Character Creation Discussions (OOC)

Ok... i read a little about the campaing and now i have time to write a concept :slight_smile:
i will try to add points that could lead to some hooks (some more likely than others, but hey, i'm trying xD)

Name and house: Alba ex Merinita

Short history:
She grew far away from humans, in the black forest, with her mother, a dryad (hook: blood related or not?) who guards the forest and (maybe) a portal to a faerie world* that it contains (hook: which type of rego? something big or small?). Her childhood was hard, since her mother knew little about raising a human, but since she was resilient and many fairies helped them from time to time (wood-wives mainly, but they also had a lot of other types of visitors), she grew having an interesting early life (hook: she recognizes some faerie that travels near Tugurium).

One day, a man with weird clothes came and, after talking with her mother, he took her away (ofc it was a magus, but... hook: he found her by chance or did he have some previous pact with the dryad? it was her father or unrelated?).

He brough her to a covenant and after some deliberation, an old magus took her as his apprentice (hook: where it went the first magus?). He lived (lives, he is alive xD) in a laboratory inside the forest but at the same time not too far from the covenant (he has a focus on herbs, which he uses in his potions). For her it was a difficult way to enter into the human world, but surely less hard than going to live directly inside a covenant for sure.

From there onward, it's just a regular master / apprentice relation with heavy difficulties to understand the human ways**.

Concept:
A specialist in Herbam maga with a strong faerie background. She would have some serious issues understanding the world and humans (think of her as a blank canvas... if she becomes worse or better as a person it could be related to her interactions with others, especially her fellow magi).
At the start her priority would be find a safe place for herself (she will see her lab more like a home than her workplace, so you can expect that she gives a lot of relevance to aesthetics and wellbeing). After that... who knows? Herbam is very flexible, so she could be helpful in general (i read about a Gardener role... she is the one for it xD) and since she wants to feel included and learn, it would be very proactive towards helping her sodals (for the best... and sometimes for the worst too xD).
As for what stories might work with her... she's an all-terrain character (not as "she's the most efficient" way, but in "the role-play can be fun" way). It works for a simple dinner with some philosophy talk, or to (awkwardly) help the villagers, or repairing/beautify the covenant, or whatever.

*) Since many dryads are related to one type of tree, i think that the one that would make the more sense is the hawthorn (they were said to be magical trees related to faeries, with some of them even being gates to the fairy kingdom).
**) I will stop here since my spider sense is tingling to tell me that this early concept is going for too long already xD

Interesting concept. Sounds almost like a Changeling sort of scenario.

These immediately came to mind for your concept.

Faerie Upbringing (ArM5, pg 54)

Faerie Heritage (RoP:F, pg 114)

And you might also consider this if her magic is strongly influenced by Faerie practices/influences enough to where it stands out to other Wizards.

Hedge Wizard (ArM5, pg 54)

It sounds as if so far you believe her reason for wanting to join Tugurium is due to its proximity to her Faerie mother? And/or previous Faerie family?

Interesting concept. Sounds almost like a Changeling sort of scenario.

Thanks! And yeah, but its an open possibility... it could also be her real mother... with fae you never know! XD

Faerie Upbringing (ArM5, pg 54)

This one for sure, no doubt. Maybe even double down and add Sheltered Upgringing (ArM5, pg 58)? I mean, yeah, they had faerie visitors, but basically was her and her mother alone in the woods xD

Faerie Heritage (RoP:F, pg 114)

That one is also interesting, but then it turns the dryad into a full high cognizant faerie... or maybe there is another one behind the scenes? :stuck_out_tongue:

Hedge Wizard (ArM5, pg 54)

Thats cool too, but then i feel like i should also take Virtues that really make my magic different... (and im not sure if i will take special powers instead of just just improve my regular hermetic magic).

It sounds as if so far you believe her reason for wanting to join Tugurium is due to its proximity to her Faerie mother? And/or previous Faerie family?

Maybe? It could depend if she knows where it is her mother xD I mean, the magus that brough her to the Order is not there, and its probable that she doesn't know the exact place (or kingdom... she doesnt know any of those common sense things). Maybe her parens know? Thats could be another hook perfectly :thinking:

But for sure, at least it would be that she doesn't want to go too far away, thats for sure. And not just for her mother, but for herself too... i mean, this zone is the only thing that she knows. Traveling to other lands even more unknown for her doesn't sound too good.

Alba seems like a nice maga to have around. =]

Do you have any strong ideas for story flaws?

Alba seems like a nice maga to have around. =]

Thanks! :slight_smile:

Do you have any strong ideas for story flaws?

:person_shrugging:

If the concept goes forward, V&F are the first things that i usually think. But for now... no, not really xD

Several quick story flaws that could work (in no particular order):

Curse of Venus / Envied Beauty

After all, dryads are closely related with nymphs. So both of those are thematically appropiate.

Faerie Heritage / Servant of the (Land)

I feel like the first of those 2 is better, but both could work too. Anyway, in both cases there is the question: Is there a more powerful faerie behind my mother pulling the strings? Or do we "upgrade" her into a high cognizant faerie?

Greater Charm

That one is funny. Maybe having The Gift as a Charm that can be stolen xD I'm already loving the idea xD

Indiscreet

Her naivety can push her into that direction too... im sure that the other magi would be very happy to discover her flaw a few seasons after meeting her xD

Supernatural Nuisance / Plagued by Supernatural Entity

Ofc related with faeries. Not much more to add here.

True Friend / Magical Animal Companion / Magical (Being) Companion

Cute, but at the end all of those are used for the same... to "find" and bond a Familiar quickly and easily :stuck_out_tongue:

Close Family Ties / Faerie Friend

Those two are also good with her background. But right now she is separated from the fae that she knows. So both of those would require an adventure before they take effect.

I have been pondering a pair of shield grogs to accompany Vorsutus. I have them in mind as a pair of unlikely friends who have bonded despite their differences and could have some fairly constant banter back and forth.

Benetto

V: Puissant: Legerdemain (1), Puissant: Brawl (1), Warrior (1)
F: Compulsion: Gambling (1), Lecherous (1), Raised In The Gutter (1),

A former professional criminal covenfolk retainer of Rellantali. Benetto thus is city-raised and spent time as criminal and enforcer for the clandestine activities of the Covenant, a role in which he served with Vorsutus more than once giving him a long history with the Magus.

Halfdan

V: Berserk (1), Tough (1), Warrior (1)
F: Overconfident (1), Proud (1), Wrathful (1)

A proud norse soldier who wanted to join the varangian guard in Constantinople and arrived in the city just in time for everything to fall apart. He doesn't therefore have a long history with Vorsutus instead being hired on initially to guard Thermakopolis. Yet he came to throw in his fate with the Magus over the course of the siege and sack of the city.

They both sound fun and interesting :slight_smile: And they smell like troublemakers too xD

Halfdan has 3 personality flaws, while Benetto has 2.

Grogs are limited to 1 personality flaw (see ArM5 p.37)

I realized when reading through the personality flaw issue I noted that I also needed to take a social status for both, so I've corrected that as well. I read up on Grogs but didn't flip through to the virtue/flaw rules ... where there are more restrictions listed? I had originally intended to give them True Friend for one another but didn't as it is a story flaw.

Benetto

V: Puissant: Brawl (1), Social Contacts: Criminals & Lawmen (1), Warrior (1)
F: Compulsion: Gambling (1), Raised in the Gutter (1), Usurer (1)

A former professional criminal covenfolk retainer of Rellantali. Benetto thus is city-raised and spent time as criminal and enforcer for the clandestine activities of the Covenant, a role in which he served with Vorsutus more than once giving him a long history with the Magus.

This version builds on the criminal concept a bit more, amplifying it a bit making it clear he hasn't left his criminal ways behind.

Halfdan

V: Venus Blessing (1), Tough (1), Wanderer (F), Warrior (1)
F: Careless: Awareness (1), Environmental Sensitivity: Extreme Heat (1), Overconfident (1)

A proud norse soldier who wanted to join the varangian guard in Constantinople and arrived in the city just in time for everything to fall apart. He doesn't therefore have a long history with Vorsutus instead being hired on initially to guard Thermakopolis. Yet he came to throw in his fate with the Magus over the course of the siege and sack of the city.

This version just is a little less focused on him being a combatant while playing up that he is the "charming but not-that-smart" one in the pair.

I've been mulling over rebuilding him as perhaps a Companion Tier Might 10 Jotun/Giant. Probably with an ability to assume a normal human sized form so he can blend in most of the time. But it would play up the original concept and allow for some retooling in general.

Alternate spread as a normal human:

V: Cautious: Single Weapon (1), Essential Virtue: Strength/Killing Blows (1), Inspirational (1), Large (1), Magic Blood: Jotun-Blood (1), Mercenary Captain (1), Puissant: Leadership (1), Puissant: Single Weapon (1), Tough (1), Unaging (1)

F: Curse of Venus (3), Essential Flaw: Quickness/Often Surprised (1), Proud (1), Uncertain Faith (1), Uncontrollable Strength (1), Wrathful (3)

I like more this new Benetto version :slight_smile: He can make as a great hook for new adventures since it's pretty sure that he can have access to a large amount of rumors :stuck_out_tongue:

This version just is a little less focused on him being a combatant while playing up that he is the "charming but not-that-smart" one in the pair.

Personally i don't see Venus Blessing as a "charming" tool, but more as a "seduction" tool (even if unintentional). But yeah, there is no better virtue to have a social bonus :stuck_out_tongue:

Magic Blood: Jotun-Blood (1)

It's that the Magical Blood virtue from RoP:Magic (pag 46)? If it's, you should choose between Animal, Human, Spirit or Thing. What's a Jotun in that context? Does the same as Magical Blood: Human?

Box insert on ArM5 p.37.

Actually, there would be Puissant: Charm. :innocent:

Actually, there would be Puissant: Charm. :innocent:

xD Sure! To me that actually would be a great "charming" virtue. Another better would be Essential Trait >> Presence (Charming) for a +3 where it applies :wink:

True, but Essential Traits are limited to specific kinds of characters (they require a Magic Might score).

Whereas Puissant is a general virtue, available to all characters.

(they require a Magic Might score).

Are you sure? I cannot find that reference :thinking:

Yeah, I didn't think they did either? But I'm happy to be proven wrong.

To clarify, i meant this Virtue:

Essential Virtue
Major or Minor, General
The character receives one generally beneficial Essential Trait at either +3 for Minor or +6 for Major, which either positively affects rolls associated with a particular Characteristic in certain situations, like Intuitive +3 or Good Aim +6, or gives the character a beneficial Personality Trait that is part of its essential nature and cannot be influenced by magic (see Essential Traits, below). You can take this Virtue more than once, so long as you choose a different Essential Trait each time.