Better example magi!

Yeah, etiquette and carouse would rough them off nicely. My suggestion: switching charm to etiquette, and dropping athletics, stealth and OoH Lore for carouse.

Trying to be charming and polite amd a fun drunk and a good liar and able to recognise lies is too much.

Checking through this:

  • You're missing masteries on most of your spells. You can also have a second mastery ability on Loss of But a Moment's Memory.
  • I'd suggest writing the Puissant Perdo as 12+3 rather than 12 (15), as the former is the standard and the latter usually means "extra xp towards the next level" - I spent a few moments puzzling over why you had more extra xp than the next level required before remembering you had Puissant Perdo
  • Veil of Invisibility should count for "not being noticed", but I'm less sure that Wizard's Sidestep and "Loss of But a Moment's Memory" automatically would - yes, there's times that they would (particularly for the latter), but they're not inherent to the spell, so would only count to your casting total when you cast it in appropriate ways, not all of the time. That said, it may be possible to get a focus that does cover all of these with a bit of redefinition.
  • No Order of Hermes Lore or Code of Hermes? They're not essential, but they will mean he's pretty ignorant, and if his long term goal is to make friends it makes sense for him to have some idea of who the rest of the Order actually are.
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I wrote "Unless noted, all masteries are fast cast." I appreciate it does not pop out to the reader. I might go back and edit and add italics.

I think the MMF is not too broad and thematically they fit. I could reword to "not being noticed or remembered".

It is noted as a long term goal. I'm considering it is a recent thought. His thoughts for large parts of the apprenticeship was for everybody just to leave him alone. The 10 years prior to apprenticeship with charm 3, and Com+3 are representing he tried his best to convince people to leave him alone, but -6 from blatant gift meant it was not good enough. I would expect the character to get those skills later. Dropping Imaginem to 6 and using the XP for a level of Order Lore, Code of hermes, and Finesse is an option.

"Elusive"?

Thanks for the suggestion. I hear Elusive and think it would effect wizards sidestep, and invisibility, but wiping memory, a bit more of a stretch.
Some MMF are simple such as "Projecting fire". Some MMF are harder to pin down, and it is often a vibe check with the SG and the player. This sort of fits that spot, I think. Admittedly, if one is depending on the vibe check, Elusive is an elegant 1 word solution.

"Difficult to remember" is often given as part of the meaning, which I think is much of why it came to mind. BUT: I think that might more be due to the stock phrase "elusive memory" than intrinsic to "elusive."

(I was curious and looked into it yesterday: That phrase is much more common in British than American English. It became far, far more common a little after 2000. I don't know why - I suspect a pop culture thing about which I should treasure my ignorance.)

Also: I think that's a cool focus.

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Technically, elusive means something that escapes easily, from the Latin eludere: to evade/escape (the etimology is literally to out-trick).

Since it encompasses physical evasion, it's rather broader than "not being noticed or remembered". And the latter is perfectly fine description for a Minor Focus: it's a clear idea, and it does not matter if it cannot fit within a single word of the English vocabulary.

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That's the root, but - though I don't like it - I accept that words mean what they mean now, not what the should if everyone were paying attention. (It's a subject that can literally make me boil with rage.) I was thinking about the inclusion of Wizard's Sidestep.

And why settle for a descriptive phrase when you can spend a week hunting for one word? :grimacing: (Failing to find the right word after a week is something I do professionally.)

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The issue is that "elusive" can have a physical connotation even in modern, British English ("eluding pursuit"). Furthermore, even when it's used for abstractions, it might be something not hard to notice or remember, but just difficult to grasp ("an elusive goal").

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I agree! Beyond connotation, even. But since there are multiple - if similar - meanings, I would think that not necessarily a deal breaker if the physical aspect is unwanted. But perhaps perfect if one were to embrace that as part of the focus, as represented by WizStep

(Hmm ... In contrast to, say, "evading", does "eluding pursuit" really imply physical escape rather than escaping being found ... being noticed? It makes me think the police "lost" the pursued.)

But that's enough derailing from me. I just find it interesting. ... I'll shut up about this now. :slight_smile:

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This thread had laid dormant for 5 months. A little side topic derailment, especially if the OP is involved, seems fine.

In the context of pursuit, evading, I'd consider the pursuer had the person in their sights, however, the person escaped. Eluding capture, I think it's more someone sneaking in to a castle and not being found by the guards, sneaking past a blockade, etc.

Sorry - I had indeed missed that. (I nearly missed that he has Flawless Magic at all, and was thinking that you were 10xp overspent before realising that the first 5xp of his mastery was free and the second doubled).

I think part of the issue is what the spells do - Wizard's Sidestep still means people notice you, they just think you're a pace away from where you really are. Loss of But a Moment's Memory allows you to remove any event or time (up to 5 continuous minutes in length) from memory, not just those related to you. So either they need excluding from the focus (but you get the bonus when casting them appropriately), the focus needs changing or you need narrower versions of the standard spell (i.e. "Loss of But a Moment's Memory of Me").

An urban Ex-Misc. This character utilises a good Virtue combination for overcoming most of the problems of casting in a town - botch dice are reduced, potentially to zero, and you can boost your casting total to overcome the penalty from the aura. You still have problems with your lab if you can't find a suitable magic aura to sit it in, though.

Characteristics: Int +1, Per +1, Pre +2, Com +2, 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; Gentle Gift, Ways of the Town*; Cautious Sorceror*, Lifeboost, Quiet Magic x 2, Skilled Parens, Subtle Magic; Avaricious, Favours, Restriction*: When on Consecrated Ground; Meddler, Offensive to Animals
*House Virtues and flaws
Personality Traits: Avaricious +6, Feels the need to involve themselves with magi on their "turf" +3, Enjoys bargaining +2
Reputations: None
Combat:
Dodging: Init 0, Atk n/a, Dfn +1, Dam n/a
Krife: Init +0, Atk +3, Dfn +2, Dam +2
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 1] Lore 2 (goods), Artes Liberales 1 (rhetoric), Athletics 2 (hiking), Awareness 2 (thieves), Bargain 3 (hardselling), Brawl 1 (knife), Charm 2 (townsfolk), Code of Hermes 1 (mundane interference), Concentration 1 (spells), Finesse 1 (Mentem), Folk Ken 2 (townsfolk), Guile 1 (pretending not to be a magus), Latin 4 (Hermetic terms), Magic Theory 3 (Mentem), Native Language 5 (slang), Order of Hermes Lore 1 (own tradition), Parma Magica 1 (Mentem), Profession: Trader 4 (favoured goods type), Stealth 1 (rural areas)
Arts: Cr 0, In 8, Mu 1, Pe 2, Re 5, An 0, Aq 0, Au 5, Co 0, He 0, Ig 0, Im 5, Me 10, Te 0, Vi 0
Twilight scars: None
Equipment: Merchantly robes
Encumbrance: 0 (0)
Spells known:
Whispering Winds (InAu 15) +13
Sailor's Foretaste of Tomorrow (InAu 20) +13
Aura of Enobled Presence (MuIm 10) +6
Restore the Moved Image (ReIm 5) +10
Wizard's Sidestep (ReIm 10) +10
Sight of the Transparent Motive (InMe 10) +18
Posing the Silent Question (InMe 20) +18
Thoughts Within Babble (InMe 25) +18
Trust of Childlike Faith (PeMe 10) +12
Loss of But a Moment's Memory (PeMe 15) +12
The Call to Slumber (ReMe 10) +15

Character Notes
This character is designed to be able to function effectively in towns, usually difficult terrain for magi. Their Gentle Gift and Quiet and Subtle Magic mean that they can avoid due attention, whilst Cautious Sorceror and Ways of the Town help to overcome the additional botch dice from divine aura and Lifeboost helps them overcome the casting penalty where necessary.

The character's Ex-Misc tradition are part of a small tradition which is gradually expanding over the cities of Mythic Europe. A single magus establishes themselves per city and overtime builds up a significant business without the use of overt magic. Members of the tradition will trade goods with each other, but more importantly they will trade favours - promises of future assistance and advice. The character is just starting their own business up, and owes a number of favours for the starting capital and advice they have received. It is not uncommon for these favours to be traded outside the tradition, so the character may find other magi approaching them for support for their business in the town. Most magi consider it a little odd (and look down their noses) at a magus bothering so much with mundane trade - after all, it's not as though it's that hard for a covenant to make all the money it needs - but that doesn't stop many of them being willing to utilise their services when useful Unfortunately the character can never resist getting a little too involved in these cases - after all, it's their town, and they know best how the visitor should navigate it.

The character likely spends a lot of their time in the city, but cities are rarely good places for laboratories and do not have plentiful supplies of Hermetic texts, so they may have links to a covenant for its facilities.

Customisation Notes
The character can take another two points of flaws and an equivalent number of virtues. Puissant: Profession Trader would make them a better merchant, whilst Social Contacts would help them know relevant people or Temporal Influence would suggest they'd already attained a position of some influence. Sharp Ears would enhance their ability to pick up information from their surroundings, the better to spy on potential customers or rivals.

You will need to consider the focus of the character's trading - this is likely to depend on the location of the city and the goods the area produces.

At the moment the character is interested in trade; however, it would be relatively easy to switch their focus to a different urban activity. If you do this, swap out their Bargain and Profession: Trader scores for Abilities more useful to their chosen profession. You may also want to change the details of the Restriction and Sailor's Foretaste of Tomorrow or other elements of the spell list.

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You have Lifeboost listed twice: maybe the second one should be Subtle Magic, referred to in the text?

Cool idea, though!

Whoops, yes, you're right. Fixed - thank-you.

Done now.

A lion Bjornaer, playing heavily on a "regal" theme.

Characteristics: Int +1, Per -1, Pre +3, Com +0, Str +3, Sta +1, Dex +0, Qik +0
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 2 (5)
Virtues and Flaws: The Gift; Hermetic Magus; Gentle Gift; Affinity with Rego, Animal Ken, Heartbeast (lion)*, Improved Characteristics x2, Puissant Leadership, Puissant Rego, Self-confident; Dependants, Proud, Waster of Vis; Weakness (submission)
*House Virtue
Personality Traits: Proud +6, Merciful +3, Brave +3
Reputations: None
Combat:
Dodging: Init 0, Atk n/a, Dfn +2, Dam n/a
Fists: Init +0, Atk +3, Dfn +3, Dam +3
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: Animal Ken 4 (commands), [Area 1] Lore 1 (animals), Artes Liberales 1 (ceremonial magic), Athletics 2 (leaping), Awareness 1 (animals), Brawl 2 (fists), Charm 1 (first impressions), Code of Hermes 1 (mundane interference), Folk Ken 1 (magi), Latin 4 (Hermetic terms), Leadership 4+2 (in battle), Magic Theory 3 (Rego), Native Language 5 (speeches), Order of Hermes Lore 1 (Bjornaer), Parma Magica 1 (Animal)
Arts: Cr 0, In 0, Mu 0, Pe 0 Re 14+3, An 5, Aq 0, Au 0, Co 5, He 0, Ig 0, Im 5, Me 0, Te 0, Vi 0
Twilight scars: None
Equipment: Wizardly robes
Encumbrance: 0 (0)
Spells known:
Commanding the Harnessed Beast (ReAn 30) +23
Cloak of the Duck's Feathers (ReAq 5) +18
Spasms of the Uncontrolled Hand (ReCo 5) +23
Endurance of the Beserkers (ReCo 15) +23
Gift of the Frog's Legs (ReCo 15) +23
Phantasm of the Talking Head (CrIm 10) +6
The Call to Slumber (ReMe 10) +18
Aura of Rightful Authority (ReMe 20) +18
The Unseen Porter (ReTe 10) +18

Stats in Heartbeast Form

Characteristics: Int +1, Per -1, Pre +3, Com 0, Str +6, Sta +3, Dex +2, Qik +1
Size: +2
Confidence Score: 2 (5)
Virtues and Flaws: Gentle Gift; Affinity with Rego, Animal Ken, Improved Characteristics (x2), Puissant Brawl, Puissant Leadership, Puissant Rego, Self-Confident, Tough; Dependants, Proud, Waster of Vis; Weakness (submission)
Reputations: Fierce (local) 4
Combat:
Dodge: Init +1, Attack n/a, Defense +8, Damage n/a
Claws: Init +1, Attack +15, Defense +12, Damage +10
Bite: Init +1, Attack +13, Defense +9, Damage +9
Soak: +8
Fatigue Levels: OK, 0/0, –1, –3, –5, Unconscious
Wound Penalties: -1 (1-7), -3 (8-14), -5 (15-21), Incapacitated (22-28)
Abilities: Animal Ken 4 (commands), [Area 1] Lore 1 (animals), Artes Liberales 1 (ceremonial magic), Athletics 5 (pouncing), Awareness 2 (smell), Brawl 5+2 (claws), Code of Hermes 1 (mundane interference), Hunt 4 (deer), Latin 4 (Hermetic terms), Leadership 0+2 (in battle), Magic Theory 3 (Rego), Native Language 5 (speeches), Order of Hermes Lore 1 (Bjornaer), Parma Magica 1 (Animal), Stealth 4 (stalking), Survival 5 (arid climates)

Character Notes
This character knows that they were born to lead, and their heartbeast of the king of the beasts is a manifestation of this. A noble creature, they are excessively proud but also brave, generous and will not harm those who submit to them (even where it would be the strategically or legally sensible option).

Their nature manifests in their affinity with Rego magic. Currently the character is built around doing the majority of their casting in human form, as they will take a -15 penalty when casting in their heartbeast form. Note though that spells cast upon themselves their human form will have their effects persist when they transform to a lion, and this will help get around the extra magnitude for size needed for their lion form.

The stats for the character are based on the stats for a lion in The Book of Mundane Beasts, modified for the human stats.

Customisation Notes
This character has used up their full complement of virtues and flaws. However, it would be possible to swap out one of more of the instances of Improved Characteristics (reducing their characteristics accordingly) or their Animal Ken (reassigning the 45 xp put into it, at most 25xp of which could go into apprenticeship abilities). Possible useful virtues would include Subtle Magic to better cast in heartbeast form, or Privileged Upbringing to represent a literal noble background.

2 Likes

It's possible my biases are showing with this character - a Tytalus Diedne.

Characteristics: Int +2, Per +1, Pre +1, Com +3, Str -1, Sta +0, Dex -2, Qik +0
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 2 (5)
Virtues and Flaws: The Gift; Hermetic Magus; Diedne Magic; Good Teacher, Inspirational, Magical Memory, Puissant Intrigue, Quiet Magic, Self-Confident*, Skilled Parens, Subtle Magic; Dark Secret**, Driven (get Order to destroy itself), Rigid Magic, Twilight Prone; Prohibition (cannot betray the Diedne)
*House Virtue
**Free from Diedne Magic
Personality Traits: Determined to stoke intra-Order strife +6, Twisty +3, Superficially pleasant +2
Reputations: None
Combat:
Dodging: Init 0, Atk n/a, Dfn +2, Dam n/a
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: Artes Liberales 2 (rhetoric), Athletics 1 (running), Awareness 1 (guards), Brawl 1 (dodging), Charm 1 (rhetoric), Code of Hermes 1 (tribunals), Concentration 1 (spells), Folk Ken 1 (rhetoric), Guile 3 (elaborate lies), Intrigue 4+2 (rumourmongering), Latin 5 (Hermetic terms), Leadership 2 (rhetoric), Magic Theory 3 (inventing spells), Native Language 5 (insults), Order of Hermes Lore 2 (political factions), Parma Magica 1 (Mentem), Stealth 1 (shadowing)
Arts: Cr 5, In 8, Mu 3, Pe 4 Re 0, An 0, Aq 6, Au 0, Co 0, He 0, Ig 0, Im 8, Me 5, Te 0, Vi 3
Twilight scars: None
Equipment: Wizardly robes
Encumbrance: 0 (0)
Spells known:
Mighty Torrent of Water (CrAq 20) +11
Summoning the Distant Image (InIm 25) +16
Wizard's Sidestep (ReIm 10) +8
Aura of Enobled Presence (MuIm 10) +11
Veil of Invisibility (PeIm 20) +12
Rising Ire (CrMe 15) +10
Trust of Childlike Faith (PeMe 10) +9
Loss of But a Moment's Memory (PeMe 15) +9
The Call to Slumber (ReMe 10) +5
Shroud Magic (MuVi 15) +6

Character Notes
During the Schism War, a Tytalus magus took the apprentice of a Diedne magis he had slain as their own. Exactly why he did this is unclear; simply taking the spoils of a victory, challenging himself to turn them to the Order or believing it would be a good test of the Order's ability to cope with traitors in its midst have all been suggested. Whatever the reason, the result has been a small lineage of Diedne within House Tytalus devoted to the Order's destruction.

As a young apprentice, this character was inducted into the mysteries of Diedne magic and sworn to secrecy and loyalty with terrible oaths. Now they seek to provoke the Order to tear itself apart by fanning divisions and promoting enmity amongst its members - all under the pretext that the resulting conflicts will help the Order grow stronger.

Customisation Notes
The character has its full complement of Virtues and Flaws; however, Inspirational, Good Teacher or Magical Memory could be swapped out at the cost of making the character less good a demogoguery or easier for an outsider to investigate their projects. A second level of Quiet Magic would be particularly useful.

As it stands, the character is very much politically focussed, so would work best in a saga emphasising Hermetic politics, although they have some general skill at sneakiness and information gathering. They have very little penetration on most of their spells, which means that they would be ill advised to cast them on magi; their grogs are fair game (as long as they don't get caught), but note that the character's key aim is to provoke trouble amongst other magi rather than risk getting into trouble themselves.

The character can be changed into a debate focussed genuine Tytalus reasonably easily. Remove Diedne Magic, the Dark Secret and one of Twilight Prone or Rigid Magic, and replace with up to 3 points of flaws and an equivalent number of virtues. You are likely to also want to swap out their Prohibition and change the target of their Driven flaw.

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It's a bit annoying trying to do a Ramian Flambeau when you don't have Warrior as a House Virtue - neither of the two options add that much, but I went with Puissant Perdo because it's useful for being nasty to demons.

Characteristics: Int +1, Per +2, Pre -1, Com -1, Str +2, Sta +1, Dex +1, Qik +2
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus; True Faith; Affinity with Muto, Cautious with Single Weapon, Improved Characteristics, Puissant Perdo*, Relic, Sense Holiness and Unholiness, Skilled Parens, Warrior; Diabolic Past, Pious, Short Ranged Magic; Vow
*House Virtue
Personality Traits: Pious +6, Believes in redemption +3, Brave +2
Reputations: None
Combat:
Dodging: Init +2, Atk n/a, Dfn +4, Dam n/a
Grappling: Init +2, Atk +4, Dfn n/a, Dam n/a
Long sword and heater shield: Init +4, Atk +10, Dfn +11, Dam +8
Soak
Unarmoured: +1
Full chain mail: +10
Full chain mail with Gift of the Bear's Fortitude on self and Doublet of Impenetrable Silk on gambeson: +16
Fatigue Penalties: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)
Abilities: Artes Liberales 1 (ritual magic), Athletics 2 (running), Awareness 2 (threats), Brawl 2 (grappling), Charm 1 (first impressions), Code of Hermes 1 (the infernal), Concentration 1 (in battle), Folk Ken 1 (infernalists), Guile 2 (infernalists), Infernal Lore 2 (infernalists), Latin 4 (Hermetic terms), Magic Theory 3 (Vim), [Native Language] 5 (storytelling), Order of Hermes Lore 1 (demon-hunters), Parma Magica 1 (Mentem), Penetration 1 (Vim), Sense Holiness and Unholiness 3 (demons), Single Weapon 4 (long sword), Stealth 1 (urban areas), Theology 1 (redemption)
Arts: Cr 5, In 1, Mu 11, Pe 5+3, Re 5, An 2, Aq 0, Au 0, Co 8, He 1, Ig 0, Im 0, Me 0, Te 5, Vi 9
Twilight scars: None
Equipment: Full chain mail
Encumbrance: 1 (3) (this does not apply to Attack and Defense rolls in combat)
Spells known:
Doublet of Impenetrable Silk (MuAn 15) +14
Bind Wound (CrCo 10) +14
Purification of the Festuring Wounds (CrCo 20) +14
Eyes of the Cat (MuCo(An) 5) +14
Gift of the Bear's Fortitude (MuCo 25) +20
Endurance of the Beserkers (ReCo 15) +14
Conjure the Sturdy Vine (CrHe 5) +7
Edge of the Razor (MuTe 20) +17
Demon's Eternal Oblivion (PeVi 5) +9 (SRM)
Circular Ward Against Demons (ReVi 10) +15
Aegis of the Hearth (ReVi 20) +15

Character Notes
This character was apprenticed by an infernalist, but they were saved and turned from the evil they were taught. They know with certainty that God in His mercy has forgiven them, and thank him for His grace every day. As part of this they have sworn an oath to dedicate their lives to saving other victims of the infernal - killing infernalists where they must to protect the innocent, but redeeming them where they can. This is likely to cause friction with the Order, which has a more "scorched earth" policy towards infernalists.

Customisation Notes
This character has used up their full allotment of Virtues and Flaws, and there is limited scope to change them without major reworking of the character. Cautious with Single Weapon could be swapped out for a different Virtue, but be aware this does increase the risk of a botch in combat leading to him being seriously wounded or killed. If using the additional House Virtue options for Flambeau in Houses of Hermes: Societates, swap out Puissant Perdo for Warrior as his House Virtue, freeing up one point of Virtues.

Note that the rules for relics in Realms of Power: The Divine make them significantly more useful.

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If you look at the sidebar in the HoH:S chapter of the Flambeau, page 25, you'll see that they can get the Warrior virtue as a House virtuefor the School of Ramius.