Thanks so much! Glad to have the possibility of actual play!
I believe this is addressed in the first post of the recruitment thread:
“ There are rumors that there the number of Mercere magi is declining, but the redcap network is still strong.”
Understood! Still, it seems like there might have been some iterations on the background of the Saga as it was being discussed with the first batch of players, so I wanted to understand what was the latest.
I like the conspiracy theorist angle! I mean, it makes a whole lot of sense to be worried, not only about the fate of the Merinita, but why the rest of the Order (or at least the Bonisagus!) are so blasé about it.
Well that was embarrassing. Finally got to transcribe my draft build into a spreadsheet, and found I’d got part of the arithmetic wrong, now edited above.
Characteristics: There's a slight imbalance there under the Balanced part. You have 1 too many points (one stat at -3 balances 2 stats at +2, so Pre +1 is not balanced by anything).
Flaws: Visions is problematic, since the character already has another Story flaw. The fact that it is also a Supernatural flaw means it is linked to a specific Realm, but it still counts as a Story flaw. It would be better if you selected a different flaw. You could still keep it in the background, but the flaw was morphed into something else when his Arts were opened by his pater. Premonitions is certainly a possibility. Another possibility would be to switch his Affinity to Intellego (instead of Herbam). Invert the scores in those Arts and your spells would still work.
Virtues: I still find Mastered Spells to be a strange selection for this magus. This is often more useful to a combat magus. There are other virtues that would make more sense for this magus, but if that's your call I can live with it.
Abilities: Taking Profession: Scribe during early childhood is borderline. Strange that he learned more Survival than Craft (his father's craft) during his years before apprenticeship. Survival would make more sense during apprenticeship since your pater's traveling to forests and remote locations. And overall your selection of abilities is a bit scattered, which weakens the build somewhat. A bit more focus would be beneficial. It could even make selecting the Mastered Spells virtue unnecessary, as it doesn't take many xp to master a few essential spells.
Spells: Selection could be refined, much like for Abilities. Here's a few thoughts.
You took at least 4 spells aimed at combat, which is not very efficient.
Some spells linked to the Faerie realm would make sense if you wish to investigate the disappearance of House Merinita. This could mean having 2 version of some of your spells, like Piercing the (Realm) Veil (for both Magic and Faerie).
Being able to pierce faerie illusions would be useful (Discern the Images of Turth and Falsehood).
Mastering Aura of Ennobled Presence for fast casting is not very useful, since fast-casting requires the use of bold gestures and firm voice (ArM5 p.85).
Multicasting Trackless Steps means maintaining concentration on several spells at the same time, which is quite hard, so that is not so useful.
Overall, Fast Casting benefits from high Finesse and Qik scores, which your character does not have. It's hard to beat an opponent's Initiative total with your Qickness + Finesse + Stress die with Quickness -3 and Finesse 1. So that's a whole lot of Mastery xp spent for very little benefits.
Overall: I like the background. The character just needs some refinement. Ask yourself what's core for him and focus on that. Just keep a little extra to fluff him out with a few extras.
Initial scores in the current library were achieved by a mix of players stating what subjects they were interested in and Storyguide fiat (for the scores). Since we are adding new players to the saga, we can certainly swap some scores around.
For a subject which is not covered, the initial score is achieved by adding a first summa to it. That summa will provide the initial Level and Quality. If you write the initial book, it will not give you much benefit from studying it (as its Level will be lower than yours, so the xp gain is halved). Trading books is probably faster.
The lack of a Magic Theory score is an oversight. I will add a basic score there (Level 4 / Quality 8).
The Quality discussion is not longer relevant, it was for the previous house rule for the library. We will use ArM5 p.165 for the Quality of new books. No refinements on individual books, but you can invest vis and seasons to enchant the library itself.
None for now. Covenants will be used as an inspiration, but the improvements will be story-driven (much like the library) instead of ressources-driven (yearly expenditures).
Whatever the characters are able to cast themselves. Or they can hire someone else to cast it for them.
Vis is scarce, so you may need to spend seasons extracting it. Or trade vis from your sources for Vim through the Redcap network.
No casting tablets in this saga.
From 1 to 3 pawns per year, depending on the Art produced and how well the source fits in your character concept.
They certainly exist and still serve the Order. Once a covenant is officially established and recognized by the Tribunal, you can expect at least a visit every year. Before that... it will depend on how convincing you are with House Mercere.
As mentioned, there are rumours that the number of Mercere magi is declining. That can be both good and bad. Less magi of their own House means they may be more open to dealing with other magi for enchantments they need. On the other hand it could mean they are less attached to the Order than they used to be. But are the rumours true?
Hello.
I'm embarrassed about the attributes miscalculation.
There was a rationale for the Profession: Scribe, but I've shifted that into Apprenticeship anyway. Reworked ability build (in spreadsheet this time):
More focused, as suggested.
For virtues, Mastered Spells was not (mostly) in for combat-related reasons; it's partly in for reducing botch dice (Parens' response to Twilight Prone), but also because with Slow Caster, fast-cast allows those spells to be cast in one round. The rationale in both cases is that Gereon's parens has had him drilling with selected formulaic spells to partially overcome those flaws. (They will of course clobber him full force with less-practiced spells, let alone new ones.) If you still disapprove of this selection, I can change it. (Affinity Intellego or Personal vis source are possibilities.)
I am reluctant to lose the Affinity with Herbam as not having it makes a bit of a nonsense of the Magical Focus on Trees.
Spells still TBD, but thanks for pointers.
Still thinking over a replacement flaw for visions. Work in progress!
I've been thinking.
An Intellego affinity would make more sense if the magical focus were to also change to suit.
I'm thinking of a minor focus in Natural Mysteries (open to a better name suggestion). This would include the goal area of Merinita Nature mysteries, and also Intellego spells applicable to nature; from the spells selected at present, I think only Speak with Plant and Tree, and Intuition of the Forest would be included. This would be some motivation to add others, like Stone Tell of the Mind That Sits (if affordable, and inapplicable to built stone); up to you whether it would also apply to spells to perceive regiones or similar (again, only well away from mundane civilisation).
This idea actually returns to something I could not previously narrow down enough to afford, of having some inherent link to essential Nature. The interest in trees/Herbam would remain (with or without the corresponding Art affinity) but would be a less dominant factor. Since Nature is seldom hurried, this would also reduce the impetus for Mastered Spells (and fast-cast access).
What do you think?
Something like "Communing with nature"? A limited subset of Intellego that allows you to somewhat communicate with inanimate natural things?
It could apply to trees/plants, natural rock/mountains, clouds or breezes, rivers and streams. But not animals, because they are animate beings. Nor faeries, because they are not natural.
Slightly unfortunate euphemism apart(!), not bad, except applicability to Nature Mysteries is important (please clarify). Presumably regiones would be out of scope (as they're all supernatural).
I'm not sure what you mean by the focus applying to the Nature Mysteries... (re-reading them)
The only one with anything like a spell or lab total is Awakening with its Awakening Total and its Power Lab Total. The first isn't a problem, while the second (a bit borderline) could be acceptable also - as long as the powers being imbued are harmonious with nature (no trees with sword-like limbs or fire-breating wolves).
Apologies; you're right. Not sure where I had the idea of difficult lab totals from. There is a reference to the mysteries in the Rhine Tribunal, but those presumably aren't part of this particular path.
One oddity I note though; when studying Nature Lore (MC p.103), the Source Quality is related to the Aura of the Area. It doesn't say, but if faeries are not natural presumably this only works with a Magical Aura? Or would a Divine Aura also do (since perfect nature presumably has some correspondence to divine Creation)?
NB: I don't care if it'd work with an Infernal Aura, no character I'd want to play would be fool enough to go and live/study in one of those! (unless they wanted fire-breathing wolves, er, hellhounds, no, stop right there!)
I would treat the aura the same way as with magic. So it depends on what Realm is associated with your virtue. For most magi, that means a Magic aura would count at full value, while a Faerie aura would count at half value.
For a Merinita, both Magic and Faerie auras would count at full value.
And if you happened to be a Holy magus, then a Divine aura would count at full value.
Discern Images of Truth and Falsehood seems less useful than Summoning the Distant Image, but open to advice.
Tweaked Virtues & Flaws:
Mythic Blood is themed around Merinita herself, although she need not be the actual source, or known for certain even if she is. Humble chosen as corresponding personality flaw, brought out by the same events as Infamous (I almost went for Reclusive, but that's a bit too strong); Minor MF already discussed; innate power TBD but seriously considering Veil of Invisibility to generally keep a low profile. Also dropped Affinity Herbam for Inventive Genius, although Personal Vis Source remains tempting.
I'd suggest shifting some of the xp spent on the Arts (Cr, An, Te) towards abilities. Right now his Magic Theory is low for a Bonisagus. He has no Organization Lore: Order of Hermes (which would probably have a specialty in House Merinita), no Magic Lore, no Faerie Lore.
A few low-level utility spells would make him a lot better at outdoor life. Palm of Flame to light a fire, Cloak of the Duck's Feathers to protect you and objects from the rain, Disguise of the Putrid Aroma to avoid being attacked by wild animals, etc.