If there are no objections, I'd like to use this thread to not only post our groups 6 characters as they are completed, but comment on the changes from 4th to 5th, and opinion of the players for the character.
First character, my own. Sylph is an Ex Misc who was found when he was 16 years old. He's 32 now, and has just completed his apprenticeship. He fancies himself a "Psionicist" or a "Mentalist" more than a Mage. He just wills things to move, and so they do. He sometimes feels that his "learning" has actually limited his potential as he limits himself via his subconscious based on the principles of the Order of Hermes.
Dylan, Ex Misc
Characteristics* Intelligence: +1
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Perception +0
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Strength -1
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Stamina +1
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Presence +0
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Communication +0
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Dexterity +2
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Quickness +2
Virtues* Major[list][*]Flawless Magic
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ShapeShifter
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Stong Fairie Blood (Free from House)
[/:m][]Minor* Quiet Magic
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Quiet Magic
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Method Caster (Free from House)
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Educated
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Puissant Rego
[/:m][/list:u]
Flaws Major[list][*]Chaotic Magic (Free from House)
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Difficult Longevity Potion
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Weak Spontaneous Magic
[/:m][]Minor* Magical Animal Companion (Talking Falcon)
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Incomprehensible Magic
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Hedge Wizard
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Soft Hearted
[/*:m][/list:u]
Abilities Age: 32* Artes Liberales: 1 (Logic, Apprentice)
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Animal Handling: 2 (Falconry, Later)
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Athletics: 2 (Grace, Youth)
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Awareness: 2 (Alertness, Youth)
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Bows: 2 (Short Bow, Later)
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Brawl: 2 (Dodging, Youth)
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Charm: 1 (1st Impressions, Later)
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Code of Hermes: 1 (Mundane Relations, Apprentice)
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Common Tongue: 5 (StoryTelling, Youth)
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Concentration: 4 (Spell Concentration, Apprentice)
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Faerie Lore: 1 (Air Spirits/Sylphs, Later)
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Finesse: 3 (Precision, Apprentice)
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Guile: 1 (Fast Talk, Later)
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Hunt: 2 (Tracking, Later)
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Latin: 4 (Hermetic Use, Educated Virtue)
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Legerdemain: 2 (Magic Tricks, Later)
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Magic Lore: 1 (Creatures, Apprentice)
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Magic Theory: 3 (Rego, Apprentice)
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Music: 1 (Lyre, Later)
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Order of Hermes Lore (History, Apprentice)
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Parma Magica: 1 (Rego, Apprentice)
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Ride: 1 (Speed, Later)
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Second Sight: 2 (Faeries, Later)
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ShapeShift: 2 (Falcon, Later, Cat)
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Stealth: 4 (Sneaking, Later)
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Survival: 2 (Woodland, Later)
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Swim: 1 (Underwater Movement, Later)
Arts
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Techniques[list]
[*]Creo: 3 -
Intelligo: 1
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Muto: 1
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Perdo: 1
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Rego: 10
[/:m][]Forms
- Animal: 3
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Aquam: 3
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Auram: 3
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Corporem: 3
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Herban: 3
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Ignem: 1
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Imagonem: 3
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Mentem: 1
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Terram: 3
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Vim: 1
[/*:m][/list:u]
Spells
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Flight of the Bird[list]
[*]ReCo(Au): 20 -
Mastery: 1 (Still Magic)
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Base: 15, +1 Conc
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Spell allows movement through the air at the speed of a fast bird, for the Magus only. If Concentration is lost, descension is at the speed of a feather.
[/:m][]Flock of Birds
- ReCo(Au): 20
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Mastery: 1 (Still Magic)
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Base: 4, +1 Conc, +2 Group, +1 Touch
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Spell allows movement through the air for a group of people at the speed of rising smoke. They must all willingly touch the Magus, or some part of his person, such as his robe or staff, before the spell is cast. If that touch is ever broken, the person falls and may have to take appropriate falling damag
[/:m][]Movement of the Mind
- ReCo(*): 20
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Mastery: 1 (Still Magic)
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Base: 2, +1 Conc, +2 Group, +3 Sight
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As Unseen Arm, however, includes the option to use on a group of items, and at a greater range.
[/:m][]FarHand
- ReCo(*): 15
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Mastery: 1 (Still Magic)
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Base: 3, +1 Conc, +3 Sight
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As Unseen Porter, but with a greater Range
[/:m][]Lift the Dangling Puppet
- ReCo(Au): 20
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Mastery: 1 (Still Magic)
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Base: 4, +1 Conc, +3 Sight
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As the Book, with greater Range.
[/:m][]Fairy Stealth
- PeIm: 10
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Mastery: 1 (Still Magic)
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Base: 4, +1 Conc, +1 Changing Image
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Magus becomes invisible to the naked eye, though he still casts a shadow. He may not do much more than walk around. Any action that effects the environment, such as opening or closing a door, or combat, breaks the spell.
[/:m][]Air's Ghostly Form
- CrAu: 5
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Mastery: 1 (Still Magic)
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Base: 2, +1 Conc, +1 Touch, +1 UnNatural
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As per the Book with a change of duration from Diameter to Concentration
[/:m][]Chamber of Spring Breezes
- ReAu: 5
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Mastery: 1 (Still Magic)
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Base: 1, +2 Sun, +1 Touch, +1 UnNatural
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As per the book
[/:m][]Wind at the Back
- ReAu: 5
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Mastery: 1 (Still Magic)
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Base: 2, +2 Sun, +1 Touch
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As per the Book
[/*:m][/list:u]
My first thought was... WOW, dang I got alot more Virtues than I had with the same exact character in 4th Edition. In addition to 3 levels of Mastery, Silent Magic, and Subtle Magic, I get all that and can now be a Fey with all the benefits of that, in addition to being a Shapeshifter.
I later read how nearly impossible it'd be for a Mage to train such an apprentice without an insane level of Vim. But nothing indicating that it was an invalid character. So, beginning thoughts was that the characters are going to be alot more powerful.
Then I got to the part of seeing that an apprentice had 240 XP to spend instead of the old 150, but only 120 spell points. Took a bit of back-reading to realize I had to use those 240 on skills too, such as Magic Theory. So, subtracted my 40 points for the basics (Eucated covered 50 of those points), calc'd how much Rego, Terram, Auram and Corporem I -needed-, then spent the rest. I was nicely surprised at the more balanced numbers I saw upon completion. I actually had to struggle for a decent Finesse and Concentration score even (backtracking and getting Educated before being an Apprentice).
I do think though, that Method Caster and Puissant Art are going to be a bit too common in my group, +6 to your favorite spells is pretty nice for only 2 minor virtues. I haven't seen the Bjornaer (we nick named them Borg for some reason) yet, but the Flambeau Knight I'll be posting later today, also had those 2 Virtues.
Spell wise, the -30 points made a huge difference, but one I'm happy with. I always thought 150 was already a few too many spell points, and in our own Ars Fantasy House Rules, we'd redux'd it to 128 (Sorry, I'm a binary kinda guy, and I go for round binary numbers. ), so seeing the 120 pleased me greatly. As did finding out I could only afford 110 points towards Arts, even after I backtracked and took Educated in order to buy some of those requisites prior to being apprenticed.
All in all, despite a much much greater number of Virtues, the character seems better balanced than 4th edition's, so character 1 is a definite check in our books.
Most importantly, we loved just how precisely detailed the spell calcs were done. It's perfection on perfection. I honestly am amazed beyond understanding that you took the magic system, and actually found a way to improve something I thought was absolutely perfect. Kudos.
Sphynx