character design and development

I just dropped it. Her parens will have the Flaw, and that may well end up in her acquiring it.

So ... what are you looking for in an apprentice write up? I was thinking about posting the character at the beginning of apprenticeship, along with what I hoped the character would grow into.

(Also, I don't have a copy of "Apprentices"; if there are rules you plan to follow from there, I may need to get a copy. I am also a little concerned about having to "learn" virtues and flaws from one's parens. Is it not possible that someone could, for example, develop the Elemental Magic virtue without having to have it taught to them? (I ask because that was where I was leaning with my apprentice character ...)

You don't have to learn them from your parens. Rather, it's that your parens could teach them (only Hermetic ones) to you. Also, after a decade of working with your parens you pick up the House Virtue. You can have other Virtues and Flaws that are inherent to you (which you balance at the beginning), though they may not manifest immediately, maybe not until you're through puberty.

There are exceptions however, for example developmental virtues (educated, etc) cannot be taken before age 14 according to apprnetices, and a story flaw which doesn't make sense for the characters age is likewise forbidden- such as true love or Cabal Legacy.

Hi, so I'm strongly considering joining this game just looking for a few things as clarification:

  1. Will we actually be playing our Parens character at all or do they basically exist purely to teach our apprentice?

  2. Will there be any rules to stop some kind of super parens teacher with like: Unaging, Good Teacher, Affinity with Teaching, +3 communication. Because with a parens like that you could basically make them age 100 without losing any communication score. You could make them even older with Strong Faerie blood and any apprentice they teach is guaranteed to be broken as all hell, the teaching source quality on that could easily be about 27 unless I'm I'm misinterpreting the Good Teacher virtue. Due to their age you would still have a shitload of points in other abilities and arts.

Would that be acceptable or would that be something you'd veto?

The restraint on making a "broken" parens is that someone else will be playing the parens, so you do not dictate what they actually teach, and there are age limits to make sure they will be able to teach all the way to gauntlet without final twilight. Also with 120 years from the start of the Prolgue" to the start of play your parens may not even be the most significant part of your character, and if they are then the other player will spend a lot of time developing them before they take you on as an apprentice.
Also since the parens will be going through a "quick roleplaying" form, you want to make sure your parens will survive long enough to teach you..

Ok, so silly things aside I just want to clarify something about how the game will be run, the parens are being introduced in 1100 AD at whatever age we create them. At what point do we introduce the apprentices? Is that basically at any point we would like? Or are you planning to introduce apprentices 120 years later at 1220AD? Although I suspect my first assumption is the correct one.

Even a very skilled parens won't give as much xp as one that sits the apprentice in front of a book for most of the time.

They will be introduced at the time of your choosing. If the parens is not made apprentice ready (for example doesn't have 5 in all arts) it is incumbent upon the player of the parens to develop them to be ready in time.

I could certainly change it to enemies. He will have trouble and misunderstandings due to what said twin has done. But there is also a convincing case to make that this person clearly has it out for Aurthor and should be an enemy. I leaned towards mistaken identity due to the nature of trouble he causes. Your preference?

My plan for Aurthor and and Anna was to introduce them both in 1100. Presumably Aurthor will have her Tutored in Latin before actually opening her Gift.

All that aside, the idea is silly in the first place what kind of wizard would have so many points in Teaching, I'm still working on what kind of parens character I want and I'm tossing up between a few of the following:

  1. Flambeau specialised in Perdo magic, maybe a demon hunter but this could cause some unwanted conflict
  2. Flambeau Milites which is a fairly unique school of magic and would be fun to roleplay fighting Saracen's with, but as previously mentioned the unifying factor should be allegiance to the Covenant but Milites characters swear their absolute allegiance to the Primus, though it could probably be worked around with the presence of Saracens in the area.
  3. Cookie-Cutter Bonisagus magi with a high lab score and decent scribe ability to make books and lab texts for the covenant
  4. Another one I could go with is a Mercurian magus that specialises in Healing magics
  5. A Necromancer could be fun, and there woudl be no shortage of bodies to use if there are saracens about.

I'm aware we already have a flambeau, and I believe Cannonball mentioned he/she was doing a bonisagus magi, so what would everyone like to see I suppose? Out of this list I'd probably most enjoy the Milites character but I'm willling to work with what people will think will be best for the covenant as a whole.

I'll probably add some to the list as I think of other ideas that I'd be willing to try

On the one hand I don't really like the "evil twin" trope, and taking both would violate the limitation of only one major story hook. I would suggest leave it at mistaken identity... or possibly make it plagued by supernatural entity, where the entity in question is a faerie doppelganger.

I currently have a Neo-Mercurian with a Minor Magical Focus in healing for a parens with plans for a similarly skilled apprentice to play. I can adjust if you decide you really want this one, but I'd like to do so before writing even more up.

I'm just throwing ideas at the wall at the moment to see what will stick, if you're already doing the Healer thing then that's fine, I've come into this a few weeks later so I'm definitely expecting to compromise.

I took a stab at making a milites character and this is what I came up with:

Born: 1065-ish

Gauntleted: 1085

House: Flambeau

Characteristics: Int +1 Per 0 Str +2 Sta +1 Pre 0 Com +2 Dex +1 Qui +1

Virtues:
The GIft
Hermetic Magus
Warrior
Secondary Insight
Good Teacher
Minor Magical Focus(Self-Transformation)
Improved Characteristics
Skilled Parens x2
Unaging/Inspirational/something else
Puissant Perdo (house)

Flaws:
Over-Confident(Major)
Weird Magic
Milites
Compassionate(Minor)
Weak Spontaneous Magic
Duty Bound (Milites code)

And here are my abilities, arts and spells: http://imgur.com/a/iYo8c

Most of his spells are personal range wards, spells for improving his soak, reducing encumbrance and a couple to deal with wounds and fatigue.

I went with extra minor virtues on this one just because I felt he didn't need a lot, the only thing I thought was important to this character was Warrior and improved characteristics, in fact the flaws were more important to this character than the virtues are.

Thoughts/Opinions on what I've got? Also any obvious mistakes I've made? I'm fairly new to the game.

edit: Oh and just to add the general idea of this character: He's basically a Headstrong chivalrous guy who is quick to step in where he believes someone is being treated unfairly, his stubborn and over-confident demeanour can often cause conflict for him and those around him despite his honestly good intentions His main goal is to train an apprentice who shares similar values to himself and of course to be generally renowned as an outstanding member of the Milites and house Flameau

Characters should be posted to the wiki, which you should request access to.

Hey, just looking for clarification on building an apprentice character, can a character have hermetic flaws prior to being taken on as an apprentice?

A companion! Its only super creepy if read the backstory!
I need to pick specialties. I've probably made mistakes too, since I've already caught a few.

Aurthor has been tweaked. Its not a generic mistaken identity.
He still needs spells

Andros Ex Flambeau has been posted to the wiki.

Feedback is appreciated

I don't understand "Magic Thing." This relatively perfectly fits the definition for Magic Human and doesn't seem to fit the definition for Magic Thing.