0% found this document useful (0 votes)
46 views56 pages

ArMDef Preview OCR

Uploaded by

Jan Pawiński
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
46 views56 pages

ArMDef Preview OCR

Uploaded by

Jan Pawiński
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 56

* n thc shadom of thc tomcring

Sw® mounKlins’ ralinT tl1c m,nd


M houjlcd likc a moumfol spirit,
a band of mcaru raandcrcrs
trudgcd through thc rocku
pass. Cnbcknoumst to thcm, a grnphon mith
fcathcrs thc color of midnight and cucs that
bumcd likc cmbccs had bccn stalking thcm
from thc crags abouc. jĘith a thundcrous
scrccch, it dcsccndcd upon thcm, mings
outstrctchcd, casting a oast shadom oocr thc
tcmficd traoclcrs. The bcast‘s talons
glcamcd in thc dim light as it smooped doton,
scattcring thc group likc Icaocs in a storm.
It scizcd one unfortunatc soul in its razor
sharp claios, lifting him into thc air as his
compamons matchcd in horror, hclplcss
I.Introduction
n ttlc tlic feeries came to bum the they were saying. The discussion went on for
DlllaSc’ ĆCaltcr 0)38 sonie time, as the horse got to its feet, seemingly
repairing the unharmed, and the woman's conipanions came
■ WfcF; ttiatcl10,11118 rao^ hc mort!C('' hc forward to join her. In the end, sonie sort of
toif3n on thc strangers mho agreement was reached, and the faeries turned and
had arrioed the prcuious cucning. rode back into the forest.
CĘalter didn’t like the look of them, particularlu the Walter watched the woman, clearly a witch of
ujoman. She lookcd like the sort mho sold roatered ale, some sort, approach his house, looking up with an
then robbed and killcd men rohilc theu slcpt. unpleasant smirk on her face. She spoke and
gestured again, and Walter felt some forcc grab
him. He was lifted off the roof, but then placed
The group seemed to be waiting for gently, standing, on the ground in front of the
■ something, and when the faeries rode out of the witch. She spoke to one of her escort, who then
woods Walter thought he knew what. The grass spoke to Walter.
blackened and smoked in the hoofprints left by "My mistress would like to talk to the priest
the shining crimson horses, and the hands of the and bailiff. Please bring them here."
faerie nobles were swathed in flames, as always.
Menacing storm clouds gathered in their wake. Walter did not feel like arguing, and ran to the
church, shouting that the faeries were gone.
Walter shouted the alarm, and the villagers ran for
the church. He shifted to get off the roof, and his
leg went straight through the damaged thatch,
trapping him. His warning shouts changed to cries
for help, but the other villagers knew the rules.
Run straight for the church. Stay in the church
CĘcIcome to
until the faeries have gone. E)o not come out to help
anyone, no matter who it looks and sounds like.
Helpless, Walter watched his death approach as
Hrs Mafii co
the priest began to ring the church beli. The ragons lair in the mountains, angcls
■ strangers split up, the woman moving forward by
; herself and calling to the faeries in a language Walter match odct the Church, faeries dancc in
< didn't understand. For a moment, he thought she was the forests, and dcmons tempt men and
| a spy for the faeries, but then the leader threw a bolt momen to their ulrimatc domnfall. The
of flame, and Walter thought she was merely dead. magi of the Order of Tycrmcs liuc in a
She wasn't. The fire that could destroy a house morld of muthic pomer, the morld of Muthic Ourope.
in a moment had left the woman completely CCelcome tó that morld.
unharmed. She spoke again, morę loudly this
time, gesturing at the faerie leader's horse as she
did so. A moment later the horse shrieked, a Ars Magica is a roleplaying gamę, whercin you
dreadful, high sound that went on and on, and and your friends tell the stories of a group of
bucked its rider off. The faerie got to his feet as powerful wizards, magi of the Order of Hermes,
the horse rolled, still screaming in agony, igniting and their allies in the world of Mythic Europę.
smali fires as it writhed. Mythic Europę is much like the Europę of 1220,
The woman spoke again, and this time the the middle ages, but dragons, dcmons, angcls, and
faerie listened. Walter couldn't understand what faeries are all unquestionably real, and no aspect of
society is untouched by myth.
Ars Magica is a gamę about magie, and its rules
for magie are widely regarded as the best in any
roleplaying gamę. They combine flexibility and
rigor, allowing you to create powerful wizards who
can do almost anything, while providing elear
guidelines on just how powerful a wizard needs to
be to do anything you can think of. The rules also
cover the creation of enchanted devices, binding
familiars, and training apprentices to carry on your
magical legacy. The time an Ars Magica magus
spends in his laboratory is at least as important to
him as the time be spends on adventures.
This book is the core rulebook for the Fifth
Edition of Ars Magica. Some of you will have
played previous editions of the gamę, and will find
much here that is familiar, although improved. For
others, this is your first encounter with Ars
Magica, so everything will be new and wonderful.

Basic Idcas
n manu maus, Hrs \Iagica is ucru
similar to most other tablctop, or pen-and-
paper, rolcplauing games. Plaucrs haoc
characters, roho arc defined bu a set of
numbers, and control their ćharactcfs
actions bu tclling the other plauers mhat theu do. One
plaucr, callcd the storuguidc in Hrs Magica, handlcs
most of the morld, dcciding mhat antagonista and estras
do. Conflicts, or tasks that might be bcuond a
character‘8 capabilitics, are rcsolucd according to the
rules dcscribcd in this book, and a dic roli.

There are also a number of differences. Nonę


of these features are unique to Ars Magica, but
they are rare enough that you can have played
roleplaying games for years without
encountering them.
First, the available character types are not equal
in power. Hermetic magi are morę powerful than
other possible player characters, far morę powerful
in many cases. Power does not necessarily
correspond to how interesting a character is to
play, and The Gilt that allows magi to work magie
also causes them problems in most social situations.
Second, most players have morę than one
character. This is callcd troupe-style roleplaying,
and is discussed in detail in the Sagas chapter. The
role of storyguide may also pass around the group,
or troupe, and player characters are divided between
central characters (magi and companions) and
supporting cast (grogs). A player would normally
only play one central character at a time, but might
play several grogs at once. This means that every
player can have one of the powerful characters, but
that those characters need not all be involved in
every story.

Third, the gamę is normally centered around the Chapter I I, Obstacles, details the things that The Gift: The ability to use Gauntlet, the master becomes the Europe's wizards together in a
place where the characters live, called a covenant, might harm the characters, most notably combat. almost any form of magie, with parens of the new magus. single Order.
rather than around a wandering group of Chapter 12, Rcalms, explains the four different proper training. All magi havc The Parma Magica: A ritual learned Tribunal: 1) One of the
advcnturers. This opens up a whole set of new story Gift. The Gift makes people around by all Hermetic magi at the thirteen areas into which the Order
sorts of supernatural power in Mythic Europę, the a character uneasy.
possibilities, and the covenant is as much a conclusion of their apprenticeship, of Hermes divides Mythic Europę.
Divine, Faerie, Infcrnal, and Magical Rcalms.
grog: A gamę term referring to which allows them to resist magie. 2) The meetings of the rnagi
character in the gamę as any of the human beings. Chapter 1 3, Bestiary, provides a sarnple of supporting player characters. The first of Bonisagus's great in one of those areas, normally
Finally, characters in Ars Magica improve over creatures from each of these Realms. Chapter 14, Characters also use it, but mainly to discoveries.
years of gamę time, and most sagas cover at least a Mythic Europę, provides hints on rnaking your held once every seven years.
refer to warriors employed by a Quaesitor: The investigators of
few years of gamę time. Adventurcs arc occasional gamę feel like it happens in the mythic world. covenant. the Order ol Hermes, they find Vis: Raw magie. The most
interruption in their lives, not evcryday activities, Chapters 15 and 16, Stories and Sagas, Hedge magie: A contemptuous Hermetic criminals and present valuable thing to most magi.
and consequences that eonie years down the road providcs advice on using the preceding materiał to term used within the Order of evidence of their crimes at
can still have an impact on an ongoing series of actually make a gamę that the troupe enjoys. Hermes for any magie other than Tribunal.
connected stories, called a saga. Characters gain
experience depending on how many seasons they
have lived, not how many advcnturcs they have
Hermetic magie.
Hermetic magie: The
extremely powerful and flcxible
Redcap: One of the nressengers
of the Order of Hermes. Most do
not havc The Cift.
Bit Bolls
bcen on. In many sagas, families grow, childrcn
grow up, and characters die of old age. Ars Magica's
©lossarg magie practiced by the members of
the Order of Hermes.
The Infernal: One of the four
Ritual magie: Particularly
powerful spells that take hours to
cast and reęuire the use of vis.
hc succcss or failurc
rules provide plenty of support for the ways that
supernatural rcalms. Infernal They allow magi to use their fuli of most actions in
characters can study, learn, and improve over time. hc folloujing terms arc sonie of the morę creatures seek to corrupt and power. an Hrs Magica
Ars Magica is particularly well-suited to long important in the gamę, and theu eonie up destroy people. The Schism War: A war in the storu is dctcrmincd
running sagas, but it can also be played as a one- rcpcatcdlu in mhat folloujs. maga/magus: A member of the carly eleventh century in which
off, one-session gamę, or a mini-series of
bu rolling dice. For
Order of Hermes who can use House Diedne was eliminated, and
connected stories. Similarly, although the official Hermetic magie. Used by both which nearly tore the Order apart. non-magical actions, the roli is
setting is very similar to historical medieval players and characters. 'Maga' is sodalis (pl. sodales): The normallu Charactcristic + Hbilitu
Bonisagus: The brilliant eighth-century magus who the feminine form, 'magus' the
Europę, apart from all the mythic power around dcvcloped the Parma Magica and, with the help of the
normal term used by magi to refer + Dic Boli against an 6asc
the place, the rule system works well for a magic- masculine. The neuter is 'magum', to other magi. It is a term used
other Founders, the wholc of Hermetic Magie. The while the pltiral form used in the between equals, and emphasizes
Factor. If the total cquals or
centcrcd campaign in any fantasy setting. The founder of House Bonisagus.
Mythic Europę, Stories, and Sagas chapters
Order is magi'. that all Hermetic magi are equal cscccds the Cast Factor, the
The Church: All Christians, whether priests or
discuss ways to run the gamę, and provide hints to not. Also used in this book to refer specifically to
Magie: One of the four within the Order. action succccds. The amount bu
supernatural realms. Magical spell: An individual use of
help you do whatever you want with it. the organizational structures of the Church in creatures often do not care one way
ujhich the result cscccds the 6asc
magie, generally Hermetic magie.
In the last analysis, Ars Magica is a gamę. If Western Europę. or the other about humans. There is no real limit on the Factor giucs sonie indication of
you havc fun with it, you arc doing it right. companion: A gamę term, not used by characters, Mythic Europę: The world of number of spells a magus can cast hora succcssful the action was.
referring to central characters who are not magi. in a day, although casting too many
Codę of Hermes: The laws govcrning the Order
Ars Magica. Much like mcdieval Magie uses the same basie rules,
Europę in 1220, except that the in quick succession is likely to
of Hermes. myths are true. exhaust him. but there arc spccial rules for
jStructurt Covenant: Strictly, a group of magi bound together
by an agreement going beyond the Codę of Hermes. By
extension, the place where those magi live, and all the
Order of Hermes: An order of
wizards stretching across the whole
Spontaneous magie: Magie
creatcd by a magus on the spur of
the moment, to rneet an immediate
determining what to add to the dic
roli, and the number that the total

of the Book other people who live there with them. Almost all Ars
Magica sagas center on a single covenant.
of Mythic Europę, bound by an
oath that keeps them from fighting
each other or trying to rule the
mundanes. One of the most central
need. Generally much weaker than
Formulaic magie, but much morę
flcxible.
must beat.

The Divine: The greatest power in the universe,


generally bclieved to be the crcator and sustainer of all organizations in the gamę. Trianoma: The maga who met
his is a big book, as it nccds to be to existence. It backs the Church, thejews, and the Muslims. parens: The magus who trained Bonisagus soon after he invented
csplain all the rules and background for Faerie: One of the four supernatural realms. Faeries another magus. This title is only the Parma Magica. She took on the
Hrs Magica. The first chapter, this always carc about humans, sometimes in the way a used after apprenticeship,- at political mission of bringing
Introduction, prouides a quick oucruicw torturer cares about his victims.
of the gamę, and csplams the basie dic filius/filia: A magus trained by a given magus. Only
used after apprcnticeship. Aftcr the Gauntlet, a new
rolling medianie. magus becomes the filius of the maga who trained him.
Formulaic magie: Spells that have bcen worked out
Chapter 2, Order of Hermes, describes the in dctail ahead of time. They have one effect each, but
order of wizards that is central to the gamę. allow magi to use their fuli power.
Chapters 3, 4 and 5, Characters, Virtues and The Founders: The twelve magi who founded the
Flaws, and Abilities contain all the information Order ol Hermes in the eighth century: Bonisagus, tnitial Boli Bcsult
necessary to create a character. Chapter 6, Bjornaer, Criamon, Diedne, Flambeau, Cuernicus,
Jerbiton, Mercere, Merinita, Tremere, Tytalus, and Check for a botch.
Covenants, deals with creating the place where
Verditius. In many modern accounts, Diedne's name is
the characters live. Chapters 7, 8, and 9, Hermetic replaced with Trianoma's. No zeros on botch dice: No botch, die roli is 0.
Magie, Laboratory, and Spclls, describe Hermetic
Gauntlet: In fuli, the Apprentice's Gauntlet. The One or morę zeros on botch dice: Botch. Total is no
Magie. Chapter 10, Long Term Events, covers finał test administered to an apprentice to determine
things that happen to the characters over months higher than 0, and something bad happens.
whether he is ready to become a magus,- it differs
oryears, including character improyement, aging significantly betwcen Houses.
and death, and Warping by supernatural power. Re-roll, doubling the result. Zeros count as ten. If
morę ones are rolled, continue re-rolling and
doubling.

Die roli result is the number showing on the die.


Mounding
The rules for Ars Magica sometimes involve
Dumbcr of Chancc of
Csamplc Situation division. In most cases, a rule specifies whether
Botch Dice Botch
you should round up or down, but if it does not,
round down.
Good conditions,- the default
number of botch dice. Simplc Dic
Roli a ten-sided die. Each number counts for
Running through its value, except that a zero counts as ten.
undergrowth.

Climbing a crumbling cliff in Stress I)ic


a high wind.
Stress dice are rolled when a character is under
Fighting in driving rain while stress, and thus might succeed spectacularly, or fail
in running water up to your with equal flair. Such a significant failure is called a
ańkles. botch, and always has serious effects.
For a stress roli, roli a ten-sided die. One and
zero have special meanings, but the other numbers
Translating negotiations count for their value, as normal. On a roli of one,
between the Pope, a Faerie roli again and double the number rolled. If the re-
Lord who speaks only roll is also a one, roli again and quadruple. On
ancient Egyptian, and a second and subsequent rolls, a zero counts as ten. If
powerful elemental spirit a player rolled ten consecutive ones, the number
who speaks no htiman rolled on the eleventh throw would be multiplied
languages. by 1024. Stress die totals in the hundreds are likely
to happen a handful of times in a long-running saga.
On the first roli, zero counts as zero, and you
Fighting exact faerie copies must normally roli for a botch. Roli a number of
of yourself and your ten-sided dice determined by the situation, called
companions on a crumbling the botch dice, and if any of them show a zero, you
ice floe in a blizzard. have botched. If you roli no zeroes on the botch
dice, the die roli is simply a zero.
Sonie stress rolls cannot botch. In that case, a
Climbing a sheer wali of ice zero on the initial roli is simply a roli of zero.
in a blizzard. (The Ease Similarly, if a character has qualities that reduce the
Factor for this would be very number of applicable botch dice to zero, the stress
high as well, probably about roli cannot botch.
21.) On a botch, your total for the roli is never any
higher than zero, in addition to any other
consequences. If you roli a zero but do not botch,
Fighting exact faerie copies the total is calculated as normal, adding zero from
of yourself and your the die roli. If your niodifier for the die roli is
companions in a faerie forcst negative, the total is equal to your niodifier (and
where the plants are actively therefore less than zero), and soniething
interfering with you. \ particularly bad still happens.
If the first roli conies up a 1, he re-rolls and
doublcs the result. If the second result is also a 1, he
does so again. So, if he rolls two Is and then a 5, he
Juggling five fuli cups of has a finał total of 29: 9 from Characteristic +
winę while four dancing Ability, and 20, from multiplying the finał 5 by 4.
bears cavort around you. If the first roli comes up a 0, he needs to check
for a botch. If nonę of the botch dice eonie up 0,
his total is 9, the Characteristic + Ability total, plus
Casting a spell in the church 0 from the die roli. If any of the botch dice eonie up
of the Holy Sepulcher in 0, his total is 0. The Characteristic + Ability total is
Jerusalem. also negated by the botch.
easc Wtór
Botch dice represent the chance that
something will go seriously wrong in an activity. Gasc
The number of botch dice should reflect how Panor Difficultu
likely a problem is, and the number of botch dice
that eonie up zero determine how badly
something has gone wrong.
There are sonie situations where, although a Trivial. A character needs to be
character could do very well, he could not do very severely hindered to have any
0
badly. This applies, for example, if the character is chance of failure. Almost neyer
making something, but has time to do it again if the worth rolling for.
first attempt goes badly wrong. A disaster might
happen, but would not be the finał result, so a Simple An average character with
botch is not really possible. In such cases, no botch no training succeeds about 70% of
dice should be rolled. 3 the time. Only roli if failure is very
The base for most situations is a single botch significant, otherwise assume
die. For example, a person climbing a cliff in fair success.
weather would get a single botch die. Factors
making a disaster niore likely inerease the number Easy. An average character with
of botch dice. A strong wind might add a single sonie skill succeeds about 70% of
6
botch die to the climber, while a wcak and the time, and talented or skilled
crumbling surface might also add a botch die. characters almost never fail.
The foliowi ng table gives the chance of a botch
for a given number of botch dice. Notę that, as the Average. Talented or skilled
character must first roli a zero on the stress die, the characters succeed about 70% of
chance of a botch can never be higher than 10%. the time, unskilled characters have
9
Multiple zeroes on the botch dice indicate that little chance of success, and
things have gone very wrong indeed. Three or moderatcly skilled characters have
niore zeroes indicate that things have gone about as about a 50% chance of success.
wrong as they could. The consequences of this Hard. Unskilled characters always
depend on what the character is doing.
fail, and moderatcly skilled
For example, consider the character climbing a 12 characters normally do, unless they
crumbling cliff in a high wind. If he botches, he are very talented. Skilled characters
falls, as that is the obvious disaster. A single botch fail about half the time.
indicates that he falls fairly early in the climb, and
takes only a little daniage. A double botch indicates Very Hard. Even moderate skill
that he falls a bit over half way up, while a triple gives almost no chance of success.
botch indicates that he gets almost to the top, and Skilled and talented characters fail
then falls. The damage in each case will depend on 15
about half the time, but very
the height of the cliff and what is to be found at the skilled, highly talented characters
base. succeed about 70% of the time.
The following table gives sarnple Ease Factors
for tasks of varying difficulty. Inipressive. Peoplc at the top of a
Notes: An average character has a score of 0 in skill succeed about half the time.
18
the relevant Characteristic, while a highly talented Those with lesser abilities have
character has a score of +3. Moderate skill is a score next to no chance.
of 3 in an Ability, 'Skilled' means a score of 6, and
'Very Skilled' means 9. Remarkable. Very skilled, highly
21 talented characters only succeed
occasionally.

Almost inipossible. The greatest


24 + masters of a skill succeed when
they get lucky.
II. The Order of Iwincs
hc Order of h.crmcs is an organization letter or messenger except when they needed to
of magi that spans the ruholc of Muthic gather to perform the great rituals that gave the
Cult its power. Further, the rules of the Cult
Ouropc, cocn rcaching somc distancc specified that anyone who killed a Cult member
bcuond. It has about 1200 members, should be hunted down and killed by the other
liofng in thirtccn Tribunals mhich dioidc members. This rule was enforced quite strictly,
up the contincnt. In the magical rcalm, no single group greatly reducing the incentive to pre-emptive
ran cucn think to challenge the Order as a rnholc, but strikes. Finally, the Cult of Mercury had access to
a number of magical effeets which could be
the potDcr of (Bod is far bcuond cocn b.crmctic magi. learned relativcly easily, even by sonteone who
This chaptcr laus out the hlstoru and currcnt State of already knew many of them. This gave the
the Order of b.crmcs, to mhich Hrs Magma wizards sonie motivation to share knowledge.
charactcrs arc almost all affiliated in somc mau. Nevertheless, suspicions grew within the Cult
that some members were hoarding knowledge,
ready for a major strike against the other
The Ąistorjj members. Soon after the fali of the Western
Roman Empire, the Cult tore itself apart in
of the Order interna! conflict, leaving isolated wizards scattered
across Europę. Magie entered a dark age, from
The practice of magie and wizardry goes back to which it emerged with the foundation of the
the very beginnings of civilization. Gifted Order of Hermes, morę than three ccnturies later.
individuals have always found ways to utilize their
power, often dominating the unGifted for a time,
before the envy, suspicion, and hatred engendered The Foundation
by tyrannical bchavior and the effeets of The Gift
brought thern down. of the Order
Three things worked against the formation of
magical societies or orders of wizards. The first The Order of Hermes owes its existence to
was the effect of The Gift. Wizards who did meet Bonisagus, without question the greatest magical
naturally mistrusted one another, and could rarely genius yet to live. He madę two great discoveries,
either of which alone would have ensured his
agree to work together. Even if they agreed once,
place in magical history. The first was the
futurę meetings often plantcd the seeds of
betrayal. This was compounded by the second discovery of the Parma Magica, which defended a
wizard from the magie of others and shiclded him
factor: the lack of magie resistance. This almost
guaranteed that the wizard who struck first would from the antipathetic effect of their Gifts. Safe
destroy his opponent, and thus encouraged pre- behind a Parma Magica, a wizard could talk to
another Gifted individual with little fear of attack
emptive strikes. Finally, evcry wizard had his own
and without having to constantly fight the natura!
understanding of magie, and sharing this
knowledge was a long and troublesome process. tendcncy to lapsc into envy, suspicion, and
hostility.
There was little that could be shared easily.
One of the few even partial successes in this The truć potential of the Parma Magica was
regard was the Roman Cult of Mercury. Its first recognized by the sorceress Trianoma, who
willingly studied under Bonisagus despite her own
members rarely met in person, communicating by
power. Shc realizcd that the Parma Magica would
make a true society of magi possible, a society
where wizards could meet to resolve their
differences, and live and work together.
Bonisagus, already working on his next project,
a unified theory of magie, was happy to go
along with Trianoma's grand vision.

Trianoma
& Vira
Trianoma had a twin sister, Viea. They were
trained in magie together, and as they grew,
Viea interpreted Trianomas visions. One of
these visions suggested that the isolated magi
of Europę would bring about a disaster, unless
the sisters could defeat a particular powerful
wizard. They searched for this wizard for years,
and finally a dragon, said to be in the tempie of
the Hesperides beyond Ethiopia, told them to
seek out a cave in the Alps.
That wizard was Bonisagus. The Parma Magica
protected him front their assault, and lic captured
them, demanding that they taught him their magie,
while he taught them in return. Viea refused, but
Trianoma agreed, hoping to use the opportunity to
defeat Bonisagus. As they studied together,
however, she came to have great respect for him.
Viea becante increasingly jealous, and aftera
particularly violent fight with her sister, she stole
some valuable texts and fled. Trianoma forbade
Bonisagus to seek vengeance, realizing that her
vision might have meant that she would fight her
sister and bring about the disaster. Instead, shc
proposcd founding an order of magi within which
such theft would be forbidden. The result of these studies was Bonisagus's
Viea's fate remains unknown. second great discovery, the theory of Hermetic
Trianoma traveled across Europę, seeking out Magie. In 767 the thirteen wizards gathered at
the most powerful wizards. The Parma Magica Durcnmar in the Black Forest, and swore to the
madę her intmune to their attempts to drive her Codę of Hermes, creating the Order of Hermes at
off, and her dcmonstrations of her offcnsivc power the first Tribunal.
Icft many in no doubt that shc could, if shc wished,
climinatc any wizard without fear of conscquences.
Some ran and hid, hoping to avoid her nefarious The b.ouscs of Hermes
plans. Others listened to her dreant of a unified
order, and agreed to meet with Bonisagus. The first magi of the Order arc always referred to
Front these discussions, Bonisagus drew a great as the Twelve Founders, for all that there were
deal of knowlcdgc. From the traditions of the Cult thirteen magi at the first Tribunal. Trianoma
of Mercury he dcvelopcd Formulaic and Ritual refused to put herself on an equal footing with
Magie, and from the traditions of the druids, Bonisagus, or the other magi she had brought to
brought by Diedne, a woman cast out from that him, an astutc political move that Icft her free to
religion, he learned to create magical effects mediate power struggles rather than being drawn
spontaneously. Verditius taught him the secrets of into them. Each of the Twelve Founders
binding magie into items, and Mcrinita the arts of established a House. The current House Ex
binding animals. From each of the cleven wizards Miscellanea was founded later in the Order's
who came to him, Bonisagus learned something, history, and in the beginning House Diedne madę
and to each he taught the Parma Magica. up the complcmcnt. House Diedne were bourid
together by their adhcrence to an ancient pagan
Order were theoretically united against a single
The Schism (Car enemy. The experience of chaos and destruction
religion, which they soon carńe to dominate which would serve as a competitor to the Order convinced most magi that they never wanted to
completely. of Hermes, keeping it strong. Flambeau wanted to Just after the tum of the millennium, the see such a thing again, and once again Tribunals
march against her immediately, but Tytalus, Order of Hermes began to descend into anarchy. were respected, and the rule of law returned to
The Order immediately entered a period of
impressed by his filia's nerve, forced a negotiated The corruption of House Tytalus madę magi morę the Order.
rapid growth. The founders of the True Lineages
settlement. In 817 the Ordo Miscellanea joined paranoid about the secret activities of other magi, Since the Schism War, the Order has existed
reeruiled apprentices, and their Houses grew
the Order of Hermes as a thirteenth House, even without the incitement of The Cift. Magi in a State of relative peace and co-operation.
organically. The founders of the Mystery Cults
House Ex Miscellanea. also bccame morę conccrned about attempts to However, by 1220 the last magi who can
initiated morę members, reeruiting eagerly from
pry into their secrets, and thus rebuffed attempts remember the War have died or passed into
among those other wizards who seemed
at investigation. Many disputes reached Tribunal, Finał Twilight, and niemories of that terrible
congenial. House Merinita was not yet a
Mystery Cult, and reeruiled magi with an The Domination of where the voting was deadlocked as magi refused
to get drawn in. In this period, many Tribunals
time are fading.
interest in the wilderness. House Diedne sought
converts to its religion. House Jerbiton extendcd House Tremere were inęuorate, as magi were reluctant to leave
the security of their own covenants.
the reach of the Order into the higher culture of
the mundane world, even making overtures to
Charlemagne himself. And the magi of Houses
House Tremere had been slowly building its
power sińce the foundation of the Order, with
Magi who felt themselves threatened resorted
to Wizards' War, and even to illegal raids on
other covenants. The Quaesitores, Redcaps,
The Itiouscs
Flambeau and Tytalus criss-crossed the
continent, giving all magicians they found a
simple choice: Join, or Die.
Tremere himself keeping close control over his
linę. Through the careful use of certamcn and the
building of political alliances, the House gained
Bonisagi, and other magi interested in keeping the
Order together were stretched too thin, and
of Hermes
effective control over several Tribunals, and was found that they could not impose order on magi
Within forty years the Order of Hermes
poised to take over morę. When Jerbiton died, who did not want it. ho Order of h.crmcs is diuided into
dominated the magical landscape of Europę.
leaving Tremere as the sole remaining Founder, the The anarchy grew, and for a while it looked as tujcloc tyouscs, all but
House was ready to move to dominate the entire though the Order of Hermes would fali to the
same threat as the Cult of Mercury before it.
Miscellanea dcsccndcd in some roau
Order, turning it into a tool for their larger plans.
At that point, a group of magi whose identities Then House Tremere declared war on House from one of the TujcIdc Founders. This
That domination persists until the prescnt day, are still unknown broke the minds of Tremere's Diedne. The pagans of that House had always section prooides a brief oueruicm of the
1220. Nevertheless, an Order that bas endured for closest lieutenants. This event, known as 'the been somewhat distant from the rest of the Order, houses, but it is important to remember that
well over four hundred years has naturally faced Sundering1, also broke the power structures that which was, as it always had been, largely indiuiduals raithin a house can uaru undclu.
its share of crises and problems. the House had built, as obligations to those magi Christian. Dark rumors about their religious rites
and threats posed by them ceascd to be a concern. had spread in the wake of the corruption of The twelve Houses fali into three groups. Four
Tremere himself met with the magi responsible for Tytalus, and few trusted them. When the Primus (Bonisagus, Cuernicus, Mercere, and Tremere) are
the Sundering, or perhaps their representatives, of House Tremere, Cercistum, accused the true lineages, madę up of those trained by
and some sort of agreement was forged. While Diedne of human sacrifice and called on the someone trained by someone (etc) trained by the
Tremere himself died soon afterwards, the House Order to help eliminate the diabolists, House founder of the House. It is not possibly to join
In the early years of the ninth century Damhan-
Allaidh (DAH-van ALL-ath), a powerful and evil
has kept to the agreement, and has never again
tried to dominate the Order.
Flambeau eagerly joined the battle. Many
members of House Jerbiton, who had long been
concerned that the Order harbored a pagan cult,
those Houses later. These Houses are describcd in
the supplement Houses of Hermes: True Lineages.
Four (Bjornaer, Criamon, Merinita, and Verditius)
o
wizard resident in the British Isles, led an also joined in. Members of many Houses stepped
organized resistance to the Order of Hermes. The Corruption of forward to join the Tremere, and no-one publicly
are Mystery Cults, and magi can join those
Houses by being initiated into the cult. Such
Rather than face Hermetic wizards in magical supported the Diedne.
combat, his followers cursed and harassed their house Tptalus Seizing the opportunity, the Bonisagi and
initiations teach the Outer Mystery of the cult,
the only cult ability that is not kept largely secret.
followers, set traps, and used mundane assassins to Quaesitores called an emergency Grand Tribunal,
halt the progress of the Order. For a number of
years these tactics were effective, and some began
House Tytalus has always sought challenges.
In the late tenth century, leaders of the House
at which the whole of House Diedne was declared
Renounced, so that it was the duty of all Hermetic
Their secret Mysteries, and much morę detail of
the Houses, are detailed in Houses of Hermes:
Mystery Cults. The last four (Ex Miscellanea,
w
to think that the Order would be stopped at the went too far, seeking to control demons and magi to hunt them down and slay them. Flambeau, Jerbiton, and Tytalus) are gatherings ol
English Channel. instead being corrupted by them. They were The war that followed was bloody and magi with common interests. It is relatively easy
Tytalus the Founder entrusted Pralix, his most engaged in a subtle campaign to corrupt the rest destructive, and wiped the House out. Its leaders, to join these Houses after training, and magi who
gifted apprentice, with the task of defeating of the Order as well when their corruption was however, were never found, and while the Order fecl that they do not fit in to their old Houses
Damhan-Allaidh. She brought as much cunning to uncovered by another Tytalus maga. She alerted hope that their spells killed them, the fear remains often do. Ex Miscellanea, in particular, will take
the task as her opponent, and in a series of the Quaesitores, and the Order turned with great that they fled to some magical regio, biding their anyone with The Cift, a smattering of Latin and
devious raids and spectacular magical battles she efficiency to purging the diabolists from their time and waiting for revenge. Magie Theory, and the ability to raise a Parma
was able to defeat Damhan-Allaidh and bring midst. The Prima of House Tytalus, Tasgillia, was With the destruction of the Diedne, the Magica — and many members will teach the last
many of his followers over to her side. Despite the the most prominent victim, but the House lost Schism War camc to an end. The Quaesitores three to potential reeruits. The interests and
yictory, rumors persist to the present day that many of its members, and never again recovercd had been able to enforce the Codę during the activities of these Houses are discussed in Houses
Damhan-Allaidh was not destroyed, and still plots the relative size it had in the early years. To this finał stages of the War, as all members of the of Hermes: Societates.
revenge against the Order. day, many magi wonder whether the House has
It is only possible to be a member of one
As the Order prepared to welcome the victor completely escaped this taint.
House at a time.
home, it received a message. Pralix had
established her own Order, the Ordo Miscellanea,

MA łA '
tiousc Crintera, in the Rhine Tribunal,
described in Guardians of the tiousc
Bjornaer Forests, page 92. The former driamon
Primus, Archmagus llrgcn, is thc
Magi of Bjornaer chief of Clan Midusulf, and still This very secrctive
(BYORE-nayr) conccrn thcmselves important in the House, sitting on House is known for its obscurc
primarily with beasts and thc its council and residing at Crintera. philosophy, its disdain forsimple
animalistic side of human naturę. This House is a Mystery Cult, power, and its members' habit of
Because of this emphasis in their and the ability to take the form of marking their faces and bodies with
training, each Bjornaer magus can the heartbeast is the Outer Mystery arcane symbols. Followers of
takc thc form of an animal, known as (see page @@). Criamon (KREE-ah-mone) arc an
his "heartbeast." Understanding thc cnigmatic and othcrworldly group of
heartbeast in particular and animals magi, generally having little interest
in generał is considered morę
t|0U8C in the politics of the Order.
important than Hermetic magie by Bonisagus Magi of Criamon seek the
many in this House. D.espite this "Enigma," which other magi
close association with shapeshifting, Bonisagus (BOH- characterize as some sort of mystical
Bjornaer magi avoid any kind of nee-SAH-goos) invented the cxpcricnce. For followers of
shapeshifting other than their Hermetic theory of magie, and his Criamon, understanding the Enigma
heartbeast, and have hostile relations student, the maga Trianoma, is about releasing all souls from some
with sonie other shapeshifters, for mastermindcd the formation of the sort of imprisonment. Their
reasons that other magi do not lully Order. House Bonisagus is a true philosophy is inspired by the ancient
understand. lincage,- all of its members can tracę Greek thinker Empedocles, and bas
Due to their naturę, Bjornaer their heritage back to Bonisagus something to do with thc naturę of
magi arc unable to forge thc himself. time. They have a unique
necessary links to have a familiar, House Bonisagus is split into two perspective on right and wrong
and the very concept is alien to strands, the political and the action, but those outside the House
them. Some Bjornaer deride magi theoretical. Theoretical Bonisagus find it very difficult to understand
who take familiars, which they cali magi concentratc on pushing back this. Indeed, magi outside the House
"substitute" heartbeasts. On the the boundaries of Hermetic magie, often stereotypc them as tattooed
other hand, other magi arc wary of and are the undisputed masters of weirdoes whose actions make no
followers of Bjornaer because of Magie Theory. Political Bonisagus sense.
their fascination with the bestial. magi, often called 'magi Trianomae', Even among the Mystery Cults,
Furthermore, House Bjornaer is less concentrate on keeping the Order House Criamon is difficult for
respected than it might otherwise be together, and cxcel at politics. outsiders to comprehend.
because its founder was from a The currcnt Prima is Archmaga Its Prima is Muscaria, who is
Germanie rather than a Roman Murion, a consummate politician, resident at thc domus magna, thc
magical tradition. who resides at Durenmar in the Cave of Twisting Shadows in the
The House is divided into six Rhine Tribunal (see Guardians of the Tribunal of the Greater AIps. She is
clans. Clan Arelie is concerned with Forests, page 51). The House a young and intensely practical
remembering the past, Clan Ilfetu is typically rcmembers its researchers maga, little like the common image
responsible for Initiating members of better than its politicians: figures of her House. Important past magi
the House, Clan Maruhs seeks sclf- such as Notatus, the first Primus, include Vedcris, who wrote thc
realization, Clan Midusulf leads, who created the Aegis of the Travels of Fcdoso, an allcgorical, or
Clan Sirnas protects, and Clan Hearth, and Conciatta, who at least esoteric, text that is popular
Wilkis nurtures magi and extended Hermetic magie to the in the House and beyond, and
strenglhens the House. dircctly affcct thc other supernatural Abdkypris, who found important
Philosophically, the House is powers (Divinc, Faerie, and Infernal) links between the Mysteries of thc
dividcd between Harmonists, who (see Legends of Hermes, Chapter House and thc beliefs of the Sufis, a
want to see humans and naturę live Two). Among contemporary tradition within Islam. St Ncrius (see
in harmony, and Wilderists, who members, Archmagus Relisius is Realms of Power: The Divine, page
want to drive humans back to the well-known for his Christian faith 91), a magus famous for his
cities, restoring the wilderness to its and advocacy of harmony between Christian devotion and sanctity, is
dominance. The Wilderist Magie and thc Divine (sec Talcs of generally said to have bcen a
philosophy was the original Power, Chapter Four: Encroaching member of House Criamon.
philosophy of thc House, while thc Dominion). This House is a Mystery Cult,
First Harmonist was Herisson, a and the Mystery at the heart of the
magus of the tenth century whose cult is the Enigma (see page (S*©).
ideas only became popular after the
Schjsm War.
The Prima of the House is
Falkę, and its domus magna is
OOUSC tiousc I:\ousc
<E(x Miscellanea Flambeau Giucrnicus
This is a large, diverse, While most House Guernicus
and highly disorganized collcction of followers of Flambeau (flahnt- (GWAIR-nee-kuss) is a truć lineage,
magi. Though originally founded by BOH) specialize in firc magie, all its members descended front
Pralix as a rival to the Order of some study spells of sirnple Guernicus the Founder, who
Hermes, this association was annihilation as a ntore subtle believed that the Order needed
accepted as a House of its own. It alternative. Flambeau the Founder strictly enforced rules if it was to
accepts wizards of all kinds, some was known for his mastery of fire, survive. Members of this House are
only nominally Hermetic, whose while his apprentice, and the first the judges of the Order,
magie comes front many disparate Primus, Aprontor, favored Perdo. investigating wrongdoing and
traditions. Magi Ex Miscellanea (EK.S Thus, both of these traditions are bringing cases against those who
mis-kel-LAH-nay-ah) are often called respected within the House. These transgress the Codę of Hermes and
hedge wizards by their many aggressive and ferocious magi often the Peripheral Codę. They believe
detractors within the Order, although cause trouble within the Order and the Order will collapse through
most can use Hermetic magie just as frequently anger mundanes. internal conflict without their fierce
well as any other magus. However, their fearlessness and stewardship. The House is
Magi of Ex Miscellanea have very love of destruction make them sometimes known informally as
little in comnton, belonging to many invaluable when the Order requires House Quaesitor (KWAE-see-tor),
different traditions within the House, the application of martial lorce. as 'Quaesitor' is the title ot those
each tradition having its own House Flambeau is a gathering magi empowered by the Order to
strengths and weaknesses. Many of of kindrcd spirits. While most investigate crintes.
these traditions are describcd in morę followers of Flambeau believe in Although House Guernicus trains
detail in Houses of Hermes: direct action and combat, there is and inducts their own apprentices,
Societates. also a strong tradition of honor and other magi can also join the ranks of
The Primus of the House is chivalry in the House, making the Quaesitores, and one of the
Ebroin, a relatively young magus who them in many ways the Orders highest honors in the Order is to be
was electcd four years ago when the knights. This is particularly true invited by the clders of House
previous Prima, Intmanola, was under the current Primus, Garus, Guernicus to become a Quaesitor.
declared to have entered Finał who leads the House front its Such magi invariably retain
Twilight. He has ambitions to domus magna of Castra Solis in the mentbership in their original House.
revitalize the House from its domus Provenęal Tribunal (see Faith & A starting maga can only be a
magna of Cad Gadu, in the Flame, page 67). The Houses Quaesitor if she was trained in
Stonehenge Tribunal. One of Pralix's original domus magna was Val House Guernicus.
closest allies was Colomen, front a Negra, also in the Provenęal Quaesitors are sometimes asked
tradition of warding wizards now Tribunal, but it has been lost in a to investigate possible crintes, or to
known as the "Columbae", or regio for decades, ił not centuries. mediate disputes between magi or
"pigeons". He taught his traditions Flambeaus second apprentice, covenants. While this does take
magie to other magi, and those Elaine, carried on his tradition of time, the custom of the Order is that
insights formed the basis of most of fire magie, and served as a Hoplitę the Quaesitors be given a few pawns
the wards created by Hermetic (see House Guernicus, next). She of vis as a gift, in return for their
magie. Most magi would be hard- was also an important scholar and efforts. These investigators are often
pressed to name any magus Ex author, and wrote several texts that supported by magi known as.
Miscellanea they did not know are still important today, including Hoplites, who are often front other
personally — including most Ars Flambonis, a summa on Ignent Houses. Hoplites are skilled in
members of the House. (level 14, quality 12) that is defeating the things i that might
peppered with aneedotes of the threaten a Quacsitor, ; which means
Founder and particularly popular that they are strong in magical
within the House. combat.
Among its contemporary The House has an important
members, the Archmaga Ceirlaug philosophical split between
of Montverte covenant in the Traditionalists, who believe that the
Normandy Tribunal is particularly Codę should bc prcscrved as it has
notable, as much for her great age been sińce the Founding, and the
as her great power. She is rarely Transitionalists, who believe that it
seen outside her tower these days, should be revised to better suit
but is a master of Ignem and still modern realities. The Transitionaliśt
has a firm grip on the direction of movement started with Simprim of
her covenant (see The Lion and Guernicus in the mid-twclfth
The Lily, page 58). century, and seeks greater legał
powers for the Quaesitores.
The Prima of the House is the Petrus, in the tenth century, who tjOUSC
Archmaga Bilera, a maga willi a long advocated life within mundane
history ot linę service to the House communities, and Mattieus, in the Mcrccrc
and. importantly, a largely neutral twelfth, who bclievcd that Jerbiton
stance on the Traditionalist/ should live with other magi and The founder of this
Transitionalist debate. She resides at serve as their ambassadors to the House lost his magical powers but
the domus magna of the House, mundanes. These two philosophies remained involved in the Order. He
Magvillus, in the Roman Tribunal. remain strong within the House. assumed a non-magical role valuable
Guernicus himself was a master of Members oł House Jerbiton are to other magi — that of messenger.
earth magics, and taught Bonisagus trained in mundane study, the arts, His followers continue to fulfill that
much of the knowledge and politics, and the House is hcld role. Ali members of House Mcrcere
incorporated into the Hermetic Art together by these common interests. (mare-KAY-ray, or mare-SARE in
ot Terram. A tradition of such magie The House is not tightly organized, vulgar Latin), regardless of whether
remains in the House, and its most and its magi group themselves into they possess The Cift, are of f icially
famous living representative is leagues based on a common interest. recognized as magi of the Order.
Ausculator, the leader of the A maga may join many leagues, to Even unCifted Mercere spend 15
covenant of Hedyosmos in the find companionship with other magi years in apprenticeship likc other
Theban Tribunal. Hedyosmos is who share her interests. Examples of magi.
located in a labyrinth of caves, and is leagues include The Gastronomers, Followers of Mercere are morę
rumored to possess a portal to the who cooperate to hołd a lavish party commonly known as Redcaps
underworld, something that would every year (this is a very popular because of the headgear they wear as
be very appropriate to the tradition league, and has members from other a badge of office. Redcaps are
(see The Sundered Eagle, page 66). Houses), The Silent Ones, who are permitted to attend Hermetic
led by a magus of House Bonisagus Tribunals, but by convention they
only vote if they have The Gift.
lyousc and seek to remove the need for
words and gestures from Hermetic Some unGifted Mercere have
Jerbiton magie, and The Humble Brethren, powerful supernatural abilities,
who work to subtly influence the which are generally attributed to
House Jcrbiton College of Cardinals and ensure that descent from the heroes of classical
(YARE-bih-tahn) is interested in the no-one with strong anti-magic myth. Whatever the truth of that,
arts and the mundane world, and opinions is elected Pope. these Redcaps are particularly
sometimes assumes the duty of Fortunata of Jerbiton was a respected within the House.
kccping the Order on good terms powerful spirit master of the House Mercere is a truć lineage.
with the nobility and Church. This cleventh century who defeated Mercere trained two apprentices
inclination in its members often many non-Hcrmetic enemies and before he lost his Cift, and thus
stems from a noble background — gathered knowledge and power there is a smali Gifted tradition in
apprentices are sometimes taken from many Mysteries. She was this House, which is composed
from the aristocracy, and these magi forced into exile by Hermetic almost entirely of blood descendants
mąintain ties afterwards. Other enemies, and disappeared into Finał of Mercere. Many magi of this
members are taken from skilled Twilight shortly after 1120. Her House have had a strong interest in
artists and craftsmen who have The writings are rumored to contain the magie of the ancient Cult of
Cift. The Gentle Gift (page @@) is information on how to gain the Mcrcury.
particularly common in this House. power that she had (see Legends of The most famous member of
Many members of other Houses Hermes, Chapter Three for morę House Mercere, apart from the
believe that followers of Jerbiton are information). Founder himself, is Belin, Merceres
too closcly bound to the mundane In the present, Archmagus last apprentice. She was renowned
powers to be trusted. On the other Mathicus of Constantinople, who is for her devotion to the Order and
band, Jerbiton magi fear that named for the city where he was her dedication to getting messages
members of the Order have become trained but has lived in Paris for to their destination, and despite
isolated from humanity, risking many years, is known for having having no Gift she is, even today,
bloody conflict with the mundanes. given up the study of magie as not held up as an ideał in the House.
They try energetically to heal this worth his time. For many years he The Prima of House Mercere is
l ift, and pursuc aesthetic and seemed to have no purpose in life, Insatella, an unGifted Redcap who
Glassical knowledge with a passion. but sińce the fali of Constantinople inherited the role from her father
The lali of Constantinople to the he has become much morę active and skillfully manages the aflairs of
lourth Crusade in 1204 has inspired (see The Lion and the Lily, page 87). all Mcrcere from the domus magna
the Primus, Andru, to rally the Archmagus Edward of Milton, on at Harco, in the Roman Tribunal. As
House to its original values, the the other hand, is lamed for heading she does not have The Gift, she tries
defense of civilization, a cali that the the covenant of Schola Pythagoranis to stay out of Hermetic politics as
younger generation of magi have in Cambridge, which claims to have far as possiblc, thus reinforcing the
heeded. The domus magna of House served as the nucleus for the new Houses reputation for neutrality.
Jerbiton is Valnastium, in the university in that town (see Art and
Tribunal ol the Greater Alps. Two Academe, page 1 12).
historically important Primi were
tiousir Greece, and is rumored to have Tremere's votes are concentrated in
been Initiated into secrets of story a very limited number of hands.
Merinita magie (see The Sundered Eagle, The domus magna is Coeris, in
page 81). Dama, the Praeco of the the Transylvanian Tribunal, and the
This House is Provenęal Tribunal, was born in Prima is Poena. She is said to know
focused on the world of facrics, and 993. She fell into Twilight in 1061, the names, magical strengths, and
its members tend to be just as strange but emerged 19 years later, and prefercnces of every member of her
as the creatures they study. Merinita remains active today. She is one of House, and of any other magus she
(meh-rih-NEE-tah) magi frequently only two members ot the covenant thinks may be of use. Whatever the
remain isolatcd, having little to do of Mimizan, and is rumored to lead truth of that, she certainly manages
with the rest of the Order, except to a Mystery Cult that is not part of the projects of the wholc House
defend faeries from the assaults of House Merinita (see Faith & Flame, with unusual efficicncy (sec Against
other magi. Those of this House pages 29 and 64). the Dark, page 21). The Houses
eschew the merely mortal, and seek House Merinita is a Mystery second-in-command (unlike other
answers within the mysterious world Cult, and magi of Merinita are all Houses, Tremere actually has such a
of Arcadia. initiated into the Outer Mystery of post) is Archmaga Monica lerne, a
Although the House was founded Faerie Magie (see page @@). maga originally from the
by Merinita, she hersclf was not Stonehenge Tribunal and a master
particularly interested in faeries. This of combat magie. She is unsuited to
was the work of her first apprentice, I>sOUSC the post of Prima, and has publicly
Quendalon, who had been raised Tremere acknowledged this, but she is an
among faeries and had always excellent field commandcr (see
believed that they had much to offer. Members of House Tremere Against the Dark, page 30).
Merinita disappeared at the end of (tray-MARE-ay or tray-MARE) Archmagus Stentorius is exactly
the eighth century, and soon after emphasize the importance of what other magi think of when they
Quendalon announced that he was judgment, strategy, and detailed imagine an older, powerful member
going to study with the faeries, planning. They believe in respect of House Tremere. He is the leader
leaving Merinitas second apprentice, for superiors and in asserting of Fengheld, the largest covcnant in
Myanar, in charge of the House. authority over minions. Dignity the Rhine Tribunal, and holds
Quendalon returned two years is of the utmost concern. three-fifths of the sigils of the
later, his eyes replaced by rubies, and House Tremere is considered Tremere magi of that Tribunal, as
announced a new direction for the one of the morę sensible and stable well as commanding the House
House. This was resisted by Myanar, Houses, providing strength and there. Even in a Tribunal that holds
and war broke out within the House. courage when needed and the domus magnae and Primi of
Ultimately, Quendalon was refraining front action when peace Houses Bonisagus, Bjornacr, and
victorious, and the Merinita turned to better scrves the Order. Merinita, he may hołd morę
the study of faerie. Quendalon served House Tremere is a true political power than any other
as Primus, at least in name, until the lineage. Ali of its members can individual magus or maga (see
end of the tenth century, although he tracę a chain back through their Guardians of the Forests, page 84).
had little contact with his House in masters and their masters' masters,
the latter half of that century. Some and so on, back to Tremere the
magi even now suspect that the Foundcr. !t is not possible to join
returned Quendalon was actually a the House front outside. Certamen,
faerie. a safe method of magical dueling
The current Primus is Handri, between magi, was invented by
who lives at the domus magna of Tremere the Foundcr, and his
Irencillia in the Rhine Tribunal. The House retains a great deal of
previous Prima, Vinaria, also lives interest in it.
there. In 1202, she vanished much as In addition, Tremere magi hołd
Quendalon had done, leaving Handri their f i lii's voting sigils (see page
in charge. However, when Vinaria @@) until the filius beats the
returned in 1209, she madę no moves parens in certamen, or until the
to regain control of the House, and parens dies. If a Tremere magus
still lives quictly at Irencillia (see wito does not hołd his own sigil
Guardians of the Forests, page 104). trains an apprentice, the new
Lucian the Scholar is an elder magus's sigil is held by the parens
magus who lives in the covenant of of the training magus, assunting
Aegea, on the floor of the Aegean that that magus Itolds his own sigil.
Sea in the Theban Tribunal. He is If he does not, the sigil is passed
renowned for his dcep knowledge of back up the chain until it reachcs a
the literary traditions of the ntagus who does hołd his own sigil.
Byzantine Empire and ancient As a result of this custom, House
lyousc Iftousc
Tutalus Wditius
The philosophy of Tytalus (TIE-tah-loos) magi is Magi of House Verditius (ware-DEE-
to master all forms of conflict. To this end, they tee-oos) have unsurpassed skill at creating
promote innovation in all sorts of contests. They do enchanted items, making them invaluable to other
not feel alive unless they are in a constant State of magi and non-Gifted persons.
struggle, perpetually testing the strengths and Almost all, unfortunately, have also inherited
weaknesses of others. their founder's magical Flaw, making thcm unable to
House Tytalus is almost the oppositc of House cast Formulaic spclls without thc aid of casting tools.
Tremere. Where the Tremere believe in stability and Followers of Verditius are sometimes considered
respect for elders, Tytalus magi believe in constant inferior to other magi because of this weakness.
change, and in challenging your elders repeatedly They do not measure themselves by this standard,
until you can finally win. The Founders of the two however, seeing themselves as superior to other
Houses were trained by the same wizard, Guorna the magi — this hubris is a side effect of the Inner
Fetid, and often fought over their contrasting visions Mystcries of their House.
of how to live. While the Codę forbids magi to sell enchanted
In their never-ending search for conflict, the items to mundanes, the mundane employees of magi
leaders of House Tytalus went too far in the 1 Oth may do so, and almost all magi of this House have
century, falling prey to demonie machinations. Those such associates, known as venditores. The magi sell
masters of intrigue arrogantly believed they could items directly to other magi, of course, and can
master the dark forces, but despitc their skill, were becomc wealthy in both magical and mundane
unable to outwit Heli. The leaders were executed for terms.
their crime of diabolism, and House Tytalus has been Magi of House Verditius often becomc involved
distrusted ever sińce. This has not been helped by the in vendettas with other magi of their House,
fact that two magi, Buliste and Harpax, both claim to antagonizing each other until one admits that the
be Primus (or Prima, in Bulistes case). Buliste was the other is superior. As that is rare, vendettas tend to
ninth Prima, but passed into Twilight. Harpax then last a long time. The House believes that such
claimed the right to be tenth Primus. Howcver, contests are honorable and admirablc, but magi of
Buliste emerged front Twilight, and refused to other Houses may not agree. These vendettas reflect
acknowledge his position,- he, of course, refused to the poi i tically fragmented naturę of the House, in
yield. The two are still fighting for control of the which the Primus is the only official position.
House, and of its domus magna, Fudarus, in the Every eighteen years, the House holds a grand
Normandy Tribunal (see The Lion and the Lily, page Contest, at which enchanted items are judged to
41). The magi of House Tytalus choose sides, but detcrmine the best crcated sińce the previous
most of them seent to do so simply for the sake of the Contest. Every rnagus of thc House is allowed to
challenge, and not because they have any real loyalty enter a single itcm, and many magi spend years
to one or the other. preparing their entries.
The Primus of House Verditius is chosen by
strict primogeniture: the eldest living filius of the
previous Primus becomes Primus. Thcre is almost no
opposition to this in thc House, as most magi do not
care who their Primus is, and appreciate a system
that means they need not worry about choosing a
new one. The current Primus is Stouritus, who does
not live at the domus magna of Verdi in the Roman
Tribunal. He is a member of the covenant of Ingasia
in the Theban Tribunal, and would likc it to become
the domus magna so that there would be no need
for him to move (see The Sundered Eagle, page 86).
House Verditius is a Mystery Cult, and all
members are initiated into the Outer Mystery of
Verditius Magie. (See page @@)
Cooenants The pcrmctic Oath
The Codc of Hermes, first sworn by
oocnants arc as important to thc Order Bonisagus, can be found below. Since he was the
of hcmics as houses, and magi tan, first to swear it, his name is recorded whenever it
and do, spend hours debating mhich is is written down. There is a slight difference
morc important in thc cnd. between the Codę that members of House
Bonisagus swear and thc Codę that members of
other Houses swear. The difference is marked.
Strictly speaking, a covenant is any group of
magi who agree to a set of rules that go beyond
the Codę of Hermes, and that allow them to
share resources and co-operate morę easily. In
the overwhelming majority of cases, covenants
arc fornred by magi who want to live in the same
The peripheral Codę
place, sharing access to a Magie aura, buildings,
and servants. Thus, the term 'covenant' has he Pcriphcral Codc consists of all
come to refer to a place where a number of magi dccisions madę in Tribunal sińce thc
live together, as well as to the group of magi foundation of thc Order. Its formal
making thc agreement. authoritu derioes from thc dausc in
A typical covenant has about half a dozen magi thc Codc rcquiring magi to abidc bu
as members, but they rangę front two magi to large thc dccisions madę at Tribunal, but as cucru casć
organizations with over two dozen magi and
hundreds of mundane Staff. Most Ars Magica sagas is different latcr Tribunals arc not bound bu thc
center around a single covenant, and ensuring that dccisions of carlicr Tribunals. Indccd, therć arc
thc covenant prospers is as important as individual contradictoru prcccdcnts throughout thc Pcriphcral
advancement. Aftcr all, characters belonging to a Codc, and feto magi outsidc thc O,uacsitorcs arc
well-supplicd covenant will advance morę ęuickly familiar roith all of its dctails. Home points arc
than those who must rely on their own resources.
The physical form of covenants varies, but
midclu knomn, homcocr, and raorth discussing in
towers and castles are ęommon. In addition, this scction.
covenants are normally located some distance
front major mundane settlements, in large part In theory, the only penalty for breaking the
because that is where most Magie auras are found. Codę is death. In practice, Tribunals only rarely
impose that, instead settling for vis fines, time
spent in service, or other lesser punishments.
Thesc punishments are backed up by the ultimate
The Codc sanction, however, and refusing to submit to the
punishment imposed by a Tribunal is always

of ItiErmcs taken as reason for the death penalty. This is


enforced by declaring a Wizard's March, which
casts the offender from the Order and thus
dcprives him of the Code's protection. This is
hc foundarion of thc Order of hermes called 'Rcnouncing', and magi subject to a
as an organization is thc Codc of Wizard's March are known as 'renounced magi'.
bermes. This short test, also callcd Since the criminaks possessions are, by tradition,
granted to those who kill him, powerful magi are
thc hermetie Oath because all often interested in hclping to hunt down the
members of thc Order rerite and srncar offenders.
to it inhcn theu arc admitted, seta thc structurc of thc Much morę information about the Peripheral
Order and fixcs ccrtain limits on mhat its members mau Codę and its enforcement can be found in
do. It mas drafted to giuc magi as much freedom aś Houses of Hermes: True Lineages, starting from
page 45.
possiblc, mhilc protccting them from cach other.

The degree to which magi obcy the Oath


varies front ntagus to ntagus, covenant to
covenant, and Tribunal to Tribunal. Magi who
violate the Oath and get caught, however, usually
lind themselves in troublc with their Tribunal.
“Ogo, JBonisagus, me ordinem sodatesque fidditer adiuoare me Dino hac re iuro.

“Quemquam sodalcm ordinis potentia magica non prioabo oeI prioare conabor.
quemquam sodatem ordinis non necabo oel necare temptabo, bello magorum iure
effecto escepto. helium magorum pugnam aprrtam magorum duorum esse, atque si in
bsllo magorum intrrficiar, pornam nullam in magum qui me necauerit cadere intellego.

“Decreris in tribunale suffragio aequo factis stabo. suffragium unum in tribunale


habebo, cauteque utar. aequa suffragia ceterorum in tribunalr habebo.

“Ordinem ab actionibus non periclitabor. rebus quotidianorum non interoeniam et ab


ea re sodales pessum dabo. cum diabolis non ageam, ne animum meum animosque
sodalium quoque in periculum adducturus sim. npmphas non oesabo, ne ultio
sodalibus quoque nocitura sit.

“jEIrte magica non utar ut sodales ordinis I^ermae speculer.

“Filios qui in hanc legem iurabit docebo, et si ullus animum ab ordine sodalibusque
alienaturus sit, primum feriam. filius nullus meus magus appellabitur donec in hanc
legem iurauerit.

“jScientiam ordinis augebo atque omnem quam me sapientiam potenriamque


quaerente inoenero cum sodalibus mcis communicabo.

“tyjrtor ut, si hanc lidem fefellero, ex ordine apelletur. si espulsus ero, sodales
meos hortor ut me inoeniant necentque, ut uioa mea in dedeco infamiaque non pergat.

“t»ostes ordinis hostes mci sunt. amici ordinis amici mei sunt. socii ordinis socii
mei sunt. tamquam unus laboremus firmemurque.

“Id hac re iuro in die tertia Piscium ©eminorum in anno nonacentensimo quinto
^Lrietis. dolor illis qui ut hanc lidem raiłam inlicere conabuntur sit, et dolor mihi si
inlecebra cecidero sit.
Dcaling ujith Demons
The Order hunts down and kills any member
Tribunals extreme circumstances, silence a magus or eject
him Irom the Tribunal. If the ejections tender the
Tribunal inęuorate, or deprive it of a presiding
Quaesitor, the Tribunal ceases to be valid. At the
found dealing with demons. This is the only n origin, a Tribunal mas anu formal end of the Tribunal, the presiding Quaesitor must
This clause is often invoked to punish actions clause enforced absolutely. Trying to destroy certify it as valid, and this is the main check on the
against a magus that fali short of physical harm, demons is normally acceptable, but even then gathering of magi that madc decisions
Praeco abusing his power.
such as damaging his laboratory or killing grogs. drawing a demon's attention to the Order is bu a majoritu uotc of those present, and
The justification is that, by depriving a magus of frowned upon. kćpt a rccord of those decisions. Hs the
the resources he needs to study, the miscreant is
depriving him of sonie of the magical power he
Order grem, homcucr, the Pcriphcral The ©rand Tribunal
would otherwise enjoy. The core meaning of the JWoIcsting the Facrics Codę rapidlu prooidcd morę definition. The Tribunals
of the Order are nom the ©rand Tribunal, and anu The most important Tribunal of the Order is
clause, though, is that magi must not try to the Grand Tribunal, held every thirty-three years
damage each othcr's Cift. Interpretation of this clause rests heavily on other Tribunals formallu established bu it. In 1220, thć and drawing magi from the whole Order. The
what counts as molestation. Faerie places are good regional Tribunals are the onlu ones só established. Grand Tribunal is always held at Durenmar, the
vis sources, so few magi have been willing to domus magna of House Bonisagus and the
ffjizards’ ffiar argue that charging into a faerie area spells A legał Tribunal must be attended, in person, birthplace of the Order. Three representatives are
blazing, stealing large amounts of faerie property, by at least twelve magi from at least four different sent from each of the regional Tribunals (see
The Codę allows for a conflict between two and retreating to your covenant, counts as covenants. There must be one Quaesitor present to later), and the Primi of all Houses also attend. The
magi to escalate to open conflict in certain molestation. This has madę it rather difficult to oversee the legality of the proceedings, and while Primus of House Bonisagus serves as Praeco, even
conditions. When those conditions are met, the say what is, and prosccutions under this clause the Quaesitor does not vote, he does count towards if older magi are present, and the Primus of House
two magi involved may step outside the bounds of tend to come down to politics, and whether other the quorum. Magi may vote by proxy, giving their Guernicus as Presiding Quaesitor.
the Codę temporarily to settle their differences. magi have suffered. Unlike the mundane and voting sigils to someone who is attending on their The Grand Tribunal discusses matters
One magus initiates a Wizards' War by sending a demonie clauses, however, it does not prohibit behalf, who may or may not be reęuired to use affecting the whole Order, and its decisions are
declaration of war to the other. The message must friendly dealings with faeries, at any level. them in a certain way, depending on the agreement generally given far morę weight than the decisions
arrive on the next night of the fuli moon. The war with the person granting the sigil. of lesser Tribunals. In addition, it is the only
then begins on the rise of the following fuli
moon, and lasts until the rise of the next fuli JWagical Creatures The Tribunal is chaircd by the Praeco, the
oldest magus present, and while he also cannot
Tribunal with authority over the whole Order,
and thus the forum where inter-Tribunal disputes
moon after that. vote, except to break ties, he does have the power must be settled.
Unjust or constant use of Wizards War is Notably missing from the Codę is a clause
to choose the order of business and. in
discouraged by the majority of level-headed magi. granting protection to magical creatures or other
Occasionally, those who declare war too often find wizards. This was deliberate, as Trianoma wanted
themselves victims of a Wizard's March. the Order to be able to use force to compel
people to join. Excessive interference with
powerful magical beings, however, can still fali
Tribunals under 'endangering the Order by my actions'.

Tribunals are central to the political life of


the Order, as was always Trianoma's intent, and Serying
thus they are discussed in detail in their own
section, below. This clause is vi tal, however, as This prohibition is enforced with surprising
it gives Tribunals some authority to make new rigor. Tribunals have ruled that it is illegal to sery
rules and interpret the clauses of the Codę to fit on a non-magus, if by so doing you learn about
changing situations. the magus's activities, that simply walking around

Intcrfcring roith Mundanes


invisible is magical serying, and that you can be
punished for using Intellego magie on a magus
even if you didn't know that he was a magus.
i
There are also contrary rulings on many of these
The clause forbidding interference with points, but in generał Tribunals have taken a very
mundanes is probably the most controversial strict vicw of what constitutes magical serying.
clause in the Codę. Covenants have to deal with
mundanes repeatedly in order to exist, and
fortified dwellings containing substantial aipprenticcs
numbers of warriors tend to draw the attention
of local nobles. As a result, the second half of the By contrast, the clause on apprentices is hardly
scntence, 'and thereby bring ruin on my sodales', enforced at all. Magi do not have to train
is brought into most debates. As long as dealings apprentices, and the obligation on the parens to
with mundanes do not harm other magi, nor join a Wizard's March against his filius is treated
seem likely to cause such harm, they are morę as a social expectation than a legał duty.
permitted. Many precedents, however, have The special right of Bonisagus magi to take
established that working as a court wizard is a apprentices from other magi is upheld,
violation of the Codo. however, as is the duty of Bonisagus magi to
share their work.
On the other hand, a covenant in a remote
Bcgional Tribunals location which keeps itself to itsell might well be
almost unknown antong the pcasants. They have
Each regional Tribunal is composcd, in theory, no particular reason to want to know about it,
of all the magi living in a certain area of Europę. and there is no reason for them to hear about it.
These areas are roughly. fixed by Grand Tribunal In this case, they are probably still scared of the
decisions, but the magi in them can change the region, which almost certainly has a Magical
name of the Tribunal at will, and set the aura, but may not even know that there are magi
membcrship requirements freely. In generał, you living there.
don't change Tribunals if you visit a covenant in a Most covenants rely on some pcasants to grow
different Tribunal, and different Tribunals might food, just as the nobility and clergy do. These
have different rules on just how long a visit can pcasants find the magi creepy, due to The Gift,
be. Regional Tribunals meet once every seven but are likely to accept them as lords as long as
years, and the Rcdcaps are requircd to ensure that they treat their charges fairly well. Indeed, they
every magus in the Tribunal has received an might even be seen as better lords than most, as
invitation. Othcrwise, they follow the normal magi can do something about bad weather,
rules for Tribunals. piagues, or rampaging dragons. Sensible
For the borders and names of the Regional covenants will have an unGifted official in charge
Tribunals, see the map. Notę that the borders are of direct interaction with the peasants, but there is
only approximate, as no disputes have yet arisen no reason why the local peasants shouldn't feel a
requiring them to be precisely fixed. Six of the certain degree of affection for 'their' wizards, as
Tribunals have becn described in detail in long as they don't have to deal with them in
supplements for Ars Magica 5th Edition: person too often.
Guardians oj the Forests (the Rhine Tribunal), The Lion Finally, peasants who don't fit into Mythic
and tbe Lily (the Normandy Tribunal), Tbe Sundered European society for whatever reason may seek
Eaijle (the Thcban Tribunal), Aę)ainst tbe Dark (the sanctuary at the covenant. Women who want to be
Transylvanian Tribunal), Tbe Contested Isle (the scholars or warriors, serfs who want to be free, and
Hibernian Tribunal), and Faitb & Flame (the people fleeing the consequences of a single
Provenęal Tribunal). misjudgment arc all potcntial reeruits. As a rulc,
people join a covcnant becausc they havc a good
reason not to be somewhere else, rather than
because they particularly want to live with wizards.
The Order The Church
and 3ocietjj Relations between the Order and the Church
are officially non-existent. The Order is well aware
08t f;irrnicnc magi mant sonctll t0 that the Church, with God's backing, could wipe
Ib) Inik them alonc to get on raith rhdr them out with no problem. The Church is well
aware that Hermetic magi are very powerful, and
.W
jłi Lnt rcscarch, and in return theu arc pcrfcttlu
- that at least some are good Christians. The Order's
happu to Icaoc sonetu alonc. Life is, of tendency to harbor heretics draws suspicion, but as
toursc, not that simplc, and magi arc long as magi stay out of ecclesiastical affairs, the
often foreed to intern mith manu parts of sonetu. Church is not willing to take official action.
Sonic cucn want to do so. Individual clergy, however, run the fuli rangę of
attitudes, from self-righteous certainty that magi
are devil worshipers who must be destroyed, to
Pcasants enthusiastic collaboration with them as fellow
scholars, albeit scholars with unusual talents. Most
covenants try to establish good relations with the
Most pcasants are afraid of magi, and stay
local parish clergy, at least, and most succeed at
away front their covenants. This fear is generally
that. Again, using unGifted intermediaries is
reasonable, as covenants are almost invariably
generally a good idea.
founded in Magical areas, where strange and
dangerous things happen. Further, magi Tribunals tend to treat interfering with the
themselves, due to The Gift and their ability to Church as a very serious crime, sirnply because the
turn people into frogs, tend to inspire fear in the Church is the only organization with the potential
uneducated. Local legends may grow up around a to wipe out the entire Order. Friendly, or at least
covenant, and older legends or legends from neutral, relations are encouraged,- magi who launch
distant places may be attached to it, giving it a attacks on the Church can expcct to be renouneed
very strange, and largely undeservcd, reputation. and Marched bcforc they can inspire a Crusade.
making it illegal to accept money or other
Tlobilitj) mundane goods as payment for arcane services
from anyone other than a member of the Order of
Most nobles are aware of the existence of the Hermes or a Hermetic covenant. The rulings also
Order of Hermes, and all local nobles will quickly make it elear that any magie sold in this way to a
become aware of a standard covenant, with its castle non-magus must eventually lose its power,
and armed troops. Most nobles also have sonie vague whether because it is a charged item, or because
recollection tbat tliese powerful wizards aren't the effect has a limited duration.
allowcd to swear fealty to them, or serve them as There are two obvious loopholes in this ruling.
court wizards, and thus they apply a bit morę The first is less important, mundanes can pay with
subtlety in trying to forge relationships with their other arcane items, or with vis. Very few
powerful new neighbors. mundanes have access to vis, and the Order is
Again, individual attitudes run the fuli gamut, quite keen to gather permanent enchanted devices
from eager, sycophantic fawning in the hope of in return for temporary ones. A mundane offered a
magical assistance, to outright hostility in the hope temporary item which will last for his and his
of convincing the magi to set up somcwhcre else, a son's lifetime might be quite willing to trade a
long way away. Most covenants, again, try to rather weaker permanent item for it. Trades of this
establish good relationships with the local nobility, sort are actually encouraged by the Quaesitores,
but many fail to win over everyone, thus leaving a as they take permanent items sold before the
constant rival as a thorn in their side. Few nobles are ruling out of mundane circulation.
stupid enough to mount a direct assault on a The second loophole is so glaring that it must
covenant, and those who are tend to die, but equally have becn deliberately designed. There is nothing
any covenant that deliberately wiped out a noble to stop a mundane covenant member from selling
rival would be hauled before Tribunal and Marched, an enchanted item on, or, indeed, to stop him
post-haste. from accepting a commission to obtain a
The Peripheral Codę has tended to rule that particular item. Thus, the main effect has been to
deals with nobles that don't involve service or stop magi from dealing directly with mundanes.
permanent magical aid are not a violation of the
clause against interfering with mundanes. This is
only a tendency, though, and covenants with
extensive mundane involvement need to pay close
Other ttfizards
attention to their Hermetic relationships as well, lest Hermetic magi may be the most powerful users
they find themselves isolated and condcmned at of magie in Europę, but they are far from the only
Tribunal. ones. People with supernatural abilities are much
morę common than people with The Cift, and not
everyone with The Gift becomes a Hermetic
Citits rnagus. The official policy is still that all wizards
must join the Order, or die. However, this is rarely
Most covenants and magi stay away from cities. In enforced, particularly if the wizard in question is
a city, The Cift is a major handicap, and most cities wcak, or a member of the Church, or a noble.
have Dominion auras that interfere strongly with Powerful, isolated wizards are strongly
magical research. On the other hand, cities contain encouraged to join, and may well be killed if they
scholars, merchants, and all kinds of mundane refuse, but other wizards may merely be
resources, and even simple magie can support an threatened with dire consequences il they cause
effective trade, so some magi, particularly of House trouble for the Order. Since other wizards have
Jerbiton, enjoy living there. no cquivalent of Parma Magica, these threats can
City covenants try to find a Magie aura, ideally a easily be backcd up.
regio, in which they can undertake laboratory work There is one case in which the 'Join or Die'
without undue interference, and often offer their policy is rigorously enforced. Any non-Hermetic
services as go-betweens for morę remote covenants wizard who learns the Parma Magica, or any other
who want to deal with an urban arca. For most magi, form of generał magie resistance, must join the
howevcr, cities are an interesting place to visit, but Order of Hermes or be hunted down. The Order
they wouldrft want to live there. is virtually unanimous in its opinion that this
monopoly must be preserved.
^Tagical Items Morę information about non-Hermetic
wizards can be found in Hedge Magie Reoised Edilion
In the early days of the Order, magi were allowed and Riual Magie, and in the regional sourcebooks
to sell enchanted devices or other magical services to for areas outside Mythic Europę: The ('radie and the
mundanes without restriction, as long as they were Crescent, Betmeen Sand and Sea, and Lands oj the Nile.
never at the beck and cali of a mundane. This
changed in 1061, with a series of Tribunal rulings
InuCM'

A companion is an important non-magus. Like


magi, player character companions belong to a
single player, who Controls that character's
decisions. Beyond this, companions have little in
common with one another. One might be a
knight and veteran of the Crusades, another
might be a wandering friar, a third an unCifted
Redcap, still another a noblewoman. Because the
Order of Hermes stands somewhat outside
medieval society, it tends to attract those who do
not fit in, so a companion could also be a woman
Most players of Ars Magica have at least two who wants to serve as a knight, a priest who sees
charactcrs, and oftcn morę, although they do not supernatural visions and has tipped into heresy,
play all of them at once. The characters to be or a werewolf seeking someone who might be
played depend on events in the saga, and this is able to curc her affliction.
discussed in morę detail in the section on Troupe Although each player has a magus and a
Style Roleplaying, on page companion, they are almost never played
together, and thus should not be linked to each
other. Linking your companion to another
player's magus is a good idea, though, as that
provides two player characters with a reason to
A magus (feminine maga, plural magi, feminine investigate things together. If you do link your
plural magae) is a powerful wizard, even when he companion to another player's magus, your
has only just finished his training. Magi rule the companion should have abilities that complement
covenant around which a saga rcvolves, and have those of the magus, rather than overlapping.
the potential to become as powerful as any human
Companions should generally not have The
being can. A magus player character belongs to a
Gift, unless you intend to play through
single player, who has complete control over that
apprenticcship so that they become magi at somc
character's decisions.
point.

JVtuthic dompanions
You may find, when playing Ars Magica, that you
would like to play a character who is comparable
in power to a Hermetic magus without actually
playing a member of the Order of Hermes. There
are many individuals in Mythic Europę who have
strange and potent abilities, including non-
Hermetic wizards, holy hermits and
supcrnaturally strong warriors. In Ars Magica
such characters are rcferred collectivcly as

1J
Mythic Contpanions. While Hermetic magi are Flaws, balanced by an equal number of Minor
normally still the most potent characters in terms Virtues. In addition, grogs should not have Story
of raw power, Mythic Gontpanions approach Flaws, as they arc supposed to be minor
them. However, as they are not members of the characters. Finally, grogs can never havc The Gift.
Order of Hermes, they cannot play the same A character with The Gift is too important to be a
social role in a saga as a magus. grog.
If you wish to play a Mythic Companion, you
should normally play it as an alternative to a
magus character, though the troupe may disregard
this guideline, depending on how your saga is
being conducted. The troupe may also decide to
C hara eter Basics
not allow Mythic Contpanions in the saga at all, if
they want to focus on a "standard" Hermetic This section outlines the way that the gamę
covenant. rules describe characters.
General guidelines for Mythic Contpanions,
and somc examples, are given at the end of this
chapter, and many Ars Magica supplements Sue
include guidelines for further specific types. You
may also create your own type of Mythic Ali Ars Magica characters have a Size score.
Companion, in cooperation with the troupe. However, almost all adult human characters have the
same Size score, 0, as this represents an average adult
human. Every three points of Size represents a ten-
©rogs fold inerease or decrease in mass, and adult hurnans
can rangę from Size -2 to Size +2, if they take
Grogs are minor characters, often warriors who appropriate Virtues or Flaws. The effects of this are
protect the magi and defend the covenant, but also described in the Virtues chapter, page Size is
including specialists such as bookbinders and morę important for non-human creatures, and is
tcachers who arc not important enough in the story discussed in detail in the Bestiary chapter, page
to be created as contpanions.
As minor characters, grogs tend to have bad
things happen to them. Warrior grogs die Virtucs and Flaras
defending the magi, other grogs might be
possessed by spirits, forced to marry a faerie lord, Virtues and Flaws are features of the character
or die from a disease that threatens the covenant. that are not shared by most people,- special
In most versions of troupe-style play, grogs are benefits in the case of Virtues,
played by many different players, and the and disadvantages or
storyguide sometimes sintply tells the players what
happened to a grog.
On the other hand, grogs are a great deal of fun
to play. You don't need to worry too much about
the consequences of your actions, because you
probably won't be playing this character next
week. You can ham up the acting, and have the
grog do something stupidly heroic, or heroically
stupid. If a grog charges into lone battle against
a dragon, in order to defend a magus, he might
die in a couple of rounds, in which case he is
remembered fondly, or make some
stupendously lucky rolls and kill the
dragon, in which case he becomes a hero.
With a grog, you can take that risk, whi
with a companion or magus you will
probably want to be morę cautious. Of
course, it's also fun to play a grog who
debates with the magus about the
wisdom of staying to face a dragon.
Grogs are often generated from
the grog templates, starting on page
@@. They may be created by
detailed character creation, but
should have no Major Virtues or
Flaws, and no morę than three Minor
- ć-5.
lnu
— ___________________________

hooks into stories for Flaws. They cover Spellcasting relies on Stamina. Stamina also Finally, Spell Mastery Abilities are only
personality Rolls
supernatural abilities, including The Cift, enemies, measures someone's ability to carry a load for an available to Hermetic magi, and are described on
obsessions, and aptitudes, as well as much morę. cxtended period, ignore fatigue, and withstand page @@.
Ali Virtues and Flaws are listed in their own wounds.
chapter, starting on page Presence (Prs)
Presence describes a character's appearance, Pcrsonalitu Traits j
Chararteristics demeanor, and charisma. It is important for
Personality Traits are a short description of
Gasc Brane Loyal General
making a good impression, as well as for leading
important features of your character's
Factor
people. Presence also measures how imposing or
There are eight Charactcristics in Ars Magica, intimidating a person is. Evcn if not physically personality. For major characters, such as magi
each representing one of a given character's inborn and companions, they are normally nothing morę
attributes. Each Characteristic has a score that
attractive, a person with high Presence might still
have a demeanor that commands respect. than an aide memoire, and a reason to think Loyalty and £
describes the degree of the character's aptitude. A about the character's personality during character self-interest
score of 0 is completely average, and therefore Communication (Com) creation, although there are a few specific rules coincide. V
positive numbers denote higher-than-average Communication represents the aptitude for that require Personality Trait rolls. Not really scary. Warning the Average people
ability and negative numbers below-avcrage self-expression. It is important when attempting to For grogs, they are morę significant. As grogs o Facing down a magi that your would always
ability. Ali but the most exceptional of individuals influence or communicate with someone, verbally are often shared between players, or at least barking dog. enemy is do this. i
have Characteristics that fali between -3 and +3. or otherwise. A positive Communication score played rarely (see Troupe-Style Roleplaying on planning to
Since Characteristics represent your suggests a character who is comfortable with or page @@), the numbers attached to Personality attack the
character's inborn potential, they cannot be confident in his relationships with other people. Traits can be used as a concrete guide to playing covenant.
20
inereased by norrnal means. In rare circumstances, Dexterity (Dex) the character. They can be positive or negative,
the storyguide may decide that drastic events Dexterity means being able to move with and normally rangę between +3 and -3, although
warrant some sort of permanent change to a agility and to manipulate objects accurately and there are exceptions. A Minor Personality Flaw 1
Characteristic, and powerful magie can also raise skillfully. It includes hand-eye coordination, finc (see later) would normally be matched by a
1
A
motor control, and bodily grace. Dexterity also r-z Little loyalty Average people
them, but for most characters, they are fixed. Personality Trait of +3 or -3, while a Major Hardly scary.
helps determine how well your character swings a Personality Flaw, which a grog would not required. Not would usually
Facing down an
sword or throws a knife. normally have, would justify a Personality Trait of denouncing the do this. People
Characteristic Dcscriptions Quickness (Qik) +6 or-6. 'Loyal' is a particularly important Trait, 3
angry, but
unarmed, peasant
rnagi to the noted for a
Quickness indicates reaction speed and reflexes, as it reflects the grog's attachment to the bishop passing Personality
while armed and
Intelligence (Int) and helps determine who acts first when two people covenant, while 'Brave' is just as important for through the Trait would
armored. always do this
Intelligence represents the power to analyze are trying to do something with great hastę. It also warrior grogs. A third Trait should be something local village
and synthesize concepts, as well as simple describes how well your character does something distinctive about that grog. You may decide to
memory. It is important for Abilities that reęuire in a hurry. Your effective Quickness is usually roli a grog's Personality Traits when you are
thought power and is paramount for the Hermetic modified by your Encumbrance. See page @@ for unsure how he would react, or you may treat the
Arts. A character with Iow Intelligence is not morę information on Encumbrance. numbers simply as a guide to roleplaying. If you
i-
necessarily stupid—common sense, Street sawy,
wisdom, and the ability to learn are not described
by Intelligence.
do roli them, add nothing but the Personality
Trait, and roli a stress die. Suggested Ease Factors
are found on the table
fi 6
Scary. Facing
down an
Average loyalty. A
c. i u .i Averagc
Standing by the ,people
.
.. .
>
do this about J
Perception (Per) Utilities apparently equal
enemy.
covenant when ,
.. ,
it is threatened
,
i halr the time. >

Perception quantifies the ability to notice
Abilities are a character's learned skills. They
Oanging personality Traits
things, as well as powers of intuition. While 4
sometimes conscious, Perception often works usually do inerease during the course of a saga. Personality Traits can only be changed by the
intuitively — your character simply notices Characters in Ars Magica can choose from a wide player who Controls the character, and only
something. The storyguide may also let you roli rangę of Abilities, listed in the Abilities chapter between gamę sessions. However, they can be Average people
Perception when checking various Knowledges, starting on page @@, which are divided into five changed freely, possibly to reflect a series of Very scary. Loyal. Resisting usually don't
to see if you havc insight into a ccrtain fact or types: General Abilities, which can be learned by < exceptional rolls, or to reflect life evcnts. For Facing down a a large bribe do this, and
9
concept. Perception is important for Abilities such anyone, and Academic Abilities, Arcane Abilities, example, a cowardly grog who stands his ground clearly superior and offer of even notable
as Awareness, Hunt, and Folk Ren. Martial Abilities, and Supernatural Abilities. A and kills an impressive monster might well enemy. protection. people often
character can only learn Academic, Arcane, or become braver. fail.
Strength (Str)
Martial Abilities if he has an appropriate Virtue or
Strength measures physical power: lifting, Flaw, or is a magus.
pushing, shoving, heaving and moving. Strength
is important when hefting a melee weapon and
Supernatural Abilities are even morę limited, Beputations Average people
and a character can only learn one if she meets
when using brute, physical forcc against Reputations determine whether people are , Very Loyal. almost always ■C 3
ccrtain special conditions. The most common is cExtremely scary. ~ 11
something or someone. People with high Strength likely to have heard of the character, and what . ■ Staying loyal to fail. Even
the possession of the Virtue granting that rFacing down a V

W
are often bigger than those with Iow Strength, 12
Supernatural Ability, but The Gift allows they have heard about him. They don't determine ,0 the covenant people noted
assuming they have the same Size. how people react to characters they have heard ragon. under torturę. for the Trait do
characters to learn such Abilities, and other
Stamina (Sta) supplements describe other ways to access them. of, as that depends on what they think of what this rarely.
Stamina represents the limits of a character's llnless a character has a feature that specifically they've heard, nor do they necessarily aid in the

i
exertion, as well as how much physical says she can learn a Supernatural Ability, she identification of characters. Indeed, in some cases
punishment he can sustain. It is staying power, cannot. a high Reputation may make it difficult for a
both mental and physical, and one of its most character to convince people that he is who be
important components is simply the will to live. says he is. ("Oh, surę you're Sir Robert the
Eg__
-z'

z y o Ld I? w
Dragonslayer. Of course he'd be visiting my inn.
Who are you really?") donfidcncE
Rcputations have a score, a content, and a
typc. The score is a number, uscd as described Important characters have a Confidence Score
below. The content is what the Reputation is for; and Confidence Points. This includes both central
a reputation for killing dragons, powerful fire player characters (magi and companions) and
magie, or learned interpretation of the Psalms, for important NPCs, such as recurring antagonists
example. The type determines who might have and allies. These characters start with three
heard of the Reputation. The most basie type is a Confidence Points. Most such characters start
Local Reputation, which is one that anyonc who with a Confidence Score of one, but this can be
lives near the character might have heard. The modified by Virtues and Flaws.
other two ntain types are Ecclesiastical and There is no limit to the number of Confidence
Hermetic Reputations, determining a character's Points that a character can have.
reputation in the Church and Order of Hermes,
respectively. The type of Reputation defines what Csmg donfidcncc
counts as distance.
A random person has heard of a character with A player may spend Confidence Points on
a Reputation if a roli of a stress dic plus the most rolls to get +3 to the total per point spent.
Reputation equals or exceeds the Ease Factor He may decide to spend the point after the dice
given on the table below. The morę he succeeds are rolled and the putative result of the action is
by, the morę he has heard about the character. If known. He may not spend Confidence on a roli
the character's Reputation is largcly accurate, so is that botched, but he may spend it on a roli of zero
what the person has heard. Conversely, a largely which was not a botch. A player may spend any
underserved Reputation brings lots of false beliefs number of points up to, but not exceeding, the
with it. character's Confidence Score.
Reputations can change over time. See the Once a Confidence Point is spent, it is gone
Long-Term Events chapter, page @@, for details. forever. Confidence Points are not recovered.
Confidence may not be spent on rolls which
represent a whole season's activities, such as rolls
for studying front vis.

Btputation Gasc Factors

6asc Local Ccclcstastical bermetie Commcnts


Factor
Same parish/ Everyone in these groups has
0 Same village Same covcnant
monastery heard of everyone else in them

On average, peoplc have heard of


about half the people in this area,
6 Same town Same diocese Same Tribunal
and of most people who have any
sort of reputation.

In generał, only people with a


Same reputation are known in this
9 Same province Entire Order
county group, but cveryone knows a few
other people.

Most people in this wider world


Same are unknown, but those with
12 Whole Church N/A outstanding reputations may be.
country
Gictting Dra donfidcncc p oints Format
The storyguide for a session hands out
Each template is presentcd in the same format,
Confidence Points to characters at the end of the
described below.
session. To qualify for Confidence Points, the
character must havc bcen played for a significant Characteristics: A list of the Characteristics
length of time during that session, and must have and values. If the character has any aging points it
madę a contrihution to the session. any Characteristics, these are shown in
Characters should be awarded one Confidence parentheses after the Charactcristic value. (Sec
Point for each of the following that they Long Term Events, page @@, for aging rules.)
managed: Size: The character's size.
Age: The character's actual age, with the
Achieve a personal goal. apparent age in parentheses. (See Long Term
Events, page @@, for aging rules and apparent
Contribute to achievement of a group goal, age.)
even if it wasn't a personal goal. Decrepitude: The character's number of
Decrepitude points, with the number of excess
Success in a difficult task. (Only one award Aging Points in parentheses. These are gained
per character per session.) from aging, and are described on page @@.
Warping Score: The character's Warping
Entertainingly well roleplayed. This means Score, with the number of excess Warping Points
that the player portrayed the character well, in parentheses. Warping Points measure a
and in a way that entertained and enhanced character's exposure to magie, and have bad
the fun of the other players. effects if you gain too many. See Warping, on
page @@, for morę details.
Bonus. This point is awarded if the Confidence Score: The character's
storyguide thinks that the character or Confidence Score, with the number of
player did something that deserves a Confidence Points in parentheses. Grogs don't
reward, but which does not fali under the have Confidence, so this linę is omitted.
above categories. You should only award Virtues and Flaws: Ali the character's Virtues
one bonus point per character per session. and Flaws. These are all described in the Virtues
and Flaws chapter, starting on page @@. The first
Typical characters should gain two or three Virtue listed is The Gift, if the character has it.
Confidence Points per session. The next is the character's Social Class. Then
come all other Major Virtues, in alphabetical
order, Minor Virtues, alphabetically, Major Flaws,
Boising donfidcncc jScorc alphabctically, and Minor Flaws, also arranged in
alphabetical order.
A character's Confidence Score can only be
inereased by long-term story events which greatly Personality Traits.- The character's Personality
inerease the character's self-confidence and self- Traits, and scores.
reliance. As a baseline, the fifteen grueling years Reputations: Details of the character's
of a Tytalus apprenticeship are enough to raise a Reputations, if any.
character's Confidence Score by one point. Raises Combat: The combat statistics for modes of
in play should follow on events of a similar attack and weapons that the character uses often.
magnitude and duration. Soak: The character's Soak score.
Fatigue levels: A listing of the characters
Fatigue levels and penalties, which represent how

Character Tcmplatcs tired the character is. Fatigue is described on page


@@.
Wound Penalties: Shows the penalties for
wounds of varying severity, with the number of
ho quickcst mau to get started plauing points of damage required to inflict a wound of
Hrs Mas>ta is to choosc one of the that severity shown in parentheses.
characters presentcd in this scction. Hll Abilities: All of the character's Abilities, in
are fullu generated, and just need a namc alphabetical order. The format is Ability X (Z)
and a bit of background to fit them into (specialization), where X is the score in the
uour saga. The sccond quickcst mau is to customizc Ability and Z is the number of experience points
acquired towards the next level. if the Ability is
one of these characters. Finallu, uou can usc the written X+Y (Z), X is the score in the Ability, Y is
Detailcd Character Crcation rules, starting on page a fixcd bonus from a Virtue (usually Puissant
to build uour omn character from scratch.
Ability), and Z is the number of experience points the magus's Casting Total with the spell. If the
acquired towards the next level. magus has a mastery score in the spell, this is
ArtS: The character's scores in the Hermetic listed as Mastery Z, outside the parentheses, with
Arts, in the format Art X (Z), where X is the score the Mastery abilities listed (see the Magie chapter,
and Z the number of experience points acquired page @@). If the Casting Total is higher than the
towards the next level. If the Art is written X+Y spell level, the magus can cast it easily. If it's
(Z), X is the score in the Ability, Y is a fixed significantly lower, he might have problems. The
bonus from a Virlue (usually Puissant Art), and Z spells are described in the Spells chapter, from
is the number of experience points acquired page @@.
towards the next lcvel. The Arts are named Customization Notes; Some notes on the
according to the standard abbreviations, described character, and what can easily be changed if you
on page Non-magi have no scores in the want to customize it.
Arts, and this section is omitted.
Twilight Sears: Long lasting effects of
Wizard's Twilight. Only applicable to Hermetic ©rog Tcmplatcs
magi, and described in dctail on page
These templates are intended for use as grogs.
Equipment: The character's stuff.
You could expand one into a companion fairly
Encumbrance: The character's Encumbrance, easily, though.
with the character's Burden in parentheses. The
rules for Encumbrance are on page @@.
Spclls Known: A list of all the Hermetic spclls . The ^erserker
the character knows. Obviously, this is omitted Characteristics: Int —2, Per -1, Pre -1, Com -1,
for non-magi. The spells are in the format: Spell Str +3, Sta +2, Dex +2, Qik +1
Name (TeFo X/+Y) where TeFo is the Technique
Size: +1
and Form of the spell, X is the spell level, and Y is
Age: 15(15)
Decrepitude: 0
Warping Score: 0 (0)
Virtues and Flaws: Covenfolk, Berserk, Large,-
Short Attention Span, Wrathful (Minor)
Personality TraitS: Angry +3, Brave +3, Loyal +1
Reputations: Nonę
Combat: Pole Axe: Init +2, Attack + 13, Defense
+7, Damage +14
Kick: Init +0, Attack +6, Defense +4, Damage +6
Soak: +9 (Stamina, fuli metal scalę armor)
Fatigue levels: OK, 0,-1, -3, -5, Unconscious
Wound Penalties: -1 (1-6), -3 (7—12), —5 (1 3—
18), Incapacitated (19-24)
Abilities: Area Lorę 1 (streams), Athletics 2
(running), Awarcness 3 (attackers), Brawl 3
(kicking), Guile 1 (apologizing), Creat
Weapons 5 (pole axe), Native Language 5
(insults), Single Weapon 1 (heater shield),
Survival 3 (hills)
Equipment: Pole Axe, Fuli metal scalę armor, pack
containing gear to care for weapons and armor
and establish camps when traveling.
Encumbrance: 0 (3)
Customization Notes: The Berserker's Large
Virtue could be swapped out for an Affinity or
Puissant Ability with Creat Weapons. In
addition he could have another Flaw, and take
one of those Virtues to balance it. Other than
that, he is young, so most of his Abilities are
dictated by the concept. The Abilities at 1 or 2
i \Vt can be swapped around, though.
The Gmilcd Vetcran The hunter
Characteristics: Int O, Per O, Pre -1, Com -1, Str Characteristics: Int 0, Per +3, Pre —2, Com -2, Str 0,
O, Sta +1 (1), Dex +2 (2), Qik +2 (2) Sta + 1, Dex +2, Qik +2
Size: O Size: 0
Age: 45 (45) Age: 20 (20)
Decrepitude: 1 (2) Decrepitude: 0
Warping Score: O (0) Warping Score: 0 (0)
Virtues and Flaws: Covenfolk, Warrior, Pcssimistic
Virtues and Flaws: Covenfolk; Warrior;
Wcakness (talking back to magi) Personality Traits: Brave +3, Loyal +1, Pessimistic
+3
Personality Traits: Loyal +3, Cheeky + 2, Brave Reputations: Nonę
+1
Combat: Short Bow: Init — 1, Attack +9, Defense +6,
Reputations: Nonę Damage +6
Combat: Axe & Heater Shield: Init—1, Attack Soak: +3 (partial leather armor, Stamina)
+ 15, Defense + 14, Damage +6 Fatigue levels: OK, 0, -1,-3, -5, Llnconscious
Kick: Init -3, Attack +6, Defense +5, Damage +3 Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15),
Soak: +8 (fuli metal scalę armor) Incapacitated (16-20)
Fatigue levels: OK, 0, -1, -3, —5, Unconscious Abilities: Area Lorę 4 (gamę trails), Athletics 1
Wound Penalties: -1 (1-5), -3 (6-10), —5(11— (climbing), Awarcness 5 (woodlands), Bows 4
15), Incapacitated (16-20) (shooting from cover), Hunt 5 (decr), Native
Abilities: Area A Lorę 4 (monsters), Area B Lorę 2 Language 5 (talking about forests), Stealth 2
(monsters), Awarcness 5 (in combat), Bows 5 (hunting), Survival 4 (woodlands)
(longbow), Brawl 3 (kicking), Carouse 3 (with Equipment: Partial heavy leather, short bow, arrows,
fighting friends), Folk Ken 1 (magi), Great survival kit.
Weapon 5 (pole axe), Guile 2 (getting extra Encumbrance: 2 (2)
rations), Leadership 3 (in combat), Living Customization Notes: The hunter is extrcmcly
Language 5 (military talk), Order of Hermes useful in the wilderness, and can guide the party as
Lorę 3 (grogs), Single Weapon 8 (heater shield), well as take part in missile combat. He can also
Stealth 3 (when armored), Survival 1 (when in a help to support the covenant by bringing in food.
group), Thrown Weapon 4 (knife) He doesn't work well in social situations, though.
Equipment: Axe, Heater Shield, Fuli metal scalę Notę that the character's Bows score uses the
bonus XP from Warrior, and thus cannot go below
armor, pack containing gear to care for weapons
4, but otherwise the values of his Abilities, apart
and armor and establish camps when traveling. from his Native Language, can be swapped freely.
Encumbrance: 4 (4)
Customization Notes: The Grizzled Veteran bas
been around the covenant for years, but has
never reached a formal position of leadership, The ^pcciahst
because he has a tendency to talk back to the
Characteristics: Int -1, Per 0, Pre -1. Com -4, Str
magi. On the other hand, he makes a good
informal leader of the grogs. Age hasn't really +2, Sta +2, Dex +3, Qik +2
slowed him down yet, but it is about to, and the Size: 0
years have already reduced his Presence and Age: 19 (19)
Communication to —1 each. He could take Decrepitude: 0
another two Flaws and a corresponding number Warping Score: 0 (0)
of Virtues if desired, and his Ability scores can Virtues and Flaws: Covenfolk; Affinity with
be moved around. The high set should probably Single Weapon, Puissant Ability (Single
be kept in combat, but he could specialize in a Weapon), Warrior,- Afflicted Tongue (stammer),
different sort of combat (you would have to Obsesscd (improving Single Weapon ability),
recalculate Combat Totals), and the secondary Poor Communication
abilities can be moved around at will. Personality Traits: Brave +3, Loyal +2, Quiet +1
Reputations: Nonę
Combat: Axe & Heater Shield: Init +1, Attack
+ 17, Defense + 15, Damage +8
Fist: Init 0, Attack +8, Defense +7, Damage +2
Soak: +9 (fuli metal scalę armor)
Fatigue Ievels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5(11-
15), Incapacitated (16-20) Equipment: Axe, Heater Shield, Fuli metal scalę
armor, pack containing gear to care for weapons
Abilities: Arca Lorę 3 (warriors), Athletics 3
(running), Awareness 4 (in combat), Bargain 2 and armor and establish camps when traveling.
(weapons), Bows 1 (2) (short bow), Brawl 5 Encumbrance: 3 (4)
(dodging), Carouse 1 (drinking), Living Customization Notes: The standard soldiers
Language 5 (talking about iighting), Single Weakness can be chosen freely, and he makes a
Weapon 7+2 (Heater Shield) good base for creating a slightly non-standard
Equipment: Axe, Heater Shield, Fuli metal scalę grog, by adding Virtues and Flaws and
armor, pack containing gear to care for weapons rearranging his Abilities
and armor and establish camps when traveling.
Encumbrance: 2 (4) The Tough Guu
Customization Notes: The Specialist can easily Characteristics: Int -1, Per 0, Pre + 1, Com -1, Str
focus on a different Ability, although you might +1, Sta + 3, Dex 0, Qik +1
want to swap the Characteristics around as well Size: +1
if be does, and probably change Warrior for one Age: 19(19)
ol the other experience-point-granting Virtues, Decrepitude: 0
such as Educated or Well-Traveled. You can
Warping Score: 0 (0)
change Personality Traits freely, and assign the
Ability scores to other Abilities. Similarly, the Virtues and Flaws: Covenfolk, Large, Tough,
Flaws can be changed without changing the Warrior, No Sense of Direction, Overconfident
central concept of the character. (thinks he can't really be hurt), Weakness
(drinking)
Personality Traits: Brave +3, Loyal +2,
Overconfidcnt +3
The Standard Soldicr Reputations: Nonę
Characteristics: Int -1, Per 0, Prc 0, Com 0, Str Combat: Axe & Heater Shield: Init -1, Attack
+ I, Sta +1, Dex +2, Qik +2 + 10, Defense +10, Damage +7
Size: 0 Fist: Init -2, Attack +3, Defense +4, Damage +1
Age: 25 (25) Soak: + 1 3 (fuli metal scalę armor + Tough)
Decrepitude: 0 Fatigue levels: OK, 0, -1, -3, -5, Llnconscious
Warping Score: 0 (0) Wound Penalties: -1 (1-6), -3 (7-12), -5 (13-
Virtues and Flaws: Covenfolk; Warrior,■ 18), Incapacitated (19-24)
Wcakness Abilities: Area Lorę (brewers) 2, Athletics I
Personality Traits: Brave +3, Loyal +2, Carrulous (running), Awareness 3 (in combat), Bows 1
+1 (shortbow), Brawl 3 (grappling), Carouse 4
(drinking), Charm (when drunk) 3, Folk Ken
Reputations: Nonę
(magi) 1, Great Weapon 3 (pole axe), Guile
Combat: Axe & Heater Shield: Init +0, Attack (lying to magi) 1, Living Language 5 (talking
+12, Defense +11, Damage +7 about fighting), Musie 1 (drinking songs), Single
Fist: Init —1, Attack +7, Defense +7, Damage +1 Weapon (heater shield) 5, Survival 1 (on rivers),
Soak: +8 (fuli metal scalę armor) Thrown Weapon 2 (axe)
Fatigue levels: OK, 0, -1, -3, -5, Unconscious Equipment: Axe, Heater Shield, Fuli metal scalę
Wound Penalties: -1 (1-5), -3 (6-10), -5(11- armor, pack containing gear to care for weapons
15), Incapacitated (16-20) and armor and establish camps when traveling.
Abilities: Area Lorę 3 (taverns), Athletics 3 Encumbrance: 3 (4)
(running), Awareness 3 (in combat), Bows 4 Customization Notes: The Tough Guy works well
(short bow), Brawl 4 (punching), Carouse 3 as a defender for a magus, becausc he can takc a
(drinking), Charm 2 (opposite sex), Etipuette 2 lot of punishment before dropping and making
(magi), Great Weapon 4 (pole axe), Guile 2 the magus vulnerable. The Virtues depend on the
(avoiding duties), Native Language 5 (rude concept, but the Flaws can be changed freely,
words), Single Weapon 5 (heater shield), and his combat Ability scores can be swapped
Survival 1 (for a short period) freely between the combat Abilities he has.
Gompanion Tcmplatcs The JKnight
These templates are for central, but non- Characteristics: Int 0, Per 0, Pre + 1, Com + I. Str
niagus, characters. +1, Sta +1, Dex +2, Qik +2
Size: 0
Age: 25 (25)
The JPcmalc Scholar Decrepitude: 0
Characteristics: Int +5, Per +1, Pre +1, Com +2, Warping Score: 0 (0)
Str -1, Sta -1, Dex O, Qik +1 Confidence Score: 1 (3)
Size: O Virtues and Flaws: Knight,- Wealthy, Improved
Age: 20 (20) Characteristics, Puissant Single Weapon, Relic,-
Decrepitude: O Oath of Fealty, Proud (Major),- Overconfident
(Minor)
Warping Score: O (0)
Personality Traits: Brave +3, Overconfident +3,
Confidence Score: 1 (3)
Proud +6
Virtues and Flaws: Clerk,- Apt Student, Book
Reputations: Nonę.
Learner, Good Teacher, Great Intelligence (x2),
Improved Characteristics,- Black Sheep, Driven Combat: Long sword and heater shield
(Major) (prove herself a greater scholar than any (mounted): Init +2, Atk +17, Def +17, Dam +7
man); Social Handicap (outspoken advocate of Long sword and heater shield (on foot): Init +2,
the abilities of women) Atk + 14, Def + 14, Dam +7
Great sword (mounted): Init +2, Atk +16, Def
Personality Traits: Scholarly +3, Independent +1,
+13, Dam +10
Trusting —2
Great sword (on foot): Init +2, Atk +13, Def +10,
Reputations: Selfish shrew 2 (local) Dam +10
Conibat: Dodging: Init + 1, Atk n/a, Def + 1, Dam Fist: Init +0, Atk +5, Def +5, Dam + 1
n/a Soak: +10 (chain mail, Stamina)
Soak: -1 (Stamina) Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Fatigue levels: OK, 0, -1, -3, -5, Unconscious Wound Penalties: -1 (1-5), -3 (6-10), —5 (11-
Wound Penalties: -1 (1-5), -3 (6-10), -5(11- 15), Incapacitated (16-20)
15), Incapacitatcd (16-20)
Abilities: Arabie 1 (medical terms), Area Lorę 2
(nunneries), Artes Liberales 3 (rhetoric),
Charm 2 (scholars), Church Lorę 2
(scholars), Civil and Canon Law 1 (rights of
women), Folk Kcn 2 (scholars), Guile 2
(lying to authority figures), Latin 5
(academic debate), l.iving Language 5
(debate), Medicine I (women's illnesses),
Philosophiae 3 (morał philosophy),
Teaching 3 (Artes Liberales), Theology 2
(status of women)
Equipment: Clothes, a siatę or wax tablet for
writing on.
Encumbrance: 0 (0)
Customization Notes: The female scholar bas
estranged herself from her family by refusing
to marry a suitable man, and instead pursuing
her bizarre interest in academia. She has
probably come to the covenant because it is
the only place where she can study freely,
and she wants access to the covenant library
if she doesn't already have it. Her current
Virtues are very focused on scholarship, so
changing one or two for Virtues that
emphasize a different aspect ol her life
would be fine. Similarly, the emphasis of her
studies could be moved to a different subject,
as long as she still has a score of at least one
in Artes Liberales, so that she is literate.
Abilities: Animal Handling 2 (falconry), Area Lorę Encumbrance: 0 (0)
3 (nobles), Athletics 2 (running), Awareness 3 Customization Notes: The Priest could take
(battle), Brawl 2 (punching), Chirurgy 1 (sword another two Minor Flaws and corresponding
wounds), Etiquette (noble) 3, Great Wcapon 5 Virtues, if desired. He may be unaware of his
(great sword), Hunt 2 (deer), Intrigue 1 (noble immunity, or being struck by lightning and
courts), Leadership 4 (soldiers), Musie 1 remaining completely unharmed may have been
(singing), Native Language 5 (giving orders), a central event in his past. If it happened, it
Ride 5 (in combat), Single Weapon 5+2 (heater should be. The naturę of his Lesser Immunity
shicld), Survival 1 (forests) can easily be changed, and cvcn boosted to a
Equipment: Fuli chain mail, long sword, heater Greater Immunity if you take two morę Minor
shield, great sword Flaws.
Encumbrance: 2 (3)
Customization Notes: The Knight's Wealthy
Virtue gives him a lot of cxperience points, and The Boguc
so cannot be changed without effectively
reereating the character from scratch. Oath of Characteristics: Int 0, Per +1, Pre 0, Com + 1, Str
Fealty can be swapped forTrue Love and still be -1, Sta 0, Dex +4, Qik +4
appropriate. In fact, both are so appropriate to a Size: 0
knight that the troupe ntay allow you to take Age: 20 (20)
both, as the character can still take three morę Decrepitude: 0
points of Flaws. Notę that the character regards
Warping Score: 0 (0)
himself as superior to just about anyone, unless
you change the Major Personality Flaw, and Confidence Score: 1 (3)
doesn't have the Abilities to interact well with Virtues and Flaws: Wandcrer,- Great Dexterity,
equals. Great Quickness, Improved Characteristics (x2),
Light Touch, Perfect Balance, Puissant
Legerdemain, Puissant Stealth,- Avaricious
The priest (Major), Dark Secret,- Compulsion, Night
Terrors
Characteristics: Int +1, Per +2, Pre +1, Com + 2, Personality Traits: Avaricious +6, Daring +2,
Str 0, Sta 0, Dex -1, Qik 0 Sociable +2
Size: 0 Reputations: Nonę
Age: 33 (33) Combat: Fist: Init +4, Atk +7, Def +7, Dam -1
Decrepitude: 0 Soak: 0 (Stamina)
Warping Score: 0 (0) Fatigue levels: OK, 0, -1, -3, —5, Unconscious
Confidence Score: 1 (3) Wound Penalties: -1 (1-5), -3 (6-10), —5(11 —
Virtues and Flaws: Priest,- Inspirational, Lesser 15), Incapacitated (16-20)
Immunity (lightning), Relic, Sense Holiness and Abilities: Area Lorę 1 (rich people's homes),
Unholiness, Social Contacts (minor clergy), Athletics 3 (climbing), Awareness 3 (noticing
Student of the Divine, Well-Traveled,- whether he is observed), Brawl 3 (getting away),
Compassionate (Major), Plagued by Angel,- Charm 2 (people who think he's exciting), Folk
Clumsy, Vow of Celibacy Ken 1 (people in authority), Guile 1 (when
Personality Traits: Compassionate +3, Pious +3, caught red-handed), Legerdemain 5+2 (picking
Loyal +2 pockets), Native Language 5 (being polite),
Reputations: Nonę Stealth 5 + 2 (being quiet)
Combat: Dodging: Init +0, Atk n/a, Def + 2, Dam Equipment: Clothes, secret stash of ntoney that
n/a he never spends.
Soak: +0 (Stamina) Encumbrance: 0 (0)
Fatigue levels: OK, 0, -1, -3, -5, Unconscious Customization Notes: The Rogue's Dark Secret
Wound Penalties: -1 (1-5), -3 (6-10), -5(11— can be almost anything, but is most likely to be a
15), Incapacitated (16-20) particularly vile crime that he committed in the
Abilities: Area Lorę 5 (churches), Artes Liberales 2 past, and now, probably, feels guilty about. The
(rhetoric), Brawl 1 (dodging), Charm 5 Compulsion should be to commit sonie sort of
(parishioners), Church Lorę 3 (local diocese), minor criminal act, such as thievery, or to take
Civil and Canon Law 1 (regulations for the risks to prove he can. This character is
clergy), Dominion Lorę 3 + 2 (angels), Etiquette fundamentally fast and stealthy, although he can
3 (Church), Folk Ken 6 (people he knows very turn on the charm to a certain extent. By moving
well), Intrigue 1 (parishes), Latin 4 (the Bibie), the numbers in Characteristics and Abilities, you
Leadership 3 (preaching), Living Language 5 can turn him into a charmer with somc ability in
(preaching), Sense Holiness and Llnholiness 4 stealth. Don't forget to change the Great
(angels), Theology 2 (angelology) Characteristic and Puissant Ability Virtues if you
Equipment: Priest's clothes, a missal. do this.
Encumbrance: O (0)
The ĆC[itch Customization Notes: The Witch's magical powers
are far, far weaker than a Hermetic magus's, but she
Characteristics- Int + 2, Per +2, Pre +1, Com +1, doesn't have The Gift. She's an excellent healer,
Str -1, Sta O, Dex + 2, Qik O and people might not believe that her healing
Size: O abilities are purely mundane. Intolerant clergy
Age: 30 (30) make good enemies, as do magical or faerie beings
Decrepitude: O she bas annoyed, although in that case you might
Warping Score: 0 (0) want to change the Flaw to Plagued by
Confidence Score: I (3) Supernatural Entity or Supernatural Nuisance. She
Virtues and Flaws: Wise One,- Educated, can take another Major Flaw, or three morę Minor
lmproved Characteristics, Premonitions, ones, along with corresponding Virtues.
Second Sight, Student of Magie, Wilderness
Sense,- Compassionate (Major),
Enemies; Nocturnal
Personality Traits: Compassionate +3,
Sociable -1, Trusting —2
Reputations: Nonę
Combat: Dodging: Init +0, Atk n/a,
Def +0, Dam n/a
Soak: +0 (Stamina)
Fatigue levels: OK, 0, - I, -3, -5, Unconscious
Wound Penalties:-1 (1-5),-3 (6-10),
-5 (11-15), Incapacitated (16-20)
Abilities: Area Lorę 3 (mcdicinal herbs), Artes
Liberales 1 (astronomy), Athletics 1 (climbing),
Awareness 1 (animals), Charm 3 (peasants),
Chirurgy 4 (farm accidents), Divine Lorę 1
(relies), Faerie Lorc 2 (curses), Folk Ken 3
(peasants), Cuile 3 (clergy), Infernal Lorc 1
(diabolists), Latin 4 (medical terms), Magie
Lorę 3 + 2 (regiones), Medicine 5
(accidental poisonings), Native
Language 5 (choosing words
carcfully), Premonitions 3 (threats to
others), Second Sight 3 (ghosts), Survival 3
(near farmland),
Wilderness Sense 3 (weather)
Equipment: Old but sturdy elothes.
Customization Notes: The Bjornaer is much morę
JWngus Tcmpto comfortable with animals than with people, and
may think of him or herself as just as much
These templates are of a stereotypical member animal as human. The combination of Blatant
of each House, 25 years old and just out of Cift and Inoffensivc to Animals mcans that she
apprenticeship. gets along better with animals than with people.
The asterisk in the Virtues list indicates the Ways of the Forest should be changed to a
Virtue that the magus gets free from his House. terrain appropriate to the actual heartbeast,- a
See page @@. wolf is assumed for the examplc. Both Major
Flaws can bc changed frccly, and whilc Dcficicnt
JSjornacr Form (Ignem) is very common in House Bjornaer,
there is no particular reason for your character to
Characteristics: Int +3, Per 0, have it. Notę that Quiet and Subtle Magie allow
Prę 0, Com -1, Str 0, Sta + 1, the magus to cast in his heartbeast form without
Dex 0, Qik +1 any penalty.
Size: 0
Age: 25 (25)
Decrepitude: 0 JSonisagus
Warping Score: 0 (0)
Confidence Score: I (3) Characteristics: Int +5, PerO,
Virtues and Flaws: The Gift,- Hermetic Magus,- Pre 0, Com +1, Str 0, Sta 0,
Ways of the Forest,- Heartbeast*, lnoffensive to Dcx 0, Qik 0
Animals, Quiet Magie (x2), Subtle Magie,- Size: 0
Blatant Gift, Tormenting Master,- Dcficicnt Age: 25 (25)
Form (Ignem) Decrepitude: 0
Personality Traits: Brave +2, Status-seeking +2, Warping Score: 0 (0)
Obedient +1 Confidence Score: I (3)
Reputations: Nonę. Virtues and Flaws: The Gift, Hermetic Magus,-
Combat: Dodging: Init +1, Attack n/a, Defense Affinity with Auram, Affinity with Creo, Book
+ 4, Damage n/a Learner, Free Study, Great Intclligcnce (x2),
Soak: +1 Inventive Genius, Puissant Magie Theory*,
Fatigue levels: OK, 0, -1, -3, —5, Unconscious Secondary Insight,- Favors, Painful Magie,-
Wound Penalties: -1 (1-5), -3 (6-10), —5(11 — Driven (Minor), Weak Enchanter
15), Incapacitated (16-20) Personality Traits: Brave-1, Driven +3, Studious
Abilities: Area Lorę 1 (forests), Artes Liberales 1 +2
(grammar), Athletics 2 (endurance), Awareness Reputations: Nonę.
2 (people), Brawl 2 (dodge), Finesse 1 Combat: Dodging: Init +0, Attack n/a, Defense
(targeting), Folk Ken 1 (bunters), Guile 1 +0, Damage n/a
(pretending to know less than you do), Soak: 0
Heartbeast 2 (changing into a wolf), Hunt 2 Fatigue levels: OK, 0,-1, -3, -5, Unconscious
(smali animals), Latin 4 (Hermetic terms), Living Wound Penalties: -1 (1-5), -3 (6-10), —5(11 —
Language 5 (talking about the wilderness), 15), Incapacitated (16-20)
Magie Theory 3 (Animal), Parma Magica 1 Abilities: Artes Liberales 1 (logie), Awareness 2
(Animal), Penetration 1 (Muto), Order of (when working), Charm 2 (equals),
Hermes Lorę 1 (Bjornaer), Second Area Lorę 1 Concentration 3 (spell casting), Folk Ken 2
(forests), Survival 3 (forests) (magi), Latin 4 (Hermetic technical terms),
Arts: Cr 0, In 1, Mu 10, Pe 3, Re 1; An 8, Aq 0, Au Magie Lorę 1 (non-Hcrmetic magie), Magie
0, Co 8, He 0, Ig 0, Im 0, Me 0, Te 0, Vi 0 Theory 4+2 (Creo), Nativc Language 5
Twilight Sears: Nonę (educated talk), Order of Hermes Lorę 2 (great
Equipment: Wizardly robes. discoveries), Parma Magica 1 (Mentem),
Encumbrance: 0 (0) Penetration 1 (Auram), Teaching 3 (Hermetic
Spells Known: Transformation of the Rauenous Beast Arts)
the Torfiid Toad (MuAn 25/+ 19) Arts: Cr 12, In 0, Mu 0, Pe 0, Re 3,- An 0, Aq 0, Au
Agony of the Beast (PeAn 15/+ 12) 12, Co 4, He 0, Ig 0, Im 0, Me 0, Te 0, Vi 0
Circle of Beast Warding (ReAn 5/+ 10) Twilight Sears: Nonę
Vi[>er's Gazę (ReAn 15/+ 10) Equipment: Wizardly robes.
Eyes of the Cat (MuCo(An) 5/+ 19) Encumbrance: 0 (0)
Gift of the Bear's Fortitude (MuCo 25/+ 19) Spells Known: Charge of the Angry Winds (CrAu 15/
+ 24)
The Wound that Wee/>s (PeCo 15/+ 12)
Clonds of Rain and Thunder (CrAu 25/+24)
Lifting the Dangling Pubbet (ReCo 15/+ 10)
Clonds of Stimmer Snou’ (CrAu 25/+24)
Tbe Incantation ojLightniiu) (CrAu 35/+24) Pierdnę) tbe Faerie Veil (lnvi 20/+ 18)
Purijication oj tbe Festerbuj Wounds (CrCo 2O/+ 16) Pierdnij tbe Maęjical Veil (InVi 20/+ 18) (see Piercing
Customization Notes: The Bonisagus is most the Faerie Veil)
likely Driven to make some great discovery in Llnraoelini) tbe Fabric oj Imotjinem (PeVi 20/+16)
magie. He or she is a so-called 'lab rat1, a magus Wind ojMundane Silence (PeVi 20/+ 16)
happier in his laboratory than in thc outside Circular Word Aijainst Demons (ReVi 20/+ 16)
world. However, the favors he owes and his Customization Notes: The Criamon does not
drive to discover are likely to push him out. have her maximum allowance of Flaws, so could
Similarly, enchanted items are very useful to take an additional Major Flaw or three Minor
him, but hc is bad at making thcm for himself. Flaws, with corresponding Virtues, if desired.
That also tcnds to drive him into stories. This Her Charm and Folk Ken scores could be ntoved
concept is built around the Virtues and the into other Abilities availabie in the first five
Driven Flaw,- the other Flaws can be changed years of life (see the Detailed Character
easily. He can also take two additional Minor Creation rules, page @@), possibly also moving
Flaws, or make Driven Major, and take two her good Presence scorc as well.
additional Minor Virtues to balance them.
Similarly, thc Arts in which the character bas an
Affinity can be changed, but that also requires
changing the spells he knows. JMLisccllanca
Characteristics: Int +3, Per-1,
I
Prc -1, Com 0, Str +4, Sta
CJriamon +4, Dcx -2, Qik —2
Size: +2
Characteristics: Int +3, Per 0, Age: 25 (25)
Pre + 2, Com -3, Str 0, Sta
+ 2, Dex 0, Qik + 1 Decrepitude: 0
Size: 0 Warping Score: 0 (0)
Confidence Score: 1 (3)
Age: 25 (25)
Decrepitude: 0 Virtues and Flaws: The Cift,- Hcrmetic Magus,-
Giant Blood*, Major Magical Focus (stone),-
Warping Score: 0 (0) Affinity with Terram*, Enduring Magie,
Confidence Score: I (3) Improved Characteristics, Puissant Terram,
Virtues and Flaws: The Cift,- Hermetić Magus,- Tough,- Generous (Major), Necessary Condition
Flexible Formulaic Magie,- The Enigma*, Magie (touching stone)*, Plagucd by Supernatural
Sensitivity, Puissant Enigmatic Wisdom, Side Entity,- Dcficient Auram
Effect, Study Bonus,- Magie Addiction, Twilight Personality Traits: Generous +6, Patient +3,
Prone,- Incontprehensible Trusting +2, Vengeful +2
Personality Traits: Enthusiastic +3, Friendly +2, Reputations: Nonę.
Practical -3 Combat: Dodging: Init-2, Attack n/a, Dcfcnse
Reputations: Nonę. + 1, Dantage n/a
Combat: Dodging: Init +1, Attack n/a, Defense Crappling: Init -2, Attack + 2, Defense +2,
+ 1, Darnagc n/a Damage n/a
Soak: +2 Soak: +7
Fatigue levels: OK, 0, -1, -3, -5, Unconscious Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5(11- Wound Penalties: -1 (1-7), -3 (8-14), -5 (15-
15), Incapacitatcd (16-20) 21), Incapacitated (22-28)
Abilities: Artes Liberales 1 (rhetoric), Charm 5 Abilities: Area Lorę 3 (mountain trails), Artes
(educated people), Concentration 3 (spell Liberales 1 (astronomy), Brawl 3 (grappling),
casting), Enigmatic Wisdom 3 + 2 (riddles), Folk Concentration 3 (spcllcasting), Fincsse 2
Ken 1 (educated people), Latin 4 (Enigmatic (Terram), Latin 4 (Hcrmetic usage), Magie
terms), Magie Scnsitivity 2 (auras), Magie Theory 3 (Terram), Native Language 5 (being
Theory 3 (Vim), Native Language 5 (long polite), Parma Magica 1 (Ignem), Penetration 2
words), Order of Hermes Lorę 1 (mysteries), (Terram), Survival 3 (mountains)
Parma Magica 1 (Mentem) Arts: Cr 8, In 0, Mu 4, Pe 3, Re 5,- An 0, Aq 0, Au
Arts: Cr 4, In 6, Mu 4, Pe 4, Re 4,- An 0, Aq 0, Au 0, Co 1, Hc 0, Ig 0. Int 0, Mc 0, Te 12 + 3, Vi 0
0, Co 0, Hc 0, Ig 0, Im 2, Mc 1, Tc 0, Vi 10 Twilight Sears: Nonę
Twilight Sears: Nonę (yet) Equipment: Wizardly robes.
Equipment: Wizardly robes. Encumbrance: 0 (0)
Encumbrance: 0 (0) Spells Known: Wall ojProtedinij Stone (CrTc 25/
Spells Known: Pbantom ojtbe Talkiiu) ldead (Crlrn + 35)
10/+8) Tbe Crystal Darł (Mu(Re)Tc 10/+27)
Auro of Ennobled Presence (Mulm 10/+8)
Rock of Viscid Clay (MuTe 15/+27) Flambeau
Earth ihiit Breaks No Morę (MuTe 20/+27)
Obliteration of the Metallic Barrier (Pe(Re)Te 2O/+22) Characteristics: Int + 2, Per + 1,
The Ecirth's Carbuncle (Rc(Mu)Tc 15/+27) Pre 0, Com - I, Str 0, Sta +2,
Hands of the Grasfmu) Earth (Re(Mu)Te 15/+23) Dex 0, Qik +1
Customization Notes: This Ex Miscellanea Size: 0
tradition grants the Virtues Giant Blood and Age: 25 (25)
Affinity with Terram, and the Flaw Necessary Decrepitude: 0
Condition: Touching Stone. The stone in Warping Score: 0 (0)
question can be a piece of stone worn on a belt, Confidence Score: 1 (3)
for example, but it must be at least the size of the Virtues and Flaws: The Gift,- Hermetic Magus,-
magus's hand (the magus has big hands). The Greater Immunity (Fire), Major Magical Focus
magus doesn't have his fuli allowance of Flaws, so (Flames),- Affinity with Creo, Affinity with
you can take another Major Flaw, or three morę Ignem, Life Boost, Puissant Ignem*,- Encmies,
Minor, and corrcsponding Virtues. Necessary Condition (must clap his hands),
Wrathlul (Major)
Personality Traits: Brave +3, Wrathful +6,
Thoughtful -2
Reputations: Nonę.
Combat: Dodging: Init + 1, Attack n/a, Defense
+4, Damage n/a
Soak: +2
Fatigue levels: OK, 0, —1, -3, —5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5(11-
15), Incapacitated (16-20)
Abilities: Area Lorę 2 (hiding places), Artes
Liberales 1 (logie), Athletics 2 (running),
Awareness 3 (in combat), Brawl 2 (dodging),
Folk Ken 1 (people in authority overhim), Guile
3 (claiming not to have done something),
Hermes Lorę 1 (House Flambeau), Latin 4
(insults), Living Language 5 (insults), Magie
Theory 3 (Ignem), Parma Magica 1 (Mentem),
Penetration 2 (Ignem), Stealth 1 (entering
buildings or rooms), Survival I (woods)
Arts: Cr 12, In 0, Mu 0, Pe 4, Re 5; An 0, Aq 0, Au
0, Co 0, He 0, Ig 12 + 3, Im 0, Me 0, Te 1, Vi 0
Twilight Sears: Nonę
Equipment: Wizardly robes, smelling slightly of
smoke.
Encumbrance: 0 (0)
Spells Known: Palm of Flame (Crlg 5/+41)
Pilum of Fire (Crlg 20/+41)
Arc of Fiery Ribbous (Crlg 25/+41)
Bali of Abysmal Flame (Crlg 35/+41)
Circle of Encompassini) Flame (Crlg 35/+41)
Customization Notes: The Flambeau is
very much a one-trick pony. He can
throw fire at opponents extremely
effectivcly. His focused Arts and
Magical Focus mean that he has some
Penetration even for powerlul spells.
However, he is much weaker if he tries
to do anything else. Wrathful and
Encmies can be swapped out for other
Flaws with no trouble, to break the
stereotype a bit, as can his Greater
Immunity. He can take another Minor
Flaw, and balancing Minor Virtue.
©ucmicus Icrbiton
Characteristics; Int +3, Per Characteristics: Int +3, Per + 1,
+ 4, Pre + 1, Com O, Str O, Pre + I, Com + 1, Str 0, Sta 0,
Sta O, Dex -2, Qik O Dex + 1, Qik 0
Size: O Size: 0
Age: 25 (25) Age: 25 (25)
Decrepitude: O Decrepitude: 0
Warping Score: O (0) Warping Score: 0 (0)
Confidence Score: I (3) Confidence Score: 1 (3)
Virtues and Flaws: The Gift,- Hermetic Magus; Virtues and Flaws: The Gift; Hermetic Magus,-
Affinity with Intellego, Clear Thinker, Great Gentle Gift,- Free Expression, lmproved
Perception, Hermetic Prcstige*, Improved Characteristics, Privileged Upbringing, Puissant
Characteristics, Puissant Intellego, Side Effect Musie*, Venus's Blessing,- Deficicnt Technique
(lying is hard); Curse of Venus, Restriction (no (Perdo), Necessary Condition (singing),-
magie for Sun duration after lying) Susceptibility to Infernal Power
Personality Traits: Honest +3, Fair + 2, Nervous Personality Traits: Friendly +3, Brave +2, Studious
around the opposite sex +2 +1
Rcputations: Quaesitor (Hermetic) 3. Reputations: Nonę.
Combat: Dodging: Init +0, Attack n/a, Defense Combat: Dodging: Init +0, Attack n/a, Defense
+ 2, Damage n/a +0, Damage n/a
Soak: +0 Soak: +0
Fatigue levels: OK, 0, -1, -3, -5, Unconscious Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), —5(11— Wound Penalties: -1 (1-5), -3 (6-10), —5(11 —
15), Incapacitated (16-20) 15), Incapacitated (16-20)
Abilities: Artes Liberales 1 (logie), Awareness 3 Abilities: Artes Liberales 1 (musie), Carouse 2
(clues), Brawl 1 (dodging), Charm 2 (pcople you (maintaining dignity), Charm 3 (the opposite
suspect), Codę of Hermes 3 (the local Tribunal), sex), Codę of Hermes 1 (dealing with
Concentration 1 (observing people or places), mundanes), Etiquette 2 (nobility), Folk Ken 2
Folk Ken 4 (liars), Guile 2 (concealing (nobles), Guile 2 (fast excuses), Latin 5 (musical
investigations), Latin 4 (Hermetic terms), Magie terms), Magie Theory 3 (Imaginem), Musie 4+2
Theory 3 (Intellego), Native Language 5 (singing), Native Language 5 (noble style),
(questions), Order of Hermes Lorę 1 (legał Order of Hermes Lorę 2 (Jcrbiton), Parma
cases), Parma Magica 1 (Mentem) Magica 1 (Mentem)
Arts: Cr 0, In 12 + 3 (5), Mu 0, Pe 2, Re 0, An 0, Arts: Cr 6, In I, Mu 6, Pe 1, Re 6,- An 0, Aq 0, Au
Aq 0, Au 0, Co 5, He 0, Ig 0, Im 6, Me 6, Te 0, 0, Co 5, He 0, Ig 0, Im 10, Me 0, Te 0, Vi 0
Vi0 Twilight Sears: Nonę
Twilight Sears: Nonę Equipment: Wizardly robes.
Equipment: Wizardly robes. Encumbrance: 0 (0)
Encumbrance: 0 (0) Spells Known: Pbantasm of the Talking Head (Crlm
Spells Known: Physician'$ Eye (InCo 5/+20) 10/+16)
Eyes of the Eagle (Inlm 25/+21) Pbantasm of theHumań Form (Crlm 25/+ 16)
Summoning the Distant Image (Inlm 25/+2 1) Discern Ouni lllusions (Inlm 15/+ 1 1)
Inoisibility of the Standing Wizard (Pelm 15/+8) Taste of the Spices and Herbs (Mulm 5/+ 16)
Frosty Breath of the Spoken Lie (InMe 20/ +21) Aura of Ennobled Presence (Mulm 10/+ 16)
Peering Into the Mortal Mind (InMe 3O/+21) Notes of a Delightful Sound (Mulm 10/+ 16)
Customization Notes: If the Guernicus lies (says Disguise of the Transformed Image (Mulm 15/+ 16)
something she bclieves to be untrue as if it were Illusion of Cool Flames (Pelm 10/+6)
truć), she cannot use any magie until the sun Illusion of the Shifted Image (Relm 10/+ 16)
next rises or sets. Anyone who wants to tell a lie Wizard's Sidestep (Relm 10/+ 16)
in her presence soon after she casts a spell Customization Notes: The Jerbiton took Puissant
(within two minutes or so) must make a relevant Musie as his free House-relatcd Virtue. He is
Personality Trait check against an Ease Factor designed as a social creature who sees himself as
equal to the magnitudc of the spell cast. If the an artist in musie and magie. He can take up to
check fails, he cannot bring himself to lie, three points morę of Flaws, with the
although he can remain silent. The Guernicus corresponding Virtues. Notę that he has the
could take four morę points of Flaws, and Gentle Gift, and thus can interact with
corresponding Virtues. mundanes without any penalty.
Jwcrccrc JWimta
Characteristics: Int +2, Characteristics: Int +3, Per
Per 0, Pre 0, Com -1, + 1, Pre + 1, Com +2, Str -1,
Str 0, Sta +2, Dex + 1. Sta -1, Dex -1, Qik -1
Qik +1 Size: O
Size: 0 Age: 25 (25)
Age: 25 (25) Decrepitude: O
Decrepitude: 0 Warping Score: 0 (0)
Warping Score: 0 (0) Confidence Score: I (3)
Confidence Score: 1 (3) Virtues and Flaws: The Cift,- Hermetic Magus,-
Virtues and Flaws: The Cift, Hermetic Magus,- Strong Facrie Blood (Llndine),- Deft Imaginem,
Major Magical Focus (Weather),- Affinity with Faerie Magie*, Frce Study, Puissant Imaginem,
Auram, Cyclic Magie (Positive) — Day, Student of Faerie,- Chaotic Magie, Plagued by
Puissant Auram, Puissant Creo*, Special Faerie,- Faerie LIpbringing
Circumstances (during a storm),- Ambitious Personality Traits: Mercurial +3, Honest-2,
(Major), Difficult Longevity Ritual,- Cyclic Reliable -3
Magie (Negative) — Night Reputations: Nono.
Personality Traits: Ambitious +6, Wanderer +3, Combat: Dodging: Init -1, Attack n/a, Defense -
Brave +2 1, Damage n/a
Reputations: Nonę. Soak: -I
Combat: Dodging: Init + 1, Attack n/a, Defense Fatigue levels: OK, 0, -1, -3, —5, Unconscious
+1, Damage n/a Wound Penalties: -1 (1-5), -3 (6-10), -5(11-
Soak: +2 15), Incapacitated (16-20)
Fatigue levels: OK, 0, -1, -3, —5, Unconscious Abilities: Artes Liberales 1 (rhetoric), Charm 2
Wound Penalties: -1 (1-5), -3 (6-10), -5(11- (gaining trust), Facrie Lorę 3+2 (water fay),
15), Incapacitated (16-20) Faerie Magie 1 (illusions), Folk Ken 2 (what
Abilities: Area Lorę 3 (routes between people will believe), Guile 5 (sustained lies),
settlements), Artes Liberales 1 (astronomy), Latin 4 (Hermetic terms), Magie Theory 3
Athletics 1 (hiking), Awareness 1 (weather (Imaginem), Native Language 5 (faeries),
signs), Hunt 2 (smali gamę), Latin 4 (Hermetic Penetration 2 (Mentem), Parma Magica 1
terms), Magie Theory 3 (Auram), Native (Mentem)
Language 5 (talking to travelers), Parma Magica Arts: Cr 5, In 1, Mu 5, Pe 2, Re 5; An 0, Aq 0, Au
1 (Ignem), Penetration 2 (Auram), Stealth 3 (in 0, Co 1, He 0, Ig 0, Im 10+3, Me 5, Te 0, Vi 0
woodland), Survival 4 (in bad weather) Twilight Sears: Nonę
Arts: Cr 6+3, In 4, Mu 4, Pe 3, Re 5,- An 0, Aq 0, Eąuipment: Wizardly robes.
Au 12 + 3, Co 2, He 0, Ig 0, Im 0, Me 2, Te 0, Vi Encumbrance: 0 (0)
0 Spells Known: Pbantasmal Animal (Crlm 20/+ 17)
Twilight Sears: Nonę Phantasm of tbe Humań Form (Crlm 25/+ 17)
Equipment: Wizardly robes. Imat/e Pbantom (Mulm 20/+17)
Encumbrance: 0 (0) Veil of Inoisibility (Pelm 20/+ 14)
Spells Known: )upiter's Resoundinę) Bioto (CrAu 10/ Wizard's Sidestep (Relm 10/+17)
+ 26) Panic of tbe Tremblinij Heart (CrMe 15/+9)
Clouds of Rain and Tbunder (CrAu 25/+ 35) Tbe Cali to Slumber (ReMe 10/+9)
Clouds of Summer Snoto (CrAu 25/+35) Customization Notes: The Merinita can lakę
Puli of tbe Skybound Winds (CrAu 30/+26) another three points of Flaws and as many
Winęjs of tbe Soarint) Wind (Cr(Re)Au 30/+27) Virtues. The type of Strong Faerie Blood can
Customization Notes: The Mercere can take also be changed casily. Thcy might look
another three points of Flaws and as many younger than 25, due to the influence of Strong
points of Virtues. He is quite capable of Faerie Blood, but need not.
traveling alone, and probably prefers to do so.
By moving scores from Hunt and Stealth into
social Abilities such as Charm, he can be madę
morę likely to travel with a group.
experience points (from Aurarn, Ignem and
Trcmcrc Terram), for a finał total of 39 and a score of 8
Characteristics: Int +3, (3), and each of the other Arts received an
Per-2, Pre O, Com O, additional 25 experience points, for a finał total
Str O, Sta +2, Dex O, of 46 and a score of 9 (1).
Qik +1
Size: O Tfitalus
Age: 25 (25)
Decrepitude: O Characteristics: Int +4, Per
Warping Score: O (0) -1, Pre 0, Com 0, Str 0,
Sta +2, Dex +1, Qik +1
Confidence Score: 1 (3)
Size: 0
Virtues and Flaws: The Gift,- Hermetic Magus,-
Elemental Magie,- Book Lcarner, Cautious Age: 25 (25)
Sorcerer, Latent Magical Ability, Minor Magical Decrepitude: 0
Focus (certamen)*, Skilled Parens,- Anibitious Warping Score: 0 (0)
(Major), Weak Magie Resistance,- Susceptibility Confidence Score: 2 (5)
to Divine Power Virtues and Flaws: The Gift, Hermetic Magus,-
Personality TraitS: Ambitious +6, Authoritarian Lifc-Linked Spontaneous Magie,- Creat
+ 3, Rcspectful +3, Brave +2 Intelligence, lmproved Characteristics, Life
Reputations: Nonę. 4 Boost, Piercing Gazę, Self-Confident*,- Painful
Combat: Dodging: Init + 1, Attack n/a, Defense Magie, Tormenting Master,- Weak Parens
+ 1, Damage n/a Personality TraitS: Argumentative +3, Brave +2,
Soak: +2 Trusting -2
Fatigue levels: OK, 0, -1, -3, -5, Unconscious Reputations: Nonę.
Wound Penalties: -1 (1—5), -3 (6-10), —5(11— Combat: Dodging: Init +1, Attack n/a, Defense
15), Incapacitated (16-20) +4, Damage n/a
Abilities: Artes Liberales 1 (arithmetic), Charm 2 Soak: +2
(magi), Codę of Hermes 1 (certamen law), Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Etiquette 2 (Hermetic), Finesse 2 (Terram), Folk Wound Penalties: -1 (1-5), -3 (6-10), -5(11-
Ken 3 (magi), Cuile 2 (lying to underlings), 15), Incapacitated (16-20)
Intrigue 2 (Hermetic politics), Latin 4 (Hermetic Abilities: Artes Liberales 1 (logie), Awareness 2
terms), Lcadership 3 (running institutions), (ambushes), Bargain 2 (luxurics), Braw! 3
Magie Theory 3 (Creo), Nativc Language 5 (grappling), Concentration 2 (spellcasting),
(giving orders), Order of Hermes Lorę 2 Guile 2 (spurof the moment), Intrigue 2
(Tremere), Parma Magica 1 (Mentem), (conspiracies), Latin 4 (Hermetic terms),
Penetration 3 (Ignem) Leadership 2 (long-timc followers), Magie
Arts: Cr 5, In 5, Mu 5, Pe 5, Re 5,- An 0, Aq 8 (3), Theory 3 (Mentem), Native Language 5
Au 9 (1), Co 0, Hc 0, Ig 9 (1), Int 0, Me 1, Te 9 (arguing), Parma Magica 1 (Mentem)
(1), Vi0 Arts: Cr 5, In 5, Mu 0, Pe 0, Re 5; An 0, Aq 0, Au
Twilight Sears: Nonę 0, Co 0, He 0, Ig 0, Im 0, Me 9, Te 0, Vi 0
Equipment: Wizardly robes. Twilight Sears: Nonę
Encumbrance: 0 (0) Equipment: Wizardly robes.
Spells Known: Circling Winds of Protection Encumbrance: 0 (0)
(Cr(Re)Au 20/+16) Spells Known: Pains of the Perpetual Worry (CrMe
Rain of Stones (MuAu(Te) 20/+ 16) 20/+16)
Pilum of Fire (Crlg 20/+ 16) Posini) the Silent Ouestion (InMe 20/+ 16)
Soothe the Raę)inc) Flames (Pelg 20/+ 16) Trust of Childlike Faith (PeMe 10/+ 1 1)
Seal the Earth (CrTe 15/+16) Aura of Riijbtful Authority (ReMe 20+16)
The Miner's Keen Eye (InTc 20/+16) Scent of Peaceful Slumber (ReMe 20/+ 16)
Earth tbat Breaks No Morę (MuTe 20/+ 16) Customization Notes: The Tytalus can take up to
Pit of the Gapinę) Earth (PeTe 15/+ 16) three morę points of Flaws, and a similar number
of Virtues.
Customization Notes: The Tremere can takc
three morę points of Flaws, and a similar number
of Virtues. At the moment, he is a social and
political creature, but the score in one of those
Abilities could be moved into a Martial Ability
to make him morę of a fighter. Elemental Magie
makes it difficult to move Art scorcs around.
Initially, he was assigned scores of Aq 3, Au 6, Ig
6, and Te 6. Aquam received an additional 33
Wditius
Gharacteristics: Int +3, Per 0,
DctailEd
Pre 0, Com 0, Str -3,
Sta + 1, Dex + 1, Qik 0
Size: -2
Oharactcr drcation
Age: 25 (25) hc first step in creating a nem character
Decrepitude: 0
from scratch is crcating a character
Warping Score: 0 (0)
Confidence Score: 1 (3)
concept. Vour magus might be a firc
Virtues and Flaws: The Gift,- Hermetic Magus,- mi-ard, a magical spu, or a magus
Affinity with Craft (metalsmith), Affinity with desperate to get amau from the diabolism
Craft (stonemason), Affinity with Terram, Faerie practiccd bu his parens. H companion might be a
Blood (Dwarf), Puissant Craft (metalsmith), moodsman mith supcmatural poujers, a Muslim
Puissant Craft (stonemason), Puissant Terram, scholar csploring mestem Europę, or a ujcrctoolf
Verditius Magie*,- Dwarf, Weak Spontaneous
Magie,• Difficult Spontaneous Magie sccking a cure for his cursc. H grog can be anu tupc of
Personality Traits: Disciplined +3, Perfectionist marrior, or a member of the coocnant Staff, such as a
+ 3, Spontaneous-2 mashermoman, butler, or stablchand.
Reputations: Nonę.
Combat: Dodging: Init +0, Attack n/a, Defense
+0, Damage n/a Dctailcd Character
Soak: +1
Fatigue levels: OK, 0, -1, -3, -5, LInconscious Grcation Suinmaru
Wound Penalties: -1 (1-3), -3 (4-6), -5 (7—9),
Incapacitated (10-12) 1. Pick a character concept.
Abilities: Artes Liberales 1 (geometry), Awareness
3 (flaws in stone and metal work), Athletics 2 2. Hermetic Magi Only: Pick a House. (See
(endurance), Craft (metalsmith) 5 + 3 (iron), page @@)
Craft (stonemason) 4+3 (decorations), Faerie
Lorę 2 (dwarfs), Latin 4 (Hermetic terms), 3. Pick Virtues and Flaws. Minor Virtues
Magie Theory 3 (Terram), Nativc Language 5 and Flaws are worth one point, Major
(talking about metal and stone), Parma Magica 1 Virtues and Flaws threc points each.
(Terram), Philosophiae 1 (natural philosophy)
Arts: Cr 7, In 3, Mu 5, Pe 3, Re 5; An 0, Aq 0, Au Grogs: Lip to three Minor Flaws, and the
0, Co 0, He 0, Ig 0, Im 0, Me 0, Te 12 + 3, Vi 0 same number of Minor Virtues.
Twilight Sears: Nonę
Equipment: Wizardly robes. Companions and Magi: Up to ten points of
Encumbrance: 0 (0) Flaws, and the same number of points of
Spells Known: Srał the Earth (CrTe 15/+23) Virtues.
Touch of Midas (CrTe 20/+25)
Woli of Protectini) Stone (CrTe 25/+ 23) 4. Buy Characteristics. Start with 7 points.
The Crystal Dart (Mu(Rc)Te 10/+21) See page @@ or @@.
Edę)e of the Razor (MuTe 20/+21)
Pit of the Gof>ini) Earth (PeTe 15/+ 19) 5. Early Childhood. Seventy five experience
Hands of the Graspini) Earth (Re(Mu)Te 15/+21) points in Native Language (normally
Customization Notes: The Verditius can take granting a score of 5), and 45 experience
another three Minor Flaws, or one Major, and points spread between Arca Lorę (for the
balancing Virtues. In addition, her Craft place or places the character is growing up),
Abilities can be changed for different crafts Athletics, Awareness, Brawl, Charm, Folk
without changing the concept much. Finally, Ken, Guile, Living Language (other than
not everyone descended from dwarfs is as smali the character's native language), Stealth,
as they are, so that Flaw could be swapped for Survival, and Swim.
others without affecting the character on a
fundamental level. 6. Latcr life. 15 expcrience points per year
(until apprenticeship for magi), spread
between any Abilities the character can
learn, based on the Virtues and Flaws he
has. Characters with the Wealthy Major
Virtue get 20 experience points per year, slightly between the three character types, but
those with the Poor Major Flaw get 10. they are basically the same. However, there are
enough separate steps for magi to make it worth
7. Hermetic Magi Only: Apprenticeship. treating them separately.
Divide 240 experience points between
Hermetic Arts and any non-Supernatural
Abilities (or Supernatural Abilities, if the Startmg dharaettr Hgc
magus has the relevant Virtue). Take 120
levels of spells, of no higher level than The detailed character creation rules allow you
Technięue + Form + Intelligence + Magie to crcate characters of any age. This is obviously
Theory +3. Apply any relevant Virtues and very useful for storyguides, but it raises the
Flaws when calculating this total. question of the appropriate age for new player
characters.
The first thing to bear in mind is that a
8. Hermetic Magi Only (Optional): Years character over the age of 35 must make aging rolls
after apprenticeship. Divide 30 points per (see page @@) before the gamę begins. It is
year between experience points in Arts, possible for such a character to die of old age
experience points in Abilities, and levels of before play, although if that happens you can
spells. always go back to the previous year.
The second issue is that older characters are
8. Personality. Pick a few words to describe morę powerful than younger ones. This is
your character, and assign a number particularly marked for magi, who gain experience
between +3 and -3 to each. points and spell levels morę quickly once they are
out of apprenticeship and no longer need to spend
Crogs should all have a score in Loyal. time serving their masters.
The finał issue is that older characters take
Warriors should all have a score in Brave. longer to create, because there are morę
experience points to allocate.
9. Reputation. If the character has a Virtue The troupe or storyguidc should make a
or Flaw granting a Reputation, decide on the decision on starting ages, bcaring these factors in
reputation. mind There are a few guidelines worth following,
however.
10. Companions and Magi Only: First, new players should create magi who are
Confidencc. Your character starts with a just out of apprenticeship. Magi have a lot of
Confidence Score of I and 3 Confidence choices, and until you have played the gamę a bit
Points, unless he has a Virtue or Flaw you won't know which choices suit your playing
modifying this. style.
Second, in most troupes all magi should be
11. Equipment. Give your character approximately the same number of years out of
equipment he could reasonably have apprenticeship. Actual ages are relatively
acquired and retained. unimportant, as magical abilities tend to
overshadow mundane. If you decide not to do
this, it should be because the whole troupe wants
Once you have a concept, decide whether the to play in that sort of saga, not because one player
character is a magus, companion, or grog. It is has a cool concept for an older magus.
obvious if the character is a magus, he has The
Cift and has been trained in Hermetic magie. Third, it's a good idea to create companions at
a fairly young age (under 30), so that they have
Before creating a magus character, you should
several years of play in them. The importance of
have an understanding of the magie rules. Without
at least a basie grasp of the way that magie works, this varies depending on the speed of your saga
(see page @@), but an old companion runs the
you may make choices that will weaken your
initiate magus and curtail his potential for futurę risk of dying of old age before he's been played a
development. 1 t's probably best to use one of the dozen times.
templates for your first magus. Finally, grogs can be created at any age, and
probably should be. Grizzled veterans and eager
If the character is not a magus, but is intended
to be a central character in the saga, he is a novices make equally fine concepts, and even
companion. If he is intended to be a bit part, he is characters partially crippled by old age can
contribute to stories set at the covenant.
a grog. A stablehand intended to be a central
character is a companion, and a woodsman with
one or two minor magical powers might well be a
grog. The rules for character creation differ
dhild dharactcra Yirtucs and JBIaros
Creating children using these rules requires
the application of a bit of common sense. s manu Mirtucs and Flams dcal uaith
Abilities can be generated and treated as
normal, but a seven-year-old child is not thc character's place in thc storu, thc
going to be strongcr than most adults, cven rules for them difftr thc most bcttoccn
if she bas Strcngth +3. Similarly, some thc character tppes.
Virtues and Flaws will only becorne
applicable as the child ages, rather than Ali characters must take a Social Status. There
starting out usable. are a nurnber of default Social Statuses that cost
no points,- see page @@. In particular, all
To generale a child, use the normal rules, Hermetic ntagi take the Social Status Hermetic
and then modify all Charactcristics as Magus, which costs no points. No other
follows: characters ntay take this Status, because they are
1 not, after all, Hermetic magi.

Grogs are somewhat limited in their choice of


H0C .Modificr Sizc Modificr Virtues and Flaws, to ensure that they remain
minor characters. They may have up to three
6-7 -4 -2 points of Flaws, and a corresponding nurnber of
Virtues. Grogs should have only Minor Virtues
8-9 -3 -2 and Flaws. In addition, grogs may not have The
Gift (having The Gift makes you an important
10-11 -2 -2 character), and may not have Story Flaws, as those
Flaws make characters central to stories, and that
12-13 -1 -1 is not the role of the grogs.
Contpanions may, in principle, choose any
14+ Nonę Nonę Virtues and Flaws. They may have up to ten
points of Flaws, and a corresponding nurnber of
points of Virtues. Major Virtues and Flaws are
Much morę information about playing child worth three points each, Minor Virtues and Flaws
characters is provided in Apprentices, are worth one point each.
including how to handle Virtues and Flaws Contpanions who do not have The Gift may
and how they change as the character ages. not choose Hermetic Virtues or Flaws.
If you do not have access to that book, use Companions may have The Gift, and thus take
your best judgement. Hermetic Virtues or Flaws. However, this should
be extremely unusual,- the ntain reason for creating
such a companion is that you want to play
JWagi Onlu: through the apprenticeship of a magus. The Gift
is, however, free, even if taken by a companion.
Dcrmctic Dousc Bear in ntind that, unless the character can get
access to magical training, it is almost entirely a
The next step in creating a Hermetic ntagus is Flaw, because of its effects on social interactions.
choosing his House. The twelve Houses are Mythic Companions get ntore Virtues for their
described starting on page @@, and sumntarized Flaws, as described in thc rules on page @@.
in the nearby table. Membership in a House
grants a particular benefit at character creation,
which is listed in thc table. A ntagus can only be a
mentber of one House.
(trampie: Darius of Flambeau
Niall is creating an experienced magus for
use in a new saga. He decides on the
Ivrmctic houses jSummani name 'Darius', and his concept is a scary-
looking magus who specializes in Perdo
The Hermetic Houses are described in morę magie and in hunting down the enemies
detail starting on page @@. Mentbers of each of the Order. Looking at the Houses,
House get a particular benefit at character IFlambeau and Tytalus both look
creation, listed in the following table.
I appropriate, but Puissant Art (Perdo) fits
the concept better than Self-Confident,
so he goes with House Flambeau. Darius
is now Darius of Flambeau.
Iwctic ^ouscs jSummarjJ
r >ousc Tupc Dcstription BCIlffit
Magi who are
Mystery animals as Heartbeast (page @@), beginning
Bjornaer
Cult well as score of 1 in Heartbeast Ability.
humans

Divided
True betwccn Puissant Magie Theory (researclters)
Bonisagus
Lineage researchers or Puissant Intrigue (politicians)
and politicians

Mystical
Mystery philosophers The Enigma (page @@), beginning
Criamon
Cult and masters of score of 1 in Enigmatic Wisdom.
riddles
A free Minor Hermetic Virtue, a free
Many mągi Major non-Hermetic Virtue, and a
front different contpulsory Major Hermetic Flaw,
Societas traditions, not representing the particular tradition
Miscellanea
all lully within the House. These Virtues and
Hermetic Flaws are in addition to the norntal
allowance.
■t1 ' '■ Martial
masters of fire
Flambeau Societas Puissant Perdo or Puissant Ignem
and
destruction

Investigators,
True
Guernicus lawyers, and Hermetic Prestige
Lineage
mediators

Nobles, A Minor Virtue relating to


Jerbiton Societas scholars, and scholarship, arts, or mundane
artists interaction.
Puissant Creo or Puissant Muto. Notę
that unGifted Redcaps are created as
companions, and takc the Rcdcap
True Messengers of
Mcrcere Major Status Virtue. Gifted Redcaps
Lineage the Order
take the Hermetic Magus Status
Virtue, and do not take the Redcap
Major Status Virtue.

Faerie Magie (page @@), beginning


score of I in Faerie Magie. Any
Mystery magus in this House without a faerie-
Merinita Faerie ntagi
Cult relatcd Virtue or Flaw bas a Warping
Point, inflicted to allow initiation
into the Mystery.

A hierarchical
True and
Tremere Minor Magical Focus (certamen)
Lineage disciplined
House

Magi who
thrive on
Societas Sclf Confident
conflict of any
sort
Crafters of
Mystery
Verditius enchanted Verditius Magie (page @<S>)
Cult
itenis
Like companions, niagi may take up to ten
points of Flaws, and the same number of points of Quid? and CTasu
Virtues. Major Virtucs and Flaws cost three points
each, Minor ones one point. Ali magi must have Virtucs and Flaws
The Gift. Without it, they cannot work magie,
and thus cannot be magi In addition, all magi If you want to get started really quickly, use
should have at least one Hermetic Flaw. Nobody the following highly simplified guidelines.
fits perfectly into Hermetic theory. Grogs: Take a Minor Personality Flaw that
The rules for taking Virtues and Flaws are reflects how you want to play the
summarized in the Virtues and Flaws chapter, on character. Social Status is Covenfolk. Take
page Warrior for a grog who fights, Educated for
a grog who is educated, Arcane Lorę for a
grog who knows about the supernatural,
CJhoosing Virtucs and Flams and Puissant Ability in the charactcrs
There are a lot of Virtues and Flaws available specialty for any other type of character.
in this gamę, and it may be difficult to decide
what to choose. The first thing to remember is All Companions: Take a Major Personality
that you do not nced to choose the maximum or Story Flaw that reflects the types of
number of Flaws. stories you want your character to be
Every player should consider Personality involved in. Social Status is Covenfolk.
Flaws, and Story Flaws for companions and magi,
as these make the gamę morę engaging and Martial Companions: Take Warrior, and
enjoyable for you by telling the rest of the troupe Puissant and Affinity with the same Martial
what sort of stories you want to expcricnce with Ability.
the character. They do not binder your charactcr,
but rather get them involved in enjoyable plots. Learned Companions: Take Educated, and
Most Virtues and Flaws are not necessary for either Puissant with two Academic
any concept, even if the name suggests that they Abilities, or Puissant and Affinity with the
might be. For example, a pagan character does not same Academic Ability.
need to have the Pagan Flaw — the Flaw indicates
that their religion crcates stories or shapes their
personality, and that might not be your plan for Social Companions: Take any one of Gossip,
the character. This means that, in generał, you can Piercing Gazę, Social Contacts, Well-
pick Virtues and Flaws that look appropriate, and Traveled, or Venus Blessing. Take Puissant
do not need to worry that you have ntissed with two Social Abilities.
something vital by not chccking all the others.
There are two exceptions. One is that a Magical Contpanion: Take one Minor
character must havc a Virtue to buy Academic, Supernatural Virtue that grants a
Arcane, Martial, or Supernatural Abilities at Supernatural Ability, and Puissant and
character creation. Educated, Arcane Lorę, and Affinity with that Ability.
Warrior, respectively, are the easiest options for
the first three groups, although other Virtucs (and Magus: Take a Major Personality or Story
some Flaws) also grant access to some of these Flaw that reflects the types of stories you
Abilities. In most cases, access each Supernatural want your character to be involved in, and
Ability is granted by a separate Virtue. Deficient Form in a Form that you are not
The second concerns social status. If you want interested in. Social Status is Hermetic
your character to be a knight, with all the social Magus. Choose a Minor Magical Focus that
standing that implies, you must take the Knight does not rely on your Deficient Form.
Social Status. On the other hand, you do not need Choose one Technique that overlaps with
that Virtue to be an armored and mounted warrior your Minor Magical Focus, and take
(although you would need Warrior or another Puissant and Affinity in it. Choose one
Virtue that gives you access to Martial Abilities). Form that overlaps with your Minor
In most cases, social status does not define the Magical Focus, and take Puissant in it.
way that other members of the covenant see you,
so if your character is not conccrned about wider
society, you do not nced to worry about this.
Finally, a lot of the Virtues and Flaws are very
specialized, to support particular types of
character found in Mythic Europę. You can safely
ignore these, until you decide that you want to
play that sort of character.
Charactmstics
haractcristics arc bought on the
Scorc Cost
folloming tablc. ^ou start raith
+3 6
scucn points to spend. MII
+2 3
charactcrs buu Charactcristics in
+1 1
the same roau.
0 0
For Hermetic magi, you should notę that -1 Gain 1
Intelligence is central to Hermetic laboratory -2 Gain 3
work, and thus magi should scriously -3 Gain 6
consider taking a positive score in it.
Similarly, Stamina is very important for
spellcasting, and so a negative score there is
best avoided. Communication is vital if you
want your character to write good books.
pampie: Darius of Flambeau
o Niall starts by giving Darius an
Intelligence of +3, spending six of his
pampie: Darius of Flambeau points right away. Following on with
4 the idea that Darius is hard to surprise
Niall starts by looking for appropriate and good at hunting, he spends the
i Flaws to fit his concept. Driven seems like seventh point on a Perception of +1.
a good Personality Flaw; Darius cannot However, he doesn't want everything
help hunting down enemies of the Order else to be zero. Fortunately, the
at all times. Similarly, thosc activities are concept practically demands a negative
likely to produce Enemies, and Niall picks score in Presence, so Niall drops that to
a Renounced magus and his cronies to be -3, and Communication to -1, giving
the enemies in question. Blatant Gift fits him seven morę points to play with.
well with the scary image Niall wants, and
he didn't imagine the character being able Stamina is the other score most useful
to interact much with mundanes anyway. for magi, so Niall makes a deliberate
Thats three Major Flaws, so nine points decision to leave it at zero. The
already. Blatant Gift is a Hermetic Flaw, so character will be morę interesting if he
that requirement is met. Finally, Niall takes has strcngths in other areas, he thinks.
Disfigured (facial burns) as a Minor Flaw, I Instead, he buys Quickness +2 (good
reinforcing the image and giving him ten for dodging), Strength +2 (he can hit
points of Flaws. hard), and Dexterity +1 (making him
< better than average in combat). It looks
Then it's time to buy good stuff. As a like Darius will occasionally use
magus, Darius already has The Gift and physical combat, which makes sense,-
Hermetic Magus, and Puissant Art (Perdo) Steel can get through Magie Resistance
came free as a Flambeau. Niall takes without any trouble.
Affinity with Perdo to back up Darius's
specialty. He decides that Darius has done
his job well, so he takes Hermetic Prestige
to reflect his reputation in the Order.
Hunting ntagi is a very dangerous gamę, so
he also takes Premonitions and Second
Sight, making it hard to take Darius by MblllUCS
surprise. Similarly, shooting first is an 5
advantage, so he takes Fast Caster. That's
five Minor Virtues, leaving Darius with five bilitics represent a character' s
points to spend. Niall has a look at Major leamed abilitics. For grogs and
Virtues, and decides that Flawless Magie companions theu arc acquircd in tmo
will be extremely useful. It will let him cast blocks: carl - ai’d bter lifc.
spclls morę quickly, and with higher v por magi, thcrc arc tmo morc
Penetration, which is a very good thing
when facing other magi. That uses another periods to consider: apprcnticcship, and lifc as a
three points, but he still has two Minor magus after that.
Virtues to buy. He chooses Strong-Willed
and Enduring Constitution, which fit the
image and provide a bit morę brcadth.
Your character's age determines the maximum
score she can have in any Ability at character Latcr Lift
creation, although some Virtues raise this limit.
Tbese limits do not apply to characters in play, After early childhood, the character gains 15
and there is no cap on Abilities during play. In experience points per year, which may be placed
practice, most Abilities will not rise above 10, but in any Abilities, as long as the character has a
there may be exceptions. Virtue that permits hcr to learn those Abilities.
Academic, Arcane, and Martial Abilities rcquirc a
Virtue, as do Supernatural Abilities.
Hgc Masimum Hbilitu
Characters with the Wealthy Virtue get 20
under 30 5 experience points per year, while characters with the
30-35 6 Poor Flaw get 10 experience points per year. Notę
36-40 7 that only companions can take this Virtue or Flaw.
41-45 8
46+ q JWagus Onlu —
3pprtnticcship
Ęarlj) Childhood
The fifteen years of apprenticeship give the
In the first five years of life, characters gain 75 character 240 experience points, and 120 levels of
experience points in their native language (see spells. These experience points can be spent on
page @@ for the Language Ability), which Arts or Abilities, including Arcane, Academic, and
normally gives them a score of 5, and 45 Martial Abilities. Notę that magi can only spend
experience points to divide between Area Lorę experience points on Arcane, Academic and
(for the place or places the character is growing Martial Abilities before apprenticeship if thcy
up), Athlctics, Awareness, Brawl, Charm, Folk
Ken, Guile, Living Language (other than the
character's native language), Stealth, Survival, and
Swim. You do not need to put points into all of (trampie: Darius of Flambcau
tbese Abilities,- choose the ones that best fit your
conception of the character. This rcpresents what Darius has a number of free Abilities
the character picks up as she plays as a child. from his Virtues, so Niall notes them
first: Premonitions 1, Second Sight 1,
Mastery of All Spells 1
Samplc Ghildhoods
The next issue is his early childhood.
The following Ability packages can be Niall chooses German as Darius's native
taken to speed up character generation. language, and, at this point, LIwe as his
Each represents a particular sort of original name, so that gives him German
childhood. Notę that you can spend the 45 5. He then spends 15 exp on Bavaria
experience points for yourself, as well. Lorę 2, 15 exp on Awareness 2, and 15
exp on Folk Ken 2, bringing Uwe/
Athletic Childhood: Athlctics 2, Brawl 2, Darius to the age of 5.
Native Language 5, Swim 2
Now he needs to decide when the boy
Exploring Childhood: Area Lorę 2, became an apprentice, and he picks 10
Athletics 1, Awareness 1, Native Language as a nice, round number. He has 75
5, Stealth 1, Survival 2 experience points to spend front those
|five years, and he spends 15 exp on
Brawl 2, 15 exp on Guile 2, 5 exp on
Mischievous Childhood: Brawl 2, Cuilc 2, Athletics 1,5 exp on Concentration 1,5
Native Language 5, Stealth 2 |exp on Etiquette 1, 5 exp on Intrigue 1,
k
5 exp on Leadership 1, 5 exp on Stealth
Social Childhood: Charm 2, Folk Ken 2, 1, 5 exp on Survival 1, and 5 exp on
Guile 2, Native Language 5 Swim 1. That leaves him with 5
experience points, which he decides to
Traveling Childhood: Area A Lorę 1, Area spend on Order of Hermes Lorę 1. It's a
B Lorę 1, Folk Ken 2, Living Language 1, generał Ability, so he can, and he
rationalizes the decision by assunting i
Native Language 5, Survival 2
that his futurę master took him to the K
covenant some time before his
apprenticeship actually began.
have a Virtue which allows them to do so. A
sensible division is to spend 120 experience points
on Abilities and 120 on Arts.
Magi must have the following minimum
Abilities: Parma Magica 1, Magie Theory 1, Latin
I Characters with lower scores would not be
admitted to the Order. A character without a
Latin score of least 4 and an Artes Liberales score
flet Hbilitu of at least 1 is unable to read the books of the
Hcorc TO BaiSC To Boise
tO BUU to buu Order. This will seriously wcaken the character
relativc to other magi, and you should be awarc of
i 1 1 5 5 this before designing such a character. A character
with a Latin score of less than 5 cannot write
.. 2 3 2 15 10
books, which may also be important. A Magie
3 6 3 30 15 Theory score of below 3 is weak, and, in
particular, means that the magus cannot set up his
4 10 4 50 20 own laboratory. Very few magi have a score in
Parma Magica over 1 immediately after
5 15 5 75 25 apprenticeship, as this Ability is normally the last
thing taught. Indeed, the magus is not taught the
6 21 6 105 30 finał secret to raising a Parma until after he has
sworn the Oath. Magi should also seriously
28 7 140 35
consider putting points into Codę of Hermes,
8 36 8 180 40 Concentration, Finesse, Order of Hermes Lorę,
Penetration, and Profession (Scribe).
1 9 45 9 225 45
10 55 10 275 50 hmnctic JWagi
1 1 66 11 330 55 Becommendcd
12 78 12 390 60 Minimum Hbilitics
13 91 13 455 65
Artes Libcrales I
14 105 14 525 70 Latin 4
Magie Theory 3
15 120 15 600 75
Parma Magica 1 (should be no higher if the
16 136 16 680 80 ntagus is just out of apprenticeship)
Total cost: 90 experience points
17 153 17 765 85
18 171 18 855 90 Do not forget that casting totals add a
Technique and Form together, and that you will
19 190 19 950 95 get a higher total by splitting experience between
a Technique and a Form than by putting all the
20 210 20 1050 100 expericnce points in one or the other.
The highest lcvel spell you can learn is equal
to Technique + Form + Intelligence + Magie
Theory +3, where the Technique and Form are
To buy: The number of experience points required the Technique and Form oi the spell in question.
to raise a score front zero to that number. If the spell has requisites (see page @@), they
apply to this total as well. This is the appropriate
To raise: The number of experience points required Lab Total, assuming an aura ntodifier of +3, and
to raise a score by one point to tbat number. thus any Virtues and Flaws your character has
apply to this total if they would apply to a Lab
Total in play.
pampie: Darius of JPlambcau
Darius will be out of apprenticeship
when the saga starts, so Niall takes hint (l
further. For the eight years from 26 to
33, inclusive, he just lumps all the Masus Onlg —
experience points together. This gives
hint 240 experience points to spend in
Aftcr Apprenticeship
various ways. First, he spends 25 exp If you want to generate a magus who is some
raising Parma Magica to 3, as a magus- time out of apprenticeship, the rules change again.
hunter nceds deccnt Magie Resistance. You might want to wait until you are familiar with
Then he spends 5 exp on Creat the gamę system before doing this, however.
Weapon 1, and gives Darius a spear. There are a lot of options and considerations,
Next, he spends 88 exp to raise Corpus which could easily seem overwhelming.
to 13. He reasons that Darius wants to For every year, the magus gets 30 points. Each
devise his own Longevity Ritual, and point can be an experience point in an Art or
have a deccnt Penetration with PeCo Ability or one level of spell. The maximum spell
spells. Next, he goes for a bit morę level a magus may know is limited as before. Thus,
versatility, spending 30 exp to raise a magus who is 20 years out of apprenticeship
Creo to 10, 60 exp to raise all of could have a highest Art of 15, while a magus 120
Aquam, Ignem, Imaginem, Mentem, years out of apprenticeship might have a highest
Terram, Vint to 4, and 1 exp each on Art of 40.
Rego and Intellego, for scores of 1 in Of course, you may not want your
each. That leaves hint 30 exp, which he experienccd magus to have spent all his time
spends on Winters Icy Touch and a studying Abilities, Arts and spells. If you wish to
level 20 version of Rusted Decay of have your magus engage in other lab activities
Ten-Score Years (PeTe 10, Target (such as creating items, enchanting familiars, and
inereased to Group = +2 Magnitudes). in particular creating Longevity Rituals) you will
Again, he needs to pick a mastery need to know morę about the circumstances in
ability for the spell. which he has been working. These are ultimately
up to the storyguidc, but a typical situation might
Niall then decides that Darius will be as follows:
spend the next year in the laboratory, 1. The magus' covenant (for Aging rolls) gives
so he gains no experience points in that a Living Conditions modifier of + 1 (see Aging,
year. See the Laboratory Chapter front page @@)
page @@ for details of these activities. 2. The magus' lab is of only average quality,
Season I: Opens spear haft (staff) for giving a modifier to Lab Totals of 0.
enchantment (8 pawns vis); Season 2:
3. The covenant has a Magie Aura of 3.
Attunes spear haft as a talisman, Season
3: Creates Longevity Ritual (7 pawns 4. The magus may use a maximum number of
vis, Lab Total 35, for a +7 bonus against pawns per year equal to Magie Theory x 5, of the
aging),- Season 4: Instill the talisman Arts required. it is not possible to accumulate
with the effect 'The Wound that pawns from year to year, because this number
Weeps1 (PeCo 15), with 0 penetration already represents vis the magus has saved while
and 50 uses per day. Open the talisman studying from books and inventing spells.
to the attunement "+4 Destroy things Statistics for familiars and apprcntices should
at a distance", because a spear is still be agreed with the storyguide, if required.
basically the shape of a staff. For each season that your magus spends
working on a lab project, the character loses 10
Front this point, Niall advances Darius points from the yearly 30 experience points, to a
a year at a time, because aging results minimum of 0 if three or four seasons are spent on
might have an impact on his study and lab work. Thus it is most cost effective to have the
development. In Darius's 35th year he magus engage in a fuli year of lab work at a time.
spcnds 15 exp on Hunt 2, 5 exp on It is suggested that you advance your magus year
Civil and Canon Law 1, and 10 exp on by year, spending several on study, then taking
raising Anintal to 4. At this point, Niall years out to do lab work as the character's
decides that Darius would have risked statistics reach appropriate levels.
suffering a Twilight, as he is the sort of Older magi can learn spells morę quickly than
magus who is likely to botch from time these guidelines suggest. You may therefore want
to time. Darius has a Warping Score of to use these rules to have a magus learn spells as a
2, with five Warping Points left over, lab project if you are advancing hint morę than
because he is ten years out of forty years or so beyond apprenticeship.
apprenticeship. He makes the roli to Remember that you should also make aging
control the magie, and succeeds, so rolls for the character each year from the age of
that Darius does not actually go into 35. Thus you will probably want your magus to
Twilight at this point.

Niall then continues aging Darius to


the age of 87, but that's enough
example.
have acquired a Longevity Ritual (see page @@)
by then. Some skilled ntagi offer their services pcrsonalitji
creating Longevity Rituals for others, and you
ntay decide that your character has bargaincd for Choose a few words to describe your
one such ritual, especiaily if you are not interested character's personality, and attach a value
in studying the Arts of Creo or Corpus. The between -3 and +3 to each. These are your
precise details of such bargains and the bonus character's Personality Traits (see page @@). If
given by the resulting ritual should be agreed with you have a Minor Personality Flaw, you should
the storyguide. represent that by a Personality Trait with a score
Magi of Hermes contains 15 magi detailed of +3 or -3, and a Major Personality Flaw should
with fuli statistics immediately after have a Personality Trait of +6 or -6.
apprenticeship and every 15 years thereafter, Grogs should have a score (positive or
including details of any spells they invented or negative) in Loyal, and warriors should have a
ntagic items they created. These can serve as a score in Brave. Most warriors will have a positive
source of ideas, or be used as-is in the saga, even score in Brave, but not all.
as player characters. For contpanions and ntagi, they are normally

O
pampie: Darius of Flambcau
o nothing ntore than a guide to roleplaying,
although you can roli them if you really want to,
so you shouldn't worry too much about them. A
few specific rules do require rolls on Personality
Spending the apprenticeship XP is fairly
I Traits, however.
Ii easy. Niall spends 50 exp for Latin 4, 50
exp on Magie Theory 4, 30 exp on Artes
Liberales 3, 5 exp on Finesse 1, 15 exp
on Penetration 2, 5 exp on Profession — pampie: Darius of Flambcau
I Scribc 1,5 exp on Chirurgy 1, 5 exp on
Niall picks Brave, Dedicated to Cause,
Faerie Lorę 1, 5 exp on Infcrnal Lorę 1,
and Efficient as Darius's Personality
5 exp on Philosophiae 1, and 5 exp on I Traits, and gives hint scores of +3 in
Magie Lorę 1
i each. Darius is quite an extreme i
individual, but the numbers are
Then he looks at Hermetic Arts. He has unlikely to havc much impact on play.
60 experience points left. He spends 37
points on Perdo, which his affinity turns
into 56 points, so that he has Perdo 10
(1), and a bonus of +3 front Puissant.
Then he puts almost all of the rest into
Creo and Corpus: 15 exp on Creo 5, 3
Bcputations
exp on Corpus 2.
Characters only start with a Reputation if they
choose a Virtue or Flaw that grants one, but all
Darius adds 11 to hisTechnique + Form I characters can develop theni in play. Sec page
to dctcrmine the highest level spell he @@ for rules on Reputations.
can learn (his Magie Theory specialty in
"inventing spells" applies). He chooses
to take all Perdo spells, selecting The
Wound that Weeps (PeCo 15), Dust to
♦ ewmplc: Darius of JPIambcau
w
Dust (PeCo 15), Parching Wind (PeAq I
20), Soothe the Raging Flantes (Pelg Darius does have a Reputation, thanks to
20), Veil of lnvisibility (Pcim 20), Calnt his Hermetic Prestige Virtue. It's a
the Motion of the Heart (PeMe 15), and reputation with Hermetic ntagi, and it
Loss of But a Moments Memory (PeMe I has a Ievel of 3. Niall picks 'Dedicated
15). Because of his Flawless Magie
Virtue, Darius has a Mastery Score of i Hoplitę' as the content. (The Hoplites
are the enforcers of the Order of
one in each spell, and thus Niall has to
choose a special ability for each.
Hermes. It's an informal grouping, but its
members are respected.)
8
Finally, just before Gauntlet, he spends
his last 5 exp on Parma Magica 1.
Confidcrtcc riumber of Confidence Points equal to the
character's Confidence Score may be spent on a
single roli. Morę details on Confidence can be
Grogs do not have Confidence Points. Like
found on page
Story Flaws, Confidence Points indicate a central
character.
Companions and Magi start willi a
Confidence Score of 1 and 3 Confidence Points,
Gąuipmcnt
unless they have a Virtue or Flaw that indicates Your character may start with any equipmcnt
otherwise. or possessions she might reasonably have acquired
Confidence Points can be spent to gain a one- and retained over ber career. You need not list all
oif +3 bonus to any die roli, and a maximum her possessions.

pampie: Dorius of Flambcau


Darius starts willi ihe normal Canon Law 1 (Local Customs), Codę of
Hermes 3 (Wizards’ Marches), a
Confidence Score of 1 and 3
I Confidence Points. His only Concentration 3 (Spells), Dominion Lorę
noteworthy piece of equipment is his 2 (Divine Creatures), Etiquctte 2
talisman-spear,- Niall can assume that (Merchants), Faerie Lorę 2 (Faerie
Darius has any mundane materiał he Forests), Finesse 4 (Precision), Folk Ken 2
needs. (Peasants), German 5 (Merchant Slang),
9 Great Weapon 4 (Long Spear), Guile 3
I With the statistics completed, Niall (Fast talk), Hunt 2 (Tracking), Infernal
finishes filling in the details of Lorę 2 (Demons), Intriguc 3 (Plotting),
Darius's appearance and background, Latin 4 (Hermetic), Leadership 3
preparing him for play in the saga. (Intimidation), (Local Area) Lorę 3
(Personalities), Magie Lorę 2 (Creatures),
Magie Theory 5 (Inventing Spells), Order
Characteristics: Int +3, Per +1, Str +2, Sta of Hermes Lorę 4 (Criminals), Parma
0, Pre -3 (2), Com -1, Dex + 1, Qik +2 Magica 5 (Corpus), Pcnetration 6 (Perdo),
Size: 0 Philosophiae 2 (Morał Philosophy),
Age: 87 (64), Hermetic age 62 yrs past Premonitions 3 (Enemy Magi), Profession
Gauntlet. - Scribe 2 (Speed), Second Sight 3
Decrepitude: 0 (2) (Invisibility), Stealth 2 (Shadowing),
Warping Score: 6(19) Survival 2 (Forests), Swim 2 (Rough
Confidence Score: I (3) Water)
Virtues and Flaws: The Gift; Hermetic Arts: Cr 10, In 6, Mu 4, Pe 18 + 3 (15), Re 9,-
Magus,- Puissant Art (Perdo) (free Virtue),- An 5, Aq 6, Au 6, Co 15, He 6, Ig 6, Im 5,
Flawless Magie,- Affinity with Perdo, Me 6, Te 6 (4), Vi 8
Enduring Constitution, Fast Caster, Twilight Sears: The shadows in Darius
Hermetic Prestige, Premonitions, Second hood are unusually deep, hiding his face,-
Sight, Strong-Willed,- Blatant Gift, Driven Nearby, non-magical items decay when
(Hunt Enemies of the Order), Enemies Darius uses magie (as the Warped Magie I
(Renounced Magus and his Lackeys),- Flaw).
Disfigured (Facial Burns) Equipment: Long Spear with haft
Personality Traits: Brave +3, Dedicated to enchanted as a talisman, instilled with the
Cause +3, Efficient +3 effect The Wound that Weeps (PeCo 15,
Reputations: Dedicated Hoplitę +3 penetration 0, 50 uses per day), attuned to
(Hermetic magi) a +4 bonus to spells that destroy at a
Combat: Fist: Init +2, Atk +5, Def +6, Dam distance, Longevity Ritual: Lab Total 35, 8
+2 +7 aging bonus i
Kick: Init +1, Atk +4, Def +4, Dam +5 Encumbrance: 0 (2)
Long Spear: Init +5, Atk +9, Def +8, Dam Spells Known:
+9 Cripple the Houdini/ Wolf (PeAn 25/+27*),
Soak: +0 Mastery 1 (Fast Casting)
Fatigue levels: OK, 0, 0, —2, -4, Parchinę/ Wind (PeAq 20/+28*), Mastery 1
Unconscious (Penetration)
Wound Penalties: —1 (1-5), -3 (6-10), -5 Curse of the Deserl (PeAq 25/+29*), Mastery 2
(11-15), Incapacitated (16-20) (* (Penetration, Magie Resistance)
accumulated wound penalties reduce by I The Cbiruręjeons Healine) Touch (CrCo 20/+32),
for Enduring Constitution) Mastery 1 (Penetration)
8
Abilities: Artes Liberales 4 (Grammar),
Athletics 2 (Running), Awareness 3
Whispers thronijb the Błock Gate (InCo (Me) 15/ i
+ 13), Mastery 1 (Quiet Casting)
(Alertness), Bargain 2 (Books), Bavaria The Inexorable Search (InCo 20/+22), Mastery
Lorę 2 (Ceography), Brawl 3 (Punching), 1 (Penetration)
Chirurgy 2 (Bind Wounds), Civil and
<3xamplc: Oarius of Flambcou (ront.)
Gift of the Bears Fortitude (MuCo 25/+2O), always thus,- Uwe, the boy who would
Mastery 1 (Fast Casting) eyentually become Darius, was born into a
Dusi to Dust (PeCo 15/+37*), Mastery 1 merchant family living in Bavaria. He
(Penetration) enjoyed a comfortable life in a moderately
prosperous household. However, shortly
The Wound that Weeps (PeCo 15/+37*),
Mastery 1 (Penetration) after Uwe reached puberty strange things
began to happen. His books would fali
Incantation of tbe Milky Eyes (PeCo 30/ +37*),
apart, fumiture he sat on would break, and
Mastery 1 (Penetration) the family cat died in his arms. His family
Twist of tbe Tongue (PeCo 30/+37*), Mastery 1 became aware that there was something
(Fast Casting) unsettling about the boy and were only
Clencbing Grasp of tbe Crusbed Heart (PeCo 40/ too happy to see him taken away as an
+ 38*), Mastery 2 (Penetration, Magie apprentice by the mysterious scholar who
Resistance) visited them soon after.
Endurance of tbe Berserkers (ReCo 15/+25),
Mastery 1 (Fast Casting) Thus Uwe became the apprentice of the
Lifting tbe Dangling Puppet (ReCo 15/+25), hoplitę Xerxes, who indoctrinated his
Mastery 1 (Penetration) filius to become a hunter of evils within
Seuen-League Stride (ReCo 30/+25), Mastery I the Order of Hermes. A lab accident early
(Fast Casting) during apprenticeship burned away Uwe's
Tbe Leap of Honiecoming (ReCo 35/+25), eyes and the flesh on his head, but Xerxcs
Mastery 1 (Fast Casting) restored Uwes sight, although he refuscd
The Great Rot (PeHe 25/+28*), Mastery 1 to do anything about his filius' appearance.
(Fast Casting) Fifteen years later Uwe became a magus of
Winters Icy Touch (Pelg 10/+28), Mastery 1 the Order of Hermes named Darius and
(Penetration) joined the ranks of the hoplites, its
Sootbe tbe Raging Flantes (Pelg 2O/+28), guardians. He has continucd to maintain
Mastery 1 (Fast Casting) contact with his (aging) pater, but they
Ward Against Heat and Flaines (Relg 25/+ 16), only see each other on rare occasions
Mastery 1 (Fast Casting) when they can share information,- Xerxes
Veil of Inoisibility (Pelm 20/+28), Mastery 2 is now too frail to take part in combat.
(Quiet Casting x 2)
Ti[> of tbe Tongue (PeMe 5/+29), Mastery 2 Darius travelled to the covenant to
(Fast Casting, Magie Resistance) establish a base from which he could seek
Cahn tbe Motion of tbe Heart (PeMe 15/+28), out and destroy its enemies. He pursued
Mastery 1 (Quiet Casting) this vocation with an enthusiasm that
Loss of But a Moment's Memory (PeMe 15/+3O*), impressed his colleagues, and when the
Mastery 3 (Quiet Casting x 2, Still previous leader of the covenant recently
Casting) passed into Finał Twilight he accepted the
position of head, seeing in this an
Blessing of Cbildlike Bliss (PeMe 25/+30),
opportunity to instill his values
Mastery 3 (Quiet Casting x 2, Still
into the new, younger
Casting)
members swelling its ranks.
Rusted Decay ofTen-Score Years (PeTe 20*, Darius has been too busy to
Target inereased to Group/+28*), Mastery train an apprentice, but
1 (Fast Casting) now he feels the need to
Demon's Eternal Oblioion (PeVi 3O/+3O*), pass on his legacy soon,
Mastery 1 (Fast Casting) as he suspects that he
Wind of Mundane Silence (PeVi 3O/+3O), may have encountered
Mastery 1 (Magie Resistance) his bane,- he recently
(* if Darius is holding his Talisman, he has a fought a powerful
+4 bonus to cast spells which "Destroy Renounccd magus and
things at a distance". This should be added his followers and was
to these spells if he is holding it.) nearly killed, only
Appearance: Darius is a frightening individual. "escaping" when a
A bony figurę swathed in a black, all- magical maelstrom sent
encompassing robę and carrying a black- him physically into
hafted spear, he is reminiscent of medicval Twilight. The traitor is
perceptions of the physical embodiment of still at large,- Darius
death. This image is further emphasized if intends to kill him in the
his hood falls away from his face, for Darius next confrontation and
is bald, with a mass of scar tissue for a face is even prepared to
and no eyes. sacrifice himself to
achieve this aim.
Darius is content to cultivate his sinister
image,- he is a hoplitę and an expert
with Perdo magie, dedicated to the
discovery and execution of traitors
within the Order. However, it was not
Option: <^xtrcmclu Complcs == Characters raith T^Light Stores
? dharactcr Gicncration Characters with a Might Score are not
human, strictly speaking. No being
It is possiblc to generate a character with a Might Score can have Virtues
by working out exactly what he has which affiliate them to another realm,
done in every season he has been for they are fuli members of the
alive, and using the rules in the supernatural realm which gives them
Laboratory and Long-Term Events their Might. This includes The Gift,
chapters to determine the results. True Faith, Faerie Blood, and Blood of
This is how magi and important the Nephilim,- but also Supernatural
companions are normally advanced Virtues which draw on sources from a
in play, but it takes a very long time different realm than that of their
for character generation. It tends to (Might. They may not even take
produce characters who are close to corrupted versions of these Virtues,
those gcnerated using the detailed such as The False Cift. If a character
rules, but with a lot morę character. receives Magie Resistance from morę
than one source, these totals do not
Even if you do generate a character stack, even if they derive from the same
this way, you should still use the Realm (Infernal Might and an infernal
normal guidelines for the first five power, for example),- you simply use
years of life, and you assign Virtues, the higher total. Characters with a
Flaws, and Characteristics in the Might Score are immune to all
normal way. However, age-based Warping (see Warping and Non-
limits on Abilities do not apply, and i3 Humans, page @@). They may,
all Virtues and Flaws have their however, spend a point of their Might
normal effect on character Pool to use any Ability or power which
|advancement. You must discuss with normally incurs Warping. Those with
your troupe the resources that the a Might Score are immune to
character has available; with sensible supernatural backlashes of their realm
choices, it is usually hard to raise — Twilight, Hubris, Vituperation, and
Abilities above the age-based limits, 3 so forth — but still suffer any other
which is why they exist in Detailed consequences of a failed or botched
Character Creation. roli when using their powers.

JMuthic Companions character should havc by the time character


Mythic Companions are generated in the same generation is complete. As for Hermetic
way as other Companion characters, with sonie magi, this set of Abilities should come to a
important exceptions: total of 90 experience points. Notę that
this is not an additional 90 points to spend,
it is rather a restriction on how about 90 of
1. All Mythic Companions take a Free your experience points may be spent. (The
Virtuc which specifies their status. These set will often include Supernatural Abilities
Virtues are incompatible with each other, in which the character gets an initial score
and with The Cift, and are not available to of 1 from the Virtue granting it, and you
grogs. will not need to spend experience points
for the first point of those Abilities.) While
2. You gain a free Minor Virtue, normally most Mythic Companion types make
specified by the Mythic Companion suggestions for these Abilities, you may
Virtue. In addition, you may take up to ten create a character with a different spread of
points of Flaws, and each point of Flaws is Abilities if you can convince the troupe
worth two points of Virtues. This produces that it is a good idea.
amaximumof21 points of Virtues and 10
points of Flaws. Most Mythic Companion The following types of Mythic Companions
Virtues require you to take some particular covcr all the supernatural realms. You should
Virtues and Flaws,- these count against your consult the troupe before choosing one of these,
maximum of 20 points of Virtues and 10 as a Nephilim and Devil Child might not work
points of Flaws. well together in the same saga.
3. You should also agree with the troupe on
a minimum set of Ability scores that the
Saxon cultures (principally England, Frisia, and
Bcoil Ghild Saxony) a faerie doctor may act as an
intermediary between the humans and the fae,
Devil Childrcn arc the creations of particularly leaving the region blessed indeed. Also callcd a
powerful demons, who create them for a specific lybntan (who practices lyb-craeft, magical healing
task. They are tragic figures,- potent with Hellish and surgery), the faerie doctor is a huntan who
powers but doomed to live a short life being speaks to the faeries on behalf of the peasants,
manipulatcd by thcir demonie parent. However, explaining their concerns and wishes. Likewise,
their souls do not belong to Heli despitc thcir the local faeries know that the faerie doctor
ancestry, and they have the free will to choose for supports thcir flow of vitality by reinforcing the
good or evil. Created as weapons in the conflict tales and lorę of their kind within his region of
between Heaven and Heli for the souls of influence. The faerie doctor takes it upon himself
mankind, Devil Children can be a powerful tool to keep the memory of the local fae alive through
of evil, and a firm hand is kept on them by their stories, and to ensure that their homes are not
demonie creator. However, they also have the violated. Should a dispute between humans and
potential to be a great tool of good if they seek faeries arise, the faerie doctor attempts to mediate,
redemption, and should they come to the ensuring that there are no misunderstandings on
attention of Heaven's forces, they may well be either side,- but he must attempt to remain a
targeted for either sakation or destruction. This neutral party. In addition to his job as mediator
often results in the Plagued by an Angel or and storyteller, the faerie doctor also administers
Supernatural Nuisance Story Flaws. directly to his human charges through use of
Notę: Devil Children are very powerful and faerie-granted supernatural powers, such as the
are recommended for high-powered sagas or sagas removal of blights, banes, and diseases through
with elder magi. his Curse-Throwing power. Faerie doctors are also
adept at locating water and lost things through
Required Virtues: dowsing.
Ali Dcvil Children must take the following The faerie doctor is trained from birth by a
Virtues: rclative, often an uncle, for the calling tends to
• Devil Child (Free — Mythic run in families. Faerie doctors are almost
Companion virtue) exclusively małe, although women can be taught
the art if no other relative can be found. The
• Demonie Blood (Major, Supernatural)
apprentice is taught the lorę of the faeries, and has
• Demonie Might or Demonie Powers direct and personal contact with all the Good Folk
(Minor, Supernatural — free with in the local region. As the boy enters puberty, hc
Devil Child) acquires a companion front amongst the fae, a
• Puissant Guile (Minor, General) friend who provides him with unique insights into
faerie-kind and warns him if he is about to make a
Required Flaws: social faux pas. These faeries usually have a high
Ali Devil Children must take the Cognizance, and this proves useful in explaining
following Flaw, or a suitable substitute the actions of other fae. Apart from this, the faerie
friend can take any form — it may be a willowy
agreed with the troupe:
nyntph, a talking anintal, a wizened dwarf, or any
• Tragic Life (Major, Supernatural) number of other types of faerie. Upon acquiring
his companion, the faerie doctor's apprenticeship
Devil Children may take three morę points of is complete. He either takes over his mentor's
Virtues at no cost (to balance the compulsory practice, goes into partnership with him, or ntoves
Major Flaw with six Virtue points), and may take to a new area to strike out on his own.
an additional seven points of Flaws, each point
Faerie doctors often accontpany their oath to
granting two Virtue points.
not take sides in conflicts between humans and
Devil Children do not have any common faeries with other oaths that reflect their status as
requircd Abilities, because their involvement in having a foot in both realms. The most common
their demonie heritage varies front one individual oaths are to never cut one's hair, to never grow a
to another. Their Abilities should reflect the task beard, to wear women's clothes, and to remain
for which they were created. celibate. Such oaths represent the distance the
faerie doctor must keep from the rest of humanity
Patrie Doctors to maintain his close connection with the fae.
Unsurprisingly, a faerie doctor may clash with the
pricsthood who see his 'clients' as demons or evil
If huntans are to dwell in regions haunted by
spirits,- howcver, the faerie doctor is rarely pagan
the fae — such as the rural areas which provide
himself. He sirnply realizes the true place of the
the food of nations — then they must learn to
fae in the daily lives of tho.se under his care.
come to an anticable relationship with thcir good
neighbors. In lands historically conncctcd to
• Faerie Lorę 3
JBacric Doctors as • Profession: Storyteller 1
JWuthic Companions The Student of Faerie Virtue and the Faerie
Upbringing Flaw are very common amongst
Players wishing to play a magus-level faerie
Faerie Doctors, and a high numbcr are Gender
doctor should take the following Virtues and Flaws
Non-Conforming. Many of them possess
enhanced abilities to resist many curses and
Required Virtues: diseases (such as a Greater or Lesser Immunity, or
Ali Faerie Doctors must have the following Rapid Convalescence Virtues). Otheruseful
Virtues: Virtues includc Free Expression, Purifying Touch,
• Faerie Doctor (Free, Mythic and Second Sight.
Companion) A character can be a faerie doctor without
• Dowsing (Minor, Supernatural — Free being a Mythic Companion, but they are
with Faerie Doctor) understandably less powerful. They still take the
• Wise One (Minor, Social Status) compulsory Virtues and Flaws listed above, but
must balance Virtues and Flaws in the normal
• Curse-Throwing (Major, Supernatural)
manner.
Required Flaws:
Ali Faerie Doctors must have the following
Flaws, or suitablc substitutes agreed with the
troupe:
Dcphilim
• Faerie Friend (Minor, Story) Nephilim are the divine giants and heroes of
• Dutybound — obey the oaths of a ancicnt myth. While older nephilim rarely vcnture
faerie doctor (Minor, Personality) front their divine regiones, a few younger
nephilim occasionally Ieave their homes to
Minimum Ability Scores: wander the earth and experience new things.
Faerie Doctors should begin play with the Most "young" nephilim are about eighty years old,
following minimum Ability scores: which is the start of their adulthood.
• Curse-Throwing 4
• Dowsing 1

^in^ating
In some cultures, the supernatural power might transfer the sins of the dying onto an
of Curse-Throwing is called Sin-Eating. A otherwise innocent child in return for
sin-eater uses this power to take on the pecuniary gain.
sins of the dying or recently dcad, often
acquired by eating a ritual meal of bread, Sin-Eating stems from a similar tradition to
salt, and ale over the body of the sinner. It Curse-Throwing, and thus is most common
is believed that the Sin-Eater not only in cultures descended from Saxon people —
saves the deceased from Heli, but also in England, Flanders, Frisia and Saxony.
prevents their spirit from wandering the Analogous traditions exist in other cultures,
world as a ghost. The magnitude of the such as the Bavarians and the people of the
unforgiven sin should be considered to be Bałkan Peninsula. An intriguing variant of
a Minor, Serious, or Major Affliction as sin-eating is part of the Jewish atonement
appropriate. The effect of Sin-Eating on rituals. Jewish practitioners of a version of
the soul of the practitioner or the fate of Curse-Throwing aligned to the Divine
the mortal soul remains unknowable, but Realm still conduct the rite of the
Sin-Eating does prevent the spirit of the scapegoat. A goat is loaded with the sins of
deceased from bccoming a ghost due to a community on Yom Kippur, and driven
unrepented sins. A sin-eater can still use into a place of desolation. Incorrectly
his Supernatural Ability in the standard identified as a propitiatory sacrifice to
fashion, and most commonly takes the Satan, the scapegoat (and this is the origin
curse onto himself. Sin-eaters are often of that phrase) is an act of obedience to Cod
outcast from society, shunned because of as dctailed in Chapter 16 of Leviticus.
the sins they accumulate through their
career. The Church regularly
Story seed: A Bjornaer magus comes to the
excommunicates sin-eaters, not only
characters for help. He was unwittingly part
because of the burden of sin which they
of the scapegoat rite when observing Jewish
carry but also because they encroach on
practices in his goat heartbeast, and now
the territory of the clergy to administer to
seeks a way to unburden himself from the
the dead. A particularly evil sin-eater
community's sins.
Notę: Nephilim are very powerful and are
recommended for high-powered sagas, or sagas jSptrtt Waru
with elder magi. If your troupe is worried about
gamę balance, ensurc that age levels for characters A spirit votary is a devoted worshiper of a
are roughly parallel. magical spirit. In pre-Christian days, these
individuals would be high priests and priestesses,
and form a cult to venerate their spirits,- similar
Required Virtues:
powers could be found among a number of
Ali Nephilim must take the following Virtues:
diffcrent cultures. Today, a spirit votary tends to
• Nephilim (Free - Mythic Companion be a solitary figurę railing against the overt
Virtue) superiority of the Dominion of God.
• Blood of the Nephilim (Major,
Supernatural) Required Virtues:
• Greater Immunity: Disease (Major, Ali Spirit Votaries must take the following
Supernatural) Virtues:
• Great Stamina (Minor, General) • Spirit Votary (Free — Mythic
• Great Strength (Minor, General) Companion Virtue)
• Improved Characteristics (Minor, • Second Sight (Minor, Supernatural —
General) free with Spirit Votary)
• Sense Holiness and Unholiness • Spiritual Pact (Major, Supernatural)
(Minor, Supernatural) • Either one morę Major Supernatural
• Strong Angelic Heritage (Minor, Virtue or three Minor Supernatural
Supernatural — free with Nephilim) Virtues
• Nephilim must take five points of
Flaws to pay for these virtues and may Required Flaws:
take an additional five points of Flaws, Ali Spirit Votaries must take the following
which grants a further ten points of Flaw, or a suitable substitute agreed by the troupe
Virtues. • Pagan (Major, Story)

Minimum Ability Scores: Minimum Ability Scores:


Nephilim should begin play with the Spirit Votaries should begin play with the
following minimum Ability scores: following minimum Ability scores:
• Dominion Lorę 4 • Local Area Lorę I
• Hebrew I • Magie Lorę 4
• Penetration I • Penetration 1
• Sense Holiness and Unholiness 3 • Second Sight 3

w
eii
t ji1 WX>
*’■w
'" r /
Jr /
T > r-Sii
•ART NOT FINAŁ

©2024 Trident, Inc., d/b/a Atlas Gamcs®. Ali rights reservcd. Ars
Magica is a trademark and Atlas Games is a registered trademark of
Trident, Inc. This work is protected by international copyright law and
may be reproduced for review pttrposes only.

You might also like