Your characters are part of the hereditary bloodlines of power in the
Known World, or servants to those bloodlines. Up to this point, they
have not seen much of the world, having been absorbed in their
education and training. They have recently come of age, and thus,
they are now ready to take the step out into the larger world, and
prove that they are worthy of the titles they will be gifted with.
All characters must:
- Either be part of a Bloodline or serve a Bloodline.
- Have a strong reason to cooperate with other party members.
- Be at least roughly balanced in power with the other characters.
While there will be plenty of opportunities for individual character
development, this is an "ensemble cast" game. Characters who are loners
will not fit well, and are likely to get themselves killed very quickly.
Character Types
Character creation will use a modified form of Ars Magica, 4th
Edition rules. Every player receives only a single character,
which may fall into one of the following categories:
- Magus
-
Magi do not belong to a Hermetic House, as they do in the standard
rules. The Gift is hereditary, and thus the magi are all part of a
magical bloodline. Most will be related to a noble house of one of
the Citadels in some way. The magical power they call upon is called
High Magic or, sometimes, True Magic, and requires some considerable
discipline and formal training to practice.
- Cunning-Folk
-
Hedge wizards, crafters of charms, brewers of potions, often gifted
with visions and the ability to perceive things other-worldly. It is
said that such people have been touched by Faerie, though the truth
of this is open to question. It is, however, known that many of those
with the ability to do this magic lack the Gift for High Magic.
- Natural Magician
-
These enchanters are scholars who are capable of channeling the energies
of the natural world to produce magical effects. They are skilled
alchemists, astrologers, and fabricators of magical items, and their
source of power is akin to the magic of the Ancients, rather than what
is presently called High Magic.
- Spirit Master
-
These sorcerors are able to summon a vast array of creatures, whether
alive or not, human or not, magical or not. They are able to speak
with these conjured beings, bargain with them for service, and sense
their presence. Some Spirit Masters are capable of coercing service
out of these creatures as well. The djinn-summoners of Zakharim are of
this type.
- Ascetic
-
Ascetics seek spiritual perfection through mystical practices and
isolation from the mundane world. They are capable of performing
minor miracles through mystical transcendances, and they are gifted
with a mysterious understanding of the world. The North Keep fanatics
of Ka are of this type.
- Companion
-
Companions are generated with five additional free points in Virtues.
It is expected that these points will normally be used to purchase
Items. A Companion can buy the +5 Virtue Magical Dabbler for
the ability to use a single Technique and Form combination (with 30 XP
to spend on Arts and 60 spell levels) and the additional abilities
Speak Ancient Vos 3, Scribe Ancient Vos 1, Magic Theory 1, and High
Magic Lore 1; this Virtue may not be taken multiple times.
Dabblers may learn arcane abilities normally restricted to magi,
with the exception of the Parma Magica.
Character Generation Mechanics
Characteristics are bought on the standard pyramid scale.
All characters, including magi, need to buy a Social Class.
The Grog Status Virtues and Flaws may also be purchased, to be applied
to those holding significant positions in the service of the ruling
family of a demesne. There is an additional +1 Virtue, Blood of
the Realm, which buys one heritage that contains the bloodline
of the demesne, required in order to be able to do Realm Magic or
wear the Circlet of Power.
There is no Gentle Gift or Blatant Gift in this society; magic is so
much a part of normal life that magical people aren't particularly
unusual.
All characters, except for magi, receive twice their age in Experience
Points; magi receive their Age + 3 in Experience Points. It is
expected that XP will be distributed over a wide range of skills that
the character might have learned in his lifetime. All characters
receive Speak Common 4 and Area Lore 2 (for whatever demesne the
character grew up in) for free.
All magi begin with the following additional Abilities:
Speak Ancient Vos 5, Scribe Ancient Vos 3, Magic Theory 5,
Parma Magica 2, High Magic Lore 2.
The virtue Follower of Bjornaer is called Beast-Mage
in this Saga. The virtue Follower of Verditius is called
Mage-Smith in this Saga. Neither magical bloodline is
particularly unusual.
All magi believe themselves to be associated with a particular totem,
element, philosophy, etc. They can usually trace their family tree
back several generations, if not more, all members of the family
sharing the same magical strengths. All magi are required to take
a Magical Affinity of their choice.
Character development is not likely to progress seasonally.
The initial spell selection and Art scores for a magus must therefore
be done carefully. Magi may choose to put normal adventure XP into
their Art scores, at the cost of 2 normal XP for every point of
Art XP. If scribed spells are found, they can be learned if the
magus could normally learn them in a season of laboratory work,
at the cost of the spell's Level in normal XP.
All other characters are generated per normal rules (core 4th edition
rules, plus the Hedge Magic supplement).
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Maintained by lwl@godlike.com / Created 04.10.97 / Revised 07.08.97