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rere) ‘Bo ~ “onathan Tweet & Mark Rein: Hagen (Caearors: Jonathan Tweet and Mark Reine Hagen ‘Tecnntcat SuProkr: Matthew Seidl irri Epmow Disc & PROHCT MANAGEMENT: David Chart ‘SPECIAL THANKS: Pete Adkison, Shannon Appel, Steve Bishop, Bill Fiera Ebmion Desicy ConTRBUTIONS: Tom Dowd, Jorg Peter Brickman, Bob Brynildson, Timothy Carroll, Sam Chupp, Jenifer Friederich, Rich Genie, Andrew Gronosky, Mark Shirley, Andrew Clarke Wilkes, Ken Cliffe, Jerry Coriek, Chis Dian, Smith, Kevin Sours, David Woods ‘Christopher Ealey, Woody Eblom, Chris Fretking, Jeremiah PROOFREADING: Sheila Thomas and John Nephew Genest, Geotrey Grabowski, Kevin Hasta, Peter Hentges, Will Lavourr Scott Reeves with Michelle Nephew Hindmarch, Damelon Kimbrough, Scot Lien, Lydia Leong. Nicole Grarmic Desien, Caktoceary, AN: Scott Reeves Lindroos, Aaron Link, Clay Luther, Susann Lyon, Dave P. Mari AboITIONAL ARt: Dave Allsop, Liz Danforth, Brian Dugan, Neil ‘Mare Philipp Messner, Paul Nurmberger, Chris Pramas, Wade Edwards, Chattes Gillespie, Josh Hoops, Eric Hota, Janine Racine, Roderick Robertson, Carl Schnur, John Sead, Robin Johnson, Alexis Lisatos, Wllam O'Connor, Dom Reardon, Steeden, Jeremy Strandberg, Je Tdbll, Robbie Westmoreland, John Seotll, Jock Simpson “Travis Lamar Willams Fifth Edition Plautesters as Ron i Ld Cony Pe i Cet renRoretK Se Dard Vand EG Shon at Sat Rd oy i Kei sling Seon ns ‘at Osa en le fa ie eDaily Se Se en a ens Rd ak Sh ea ‘Wao fone Rohl Chay Paton Ao aod ay Wd ee Dr ioe oc ry kes ere fe Dae Chey Be ‘GPs Re Shs Tome Wn Mtoe ofr each acy Kn OS Uh Wir Cn ta Ds ian ak oer RS shan Dwar Act oy oH Lat Heda Ca lows Kaa Sal, ry sod Sn Sic Res, Nl Cw ery Haver, Kan Bava FD Thonn St Gone Sptonc, DemSry, Reb Sy Ty Kin Bs Cy ie Dates Caml Ae Coy Ni aia i Sb Vos ey, Ave aC Ci, Dear a Ny Hoa, Ae it Ka ve, nom Key Sanne ish Sn Win Spiny, ih as es Clon Cay MMe Se ct Ma a Sve Kavi Roo Ret Ar Sh Fernie ay: ey eM Shy dS, AoW iene Dl Cho Pa aa Nt Ta Shes Tos Wind Nor eg in Caf Ta tech fh Kaela ee Spo hh Wiarton Fes, ban ey ir Del Won, erik Caml I Ramee EP hp Kr, Ser Hien ure Da ea oC a Gs Soran Sa Bags Pt Mey Soe Spero Seen E's ns Loe ke ee ee Seo, Med Fase Dine “To tos. Ld Gan Po ey, Chit he Rams al leche Le is, Ke Sd Wo Try ee ey Calm Deny, Rh er, Ande Caney ‘Coal, Wa rs Aa Mh Ae Wick Grex, Do i, Hanh Wed Re! ie Cin Ec Kah ts cl pee His Chet ot Don cM Da Jn ae ad al Si ng te, Cay NM Sen al Cat etn Shed See ede as ale Nt Sn Ei, Nene Ce abe Ca Mh Sec Js Ore Aran Rie Sea on, ad ya ae hse Recs, Soh ep ‘agua Mate Ce Cs ody Mah hay, Ne Say Ane Wi nd Wh i Coen Dr Chr Pa se ha Een Poe ‘into Som Ww Eo aman Rae lc Jet Sh Fou kn Nl Che Chas ane Pot iy, Po eos tk re dC Kee Sd, Ea Wd ery Bara Kin Baer Ei Dsl ne Sn ae ‘Date ch Cn Adres Gon Vesey Ave Khe Read As ay Red ot Shoe Fi Gy XM So ch iad Se lean ed: Nn Dw Sur te Ree Cee en Cay Sat Secs Cee io Oc tbe Ste egos ge Dane [he ate, po Ha ya Kray Wa, amo Coy aay ae ah Sy Aude Sa, Ae Wi ie Cer Pa Mase Cay Ps, Ret Tike ee ‘ef i hgh sak eg rere, nae, hep he Wt Dal Wok SSeS rn Fy Ron. Nal Cs Cho own Roe P lo Kei it Ib a, Ud Gey. Pa oc ay Dog Sal al, at Dn ln Da, Cis iromeen Mut ot Ete nr Ca Caan Wen yy Ang iD Sa Shak te Wine aya Sane Hs fie Te ee Seo Fig Rema Coe her ar Nay See nema hn Oe Cre Cl Hoy ik Sykes Se te aun ie Chere Fee ‘iy en Neti Shs hom fe Way Anes CCU Cll il oe ea Olan ky Aer Cray Won wey Rode ce a hi ey Aan, Pet oes nm on ns Pay Wt Kec ok Dan Po Ent Rah, Chto a an ‘Ars Magica players participate in athiving fan community by subscribing to email discussion A lists (ke the Berkeley list), compiling archives of game material (uch a Project Redcap), main IN taining fan-created web sites, and running demos through Atlas Games Special Ops program, Toleam more, vsit wwwaila-games com/AaMS Copyright 2004 Trident, Inc. eva Alas Games, All sights reserved. Reproduction ofthis work bby any means without writen permission Irom the publisher, except short excerpts forthe pu pose of reviews, is expressly prohibited. ‘Ars Magica, Mythic Europe, Covenants and Charting New Reams of lmapination ae trademarks fof Tident, Ie, Order of Hermes, Tremere, and Doisetep are trademark of White Wolf, Ine. and ae used with pemission ISBN 1-58978-070-1 CHapTER ONE: Introduction . Qupter Two: The Order of Hermes (CHapTER THREE: Characters Virtues and Flaws . . . CHAPTER Five: Abilities Courrer Six: Covenants... . (CHUPTER SEVEN: Hermetic Magic (Cuaprer EIcHT: Laboratory Long-Term Events. . (Cuarrer ELEVEN: Obstacles . . CHAPTER TWELVE: Realms .. . CHAPTER THIRTEEN: Bestiary (CHAPTER FOURTEEN: Mythic Europe . (CHAPTER FIFTEEN: Stories. . . Fourth Edition Conversion .. . APPENDIX II; Formulae Review. . . ‘APPENDIX III: Spells Index APPENDIX IV; Index. . . APPENDIX V: Character Sheets. . . . (On the day the fares came to burn the village, Walter was rebir= ing th ba on eo AS he waked be lf a ot strangers who ad ariel the reiouscening. Waller di’ ie the lok of thon, particularly the woman. She looked lik the srt ob sold watered ‘al and seduced mens she could rob and kill he wie they slept. “The group seemed 1 be waiting for something, and wen the fers rode out of the woods Walter thought be knew wha. The grass blackened ‘and snkel in te bofprints left by the shining crimson hore, ad the Tana of the faerie nobles were uated in lames, as alsays. Walter sbout- ced the alarm, and the villagers tan forthe church, He shed to get of the ‘oof, ad bs lg went straight through the damaged thatch, raping im, Hs warning shuts change oo for bp, butt ler olags rey thers Rao straight forthe church, Say in the church wnt te fris have gone. De not came out Ip anyone, no mate tb it os and sound ie Hap Wat watch ded proach tbe ri gant ring the church bell The stranger split wp, the woman mong forard by Pers and cling to the faeras in a language Walter didnt understand Introduction ‘She wasnt. The five that could destroy a house ina moment bad left the woman completely unharmed. She poke agin, mor loully his tne, sgsturing a he faci lader’s hore as she did So. A momeat ltr the horse Shrike, dread, high sound that went on and on, ard bucked ts vider off. The fare gt ois fet as he horse rll, sil screaming in agony, iin Sal fre i ote “The woman spoke again, and this tine the fer listened. Walter couldnt understand oat they were saying. The discussion went on for Sometime as the hore gt is fet, sceminjly unarmed, and the woman’ companions came foroard to join ber. the end, some sort of agreement twas reached, and the faeries tured and rode back int he ors. Walter watched the woman, clearly a witch of some sr, approach be lg we pen ab a ed estrel agai, and Walter fel some force grab bin. He was hie off tra bt then laced ge stung. te god infront of te we She spoke t on ofr escort bo the spoke to Wale “My mistess would like otal to the rit and bali, Please bing them bere” Foran ong seth Jo ear hes de she was merely dead threw @ holt of lame, and Walter though (elcome to Airs Magica Dragos ar inthe mountains, angels watch cover the Church, fees dace in the fore, and demons temp men and women to their ulimate ovefall The magi ofthe Order of Hermes lve Ina world of mythic power, the world of Mythic Europe. Welcome to that word "Welcome to Ars Magica Ars Magica is a roleplaying game, where in-you and your frends tll the stories of a sr0up of powerful wizards, mag ofthe Order fof Hermes, and their alles in the world of Mythic Europe. Mythic Europe is much like the Europe of 1220, the mide ages, but drag- ‘ons, demons, angels, and faeries ae all unques: Uonably real, and ‘no aspect of society is uurtouched by myth ‘Ars Magica isa game about magi, and ts rales for magic ae widely regarded asthe bes in any roleplaying game, They combine flesblity and nig, allowing you to create powerful wiz td who ean do almost anything, while provi the fares were done Ing clear qucines on jst how power a wiz: ard needs tobe to do anything youcan think of ‘The miles alo cover the creation of enchanted devies, binding familias, and raining appre: tices to cary on Your magica legacy. The tine an Ars Magicn mags spend in his laboratory s a Teast as important to him asthe time he spends ‘on adventures. ‘This book is the core rulebook for the ith Editon of Aes Magica. Some of you will have played previous editions ofthe game, and wll find much here that is familar, although Improved. For others, this is your first encounter with Ars Magia, so everything will bbe new and wonderful, Basic Ideas In many ways, Are Magica is very simi Jar to most other pen-and:paper roleplaying games. Players have characters, who are defined by a set of numbers, and control their characters’ actions by telling the other pla’ cers what they do, One player, called the sto Walter did ot feel ie arguing, and ram othe church, shouting that yquide’ in Ars Magica, handles most of the world, deciding what antagonists and extras do. Conflcs, or task that might be beyond ‘a characters capabilities, are resolved accor fing to the rules described in this book, and a die toll “There are aso 2 numberof diferences, None of these features are unique to Ars ‘Magica, bt they ae rare enough that you cn have played roleplaying games for years with ‘out encountering them, Fit, the avallable character types are not cual in power, Hermetic magi are far more powerful than other possible player characters Power does not necessarily correspond to how Sneresting a character ito play, and The Gilt that allows magi to work magic ako causes them problems in most social situations. Second, most players have mare than one character Ths called “troupe style roleplay: Ing and is dread in detain the Sagas ehap- ter The tle of sterypide may alo pas around the group, or trape, and player characters are divided between central characters (magi and companions) and supporting est (rons) pla: «er would nomally only pay one central eharc- ter ata time, bat might ply several grogs at once Third, the game 1 normally centered around the place where the characters ive called 4 “covenant.” rather than around a wandering ‘roup of adventurers. This opens up a whole set ‘of new story possiblities, and the covenant i 98 rmich a character i the game as any of the human beings Finally, character in Ars Magica improve cover years of game time, and most sagas cover a least afew years of game time. Adventures ‘re occasional interruption in thei ives, not tveryday activities, and consequences that come years down the road can sill have an Impact on an ongoing series of connected to: ries, called a "saga" In many sagas, families grow, children grow up, and characters de of old age. Ars Magica rules provide plenty of support forthe ways that characters can stud, learn, and improve over time ‘Ars Magica is particularly wellaited to Jong running sagas, butt ean also be played 353 ‘one-off, one-sesion game, oF a miniseries of connected stories, inlay, although the official setting. very simlar to historical medieval Europe, apart from ll the mythic power around the place, the rl syste works well fora magic ‘entered campaign in any fantasy seting, The Mythic Europe, Stories, and Sagas chapter dis ‘ass ways to run the game, and provide hins to help you do whatever you want with Tn the last analysis, Ars Magica is a game. you have fun with you are doing it right. Structure of the ook “This isa big book, as it needs to be 19 cexplain al the rules and bockground for Ars Magica, The first chapter, this Introduction, provides a quick overview of the game, and explains the basic die-rolling mechanic ‘Netwr on th dey Noch ATS GLI waa vo, wducben led nip 1 Recroll, doubling the result. Zeros count as ten. If more ones are role, Continue re-roling and doubling. ‘De rll result isthe number showing on the dle. ‘Chapter 2, Order of Hermes, describes the order of wizatds chat i central the game. ‘Chapters 3, 4 and 5, Characters, Viwes and Flaws, and Abilities contain all the infor mation necessary to creat a character. Chapter 6, Covenants, deals with creating the place where the characters live, Chapters 7,8, and 9, Hermetic Magic, Laboratory, and. Spell, describe Hermetic Magte. Chapter 10, Lon “erm Events, covers things that happen to the characters over months or years, inching character improvement, aging and death, and Warping by mystical power. Chapter 11, (Obstacles, details the things that might hare the characters, most notably combat. ‘Chapter 12, Realms, explains the four dif ferent sorts of mystical power in Mythic Europe, the Divine, Faerie, Infernal, and ‘Magical Realms Chapter 13, Bestiary, provides, 1 sample of creatures from each of these Realms. Chapter 14, Mythic Europe, provides Inns on making your game fee ke it happens in the mythic world ‘Chapters 15 and 16, Stories and Sagas, pro: vides advice on wing the preceding materia 10 actully make a game that the woupe enjoys. Die Rolls ‘The wecess oir of most actions in an ‘Ars Magica sory 8 determined by rolling dice For non-magieal actions, the roll normaly Characteristic Ability > Die Roll against an Ease Factor the total equals or enced the Fase Factor, the action suceceds. The amount by which the esl exceeds the Ease Factor gives some indication of how succes the action was, ‘Mac ses the same bas rule, but here ar pe cal rules for determining what to ad tothe dle role, and the number thatthe total must beat. His Magica Fifth Gcition * Steg. Simple Die Rolla tensed de, ach number counts for is value, except that a zero counts as en Stress ‘Die Sires dice are rolled when a character 1 under stress and thus might suceed spectacular yor wth ua aie Such sigan aire ‘scaled a “botch” and abways has serous effects Fora sires roll roll a tensed die. One and 2ero have special meanings, but the other ‘numbers count for thet valu, as normal. On a toll of one, roll again and double the number rolled. I the reroll sao a one, roll again and quadruple. On second and subsequent rls, a ero counts a8 tn. Ia player elle ten conse tive ones, the number rolled on the eleventh throw would be multiplied by 1024, Stress die totals im the hundreds are Nkely to happen 2 handlul of imes ina long-running saga. (On the fist rol, 210 counts as zero, and {yu must normaly rol fora botch. Rol mum ‘hero tensed dice determined by the situation, called the "botch dice” and if any of them show 1 zero, you have botched, Ifyou roll no zeroes ‘onthe botch dc, the de rol simply a zero, ‘Some tres rolls cannot botch, In that case, zero onthe intl ells simply a rll of zero, Say, fa character has ques that reduce the numbr of applicable batch dice to 2e0, the stress ol cannot batch ‘On a botch, your total for the rol always zero, in addition to any other conse: ‘quences. If you rolla zero but donot botch, the {tal calculated as normal, adding zero from the die rol, For example, considera character with a Chanctenstic + Ability total of 9 making a stress ol I the ol comes up 6, he has a total of 15, ‘9 from the Characteristic + Abilty total, plus 6 From the die rll IF the ist roll comes up a 1, he reroll and doubles the result. I the second result s tlkoa t,he docs so again. So, fhe rolls two ts and then 25, he has final total of 29: 9 from Characteristic + Abily, and 20, fom mutply- ing the final 5 by 4 Ik the frst roll comes up 0, he needs to check for a botch. I none of the botch dice ome up 0, his total is 9, the Characteristic + Ability total, plus O from the die roll. If any of the botch dice come up 0, his total is 0. The Characteristic + Ability tral s also negated by the boreh, fof Botch Example Situation 1% ‘Good conditions the default numberof botch dice, 19% Running through undergrowth, 27% Climbing a crumbling cliff in a high win. 3.4% Fighting in driving rain while in running water up to your ankles, 4.1% ‘Translating negotiations between the Pope a Faetie Lord who speaks only ancient Egyptian, and a powerful elemental sprit who speaks no human languages 4.7% Fighting exact faerie copies of yourself and your companions on a crumbling ice flo in a blizzard 5.2% Climbing a sheer wall of ice in a blizzard. (The Ease Factor for this would be very high as well, probably about 21) 5.7% Fighting exact faerie copies of yourself and your companions ina faerie forest where the plant ae actively {interfering with you 6.1% Juggling five full cups of wine while four dancing bears cavort around you 65% Casting a spell in the church ofthe Holy Sepulchre in Jerusalem Seu TAs ffs: leave Yass asks fying dil Dock coer nook ecm Niner po wreay cpes of te Aleve gaol Sell An frags charscer eal horn ose tbo TORO! ine Only fee veg igs pieietaie pene ayy, An average character with some skill succeeds about 70% of the time, and talented or skilled characters almost never fail. fom aed ot led chance prced abut 70% fe Une welled charters heel chance osu ep okra sted Creat ir soooea Om three of to Glad iind er ol e0 al ued exe dle! carte ral ofan op ee een Slilled huts al sou half the Very Hard. Even moderate skill gives almost no chance of success, Skilled and talented characters fail about half the tea ey Hie Hy lemed char weed Souk TO of he tn 18 Impress: People at the top of a skill succeed about half the time. Those with lesser abilities have next to no chance. n Era, Very ale, hg led charters only cere ecto a+ Almost impossible. The greatest masters of a skill succced when they get lucky. ‘ows: An average character has a score of 0 in the relevant Characteristic, a highly talented character has a score of +3. Moderate skill {a score of 3 an Ability, “Skilled” means a score of 6, and “Very Skilled” means 9 Botch Dice votre) pomible ancheans paborcdice | ulol eveson he beh ce dears thot beled Dtioehen paaleg wena bie Tie copter meena’ ee eseeycent: Eire ne melee ia thing will go seriously wrong in an activity. The batch die. For example, a person climbing a about as wrong as they could, The consequences: seumber of botch dice should reflect how kkely a cliff in fair weather would get a single botch of this depend on what the character is doing. frien 6 nd the nbc of bocce ht le actor making a deter more icly For cam com he Garcer cb Bt ms doce ow by srng oreo ie cn of bch deus Asem gs bing Sl nahh cd boc, ears wind might aid tage blch de toe kei mde the oot de A Gi rgh schoo este ere coher wild ees wid- cose eri lech coe dt be at nto Ieee cheer cold are we, to) ete wd 6D a (hey wel hs oly ale dee cig Be cay tady a Tooele xt Se The bl trv ger te hrce ole bal nee tb ae orl or fore th curcter malig smcticg, bch os gen rmbe of btch de Noe wile a pe bath nes hat et ea estan oki ihe hee atempe sho as hechumcer asf ral arereon | held es To cogent Bape ert Anwar nih intron se chek Vo ian sve el cepa ecg of cate at Be res ntsc enter k= bags a om erase a Glossary The following terms are some of the more important in the ‘game, and they come up repeatedly in what follows, Bonisagus: The bilant eighth-century magus who devel ‘oped the Parma Magica and, with the help of the other Founders, the whole of Hermetic Magic. The founder of House Bonisagus ‘The Church: All Chnstians, whether priests or not. Alko used to reler specifically to the organizational structures of the ‘Church in Western Europe. ‘companion: A game term, not used by characters, referring to central characters who are not magi ‘Covenant: Strictly, a group of magi bound together by an agreement going beyond the Code of Hermes. By extension, the place where those magi lve, and all the ‘other people who live there with them Almost all Ars Magica sagas center on a single covenant. The Divine: The greatest power in the universe, generally believed to be the creator and sustaner of all existence, It backs the Church, the Jews, and. the Muslims Faerie: One of the four mystic realms Faeries always care about humans, some: times in the way a torturer cares about his filusfiias A magus trained by a sven magus. Only used after apprentice ship. After the Gauntlet, the new magus becomes the fils of the magus who trained him, Formulaic magic: Spells that have been worked out in detail ahead of time They have one effect each, but magi can nly use their full power through Formalaic magic ‘The Founders: The twelve magi who founded the Order of Hermes in the cighth century, Bonisagus, Bjornaer, Criamon, Diedne, Flambeau, Guernicus, Jerbiton, Mercere, Merinita, Tremere, Tytalus, and. Verditus. In many moder accounts, Diedne's name is replaced with Trianomas Gauntlet: In full, the Apprentices Gaundlet The final test administered 10 an apprentice to determine whether he is ready to become a magus, t differs signif ‘cantly between Houses, ‘The Gift: The ability to use almost any form of magic, with proper traning. All magi have The Gift. The Gift makes people around a characte uncasy ron: A game tern referring to supporting player characters Characters also us it, but manly to refer to warsiors employed by a covenant. Hedge magic: A contemptuous term used within the Order ‘of Hermes for any magie other than Hermetic magic, Hermetic magic: The extremely powerful and flexible magic practiced by the members of the Order of Hermes ‘The Infernal: One ofthe four mystic realms. Infernal crea tures seck to corupt and destroy people. Magic: One of the four mystic realms. Magical ereautes often do not care one way oF the other about humans ‘maga/magusdmagi: A member of the Order of Hermes who can tse Hermetic magic. Used by both players and characters, "Maga! is the feminine form, “magus” the masculine, an magi the plural Mythic Europe: The world of Ars Magica, Much like medieval Europe in 1220, except thatthe myths are tru. ‘Order of Hermes: An order of wizards stretching across the ‘whole of Mythic Europe, bound by an oath that keeps them from fighting each other or tying to rule the mundanes, One of the ‘most central organizations in the game. parens: The magus who trained another magus. This ttl is only used after ‘apprenticeship, at Gauntlet, the master becomes the parens of the new magus Parma Magica: A ritual learned by all Hermetic magi at the conchision of their apprenticeship, which allows them to resist magic. The first of Bonisagus’ great discoveries Quaesitor: The investigators of the Order of Hermes, they find Hermetic criminals and present evidence of theit crimes at Tibunal Redcap: One of the messengers of the Onder of Hermes. Most do not have The Git ‘The Schism War: A war in the early eleventh century in which House Diedne was eliminated, and which nearly tore the Order apart sodalis (pl. sodales): The normal term used by magi to reer to other magi I is a term used between equals, and emphasizes that all Hermetic magi are ‘equal within the Order. spell: An individual use of magic, generally Hermetic magic. There is no real lint on the numberof spells a magus ‘ean cast in a day, although casting to0 many in. quick succession Is likely t0 ‘exhaust hi ‘Spontaneous magic: Magic created by a magus on the spur of the moment, 10 ‘meet an immediate need. Generally mich ‘weaker than Formulaic magic, but much mote flexible. ‘Tranoma: The maga who met Bonisagus soon after he fvented the Parma Magica, and took on the political mission of. bringing Europe’ wizards together ina single Order. “Tribunal: 1) One of the thirteen areas into which the Order lof Hermes divides Mythic Europe, 2) The meetings ofthe magi in one of those areas, held once every seven years. ‘Vis: Raw magic. The most valuable thing to most mag “The Onder of Hermes an organization fof magi thac spans the whole of Mythic Exrope, even reaching some distance beyond Jes sboat 1200 members, living in thirteen “Tnbunsls which divide up the continent. nthe saga realm, no single group can even think fe challenge the Order as a whole, but the power of God is fr beyond even Heretic seg Ths chapter lays out the history and cur. fent state of the Order of Hermes, to which ‘Ars Magica characters are alos al afilated fn some wy. The Order's Histon The practice of magic and wizardry woes ack 10 the very begianings of civilization, Gited individuals have always found ways 10 wlize their power, often dominating. the ‘Gite for atime, before che envy, suspicion, fd hated engendered by tyrannical behavior fod the ellects of The Gift brought them down “Tree things worked against the formas fon of magical societies oF orders of wizards The first was the efiect of The Gift. Wizards seho did meet natually mistusted one another, fet could rarely agree to work together. Even A they agreed once, future meetings often planted the seeds of betrayal. This was com: pounded by the sccand factor) the lack of feagic resistance, This almost guranteed that the wizard wha struck frst would destroy his ‘opponent, and thus encouraged pre-emprive senkes, Fly, every wizard had his own Sinderstanding of magic, and sharing this Knowledge was a long and troublesome process. There wa litle that could be shared easly ‘One of the few even partial successes in hos regard was the Roman Cult of Meveury. is teers rarely met i peton, communicating by leter or mesenger except when they need feb to gather to perform the great stuals shat fave the Cult ts power. Funes the Cal specified that anyone who killed a Gale member should be hunted down and killed by the other members. This ule was enforced quite strietly, greatly reducing the Incentive to pre-emptive stkes. Finally, the Cle of Mercury had acces to a number of magical effects which could be learned rela- tively easily, even by someone who already knew many of them This gave the wizards some motivation o share knowledge retheless, suspicions grew within the ‘Cafe that some members were hourding know ‘edge, ready fora major strike against the other members, Soon after the fall ofthe Western Roman Empire, the Cult tore itself apart in tnteral conic, leaving isolated wizards sea tered across Europe, Magic entered a dark age from which ic emerged with the foundation of the Order of Hermes, more than thee cen tutes later The Foundation of the Order The Onder of Hermes owes its existence to Bonisgs, without question the greatest magical enmus yet to ive, He made two great dscoveis, either of which alone would have ‘ensured his place in magical history The fist ss the discovery ofthe Pama Magia, which defended » wizard from the mage of others, tnd shielded him from the antipathesi effect. (ofthe Gilt, Safe behind a Parma Moya, 2 ‘wizard could ak to another Gifted indvidal swith litle fear of attack and without having to constanly fight the natural tendency t lapse into envy, sspieion, and hostity “The tre potenial ofthe Parma Magica was fist recognized by the sorceress Tranoma, ‘who willingly studied under Bonisagus despite het own power. She realized that the Parma “Magica would make a trae society of magi pos sible, a society where wizards could meet to resolve their diferences, ad live and work together, Bonisagus, already working on is next project, a uniied theory of magic, was happy 10 go along with Tiianomas. grand “Tiisnoma traveled across Europe, seeking ‘out the most powerfl wizards. The Parma Magia made her immane to thei attempts to dive her off, and her demonstrations of her ‘offensive power left many in no doubt that she ‘ould, she wished, eliminate any wizard without fear of consequences, Some ran and hid, hoping to avoid her nefarious plans (Others listened 1 er dream ofa unified order, and agreed vo meet with Bonisagus From these discussions, Bonisagus drew 2 reat deal of knowledge. From the traditions of the Cult of Mercury he developed Formic and Riwal Mog, and from the traditions of the druids, brought by Diedne, a woman cast ‘out from that religion, he learned to create Imagieal effects spontaneously. Vedi taught him the secrets of binding magic ito ites, and Merinia the arts of binding animal. From tach af the eleven wizards who came to him, Bonisagus leamed something, and to each he taught the Parma Magica The result ofthese studies was Bonisagus second great discovery, the theory of lenmetc ‘Mogi In 767 the thirteen wizards gathered a ‘Durermar in the Black Forest, and swore tothe ode of Hermes, creating the Order of Hermes at the fist Tibunal The Twelve Pounders “The fine mag of the Order ae always refered to asthe Twelve Founders, forall dat there were thirteen mag at the fst ‘Tibunal “Tanoma refsed to put here om an equal oot ing with Bonisagus, or the ether magi she had troughs to him, an astute poitial move that left her fee to mediate power struggles rather than being drawn into them. Fach of the Twehe Founders establahed a House. The current House Ex Micelles was founded ltr inthe Orders history, and in the bepining Howse Diedne made up the complement. House Diedne were bound together by their adherence to an ancient pagan religion, which they soon ‘ame to dominate completely ‘The Order immediately entered a period of rapid growth. The founders of the Tive Lineages recruited apprentices, and theit Houses grew organically, The founders of the Mystery Cults initiated more members, recruit ing eagerly from among those other wizards who seemed congenial. House Merinita was not yet @ Mystery Cult, and recruited magi swith an interest in the wilderness, Howse Diedne sought converts 10 Hs religion. House Jerbiton extended the reach ofthe Order into the higher culture ofthe mundane word, even ‘making overtures to Charlemagne himself. And the magi of Houses Flambeas and Tytaks cis crossed the continent, giving all magicians they found a simple choice: Join, or Die. ‘Within forty yeas the Order of Hermes dominated the magical landscape of Europe. rises in the Order ‘That domination persists until the pre sent day, 1220, Nevertheless, an Order that has endured for well over four hundred years has naturally faced its share of crises and problems DaMBUAN-ALLAIDHE AND “THE Onno MIcELLANEA In the early years of the ninth century Damhan-Alligh (DAHLvan ALLath, 8 pow: ceful and evil wizard cesidene in the British aes, Jed an organized resistance to the Order cof Hermes. Rather than face Hermetic wizards in magical combat, his followers cursed and harassed their followers, set traps, and used mundane assassins to halt the progress of the ‘Onder, Fora numberof yeas these tactics were cefective, and some began to think that the Order would be stopped at the English Channel, Tytalus the Founder entrusted Pris, is most gifted apprentice, with the ask of defeat. {ng Darnhan-Allaidh, ‘She brought a8-much cunning to the task as her opponent, and in 2 series of devious raids and spectacular magical bates she was able to defeat Damhan Allsidh and bring many of his followers over ther side, ‘As the Onder prepared to weleome the victor home, it received 4 message. Pralix had established her own Order, the Ondo. ‘Miscellanea, which would serve as a compet tort the Order of Hermes, keeping it strona Flambeau wanced to march against her ine diately, but Tytaks, impressed by his fils nerve, foreed a negotiated settlement. In 817 the Ordo Miscellanea joined the Order of Hermes as a thirenth House, Howse Ex Miscellans, ‘Tite Donaxario oF House Teenene Hoan Tremere had been slowly bulding ts power since the fourdation ofthe Order, with “Tremere himsell keeping close contol over his line. Through the carefl use of certamen aod the bul of politi alhances, the House gine cefecive contol ever several Tibunals, and was posed to tke over more. When the eleventh Founder died, leaving Tiemere as the sole remaining Founder, the House was ready to move to dominate the entire Order uring st {nto tool for thet larger pans A that pont, group of magi whose ide tities are sil unknown broke the minds of ‘Tremere’ closest heutenants. This eveg, known 1s the “Sundering” ako broke the power stn tures thatthe House had built, a abligation to those magi and threats posed by them ceased 19 bbe a concer, Tremere himself met with the mag respomible for the Sundering, or perhaps thei representatives, and some sort of agreement 35 forged. While Tremere hieself ded soon afer. ward, the House has kept wo the agreement, nd has never again wed to dominate the Order ‘Tree Coxsurnow oF House TyraLus House Tytalus has always sought chal: lenges. In che late tenth century, leaders of the House went roo far, seeking to contol demons and instead being comupted by them. They were engaged in a subtle campaign to comupt the est of the Order as well when theie cor ruption was uncovered by another Tytalus maga. She alered the Quacsitores, and the Onder turned with great efficiency to purging the dabolists from their midst. The Prima of House Tytalus, Tasilia, was the most promi nt victim, but the House lost many of 1s members, and never again recovered the res tive size ithad in the early years, “The Sons War Just after the tur of the millennia, che Order of Hermes began to descend int anarchy ‘The comuption of Howe Tytahis made magi ‘more paranoid about the secret activitisof ther ‘magi, even without the incitement of The Ct. Magi also became more concemed. about temps to pry into thei secrets, and thas tebufled attempts at vestigation, Many di putes reached Tabunal, where the voting was deadlocked 35 magi reused to get drawn sn. In this period, many Tibunsls were inquorate, as magi were relctan to leave the security of thet Magi who felt themselves threatened resorted to Weards War, and even to ileal raids on other covenants, The Quaesitors, Redcaps, Bonsai, and other mag) interested sn Airs Magica Fifth Edicion “Eee Aeeping the Order together were stretched too thin, and found that they could not impose order on magi who didnot 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 i always had been, largely Christian, Dak rumors about thei re tious rites had spread in the wake of the cor ruption of Tytalus, and few tasted chem. When the Primus of House Tremere, Cereistum, called om the Order to help eliminate the da bolss, House Flambeau eagerly joined the bat te, Many members of House Jerbiton, who had Jong been concerned that the Order harbored pagan cult, lo joined in, Members of many Houses stepped forward to join the Tremere, and no one publicly supported the Died, Seizing the opportunity, the Bonisagl and Quaesitor. called an emergency Grand Tribunal, at which the whole of Howse Diedne was declared Renounced, so that it was the sdty of all Hermetic mag to hunt them down and slay them ‘The war that followed was bloody and. destructive, and wiped the House out. Its lea: e's, however, were never fund, and while the ‘Onder hope that their 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 Diedne, the Schism War came to an end. The Quaestores had been abl 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 to see such a thing again, and once again Tribunals were respected, ad the rule of law returned tothe Order. Since the Schism War, the Order has ested 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 Twilight, and memories of that terrible time are fading, The Kouses of jee ‘The Onder of Hermes is divided into twelve Houses, all ut Ex Miscellanea descend ced in some way from one of the Twelve Founders. This section provides brief overview ofthe Houses, but its important to remember that individuals within a House can vary widely ‘The twelve Houses fall inc tee groups Four (Bonisagus, Guernicus, Mercere, and Tremere) ate true hneages, made up of those truned by someone trained by someone (ete) ‘ruined by the founder of the House es not possibly to join those Houses later. Four (Bjornaer, Cramon, Merinta, and. Verdivs) are Mystery Cals, and magi can join those Houses by being initiated into the cult. Such timtiations teach the Outer Mystery ofthe cult, the only cult ability that # not hepe lagely secret The las four (Ex Miscellanea, Hambeau, Jerbiton, and Tytalus) ate gatherings of mage with common interests. I is relatively easy to join these Houses after traning, and magi who Fee that they do mot fit nto thei le Houses, ‘often do, Ex Miscellanea, n particular, will tke anyone with The Gift, a smattering of Latin and Magic Theory, and the ability to raise a Parma Mayica — and many members wil each the las three to potential remus Tks only possible to be a member of one House at a time House Bromsaen, Mast of Bjornaer (BYORE.nayr) concern themselves primarily with beats and the ani mmalistie sie of human nature, Because of this ‘mphass in their taining, each Bjornaer magus ‘an fake the form of a9 animal, known as is “heartbeast” Understanding the heartbeast in particular and animals in general's considered ‘more important shan Hermetic magic by many in this House. Due to their nature, Bjornaer magi are tunable 4 forge the necesary links to have a familiar and the very concep alien to them, Some Biormaer devide magi who tke friars, ‘which they call substitute’ heartbeasts. On the other hand, her magi are wary of followers of Bjornaer because oftheir faseination with the bestia. Furthermore, House Bjornaer is less respected than it might otherwise be becuse its founder was from a Germanic rather than a Roman magical tradition. This House is a Mystery Cut, and the aby co take the form ofthe heathens the Outer Mystery (sce page 9). ceeammepaaeee His Magia Fifth Edin House BoNssacus Bonisagus (BOH-nee-SAH.goos) invent od the Hermetic theory of mag, and his tur dent, the maga Trianoma, masterminded the formation of the Order. House Bonisagus i 4 true lineage; all ofits members can trace their heritage back to Bonisagus himsel ‘House Bonisagus i pit nto two strands, the politcal and the theoretical. Theoretical Bonisagus magi concentrate on pushing, back the boundaries of Hermetic may, and ae the undisputed masters of Magic Theory: Political Bonisges magi, often called Followers of ‘Tranoma concentrate on keeping the Order together and excel at polis, House Cuawon “This very secretive House known forts cute philosophy, ts din fr simple power, and its members’ habit of marking the faces And bodies with arcane symbols, Followers of ‘Gramon (KREE ah mone) ae an enigmatic and ‘otherworldly group of magt, generally having Tle steres inthe polis ofthe Order Magi of Crlamon seck the “Enigma,” which other magi characterize a some sort of mystical experience. For fllowers of Criamon, tinderstanding the Enigma has a great deal 0 do with discovering the rue nature of Wizards “Twilight and of mage iself ‘This House js a Mystery Cul, ad the Mystery atthe heart of the elt the Enigma (see page 92). House Ex MIscELLANea This is large, diverse, and highly disor sanized collection of mag. Though originally founded by Prix asa rival to the Order of Hermes, this association was accepted as a House of ts own. ie accepts wizards ofall Kinds, some only nominally Hermetic, whose magic comes from many disparate traditions ‘Magi Ex Miscellanea (EKS mis-kel: LAH. nay ah) are often called hedge wizards’ by their many detractors within the Order, although most can use Hermetic magic jus swell as any other magus of Ex Miscellanea have very lite in common, belonging 19 many diferent tad tions within the House, each tradition having its own strengths and weaknesses House FLasrat While most follower of Flambeau (ab BOH) specialize in fire map, some study spells of simple annihilation as 2 more subtle alternative. These aggressive and ferocious rag often cause trouble within the Order and Frequemily anger mundanes. However, their feaessness and lve of destruction make them invaluable when the Order requites the appli ‘ation of mana force, ‘House lamba isa gathering of kindred. spits House Gurrcus House Gacenicas (GWAIR-nee kus) 153 tnve lineage, all ats members descended from ‘Caericus the Founder, who believed that the (Oder needed strictly enforced rules it was to survive, Member ofthis House are dhe jadges Of the Order, investigating wrongdoing and bringing eases aginst those who transgres the Code of Hermes and the Peripheral Code. ‘They believe the Order wil ellapse through literal confit without their fierce steward- ship, The House i sometimes known informal ly ax House Quaesitor (KWAF-se-tor, as "aunesitor isthe tle of those mag empowered by the Order to investigate crimes, Akhough Howse Guernicus. tains. and Induct ther own apprentces, ther magica aso Join the ranks ofthe queues, and one ofthe highest honors inthe Orders tobe invited by the Puissant Creo or Puissant Muto. Note that unGitted Redcaps. are created as companions, and take the Redcap Major Status Virtue, Gifted Redcaps take the Hermetic Magus Status Virtue, and do not take the Faerie Magic (page 92). Any magus in this House without a faerie related. Vie or Flaw has a Warping Point, inflicted to allow initiation into the Mystery, particular tradition within the House relating f0 scholarship, arts, or mundane tnagic, and thus cannot be magh. In ation, all ‘magi should have atleast one Hermetic Faw, Nobody fis perfectly into Hermetic theory. ‘The rules for taking Virtues and Flaws are summarized atthe begining ofthe Virtas and Flaws chapter, xu Dawus oF FLamcau ‘Nal starts by king for appa las ft bis concept. Dre ens ike ga Pesonalty Flay arco dp bute dems of the Order a ll nc Sim, te acts ae ey te produce Eni, and Nil picks « Revousced magus an bis cronies toh eno in ston. Blatt Gifts wll withthe scary mage Niall ts, ond be diet maine the characte ig abl nat mach wth mands yoy. Thats tone Bajar Flaw, so vie pons already, Blatant Gifs a Herc Faw that ei rent «mat. Finally, Nl takes Disigued (cia rns) a Minor Fae einfering te image ag ing bi te points of Flas Then it tine bay good sta. AS & magus. Daas sirady has The Gift nd Pusan nt (Paro) ‘ame fre aa Fama. Niall tks Afi wit Pardo to back ap Dri peciay. He decide that Dai has lone is job el tks Herat Prsie elect ‘sreatton in the Order Hating mag ery dan ‘gous game, sb aie aks Promotions ond Second Sig, mahing it bard to take Daras by surrie Sima, hot fst en aunt, 0 be tabes Fst Caster Thats fe Minor Vitus, kang Dain wth fe ons spend Nal hs ok at Major Vrs, ‘and decides that Flats Mai wil exten wl, {vw kh cs spells more quand wt igber Peactation,obich very good thing whe facing cer magi Tht es anatherhre ois, bt bests ‘oe Minor Vitus to buy. He choses Svonj-Wiled ‘ad Enduring Consttation, which it he image ad ro idea it nore breath Characteristics ‘Characteristics ar bought on the following ‘able. You start with seven points ro spend. All ‘characters buy Characteristics inthe same way For Hermetic magi, you should note that Inveigence is cental 10 Heretic laboratory ‘work and thus mag should seriously consider tke {nga postive score init Siiry, Stamina is very Jimportant for spleating, and soa negative sore there is best avoided. Cormmunication is vital if you want your character to write good books. Score Cost 8 6 2 3 Pn 1 ° o “1 Gain 2 Cains Es Gain Exawrts; ARs OF FLAMMEAU Nil sts by ging Darian Igoe of +, spn sf his ots rb ay Fy om nthe ‘de tht Dari bd suri goa bunting be ‘ged te st itn Prion of 1 Her be ‘om unt eet eto har Foal thecon- pt pracy dans nate erin Pro, 39 Nall dos thet 3, aud Canton =, go eer mae ots to ply wth Stain tte score most wal for may 0 Nal mae debate deci to ae at 20. Te charac wil be mre inert fb bs sets i ster aes, fe thinks. Insta, be bys Quicknes: +2 (goed for dodging) Surth + (he cat hard) nd Deny +4 (making bi br thon serge com ut) Tos ike Dares wil cain se ys combut which makes sense sel can et troagh mac trc hot ony eae Abilities Abilities represent a character’ leamed abil- Det For goers compar ty we one foro bcs ety chided sd erie For pei eaten Peete rd its maps re ear cheer oe doer he at Pee cain ecereer atone ee ces The bls those Bees oe ric serian mene os Pairing ay apc Bes a ts too 1 bs ie ny [aa Age Maimurn Ability under 30,5 wos 407 ais 8 460 9 Exny Cmp000 Inthe fst 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 10 divide between (Area) Lore (or the pce or places the character 16 growing up), Athletics, Awareness, Bal, Charm, Folk Ken, Gaile, Living Language (other than the charac ter native language), Stealth, Survival, and Swim, You do 1 need 1 put points ino all ofthese Abilities; choose the ones that best your con cxption ofthe character This represents what the character pics up as she plays a5. chi “enice points for yourselt, a well Stealth 1, Survival Mischievous Childhos 1 Native Language 5, Survival 2 Ey MOM Gentes preserits a particular sort of childhood. Note that you'can spend the: AS experi, Athletic Childhood: Athletics 2, Brawl 2, Native Language 5, Swim 2 Exploring Childhood: (Area) Lore 2, Athletics 1, Awareness 1, Native Language 5, raw 2, Guile 2, Native Language 5, Stealth 2 Social Childhood: Charm 2, Folk Ken 2, Guile 2, Native Language 5 Traveling Childhood: (Area A) Lore 1, (Area B) Lore 1, Folk Ken 2, Living Language ] Sea pealy ale ete, 6 10 15 2 28 36 9 4 10 35 un 66 2 78 8 3 4 tos 15 120 6 136 7 153 8 71 0 190 20 20°20 To Buy: The numberof experience points required to ralse a score from zero to that To Buy $ 5 5 to 30 15 50 2% 75 25 105 30 W035 wo 40 ms 4 7 (50 wo 55 9 45565 2s 7 oo | 75 0 80 765 BS 85590 950 95 1050100 umber, To Raise: The number of experience points required to raise a score by one point to that umber. Loree Lire per year Note that only companions can take Aer ealy childhood, the charter gains 15 experience points per year, which may be placed in any Abilities, a log asthe character hs. a Virtue that permits her 19 lam those Abilties Academie, cane, and Maeal Asics requir a View, as do Supernatural Abilities Characters with the Wealthy Virtue get 20 experience points per yea, while characters with the Poor Flaw get 10 experience points this Vie and Flaw Exanput: Dass oF FLasueau Daris as a mamber offre Abit fom bis Virtus, 50 Nil notte fist Pronntins , Sco Sih, Mastery of Al Sls Theneat ss his aly hod. Nil ls 15 Germans Diss nati Language, and a ths ont, le sein mame, 50 that gies in ‘Magic Theory 3 Parma Magica 1 (should be no higher ifthe magus is just out of apprenticeship) Total Cost; 99 experience points Germans. He thn spends x on Bara Lre 2.15 x) ot Aaa 2, ond 15 expo Fle Ken 2 brig ‘ing Use Dara 1 te ae of 5 [Naw be weds dade when de Bey Become a previ, and ick 10.4 0 round amber Hes {7s exerinc ats df fey ad spends 15 ep on Bra 2 15 ex on Gale 2 5 9) om ‘Ais 4, sx Cnartation 5x on Eugute exp Inia sap on aes, 5 expo Sak 1.53pm Suro! 4a ex Swi Tht ees Iain with s expr fost, which Be decd soon re of Heres Lave +1 gel, 0b con nd be ratoalizes th deson by esi that ifr nese kh te conto i fr is ap sh actualy en Macus Onty — Avpnenricesi The fifteen years of apprenticeship ive the character 240 experience points, and 120 levels of spells. These experience points can be spent on Ans or Absites, including, Arcane, ‘Academic, and Martial Abiliies. Nove that magi ‘an only spend experience points on Arcane, Academic and Martial Abilities before appren: Liceship if they havea Virtue which allows them to do 50, A senile division 15 to spend 120 ‘experience points on Abilities and 120.0 Ars ‘Magi must have the following minimum AiitesParma Magica I, Magic Theory 1 Latin 1. Characters with lower scores would not be admitted to the Order, A character without 3 Latin sore of east 4 an an Artes Liberals score ofa least 1 unable 1 read the books of the Order. This will seriously weaken the character relative to other may, and you should be aware ofthis before designing such a character, Achar acter with a Latin score of less than 5 cannot verte books, which may also be important: A [Magic Theory score of below 3 is weak, and, in particular, means that the magus eannot set up his own Laboratory. Very few magi have a score in Parma Magica over 1 immediately after ‘apprenticeship, a ths Aloly 4 the lst thing taught. Indeed, ehe magus ot taught the ial secret (orang a Parma unc ater he has sworn the Oath, Mag should ako seriously consider putting points into Code of Hermes, Concentration, Fnese, Onder of Hermes Lore Penetration, and Profession (Serie) Tes probably unwise to pat more chan 55 experience points for a score of 10, ino any fone Art, as that tends to indicate that your magus is over specialized. ‘The highest level spell you can learn is qual to Technique + Form + Intelligence + ‘Maygic Theory +3, where the Technique and Form are the Technique and Form ofthe spel {in question If the spell has requisites (seepage 14, they apply to this total as wel Bxayruts Dams OF FLAMBeau Spending the spyeticship XP i fairy easy ial spend 50 efor Latin 4. 50 xd ov Mastic Thay 4 30 ex om Artes Lis 3, $e om Fie 1.10.2 ot Powtaton# (5,5 exon Prfesion — Ser, $ x90» Chine 4, 3 exon Face Lave. § xp on Infra Love, 5 exp 08 Pbap bet, a 5 ‘exp on Magic Lore + Thos beaks at Hermetic Ars, He bas 65 exe nce ons ft He spends 7 pnts Pa, wich is fy ws io 55 pons, that has Pardo 40 “Th be pats alms al of th west int Co and Corps 1s exp on Cr 5,9 exp om Corps 2 aris as 10 to is Tiga + Form oder singh pl be con ar Hecho ake il esl, selcing The Wound tat Was (PeCo 15), Gap af he Choking Hard (PCo 13}, arching Wind (Peg 20, Sot the Raging Flames (Peg 20) Val of iy (Pel 20) Cal the Matin ofthe Heart (PeMe 13}, Los of But @ Moments Mewory (Peble 45) Bocas of is lates Magic Vite ashes Mast Soe fone nec ela ts ‘ialbas to coe 2 speci ity or ech Finally, jo fre Gaui, be spond is list 5 expo Parma Masia ‘Macs Onty — AFTER APPRESTICESIIP you want to generate a magus who i some time out of apprenticeship, the rues ‘change again. You might want to wait until you are familiar with the game system before doing this, however, There area lot of options and ‘considerations, which could easly seem over: ‘whelming. For every year, the magus nets 30 poins Fach point can be an experience point in an Ar oF Ability or one kvel of spel. The maximum spel vel a mayus may ow fs iautedas before ‘senile maximum fr a mags’ Ants is 10 pis fone for every four yeas since apprenticeship “Thus, a magus who i 20 years out of apprentice: ship could havea highest At of 15, whilea magus 120 years out of apprenticeship might have a highest Ar of 40. A typical magus also gains an average of 2 Warping Poins (se page 167) per yea, so there are very few magi much more than 120 years out of apprenticeship. Thus, 40 isabout the highest Art pose ‘Of course, you may not want your e enced magus tohave spent all his te studying Abilities, Arts and spells If you wish to have Your magus engage in other ab activites (such 2s creating items, enchanting familias, and in panicular creating Longevity Rituals) you wil need to Know more about the circumstances in which he has. een working. These are ult mately upto the storynuide, but atypical itu ation might bea follows 1 The magus) covenant (for Aging roll) aves a Living Conditions moxie of +1 (sce “Aging” page 168, 2. The magus lb is of only average quality, iiving 3 modifier to Lab Totals of 3, The covenant has a Magic Aura of 3. 4 The magus may use a maximum numberof pawns per year equal to Magic Theory x 5, ofthe Ars required. tis not posible to aceumulate pawns from year 10 year, because this number aleady represents ‘isthe magus has saved while studying from books and inventing spel Suatites for familiars and apprentices should be agreed with the storyguide, if reauited. For each season that your magus spends working om a ab project, the character loses 10 points from the yearly 30 experience points, toa minimum of 0 if three or four sea sons are spent on lab work, Thus i 1s most Cost effective to have the magus engage in 3 full year of ab work at a time, Is suggested that you advance your magus year by year, spending several on study, then king years ‘ut to do lab work as the characters statistics reach appropriate levels (Older magi can learn spells more quickly than these uidelines suggest You may there: fore want to use these rules to have a magus learn spells asa ab project if you ae advancing him more than forty years oF so beyond apprenticeship, Remember that you should also. make sing roll forthe characte each year fom the age of 35. Thus you will probably want your sages to have acquired a Longevity Rial (see fae 101) by then, Some shiled may offer Se services creating Longevity Risa for eben and you may decide that your character Jee bargained for one such ritual, especially if jes ae not interested in studying the Ants of ‘Geo or Corpus. The precise details of such Sserzains and the bonus given by the resulting ‘we should be agreed with the soryguie Exwwrur Dans oF FLawneatt Daas wl tof pret wh he saga sso 0 Nal aks ie ter Foi it years fom 268, cai jst ep al the expres Spe Th gies 240 xeric Jit sod seve ways Fin, he sds 25 ex rating Parma Mapes 2, a5 a nagbener weds decet Magic Renton Then be sds $x on Gina Wasp 4, sn gos Daria war. Nex, he ends ex 1 ase opus to 45; wich isa it bi fore, bt will sos foe ie Heres tht Das ats fe devs it com Lonity Ritual and hae a det Prwwaton wtb Pee pl, Nex, he go fora at more set speding 10 8 ase Crt 10, 40 ex see al of Ajo je, raion, Men, Toran, Ve alex ech Rego and Inigo fr sos {4 ec That es bn 20 ex, winch espero 4 ld 30 ern of Rast Day of Tr Scre Yrs Poe 1, Target cree to Grup» +2 Map} ‘Again be eo pick mse ait fr the pel [Nl te dee hat Dari wil ed the next er th aoa ins een ois in fet yor Seth Laboratory caper forthe dais of shee acies. Seon 4, Opens sear ht tal) for ‘chore (1 pons), Season 2 Attn spa ft 4 tlsman, Seon 2; Crates Longety Ritual (7 pcm Lab Tt 5 fora 67 boas gst aging) Seve ntl th tala with heft "Poe Wound 1b Wes (PeCo 15) wth option and 50 ns er dey: Open the tlnan 1 the stsennt “+4 Des things ata dito” bas spars stil asc hele of elf Fro ts Jit Nil adams Dari ye at me bcc ang a mgt ano na bi sy an devopet Daas 9th ar ese ‘509 on Het 2 5090 and Coe Land (0 ex on rang Avimal 6 4. Att pot, Null cds that Danie would ave risked safring Testa sth sot of mas whois lly ot fom ine Darn bas 8 Warping Sear of 2, foe Warping Points ft er eae bon ye oat | of oppress th lo conta ih mag, and ced, tht Das dts ot actully go ino Teng at hs pot ‘Nal te cot bt hats ough xen sing Dara tthe af 7, “Ws posible to generte a character 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 it takes avery long time for character generation. It tends 9 produce characters who ae close to those generat ced using the detailed rules, but with alot ‘mote character Even if you do generate a character this way, you should still se the normal Personality Choose three words to describe your characters personality, and attach a value between -3 and +3 to cach, These are your characters Personality Tats (se page 18). Grogs should have a score (positive or negative) in Loyal, and warriors should have a score in Brave, Most warriors will havea pos tive score in Brave, but aot al For companions and mag they are noth Ing more than guide roleplaying, although you can roll them i yu really want to, 0 you ‘houlst worry too much about chem. ExaMPLE: DARIUS OF FLAMBEALL ‘Niall Brae Deitel Ceo fii os Dass Prncty Tas, an tes im cor of 63 ‘aca, Dana iv qute om enon at ema esr sty hae much inp on lay. Keputations Characters only start wth a Reputation if they choose a Virtue or Faw that grants one, butall characters can develop them in pay. See ‘age 19 For rules on Reputations ‘uldelines for che fist five years of tile and-you assign Vinues, Flaws, and Characteristics in the normal way. However, age-based limits on Abilities do rot apply, and all Virues and Flaws have thei normal effect on character advance iment. You must discuss with your troupe the resources that the character has aval able, with sensible choices, itis wally hard to raise Abilities above the age- based limits, which why they exist in Detailed Character Creation Exawert: Dass oF FLanneau Dari des have « Retain, thos o his Hermetic Prestige Vr. i patton wi Herc ri and it Is ll of 1 Nil pcs “Dedicated Hoplite con (Th Heplts rth fore of the Onder of Hermes i a ifornal going. bt ts nen are rage) Confidence Grogs. do ot have Confidence Pots Like Story Fhws, Confidence Points indicate a central character Companions and Magi start with a Confidence Score of 1 and 4 Confidence Points, unless they have a Vite or Flay that indicates otherwise Confidence Points ean be spent to gain a ‘one-off +3 bors to any die rll, and a max ‘mam numberof Confidence Points equa othe characters Confidence Score may be spent on a single roll. More details on Confidence can be found on page 19. Equipment Your charter may start with any equip ment or possessions she might reasonably have ced and retained over her are. You need ‘ot Hist all her posesions. Gxample: ‘Darius of Flambeau Darius starts with the normal Confidence Score of 1 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, Niall finishes filling in the details of Dariss appearance and backgroune, for play in the saga preparing hi Characteristics: Int +3, Per +1, Str +2, Sta 0, Prs 3 (2), ‘Com =1, Dex +1, Qik #2 Size: 0 ‘Age: 87 (61), Hermetic age 62 yrs past Gauntlet Warping Score: 6 (17) Confidence Score: 1 (3) Vitwes and Flaws, The Galt, Hermetic Magus, Puisant Art (Perdo) {free Virtue), Flawless Magic; Affinity with Perdo, Enduring Constiution, Fast Caster, Premonitions, Second Sight Hermetic: Prestige Strong: Walled, Blatant Gift, Driven (Hunt Enemies fof the Order), Enemies (Renounced Magus and his Lackeys), Dishgured (Facial Burns) Personality Traits: Brave +3, Dedicated to Cause +3, Efficient +3 Reputations: Dedicated Hoplite +3 (Hermetic magi) Combat: Fat Init +2, Atk 65, Def +6, Dam +2 4, Dam +5 Kick Init 1, Atk o4, Def Long Shar Init +5, Atk 49, Def «8, Dam +9 Soak: +0 Fatigue Levels: OK, 0, 0, -2,-4, Unc Wound Penalties: 1 (1-5), -3 (6-1 Tncapacitated (16-20) (* accumulated wound penal 5 ties reduce by 1 for Enduring Constitution) Abilities: Artes Liberales 4 (Grammar), Athletics 2 (Running), Awareness 3 (Alertness), Bargain 2 Bavaria Lore 2 (Geography), Brawl 3 (Books), (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 Atea) Lore 3 (Personalities), Magic Lore 2 (Creatures), Magic Theory 5 (Inventing Spells), Order of Hermes Lore 4 (Criminals), Parma Magica 5 (Corpus), Penetration 6 (Perdo), Philosophiae 2 (Moral Philosophy), Premonition 3 (Enemy Magi), Profession = Scribe 2 (Speed), Second Sight 3 (Invisibility), Stealth 2 (Shadowing), Survival 2 (Forests), Swim 2 (Rough Water) Ants: Cr10, In6, Mu, Pe 183 (15), Re 9, An 5, Aq 6, Au6, Co 15, He 6, li 6,lm 5, Me 6, Te 6(8), Vi8 “Twilight Scars: The shadows in Darius’ hood are unusually deep, hiding his face; Nearby, non-magical items decay. when Darius uses magic (as 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), attuned to a +4 bonus to spells that destroy at a distance, Longevity Ritual: Lab Total 35, +7 aging bonus Encumbrances 0 (4) Sra KNOWN: Caplthe Howling Wf (PeAn 25/427"), Mastery (Fast Casting) arching Wind (PeAq 20/4284), Mastery 1 (Penetration) Gas ofhe Doert (Pe 25/+29"), Mastery 2 (Penetration, Magic Resistance) The Churgeons Heal Tench (CeCo 20/+26), Mastery 1 (Penetration) ‘Whisers trough th Black Gate (InCo (Me) 15/13), Mastery 1 (Quiet Casting) Th Inxorbl Surch (InCo 20/+22), Mastery 1 (Penetration) Grip th Coking ond (Peo 15/637"), Mastery 1 (Penetration) The Wound that Was (PeCo 15/437"), Mastery 1 (Penetration) Incantation of he Milly Eyes (PeCo 301 37*), Mastery 1 (Penetration) Tat ofthe Tonge (PeCo 30/437), Mastery 1 (Fast Casting) lecbing Gasp ofthe Cased Heart (PeCo 40/38"), Mastery 2 (Penetration, Magic Resistance) Gift fhe Bears Frtinde (MuCo 25/+20), Mastery 1 (Fast Casting) Endurance of th Bere (ReCo 13/+25), Mastery 1 (Fast Casting) Lying the Dangling Pet (ReCo 15/+25), Mastery 1 (Penetration) ‘Scum: Lzgue Side (ReCo 35/+25), Mastery 1 (Fast Casting) The Leap of Homecoming (ReCo 35/+25), Mastery 1 (Fast Casting) ‘The Grat Rot (PeHe 25/+28"), Mastery 1 (Fast Casting) Soc the Raging Flames (Pelg 20/28), Mastery t (Fast Casting) ‘Ward Agsinst Hat ond Flames (Rela 25/+ 16), Mastery 1 (Fast Casting) Velo isblty (Peto 20/428), Mastery 2 (Quiet Casting x 2) Tipo th Tongue (PeMe 5/29), Mastery 2 (Fast Casting, Magic Resistance) Can the Motion of he Heit (PeMe 15/428), Mastery 1 (Quict Casting) Los of Bata Moments Menory (PeMe 15/29"), Mastery 3 (Quiet Casting x2, Sill Casting) ‘Bloingof Cid Biss (PeMe 25/+30), Mastery 3 (Quiet Casting 2, Sil Casting) ase Dayo TS Yas (PeTe 20, Tang increased to Group +28"), Mastery 1 (Fast Casting) Demos Eeral Oblivion (PeVi 30/s 30%), Mastery 1 (Fast Casting) Wir of Mundane Since (PeVi 30/+30), Mastery (Magic Resistance) + U/Dariusis holding his Tasman, he hasa +4 bonus to cast spells that Destroy things at a distance” Armunance: Darius is a frightening individual. A bony figure swathed in «black, all-encompassing robe and carrying a black-hafted spear, he is reminiscent of medieval perceptions ofthe physical ‘embodiment of death, This image is further emphasized if his hhood falls away from his face for Darius is bald, with a mass of scar tissue fora face and no eyes. ‘Darius i coment to cultivate his sinister image, he Wa hhoplite and an expert with Perdo magic, dedicated to the discov- ery and execution of traitors within the Order. However, it was not always thus, Uwe, the boy who would eventually become Darius, was born into a merchant family living in Bavaria. He: enjoyed a comfortable fe in a moderately prosperous household. However, shortly after Uwe reached puberty strange things beyan, to happen. His books would fall apart, furniture he sat on would break, and the family eat died in his arms. His family became aware tha there was something unsettling about the boy and were fonly too happy to sce him taken away’ as an apprentice by the ‘mysterious scholar who visited them soon afte. ‘Thus Uwe became the apprentice of the hoplite Xerces, who indoctrinated his filus to become a hunter of evils within the Order of Heres. lab accident early during apprenticeship burned away. Uwe’ eyes and the flesh on his head, but Xerxes restored Ue’. sight, although he refused to do anything about his fii’ appear: ance’ Fifteen years later Uwe became a magus of the Onder of Hermes named Darius and joined the ranks of the hoplites, its ‘guardians. He has continued to maintain contact with his (axing) pacer, but they only ee each other on rare occasions when they can share information, Xerxes now to frail to ake part in combat. Darnis travelled to the covenant to establish a base from which he could seek out and destroy ts enemies. He pursued this ‘vocation with an enthusiasm that impressed his colleagues, and when the previous leader of the covenant recently passed into Final Twilight he accepted the position of head, seeing in this an, ‘opportunity to instil his values into the new, younger members, swelling its ranks, Darius has been foo busy to train an apprentice, but now he feels the need to pass on his legacy soon, ashe sus pects that he may have encountered his bane, he recently fought, 3 powerful Renounced magus and his followers and was nearly killed, only “escaping! when a magical maelstrom sent him physi- ‘ally into Twilight, The trator is still at large; Darius intends to kill hin inthe next confrontation and iseven prepated to sacrifice himself to achieve this aim, Almost all characters have some particular talents and some particular problems, repre: ented inthe game by Vitus and Flaws, Virtues and Flaws are either Minor or Major. Viewes cost poins, while Flaws grant points. Major Vites cost three pains. while ‘major Flaws grant three points. Minor Virtues and Flaws cost and grant (respectively) one point. Plyers start with no points for buying ‘Virtues and Paws, and thus mus ake Flaws if they want Virves. A central character: may have up to ten points of Flaws, but no more than five minoe Flaws Virtues provide a benefit to the character, pure and simple. Players arly try to avoid get: ‘ing the beneits they have pa or so the mat problem is making sure that they do not try to tet beneits i areas they shoulda Faws come i 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 Haws donot have o hinder the char ‘acter If General Flaw wil not hinder a char ‘ctr, its nota Flaw, and the character should not be allowed to take it Sumiarly, fa Story or Persoraly 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 sg, no character can take Plagued by Demon as a Flaw Conversely, a player who takes a Story Flaw is saying that he wants his charcer tobe involved in that sort of sory, so Te should make sure that that tue "Note that Haws ae at things you would not want to have were you the character” They may be things you would very much like 10 have, but because they rea hindrance ora story hook, hey stl count as laws. Tis means that ‘some characters maybe extremely keen to keep their Flaws, Even moe so, a game Flaw need not hea moral flaw, and a yame Virtue need not be 2 moral viewe, Indeed, most moral vies work. well a Personality ot Story Flaws, because they set the character involved in stores. ‘Some Flaws, such as Blind or Mate, could be fixed using Hlermetic magic. A character with easy access to such magic can only take such a Flaw if there ts some reason why it can rot be fixed, such as that ts part ofa charac ters Essential Nature (se page 79) In general, characters cannot take Flaws which wall quick: ly be removed in pay. cs of rue & Flaw “There are several specific types of Virwe and Flaw. These are described here, and every Visue and Flaw lists its type The Gift “The Cafe ca special Virtue, because it has 1 cost. The character sufersall he penalties of The Gift, just as magi do (sce page 75), but can be taught Supernatural Abslves without having to take che comesponding Virtues (see page 166, for rules), Most importantly, the character can be taught Hermetic Magic, so all magi must hve this Vite, character with The Gift, even fhe snot a magus, may take Hemetic Ves and Flaws which relate to intrinsic ability rather than background or traning. Characters may take Virtues that grant Supernatural Abilities without taking The Gift and such characters do not safer the penalties imposed by The Gift However, such charac ters may not learn new Supernatural Abilities in the course of the saga, although they may fimprove the ones they already have Characters who have The Gift may star play with a single Supernatural Abily, without having to take any other Virtue, but if they wish to learn others they must find opportuni: tiesto learn others in the course of the saga They may ako take Virtues granting Supernatural Abilities if they wish fo have more Abilities at character creation. Note that it harder for a character with Supernatural Abilities to become a Hermetic magus (see “Training Your Apprentice’ on page 106), 50 yous may not wish to take any abilities if you plan fr the character to become an apprentice “The ability to east Hermetic magic i the single supernatural ability. possessed by Hermetic ‘magi i virtue of The Git again, they may take ‘more Supernatural Ability Virtues if they wish Grogs can never have The Gif, a char. acter wth The Gift 6 to important to be a ‘10g. As a rule, companions should only have ‘The Cafe if they ate intended to become mat Troupes should not allow any other Gifted characters unless they are absolutely sure that they want them Henetic ‘Only characters with The Gift can take these Virwes and Flaws, and some are only applicable to Hermetic magi who have already completed their traning, Social Status These Virtues and Haws indicate your place in society, something that is very impor tant in the hierarchical world of Mythic Burope. Some Social Status Virtues are free, ‘which means that they do not cost any points tobyy. Supematural Supernatural Viewes and Flaws provide the character with some benefit that goes beyond the mundane. Al Supernatural Virtues and Flaws are associated with one of the four realms, Magic, Faerie, Infemal, and Divine, and ‘most are associated with the Magic Realm. The main exceptions are Faerie flood and Strong. Faerie Blood, which are always associated with Faerie. Players may choose t0 have most Supernatural Virwes and Flaws granted by the Faerie Realm, and in some cases, with the coupes approval, Divine or Infernal sources may be appropriate The realm of a Vitue or Flaw determines how it interacts with mystical auras (see page 183), and provides important background olor. In addition, a character with a Sopernatural Virwe o Flaw is immune t warp ing caused by living in a high aura associated swith the ame realm (see page 167). Personality ‘A Major Personality Flaw is an aspect of the characters personality that defines them tnd gets them into trouble. This is supposed 10 make the character more fun to play, by creat Jing lots of story complications. Ie is not sup. pened to be crippling, and a character can co trol the Flaw whee acting on it would be obvi ccaly and immediately suicidal, although not ssecessaily when itis merely risky. In particu- Jar. Major Personality law is much less of a hindrance to the character than a Major General Faw, a least most of the time, Note ‘hat Major Personality Flaws need not be char ‘acteristics 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 sit moping at home, and keep the player from having fun chen hou ot hv moe tn ‘ene Major Personality Flaw, asthe Per Flow shouldbe what people thik of immed ‘ely when they think of the character Minor Personality Flaws are aspects of a characters personality that strongly color much of what he does, but do not relly inter fee with or guide his ile. The storyguide may ‘cccasionally require you to spend a Confidence Point to act against 3 Minor Personality Flaw, bot most of the time it merely provides a an, Se for roleplaying Most characters should not have more than one Minor Personality Flaw, lest they move from entertaining to profoundly anita fg. Groys may often be an exception to this The main difference between Major and. ‘Minor Personality Flaws is one of intensity. A Major Personality Flaw constantly deves your character to act and get involved in stories, silea Minor Flaw merely colors isle Stor, Story Flaws are background features sich can drag the character ino stories. Most unt as Major Flaws because they give the st sypuide a way to force your character to get fevolved in a story, no matter how inconve ‘ment it might be. Most ofthe time, however, only the description expic lows 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 troupes agreement. The risk is that one character will be central to too many stores A character can not have more than ‘one Major Personality Flaw. A character should normally not have more than two Personality Flaws in total, as more risks him becoming a caricature Gaocs * You may take up 0 3 points of Flaws, and an equal number of Virtues + You mus ake one Social Status '* You should not take Story Flaws You should not take more than one Personality Faw © You may ot take Hermetic Viewer and Flaws You may not take The Gift “© You may take up t 10 points of Flaws, and an equal qumber of Vietues © You may not have more than 5 Minor Flaws ‘© You mast take atleast one Social Status © You should not take more than one Story Flaw + Yau 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 Gite (his would be highly wnusual) Maa # You may take up to 10 points of Flaws, and an equal numberof Virtues + You may not have more than 5 Minor Flaws = You may not have more than one Major Hermetic Viwe # You must take The Gift and the Hermetic Magus Socal Status Virtue + You receive one free Minor Virtue from ‘your choice of House, which you need not balince with a Flaw + You should take at least one Hermetic Flaw # You should not take more than one Story Faw "© You should not take more than ‘wo Personality Flaws, and cannot take ‘more than one Major Personality Flaw x “yivpeal saga with five player; ch of whom has a companion and a ‘magus, there may be ten personality and ten story flaws. This means that a given flaw will probably only have an effect one story in twenty If you ae planning to run smul-sesson stones ora shor sap, you nay, therefore, want to Tit the number fof such flaws that the players can take because otherwise they may never come io play they are merely background color. You should rot take more than one Story Flaw, Major of Minor, to avoid havinga single character und Ty dominate the sa When creating your own Story Flaws bear in mind that they should always depend, i is 3 someone or something outside the charac , $0 that the storyguide can decide when your hook drags you off on an adventure. An Incenal Story Faw is really a Personality law (see above) Diedne Magic Elemental Magic Flawless Magic Flexible Formulaic Magic Gentle Git Life-Linked Spontaneous Magic Major Magical Focus Mercurian Magic Mythic Blood Secondary insight Surswurunal, Major Enirancement Greater immunity Greater Purifying Touch Shapeshifter Strong Faerie Blood Soci. StaTus, MAJOR Landed Noble ‘Magister in Artibus Redcap Geena, MOR Death Prophecy Ghostly Warder Grant Blood: Guardian Angel Tie Faith Ways ofthe (Land) Wealthy Hawarnc, Mino Adept Laboratory Student Affinity with Art Cautious Soreerer Cyclic Magic (postive) Deft Form Enduring Magic ‘The Enigma. Faerie Magic Fast Caster Free Study Harnessed Magic Heanbeast Hermetic Prestige Inoffensive to Animals Inventive Genius Life Boost ‘Minor Magical Focus Magical Memory Mastered Spells Method Caster Personal Vis Source Puissane Art Quiet Magic Side Effect Skilled Parens Special Circumstances Study Bonus Subtle Magic Verditivs Magic ‘Suremvxrunal, MINOR Animal Ken Dowsing Enchanting Music Lesser Immunity Lesser Purifying Touch ‘Mage Sensitivity Premonitions Second Sight Sense Holiness and Unhotiness Skinchanger Wildemess Sense ‘Soci. Status, MINOR Clerk Cast Failed Apprentice Gentleman/woman Koight Mendicant Friar Mercenary Captain Priest Wise One Garena, Minor Aifinty with Ability ‘Apt Student ‘Arcane Lore Berserk Book Learner ‘Cautious with Ability ‘Clear Thinker ‘Common Sense Edvcated Enduring Constitution Faerie Blood Famous Free Expression Good Teacher Gossip ‘Great (Characteristic) Improved Characteristics Inoffensive to Animals Inspirational Tnuiton Keen Vision Large Latent Magical Ability Learn (Ability) from Mistakes Light Touch: Lightning Reflexes Long-Winded Luck Rapid Convalescence Perfect Balance Piercing Gaze Tiled Usb Puissant Abily Relic Reserves of Strength Sell:Confident Sharp Ears Social Contacts Serong-Willed Student of (Realm) ‘Temporal Influence Tough “Troupe Upbringing True Love (PC) Unaging. Venus Blessing Wamior Well Traveled Soca Srarus, Fase Coventotk Craftsman Hlermetie Magus Merchant Peasant Wanderer Flaws Howarnc, Myon Blatant Gite Chaotic Magic Deficient Technique Difficult Longevity Ritual ‘Magic Addiction Necessary Condition Painful Magic Restriction Rigid Mac ‘Short Ranged Magic ‘Study Requirement ‘Twilight Prone Unstructured Caster Waster of Vis ‘Weak Magic Resistance ‘Weak Spontaneous Maic Age Quickly Greater Malediction Lycanthrope Gamal, MOR Blind Crippled Deaf watt Enfecbled Low Sel-Esteem Magical Air Mute No Hands Poor ‘Himwarnc, MINOR Careless Soreerer ‘Clumsy Magic Creative Block Cyclic Magic (negative) Deficient Form Deleterious Circumsta Difficult Spontaneous Disjointed Magic Disorientating Magic Flawed Parma Magica Hedge Wizard Incompatible Ans Plagued by Supernatural Entity Infamous Master Sopernatural Nuisance Limited Magic Resistance Tormenting Master Loose Magic ‘Tine Love (NPC) Offensive to Animals Poor Formulaic Magic Short-Lived Magic Slo Caster ‘Soca Starus, Mon Suscepubilty to Divine Power Susceptibility to Faerie Power Outlaw Suscepubilty to Infernal Power Outsider Unimaginative Learner Unpredictable Magic Warped Magic ‘Weak Enchanter Weak Magic ‘Weak Parens Weak Scholar Weird Magic Pensonaury, MINOR Busybody. Carefree Compulsion Continence ‘Covenant Upbringing Delusion Depressed Dutybound Faerie Upbringing Fear Higher Purpose Humble Judged Unfarly Lost Love Noncombatant Obsessed Oversensitive Nocturnal Pessimistic Poot Memory Prohibition Reckless Rechisive ‘Short Attention Span Simple-Minded Sheltered Upbringing Soft-Hearted ‘Temperate ‘Transvestite Vow Weakness Weak-Willed Story, Mayor Animal Companion Blackmail Close Family Ties Faerie Friend Heir ‘Magical Animal Companion Mentor Visions Socal SrxTus, Mion Branded Criminal Outcast Outlaw Leader ‘Sura xTunal, MINOR Lesser Malediction Ofensive to Animals Visions (Gera, Mion Abily Block Aflicted Tongue Aathritis Clumsy ng Fragile Constitution Hunchback lacomprehensible Infamous Lame Missing Ear Missing Eye Missing Hand ‘Motion Sickness No Sense of Direction Obese Palsed Hands Poor (Characteristic) Poor Eyesight Poor Hearing Poor Sudent Small Fame Social Handicap Tainted with Ev 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 dragued into stories at inoppor. Note that, if you take a Story Haw. your character cannot refise to get involved in a story based on that Flaw because you would rather he did something ele General General Virtues and Flaws cover every: thing else. Most provide bonuses or penalties to mundane activities ‘Virtues ‘Aperr Lavoratony StuDeNT ‘Minor, Hermetic You digest the instruction of others quite easily. You get a +6 bonus to Lab Totals when ‘working from the lab texts of others, inchding when reinventing spells Arps win (ABITY) ‘Minor Goel AIL Study Totals for one Ability are ‘increased by hall, as are any experience points you put in that Abilty at character creation ‘You may only tke this Viwe once fora given Abblty, but may take st again for different Ablities:f you take this Virwe for an Abily, ‘you may exceed the normal age-based cap dur character generation (see page 31) by two points for that Ability. ‘Avnirry wens (ARE) ‘Mivor, Hometic' ‘Your Study Torals for one Hermetic Art ae increased by one hall, rounded up, At char eter creation, any experience points you put mca that Art are also mereased by one half (rounded up), and you may exceed the normal recommended limits, You may take this Vite twice, fortwo diferent Art Avni Ken ‘Minar, Suprataa You can communicate with animals as if they were human beings. Choosing this Vite confers the Ability Animal Ken # (page 62), ‘Avr Stupent ‘Minor Geer You are particularly good at learning from others. When being taught by someone else add five to your Suudy Total ‘Anca Lone: ‘Minor, Goel You may take Arcane Abilities during character generation. Unless you have The Gift, you cannot learn Parma Magica, You get additional 50 experience points, which must bbe spent on Areane Abilities ‘A Gated character who ts not a Hermetic ‘magus and knows Parma Magica mst take the Najor Story Flaw Enemy: Entire Onder of Hermes, as magi are bound by their Oath t0 the character on sight, unless he immedi ately joins the Order Such a character cannot be played ima normal saga, asthe other player characters have to kill hie, Denseax. ‘Minor, General 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 yout tke a wound or wound an enemy, roll a Stress die and add your Angry score. A roll of 9+ means you go bewerk. The storyguide can ako call fora roll when you are strongly fas: trated. You may deliberately try to go berserk Inthis ese, you only need a 6+ when you take 1 wound oF wound an enemy, or a 9 if you have not been wounded or caused wound. ‘While berserk, you get +2 10 Attack and Soak scores, but suffer a -2 penalty to Defense. While berserk, you cannot retreat, hesitate 10 attack, oF give quarter H you are sill berserk when there are no enemies present, you attack Your friends, You may roll once per round to calm down if you desire, requiring a stress die + Perception — Angry against an Ease Factor f 6, You may lear Martial Abilities a charac Boo Leann ‘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 actully are. Caumious SonceneR Minor emetic You are very careful with magic, and are less likely to fail spectacularly if you do fai You roll three fewer botch dice when casting Ars Magica Pith @citon “Sense. spells (ether 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 belore any other effects which reduce botch dice, such as spell mastery (see page 86), and they may reduce the numberof botch dice ‘Cautious wr (AuuiTy) ‘Minar, Gone You are very careful with a specific Ability, andar les likely to fil spectacularly if you do fail when using it. You roll two fewer botch dice than normal whenever you are recited to rll botch die for that Ability. This ‘may mean that you rol no botch dice. This Virtue may apply to any Ability, even one you cannot learn at character creation, (Cuean Toner ‘Minar, General You thnk logically and rationally. You get +3 bonus on all rolls to resist is, confusion, befuddlement, and subteriyge —whether mag. teal or mundane, Cu ‘Minor Socal Statue ‘You area member of the literate cass and ae either a profesional serbe, accountant, lawyer, student, of functionary. Due to your traning, you may take Academie Abilities dur ing character generation. If you are male, you may be in minor orders (acolyte, exorcist, lec tor, or doorkeeper, in which ease you may marry and stil benefit from being a member of the elergy and as such subject to canon rather than secular Taw (see page 205). Male charac- ters may also be sub-deacons or deacons, the lessee two holy orders, in which case they ‘would normally be expected to be unmarried However, if they were already maried, and promise complete sexual 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, aw. The Wealthy Viewe and Poor Flaw affect you normally. Ths Vitue ts available to male and female characters Common Sense ‘Mior, Gverl ‘Whenever you are about to do something contrary towhat is sensible in the game setting, common sense (the storyguide) alerts you the error. This is an excellent Virwe for a beginning player, a it legitimizes any help the storyuide may give ets 4405 Magica Fith Giiton re Sasi You are a member of the covenant stl send may have lived thee all your life. You are ‘pported by the covenant, and so your stan- ded of living is determined by the covenants sesources rather than your own, You may not fae the Wealthy Major Virwe or the Poot Mayor la. Carron Fr Socal Stas You ive by making and selling goods. You sex probably a fre resident of a town, but you ‘may be from a rural area. The Wealthy Major ewe and Poor Major Faw affect you normally Qasros ‘Mino Soil Sates ‘You are an employee of a covenant, but yo have high status within the walls. You may fea grog, oF a specialist, oF 3 manager. You sexy take one group of restricted Abilities dur fee character_generation, either Martial, Academic, or Arcane Abilities. If you choose ‘Mani or Arcane Abilities, you may sil earn fe speak Latin, although you cannot read or sere it AS a covenant employee, your wealth ss determined by the covenants prosperity, and you may not take the Wealthy Vine or Poor Finw This Vire is available to male and Sema characters This Virwe may also apply to employees of other institutions, such 52 noble household monastery, ‘Grau Macic (posrrive) ‘Moor, Hematc Your magic i attuned 10 some eycle of ssture (ol, nar, or seasonal, fr example) and swsuch, more potent at specific times AL those src, you recive a +4 bonus to all spll ol ‘The bonus also apples to Lab Toa ifthe pos. Jove part ofthe cycle covers the whole season The cycle of your magic must be regular and soproved by the storyguie. Furthermore, the Jength of time when the bonus applies must be ‘egal to the amount of time when it does nx Dear Promcy Major, Gv You have been blessed or cursed as to your fate. Someone (a magician, a faerie, 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 fojured. You heal morally, but canoox die as 2 result of wounds of old age. Unorunately 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 thet coats of ams or of inns named after boar, in audition o the purely mundane creature. This symbolism may not be obvious: aman known 35 pig in is ile might also count as a boat "The storygude must keep the prophecy fn mind and give fair warning of ites related to the prophecy. This sa Major Vine 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 Virtue, Players may only take this Virwe with the agreement of the storygude a teoupe Derr Fou. ‘Minor, Hematic You are particularly shied with one Form. You suffer no penalty to the Casting “oral casting spells tn that Form when using ‘non-standard voicings/getures (see page 83), Jnchiding using no voice or gestures because you are in a nonhuman form. Voice Range spells tll have a Range based on how loudly you are speaking Durpve Macic ‘Major Hematic Your magic lineage and traditions are from the druids and the vanquished former house of Diedne, 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 rol sees die, and cannot boteh, pst as normal I you choose 0 divide by two, you must olla ‘tres die, and may botch ‘When you expend fatigue on casting a spontaneous spell the lowest applicable Arts doubled belore the whole total is divided by two, You stil roll stress de, and may botch, You mast keep your lineage hidden from the Order, giving you the Major Story Flaw Dark Secret, This isn addition to your normal allowance of Flaws, and does not grant you any points with which to buy Virtues Dowsinc ‘Mic Supernatural ‘You have the ability to find things nearby through the use of a dowsing rod (usually a forked sick) and your own intitive sense. Choosing this Vire confers the Ability Dowsing (page 64). Eoucareo ‘Mina, You have been educated in a grammar School, and may have attended a university or cathedral school. You may purchase Academic Abilities during character generation. During character generation you get an additional 0 experience points, which must be spent on Latin and Artes Liberals ELewentaL MAG ‘Major, Hemet You have been tained in the abilty to manipulate raw elemental forms (lgnem, ‘Aram, Team ane Aquam), andl view them 35 2 connected whole rather than four separate ‘Ants, Whenever you succeshlly study one of these Ars (that i, gain atleast one experience point from study), you gain an addtional expe rience poiat in each ofthe other thee Your elemental magics are also more flex ‘ble than those of other magi — there sno dis- sedvantage in adding elemental Form requisites to any elemental spell. If an Aquam, Auram, nem, or Team spel has another clement as 2 requisite, you may ignore the requis ‘must stil se the primary Art, even i site s higher. Encnrive Music ‘Minor, Sipe ‘When you set your mind toi, you can rmagially induce emotions and beliefs in others ‘with your music. Choosing this Vitwe confers the Ability Enchanting Music { (page 65), Expuunc ConstTunion ‘Alior Gee You can witht nd pain and fatigue Decrease the penalties for reduced Fatigue le csby one point and redace your total penalty from wounds by one point (but not below 2210) You also get +3 on rolls to resist pain, Enpuunc Macc ‘sor Herma ‘The effects of your spells tend to last Fonger than usual (though Concentration, Momentary, and Ring spells remain just that. “The storyqude tecrely rolls a simple de the ‘number rolled isa multiple tothe spells normal ‘duration Thsis usualy but not always, a good thing. This Vitue doesnot affect the duration ‘of Ritual spells Te Esa ‘or Hema You have been initiated into the Outer Mystery of The Enigma (se page 92), and thus are a member of House Criamon, Note that all ramon magi get this Vie free at character Maj, Superstars You have the power to comrol anothers will by string into their eyes and giving them verbal command, Choosing this Vie con- fers the Ability Entrancement 1 (page 63) as BLOOD ‘Minor Superatral Somewhere in your ancestry there is 2 faerie, and this relation gives you an intuitive rasp of the motivations snd personalities of those mystical folk. Faeries ae more comfort: able around you than around other humans, and given time, may even forget the moral blood in your veins. ‘You ae resstant 10 aging, and get -1 10 all aging roll ‘Type of Faerie Blood (pick one, or eeate Dwarf Blood: You ate descended from the master craftsmen ofthe fy, and get 2 +1 bonus to any total including a Craft Abily. Goblin Blood: Your ancestors were the sneaky inhabitants of the shadows under ‘ground, and you get a +1 bonus on all totals involving stealth Satyr Blood: The says are notoriously lecherous. You get a +1 bonus to ‘Communication and Presence totals when dealing with sexually compatible characters ‘Sidhe Blood: You ae descended from one ‘ofthe noble fay who rule the lands of Summer and sunlight. Because of the striking and unuss- al qualities of your nature add +1 0 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 bonus to any action taken underwater, which will par tally offset any penalty applied. ‘Characters with Facre Blood can learn Facre Lore at character generation Fase Macc ‘Mina, Heretic You have been inated into the Outer yey of Fae Mai ee pe 92) and 1 of House Mernita, Note all Mernita magi gain this Virtue fr free at character generation. Fain Avenenice Minor Soil Sate You were once apprenticed to a mage, but Something kept you fom compleving your stud- ‘es. Peshaps your Gt was incomplete of some sevous mishap robbed you oft altogether You may sill work for your former maser or for the covenant in some other capacity. Mag welcome you and have compassion for you— those who tre given to sich emotions, anyway. You may learn Academic and Arcane Abilities during character creation, and you ae fara with the lives of mag. You may not have The aft, but your Gift was not completely destroyed, you may have some Supernatural Abilities. You may learn Magic Theory and serve a magus as a lab- ‘oratory assistant. The Wealthy Virtue and Poor Faw affect you normally Ths Virweisavailable tome and female character, Fawous Mint Grea You have a good Reputation of level 4 ‘Choose any reputation you like (it need not be justified), and one type. Fist Casren Minor Homatic Your magic takes less time 10 perform than that of other magi. You gain +3. to Initiative to cast spelen combat. Fuawuss Macc ‘Mar Hemet You automaticaly mater every spell hat you lean. All your spells star with a score of 1 Airs Magica Fitth dition “Squier Inthe comtesponding Abikty. You may choose a diferent special ability for every spell you have. Further, your Study Totals for mastering spl are doubled, Funumts Forwuac MAGc ‘Major Hemtc You can vary the effects of formulaic spells wo a slight degree, while sill getting the benefits of esting known magic You may raise ‘orlower the casting level of the spell by five to raise of lower one (only) of Range, Duration, and Target by one step, 35 long as ths does not violate any of the normal limits on formulaic magic. Casting success, fatigue loss, and Penetration ae all calculated based om the cst ing level of the spell. You cannot manipulate Ritual magic inthis way. Fre Exrnessow ‘Minor, Gower You have the imagination and creativity ceded to compose a new ballad orto paint an ‘oniginal picture, and have the potential tobe a ‘reat artist. You get a #3 bonus om al ols to create anew work of ar Fee Stupy Minor, Hemetic You are better a figuring things out for yourself than you are at poring over books ‘Add +3 0 role when studying from raw vs Game Get Major, Hemet Unlike other mags, whose Magical nare

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