Monday, January 17, 2022

Character Creation Challenge, Day 17: Ars Magica 3e

 

One of Ars Magica’s neat features is troupe play; each player creates, in addition to a wizard (or Magus), one or more “companion” characters who are either associates or high-ranking servants of the magi and one or more lower-ranking servants known as “grogs.” Game play rotates in focus among the players’ various magi, with the other players taking the roles of companions and servants in turn. All the characters are linked as members and allies of a wizards’ group called a Covenant. So in keeping with that spirit, I’ll create one magus character, one companion character, and one grog character for this imaginary Covenant. I’ll be working from a copy of the third edition rulebook.

 

The game offers two models of character generation: an off-the-shelf set of templates called Vocations, and from-the-ground-up custom creation. Since I have three characters to make, I’ll use both, but I’ll begin with a scratch-built Magus.

 

The first step in Ars Magica character creation is coming up with a character concept. What kind of magic do I see this mage specializing in? What sort of person are they? I want a mage so swathed in mystery that nearly everything about them is a question. Shadows and illusions, that’s what we’re going for here. Gender, age, appearance, all hidden from view. (Though I will have to settle on an age, because it factors into game mechanics. We’ll say 28.) Just a name, a robe, and a hood. And that name will be Opacus, the shadowy one. There are two Houses of magi that might be a fit for such a wizard, but neither of them are particularly good ones: Criamon, the abstruse philosophers of the wizards world, and Merinita, who are most interested in the world of faerie. Another option is the catchall Ex Miscellanea, but most of its members are self-taught practitioners of hedge magic and not really the vibe I’m going for either—though I may end up choosing it anyhow.

 

Second, we generate characteristics. The game offers both point-buy and random generation options; we’ll use point-buy here and roll dice for one of the other characters. There are eight characteristics: Intelligence, Perception, Strength, Stamina, Presence, Communication, Dexterity, and Quickness. Scores can range from -5 to +5, with 0 the human average and your starting point. You have seven points available to improve these, but for each +1 you must take a balancing -1 which will be applied either to a characteristic or to the purchase of Flaws later on. 

 

Characteristics I expect to rely on include Intelligence, Perception, and Presence; Strength is my least important. It’s not clear how important Stamina and Communication are to casting spells, but they’re not particularly important to my self-image here. (The template Magi are all over the place in stats, so I guess I don’t need to worry too much.) I’ll start with the negatives: a -3 in Strength, -1 in Quickness and Stamina, and a -2 in Communication. That’s seven points. On the other side I’ll add 3 to Intelligence, 2 to Presence, and one each to Perception and Dexterity:

 

INT +3   PER +1   STR -3   STA -1   PRE +2   COM -2   DEX +1   QUI -1

 

Third, we purchase Virtues and Flaws. Like characteristics, these are supposed to balance out. 

 

There are several categories of Virtues and Flaws, each category containing both elements. Hermetic factors are your advantages and disadvantages in spellcraft. Passions are your core motivations, and they are only available as Virtues for some reason. Physical factors involve your body and its capabilities. Mental factors, similarly, concern the mind. Social factors involve social skills, your position in society, or connections to specific individuals.  Supernatural factors involve some sort of connection to external Powers, be they magical or spiritual. Traits (which also only come as Virtues) will raise Characteristics, Abilities, or other statistics on your character sheet. Background factors involve birth, upbringing, or institutional affiliations that precede your entrance into the world of the magi. And finally Equipment factors affect the quality of your weapons or armor (and possibly other gear, but mostly weapons and armor). I opt for the following:

 

Hermetic: Incomprehensible -2, Incompatible Arts (Muto/Terram) -2 Deleterious Circumstances (minor, daylight) -2, Quiet Magic +2, Affinity (illusion) +2, Cautious Sorcerer (Illusions) +2

Physical: Decrepit -2, 

Mental: Uncommon Fear (being trapped underground) -1, Strong-Willed +1

Supernatural: Faerie Eyes +1

Social: Reclusive -1 

Background: Hiding Place +1, Faerie Upbringing +1

 

The fourth step involves purchasing Abilities, of which there are three types: Talents, Skills, and Knowledges. As a Magus, I’ll get points equal to my age to spend on these, so 28. The cost of levels scales up as you improve, so that going up a level costs a number of points equal to the new level. I also get starting levels in the following abilities:

 

Speak Own Language (Italian) 4, Speak Latin 5, Scribe Latin 3, Magic Theory 5, Hermetic Lore 2, Hermetic History 2, Parma Magica (i.e. magical defense) 2. 

 

I’ll raise Parma Magica to 3 and add the following Abiltities:

 

Talents: Finesse 2, Scan 2, Guile 2, Folk Ken (i.e. insight) 1

Skills: Concentration 2, Meditation 2, Stealth 2, Intimidate 1

Knowledges: Enigmatic Wisdom 1, Faerie Lore 1, Occult Lore 2

 

Fifth, we reach Magical Studies. We have 150 points to spend on training in the fifteen different forms and techniques of magic.

 

The first step in magical training is to establish our degree of mastery in the various Forms and Techniques that make up magical spells. The former describe the nature of the stuff you’re affecting, the latter describe the way in which you are affecting it. It’s all in Latin because these are educated medieval Europeans and that’s their primary language of study.

 

Techniques: Creo (I create), Intellego (I perceive), Muto (I transform), Perdo (I destroy), Rego (I control)

Forms: Animal, Aquam (water), Auram (air), Corporem (human body), Herbam (plant), Ignem (fire), Imagonem (image), Mentem (mind), Terram (earth), Vim (power)

 

A magus has a score in each of these Arts (though it might be 0), and 150 points to spend on them. Costs scale the same way that Abilities do. Fortunately, the rules provide some standard arrays that you can use to save time shopping. Since my main schtick is illusion, I’ll want to focus on the form Imagonem, but not necessarily on a particular technique. You don’t need to invest in every Art, though you’ll need at least some investment in both Forms and Techniques in order to cast spells. I’m torn between the Concentrated array (10-10-8-2-1), which gives me solid scores in three Arts but doesn’t leave much left for the rest, and Widely Adept (7-7-7-7-7-4) with a broader spread but less power in any given Art. Since the formula for maximum spell level is Form + Technique + INT +10, Widely Adept will let me cast L27 spells in a lot of different areas, whereas Concentrated will leave me very narrowly focused. I’ll go with Widely Adept, placing scores of 7 in the Techniques CreoIntellego, and Muto and the forms Imagonem and Mentem, placing the 4 in Vim. That last one’s going to put me at 14 spell levels in my chosen Techniques, though, which is one short for a lot of spells. What If I peel a point out of Mentem (down to 6) and bump Vim up to 5? That saves me two points overall, which I can put into two other Forms such as Corporem and Auram. This array will allow me to use spells of up to 27th level with Imagonem, 26th level with Mentem, 25th with Vim, and 21st with Corporem or Auram, all using one of the three Techniques Creo, Intellego, or Muto.

 

 

So let’s review my final array of Arts: Creo 7, Intellego 7, Muto 7, Imagonem 7, Mentem 6, Vim 5, Corporem 1, Auram 1, all others 0. 

 

I can cast spells spontaneously by combining Techniques with Forms, though what I can do is limited by my levels in the combined Arts. In addition, I can know up to 150 levels worth of spells that don’t exceed the limits noted above, including spells where I have studied the Technique but not the Form and vice versa (though for the sake of aesthetics I’ll try to avoid those). 

 

Air’s Ghostly Form (Creo Auram 5): creates a thick fog. 

Blasting Wind, Blinding Mist (Muto Auram 10) intensifies existing minor air phenomena

Rain of Stones (Muto Auram 15): turns raindrops into stones

Physician’s Eye (Intellego Corporem 5): diagnoses diseases

Sight of the True Form (Intellego Corporem 10): see through disguises

Invisibility of the Standing Wizard (Perdo Imagonem 15): turn invisible as long as you stand still

Aura of Ennobled Presence (Muto Imagonem 10): raises target’s Presence

Disguise of the Transformed Image (Muto Imagonem 15): disguises a person

Image Phantom (Muto Imagonem 20): makes anything look like any different thing of same size

Discern the Images of Truth and Falsehood (Intellego Imagonem 10): sees through illusions

Taste of the Spices and Herbs (Muto Imagonem 5): flavors food

Panic of the Trembling Heart (Creo Mentem 15): causes fear in the target

Sight of the Transparent Motive (Intellego Mentem 10): discern primary motive of target

Wizard’s Subtle Touch (Intellego Vim 5): detect magic in object

 

It’s kind of a grab bag, but it’ll get me started. 

 

After all that purchasing, we still have some Finishing Touches to apply to Opacus the magus. Their starting Confidence score is 3; these points can be spent to apply extra effort to important tasks. Opacus doesn’t have a Reputation yet, but they’re odd enough to develop one pretty quickly, I’ll wager. They should have some Personality Traits, which receive values generally ranging from -3 to +3 and which can affect rolls in some circumstances. I’ll take Mysterious at +3, Sly at +1, and Cautious at -2 (though I’m not entirely clear on the difference between a positive and a negative rating here). I can also add Specialities to some of my characteristics and abilities, but I feel as though I’ve done plenty of customizing here already. Then comes Equipment. I don’t carry weapons or armor, so we’ll just note that I wear a wizard’s robe with a deep hood, carry a staff, and a shoulder bag with paper, pen, ink, and some material components. (I let Companions and Grogs handle money and other mundane practicalities). I thus have no Encumbrance. My Size is 0, my Appearance is shrouded in shadows, and that pretty much sums up Opacus.

 

Now let’s try to put this together in a stat block:

 

Opacus, Magus of House Ex Miscellanea

INT +3 PER +1 STR -3 STA -1 PRE +2 COM -2 DEX +1 QUI -1

Age: 28

Virtues and Flaws: Incomprehensible -2, Incompatible Arts (Muto/Terram) -2 Deleterious Circumstances (minor, daylight) -2, Quiet Magic +2, Affinity (illusion) +2, Cautious Sorcerer (Illusions) +2, Decrepit -2, Uncommon Fear (being trapped underground) -1, Strong-Willed +1, Faerie Eyes +, Reclusive -1, Hiding Place +1, Faerie Upbringing +1

Abilities: Speak Own Language (Italian) 4, Speak Latin 5, Scribe Latin 3, Magic Theory 5, Hermetic Lore 2, Hermetic History 2, Parma Magica 3, Finesse 2, Scan 2, Guile 2, Folk Ken 1, Concentration 2, Meditation 2, Stealth 2, Intimidate 1,Enigmatic Wisdom 1, Faerie Lore 1, Occult Lore 2 

Arts: Creo 7, Intellego 7, Muto 7, Imagonem 7, Mentem 6, Vim 5, Corporem 1, Auram 1, all others 0.

Spells

Air’s Ghostly Form (Creo Auram 5), Blasting Wind, Blinding Mist (Muto Auram 10), Rain of Stones (Muto Auram 15), Physician’s Eye (Intellego Corporem 5), Sight of the True Form (Intellego Corporem 10), Invisibility of the Standing Wizard (Perdo Imagonem 15), Aura of Ennobled Presence (Muto Imagonem 10), Disguise of the Transformed Image (Muto Imagonem 15), Image Phantom (Muto Imagonem 20), Discern the Images of Truth and Falsehood (Intellego Imagonem 10), Taste of the Spices and Herbs (Muto Imagonem 5), Panic of the Trembling Heart (Creo Mentem 15), Sight of the Transparent Motive (Intellego Mentem 10), Wizard’s Subtle Touch (Intellego Vim 5)

Confidence: 3

Personality Traits: Mysterious +3, Cautious -2, Sly +1

Size: 0

Weapons and Armor: none

Encumbrance: none

 

 

 

Next we’ll do a Companion character starting with a Vocation template.  Most of them are either high-skill martial types who can provide physical protection or folk with the social connections and mobility to provide information or diplomatic support dealing with the world of mundanes. I’m inclined toward the latter, and since I’ve got a soft spot for that particular archetype, I’ll choose the Troubadour. I’ll name our wandering minstrel Rinaldo of Piacenza and copy down his original statblock below:

 

INT +2   PER -1   STR -3   STA -1   PRE +1   COM +3   DEX +1   QUI -2

Age: 27

Virtues and Flaws: Exceptional Talent (enchanting music) +2, Jack-of-all-Trades +3, Famous +2, Haunted -2, Cursed -4, Black Sheep -1

Abilities: Speak Italian 5, Dodge 1, Charisma 3, Folk Ken 3, Sing 4, Play 3, Legend Lore 3, Weapon Skill (attack) 2, Weapon Skill (parry) 2, Enchanting Music 3, Charm 3, Acting 1

Confidence: 3

Reputation: Adulterous 2, Good Storyteller 4

Personality Traits: Charming +3, Lusty +1, Poetic +2

Weapons & Armor: Short Sword

Encumbrance: 0

 

Our baseline Rinaldo is pretty stereotypical: great performer, not very threatening physically, and a seducer of married women. A -4 Curse is pretty severe; I think I’ll reduce that to -3 and replace the missing Flaw point with a Weakness for pretty faces of all genders (which, I admit, is also pretty stereotypical). The Curse and the Haunting are two different problems, but they can be linked through Black Sheep. Rinaldo took up the troubadour’s life in an attempt to escape a supernatural family obligation contracted by the ancestor who is now haunting him. His attempt to avoid the obligation has resulted in a curse not only on him but on the rest of the living family as well. In Rinaldo’s case this takes the form of night terrors that are partially assuaged by sensual indulgence. The haunting takes the form of Rinaldo’s great-grandfather nagging him about the family debt to whatever supernatural force is tormenting them all.

 

The revised statblock:

 

Rinaldo of Piacenza, Troubadour

INT +2   PER -1   STR -3   STA -1   PRE +1   COM +3   DEX +1   QUI -2

Age: 27

Virtues and Flaws: Exceptional Talent (enchanting music) +2, Jack-of-all-Trades +3, Famous +2, Haunted -2, Cursed -3, Black Sheep -1, Weakness (pretty faces) -1

Abilities: Speak Italian 5, Dodge 1, Charisma 3, Folk Ken 3, Sing 4, Play 3, Legend Lore 3, Weapon Skill (attack) 2, Weapon Skill (parry) 2, Enchanting Music 3, Charm 3, Acting 1

Confidence: 3

Reputation: Adulterous 2, Good Storyteller 4

Personality Traits: Charming +3, Lusty +1, Poetic +2

Weapons & Armor: Short Sword

Encumbrance: 0

 

 

Finally, we’ll build a Grog from scratch. This time we’ll roll for characteristics instead of purchasing them. Rolling is kind of a complex process. Four times, you roll a positive 10 and a negative d10 and note the difference between the two. Each number gets assigned to a pair of Characteristics (INT/PER, STR/STA, COM/PRE, DEX/QUI) and divided between them. 

 

+2, +2, +3, +1. A good set of rolls. We’ll assign a +2 to INT/PER as -1/+3, another to STR/STA as 0/+2, the +3 to DEX/QUI as +2/+1, and finally the +1 to COM/PRE as +1/0. 

 

We don’t have any muscle yet, so we’ll make this Grog a soldier of some sort. An archer and skirmisher, good at woodcraft, shooting, and light melee weapons. Her name is Gianna.

 

Grogs can take 3 points of Flaws (and the same value in Virtues), so that should be relatively quick. Poor Memory (names) -1, Recruit -1, Compulsion (gambling) -1, Knack (bows) +1, Knack (knives, parrying) +1, Knack (woodcraft) +1

 

However, they also get double their Age in Ability points (which is counterbalanced by their lack of magical abilities). This is a young soldier—barely twenty—so 40 points are available for Abilities. She’ll start with a 4 in Speak Italian and a 1 in Brawl. We’ll stack up on things that make her a better scout: Alertness, Direction Sense, Dodge, and Scan from the Talents list, Survival and Track plus weapon skills from the Skills list, Area Lore for the covenant’s immediate surroundings from the knowledge list, then use the few points remaining for another level of Brawl and a level of Drinking. For Personality Traits I’ll make her eager to prove herself and more than a little foolhardy.

 

Since she’s a fighter, Gianna’s gear matters more than the other characters’ did. I’ll give her a buff coat for protection (1 point of armor, half a point of load). She's not strong enough for a longbow or rich enough for a composite, so she’ll settle for an ordinary self bow (no load), and wear a dagger (also no load) at her hip for when it comes to close combat. That totals a half point of load, which is higher than her Strength score but not by a full point, so she is not encumbered. Gianna's statblock:

 

Gianna, Scout and Skirmisher

INT -1   PER +3   STR 0   STA +2   PRE 0   COM +1    DEX +2   QUI +1

Age: 20

Virtues and Flaws: Poor Memory (names) -1, Recruit -1, Compulsion (Gambling) -1, Knack (bows) +1, Knack (knives/parrying) +1, Knack (woodcraft) +1

Abilities: Alertness 3, Direction Sense 2, Dodge 2, Scan 1, Survival 2, Track 2, Missile Weapon (attack) 4, Weapon (attack) 2, Weapon (parry) 2, Brawl 2, Drinking 1, Area Lore (local) 2

Confidence: 3

Personality Traits: Eager +3, Foolhardy -2

Equipment: Buff coat (protection 1, load 0.5), self bow (load 0), quiver, arrows, dagger (load  0)

Encumbrance: 0




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