In terms of relative power, what if the personality flaw intrinsic to having Mythic blood were instead to become an essential virtue which bears a personality description. So a hypothetical descendant of the incredible hulk would have a +3 str (angry) essential virtue for example.
Or would that be too much?
Yet is something that can already be done in some ways. You can do it for spontaneous magic with Diedne Magic + focus, or in general by getting Chtonic Magic + focus, all for 4-6 virtue points depending of the focus version.
As for the Tremere, no one in our group is interested in anything of them at all, so it is all on me, and I enjoy the idea of them being somehow limited, being as a group of very organised minions relying on cooperation, strategics and machinations to overcome that lack of focus. Yet having some of them with Mythic Blood seems appealing.
Yup.
In my vision, Tremere are weaker, but more than make up by mutual support and specialization, but also by relying on a score of mundane helpers and servants, including minor hedge wizards.
Likewise, being weaker and knowing it, they don't dismiss easily natural magics, especially as it can be done by servants. Being able to drink a Tonic of Gold right after casting a spontaneous spell can be quite a boon.
As for the Tremere, no one in our group is interested in anything of them at all, so it is all on me, and I enjoy the idea of them being somehow limited, being as a group of very organised minions relying on cooperation, strategics and machinations to overcome that lack of focus.
In my vision, Tremere are weaker, but more than make up by mutual support and specialization, but also by relying on a score of mundane helpers and servants, including minor hedge wizards.
I agree with both of these, and for NPC them being a swarm of little bullies hiding behind the robes of their elders works just fine. But for the player, we decided to make an exception.
I hope you reconsider. Mythic Blood is far and away the worst major hermetic and essentially unpickable.
Blockquote If the power could be a non-Hermetic effect, that could be valuable, but it can't be.
It says it should be designed as a hermetic effect, it does't say it is limited by hermetic limits nor does it say that it needs to be hermetic in nature. It just says use normal mechanics to design/balance the power.
W
It says it should be designed as a hermetic effect, it does't say it is limited by hermetic limits nor does it say that it needs to be hermetic in nature. It just says use normal mechanics to design/balance the power.
That would be designing a non-Hermetic effect, right? Lots of stuff in the game is built using normal mechanics but is not designed as Hermetic effects.
Sorry for the necrothreadomancy, but I'm not sure this has been pointed out before
Not only Tremere, but any of the other lineages that have a mandatory focus (Leper magi, Titanoi, Pharmacoepians, Pralicians, Hermetic Sahirs, etc.)
I don't think this is something that can easily be fixed with errata, but is rather best solved on a case-by-case basis by dialogue between player and SG, to change one of the conflicting foci to something else - Potent Magic being an obvious option, but not the only one.
Actually, it's been fixed, somewhat, in Rival Magic p12:
Mythic Blood is permitted if the Minor Magical Focus that is intrinsic to this
Virtue is exchanged with a similar Minor
Virtue, such as Special Circumstances
First, I think the Mythic Blood must be a Supernatural Virtue (I have a similar opinion about Gentle Gift) because this virtue is related to power from blood and, theoretically, you can be a descendent from a strong bloodline, but have your Gift open to another Magic Tradition.
Second, I agree this virtue is strong to be a Minor Virtue and much weak to be a Major Virtue. And the Minor Virtue given by Mythic Blood may be variable, related to the bloodline. And a list o bloodline examples will be a good thing...
theoretically, you can be a descendent from a strong bloodline, but have your Gift open to another Magic Tradition
Iirc, thereās no reason why most traditions wouldnāt be able to pick up mythic blood- itās a hermetic virtue, which other traditions can pick up. Only if itās appropriate usually, but I struggle to consider who mythic blood would be inappropriate for narratively/thematically speaking.
There is a few rough edges ofc- like most traditions lacking a ācast the spell if you roll too low at the cost of a fatigue levelā or magical focus for traditions without Arts but that seems fixable.
As written, Mythic Blood is a hermetic virtue, since some of the advantages it gives only really makes sense for hermetics and traditions with similar spellcasting mechanics.
One could easily imagine variants of it though, suitable for other traditions.
Indeed.
I haven't checked errata yet, but according to the lists of acceptable virtues for different hedge traditions (which aren't as common or exhaustive as I had remembered), Vitkir and Amazons can take it, but other traditions seem to be out of luck...
On this note
First, I think the Mythic Blood must be a Supernatural Virtue (I have a similar opinion about Gentle Gift)
I can't recall any magical tradition with Gifted members that said you cant have the gentle Gift.
I have a similar opinion about Gentle Gift
HMRE elementalists have Gentle Gift as Major / Supernatural.
First, I think the Mythic Blood must be a Supernatural Virtue (I have a similar opinion about Gentle Gift) because this virtue is related to power from blood and, theoretically, you can be a descendent from a strong bloodline, but have your Gift open to another Magic Tradition.
I can't recall any magical tradition with Gifted members that said you cant have the gentle Gift.
Note that in ArMDE Gentle Gift is still a Major Hermetic Virtue, but that (ArMDE 04-Virtues The Gift):
A character with The Gift, even if he is not a magus, may take Hermetic Virtues and Flaws which relate to intrinsic ability rather than background or training.
So this longstanding problem is resolved.
Note that in ArMDE Gentle Gift is still a Major Hermetic Virtue, but that (ArMDE 04-Virtues The Gift):
Good catch! Thanks for sharing it with us! ![]()
I know all this points about Gentle Gift, my point is: this Virtue as Hermetic Virtue "kills" the option to select a Major Hermetic Virtue and give the wrong idea this is directly related to Hermetic Magic. I think a few "general" Magic Virtues related to any magic system (Affinity, Puissant, Gentle Gift) be a special category of supernatural virtue and let Hermetic Virtue exclusive to Hermetic Magic.
That seems like a slippery slope- inventive genius would become hermetic exclusive, as would puissant (art) and so forth.
Hermetic virtues afaik never referred exclusively to Hermetic magic- even originally the book went out of its way to say Gifted non-magi may have appropiate hermetic virtues (and later expand this to unGifted hedgies).
Supernatural virtues would muddy things up a lot- for example, making opening the Gift of someone who is Gently Gifted much harder.
I know all this points about Gentle Gift, my point is: this Virtue as Hermetic Virtue "kills" the option to select a Major Hermetic Virtue
That is the design intent.
I like Mythic Blood as is but I do interpret that the power it gives can bend some hermetic limits such as having a custom range/duration or drain fatigue for example if the concept works...
The formulaic non-fatigue is useful when in null or negative auras or when casting high levels.
The power itself, following more recent discussions about items always being able to create the effect within an Aegis or when facing penetration penalties means that the power will almost always work unless resisted. An item can be taken away but your teleportation/invisibility/Telepathy power, you'll always carry within you...
And socially.. you are the descendent of something powerful ... but typically I make the player pay an extra virtue/flaw if he/she expects that it plays a role for the caracter.
W