Character Generation Methodology Because this campaign is going to be largely diceless, please focus on building characterization, rather than on statistics. Therefore, all characters should start with a concept. Once you have the concept, you can start assigning numbers to it. I am making a few variants in the rules for character generation, so please read this, even if you're already familiar with Ars Magica character generation. ---------------------------------------------------------------------------- STEP 1: Determining Characteristics Characteristics (Intelligence, Perception, Strength, Stamina, Presence, Communication, Dexterity, Quickness) are purchased. The sum of your characteristics must be between -5 and +6, for a Magus, or -5 to +9 for a Grog, or -5 to +12 for a Companion. If they sum to more, you should provide me with an explanation of why this is necessary to your concept. Characteristics themselves should range from between -5 to +5. I recommend that everyone take a 'specialty' in what characteristics they can, just to flesh out the character. If you have a Characteristic of -5 or +5, you should _definitely_ have an explanation for it. Grog statistics should, in general, be fairly moderate, unless, once again, they come with a good story. STEP 2: Picking Virtues and Flaws Magi can have up to 10 points of Flaws; Companions can have up to 7; Grogs can have up to 3. You may take more points of Flaws than you do of Virtues. I may also permit you to exceed more than your maximum Flaw points, in special circumstances (but _not_ the corresponding number of points of Virtues, i.e., you cannot take more than 10/7/3 Virtues), for the unusually masochistic. I _may_ permit taking Passions without your needing to pay from them with Flaws. However, you will need to give me an extremely good reason for permitting this, and I will guarantee that if I _do_ grant an exception, that Passion will come into play in some disadvantageous way for your character. I may permit Virtues and Flaws not listed in the rulebook. This is open to discussion on a case-by-case basis. STEP 3: Picking Abilities Magi get a starting number of Experience Points equal to their age; Companions and Grogs get a starting number of Experience Points equal to twice their age. These points may be used to purchase Abilities, at the following costs: Level 1 ... 1 pt Level 2 ... 3 pts Level 3 ... 6 pts Level 4 ... 10 pts Level 5 ... 15 pts Level 6 ... 21 pts Level 7 ... 28 pts Level 8 ... 36 pts Level 9 ... 45 pts Level 10 ... 55 pts You may not buy an ability at above Level 5, without giving me an Extremely Good Reason. The following abilities are received free: Grog: Speak Own Language 4, Brawl 1 Companion: Speak Own Language 5 Magus: Speak Own Language 4, Speak Latin 5, Scribe Latin 3, Magic Theory 5, Hermes Lore 2, Hermes History 2, Parma Magica 2 Magi are highly encouraged to purchase Concentration, Meditation, Finesse, Penetration, and Certamen. Certain Abilities must be purchased as Virtues. Also, you should discuss Exceptional Talents with me; I would prefer if they came with a story attached. Please pick specialties for your abilities, as appropriate. STEP 4: Background Details Every character begins with 3 Confidence Points, unless they have taken a Virtue or Flaw that deems otherwise. If you have a Reputation, via a Virtue or Flaw, take its appropriate value and determine exactly what it is. I may allow "neutral" reputations without a Virtue or Flaw; if you want one of these, discuss it with me. You may also pick Personality Traits at your own discretion. These should range from -3 to +3, though you may, if you explain why it's needed, go from -5 to +5. STEP 5: Magical Arts (for magi only) Normally, you have 150 points with which to purchase Arts, divided into Techniques (Creo, Intellego, Muto, Perdo, Rego) and Forms (Animal, Aquam, Auram, Corporem, Herbam, Ignem, Imagonem, Mentem, Terram, Vim). The point costs for these are like those for Abilities. You may not buy a score in an Art which exceeds 10; if you want to be more specialized than this, initially, please discuss it with me first. You also receive 150 levels with which to purchase Spells. Spells must be within 10 levels of your Technique + Form + Intelligence. For your initial spells, please pick things which are within the rulebook, unless you have some character-defining spell that you Really Need, in which case I might permit it. ---------------------------------------------------------------------------- I am most interested in character background. The _Amber Diceless RPG_ book provides an excellent set of questions for fleshing out a character background, for those who wish to throw information at me. At minimum, a character background for a Magus or Companion should answer the following questions: 1. Year born. The present year is 1255. 2. Place of origin, parents, and early childhood. This information can be relatively minimalistic. For magi, Master, and place of apprenticeship. The more detail you provide me with for this, the more I can use it to generate hooks. In particular, a note about familial social status, and important living relatives, and for magi, whether or not the Master is still living, would be appreciated. Also, all characters would have been alive during the siege and destruction of Kiev; this is likely to figure into everyone's background in some way. 3. Background and personality. Explanation of Virtues and Flaws, Passions, and unusual abilities. You should also explain how you came to belong to this Covenant. 4. Physical appearance, and perhaps a few notes on personal habits. 5. A description of character goals. 6. If possible, for Magi and Companions, a description of the character's ideal ally and ideal enemy. You may want to prepare two documents, one for the StoryGuide's eyes alone, and one describing what other inhabitants of the Covenant would know about you.