Borsagus magi to take apprentices rom other mag supheld, however, as isthe duty of Bonisagus mag to share their work. Tribunals In origin, a Tribunal was any formal gath- ring of magi that made decisions by a major: ty vote of those present, and kept a record of those decisions. As the Order grew, however, the Peripheral Code rapidly provided. more definition. The Tribunals ofthe Order are now the Grand Tribunal, and any other Tabunals formally established by it In 1220, the region 1 Tabunals are the only ones so established. ‘egal Trbaral must be attended, in per son, by atleast twelve mag fom atleast four different covenants, There must be one ‘Quaesitor present to overse the legality ofthe proceedings, and while the Quaesitor does not ‘ote, he does count towards the quorum. Ma Iay vote by prony, ving their voting ils to someone whois attending on their behal, who may or may not be required 0 wse them in a ‘certain way, depending on the agreement with the person granting the sigh ‘The Tribunals chaired by the Praeco, the ‘oldest magus present and while he alo cannot vote, except to break tes, he docs have the power ta choose the order of business and, in ‘extreme ctcurstances silence a magus or ject, him from the Tribunal. If the ejections render the Tabunalinquorate, or deprive it of a pre siding Quaesitor, the Tabunal ceases 10 be valid. Av the end of the Tribunal, the presiding Quaesitor must certify ita vai and this isthe ‘main check onthe Pracco abusing his power. The Grand Tribunal The most important Taibamal of the ‘Orders the Grand Tribunal, eld every thirty tee years and drawing magi from the whole ‘Onder. The Gand Tiibunal i always held at Durenmar, the domus magna of House Bonisagus and the birthplace of the Order “Three representatives ae sent fom each of the regional Tabunals se below), andthe Primi of all Houses ako atend. The Primus of House Bonisagus serves as Pracco, even if older magi fare present, and the Primus of House ‘Gurricus a8 Presiding Quaesitor “The Grand Tbunal discusses matters allectng the whole Order ands decisions are _zenerally given far more weight than the deci- sions of leser Tnbunals. In ation, its the ‘only Tribunal with authority over the whole ‘Onder, and thus the foram where inter Tabumal Aisputes must be settled, ne Regional Tribunals Each regional Tabural © composed, in theory, of all the may ving in certain area of Europe. These areas are roughly fixed by Grand Tribunal decisions, but the magi in them can change the name of the Tribunal a wil tnd set the membership requirements frely In general, you dont change Tribunal i you visit ‘covenant ina different Tibunal, and diferent Tibunals might have diferent rules on just how long a visit ean be. Regional Tribunals ect once every seven years, and the Redcaps fre required to ensure that every mags inthe Tribunal has received an invitation, Otherwise ‘they follow the normal rules for Tbunals. For the borders and names of the Regional Tibunal, see the map, Note tha the borders are only approximate, as no disputes have yet ansen requiring them to be precisely fied The Order and Society Most Hermetic magi want society to leave them lone to get om with their research tnd in return they are perfectly happy to leave Society alone. Life i, of course, not that simple, And magi are often forced to éncract with many parts of society. Some even want t0 do Peasants Mont peasants ate arid of may and stay sveay from their covenants. This fat ener ally reasonable, as covenants are almost invari bly founded in maga arcas, where strange and dangerous things happen. Further, magi themselves, dc wo The Gift and thee ability to turn people ino fogs, tend inspire Fear in the uneducated. Local legends may grow up around a covenant, and older legends ole ends rom distant places may be attached to it, peving it a ery strange, and largely undeserved, reputation (On the other hand, a covenant in a remote location which keeps itself to itself tight well be slnost unknown among the peasants They hive no particular reason to Sotto know about it, ad there is no reason for them t hear about it. In this ease, they are probably stil scared of the region, which Almost certainly has 2 magical ara, but may fot even know that there are magi living thee, Most covenants rely on some peasants to row food, jst a the nobly and clruy do. These peasants find the magi creepy, die (0 “The Gi, but are likely to accept them as lords a long as they tea their charges faily well Indeed, they might even be sen as better lords than most, as mag an do something about bad weather, plegues, or attacking dragons. Sensible covenant wil have an unCifted of cal in charge of direct teraction with the peasants, but there 90 reason why the local pessant shouldnt fel a certain degree ofafee tion for “thei wizards, as long as they dont have to deal wih them in person too often Finally, peasants who dont fit into Mythic European society for whatever reason may seek sanctuary atthe covenant. Women who want tobe scholars or warriors, serfs who want tobe free, and people fleeing the consequences of single mshacgment ae al potential rests. As 4 rule, people join the covenant because they Ihave 8 good reson not to be somewhere es, rather than because they particularly want 10 live with wizards The Church Relations between the Order and the ‘Church are officially non-existent, The Order is well wae thatthe Church, with Gods back ing, could wipe them oat with no problem. The Church is well aware that Hermetic magi are very powerful, and that a leat some are good. Chvistians. The Orders tendeney #0 hab heretics draws suspicion, but as long as magi stay out of ccclsiastial affairs, the Church i ‘ot willing to take offical action Tndvcal clergy, however, run the fll range of atid, from self righteous certainty that magi are devil worshipers who must be destroyed, 10 embusiastic collaboration with them as fellow scholar, albeit scholars with unusual alent, Most covenants ty to establish food relations withthe loal parsh ceray, at Teast, and most sicceed at that Again, using tunGalted intermedi is generally a good iden “Tunas tend to treat interfering with the Church as a very serious crime, simply because the Church isthe only organization with he potential to wipe out the entie Order Friendly, or at least neutral, relations are encouraged, magi eho launch attacks 69 the Church can expect to be renounced and [Marehed before they can inspire a Crasade. Mobilit, Most nobles are aware of the existence of the Order of Hermes, anal local nobles will ‘uichly bocome aware ofa standaed covenant with ts caste and armed troops, Most nobles also have some vague recollection th jpowerll wizards are allowed to sweat fealty to them, or serve them as court wizards, and thus they apply a bit more subtlety in trying to forge relationships with their powerful new neighbors ‘Again, individ attitudes run che fll szamut, from eager, sycophantic fawning inthe hope of magica assistance, to outright host ty in the hope of convincing the magt tos up somewhere else, a long. way away. Most Covenants, again, try to establish good rel tionships with che local nobility, but mary fi to win over everyone, this leaving a constant fival asa thorn intheir sie. Few noble are sta pid enough to mount a direct assault on a ‘covenant, and those who are tend to di, but sully any covenant that deliberately wiped fut & noble rval would be hauled before “Tibunal and Marched, post haste ‘The Peripheral Code has tended to rule that deals with nobles that dont involve service forpermanent magical aid are nota violation of the clause against interfering with mundanes This sonly a tendency, though, and covenans with extensive mundane involvement need t0 pay close attention to thet Hermetic ration ships well, lst they find themselves isolated and condemned at Taibunal Cities Most covenants ad mag stay away from cites, Ina city, The Git is « major handiap, tnd mont cies have Dmion ars that inter tere strony with magical research, On the cher hand, ets conan scholar, merchant, and al Kids of mundane resources, and eve simple magic can support an effective trade, so some magi, particularly of Howse Jerbiton enjoy living there ‘Cay covenants try to find a magical aura ideally a regio, in which they can undertake laboratory work without undue interference and often offer their services as go-betweens for more remote covenants who want to deal with an urban area. For most mag, however, ‘esate an interesting place to visit, but they ‘wouldnt want e live thee Magical Items In the early days ofthe Orde, magi were allowed to sell enchanted devices or other ‘magieal services to mundanes without restric- tion, 9s lng as they were never a the beck and call of a mundane. This changed in 1061, with 8 series of Tabunal rulings making i illegal 10 ‘accept money oF other mundane goods as pay: ment for arcane services from anyone other Airs Magica Fifth Edition ‘Cine than a member of the Order of Hermes o Hermetic covenant. The rulings also make ie clear that any magic sold in this way t a nom ‘magus must eventually lose te power, whether hhecause it is a charged item, or because the effect has a limited duration, There are two obvious loopholes in this ruling. The fist is less important, mundanes can pay with other arcane items, or wil Very few mundanes have access 10 vi, a Order is quite keen to gather permanent enchanted devices in return for temporary ‘ones, A mundane offered a temporary item which wail ast for his and his sons lifetime right be quite willing to trade 2 rather weaker permanent item for it. Trades of this sort are actually encouraged by the Quacsitores, as they take permanent items sold belore the rul ing out of mundane circulation “The second loophole is 0 glaring that ic rust have been deliberately designed. There is nothing to stop a mundane covenant member from selling an enchanted item on, of indeed, to stop him from accepting a commision to obtain a pariculse item, Thus, the main effect, has been to stop magi from dealing directly with mundanes Other Cizards Hermetic magi may be the most powerful users of matic in Europe, but they are far from the only ones, People with supernatural abil ties are much more common than people with ‘The Gift, and not everyone with The Gat becomes a Hermetic magus. The official policy isl that all wizards must join the Orde, or dhe. However, this i rarely enforced, partis Tanly ifthe wizard in question is weak, or a member of the Church, ora noble. Powerful, isolated wizards are strongly encouraged t0 join, and may well be killed if they refuse, but other wizards may merely be threatened. with dire consequences sf they ‘cause trouble for the Order. Since other wiz ard have no equivalent of Par threats can eaily be backed up Tere is one case in which the “Join or Dic’ policy is rigorously enforced. Any non Hermetic wizard who learns the Parma Magica, or any other form of general magic resistance, must join the Order of Hermes or bee hunted down, The Order is virally una: ‘mous in its opinion that this monopoly must be preserved Character Lupes Payer characters in Ars Magica fll into tye categories, depending on their oe inthe story, Magh are members of the Order of Hermes, the powerful wizards around whom the game centers. Companions ae important characters who are not magi, while grogs are minor characters. Most players of Ars Magica ave at least ‘vo character, and often moe, although they do not pay al of them at once, The characters to he played depend on events in the saga, and this ts disused in moe dealin the seeion on troupe syle roleplaying, on page 219, Magi A magus (feminine maga, plural mag feminine plral magae) is 2 powerful wizard, ven when he has only jst finshed his train fg, Mag rue the covenant around which 3 saga revolves, and have the potential to become as powerful as ny human being can. A magus plyer character belongs to a single player, who has complete control over that characters decisions ‘Although magi are very powerul, they te also limited in isportant ways by The Gift their aily to work magic (Se pages 36 and 75), This means that there ae some things that ‘only nonm-magi ean do effectively In adaton, magi are rarely silled at anything other than magic, which means that they need help in everyday afar Companions Characters Ive encom vito seer One @ITOGE sight be a night and veteran ofthe Crusades, another might be a wandering far, a thid an united Redcap, still another a noblewoman Grogs are minor characters, often war. Because the Order of Hermes stands some- rors who protect the magi and defend the what outside medieval society, # tends to covenant, but abo including specialists such attract those who do not itn, soacompanion as bookbinders and teachers who are not ‘could also be a woman who wants to serve as important enough inthe story to be created as, Kenight, a priest who ses supernatural visions companions and has tipped into heresy ora werewolf eck ‘As minor characters, groys tend to have ing someone who might be able to cute her bad things happen to them. Warior gros die aifietion defending the map, other grogs might be pos: Although each player has a magus and a sessed by spins, forced to mary afaene lor, companion, they are almost never played or die from a disease that threatens. the together, nd this should not be linked to covenant. Inmost versions of troupe-style pay cach other. Linking your companion to anoth- —_grogsare played by many different players, and ex players magus ia good idea, though, at the storygide sometimes simply tells the pay tha provides two player characters with areas ers what happened to grog son to investigate things together If you do On the other hand, grogs are a yrea deal link your companion to another players of fun to play. You don't need to worry too ‘magus, your companion should have abilities much about the consequences of your actions, that complement those of the magus, rather because you probably. won't be playing this than overlapning character next week. You can ham up the act Companions should generally not have ing, and have the grog do something stupidly ‘The Gift, unless you intend them to become heroic, or heroically stupid. I's grog charges magi at some point Ano lone bate against a deagon, in order to defend a magus, he might die in 2 couple of rounds, in which case he is remembered fond ly, or make some stupendowsy lcky rolls and Kill the dragon, #9 which ease he becomes & hero, With a grog, you can take that vehile with 3 companion or magus you wil probably want to be more estious. Of coure, iis also fun to play a grog who debates with the magus about the wisdom of staying to face dragon. Grogs are normally generated from the {10g templates starting om page 21, They may bbe created by detailed character creation, but should have no Major Vines or Flaws, and no ‘more than three Minor Flaws, balanced by an equal rumber of Minor Virtues. In adltion, sgrogs should not have Story ws, a8 they’ are supposed to be minor characters. Finily, grogs can never have The Gat. A character with The Giles too important tobe 3 rom companion san important non-magus Like magi, player character companions belong to a single player, who contols that characters decisions. Beyond this, companions Oharacter Basics This section outlines the way that the tame rules describe characters. Size All Ars Magica characters have a Size score, However, almost all human characters have the same Size score, 0, as this represents an average adult human. Every three points of Size represents a ten-fold increase or decrease ‘nmas, and adult humans can range fom Size =2 to Size #2, if they take appropriate Virtues ‘or Flaws, The effects ofthis are described in the ‘Virnues and Flaws chapter Size ts more impor tant for non-human creatures, and is dscused in detail inthe Bestiary chapter Virtues and Flaws Virwes and Flaws are features ofthe char- ctr that are not shared by most people, spe cial benefits in the case of Virtues, and da ‘vantages of hooks into stories for Flaws. They cover supernatural abilities, inclading The if, fenemies,obsesions, and aptitudes, as well 35 ‘mach more All ites and Flaws are listed in thee own chapter, on pages 38 and 39 Characteristics “There are eight Characteristics in Ars ‘Magica, cach representing one ofa given char- acters inborn attabutes. Each Characteristic thas a score that describes the degree of the character aptitude A score of O's completely average, therefore postive numbers denote Ihighershan-average ability and negative num- bers below-average ability. All but the most ‘exceptional of individuals have Characteristics that fall between =3 and +3 Since Characteristics represent your cha. acters nom potent they cannot be increased by normal means rare crcumsances, the to- rye may decide that drastic events warat some sort of permanent change toa CChoracteisti, and powerful magic ean aso raise them, but for most characters, they ae fved Qunnacrenisme DescRimnions Inteigence (Ind: Imelivence represents both memory and the capacity to fea ad think. Ws important for Abilities that require theught power and is paramenint fr the Hermetic Ants. A characte with low Intelligence isnot necessary stupid — common sense, set savy, and ws dom are no desceibe by Imtligence Perception (Per) Perception quantifies the ability to notice things, a8 wells powers of inition, While sometimes conscious, Perception often works intuitively — your character simply notices something. The sto yguide may also let you roll Pereepion when checking various Knowledges, to see if you hhave insight into a certain fact or concept. Perception & important for Abilities such as ‘Awareness, Hunt, and Folk Ken, ‘Strength (St) Suength measures physical power, hing, pushing, shoving, heaving and ‘mowing. Strength is important when befing a ielee weapon and when using bre, physial force against something or someone People with Ingh Stength are often bigger than those with low Strength, assuming they have the sae Size Stamina (Sta) Stamina represents the limits ofa character’ exertion, as well a: how ‘much physical punishment he can sustain tis staying power, both mental and physical, and ‘one of ts most important componentsis simply the will olive. Spellestng res on Stamina Stamina also. measures someone’ ability. 10 cary 2 load for an extended period, ignore fatigue, ad withstand wounds Presence (Pra): Presence describes a char acters appearance, demeanor and charisma. It is important for making 2 good kpresion, as ‘wel a5 for leading people. Presence also mea sures how imposing or inimidating a person is Even if not physically atractive, a person with high Presence might sill have a demeanor that ‘commands respect ‘Communication (Com). Communication represents the aptitude for self-expression. Its Important when attempting 10 influence or ‘communicate with someone, verbally or other ‘wise. A positive Communication score suggests 4 characce who is comfortable with or conf dent in his relationships wth other people. Dexterity (Den Dexterity means being able to move with agly and 10 manipulate ‘objets accurately and skill incl hand ‘6 coordination, fie motor conto, and body ‘ace Dexterity ako helps detemine how well your character swings a sword r throws aka Quickness (Qik): Quickness indicates reaction speed and refers, and help determine ‘who acts fst when two people are trying to do something with great haste. It ako describes hove well your character does something in a hurry. Your effective Quickness is sally mods fied by your Encumbrance. See page 178 for ‘more information on Encumbrance ts Magica Fifth Ccicon “Seems. Abilities Abilis are a characters feared sil “They usally do increase during the course of a saga, Characters im Ars Magiea can choose from 2 wide range of Abilies, listed im the Abilities chapter on paye 63, which are divided fino five types: General Abilities, which can be Jeammed by anyone, and Acadeonc Abilities, ‘Arcane Abilities, Martial Abilities, and Supernatural Abilities, A character cin only learn Academic, Arcane, or Martial Abilities hhe hasan appropriate Virwe, or isa mays ‘A character cannot learn or use. a Supernatural Abiity at all unless he has the Virtue granting it, or has The Git and has learned that Absit ‘Personality Traits Personality Traits are a short description of ‘enpontant features of your characters personality. For major characters, such as mat and compan- fons, they should be nothing more than an aie Immo and 3 reason to think about the carae- ters personality ding character cretion, For grogs, they are more significant. AS trogs are often shared between players, or at Teast played rarely (see “Troupe Siyle Roleplaying” on page 219), the numbers tached to Personality Tits cam be used as a ‘concrete guide to playing the character. They can be positive or negative, and normally range between +3 and 3, although there are excep tions. “Loyal” isa particularly important Trait, a6 i reflects the groq’s attachment to the covenant, while "Brae" i just as important for warrior grogs. A thd Teat should be some- thing distinctive about that grog. You may decide to roll a grog’s Personality Traits when {you are unsure how he would rect, or you may treat the numbers simply as a guide trol paying. If you do oll dem, add nothing bat the Personality Tit, and roll a stress de Suggested Ease Factors are found on the Personality Rolls abe, ‘Chtanctne Prasonaurry Tears Personality Tats can only be changed by the player who controls the character, and only between game sessions. However, they can be changed freely, possibly to reflect a series of ‘exceptions rolls, oF to elect life events. For ‘eample, 4 cowardly grog who stands his round and ils an impressive monster might tell become more brave bey Facing doom a dragon. » Fase Factor” Brave ryal ern te Na o ‘Not really scary. Loyalty & self-interest coincide. Average people would always do thisy. Facing down a barking dog. Warning the magi that your enemy is plan= na eck crc 3 Hardy sey, Le loyalty required. Average people would wsly do this Faxing doo aang but marl, pvsent Ne decent mail te bilups- People noted fora Personality Tat ee eel ceesl in rong he cal fase ‘would always do this 6 Scary Average ova Average people do this about hal the Fra door a appar eal my, Standing by Becerra time ° Very scary Loyal Average people sully doa do this, Frm) dow a clay seperir mmy essing alae ire and off roeon and ever notable people often fal n Extremely scary Very Loyal Average poole almost aways fal Staying loyal the covenant under tre Ever notable people do this rarely. Factor Local Ecclesiastical ‘Hermetic ° Same vilage Same parish’monastery Same covenant in them 6 Same town Same diocese ‘Same Tribunal Onaverage, people have heard of about hall the peo: pl in this area, and of most people who have any sort of reputation, Same county Same province Entire Order In general, only people with a reputation are known in this group, but everyone knows a few other people n Same country Whole Church NA Most people inthis wider world are unknown, but those with outstanding reputations may be. Reputations Reputations determine whether people se likely to have heard of the character, and what they have heard about him. They don't decermine how people reat to characters they Jneve heard of, as that depends on what they Siok of what they've heard, nor do they nec semanly ae inthe identification of characters. Fedeed, in some cases a high Reputation may sake i dificult for a character to convinee people that he is who he says he is. ‘Oh, sue Sere Sir Robert the Dragonslyer. OF coune ‘be be visting my inn. Who are you really”) Reputations have a score, a content, and a foe The score isa number, used as desenbed cio The content is what the Reputation is Jer 2 reputation for killing dragons, powerful fee maui, oF Feared interpretation of the Pais or eumple The ype deemins io Confidence might have heard ofthe Reputation, The most basic type sa Local Reputation, which # one that anyone who lives near the character might Important characters have 2 Confidence hive heard. The other two min types are Score and Confidence Points. This incades Ecclesiastical and Hermetic Reputationsdeter- both central player characters (magi and com: ining a characters reputation in the Church panions) and important NPCs, such a curing and Order of Hermes, respectively. The type of antagonists and alles. These characters star Reputation defines what counts as distance. with three Confidence Points, Most such char 'Arandom person has heard ofa character acters start with a Confidence Score of one, but with a Reputation fa rll ofa stress die plus the this can be modified by Virtues and Flaws, Reputation equals or exceeds the Ease Factor There is no limit to the number of tiven on the tale above. The more he sxc: Confidence Points that a character can have, ceeds by, the more he has heard about the character If the characters Reputation i age ly accurate, so is what the person has heard. Uswve ConnDeNce Conversely, a largely underserved Reputation toring lots of false beliefs with A player may spend Confidence Points on Reputations can change over time, See most rolls to get +3 tothe total per point spent page 167 for detail He may decide to spend the point after the dice are rolled and the putative result of the action is known. He may not spend Confidence ona roll that botched, but he may spend i€ 00 a roll of zero which was mot a botch. A player may spend any number of points up to, bat not exceeding, the characters Confidence Score. Once a Confidence Point spent its one forever, Confidence Points are not recovered, Confidence may not be spent on rolls which represent a whole seasons activities, such as ols for studying from vis, GeTnig New CoNADENCE PowTs ‘The storyguide for a session hands out Confidence Points to characters a the end of the session. To quay for Confidence Point, the character must have been played fora six nificant length of time during that session, and ‘mst have made a contribution tothe session Characters. should be awarded one Confidence Point for each of the following that they managed: 1 Achiewea personal goal ‘© Contribute to achievement of a. group oa, even if it wast a personal goal © Success in a dificult task. (Only one award per character per session.) ‘© Enterainingly well roleplayed. This means that the player portrayed the char acter well, and in a way that entertained and enhanced the fun of the other play © Bonus. This point is awarded ifthe stor tyguide thnks thatthe character or plays cr did something that deserves a reward, tut which docs not fall under the above categories. You should only award one ‘bonus point per character per session, ‘Typleal characters should. gain two oF three Confidence Potnts per session sinc ConmibENc SconE A characters Confidence Score can only be increased by Tong:-term story events which trealy increase the character self-confidence tnd self-reliance. Asa baseline, the fifteen gr lling years of a Tytalus apprenticeship are ‘enough to raise a characters Confidence Score by one point, Raises in ply should follow on events ofa similar maggie and duration Qharacter Templates The quickest way to get started plying ‘Ars Magica is to choose one ofthe characters presented inthis section, All are fully generat fed, and just need a name and a bit of back- ‘around to fit them into your saga. The second ‘guickest way i to astomize one ofthese char acters, Finally, you can use the Detailed Character Creation mules, stating on page 28, ‘build your own character from serach, Format Each template is presented in the same format, described below. Characteristics: A list of the Characteristics and values If the character has any aging points in any Characteristics, these are shown in brackets after the Characteristic val, (See page 168 fr aging rules) Size: The characters size ‘Age: The characters actual age, with the apparent age in brackets (See page 168 foraging rules and apparent age) Decrepitude: The characte’s number of Decrepitude points. These are gained from aging, and described on page 170. ‘Warping Score: The characters Warping Sore, with the mumber of excess Warping Paints in brackets, Warping Points measure a characters exposure to magic, and have bad ‘elfects you gain too many. See page 167 for more det Confidence Score: The characters Confidence Score, with the number of Confidence Points in brackets. Grogs dont have Confidence, so this line is omitted Virtues and Flaws: All the characters Vietes and Flaws, These are all described in the Vires and Flaws chapter, The fist Vite Iisted is The Cif ifthe character has it. The ‘ext is the character Socal Class, Then come all other Major Virus, in alphabetical ord, Minor Viewes, alphabetiealy, Major Flaws alphabetially, and Minor Flaws, also arranged. in alphabetical order. Personality Traits: The characters Personality Tits, and scores, Reputations: Details of the characters Reputaions, if any Ass Magia Eith Gdicon “Spee ‘Combat: The combat statistics for modes of antack and weapons that the character uses often Soak: The characters Soak score Fatigue Level: A listing ofthe characters Fatiguclevels and penalties, which represent how tied th characteris Fatigue ison page 178, ‘Wound Penalties: Shows the penis for ‘wounds of varying seventy, with the numberof points of damage required to afc a wound of that severity show in brackets ‘Abilities: All ofthe character’ Abilities in alphabetical order. The format Ability X (Y) (Gpeciaization), where X is the score in the Ability and (Y) is the number of experience points spent towards the mext level. Ifthe Ability s written X+¥ (Z),X is the score in the Ability, Y ta fixed borus from a Virtue (usa ly Puisant Abily), and Z.is the number of ‘experience points spent towards the next level ‘Arts: The characters scores inthe Hermetic Ans, in the format ArtX (¥), where X is the score and Y the number of experience points spent towards the next level. Ifthe Artis written X+Y (Z),X i the score in the Ability, Y is a fixed bonas from a Vie (usually Pussant Art), and Z 4s the mumber of expei- tence points spent towards the next level, The ‘Ans are named according to the standard abbreviations, described starting. on page 77 NNon-magi have no scores in the Ants, and this section is omitted. ‘Twilight Sears: Long-lasting effects of Wiaards Twilight, This is only applicable 10 Hermetic mag, and is described in detail on page 88 Equipment: The characters stuf Encumbeance: The characters Encumbrance, wah the characters Burden in brackets. Res for Encumbrance ae on page 178, ‘Spells Known: A list ofall the Hermetic spells the character knows. Obviously, this is ‘omitted fr non: mag. The spells are in the for~ ‘mat; Spell Name (TeFo X) +Y, where TeFo is the Technique and Form of the spell, X is the spell level, and Y isthe magus’ Casting Total with the spell Ifthe Casting Total is higher than the spell level, the magus can cas it eas Ty. Wits sigaticanly lower, he might have problems. The spelisare described inthe Spells chapter. ‘Customization Notes: Some notes onthe character, and what can easily be changed if you want to customize i eee F405 Magica Fith tion Grog Templates These templates ae intended for wse a6 704s You could expand one intoa companion fay easly, though, “The bensenxe Characteristics: It-2, Pert, Pre-1, Com=1 Ser +3, Se +2, Dex +2, Qik 61 Size: +1 ‘Age: 15 (15) Decrepitude: 0 ‘Warping Score: 0 (0) Virtues and Flaws: Covenfotk, Berserk, Large; Short Attention Span, Wrathful (Minor) Personality ‘Traits: Angry +3, Brave +3, Loyal +1, Obedient -2 Reputations: None Combat Pole Axe Init +2, Attack +13, Defense +7, Damage +14 Ack Init 0, Atack +6, Defense +4, Damage +6 Soak: +9 (Stamina full metal scale armor) Fatigue Levels OK, 0,~1,-3,~5, Unconscious Wound Penalties: 1 (1-6), -3 (7-12), -5 (13-18), Incapaciated (19-24) Abilities: (Arca) Lore 1 (streams), Athletics 2 (running), Awareness 3. (attackers), Brow! 3 (kicking), Gale 1 (apologising), Great Weapons 5 (pole axe), Native Language 5 (insults), Single Weapon 1 neater shield), Survival 3 (hls) Equipment: Pole Axe, Full metal scale armor, pack containing gear to care for ‘weapons and armor and establish camps when traveling Encumbrances 0 (3) ‘Customization Notes: The Berserkers Lange Virwe could be swapped out for an Ality or Pusant Ability with Great Weapons Jaddvon he could have another Faw, and tke ‘one of those Virtues to balance st Other than shat, he is young, so most of his Abilities are des tated by the concept. The Abilities att or 2 can bbe swapped around, though “The Gatzzueo Vereen ‘Characteristics Int 0, Per 0, Pre 1, Com =t Str 0, Sta 1 (1), Dex +2 (2), Qk +2 (2) Size: 0 ‘Age: 45 (48) Decrepitude: | (2) ‘Warping Score: 0(0) Virtues and Flaws: Covenfolk; Wario, Weakness (talking back to magi) Personality Tats Loyal +3, Cheeky +2, Brave +1 Reputations: None Combat: Axe Heater Sbild, Init Defense «14, Damage +6 Kick Init—3, Atack +6, Defense +5, Danage +3, Soak: +8 (hll metal scale armor) Fatigue Levels: OK, 0, =1, Unconscious ‘Wound Penalties: 1 (1-5), ~3 (6-10), -5 (14-15), lacapacitated (16-20) Abilities: (Area A] Lore 4 (monsters), (Area B} Lore 2 (monsters), Awareness 5 (in combat), Bows 5 (longbow), Brawl 3 (kicking), Carouse 3. (with fighting friends), Folk Ken 4 (magi), Great Weapon 5 (pole axe), Guile 2 (geting extra rations), Leadership 3 (in combat), Living Language 5 (military talk), Onder of Hermes Lore 3 (grogs), Single Weapon (heater shield), Stealth 3 (hen armored), Survival 1 (wher in a soup), Thrown Weapon 4 (knife) Equipment: Axe, Heater Shield, Full metal ‘scale armor, pack containing gear to care for weapons and armor and establish camps when traveling. Encumbrance: 4 (4) Auack +15 Customization Notes: The Grizsled Veteran has ben around the covenant for years, taut has never reached a formal positon of lead: ership, because he asa tendency to talkback to the magi. On the other hind, he makes a good Informal leader of the grogs. Age hast realy slowed him down yer, butt about to, He could take ancther two Fbws and a corresponding umber of Vines f desired, ad his Ability ‘scores can be moved around, The high et should probably be kept in combat, but he could spe: caiz in a diferent sort of combst (you would have to recakulate Combat Total) and the sec ‘ondary abies can be moved aruda will Int 0, Per +3, Pre 2, Com =2, Str, Sta +1, Dex +2, Qik -2 Size: 0 ‘Age: 20 (20) Decrepitude: 0 Warping Score: 0(0) Virtues and Flaws: Covenfolky, Wari Pessimistic Personality Traits: Brave +3, Loyal +1 Sociable 2 Reputations: None Combat: Short Bow, Init Defense + Damage +6 Soak: +3 (partial leather armor, Stamina) Fatigue Levels: OK, 0,=1,~3,~5, Unconscious ‘Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20) Abilities: [Area] Lore 4. (game tails), Athletics 1 (climbing), Awareness. 5 (woodlands), Bows 4 (shooting. from ‘eover), Hunt 5 (deer), Native Language 5 (talking about forests), Stealth 2 (hunt: ng), Survival 4 (woodlands) Equipment: Partial heavy leather, short bow, arrows, survival kit Encumbrance: 2 (2) Customization Notes: The hunter is ‘extremely useful in the wildernes, and can ‘guide the party as well as take part in missile combat. He can ako help to support the covenant by bringing in food. He doesn't work well n social stuations, though, Note thatthe churacters Bows score uses the bors XP from Warr, and thus cannot go below 4, but oth cexwise the values of his Abts, apart fom his Native Language, an be swapped freely Tue Srecust Characters: Int -1, Per, Pre —1, Com, Ser +2, Sta +2, Dex +3, Qk +2 Size: 0 Age: 19 (19) Decrepitude: 0 Score: 0 (0) id Flaws: Covenfolk, Alfinity with Single Weapon, Puissant Ability (Single Weapon), Wartior, Afflicted Tongue (stammer), Obsessed (improving Single Weapon abil Personality Traits: Brave +3, Loyal +2, Quiet +1 Reputations: None Combat: Axe 1 Heater Sbild: Init —1, Attack +17, Defense +15, Damage +8 Fist nie-2, Attack +8, Defense +7, Damage +2. Soak: +9 (ull metal scale armor) Fatigue Levels. OK, 0,=1,~3,~5, Unconscious Wound Penalties: “1 (1-5), ~3 (6-10), -5 5), Incapacitated (16-20) Abilities: [Area] Lore 3 (warriors), Athletics 3 (running), Awareness 4 (in. combat), Bargain 2 (weapons), Bows 1 (2) (short bow), Brawl 5 (dodging), Carouse 1 (drinking), Living Language 5 (talking about fighting), Single Weapon 7+2 (Heater Shield) Equipment: Axe, Heater Shield, Full metal ‘scale armor, pack containing gear to care for weapons and armor and establish ‘camps when traveling Encumbrance:2 (4) Customization Notes: The Specialist can Focus ona different Absliy, though you might want to swap the Characteristics around aswell he does, and probably change Warrior for one ofthe other expenence:poimt granting rs Magia Fit Cdion “Spgs. Virus. sch as Edssted or WellTaveed. Personality Teas: Bove 3, Loyal +2 Companion Templates You can charge Personality Tats feey, and Subtle =2 assign the Ability scores to other Abilis. Reputations: None Similarly, the Faws can be changed without Combat: ‘These templates are for central, bat non ‘changing the central concep of the character, Axe Heater Shld: Init ~1, Attack 10, magus, characters Delense +10, Damage +7 Fost it-2, Attack +3, Delense +4, Damage + ‘Tue Sanoann Soe Soak; +13 (all meal scale armor + Tough) "THE FEMALE SCHOLAR Fatigue Level OK, 0-1, 3,-5, Unconscious Per, Pre 0, Com 0, Wound Penalties: 1 (1-6), -3 (7-12), ~5 Characteristics: Int +5, Pert, Pre +1, Com +2, Characteristics: Int Ave a Heater Shidd, Init +0, Attack +12, Equipment: Axe, Heater Shield, Full metal advocate ofthe abies of women) Defense +11, Damage +7 scale armor, pack containing gear tocare Personality Traits: Scholarly +3, Independent Fist Init, Atack +7, Defense +7, Damage +1 for weapons and. armor and establish +1, Trusting -2 Soak: +8 (fll metal sale armor) ‘eamps when traveling Reputatins: Sesh shrew 2 (loa) Fatigue Levels: OK, 0,1,-3,-5, Unconscious Encumbrance: 3 (4) Combat Wound Penalties: ~1 (1-5), -3 (6-10), -$ edging Ini 1, Atk wa, Def +1, Dam w/a (11-15), lncapacitated (16-20) Customization Notes: The Tough Guy Soak: =1 (Stina) Abilities: [Area] Love 3 (taverns), Athletics 3 works well asa defender for a magus, becuse Fatigue Levels OK, 0 3,5, Unconscious (running), Avvareness 3 (in combat), Bows he can take alot of punishment before dropping Wound Penalties: =1 (1-5), ~3 (6-10), -5 4 (short. bow), Brawl 4 (punching), and making the magus vulnerable. The Viewes (11-15), lnapactated (16-20) arouse 3 (drinking), Charm 2 (opposite depend on the concept, but the Flaws can be Abilities: Arabic | (medical terms), Artes sex), Exiquette 2 (magi), Great Weapon 4 changed freely, and hs Ablity scores can be Liberals 3 (chetorc), Charm 2 (scholar), (pole axe), Guile 2 (avoiding duties), swapped freely between the Abilities he has ‘Church Lore 2 (scholar), iil and Canon Law 1 (rights of women), Folk Ken 2 (scholars) Gaile 2 (lying vo authority fix ures), Local Area Lore 2. (ounneries), Latin $- (academic debate), Living Language 5 (debate), Medicine 1 (women’s illnesses), Philosophiae 3 {moral philosophy), Teaching 3 (Antes Literaes), Theology 2 (status of women) Equipment: Clothes, a slate o wax tablet for writing on Encumbrance: 0 (0) Native Language 5 (rude word), Single Weapon 5 (heater shied), Survival | (fora short period) Equipment: Axe, Heater Shield, Full metal scale armor, pack containing sear to cae for weapons and armor and establish camps when traveling Encumbrance: 3 (4) Customization Notes: The standard soldicys Weakness canbe chosen fel, and he makes good base for rating a slighty nonstandind grog, by adding Vitus and Fay and raranang his Abies, Customization Notes: The female scholar has estranged herself from her family by refusing to: mary a suitable F man, and instead. pursuing her bizare Interest in academia, She has probably ‘come to the covenant because itis the ‘only place where she can study free and she wants access t0 the covenant Nbary she docs alieady have it. Her ‘current Virtues are very focused on schol * arship, so changing one oto for Virtues tha emphasize a efferent aspect of her Iie would be fine. irr, he emphasis her studies could be moved 10a dir ent subject, as long as she stil has a score of at least one in Artes Liberals, so that she i iterate Tae Toucs Guy Characteristics Int 1, Per 0, Pre +1, Cam “1, Sir +1, Sta +3,Dex0, Qk +1 Stee: +1 Age: 19(19) Decrepicude: 0 Warping Score: 0 (0) Vitues and Flaws: Covenfolk; Lage, Tough, Warrior, Overconfident (thinks he eat really be hurt), No Sense of Direction, Weakness (drinking) cence rs Magica Filth Edition The Kwa Characteristics Int 0, Per 0, Pre +1, Com +t, Ste +1, Sta 1, Dex 42, Qk +2 Size. 0 Age: 25 (25) Decrepitude: 0 Warping Score: 0(0) Confidence Score: 1 (3) ‘Wetues and Flaws: Knight, Wealthy, Improved Characteristics, Pusant Single Weapon, Relic) Oath of Fealty, Proud (Major) Overconfident (Minor) Personality Traits: Brave +3, Chivalrows +3, Proud +3 eputations: None Combat Ling word and sid (noun) Init +2, Atk +15, Def +15, Dam +7 Long sod an shld (on fo) Init +2, Atk +12, Def +12, Dam +7 Gast sword novel Init +2, Atk +16, Def +13, Dan +10 Goat sed (fot Init +2, Atk +13, Def +10, Dam +10 Ft Int +0, Atk «5, Def +5, Dam «1 Soak: +10 (chain mail, Stamina) Fatigue Levels: OK, 0, =I, -3, 5, Unconscious Wound Penalties: 1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20) ‘Absices: Animal Handing 2 (leone), (Ara) Lore 3 (nobles), Athletics 2 (running), ‘Awareness 3 (baie), Bw! 2 (punching), ‘Chiru | (sword wounds), Eiqute (noble) 3, Great Weapon $ (great sword), Hunt 2 den, Imsgue 1 (noble cours), Leadership ¢ (soir) Mask 1 (angina), Native Langage 5 (aivng ord), Ride 5 (in combat), Single ‘Weapon 5 heater shied, Survival (frets) Ergipment: Full chain mal, long sword, heater shield, great sword Encumbranee: 2 (3) Customization Notes: The Knights Wealthy Viewe gives him a lot of experience eins and so cannot be changed without fc: ‘ely recreating the character from serach Oath sf Fealty canbe swapped for True Love an stil, be appecprate. fac, both are so appropriate to s kowght that che troupe may allow you to take beth, a the character can sll tke three more points of Flaws. Note thatthe character regards Foensell as superior to jst about anyone, unless you change the Major Personality Paw ard does sirave the Abilities to interact well with equals The Past ‘Gharactristics: Int +1, Per +2, Pre +1, Com +2, Sir 0, Sa 0, Dex, Qk 0 See:0 Age: 33 (3) Decrepitude: 0 Warping Score: 0(0) Confidence Score: | (3) ‘Virtues and Flaws: Priest Inspirational, Lesser Immunity (lightning), Relic, Sense Holness and Unholiness, Social Contacts (inor clergy), Student of the Divine, Wel ‘Traveled, Compassionate (Major), Phywed boy Angel, Chansy, Vow of Celibacy Personality Tits Pius +3, Loyal +2, Help +1 Reputations: None Combat: edging: Init +0, Atk ma, Def +2, Dam a Soak: 0 (Stamina) Fatigue Levels: OK, 0, -1, 3,5, Unconscious ‘Wound Penalties: =I (I=5), ~3 (6-10), 5 (1115), Incapactated (16-20) Abilis: Ares Lieraes 2 (rhetoric), Bowl 1 (dodging), Charm 5 (parishioners), Church Lore 3 (local diocese, Cviland Canon Law 1 (regulavons forthe clergy), Dominion Lore 3 (angels), Edqueste 3 (Church), Folk Ken 6 (peopl he krone very wel), Intrigue 1 (parishes), Latin 4 (the Bible), Leadership 3 (preaching), Living Language 5 (preach ing), Local Area Lore 5 (churches), Sense Holiness and Unholiness 4 (angel), ‘Theology 2 (angelology) Equipment: Press clos, a mis Encumbrance: 0 (0) Customization Notes: The Priest could take another wo Minor Fawsand coresponding ‘Virus, if dested. He may be unaware of his Jmamniy, of being struck by lightning and remaining completly unharmed! may have been 1 cemtal event in his past Ws happened it should be. The aur of his Lesser lnnunity can easly be changed, ad even boosed ta Greater Inumunity you take two more Minor Flaws “Twe Rocue Characteristies: nt 0, Per +1, Pre 0, Com +1, Sir-1, Sta 0, Dex +4, Qik +4 Size: 0 ‘Age: 20 20) Decrepitude: 0 Warping Score: 0(0) Confidence Score: 1 (3) Virees and Paws. Wanderer, Great Dexterity Great Quickness, Improved Charactristis (22), Light Touch, Perfect Baanee, Pussant Legerdemain, Puisant Steath, Avarcious (Major), Dark Secret, Ability Block Allert, Compulsion Personaliy Traits: Avaricious +3, Dating «2 Sociable +2 Reputations: None Combat Fis Init 4, Ath +7, Def 47, Dam 1 Soak: 0 (Stamina) Fatigue Levels: OK. 0, Unconscious Wound Penalties: =1 (18), 3 (6-10), ~5 (11-15), Incapacitated (16-20) Abies: Area Lore 1 (rch peoples homes) Athletics 3 (hmbing), Awareness 3 (noticing whether he i observed), Brawl 3 (geting away), Charm? (people who think heb ext ing) Folk Ken (people in authority), Gale 1 (when caught rehanded), Legenderain 5 (picking pockes), Native Language 5 (being polite), Stealth 5 (being quiet) Equipment: Clothes, secret stash of money that he never spends Encumbrance: 0 (0) Customization Notes: The Rogues Dak Secret a be almost anything, buts most Hkely to bea particulary vile crime that he commited {nthe past, and now, probaly fel uly bout ‘The Compulsion shouldbe 10 commit some sort ‘oF minor cimial at, such as thievery, or to ake riksto prove he ean, This characters fundamen: tally ast and stealthy although he can tan on the ‘charm toa certain extent By moving the runbers In Charactestcs and Abilities, you can tr him into charmer with some ability in stealth. Dont forget to change the Great Characteristic and Paisane Ability Virues you do this ‘Tue Were ‘Characteristics: Int +2, Per +2, Pre +1, Com +1, Str=1, Sea 0, Dex 42, Qi 0 Size: ‘Age: 30 (30) Decrepitude: 0 Warping Score: 0 (0) Confidence Score: (3) Virtues and Flaws: Wise One, Educated, limproved Characteristics, Premonition, Second Sight, Student of Magic, Wilderness Sense; Compassionate (Major) Enemies, Nocturnal Personality Traits; Compassionate 43, Sociable ~1, Tsing -2 Reputations: None Combat Doig: Init +0, Atk n/a, Def +0, Dam w/a Soak: +0 (Stamina) Fatigue Levels: OK, 0,-1, 3,5, Unconscious Wound Penalties: -1 (1-8), -3 (6-10), -5 (11-15), Incapacitated (16-20) Abies: (Area) Lore 3 (medicinal ests), Aes Liberals 1 astonomy), Athletics 1 (climb ing), arenes 1 (animals, Char 3 (peas ants), Chirungy 4 (fam accidents}, Divine Lore 1 (lis), Fen Lore 2 (ase) Fok Ken 3 (peasants), Gaile 3 (clergy), Inferal Lore 4 (daboiss), Latin 4 (pedal terms), Magic Lore 3+2 (regione), Medicine 5 (accidental pokoning), Native Langage 5 (choosing words eel), Premontions 3 (heats to ‘thes, Second Sight 3 (hos), Suvival 3 (neat armand), Wilders Sense 3 (weather) Equipment: Old but sturdy clothes Encumbrance: 0 (0) Customization Notes: The Witch magical powers ace fr fa weaker than a Hermetic magus, bat she doesit have The Gilt. She an excellent ear, and people might not believe that her hea ing abit are purely mandane. Intolerant cleray ‘make good enemies as do magical or fare eis she has annoyed, aldhough in hat eae you might want to change the Faw to Plagued by ‘Supematural Entity or Supematual Nuance She ‘an take another Major Flaw or thee more Minor ‘ones, along with coresponding Virtues. Magus Templates These templates are of a stereotypical member of each House, 25 years old and just ‘out of apprenticeship. ‘The astensk in the Virwes list indicates the Virwe that the magus gets ree from his House, (See page 30, Characteristics: Int +3, Per 0, Pre 0, Com Str, Sta +1, Dex 0, Qik +1 Size: 0 ‘Age: 25 (25) Decrepitude: 0 Warping Score: 0 (0) ‘Confidence Score: (3) Virtues and Flaws: ‘The Gify. Hermetic ‘Mags, Ways ofthe Forest; Heartbeat Tnofemsive vo Animals, Quiet Magic x2), Subsle Magic; Batane Cit, Tormenting ‘Master; Deficient Form (nem) Personality Traits: Brave +2, Status seeking +2, Obedient +1 Reputations: None. Combat: Dadgng: Init +1, Attack nla, Defense +4 Damage n/a Soak: +1 Fatigue Levels: Unconscious ‘Wound Penalties: -1 (1-8), -3 (6-10), -$ (11-15), Ineapactated (16-20) Abilities: Artes Liberales 1 (grammar), Athletics 2 (endurance), Awareness 2 (people), Brawl 2 (dodge), Resse 1 (argeting), Folk Ken (hunters), Gaile 1 (pretending to know less than you do), Heartbeast 2 (changing into 2 wwol), Hant 2 (small animals), Lain 4 (Hermetic tems), Living Language 5 (calling about the Area Lore 1 (loress), Magic Theory 3 (Animal), Parma Magica 1 (Animal), Penetration | (Muto), Order of Hermes OK, 0 = wilderness), Local $e Ais Magica Fifth Edition ine Lore 1 (Bjornaer, Second Avea Lore 1 (orests), Survival 3 (forests) ‘Ars; Cr0, In, Mkt 10, Pe 3, Re 1) An 8, Aq 0, ‘Au0, Co 8, He 0, lg0, lm 0, MeO. Te, Vi0 ‘Twilight Sears: None Equipment: Wizardly robes. Encumbrance: 0 (0) Spells Known Tramsfornaton ofthe Ravnows Beast the Top Toad (Mun 25) +19 lt he Vipers Fangs (PeAn 18) +12 ice of Bast Warding (ReAn 8) =10 Vier Gaze (ReAn 13) +9 Eye ofthe Cat (MuCo(An) $) +19 Gift he Bears Forttade (MuCo 25) «19 The Wound tht Was (PeCo 15) +12 fing the Dangling Puppet (ReCo 15) +10 Customization Notes: The Bjornaer is much more comfortable with animals than with ‘people, and may think of him oF heel a just as ‘mach animal as human, Despite the fact that bis score Animal Ken ony allows simple comm: ‘ication, thanks to the Blatant Git he probably ‘gts long mach better wth animals, Ways ofthe toa train appropriate to the aca heartbeat a wos asumed forthe ‘example, Both Major Flaws can be changed frely and while Deficient For (Ignem) i very ‘common in House Bjornaer, there ts no particu Tar reason for your character to havet Note that ‘Quiet and Subtle Mage allow the magus to cast in his hearteast form without any penalty Bowsacus Characteristics Int +5, Per 0, Pre 0, Com +1 Sir 0, Sia 0, Dex 0, Qik 0 Size: 0 ‘Age: 25 (25) Decrepitude: 0 Warping Score: 0 (0) Confidence Score: 1 (3) Viewer and Flaws: The Gilt; Hermetic Magus, Secondary Insight, Alfinty with Auram, Minty with Creo, Book Leame, Free Study Great Intelligence (12), Inventive: Genes Puisant Magic Theory; Driven (Major), Favors, Painful Magi; Weak Enchanter Personality Traits: Studious +3, Curious +2, Brave = Reputations: None Combat Dosim ‘Damage n/a Soak: 0 Fatigue Levels: OK, 0, -1,-3, 5, Unconscious Wound Penalties: -1 (1-5), -3 (6-10), ~5 (11-18), lncapaciated (16-20) Abilities: Artes Liberales 1 (log), Awareness 2 (when working), Charm 2 (equals), Concentration 3 (spell casting) Folk Ken 2 atin 4 (Hermetic technical terms), Magic Lote 1 (non-Hermetic magic), Magic ‘Theory 4 (Creo), Native Language 5 (edu cated talk), Order of Hermes Lore 2 (great discoveries), Parma Magica 1 (Menter Penetration 1 (Avram), Teaching 3 (Hermetic Ans) ‘Art: Cr 12, In 0, Mu 0, Pe 0, Re 3; An 0, ‘Aa 0, A 12, Co 4, He 0, i 0, lm 0, Me 0 Teo, Wo “Twilight Sears: None Equipment: Wizardly robes. Encumbrance: 0 (0) Init +0, Attack nla, Defense +0, Spells Knows Charge of he Angry Weads (Cru 15) +24 Clos o Ran and Thunder (Cw 25) +24 Clouds of Smmor Sto (Cru 25) 424 The Incantation ofLighing (CrAw 35) +24 Parfit ofthe Fouring Wounds (CrCo 20) 16 Customization Notes: The Bonisagus 1s most likely Driven to make some great discovery im magic. He or she isa so-called Tab rat” a magus happier in his laboratory than in the outside world, However, the favors he owes and his drive to discover are Uikly to push him out, Sinialy, enchanted ‘tems are very useful to ie, but hei bad at ‘making them for himself. That alo tends to drive him into stores. This concept is built around the Virues and the Driven Flaw the ‘other Flaws can be changed easily Similarly, the Ars in which the character hasan afin: ity can be changed, but that ako requires changing the spells he knows, a its Magica Fifth Edition ‘Characters: Int +3, Per, Pre +2, Com 3, Sie 0, Sa 2, Dex 0, Qik +1 Size-0 ‘Age 25 (25) Decrepitude 0 Warping Score 00), Gonlidence Score: (3) ewes and Fas: The it, Hemetc Magus Fleuble Formac Magic, The Enigma Magic Seonitvity, Pusat Enmatic Wade, Side Efe, Say Bors Magic Addon, Tat Prone, Ieomprehenshle Penonaity Traits: Enthusiastic +3, Friendly 2 Practical -3 Reputation: None Combat Deding nit « Damage va Soak 2 Faugue Levels: OK, 0,-1,-3,-5, Unconscious Wound Penalies: 1 (1-5), 3 (6-10), 5 (1-18), Icapciated (16-20) Abies: Aries Liberals 1 (etoric), Charm 5 {educated people), Concentration 3 (spell casting), Enigmatic Wisdom 3 (nds), Fok Ken 1 (educated. people), Lain 4 {Enigmatic tems), Magic Sensitivity 2 {aus}, Magic Theory 3 (Vin), Native Language 5 (ong words), Order of Hermes Loe 1 (mysteri),Pama Magica 1 (Menten) Art: Cr In, Mut Pe 4,Re 4; An0, Ag 0, ‘Au 0, C00, He 0 0, lm 2, Me 1, Teo Vit0 Tetight Sears: None (ye) Euipment: Wizard robes Encumbrance:0 (0) Spelt Know. Po ofthe Tain Head (Colo 10) +8 ‘Asc of Emoled Pre (Mal 10) +8 Ping te Fue Vel(nVi20) +18 Pan) the Mapa Va (Mi 20) +18 (see Paring he Fare Vel) Leng te Fabicof imagine (PeVi 20) +16 Wind of Muadoe Se (PeVi 20) +16 relat Wad Agus Does (ReVi 20) + Auack a, Defense +1 Customization Notes: The Cramon does fot have her maximum allowance of Flaws, so ‘could take an additional Major Flaw or three Minor Faws, with conesponding Virwes, if desired. Her Charm and Folk Ken scores could be moved into other Abilities available in the fist five years of life (sce ‘Detailed Character Creation rules” page 28), possibly ako moving her good Presence score as wel 7 Ex MISCELLANEA Characteristis: Int +3, Pe Str +4, Sia +4, Dex -2, Qhk-2 Size: «2 Age: 25 (25) Decrepitude: 0 ‘Warping Score: 0 (0) Confidence Score: (3) Virtues and Flaws: The Gilt; Hermetic Magus, Giant Blood*, Major Magical. Focus (stone), Aftinty with Teram', Enduring Magic, Improved Characteristics, Passat ‘Terram, Tough, Generous (Major), Necessary Condition (touching stone)", Plagued by Supernatural Emity, Deficient Awram Personality Traits: Generous +3, Patient +3, “Trusting +2, Vengeful +2 Reputations: None. ‘Combat: edging: lost -2, Auack wa, Defense +4 Damage n/a Grappling, Init -2, Avcack +2, Defense +2, Damage +4 Soak: +7 Fatigue Levels OK, 0,1, 3-5, Unconscious Wound Penalties: -1 (1-7), -3 (8-18), ~S (15-21), Ineapaciated (22-28) ‘Abilities: (Area) Lore 3 (mountain trails), Artes Liberales 1 (astronomy), Brawl 3 (grap- pling), Concentration 3 (spelleasting), Finesse 2 (Terram), Latin 4 (Hermetic usage), Magic Theory 3 (Term), Native Language 5 (being polite), Parma Magica 1 (Uae), Penetration 2 (Terran), Survival 3 mountains) ‘Aes: Cr, In 0, Mu 4, Pe 3, Re 5; An0, Aq 0, ‘Au0, Co 1, He 0, hy 0, lm, Me 0, Te 1243, wo. “Twilight Scars: None Equipment: Wizard robes Encumbrance: 0 (0) Spells Known: Wall of Protecting Stone (CrTe 25) +85 ‘The Gryal Dart (Mu(ReYTe 10) 427 Rocko Vici Cay (MuiTe 15) +37 anh that Bras No More (MaiTe 20) +27 ‘Obl of th Meal Barer (Pe(Re) Te 20) 22 The Baths Carbuncle (Re(Mu)Te 15) 427 Hands of th Grspag Ent (Re Mu)Te 15) 423 Customization Notes: This Ex Miscellanea tradition grants the Virwes Giant Blood and Affinity with Terran, andthe Flaw Necessary Condition, Touching Stone. The stone in question can be a piece of stone worn 100 belt, for example, but i must be a last the sizeof the magus hand (the magus has big hhands). ‘The mayus doesnt have his full allowance of Flaws, so you can take another Major Flay, or three more Minor, and corre sponding Virwes, a Fawmeaus (Characteristics: Int 62, Per +1, Pre 0, Com =I Str 0, Sta +2, Dex 0, Qik +1 Stee:0 ‘Age: 25 (25) Decrepitude: 0 Warping Score: 0 (0) Confidence Score: 1 (3) ‘Virties and Flaws: The Gilt; Hermetic Magus Greater Immunity (Fire), Major Mageal Focus (Flames), Affinity. with Creo, Affinity with Ignem, Life Boost, Pussant Ignem", Enemies, Necessary Condition (oust clap hs hands), Wrathful (Major) Personality Brave +3, Wrathial +3, ‘Thoughthal-2 Reputations: None: Combat Doijing, Wit +4, Attack w/o, Defense +4, Damage n/a Soak: +2 Fatigue Levels: OK, 0, 1, ~3, 5, Unconscious Wound Penalties: =1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20) Abilities: Area Lore 2 (hiding places), Artes Lberales (loge), Athletes 2 running), ‘Awareness 3 (in comb, Brawl 2 (dod ing), Folk Ken 1 (people in authority over him), Gaile 3 (claiming not to have done something), Hermes Lore 1 (House Flambeau), Latin 4 (insults), Living Language 5 (insults), Magic Theory 3 (Ignem), Parma Magica 1 (Mentem), Penetration 2 (lgnem), Steakh 1 (entering bualldings or rooms), Survival | (woos) ‘Arte: Cr 12, In 0, Ma 0, Pe 4, Re 5; An 0, Aq 0, ‘Au0,Co0, He I 12+3, lm 0, MeO, Te vio ‘Twilight Sears. None Equipment: Wizardy robes, smelling slightly of smoke Encumbrance: 0 (0) Spells Known: al of Fame (Cig 5) 041 Pia of Fire (Cig 20) +41 Arc of Fiery Ribbons (Celg 25) +41 Blof Abysmal Flame (Cala 35) +41 ice of Excompasing Fame (Clg 33) 41 Customization Notes: The Flambeau is very much a one-trick pony. He can throw fire a opponents extremely effectively: His focused Arts and Magical Focus mean that he has some Penetration even for powerful spells, However, he is much weaker if he tries to do anything ‘else, Wrathful and Enemies canbe swapped out for exher Flaws with no trouble, to break the stereotype a bit, as can his Greater Immunity He can take another Minor Flaw, and balancing Minor View Cummcus ‘Characteristies: Int #3, Per #4, Pre «1, Com 0, ‘tr 0, S20, Dex -2, Qik 0 Size. 0 ‘Age: 25 (25) Decrepitude: 0 ‘Warping Score: 0 (0) Confidence Seore: | (3) ‘Vietues and Flaws ‘The Gif, Hermetic Magus AMfinity with Inelego, Clear Thinker, Great Perception, Hermetic. Prestige, Improved Characteristics, Pussant Inllego, Side Etec (lying is hard) Curse fof Venus, Restriction (10 magic for Sun ‘duration afte ying) Personality Traits: Honest +3, Fair +2, "Nervous around the opposite sex +2 Reputation: None Combat Dedsing, Init 40, Attack wa, Delense +2, Damage Soak: «0 3,-5, Unconscious ‘Wound Penalses: 1 (1-8), -8 (6-10), -5 (11-18), Incapactated (16-20) Abilis: Artes Liberals | (logic), Awareness 3 (clus), Baw! 1 (dodging), Charm 2 (peo- ple you suspect), Cade of Hermes 3 (the Focal Tibunl), Concentration 1 (observ ing people or places), Folk Ken 4 (lia), Gaile 2 (concealing investigations), Lavin 4 (Hermetic terms), Magic. Theory 3 (Intellego), Native Language 5 (questions), Onder of Hermes Lore 1 (legal eases) Parma Magia 1 (Mentem) ‘Aes: Cr, In 12 (3), Mu 0, Pe 2; Re 0, An, ‘Aa 0, Aw 0, Co5, He 0 0, In 6, Me 6, Teo, Vio Trig Sears: None Equipment: Wizard robes. Encumbrance: 0 (0) Spells Known: hysiciens Eye (lnCo 8) +20 ye of th Eagle (nkn 25) +21 ‘Song the Dist nage (nlm 25) +21 noi fhe Stoding Wizard (Pen 15) +8 Frosty Breath the Spb Le (InMe 20) +21 Paring In the Moral Mid (loMe 30) +21 Farigue Levels: OK, Customization Notes: If the Guernicus lies (says something she believes to be untrue as iF iC were true), she cannot use any magic ttl the sun next rises or ses. Anyone who wants to tell ie in er presence soon after she casts spell (thin two minutes or $0) must make a relevant Personality Trait check against fin Ease Factor equal to the magoitude ofthe spell cast If the check fais, he eanno bring Insel to le although he can remain silent “The Guernicus could take four more points of Flaws, and corresponding Vitus. Jexnrron ‘Characteristics: Int +3, Per +1, Pre ¢1, Com +1, Ser0, Sta, Dex +1, Qik 0 Size: 0 ‘Age: 25 (25) Decrepitude: 0 Warping Score: 0 (0) Confidence Seore: | (3) Viewes and Flaws: The Gift, Hermetic Maus Gentle alt, Free Expression, Improved Characteristics, Privileged Upbringing Pisin Music’, Venus lessng, Deficient Technique (Perd}, Necessary Condition (singing Sascepubity to Infernal Power Personality Traits: Friendly +3, Brave +2, Stutious +1 Reputations: None Combat Dedjing, lit +0, Attack la, Defense +0, Damage w/a Soak: +0 Fatigue Levels: OK, 0,—1,~3,~5, Unconscious ‘Wound Penalties: 1 (1-5), ~3 (6-10), -5 (11-15), lncapscitated (16-20) Abilities: Ares Liberals 1 (music), Carouse 2 {nantaning dignity), Charm 3 the oppo site sex), Code of Hermes (dealing with smundanes), Euquette 2 (nobility), Folk Ken 2 (nobles), Guile 2 (st excuses), Lain 5 (nusical terms), Magic Theory 3 (Imagine), Manic 4+2 (singing), Native Language 5 (noble style), Oder of Hermes Lore 2 (erbiton), Parma Magica | (Mentem) Cr, In 1, Mu6, Pe 1, Re6, An0, Ag 0, ‘Au 0, Co 5, He 0, I 0, lm 10, Me 0, Te 0, vio “Twilight Sears: None Equipment: Wizardy robes. Encumbrarce: 0 (0) Spells Known: rants th Tallin Hea (Colon 10) +16 Phantsof th Hunan Farm (Crlm 25} +16 isc Ou Hass (Inn 15) +1 Tt of th Shc and Hrs (Malm 5) +16 ‘Aaa of Enabled Preece (Mul 10) +16 ‘Nots ofa Delighted Scand (Malm 10) +16 Diss of ie Tiansformal age (Mul 5) +16 aloft (Pel 20) +1 Wiad Sep (Relm 10) +16 ‘Castomization Notes: The lrbion rook Puisant Music as his free House related Virtue He is designed as 2 social creature who secs himself san artist in music and magic. He can take up to three points more of Flaws, with the corresponding Virues. Note that he has the Gentle Gilt, and thus ean interact with mun dans without any penalty. its Magic Pith @tiion “Speer. Menor Characteristics: Int +2, Per 0, Pre 0, Com =1 ‘Sir, Sta «2, Dex 61, Qik +t Size: 0 ‘Age: 25 (25) Decrepitude: 0 ‘Warping Score: 0 (0) Confidence Score: | (3) ‘Virtues and Flaws: The Cit Hermetic Magus [Major Magical Focus (Weather), Affinity with Auram, Cycle Magic (Postive) — Day, Puisant Auram, Puissant Creo*, Special Circumstances (during 2 storm), Ambitiow. (Major, Difficult Longevity Ritual, Cyclic Magic (Negative) — Night Personality Traits: Ambitious +3, Wanderer +3, Brave 42 Reputatios: None Combat Dogg, Inc #1, Attack la, Delemse +1, Damage wa Soak: +2 Fatigue Levels: OK, 0 —1,~3,-, Unconscious Wound Penalties: 1 (1-5), ~3 (6-10), 5 (11-15), Incapaciated (16-20) Abilis: [Atea] Love 3 (routes between sities ‘menis), Artes Liberles 1 (astronomy), Athletic | (hiking), Awareness (weather signs), Hunt 2 (small game), Latin 4 (Hermetic terms), Magic Theory 3 (Auram), Naive Language $ (talking 10 travelers), Parma Magica 1 (Ignem), Penetration 2(Auram), Stealth 3 (in wood: land), Survival 4 (in bad weather) ‘ts: Cr 63, In 4, Mu 4, Pe 3, Re 3, An 0, ‘Ag 0, Au 1243, Co 2, He 0, Ig 0, Im 0, Me2, Teo, Vio “Twilight Sears: None Equipment: Wizard robes. Encumbrance: 0 (0) Spells Know: “nites Resounding Blo (Cru 10) +26 Cl of Ran nd Ther (Cru 25) 132 Clas of Sue Sow (Cru 28) +32 lof be Skyhoend Winds (CrAus 30) +26 Wings of th Soaring Wind (Ce(Re Au 30) +25 Customization Notes: The Mercere can ‘ake another three point of Flaws and as many points of Virtues. Hei quite capable of travel ing alone, and probably prefers to do 40. By ‘moving scores from Hunt and Stealth into social Abilities sch as Char, he can be made ‘more likey to travel with a group. cette” 415 Magic Pith Editon sxnrta ‘Qharacteristes: Int 03, Per +, Pre +1, Com +2, Str=1, St =1, Dest, Qik=1 Suze: 0 Age: 25 (25) Decrepitude: 0 ‘Warping Sore: 0 (0) Confidence Score: (3) Virtues and Flaws: The Git, Hermetic Magus, Strong Faerie Blood (Undine), Deft Imaginem, Faerie Mop, Free Study, Puisant Imaginem, Student of Faerie, ‘Chaotic Magic, Plagued by Facte, Faerie Upbringing Personality Traits: Mercunal +3, Honest -2, Relable-3 Reputations: None. Combat: Dedging: Init <1, Attack w/a, Defense 1, Damage na Soak 1 Fatigue Level OK, 0, Wound Penalties: 1 (1-1 (11-18), Incapactated (16-20) Abilities: Artes Liberals 1 (hetoric), Char 2 (gaining trust), Faerie Loe 3 (water fy) Faerie Magic I ilsions), Folk. Ken 2 (orhat people will belive), Cale 5 (sus tained lies), Latin 4 (Hermetic: terms), Manic Theory. 3 (Imaginem), Native Language 5 (faeries), Penetration 2 (Mentem), Parma Maya &(Menter) ‘Acts: Cr, Int, Ma, Pe, Re $, An 0, Ag, ‘Au 0, Co 1, He 0, lg 0, lm 10¥3, Me 5, Teo, Vio Tolight Sears: None Equipment: Wizardly robes Encumbrance: 0 (0) Spells Knows: ‘Pantsma Anna (Cel 20) +17, Phan of te Hume For (Crim 28) +17 Image Panto (Mul 20) +17 Val of list (Pel 20) 14 Wizards Siete (Relm 10) +17 Panicof he Toning Heart (CeMe 15) +9 The Gall Sie (Ree 10) +9 Customization Notes The Merinta ean take another thre pois of Flaws and asm Virwes. The type of Strong Faerie Hood can alo be changed easly “Trewene Characteristics: In +3, Per -2, Pre 0, Sir 0, Sta +2, Dex 0, Qik Size:0 ‘Age: 25 (28) Decrepitude: 0 Warping Seore: 0 (0) Confidence Score: | (3) ‘Virtues and Flaws: The Git, Hermetic Magus, Elemental Magic; Book Learner, Casious Sorcerer, Latent Magical Ability, Minor ‘Magical Focus (ertamen), Skilled Paves, ‘Ambitious, Weak Magic Resistance, Susceptibility to Divine Power Pessonality Traits: Authoritarian +3, Respectul +3, Brave +2 Reputations: None Combat: Dadjng: Init +1, Ack wa, Delense Damage n/a Soak: +2 Fatigue Levels: OK, 0,-1,-3,~5, Uneonsccus Wound Penalties: -1 (1-5), -3 (6-10), 5 (11-15), Incapacitated (16-20) Abilis: Artes Liberaes | (anthmetie), Charm 2 (magi), Code of Hermes 1 (certamen law), Etiquette 2 (Hermetic), Finesse 2 (Tertam), Folk Ken 3 (mags), Gale 2 (iying to underlings), Intrigue 2 (Hermetic poi tis), Latin 4 (Hermetic terms), Leadership 3 (running istittions), Maye Theory 3 (Creo), Native Language 5 (giving orders), ‘Order of Hermes Lore 2 (Tremere), Parma ‘Magica 1 (Mentem), Penetration 3(lgnem) ‘Ants: Cr 5,10 5, Mu 5, Pe 8; Re 5, An0, Ag 3, ‘Au 6, Co 0, He OI 6, Im 0, Me 3, Te 6 wo “Twilight Sears: Nove Equipment, Wizardly robes, Encumbrance: 0 (0) Spells Known: Girclng Winds of Proton (CrAu 20) +13, Rain of Sons (MuAu(Te) 20) +13 im of Fre (Crlg. 20) 13 Sate the Raging Fans (Pel 20) +13 Sl th Eadh (Ce 15) 613 ‘The Min Kee Bye (ne 20) +13 Er that Breaks No Mare (Mie 20) +13, Pi of th Gaping Earth (PeTe 15) +13, Customization Notes: The Tremere can take three more pots of Paws, anda simila umber of Virtues At the moment, he i a social and politcal creature, but the score in fone of those Abilities could be moved ino a Martial Ability to make im more ofa Higher: Characteristics: Int +4, Per Pre 0, Com 0, Si 0, Sia ¥2,Dexs1, Qi +1 Size: 0 ‘Age 25 (25) Decreptude: 0 Warping Sov: 0(0) Confidence Sore 2 (5) Virus and Flos: The it, Here Maas Life Linked. Spontaneous. Mase, Great Ineigence, Improved Characteristics, Le Bost Pirin Gaze, Sel-Confiden, Paina May, Tormening Master, Weak Pers Personality Trts: Argumentaive +3, Brave 3, Tasting -2 Reputations: Nove Combat Delfing, Init +1, Atak a, Defense +4 Damage Soaks 12 Faigue Levels O, 0,1, 3,5, Unconscious Wound Penalties: 1 (1-8), -3 (10), 8 (1-15), Inapactated (16-20) Abies: Artes Libre loge), Avarenes 2 (abun), Bargain 2 (Mis), Bel 3 tarapling), Concentration pleasing, Gaile 2 (pu ofthe moment, Inte 2 (conspiracies), Latin 4 (Hermetic tems), Leadership 2 (long-tine followers), Magic “Theory 3 (Menten), Nave Lange § (arguing), Pana Mag (Menten) ‘Ants: Cr 5; In, Mu 0, e 0, Re 8, An 0, Aa 'A 0, Co 0, He 0 0, In 0, Me 9, Te, wo “Twilight Sears None Equipment. Wizadly robes. Enaumbrance: 0 (0) Spel Known Pains of te eet Wory(CoMe 20) +16 sn the Sit Cusine 2) +16 Tht of hide Fat Pee 10) +11 Aart Rg Aubry (Ree 20) +16 Set of Pal Si (Ree 20) +16 Customization Notes: The Tytalus can take up to three more point of Flaws, and a simular numberof Virtues Vexomus Characteristics: Int +3, Per 0, Pre 0, Com 0, Str=3, Sta +, Dex +1, Qiko Size: 0 ‘Age: 25 (25) Decrepitude: 0 ‘Warping Seore: 0(0) Confidence Score: | (3) ‘Virtues and Flaws: The Cafe Hermetic Magus, Affiny with Craft (mealsmith), Afinity with Craft (stonemason), Aifiniy with TTerrm, Faerie Blood (Dwar), Puisant Graft (metalsmith), Puisant Crt (stone mason), Pusant Terra, Verdtias Mai Dwar, Weak Spontaneous Magic Difficult Spontaneous Mage Personality Traits: Disciplined +3, Perfectionist +3, Spontaneous -2 Reputations: None Combat Doing, Init +0, Atack nla, Defense +0, Damage n/a Soak: +1 Unconscious ‘Wound Penakes:-1 (1-3),~3(4-6) 5 (7 Incapaciated (10-12) Abilities: Artes Liberales 1 (geometry) ‘Awareness 3 (flaws in stone and metal work), Athletics 2 endurance), Craft (net alkmath) 542 (iron), Crt (stonemason) 442 (decorations), Faerie Lore 2 (dwar) Lain (Hermetic terms), Magic Theory 3 CFerram), Native Language 5. (talking shout metal and stone), Parma Magia 1 (Terram), Philosophiae 1 (natural philoso phy) ‘Ans: C7, In 3, Mu 5, Pe 3, Re, An 0, Aa 0, ‘Au 0, Co 0, He 0, Ip 0, Im 0, Me 0, Te 1202, 0 “Twilight Sears: None Equipment: Wizardly robes. Encumbrance: 0 (0) Spells Known Sal he Earth (CrTe 15) 623, Teach of Maes (CrTe 20) +23, Wal of Pocting Stowe (CiTe 25) +23 The Cyl Dart (Mu(Re)Te 10) +24 Ey of te Razor (Sie 20) 621 Pio th Gaping Eath(PeTe 15) «19 Hanis ofthe Grasping Er (Re(MuTe 15) +24 Customization Notes: The Veritas can take another thrce points of Flaws, and a simi Jar numberof Virwes. In addition, her Craft Abilities can be changed for diferent crafts without changing the concept much, Finally ‘ot everyone descended fom dwarls 35 smal, a they ate, 50 that Flaw could be swapped for others without allecting the character ona fun amen evel ‘Detailed Qharacter Creation The int step creating a new character from scratch creating a character concept. Your magus might be aie wizard, a naeal spy, ora magus desperate to get away from the dabolism practiced by his parens A companion might bea ‘woodman with wiperatual powers, a Muslin scholar exploring westem Europe, ora werewol secking a cue for fs curse. Agog can be any type of warrioe ora member of he covenant sta such at watherwoman, but, or sablehand ‘Once you have a concept, deci whether the character sa mag, companion, grog Its ‘obvious ifthe character sa maybe has The Ge and his been tained in Hemet mage Before creating a magus character, you should have an understanding of the magic rls, Wichout at leat a base grasp of the way that ‘magic works, you may make choices that wil ‘weaken your inate magus and curtail er poten tl or future developrent. fs probably best to se one ofthe templates for your fist mags W the character is not a magus, but is intended to bea central character in the saga, he is companion. If he is intended to bea bt pur he isa grog. A sablehand imended to be 2 cental character is a companion, and a ‘woodsnnan with one or two minor magial pow: 15 might well bea grog. The rues for charac ter creation dif sighily between the three character types, but they are basicaly the same. However there are enaugh separate steps for ‘magi to make i worth treating them separately Magi Onlu: A Pyerneti House 's choosing his House. The twelve Houses are descnbed stating on page 11, and summarized irs Magica Fith @dinon “Smaps. tn the able. Membership in a House grants a particular benefit at character creation, which is Isted inthe table. A magus can only be a mem- ber of one Howse Bxaurte: Dass ial cratig an experince mags for ase asa He dds onthe ame “Dari, an co cai scary looking majes who specials in Peds ragic andi btn do de eens of he Ont Taking at the House, Few and Tytls bb ok ror, but Puisant At (Ped) fs he concept eter thon Sef-Corfidest ae gues wth Howse Flaeou. Das i no Dari of Fae ‘Virtues and Flaws ‘As many Virwes and Flaws deal with the characters pace inthe story, they difer the most between the character types Al characters must tke a Social Stat ‘There are a numberof default Socal Statuses that cost no poins see page 38, tn particular, all Hermetic magi take the Social Status Hermetic Magus, which costs no points. No other characters may take this Stats, because they’ are not, afterall, Hermetic mag, Geogsare somewhat limited in ther choice of Vires and Flas, to ensue that they remain minor characters. Thy may have up to three poins of Paws, and a comesponding number of Vires. Grogs should have only Minor Viues and Flaws. In ation, grogs may not have The Gate (having The Gift makes you an important characte), and may not have Story Flaws, 1s those Flaws make characters eental 1 stories and thats nt the role ofthe grogs. Companions. may, in principle, choose any Viewes and Flaws. They may have up (0 ten points of Flaws, and a corresponding nu: her of points of Virues. Major Virtues and Flaws are worth three points each, Minor Virtues and Flaws are worth one point each Companions who do not have The Gi may not choose Hermetic Virtues or Flaws ‘Companions may have The Gift, and thus take Herevie Virtwes or Flaws. However, this should be extremely unusual the main reason for ercating such a companion is that you want to playthrough the appremiceship of a magus. The Galt i, however, free, even if taken by a companion, Bear in mind that unless the character can get acces to magical traning, its almost entirely a Flaw, because of it effects on sci interactions Like companions, magi may take up 10 ten points of Flaws, and the same numberof poknis pointseach, Minor ones one point. All magi mist, Ihave The Gift Wathout i, they cannot work FESS Lac Cone 2. Hermetic Magi Only: Pick a House (See page 30) 44 Pick Virtues and Flaws, Minor Virwes and Flaws are worth one point, Major Virtues and Flaws three points each, Grogs: Up to three Minor Flaws, and the same number of Minor Virtues. ‘Companions and Magi; Up to ten points of Flaws, and the same number ‘of points of Virtues Buy Characteristics. Start with 7 points, See page 18 or 30. Early Childhood. Native Language 5, fand 45. experience points. spread between (Area) Lore (forthe place or places the character 16 growing up), Athletics, Awareness, Brawl, Charm, Folk Ken, Guile, Living Language (other than the characters ative lan- ‘guage, Stealth, Survival, and Swi, Later Life. 15 experience points per year, spread between any Abilities the character can learn, based on the Virtues and Flaws he has. Characters with the Wealthy Major Virtue get 20 experience points per year, those with the Poor Major Flaw get 10, 7. Hermetic Magi Only: Apprenticeship, Divide 240 experience points between Hermetic Arts and any non: ‘Supernatural Abilities (oF Supernatural Abilities, if the magus has the elevant Virtue). Take 120 levels of spell, of 0 higher level than Technique + Form + Intelligence + Magic Theory +3. Hermetic Magi Only (Optional) Years After Apprenticeship. Divide 30 poms per year between experience ia Abilities, and levels of spells. = Personality. Pick three words to describe your character, and assign a number between +3 and -3 to each, Grogs should all have a seore in Loyal Warriors should all have a score in Brave. Reputation. If the character has a Virtue or Flaw granting a Reputation, decide on the reputation. ‘Companions and Magi Only: ‘Confidence. Your character starts with a Confidence Score of 1 and 3 Confidence Points, unless he has a Virtue or Flaw modifying this. Equipment. Give your character ‘equipment he could reasonably have acquired and retained Wet te “7 The detailed character creation rules “low you 1o create characters of any axe This hk obvioily very wscul for sto ypides, but rales the question of the Appropriate age fr new player character “he fist ting to bear n mind stat a character over the ag of 35 must make aging roll (seepage 168) before the ame teins. tis possible for sucha character. die of old age before play, hough if that happens you can always go back to the previous yea The second wei that older charac: ters are more powerful than younger ones. This parculaly marked for mag. who sain experience points and spell levels more quickly once they ae out of appren {eship and no longer need to spend time serving thet master “he fin sue that older characters take longer to erate, because there are more experience points to allocate “The troupe or storyuide should make a decon on starting ages, Bering these factors In mind. There ate 2 few suielines wort following, however Fit, new player should create magi who are just out of apprenticeship. Magi WARP NL wie have @ lot of choices, and until you have played the game a bit you wont know ‘which choices sut your playing style Second, inmost troupes all magi should be approximately the same number ‘of years out of apprenticeship. Actual ages are relatively unimportant, as magical abi ities tend to overshadow mundane. If you decide not todo ths, it should be because the whole troupe wants to play in that sort ‘of saya, not bocause one player has a cool concept for an older magus ‘Thied, tsa good idea to create com- panions a a fairly young age (under 30) 0 that they have several years of play in them. The importance of this varies depending on the speed of your saga (see page 218), but an old companion runs the risk of dying of old age before hes been played a dozen times. Finally, grogs can be created at any age, and probably should be. Grizzled vet rans and eager novices make equaly fine ‘concepts, and even characters. partially, ‘rippled by old age can contribute to st ries set atthe covenant Creating children using these rules requires the application of a bit of com- ‘mon sense. Abilities can be generated and treated a6 normal, but a seven-year-old childs not going to be stronger than most adults, even if she has Strength +3, Similarly, some Virues and Flaws wil only become applicable as the child ages, rather than starting out usable To generate a child, use the normal rules, and then modify ail Characteristics 1s follows Age Moder at C= won 2 (eit Me None Virwes and Flaws can only be dealt with by applying your best judgment ‘Type Description ‘Mystery Cult Magi who are animals as well as ‘humans. Ability Bonisagus ‘True Lineage Divided between researchers and politicians (politicians) Criamon ‘Mystery Cult Mystical philosophers and mas ters of riddles Wisdom. ExMiscellanea—Societas Many magi from different tra- ditions, not all fly Hermetic allowance Flambeau Societas Martial masters offre and destruction Guernicus ‘True Lineage Investigators, lawyers, and Hermetic Prestige mediators Jerbiton Societas Nobles, scholars, and artists interaction. Mercere ‘ive Lineage Messengers of the Order Merinita Mystery Cult Faerie magi Tremere True Lineage A hierarchical and disciplined Howe Tytalus Societas Magi who thrive on conflict of Self Confident any sort Verditius Mystery Cult Crafters of enchanted items _Verditius Magic (page 93) Heartbeast (page 91), beginning score of 1 in Heartbeast Puissant Magic Theory (researchers) or Pulssant Intrigue ‘The Enigma (page 92), beginning score of 1 i A free Minor Hermetic Virtue, a free Major non-Hermetic Virtue, and a compulsory Major Hermetic Flaw, repre: senting the particular tradition within the House ‘These Virtues and Flaws are in addition to the normal Puissant Perdo or Puissant Ignem A Minor Virte relating to scholarship, arts, or mundane Puissant Creo or Puissant Muto. Note that unGilted Redeaps_ are created! as companions, and take the Redcap Major Status Virtue. Gifted Redcaps take the Hermetic Magus Status Virte, and do not take the Redcap Major Status Virwe. Faerie Magic (page 92). Any magus in this House without a faerie-elated. Vie of Flaw has a. Warping Point, inflicted to allow initiation into the Mystery, ‘Minor Magical Focus (certamen) vgmatic magic and thus cannot be magh: In addtional ‘magi should have atleast one Hermetic Flaw, Nobody fis perfectly into Hermetic theory. “The rules for taking Virus and Flaws are summarized atthe beginning ofthe Viewes and Flaws chapter. xen: Danis oF FLaMacau ‘Nal starts by loing fr apres ft ns concep. Dice seus ikea god Pesonalty Fla, ascot dp bute dens of the Order a sll ins Sim, te acs ae Uy te produce Enon, ond Nil picks « Revousced magus an bis cronies ob be ewes in uston. Bet Giff ell vote cary mage Nill tse be die magi the characte ig blo intact much wth mun dins ayoay. Thats three Major Flas. se vie pons ala Blatant Gift sa Herc Fl, stat ure mnt mat. Finally, Nal takes Diigrel (aia ans) a Minor Fae enforcing the ine and go ing bi en ins of Fla Then i tine hy good sa AS 4 magus Das svat bas The Gift and Pisa Art (Pardo) ame fee a Flabean. Nil aes fin eth Perdo ta bak up Dari special. He decide that Das bas done bis job wl ukes Hemac Prestige vel fasta te Order Hing magi i ery dan ‘gous gam, eae tks Prenat ed Second Sit, mahing it band to take Darvs by su Sima shotngfst sen advantage, ob takes Caster Thats fi Miner Vitus, lang Dain uth ‘points spend Nal bs ok at Major Vis, ‘and decides that Flas Magi il extremely cal few ih cs spells more gui ard wit higher Pextation, which a very good hing oon facing ter magi Th es mati he ois, bt be ils two Minor Vitus to buy. He ches Svony- Wile nd Enduring Contin, lich the image ad ro dea bi more bret Oharacteristics ‘Churacterstis are bough onthe following ‘able, You start with seven points to spend. All characters buy Characteristics inthe same way For Hermetic magi, you should note that Ineligence is cental to Hermetic laboratory ‘work, and dus magi should senously consider tk sng a postive score init Si, Stamina ts very important for spllartng nd soa negative sore there s best avoided Communication is vital if yu want your character to write ood books. Score Cost 8 6 2 3 mn 1 0 0 “ Gain 2 Gain 5 Gaing ExaMPLe; DaRius OF FLAMEAU Nl ts by ging arias an Ito of +, ssi scl his ot nb ay Fling om nthe ‘det Dar bd surat ung be ‘eu te set jot one Pain of 1 Her be ‘Lo aud een eto hear Folly, thecon: pt pracally doa nti xr in Prt, 32 Null dos thet 2, and Cancion 4, go bo seen moe ott ply with ‘Stain th the scare most fal for magi 0 Nall makes delat decision tae tt 276. The character wil be mre intern fb hs seats tr are, be thnks Ine, be ys Ques +2 (god for dodging) Stength «2 (be cat ard) nd Denterty +1 (making bw bt than eee com ‘ut Tos ike Darl cain se yc combat whch makes sme sel cn trash magic restau! any toa Abilities Aes pret ache kamed ab Wes For sogrand compan they oped fevwo bcs ely cidod tnd re Fr Seton wes mo plot Sonia Fecal et gaat Beare esas leer Poe ae sa ce are oy Abi Glarctr cute: Ther ils de ot sat Peeve payin tats ace os Phair ply espace Bern actos scot ber here pa eer ‘Age Maximum Ability tinder 30S 3G sou 7 ais 8 460 9 Exny CmpH000 Inthe fist five yeas of Me, characters gain a score of 5 in their ative language (se page 66 for the Language Ability), and 45 experience poins to divide berween (Area) Loe (or the place or ploces the character's growing), Athletics, Awareness, Brawl, Cham, Folk Ken, Gaile, Living Language (ober than the charac: ternative language), Steal, Survival, ar Swi, You do ot need to pat points ino all ofthese Ablities, choose the ones that best your con ception ofthe character Ths represents what the character pics up as she phys a5. chi epee eea Stealth 1, Survival 2 Mischievous Childhos 1, Native Language 5, Survival 2 reser parca sr of childhood. Note tht youcan sped the 45 expe Athletic Childhood: Athletics 2, Brawl 2, Native Language 5, Swim 2 Exploring Childhood: (Area) Lore 2, Athletics 1, Awareness 1, Native Language 5, : Brawl 2, Gull 2, Native Language $, Stealth 2 Social Childhood; Charm 2, Folk Ken 2, Guile 2, Native Language 5 “Traveling Childhood: (Area A) Lore 1, (Area B) Lore 1, Fotk Ken 2, Living Language chides ce iy cha 20 20 20 To Buy: The number of experience points required to raise a score from zero to that 950 95 1050100 rurmber To Raise: The number of experience points required to raise a sore by one point to that umber Lae Lire per year Note that only companions can tke Aer ealy childhood, the character gains 15 experience points per year, which may be placed in any Abilities, as lng asthe character hs. a Vite that permits her 19 lam those Abiltes Academie, Arcane, and Maral Abies require a Vie, as do Supematural Abilities. ‘Characters with the Wealthy Virwe get 20 experience points pet yea, while characters with the Poor Flaw get 10 experience points this Virwe and Flaw. Exanut: Dawus oF FLaseats Daris as a amber offre Abit fom bis Vita 0 Nil nls the fist Prost , Sc Sight, Mastery of Al Spl + Theat ss is arly chido. Nil os 10 Geman as Dares nati Language nat tis int, Ue bis eiginal mame, 50 that gies in ‘Magic Theory Parma Magica 1 (should be no higher if the magus i just out of apprenticeship) Total Cost: 90 experience points German 5. Heth pods 1 x) 0 Bara Lave 2.15 ‘xp ot Aan 2, ond 15 expo Fle Ken 2, bring ing Ue Daria age of [New be weds die wher de bey Brome ox prev, and hicks 104 ce unl mabe Hes 75 are ts se fom hs fe yea, ad he sponds 15 ap on Bra 2,15 ex on Gale 2. 5 9 om Ailes 4, sp Conran 5x Ete exp Iria xp on ale 5 exo Sa 1, Sexpon Sua and 3 xp. Sin ¢. Tht lars Iain with xprone fints which Be dc soon re of Heres Lore 65 gel Abily 50 be can ni erates th dso basi that i fare nese ki te cont ome fr i ae ‘esi actualy bn ‘Macs Onty — Arreenricestr The fifteen years of apprenticeship ive the character 240 experience points, and 120 levels of spells. These experience points can be spent on Ans oF Absltes, including, Arcane, ‘Academic, and Mortal Abiliies. Note that magi ‘an only spend experince points on Arcane, Academic and Martial Abilities befoe appre ticeship if they havea Virtue which allows them to do 50. A senile division 1s to spend 120 experience points on Abilities and 120 on Ars ‘Mag must have the following minimum Abilities: Parma Magia I, Magic Theory Latin 1. Characters with lower scores would not be dmited to the Order. A character without 3 Latin sore of east 4 an an Antes Liberals score fof at least 1s unable 1 read the books of the (Onder. This wil seriously weaken the character relative to other may, and you should be aware ol this before designing such a character Achar acter with a Latin score of less than 5 cannot verte hooks, which may ako be important. A [Magic Theory score of below 3 is weak, and, in paricule, means tht the magus eannot set up his own laboratory. Very few magi have a score in Parma Magica over 1 immediately after apprenticeship, a ths Abliy 4 the lst thing taught, Indeed, the magus i not ‘aught the inal secret (orang a Parma unc ater he has sworn he Oath, Magi should abo seriously consider putting points into Code of Hermes, Concentration, Finese, Onder of Hermes Lore; Penetration and Profession (Scribe) Tes probably unwise to pat more than 55 experience points, for a score of 10, into any fone Art, as that tends to indicate that your magus is over specialize. ‘The highest level spell you can learn is qual to Technique + Form + Intelligence + ‘Magic Theory +3, where the Technique and Form are the Technique and Form ofthe spel ‘in question If the spell has requisites (seepage 114, they apply to this total as wel Bxayarut: Danis OF FLAMBEAL Sending the apyenticship XP i fay ey [ial spends 30 xp for Latin 4, 50 cx) on Magic Thay 4 90 exam Artes Leas 3,5 exon Fie 1.19 on Powtaton «(5,3 exon rfoson — Sen, sep 04 Chine 1, 5 expon Fae Lae xp 0% Infor Love 1,5 exp on Fhieapba 1, an 5 ‘expon Magic Lore + Thos blak at Hermetic As He bus 6 exer nce on ft He spends 7 pnts on Prd, wich nis lity ns ite 55 pons, 5 hat bas Pardo 40 “hb ats lst al of thst nt Cro and Corps 1s exp on Cro 9 expan Corps 2 Danis as 10 tis Tie + For deer ie bight el pl econ arn He choos oak il eres slacing The Wound tat Was (PeCo 13), Grip of the Choking Hard (PCo 19), Paring Wind (Peg 20), Sot he Raging Flames (Peg 20) Val ofl (Pel 20, Cal te Motion ofthe Har (Pee 13}, Ls of But « Moments Mewory (Pee 43) Brame of bis Fawlas Magic Vir, Dah Mast Soe fone in each sella ths [ial has to cose cil ait or ech Finally, jt fre Gaunt, be spend is list 5 expo Panna Masia ‘Macs Onty — Artin APPiESTICESHIP you want to generate 2 magus who is some time out of apprenticeship, the rues ‘change again. You might want to wait uni you are familiar with the game system before doing this, however: There are a lot of options and ‘considerations, which could easily seem over: whelming For every year, the magus wets 30 poins Fach point can be an experience point in an Art oF Ability or one level of spel. The maximum spel vel a mayus may know fs inuted as before. ‘semble maximum fora maga’ Arts is 10 pas fe for every four yeas since apprenticeship. “Thus, a magus who i 20 years out of apprentice: ship could havea highest Art of 15, whilea magus 120 yeas cut of appremtceship might have 2 Iighest Are of 40. A typical magus also gains an average of 2 Warping Poins (we page 167) pee yea, 0 there are very few magi uch move than 120 year out of apprenticeship. Ths, 40isabout the highest Art posible, ‘Of course, you may not want your expert enced magus to have spent all his ime studying Abilities, Ants and spell If you wish to have Your magus engage in other ab activites (such 2s creating items, enchanting familias, and in particular creating Longevity Rituals) you will ‘eed to know more about the eicumstances in which he has been working. These are ult imately upto the storynuide, but atypical situ ation might be a follows 1 The magus covenant (for Aging roll) tives a Living Conditions moxie of +1 (see“Aging” page 168) 2. The magus lb i of only average quality, siving a modkier to Lab Total of 4, The covenant has a Magic Aura of 3, 44 The magus may use a maw umber of paws per year equal to Magic Theory x 5, ofthe Ars required tis not posible to accumulate pawns from year 10 year, because this number alkeady represents vs the magus has saved while sudying from books and inventing spel Statistics for familiars and apprentices should be agreed with the storyguide, if required For each season that your magus spends working om a ab project, the character loses 10 points from the yearly 30 experience points, toa mininum of 0 if tree or four sea sons ate spent on lab work. Thus i is most cost effective to have the magus engage in 2 full year of fb work at a time, Is suggested that you advance your magus year by year spending several on study, then taking years ‘ut to do lab work as the characters statistics reach appropriate levels (Older magi can learn spells more quickly than chese guidelines suguest. You may thete: fore want to use these miles to have a magus learn spells asa ab project if you ae advancing him more than forty years or so beyond apprenticeship, Remember that you should also make aging rll forthe character each year fom the ‘age of 35. Thus you will probably want your

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