Better example magi!

So, having rested and all, this is late, and I figure I can post one more

So, here's the Bonisagus Seeker

They come from the Rhine Tribunal, which causes problems for core compatibility
I'm thinking you can substitute Educated for Gild Trained, and maybe age them 2-3 years to compensate for the lost xp.
Their core Major Virtue is Mercurian Magic, the revised version.
This is a character designed to become the covenant's Aegis Caster, with a sideline of healer. Being a LR specialist will come in handy, and can become a source of vis down the line if they design LR for NPCs.
They have more potential, as a writer of good books.

Being focused on Creo, they can handle themselves in a fight, by throwing PoF around. Likewise, their specialization in Vim make them well-prepared to handle supernatural threats. They suffer from a lack of utility spells, though, but that's what lab time is for!
So, all in all, I figure it's not a great starting character, but it's one you can grow in, due to their potentials

Characteristics: Int +3, Per 0, Pre -2, Com +2, Str 0, Sta +1, Dex 0, Qik 0
Size: 0
Age: 30 (30)
Decrepitude: 0
Warping Score: 0 (0)
Confidence: 1 (3)
Virtues: Additional Gild Training (60/60) , Affinity with Vim, Affinity with Creo, The Gift, Ash Gild Trained (30/30), Good Teacher, Hermetic Magus, Imbued with the Spirit of Corpus ( you can substitute a Vis Source instead), Inventive Genius, Mercurian Magic, Minor Magical Focus (Longevity Rituals), Puissant Magic Theory*,

Flaws:Favors (Andrus of Bonisagus (GotF 58)), Driven (Expand Hermetic Magic), Gild Enmity (Apple Guild) (you can substitute another core minor hermetic / general flaw, such as the new Minor Flaw Ceremonial Spontaneous Magic), Seeker (you can substitute Ambitious or Higher Purpose), Weak Magic Resistance (When in shadow)
Combat:
Dodge: Init: +0, Attack --, Defense +0, Damage --
Fist: Init: +0, Attack +0, Defense +0, Damage +0
Kick: Init: -1, Attack +0, Defense -1, Damage +3
Soak: +1

Abilities: Artes Liberales 3 (ritual magic), Athletics 1 (jumping), Awareness 2 (determining effect), Code of Hermes 2 (mundane relations), Concentration 2 (spell concentration), Covenant Lore: Durenmar 2 (personalities), Etiquette 1 (nobility), Folk Ken 2 (nobles), Intrigue 1 (rumormongering), Latin 4 (hermetic usage), Leadership 2 (laboratory work), Low German 5, Magic Theory 4+2 (longevity rituals), Order of Hermes Lore 3 (history), Parma Magica 1 (Aquam), Penetration 1 (Vim), Philosophiae 3 (ritual magic), Stealth 1 (hide), Swim 1 (diving)
Arts: Cr 10, In 5, Mu 5, Pe 5, Re 5, An 1, Aq 0, Au 0, Co 6, He 0, Ig 6, Im 5, Me 0, Te 5, Vi 9
Equipment:
Encumbrance: 0 (0)

Spells Known:

-Corpus Spells
Purification of the Festering Wounds (CrCo 20) +17

-Ignem Spells
Pilum of Fire (CrIg 20) +17

-Vim Spells
Wizard's Vigil (MuVi 20) +15
Aegis of the Hearth (ReVi 20) +24, Mastery 1 (penetration)
Demon's Eternal Oblivion (PeVi 10) +16, Mastery 1 (multiple casting)
Dreadful Bane of the Fae (PeVi 10) +15
Opening the Intangible Tunnel (ReVi 10) +15 This might be swapped out in favor of a non-AC, Voice range version, possibly with Sun duration (the level would stay the same), giving them a little more utility.
Sap the Griffin's Strength (PeVi 10) +15

So that's all for now. Depending on how I'm feeling, I might post a little more tomorrow. I hope you enjoyed them and that, somewhere, they'll be useful to someone :smiley:

3 Likes

I would advise players against taking "Bound to Magic". It restricts the kind of adventures a character can go on, which is the opposite of what we want to achieve. For short adventures, it's inconsequential, for longer ones it's a gamble - and combined with Sta +3, it seems like you try to minimize the impact.

I would also advise against taking "Ignem Monstrosity". Making a character who is already terrible at social interactions (Blatant Gift) a little worse it not worth a flaw, IMO.

I thought that you cannot be focused on lab activities. The canonical MMF (from Core) would be "Aging", which covers LR, but is broader.

1 Like

"Bound Magic" is actually a different flaw than "Bound to Magic" - it's one of the flaws associated with the Mutantum lineague from pg 108 of HoH:TL. It means that all your spells and items cease to function when you die.

2 Likes

Oh, my bad. That's of course not a problem.

It's an easy mistake to make! For bonus confusion there's also "Bound to (Role) Role", which is what I initially thought you were confusing it with.

Hmm. Int +3 is definitely nice to have (even if it's not strictly needed for their starting spell list), as this should be an Intelligent character. I'm slightly tempted to swap it for Per +3 instead. Decisions, decisions.

Agreed Luck can go - I'd misremembered what it did slightly. I thought it would cover things like "I turn up just as x is happening", but it looks like it's more about how well you perform when it's mostly down to Luck, which is subtly different. Arguably you could stretch "how well you perform" to the general course of the investigation, but a) it's not clear to the extent to which an investigation is something which depends more on luck than skill or talent, and b) it's probably going to end up depending quite a bit on the Storyguide's interpretation, which isn't something you want in an example character where you haven't been able to talk it through with the SG first.

1 Like

Whilst I'm mulling that over, here's another character - a Trianoman Bonisagus. And yes, I realise it was only a few posts ago I said I'd look funny at a Bonisagus with Int less than +3, but I was thinking specifically of Bonisagus' line!

This character does require a player who's interested in getting into the setting material, which means it won't be appropriate for everybody.

Edit: I knew the idea of a Hermetic playwright wasn't a fully original one, but I'd forgotten quite how closely this character replicates the concept in this post here: A Tribunal Fair (Collection) - #14 by RafaelB , so apologies to @RafaelB for not giving them any credit previously.

Characteristics: Int +1, Per 0, Pre +1, Com +4, Str -1, Sta 0, Dex 0, Qik 0
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus; Affinity with Imaginem, Deft Imaginem, Great Characteristic, Harnessed Magic, Inspirational, Puissant Finesse, Puissant Imaginem, Puissant Intrigue*, Social Contacts: Actors, Troupe Upbringing (creating and producing plays), Well Travelled; Difficult Underlings, Waster of Vis; Busybody, Higher Purpose, Weak Enchanter, Weak Magic
Personality Traits: Proud of the Order +2, Enthusiastic +3, Manipulative +1
Reputations: None
Combat:
Dodging:
Soak: 0
Fatigue Penalties: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)
Abilities: Area Lore A 2 (stories), Area Lore B 2 (stories), Artes Liberales 1 (grammar), Athletics 1 (running), Awareness 1 (actors), Bargain 2 (actors), Brawl 1 (dodge), Carouse 2 (staying sober), Charm 2 (audiences), Code of Hermes 1 (political intrigue), Finesse 2+2 (Imaginem), Folk Ken 2 (audiences), Guile 1 (patrons), Intrigue 2+2 (magi), Latin 5 (storytelling), Magic Theory 3 (Imaginem), Native Language 5 (storytelling), Order of Hermes Lore 2 (history), Parma Magica 1 (Mentem), Profession Playwright 3 (Hermetic histories)
Arts: Cr 5, In 0, Mu 5, Pe 5, Re 1, An 0, Aq 0, Au 0, Co 0, He 0, Ig 0, Im 11+3, Me 0, Te 5, Vi 0
Twilight scars: None
Equipment: Wizardly robes
Encumbrance: 0 (0)
Spells known:
Phantasm of the Talking Head (CrIm 10) +19
Phantasmal Animal (CrIm 20) +19
Discern Own Illusions (InIm 15) +14
Notes of a Delightful Sound (MuIm 5) +19
Disguise of the Transformed Image (MuIm 15) +19
Image Phantom (MuIm 20) +19
Veil of Invisibility (PeIm 20) +19
Pit of the Gaping Earth (PeTe 15) +10

Character Notes
This character was brought up as part of a troupe of travelling actors before they were found and taken for apprenticeship with their master. Now gauntletted they are looking to put on plays at Tribunal gatherings (and any other large gatherings of magi they can wrangle an invite to). As a follower of Trianoma, these plays are crafted to reinforce the Order; brave magi battling the evil forces of the Spider or the hated Diedne, or the great accomplishments of the Founders (especially at any House gatherings).

The character has contacts amongst various acting troups (including both mundane actors and a number of Redcaps) which they can use to put on their plays. Unfortunately actors are rarely the most troublefree employees at the best of times, and the Gift means that "the best of times" rarely applies.

Design Notes
This character could be made more efficient at gauntlet by swapping Puissant Finesse for Skilled Parens, but the Puissant Finesse will be more useful in the long term if the character continues to build up their skill with illusions. Alternatively you could drop three of the minor Virtues (probably Puissant Finesse, Puissant Imaginem and Great Characteristic) to take Flexible Formulaic Magic, which will enable you to get greater use out of Deft Imaginem by allowing you to cast Voice Range spells at Sight duration instead, as well as lengthening the duration of the Diameter based spells.

4 Likes

The other day someone on the Discord server asked about how one would build a spirit magus from just the core book and this is my attempt. I feel like it belongs here in the sample characters. Even though he seems to be a bit more focused than most of the magi on here it was fairly necessary to get him to ReMe 40 so he could try to summon at least one spirit.

Concept: Spirit Master
House: Tytalus
Characteristics: Int +3, Per +2, Pre -2, Com +1, Str 0, Sta +1, Dex 0, Qik -1
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 2 (5)
Virtues and Flaws: The Gift; Hermetic Magus; Self-Confident*; Affinity with Rego; Major Magical Focus (spirits); Puissant Penetration; Puissant Rego; Second Sight; Deficient Creo; Enemies; Overconfident
Personality Traits: Overconfident +3
Reputations: None
Combat:
Dodging:
Soak: +1
Fatigue Penalties: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)
Abilities: Native Language 5 (dialect), [Area] Lore 2 (hiding places), Artes Liberales 1 (ritual magic), Athletics 1 (climbing), Awareness 1 (searching), Bargain 2 (spirits), Concentration 2 (spell concentration), Finesse 1 (certamen), Folk Ken 1 (bullies), Guile 1 (feigning innocence), Infernal Lore 1 (demons), Latin 4 (Hermetic usage), Leadership 2 (spirits), Magic Lore 1 (spirits), Magic Theory 3 (spells), Parma Magica 1 (corpus), Penetration 2+2 (spirits), Second Sight 3 (spirits), Stealth 2 (hiding)
Arts: Cr 0, In 0, Mu 0, Pe 7, Re 10+3, An 0, Aq 0, Au 0, Co 0, He 0, Ig 0, Im 0, Me 10, Te 0, Vi 0
Twilight scars: None
Equipment: Wizardly robes
Encumbrance: 0 (0)
Spells known:
Revealed Flaws of the Mortal Flesh (InCo 10) +1
Perception of the Conflicting Motives (InMe 15) +11
Lay to Rest the Haunting Spirit (PeMe 5) +25
Coerce the Disembodied Spirits (ReMe 20) +34 as Coerce the Spirits of the Night but works on any spirit
Ring of Warding Against All Magical Spirits (ReMe 25) +34 as Ring of Warding Against Spirits but works on any spirit
Incantation of Summoning the Dead (ReMe 40) +34 Ritual

Character Notes
Before being found by his parens this character explored the city in which he lived, one of the larger cities of Europe and cities are full of ghosts which he was able to see, unlike his peers.

During his often difficult apprenticeship he learned there was nothing he should not try if he was ever to get the best of his master, which he never did but never for his own fault. Trained in the spirit magic of House Tytalus. Being overconfident he is likely to call up that which he can not put down. Members of the staid House Guernicus, the Quaesitors, believe his lineage to be tainted and are keeping a close eye on him hoping to prove their suspicions of infernalism.

Design Notes
He can take up to three more virtues and flaws. One option might be Way of the Town to represent his history in a city and somewhat offset the hindrances of The Gift and the hindrances of the Dominion. Changing his flaws would be perfectly fine but the only virtues that could be changed without having to change his spell list are either of the Puissants.

3 Likes

I think that would make an excellent Story Flaw, but from the core rulebook it would fit well as a Lesser Malediction. Call it the "Jessica Fletcher curse": murders don't happen because you're there, but if there's going to be a murder it'll happen while you're there. From a rules perspective I'd expect the character to get dragged into a Story about once a year.

4 Likes

Call that flaw "Bird of ill Omen" or something like that, and have people blame the character for such happenstances, and you've got a Major Story flaw.

3 Likes

You are, of course, right. I thought about it, but shied away since it seemed too powerful to me: being good at LR and at aging your enemies to death :skull:. So, i figure "slowing aging" would fit the bill?

About Ignem monstruosity, I took it because, thematically, it went well with the mMF. But yeah, you're probably right. So, a Lesser Malediction, by which they freeze whatever they touch (great in summer :smile: not so much in winter :grimacing:) or always feel cold?

For the latter you'd want Warped Senses (sensitive to cold) from RoP:M. For the former, just go with Weird Magic from the core so the player doesn't use that Lesser Malediction to set up a medieval icecube concession as the covenant's income source...

1 Like

Aging is a canonical minor focus - it's suggested for people with Mythic Blood: Phoenix on pg 37 of HoH:MC.

1 Like

Aging is also one of the examples in the list of Minor Magical Foci in the core rule book.

1 Like

I'll admit that certain literary tropes may have been in my mind when creating the character...not that specific detective, but it's a fairly common feature!

It's probably better to avoid custom story flaws for the "core book examples" magi, but that could certainly work if you were creating a general purpose magus.

I also want a Guernicus who's Plagued by a Faerie which has decided that what they really need is an Archnemesis (and will commit elaborate crimes accordingly).

3 Likes

Concept: Faerie, blaster mage
House: Merenita
Characteristics: Int +2, Per +1, Pre -1, Com -1, Str 0, Sta +2, Dex +1, Qik +1
Size: 0
Age: 25 (25)
Virtues:

Affinity (Creo)
Affinity (Auram)
Strong Faerie Blood, Goblin
Major Magical Focus (Weather)
Faerie Magic

Flaws:

Optimist (major)
Deficiency (Animal)
Deficiency (Herbam)
Faerie Upbringing
Visions
Deleterious Circumstance (touching Iron)

Combat:
Punch: Init: +1, Attack +4, Defense +4, Damage +0
Soak: +2

Abilities:

Ability Specialisation Type XP Score
Artes Liberales Logic Academic 5 1
Athletics Running general 5 1
Awareness Searching general 5 1
Brawl Punch general 15 2
Charm Witty general 20 2
Concentration Spells general 5 1
Faerie Lore Faerie Courts Arcane 15 2
Finesse Auram Arcane 15 2
Living Language dialect Language 75 5
Latin Hermetic Language, Academic 50 4
Magic Theory Au Arcane 30 3
Parma Magica Ig Arcane 5 1
Penetration Au Arcane 5 1
Second Sight Faeries supernatural 30 3
Stealth Hiding general 30 3+1
Surivial Forest general 5 1

Arts: Cr 12, In 0, Mu 0, Pe 0, Re 0, An 0, Aq 0, Au 12, Co 0, He 0, Ig 0, Im 0, Me 0, Te 0, Vi 0
Equipment:
Encumbrance: 0 (0)

Spells Known:

Auram Spells

  • Incantation of Lightning (CrAu 35) +38
  • Pull of the Skybound Winds (CrAu 30) +38
  • Charge of the Angry Winds (CrAu 15) +38
  • Whispering Winds (InAu 15) +12
  • Ward against the Rain (ReAu 10) +12
  • Wind at the Back (ReAu 5) +12

Corpus Spell

  • Bind Wounds (CrCo 10) +14

Character Notes
This magus/maga was raised by faeries goblins and was traded to their parens by the goblins, the parens opened their art at the end of their 10th year, and age 25 the character is freshly gauntleted. They are very much a weather magic specialist, with blasting magic but combining the goblin stealth and the InAu spell can be a bit of a spy too. With a high Creo that can at least help patch up the wounded post combat. The ReAu are general utility spells, the wind at back being doubly helpful if they will end up on a sailing vessel.

I made sure to use no XP boosting virtue, only the core book and no custom spells, as this is what I would recommend (more or less) for fresh players.

4 Likes

Kinda reminds me of this old thread. :slight_smile:

The combination of Weather specialist and goblin blood feels an odd one to me - goblins are noted as being creatures of the shadows underground, so very much not inherently Auram based. Is it a deliberate rejection of their background (and if so, what impact does this have on their relationship with the fae), or just a result of their master's own talents (in which case how do they feel about that)?

I'd suggest considering swapping in Circling Winds of Protection (Cr(Re)Au 20) to give them more defence. Sadly I don't think you can easily get Wings of the Soaring Wind (Cr(Re)Au 30) as an escape/travel spell, especially if you're trying to avoid xp boosters.

A Creo 7, Rego 2, Auram 16(1)+3 mage is, I think, a very solid starting choice for a character.

With just Affinity+Puissant Auram, and Intelligence no higher than +2, for 122 Art xp you can get a very strong attack (Incantation of Lightning, which might be worth mastering to a score of 2), decent defenses and camouflage (a larger-sized Air's Ghastly Form, Circling Winds of Protection with D:Diam), fast transportation (Wings of the Soaring Wind, again better with D:Diam), and some interesting intelligence-gathering (Whispering Winds or Eyes of the Bat, or perhaps a "Speak with Air" effect - any InAu up to level 25 is within reach).

And if you are willling to spend 3 Virtue Points (for Great Comx2 + Good Teacher) on top of a Com+3, you can really end up writing the next Branch of Auram (as well as 4 exceptional Tractatus right after your Gauntlet)!

1 Like

Goblins is a catch all term for the various small and discreet creatures, I would say only the mining kobold that turns good ore bad is really bound to earth as an element. The Hödekin is a mostly urban goblin with little to do with any element in particular, and even the Erlkönig, could be just as much a sidhe or a goblin. Since I deliberately restricted myself to the core book, there are not so many faerie bloods to chose from.

But generally, I imagine that this weather mage would be the fully hermetic descendent of some Tempestarius lineage, whether Iberian of Eastern European, that got subsumed into the OoH some hermetic generations ago.

Yes, depending on who else is in the covenant either buying up Co to become a healer and getting Rego up would be the first order of business, to unlock the pretty swish CrReAu spells. That and once the player has gotten a knack for the system develop some CrAu spells of their own: something to summon a storm right away and then a spell to start having natural lightning bolts for high pen.