Ars Magica: Light of Andorra

well, new in the sense that I have not tried it yet...
...anyway, the idea that I had was that of a necromancer/summoner from house Tytalus, whose parens is an ex member of the Tessalian witches, accepted into house Tytalus and more specifically into the Titanoi. His apprenticeship took place in Italy, between the Covenant of Luctatio, Vardian's Tomb and around the places where the Cult of Pluto was once strong, there he learned both the subtleties of political intrigue and the legacy of Tytalus and Guorna. After the Gauntlet he left Italy and wandered the Theban Tribunal for a while, wondering with a Redcap and trying to learn more about non-hermetic summoning, but then returned to the west and spent some times in Fudarus, and now he is on the move again...this would be the background ain a nutshell, about what kind of mage he would be, as I told, I am thinking about someone thought by one of the Titanoi and possibly he took some steps into the cult himself (that's how he would've spent most of the time in Fudarus), more interested in the summoning bussiness (making him specially strong in Rego, Mentem and Vim) than in politics (altough as a Tytalus he'd not be totally estraneous off the basics of intrigue), he dabbles mainly with spirits and the forgotten deities of the pagan past...of course, as a Tytalus he welcomes any challenge, but it goes without saying...oh, and he would follow te Calliclean line of conduct.

Sounds like a rather ambitious and complicated concept for someone who has never played before :smiley:
Still, I think your concept is a bit too dark for this game. Maybe something lighter or more heroic?

Still looking for one or two more people to join in if anyone is interested :smiley:

Sign me up! Looking to play one of two concepts:

Option 1) Traditionalist Guernicus, affable and idealist who believes the role of the House should be to preserve the freedom of the individual magus; Black Sheep of her very Transitionalist family: her father (who is also her Hermetic pater) and grandmother (pater's Hermetic mater) trace their lineage from a half-sibling or cousin of Guernicus the Founder). This seems like the character might fit into the setting and with other characters pretty well.

Option 2) A Gently-Gifted Bjornaer. I love Bjornaer like Mark loves Flambeau, and one with social skills would be hilarious.

Thoughts/input/etc?

You have been welcomed and accepted to join us :smiley:
Both concepts are cool

Watch this space.
No promises as of yet. Just keep an eye out.
I will be looking for experienced players to help revive an old saga (yet again).

Welcome back Mark.

If you do bring the saga back, I'd be wiling to give it a go. Do you still have a preference for Flambeaux, or can I translate my character for the Legacy of Rome saga that seems to have died on the vine?

Greetings Octavian. Thank you for the welcome.

My ony prefrence is for normal magi. No more with the 8 different mysteries and 5 rules exceptions. A little is okay.
If I have three interested people, I'll see if I can get the thread reopened and we will meet there to discuss what sort of saga we want and how we want the covenant to look.

Interested Octavian? I'll let you retcon. It only takes one original player to make me keep my word about that genie :wink:

Sure, sign me up. What changes would I have to do?

Nothing unless you want. I just recall you mentioning several times how you want a redesign. I have a revised advancement system in mind. Basically, post gauntlet advancement, if desired, will be dine in cycles of an average of 7 yrs. That way we look at the character periodically to see that they develop in a feasible and organic way. I was also thinking it presents the opportunity to do flashback stories.
No more of the gross abuses I let slide before. No goat magic. No more multi themed gimmiks or customized mystery cults. Magi spanning all ages.

I am imagining a saga of summer rebuilding. Andorra got its ass kicked and is shattered. But there is still enough remaining to build a powerful summer covenant. Sweep out all the old magi unless those players want to participate. I will play Carmen, but Antonio and Rodrigo are gone.
I have been in contact with my old buddy Carmello. I reserve the right to let him play a cameo, but the character will be revised and balanced.
The troupe will decide what sort of saga it will be from there, and wee will decide as a group what we want the covenant to be. We can pick pieces of the old covenant & add some new. I'll keep some of that old library and burn the rest. Player magi can be recruited from anywhere to participate in this restoration, and will have some resource points at their discretion.
And I am gonna try something I picked up from Jonathan Link. Multiple concurrent personal stories as stiky threads. All the old material will be treated as lore and idea resorces, but we can tweek continuity.

What did Octavian wind up doing with Metron?
But this will be a new saga with new stories. There is a lot of material to draw on for inspiration, but I am more concerned with the stories of the players.
But I will use Octavian as a link to the past.

For those who may be confused. Octavian the player had a character also named Octavian. Also, for those interested, read the current conversation to see what I am looking for. I will be drawing extensively from the backstory of earlier edition, but this is a Fifth Edition game and all relevant rules will be followed. I will also use current backstory of the game and merge my old fuddy-duddy traditions in as well as I can. Mainly I got a nut in my head about the history of House Flambeau, the old Iberia book, and insisting that in order to qualify to challenge an archmagus you need to have trained an apprentice and invented a new 7th magnitude spell.
No Infernal or Divine magic. Causes to many problems and arguments.
Stay off my nuts about my grogs. I like grogs. 'Nuff said.
Dont, make a min-maxed ultra-quirky unique character design. Create a good character with a believeable yet uniqe personality. In my opinion, vanilla magi have become unique. My favorite character is the stereotypical Flambeau fighter-magic user, no mysteries or exotic magic. There is not a single character like him on the boards. It is okay to be a little wuirky, or even heavilly invested in a single line of mysteries. Just show a little restraint.
Having said that, there are some things I am willing to grandfather in for returning characters. Not goat magic (we can fiddle with something to compensate).

No more to rant about. I just want a smoother more affable game.

I have two! One more and it's a show.

Interested in playing Marie Noris.

That spot is reserved for someone.
Are you that someone?
Mysterious poster, first message...
Is this who I think it is?
If so, then I will open the game up by Monday or so and we can work out our plan.

I also wanna cool down from the above rant. A little weirdness is okay. I just want packages that make sense and are not munchkined.

If it's who I think it is...squeeeee!

Anyhoo, the Andorra forum is still locked...and holy moley, four years of posts?!?

Can I get a quick summary of chargen rules? (or is it straight raw, except for the 40 points per year post-gauntlet that i think I saw a minute ago)? And how old should/could my maga be?

I'm thinking of playing a relatively generic Flambelle (feminine of Flambeau, I'm being a smart-aleck :smiley: ). My first time playing a Flambeau, so I expect to screw up somewhere.

I sent Michelle a message, giver a chance and she'll get to it. For the moment we can use this space to discuss what we want to do.
The basics of CharGen are as follo...
(keep in mind that it is an abstraction)
Cycles of seven years = 15s study (average q 10), 5s Lab, 7s labor for covenant (1 pawn any form per season of labor.
Cycle can flux a few years, you decide how to manage extra or lost time.
After each cycle save a copy for potential flashback stories. Also take stok of yourself. Grow the character organically.

I will get into more detail later. But for now' the 40xp/yr still stands. The average year is 2s study (10xp/season), 1s lab, 1s work for a pawn of vis. Vis can roll over, but at the end you keep only a seventh.

I sent Michelle a message, giver a chance and she'll get to it. For the moment we can use this space to discuss what we want to do.
The basics of CharGen are as follo...
(keep in mind that it is an abstraction)
Cycles of seven years = 15s study (average q 10), 5s Lab, 7s labor for covenant (1 pawn any form per season of labor.
Cycle can flux a few years, you decide how to manage extra or lost time.
After each cycle save a copy for potential flashback stories. Also take stok of yourself. Grow the character organically.

I will get into more detail later. But for now' the 40xp/yr still stands. The average year is 2s study (10xp/season), 1s lab, 1s work for a pawn of vis. Vis can roll over, but at the end you keep only a seventh.

Could I port my scrying-obsessed Criamon into this game? It'd be fun to play an alternate timeline future version of him. Mechanically, he's an exploration of the Hermetic Assassin concepts from HProj: gathering information from afar, maximizing Penetration, using Intangible Tunnel-like effects in new and exciting ways.

It will be up to your fellow players when we decide as a group what we want. But the idea sounds cool to me. Keep in mind two considerations...

  1. why did you choose this restoration project?
  2. why were you recruited?

I have also thought over CharGen.
Preume the average year has four seasons
:slight_smile:
Winter, Spring, Summer, Fall
In a season you can...

  • study/advance/adventure/etc (10xp/season)
  • work in the lab (normal rules)
  • earn a pawn of vis (any Form)

Spend only half or so of your xp on Arts
Spend no more than half your time in the Lab
Spend no more than a third of your time collecting vis

And the Cycle concept (tell me what you think)
A Cycle averages seven years (+/- 3)
You gain a bonus of 7 pawns of vis per cycle. You scratch off one season as overhead. You experience at least one major event (tbd, a good example is rolling out a twilight episode).
Keep in mind that this is all abstraction.
You can gain one new virtue and one new flaw per season (twilight is seperate). This can represent a mystery, personal story development, or additional twilight. There will be a cost of xp & time. Time required is 3 seasons for a new Major Virtue, w season for other results. The cost is equivilent to RoP-Magic rules for magic realm xp.
Remember: this is an abstraction, this can only be done once per cycle, and it will require a little explanation and justification that fits your backstory.

I do want to repopulate the mountains with monsters and potential advesaries. So a scrying specialist may be useful. And I think there was a Criamon connection either in the old game or the ancient original. We can come up with a cool link.

Also, I want to encourage others to tell stories, maybe even sg a story arc or two (or more)

Things I forgot to mention...

Make the character whatever age you desire. I hope for variety. There should be an upper limt, but we can discuss that (I was thinking 30).

Keep half your vis. but no more that (35 - years of advancement

Hi all. I'll join, and I have a few ideas about a magus/maga concept, but I'm thinking it depends on what it was that caused the destruction of the previous covenant. Do we know? If it is a mystery, a Quaesitor might be fun. Otherwise, I am thinking a Gifted Mercere who is there because the location is important to the Mercurian cult. Either way, perhaps the character was raised at Doissetep?