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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 sages to have acquired a Longevity Ritual (see fare 101) by then, Some skiled may offer fe sersices creating Longevity Ris for eben and you may decide that your character Sem bargained for one such ritual, especially if see ae not interested in studying the Aas of ‘Gree oF Coepus. The precise details of such Serzains and the bonus given by the resulting swe should be agreed with the storyauide xr Dans oF Frasneatt asia wile tof prices whe hesaga sie Nal aks nr Fa ih yes om 236 csi ast opal he expen ts ser Thies 200 rips spo in seu wu7s Fin be spl 25 ef raing Parma Maja 6, a 0 map bene wes decd Magic Rentnce Th be sous 5x on Gist Woon 1, snl oes Dare eae Next bse 8 se Gast which ti fo abt ll. sos nt rr bel Heres tat Das ts we dvs his con Loney Ribu and bare a dent Prete eit Pos. Nox, he fr at wae serait suing 0c wi Cio 10, 401 6 es 2 Mien: Dae besos Mew! Teves Vite and tex each on Reso od ign, for sae fm ch Tht haves bn 20.) hich hsp on 4 le 20 verona Rasted Decay of ToS Yes Te 10 Target nce to Grow = +2 Mind) ‘Ags vcs pick maser for te pel Nil hw dies ht Dar wild he et a inte ahotry ob gis caer pins in 5a year Sethe Labratry chap or the dai of fee sce, San 1: Ope sp If a) or ‘echo (os i) Sto 3: Ata 2 tlm Seo 3 Cats Langenty Ril (7 pow Lab Tita fora +7 boa gist aig) Sen tl tlm itt ft Te Woe St Wie (PCa 15} wth ration ad 0 wes er dey Opn the talisman othe tized 4 Destroy hing at dtc” bras ae tl cal th hae ofa taf. From spit, Nil adsonces Drs yer at sme ce ang el gt eo nat bis sudy on dlp Daria 3 year bse, (99 o Fant, sexpon Cian Canoe Li. and (0 eo rating Anil 4 At fit, Nall ese tat Dares wold ve rel sein Tei eb te srt of mags oly tc Jom nee Dass Warn Soe of 2, wth foe Waring Pins foe bese ise ye ot f eprom He mks el to cont be magic fond ces 0 that Dari ds wat actly go into Teil at ts on Niall en cons asin Dara ot ape of, arth awh opie "Wik posable to generte a chaneter bby working out exactly what he has done in every season he has been alive, and using the rules in the Laboratory and Long-Term Events chapters to determine the results: This is how magi and impor tant companions are normally advanced ‘in play, but i takes a very longtime for character generation. It tends to produce ‘characters who ae close to those generat ced wsing the dealed rules, but with alot smote character ven if you do generate a character this way, you should still use the normal Personality Choose tee words to describe your characters personality, and attach a value between -3 and +3 to each. These are your characters Pesonality Tats (se page 18). Grogs should have 2 score (positive or negative) in Loyal, and warriors should have a score in Brave. Most warriors will havea pos: tive scare in Brave, but aot al. For companions and mag they are noth Ing more than a guide roleplaying, although you can roll them if yu rally want to, 80 you ‘shouldnt worry too much about them, EXAMPLE: DARIUS OF FLAMIEALL [ial picks Brae Deitel Cave ond ici es Darss Prony Tats, and gies hn cores of +) ‘cach, Danas quteam even a bem der arabe mach impo lay Reputations Characters only start wth a Reputation if they choose a Vire or Faw that grants one, ‘tall characters ean develop them in pay. See page 19 for rules on Reputation five years of lle and-you assign Vines, Flaws, and Characteristics in the normal way. However, age-based limits on Abilities do not apply, and all Virtues and Flaws have their normal effect on character advance: iment. You must discuss with your troupe the resources thatthe character has aval: able, with sensible choices, itis wally hard. raise Abilities above the age- based limits, which is why they exis in Detailed Character Creation Exavert: Dastus oF FLanaeau Daria des have « Retain, thas o hs Herm Pesie Vee. Ii repataton wit Heretic ru, andi Isa eof 1 Nil pcs “Delica “Hopes the con (The Hoplite eres of the One of Hermes i an foal grouping, buts mens rere) Confidence Grogs do not have Confidence Points Like Story Fas, Confidence Points indicate a ‘ental character Companions and Magi start with a Confidence Score of 1 and 3 Confidence Points, unless they have a Virtue or Fla that indicates otherwise. Confidence Points can be spent to gain a ‘one-off +8 bonus to any die rll, and a mai jum ramber of Confidence Pints equal tthe characters Confidence Score may be spent on a single roll. More details on Confidence can be found on page 19. Equipment Your character may start with any equip ment or postcsions she might reasonably have acquired and retained over her are. Yu need ‘not Hist all her possessions. Gxample: ‘Darius of Elambeau Score of t Darius starts with the normal Confden and 3 Confidence Points. His only noteworthy piece of equipment is his talisman-spear; Nall can assume that Darius has any mundane material he needs With the statistics completed, Nill finishes filling in the details of Darius appearance and background, for play in the saga preparing hi Characteristics: Int +3, Per +1, Str #2, Sta 0, Pry 3 (2) ‘Com =1, Dex +1, Qik +2 Size: 0 ‘Age: 87 (64), Hermetic age 62 yrs past Gauntlet Decrepitude: 0 Warping Seore: 6 (17) Confidence Score: 1 (3) Virtues and Flaws: The Gilt, Hermetic Magus; Puissant ‘Art (Perdo) (free Virtue), Flawless Magic; Affinity with Perdo, Enduring Constitution, Fast Caster, Hermetic Prestige, Premonitions, Second Sight Strong-Willed, Blatant Gift, Driven (Hunt Enemies fof the Order), Enemies (Renounced Magus and his Lackeys), Distgured (Facial Burns) Personality Traits: Brave +3, Dedicated to Cause +3, Efficient +3 Reputations: Dedicated Hoplite +3 (Hermetic magi) Combat: iat Init «2, Atk +5, Def +6, Dam 42 Kick Init 1, Atk +4, Def +4, Dam +5 Lang Shor lit 45, Atk 49, Def +8, Dam +9 Soak: +0 Fatigue Levels: OK, 0, 0, -2,-4, Unconscious }, 3 (6-10), =5 (0 Wound Penalties: —1 (1 Tncapacitated (16-20) (* accumulated wound penal ties reduce by | for Enduring C Abilities: Artes Liberales 4 (Grammar), Athletics 2 (Running), Awareness 3 (Alertness), Bargain 2 (Books), Bovaria Lore 2 (Geography), Brawl 3 (Punching), Chirurgy 2 (Bind Wounds), Civil and Canon Law 1 (Local Customs), Code of Hermes 3 (Wizards Marches), Concentration 3 (Spells), Dominion Lore 2 (Divine Creatures), Etiquette 2 (Merchanis), Faerie Lore 2 (Faerie Forests), Finesse 4 (Precision), Folk Ken 2 (Peasants), German 5 (Merchant Slang), Great Weapon 4 (Long Spear), Guile 3 (Fast talk), Hunt 2 (Tracking), Infernal Lore 2 (Demons), Intrigue 3 (Plotting), Latin 4 (Hermetic) Leadership 3. (Intimidation), (Local Area) Lore 3 (Personalities), Magic Lore 2 (Creatures), Magic Theory 5 (lnventing Spells), Order of Hermes Lore 4 (Criminals), Parma Magica 5 (Corpus), Penetration 6 (Perdo), Philosophiae 2 (Moral Philosophy), Premonitions 3 (Enemy Magi), Profession = Scribe 2 (Speed), Second Sight 3 (Invisibility), Stealth 2 (Shadowing), Survival 2 (Forests), Swim 2 (Rough Water) Arts: Cr 10, In6, Mu, Pe 183 (15), Re 9, An 5, Aq 6, Au 6, Co 15, He 6, Ig 6,Im 5, Me 6, Te 6(8), Vi8 Twilight Sears: The shadows in Darius’ hood ate unusually deep, hiding his face, Nearby, non-magical items decay. when Darius uses magic (a the Warped Magic Flaw). Equipment: Long Spear with halt enchanted as a talisman, instilled with the effect The Wound that Weeps (PeCo 15) penetration 0, 50 uses per day), atuned to a +4 bonus to Spells that destroy at a distance, Longevity Ritual: Lab Total 435,47 aging bonus Encumbrances 0 (4) ‘Sra KNOWN: Cope th Howling Wolf (Pen 25/27"), Mastery t (Fast Casting) arching Wid (PeAg 20/4288), Mastery 1 (Penetration) Car De PA 28/39", Masry 2 (Penevaton, Male sistance) The Chireons Hang Touch (CrCo 20/+26), Mastery 1 (Penetration) Whispers through th Black Gat (InCo (Me) 15/+13), Mastery 1 (Quiet Casting) The Inexorbl Surch (Ino 20/+22), Mastery 1 (Penetration) Gri ofthe Choking Hand (PeCo 15/+37*), Mastery | (Penetration) The Wound that Wes (PeCo 15/+37%), Mastery 1 (Penetration) Incantation of he Milky Eyes (PeCo 30/37*), Mastery t (Penetration) Tat ofthe Tongue (PeCo 30/437), Mastery 1 (Fast Casting) lecing Grasp oft Cased Hear (PeCo 40/38"), Mastery 2 (Penetration, Magic Resistance) Gift ofthe Bear's Frtiude (MusCo 25/+20), Mastery 1 (Fast Casting) Endurance of th Berelers (ReCo 15/+25), Mastery 1 (Fast Casting) Lifting the Dangling Puppet (ReCo 15/425), Mastery 1 (Penetration) Sco: Lague Srl (ReCo 35/+25), Mastery 1 (Fast Casting) The Leap of Honecoming (ReCo 35/425), Mastery 1 (Fast Costing) ‘The Grat Rot (PeHe 25/+28"), Mastery 1 (Fast Casting) Soo the Raging Fane (Pelg 20/28), Mastery (Fast Casting) Ward Against Hat and Flames (Rely 25/+16), Mastery 1 (Fast Casting) Valo silty (Peto 20/+28), Mastery 2 (Quiet Casting x 2) Tipo the Tongue (PeMe 5/429), Mastery 2 (Fast Casting, Magic Resistance) Cal the Motion of he Hart (PeMe 15/+28), Mastery 1 (Quiet Casting) Los of Bata Monests Menory (PeMe 15/29"), Mastery 3 (Quiet Costing x2, Sill Casting) ‘losing of Cid Biss (PeMe 28/+30), Mastery 3 (Quiet Casting 2, Sull Casing) Rested Decay of Ter Score Yrs (Pee 20%, Target increased to Groups28*), Mastery 1 (Fast Casting) Demos Eral Obivion (PeVi 30/+30%), Mastery 1 (Fast Casting) Wr of Mundane Sen (PeVi 30/+ 30), Mastery (Magic Resistance) + U/Dariusis holding his Tasman, he ha a +4 bonus to cast spells that Destoy things ata distance” Darius isa frightening individual A bony figure swathed in «black, all-encompassing robe and carrying a blac:hafted spear, hes reminiscent of medieval perceptions ofthe physical ‘embodiment of death, This image i further emphasized if his hood falls away from his face, for Darius is ald, with a mass of scar tissue fora face and no eves ‘Dams is coment to cultivate his sinister image; he Ws a hoplite and an expert with Perdo magic, dedicated tothe discov cry and execution of traitors within the Order, However it was not always this; Uwe, the boy who would eventually become Darius, was born into’a merchant family living in Bavaria, He enjoyed 3 comfortable life in moderately prospercus houschold However shortly ater Uwe reached puberty strange things began to happen. His books would fall apart, furniture he sat on would break, and the family eat ed in his arms His family became aware that there was something unsctling about the boy and were ‘only too happy to sce him taken away as an apprentice by the ‘mysterious scholar who visited them soon after. “Thus Uwe became the apprentice of the hoplite Xerses, who indoctrinated his fis to become a hunter of evils within the Order of Hermes. lab accident early during apprenticeship burned away LUwes eves and the flesh on his head, but Xerses restored Uwe sins, although he refused to do anything about his ilu appears ance: Fifteen years later Uwe became a magus of the Order of Hermes named Darius and joined the ranks of the hopies, ts ‘guardians. He has continued to maintain contact with his (aging) pater, but they only see each other on rare occasions when they can ‘share information, Xerxes fs now too frail to take part in combat Darius travelled to the covenant to establish a base from which he could seek out and destroy its enemies. He pursued this vocation with an enthusiasm that impressed is collegues, and when the previous leader of the covenant recently passed into Final Twilight he accepted the postion of head, seeing in this an ‘opportunity to instil his values into the new, younger members swelling ranks, Darius has been too busy to train an apprentice, bt now he feels the need! to pass on his lepacy soon, as he ss: pects that he may have encountered his bane; he recently fought 2 powerful Renounced magus and his followers and was neatly killed, only “escaping” when a magical maelstrom sent him ph cally into Twilight. The traitor is stil at large, Darius intends to kill him in the next confrontation and i even prepared to sacrifice himself to achieve this im. Alvos all characters have some particular talents and some particular problems, repe- fenced inthe game by Vitus and Flaws, Viewes and Flaws ate either Minor oF Major. Vites cost points, while Flaws grant points, Major Vites cost three points, while ‘major Flaws grant three points. Minor Virues and Flaws cost and grant (respectively) one point. Plyers start with no points for buying Virtues and Faw, and thus must take Flaws if they want Vives, A central character may have up to ten points of Flaws, but no more than five minor Flaws. Vaues provide a benefit to the character, pure and simple. Payers arly try to avoid get ting the benefits they have pa or, so the main problem is making sure that they do not try to ‘et benefits i aeas they shouldnt Flaws come in two broad types. Genera Flaws hinder the character, Personality and. Story Flaws enhance stories. General Flaws do not have to enhance stories, and Personality and Story Faws donot have o hinder the char: acter If 3 General Faw wil not hinder a char. ‘acter i is nota Flaw, and the character should not be allowed to ake it Similarly, fa Story or Personality Flaw will not enhance stories, a character should not be allowed to tke it “Thus, if you do not want to involve demons in {your saga, no character can take Plagued by Demon as 4 Flaw, Conversely, a player who takes a Story Flaw is saying that he wants his character tobe involved in that sort of story, 50 he should make sure that that tue Note that Flaws are wt “things you would not want to have were you the character” They may be things you would very much like to have, bu because they re ahindrance ora story hook, they stil count as Flaws, This means that ‘some characters maybe extremely keen to keep their Flaws, Even mote so, a game Flaw need not he a mora Naw, and a game Vite need not be 2 moral vinue. Indeed, most moral vies work. well as Personality or Story Flaws, because they set the character involved in stones. Some Flaws, such as Blind or Mate, could be fixed using Hermetic magic. A character with easy acess to such magic can only take such a Faw if there ts some reason why it can- not be fixed, such as that ts part ofa charac ters Essential Nature (se page 79) In general, characters cannot take Flaws which wl quick: Iy be removed in play cs of ire & Flaw “There are seve specific ypes of Virwe and Flaw. These are described here, and every Viewe and Flaw lists ts type The Gift “The Giles» special Virtue, boease i has 1 cost. The character sufersall he penalties of The Git, just as magi do (see page 75), but can be taught Saperratual Abilities without having to take the comesponding Virtues (see page 166, for rules), Most importantly, the character can bbe aughe Hermetic Magic, so all magi must hve thi Vie, A character with The Gift even, if he nota magus, may take Heese Virwes and Flaws which relate to intrinsic abihty rather ‘han background oF taining. Characters may take Viwues that grant Supernatural Abilities without taking The Gift and such characters do not suffer the penalties Imposed by The Gif However, such char ters may not learn new Supernatural Abilities in the course of the saga, although they may Amprove the ones they already have. Characters who have The Gift may start play with a single Supernatural Abily, without having to take any other Viewe, but i they wish to lear others they must find opportuni tiesto learn others i the course ofthe saga They may ako take Virwes granting Supernatural Abilities if they wish to have more Ablities at character creation. Note that it harder for a character with Supernatural Abilities to become a Hermetic magus (see “Taining Your Apprentice” on page 106), $0 yous may not wish to take any abilities if you plan for the characte to become an apprentice “The ability to east Hermetic magic the single supernatural ability. possesed by Hermetic ‘mags i virwe of The Gat again, they may ake ‘more Supernatural Ability Virtues if they wish Grogs can never have The Gift, a a cha: acter with The Gift t00 important t0 be a 10g. As a rule, companions should only have “The Cat if they are intended to become magi Troupes should not allow any other Gilted characters unless they are absolutely sure that they want them emetic ‘Only characters with The Gift can take these Virwes and Flaws, and some are only applicable to Hermetic magi who have already completed their saining. Social Status These Virtues and Flaws indicate your place in society, something that is very impor tant in the hierarchical world of Mythic Europe. Some Social Status Virtues are free, ‘which means that they do not cost any points toby. Supematural Supernatural Virtues and Flaws provide the character with some benefit that goes beyond the mundane. All Supernatural Virtues and Flaws are associated with one of the four realms, Magic, Faerie, Infemsl, and Divine, and ‘most are associated wit the Magic Realm. The main exceptions ae Faerie Blood and Strong, Faerie Blood, which ar always associated with Faerie. Plyers may choose to have most Supernatural Virues and Flaws granted by the Faerie Realm, and in some cases, with the troupes approval, Divine or Infernal sources may be appropriate The realm of a Vitue or Flaw determines how it interacts with mystical auras (see poge 183), and provides important background color. In addition, a character with a ‘Supernatural Virtue ot Faw is immune to warp: tng caused by living in a igh aura associated swith the same realm (see page 167) Personality ‘A Major Personabty Flaw is an aspect of the characters personality that defines them snd gets them into trouble. Ths supposed 10 make the character more fun to play by creat ng lots of story complications. I is not sup. pened to be crippling, and a character ean con- trol the Flaw when acting on it would be obvi ccaly and immediately suicidal, hough not fsecevsaily when iti merely ricky. In particu: Jar a Major Personality law is much less of a hindrance to the character than a Major General Flaw, at least most of the time, Note ‘hat Major Personality Flaws need not be char: ‘scteistcs that other people think poorly of ‘A Major Personality Flaw should always be something that makes the character act. Depression and angst are unsuitable as Major Personality Flaws, as they will make the char ‘acter it moping at home, and keep the player from having fun, AA character should not have more than ‘ene Major Personality Flay, asthe Personality Faw should be what people think of immedi ‘nly when they think of the character Minor Personality Flaws are aspects of a characters personality that strongly color smuch of what he does, but do not relly inter fee with guide his ile. The storyguide may ‘eccasionally require you to spend a Confidence Point to act against @ Minor Personality Flaw, but most of the time it merely provides a han. Se for roleplaying Most characters should not hive more han one Minor Personality Flaw, lest they move from entertaining to profoundly ita ‘eg. Grogs may often be an exception to this. ‘The main difference between Major and. Manor Personality Flaws is one of intensity. A Major Personality Faw constantly drives your cuaracter to act and get involved in stories, sila Minor Flaw merely colors his Ife Story, Story Flaws are background features sbich can drag the character ino stories. Most count as Major Flaws because they give the sto sypuide a way to force your character to get fevolved in a story, no matter how inconve: sent it might be. Mos ofthe time, however, Iv allows it; Most Virtues and Flaws may only be taken once, All characters must take one Social Status, and may only take more than one if the descriptions of the Virtues or Flaws explicitly note that they are compatible A character should not have more than one Story Flaw. This is a guideline, and may be violated with the whole troupe's agreement. The risk is that one character will be central t0 to0 many stories ‘A character can not have more than ‘one Major Personality Flaw. A character ‘should normally not have more than two Personality Flaws in total, a5 more risks him becoming a caricature Gaocs + You may take up so 3 points of Flaws, and an equal aumber of Virtues + You must take one Social Status * You should not take Story Flaws © You should not take more than one Personality Faw + You may pot take Hermetic Virtues and Flaws You may not take The Gift Ay KN "© You may take up 10 10 points of Flaws, and an equal umber of Vitues * You may not have more than 5 Minor Flaws ‘© You must take atleast one Social Status You should not take more than one Story Flaw + You should not take mote than wo Personality Flaws, and cannot take ‘more than one Major Personality Flaw You may not take Hermetic Viewes and Flaws, unless you have The Gift (this would be highly wousual) Maa # You may take up to 10 points of Flaws, and an equal sumber of Virtues ‘+ You may not have more than $ Minor Flaws You may not have more than one Major Hermetic Virtue # You must take The Gift and the Hermetic Magus Socal aus Virwe You receive one free Minor Virtue from ‘your choice of House, which you need not balance with a Flaw © You should take at least one Hermetic Flaw * You should not take more than one Story Haw © You should not take more than Wo Personality Flaws, and cannot take ‘more than one Major Personality Flaw a Meee shes erator eek ‘magus, there may be ten personality and ten story flaws. This means that 2 given flaw will probably only have an effect one stony in twenty If you ae plonning to run rul-ssson stones oF» shorts, you ‘may, therefore, want to limit the number cof such flaws that the players can take, because otherwise they may never come {into play. they are merely background color. You should not take more than one Story Flaw, Major oF ‘Minor, to avoid having a single character undi- Ty dominate the saga When creating your own Story Flaws ‘bear in-mind that they should always depend. 1 someone or something outside the charac r, 0 that the storyguide can decide when your hook drags you off on an adventure. An internal Story Flaw is really a Personality law (see above) Diedne Magic Elemental Magic Flawless Magic Flexible Formulate Magic Gentle Git Life-Linked Spomancous Magic Major Magical Focus Mercurian Magic Mythic Blood Secondary Insight ‘Surewarunal, MAR Enwrancement Greater immunity Greater Purifying Touch Shapeshifter Strong Faerie Blood Soci. StaTus, MAJOR Landed Noble ‘Magister in Artibus Redcap (Genenal, MOR Death Prophecy Ghostly Warder Grant Blood Guardian Angel Tie Faith Ways ofthe (Land) Wealthy Hamaenc, MiNor ‘Adept Laboratory Student Afinty with Art Cautious Sorcerer Cycle Magic (postive) Deft Form Enduring Magic “The Enigma. Faerie Magic Fast Caster Free Study Harnessed Magic Hearteast Hermetic Prestige Inoffensve 10 Animals Inventive Genius Life Boost ‘Minor Magical Focus Magical Memory Mastered Spells Method Caster Personal Vis Source Puissant Art Quiet Magic Side Effect Skilled Pavens Special Circumstances tudy Bonus Subtle Magic Verditivs Magic ‘Suremrunal, MINOR Animal Ken Dowsing Enchanting Music Lesser Immunity Lesser Purifying Touch ‘Magie Sensitivi Premonitions Second Sight. Sense Holiness and Unholiness Skinchanger Wilderness Sense “Virtues Flaws ‘Soci Status, MINOR Clerk Castos Failed Apprentice Gentleman/woman Koight Mendicant Friar Mercenary Captain Priest Wise One Ganexal, Minor Aifity with Ability ‘Apt Student ‘Arcane Lore Berserk Book Learner ‘Cautious with Ability ‘Clear Thinker ‘Common Sense Educated Enduring Constivution Faerie Blood. Famous Free Expression Good Teacher Gossip Great (Characteristic) Improved Characteristics Tnoffensive to Animals Inspirational Tocuition Keen Vision Large Latent Magical Ability Learn (Ability) from Mistakes Light Touch Lightning Reflexes Long-Winded Luck Rapid Convalescence Perfect Balance Piercing Gaze Privileged Upbringing Protection Puissant Ability Relic Reserves of Strength, Self-Confident Sharp Ears Social Contacts Strong: Willed Student of (Realm) ‘Temporal Influence Tough ‘Troupe Upbringing True Love (PC) Unaging Venus’ Blessing Warrior Well-Traveled Social Srarus, Fase Coventolk Craftsman lermetie Magus Merchant Peasant Wanderer Flaws ‘Hewarnc, MANOR Blatant Gift Chaotic Magle Deficient Technique Difficult Longevity Ritual Magic Addiction Necessary Condition Painful Magic Restriction Rigid Masic ‘Short Ranged Magic ‘Study Requirement Twilight Prone Unstructured Caster Waster of Vis ‘Weak Magic Resistance ‘Weak Spontancous Magic (Govan, SUPERNATURAL Age Quickly Greater Malediction Lycanthrope (Gove, Myor Blind rippled. Deat Dwarf Enfecbled Low Self-Esteem Magical Air Mate No Hands Poor ‘Hiwenc, Mivor Careless Sorcerer ‘Clumsy Magic Creative Block Cyclic Magic (negative) Deficient Form. Deleterious Circumstances Difficult Spontaneous Magic Disjointed Magic Disorientating Magic Flawed Parma Magica Hedge Wizard Incompatible Ants Plagued by Supernatural Entity Infamous Master Sopernatual Nuisance Limited Magic Resistance “Tormenting Master Loose Magic “True Love (NPC) Offensive to Animals Poor Formulaie Magic Short-Lived Magic Slow Caster ‘Soca Starus, Mon Susceptibility to Divine Power Susceptibility to Faerie Power Outlaw Susceptibility to Infernal Power Outsider Unimaginative Learner Unpredictable Magic Warped Magic ‘Weak Enchanter ‘Weak Magic ‘Weak Parens Weak Scholar Weird Magic PensonAuy, MINOR Busybody Carefree ‘Compulsion Continence Covenant Upbringing Delusion Depressed Dutybound Faenie Upbringing Fear Higher Purpose Humble Judged Unfarly Lost Love Noncombatant Obsessed Oversensiive Nocturnal Pessimistic Poor Memory Prohibition Reckless Reclusive ‘Short Attention Span Simple-Minded Sheltered Upbringing Soft-Hearted ‘Temperate Transvestite Vow ‘Weakness ‘Weak-Willed Story, Mayon Animal Companion Blackmail Close Family Ties Faerie Friend Heir ‘Magical Animal Companion Mentor Visions Soci. SrxTus, Mion Branded Criminal Outcast ‘Outlaw Leader ‘Suremnarunal, MINOR Lesser Maledietion Offensive to Animals Visions (Geel, Mison Ability Block Alicted Tongue ‘Acthets me Fragile Constitution Hunchback Fncomprehensible Infamous Lame Missing Ear ‘Missing Eye Missing Hand Motion Sickness ‘No Sense of Direction Obese Palsed Hands Poor (Characteristic) Poor Eyesight Poor Hearing Poor Student Small Frame Social Handicap Tainted with Evi ‘Weak Characteristics Minor Story Flaws are much the same as [Major Story Flaws, except that the character ‘ets some solid beneit from the station as ‘well as being dragged into stories at inoppor. Note that if you take a Story Flaw. your character cannot refse to get involved in a story based on that Flaw because you would rather he did something ese General General Virtues and Flaws cover ever: thing ese. Most provide bonuses or penalties to mundane activities, ‘Virtues ‘Aner Laworatory STUDENT ‘Minor, Hemet You digest the instruction of others quite casly, You get a +6 bonus to Lab Totals when ‘working from the lab texts of others, including sehen reinventing spells ‘Aveisrry wnt (ABILITY) ‘Minor, Gove All Study Totals for one Ability are increased by hall, s are any experience points you put in that Ability at character creation You may only take this Virtue once fora given Ablty, but may take 4€ again for different Abslitis. If you take this Virue for an Abily, you may exceed the normal age-based cap dur {ng character generation (see page 31) by two points for that Ability. ‘Avner went (ARE) ‘Minor, Hometc ‘Your Study Totals for one Hermetic Art ae increased by one half, rounded up, At char acter creation, any experience points you put into that Ar are also increased by one half (rounded up), and you may exceed the normal recommended limits, You may take this Vite twice, fortwo diferent Ant, Ann Kin ‘Minar, Saperatna You can communicate with animals as if they were human beings. Choosing this Vite confers the Ability Animal Ken # (page 62). ‘Avr Stupent ‘Minor Geral You are particularly good at learning from others. When being taught by someone else, add five to your Sudy Total AKCANE Lone ‘Misr, Geral You may take Arcane Abilities during character generation. Unless you have The Gilt, you cannot learn Parma Magica, You get an additional 50 experience points, which must bbe spent on Areane Abilities ‘A Gifted character who isnot a Hermetic sus and knows Parma Mayica mst take the Najor Story Flaw Enemy: Entire Onder of ‘Hermes, as magi are bound by their Oath to slay the character on sight, unless he immedi ately joins the Order Such a character cannot be played ina normal saga a the other player characters have to kill hi, Besse. ‘Minar, Gove You are capable of entering a blinding rage when in combat or frustrating situations. You automatically gain the Personality Trait ‘Angry +2 (or more, at your option). Any time you take a wound or wound an enemy, roll a stress die and add your Angry score. A roll of 9+ means you go berserk. The storyguide ean ao call fora roll when you are strongly fs: trated. You may deliberately ty to go berserk Inthis ese, you only need a 6+ when you take ' wound oe wound an enemy, or a 9+ f you have not been wounded or caused a wound. ‘While berserk, you get +2 t0 Attack and Soak scores, but suffer a -2 penalty to Defense. While berserk, you cannot retreat, hesitate 10 antack, oF pve quarter H you are sill berserk when there are no enemies present, you attack Your frends. You may roll once per round to calm down if you deste, requiting a stress die + Perception — Angry against an Ease Factor 616, You may lesen Marval Abilities at charac: Boo Leaner ‘Minor, Gover ‘You have a talent for comprehending the writings of others. When studying from books, treat them as if they were three Quality levels higher than they actually are. Curious SonceneR Minor, Herat You are very careful with magic, and are less likely to fail spectacularly if you do fail You roll three fewer botch dice when casting Avs Magica Pith @citon “Spent. spells (either spontaneous or formulaic), and when working in the laboratory. This Virtue may not reduce the number of hotch dice rolled below one However, its effects are applied before any other effects which reduce botch dice, such as spell mastery (seepage 86), and they may reduce the numberof botch dice ‘Caumious wrr (AuTY) ‘Minar Gove You are very careful with a specific Ability, and are les likely to fail spectacularly if you do fail when using it, You roll two fewer botch dice than normal whenever you are esquire to rll botch die fr that Ability. This ‘may mean that you roll no botch dice. This Virtue may apply to any Ability, even one you cannot learn at character creation (Curae ToceR ‘Minar, Gover You think logically and rationally. You get +3 bonus on all rolls to resist is, confusion, beluddlement, and subteruge —whether mag, teal o mundane, Cu ‘Minor, Socal Saas ‘You area member ofthe lerace cass and are either a professional vebe, accountant, lawyer, student, oF funetionary. Due 0 your traning, vou may take Academie Abilities dur ing character generation. If you are male, you may be in minor orders (acolyte, exorcist, ec: tor, oF doorkeeper), in which ease you may marry and stil benefit from being a member of the lergy and as such subject to canon rather than secular law (see page 205). Male charac: ters may also be sub-deacons or deacons, the lesser two holy orders, in which ease they ‘would normally be expected to be unmarried However, f they were already maried, and promise complete sexi abstinence, they may still be ordained to these orders. A man may not marty after ordination to holy orders. ‘Those in holy orders are also subject to canon, rather than secular, law. The Wealthy Virwe and Poor Flaw affect you normally. This Vite is available to male and female characters ‘Common Sense ‘Minor, General ‘Whenever you are about to do something contrary to whats sensible in the game setting, common sense (the storyguide) alerts you 10 the error. This is an excellent Virtue for a beginning player, a it legitimizes any help the storyguide may give eet F415 Magica Fit Gon Bre ssi san You are a member of the covenant staf seed may have lived there ll your life. You are sepported by the covenant, and so your stan- ‘Gerd of living is determined by the covenants seecurces rather than your own, You may not fake the Wealthy Major Virwe or the Poor Major Flaw Gaur Fre, Social Sats You ive by making and selling goods. You sex probably a fre resident of a tven, but you ‘may be from a nual area. The Wealthy Major Yerue and Poor Major Flaw affect you normally Qasros ‘Minor Sail Sates ‘You are an employee of a covenant, but you have high status within the walls. You may bea grog, oF a specialist, oF 3 manager. You sexy take one group of restricted Abilities dur fee character_geveration, either Martial, Academic, ot Arcane Abies. If you choose Mani or Arcane Abilities, you may sil earn fe speak Latin, although you cannot read or sere AS a covenant employee, yout wealth ‘determined by the covenants prosperity, and syou may not take the Wealthy Vie or Poor Fix. This Virwe is available to male and female characters “This Virtue may also apply to employees of other institutions, such asa noble household or a monastery, ‘rae Macc (posrrve) ‘Mir, Hematc Your magic 1 atuned to some eycle of sure (solr, na, or seasonal, fr example) and sssuch, more potent at specific times. At those somes, you receive a +3 bonus toll spell ol ‘The bonus alo apples to Lab Totals if the pos fore partof the cycle covers the whole season The cycle of your magic must be regular and seproved by the storyguie. Furthermore, the Jergth of tie when the bonus applies must be ‘egal to the amount of time when it does ne Dear Promncy Major, Gena You have been blessed or cursed as to your fate. Someone (a magician, a fae, oF ‘other supernatural creature) has puta condition fon your death, and until the condition is met, you will not die, though you can be seriously {ojured. You heal wormally, but cannot die as 2 result of wounds of old age. Unforunately for you, fate or bad planning can bring about the conditions in unexpected ways. If, fo instance, your death condition sto fear only boars, you should be wary of men bearing boars on their coats of ams or of inns named after boar, in addition to the purely mundane creature. This symbolism may not be obvious: a man known 35 pi in is vile might also count as a boat “The storyauide must hecp the prophecy {in mind and give fair warning of ites related the prophecy. This isa Major Virwe because the character knows he can get away with Insane rks, sneaking his prophecy up on him is an unfair way of negating the value of the Virue, Players may only take this Virwe with the agreement of the storyguide oF toupe Derr Fou ‘Mint, Hematic You are particularly shied with one Form, You suffer no penalty t0 the Casting Total casting spells tn that Form when using ‘non-standard voicing/gestures (see page 83), Jnchiing using no voice or gestures because you sre in + nonhuman form, Voice Range spel stil have a Range based on how loudly you are speaking Duepwe Macic ‘Major Hematic Your magic lineage and traditions are from the druids and the vanquished former house of Dine, making you especially skilled with spontaneous magic. When you cast a spontaneous spell without expending fatigue you may choose to divide by five or by two, I you choose to divide by five, you need not roll stress die, and cannot beh, jst a normal I yu choose to divide by two, you must olla ‘tres ie, and may bosch ‘When you expend fatigue on casting a spontaneous spell the lowest applicable Art doubled belore the whole toa is divided by two. Yu sil rll a stress de, and may botch. You mast keep your lineage hidden from the Order, giving you the Major Story Flaw Dark Secret, This i in addition to your normal allowance of Flaws, and does not grant you any points with which to buy Virtues Dowsinc ‘Minor Sifemataral You have the ably to find things nearby though the use of a dowsing rod (usully a forked sick) and your own intuitive sense. Choosing this Virwe confers the Ability Dowsing t (page 6), Eoucareo ‘Minar, Gown You have been educated sn a grammar ‘school, and may have atended a university oF cathedral school, You my purchase Academic Abilities during character generation. Dusing character generation you get an additional 0 experience points, which must be spent on Latin and Artes Liberals ELeweTa Macc ‘yor Hemet You have been tained in the ability to manipulate raw clemental forms (lgnem, ‘Aram, Team and Aquam), and view them 35 4 connected whole rather than four separate ‘ats, Whenever you succesllly study one of these Ars (that i, gain atleast one experience point fom study), you ain an addtional expe- rience poiat in each ofthe other thee Your elemental macs ae also more flex tble than those of other magi — thee sno ds advantage im adding elemental Form requisites to any elemental spell. an Aqua, Auram, anem, or Team spell has another element as 8 requisite, you may ignore the requisite. You must still se the primary Art, even i ust is higher: Encnavrine Music ‘Min, Superstar ‘When you set your mind toi, you can magically induce emotions and belies in others with your music. Choosing this Vitwe confers the Ability Enchanting Muse { (page 65) Enpunnc: Consruion ‘lior Goel You can withstand pain and fatigue Decrease the penalies for reduced Fatigue lev clsby one point, and redace your total penalty from wounds by one point (but not below 2210) You also get +3 on ells to esis pain, Enpuunc Macc ‘Minor Hermetic ‘The effects of your spells tend to last Fonger than usual (though Concentration, Momentary, and Ring spells remain just that. ‘The storyqude secretly rolls a simple de the rrumber rolled sa multiple tothe spells nomal ‘duration, Ths is usualy but not always, a good thing. This Virwe doesnot affect the duration ‘of Ritual spells The Esco ‘wor Hemaic You have been initiated into the Outer Mystery of The Enigma (see page 92), and thus are a member of Houne Criamon, Note that all Coamon magi get tis Vie free at character ‘Major Seperate You have the power to comrol anothers will by string into their eyes and giving them verbal command, Choosing this Virwe con fers the Abiity Entrancement 1 (page 63) Fass BLOOD ‘Minor Superatral Somewhere in your ancestry there is 2 faerie, and this relation gives you an intuitive ‘rasp of the motivations and personalities of ‘those mystical folk. Faenes are more comfort: able around you than around other humans, land given time, may even forget the mortal blood in your veins. ‘You ae resistant to aging, and get ~1 10 all aging roll ‘Type of Faerie Blood (pick one, or eeate similar one) Dwarf Blood: You are descended from the master craftsmen ofthe fy, and get a +1 bonus to any total inching a Craft Ability Goblin Blood: Your ancestors were the sneaky inhabitants of the shadows under- ‘round, and you get a +1 bonus on all totals involving stealth Satyr Blood: The satyrs are notoriously lecherous. You get a 1 bonus to ‘Communication and Presence totals when dealing with sexually compatible character Sidhe Blood: You ae descended from one ‘ofthe noble fay who rule the lands of Summer and sunlight. Because ofthe striking and unas al qualities of your nature add +1 t0 your Presence, but not to more than +3. Many mor: tas may consider you fascinating or alluring. Undine Blood: The undines are the faeries ofthe water, and you get a +2 borus to any action taken underwater, which will par tally offset any penalty appli ‘Characters with Faerie Blood can learn Faerie Lore at character generation Farr Macac Miner, Hemi You have been intiated into the Outer Mystery of Faerie Magic (se page 92), and thus are a member of House Merinta, Note that all Merinta magi gain this Virwe for free at character generation. Fauep Avmmennce Nin Soil Sates You were once apprenticed to 8 mage, but something kept you from completing your stud fies. Perhaps your it was incomplete of some srevous mishap robbed you oftaltogether You ‘nay sl work for your formce master or for the covenant in some other capacity. Mag welcome you and have compassion for you— those who are given to such emotions, anyway. You may learn Academic and Arcane Abilities during character creation, and you ae familia with the lives of mag. You may not have The Gat, but if your Gift was not completely destroyed, you may have some Supernatural Abilities. You may learn Magic Theory and serve a magus sa lab- ‘oratory assistant. The Wealthy Virtue and Poot Flaw affect you normally Ths Virwe is available to male and female character. Fawous Mint, Geral You have a good Reputation of level 4 ‘Choose any reputation you like (it need not be justified), and one type. Fast Coston ‘Miner Hemi Your magic takes less time to perform than that of other magi. You gain +3. to Initiative to cast spells in combat. Fuamuss Macc ‘Majer, Hemet You automaticaly master every spel hat you lean. All your spells tart with a score of 1 Airs Magica Fitth dition “Squeegee the coresponding Abily. You may choose 8 diferent special ability for every spell you have. Further, your Study Totals for mastering spells are doubled. Fuente FoRwuac MAGC ‘Major Hemetc You can vary the effects of formulaic spells toa slight degree, while sill getting the benefits of esting known magic. You may rise forlower the esting level of the spell by five to ‘ise or lower one (only) of Range, Duration, and Target by one step, a3 long ast does not violate any of the normal limits on formulaic magic. Casting success, fatigue loss, and Penetration ae all calculated based on the cas ing level of the spell. You cannot manipulate Ricual magic in this way. Fe EXPRESSON ‘Mino Gea You have the imagination and creativity needed to compose a new ballad orto paint an ‘oniginal picture, and have the potential to be 2 great artist. You get 2 +3 bonus on al ols to create anew work of ar Fee Stupy ‘Mima, Hermec You are better at figuring things out for yourselt than you are at poring over books. ‘Add +3 to rolls when studying from raw vis Gexne Grr Major Heme Unlike other magi, whose Magical nature disxrbs normal people and animal, your Gt ‘subtle and quiet. You dont slfer the usal pen ties when interacting with people and animals Gexriunwouan ‘Min Soil Saas You area minor member (possibly illegit imate) of 2 noble family. You do not stand to inherit from your relatives, but are sill treated as one of theie own and may be addressed 2s “Lord or “Lady” You probably reside near the covenant with your relatives. Although you do not want for anything, you have no vast wealth of your own. You may occasionally ask your family wo buy expensive equipment fr you, bet you will need a convincing rationale. You ae expected to wait on your relations much ofthe time or you will lose the benefits of family (though you will keep your social standing if you can otherwise maintain your normal liestyle). The Wealthy Virwe and Poor Flaw affect you normally. This Vite i avalable to male and female character em ars Magica Fith Cation Grosny Waser ‘Major Gol A ghost waiches over you. It might be a sandparent, a childhood fiend, or anyone ele who cares for you enough to say around ater death. The ghosts iwiible and sen oa but you and those with Second Sight (sce page 67). can sce and hear whats going on around you and makes an excellent spy, since ican leave ‘your presence once per day for up to hall an hour. However, death does not lave people in their normal state of mind, so the ghost probably hha some quirks that make i les than depend able — it might even encourage you to join ton the other side. The ghost has 300 experience points in varius Abilities that it ean use to advise you, and ghosts may tke any Abilities See page 194 for an example ofa ghostly wader Tae Get Speul You have the ability to work magic. See “The Gift’ on page 36 for all details Goon Teacre ‘Mic, Gal ‘You can explain new concepts and skill with great facility. Add thre tothe Quality of any books that you write and five to the Study ‘Tal of anyone who studies with you ‘Guwxt Bi000 ‘Major, Gena ‘The blood of the ancient race of ants flows in your veins. Though you are not 35 large as your ancestors, you ae upto cight fet tall and can weigh s much a5 500 pounds. Your Sizes +2, so you take wounds in 7-point incre: ments, rather than the norma 5 (see page 171). ‘You also gan +1 wo both Srength nd Stamina, This bonas may raise your scores in those (Characteristics as high as +6. You cannot take this Viewe and Large, Small Frame, or Dwar, Coss ‘Minor, General You have regular social contacts in the area that provide you with all kinds of inform tion about local social and political goings-on (On a simple roll of 6+, you hear interesting news before almost everyone else. You treat al local Reputations as rice their actual level ‘With some well-placed words, you may be able to bestow new Reputations (whether deserved ‘ nor). You quit kely havea Reputation, 100 Ha gowip (Gasar (Counacrensc) ‘Miner, Geral You may raise any Characteristic that already hasa score of at last +3 by one point, to no more than +5. Make sure you describe what itis about you that causes that increase (such as sheer bulk, a lean build, of extreme charisma). You may tke this Viewe twice for the same Characteristic, and for more than one Characteristic (Crexter Iuunery ‘Mejor, Sopra! You are completely immune to one hazard ‘which is both common and potentially deadly. Forexample, you might be immune to fite oF to ‘non and only ion) weapons. You may not take immunity t0 aging — see the Unaging Supernatural Minor Virtue (page 50) inse ‘This immunity applies to mundane and magical versions ofthe thing. IF you are immune to fie, you are also immune to magically crested fire. ‘Gaearex Purirnne Toucn ‘Major Suberateral You can, witha touch andthe expenditare cof a Faige level, cure a single serious disease This disease should be either life-threatening cor seriously disabling. and should be one from hich people do not normally recover by themselves. You must choose the dicate that you can cure when you take this Virwe, and ‘you can only eure that disease. You can only choose a disease, not other types of iniry or misfortune. See page 180 for more information fon diseases. (Gunepun ANCL ‘Major General ‘You have leaned to hear the words of a divine watcher who gives you practical and spiritual advice The angel whispers im your and tell you what is best for you spintualy ‘ather than materially: He approves of violence ‘only when there is 2 holy reason — often dif cult to demonstrate. If you act against the angels advice, he may leave you until you co rect your ways. The angel has ony a limited awareness of your thoughts, but when you speak aloud, he can hear and converse with you. Your guardian angel can also help in two practical ways. Fist, he can grant you a +5 bonus to Soak. Second, he ean grant you 3 Magic Resistance of 15. This magic resstance ‘snot compatible with 2 maguss Parma Maca, ‘or magic resistance from most other sources, but it does add tothe magic resistance resulting from Faith Points (see page 189). The angel ‘only grants you these bonuses if you ae ating in accordance with Gods will Haenessen Mace ‘Mor, Here You have great contol over your spells You are able to cancel any of you spells simply by concentrating. You can even cancel the ‘magic in magic items which you created, The act of canceling your magic should be treated as if you were casting a spel fr timing and ‘concentration purposes. If you ate distracted and fail a Concentration rol, another attempt may be made in later round, Spells and magic items can be canceled out over any distance, but once they hive been canceled, you must recast a spell or reinvest a power in 4 magic item to start the effect again ‘The drawback i that when you di, all of your spells and magic items sputter out Heaerseast ‘Mir, Heme You have been initiated into the Outer Mystery of the Hearbeast (se page 91), and thus are a member of House Bjoraer. Note that all Bjornaer magi gain this Virwe for fre at character creation Hiwarnc Macus Fre, Sci Stats You are 2 member of the Order of Hermes, All magi must take this a their Social ‘Stats, and only magi may take i Hernenic Presnice ‘Minor Hemet Because of something in your back: ground, other magi look upto you even f you havent earned their respect. Some envy you, and most will cerinly expect more from you than from others. You gain a Reputation of level 3 within the Order Ipnoven Chiaeacrenstics ‘Minor, Goa You have an additional thee points to spend on buying Characteristics, but you are sill ited to a maximum score of +3 in any ‘single Characteristic unless you take the Virtue Great Characteristic: You may take this Virwe smltipe times. INOFFENSVE TO Anas ‘Mino Gel and Heme Your Gift does not bother animals, although it stil has the normal effec on peo ple. Animals with a Might score might react either way, depending onthe animal, As ul if the animal react posively to The Ct most ofthe time, i reacts positively to you Because ‘you do have The Gift. If reacts negatively, this Virwe overrides it. UnGafted characters ‘may take this Virwe sf they have the Flaw ‘Magical Air (page 56) Ivenrive Gest ‘Mino, Hematic Invention comes naturally to you. You receive +3 on Lab Totals when you invent new spells, rat magic items, and make potions. If you experiment, you gt +6 InsemaTIONAL ‘Moe Geral ‘You ae a stirring speaker or heroic fig: ture, and can urge people to great elfors. You sive targets +3 bonus to ells for appropriate Personality Traits, IxTumon ‘Minar. Geral You have a natural sensitivity that allows you to make the right decisions more often than Tuck can account fr, Whenever you are given 3 choice in which lack plays a major role (such a. eciding which of thece unexplored path o fol low), you have a good chance of choosing cor rectly. The storysuide should secretly ol asim ple de. On a 6+, your inition kicks in and you ‘make whatever might be considered the “right”

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