New character development

JeanMichelle, maybe you should explain what kind of characters you expect to see here? You are intervening quite a bit in character creation, and I think it mighrt be because you and your players have different approaches to what is expected of a magus :slight_smile: A post explaining that kind of stuff should be useful. Hope that helps!

CHeers,

Xavi

@xavi: Thank you for the feedback. Am I? I am trying to stick close to the RAW (without getting upset about 2 or 3 xp). What I've always disliked is blatant changes of the RAW in order to make a character more powerful - rather than more fitting towards a unified concept. Btw "Curse of the Rhine Gorge" is a saga that is printed in GotF - so players know (approximately) what they can expect

My interventions can be classed into four groups

  • deviation from the RAW (because they are there to make sure that the characters have roughly the same power level; especially deviations of which if I get the impression that the deviation makes the character more powerful without plausibly making it more realistic)
  • encouragement (not compulsion) to use flaws that people avoid normally (because storywise they are often the most rewarding ones - like Magic addiction)
  • encouragement (not compulsion) to create characters that Murion might realistically consider for founding a new Rhine covenant
  • advice for avoiding situations in which a player cripples himself or herself by choosing a character that is too difficult (like a Mentem specialist who doesn't speak German)

No, it is not bad "per se". I only found that some of the approaches of the other players might not fit very well precisely because they are used to other design styles. It is likely that I would have this same "problem" if I was designing a character for your saga: Any of my NON combat magi would be able to wipe the floor with anything you said you would be throwing to the troupe :slight_smile: Twice, probably

Even if you think they might be too combat oriented, that is not a bad thing in itself. Magi are a bunch of paranoid bastards, after all, and most of them are as quirky as hell. The suggestions are OK, but I would make clear what kind of abilities you expect to see in a magus, maybe? That might make the necessary comments to other people's characters less necessary.

Nice to see a massacre-free saga, btw :slight_smile:

Cheers,
Xavi

Another draft. some background added but I'm still thinking about it. I still have not added the 2 years of experience to him.

Honorus
Name: Honorus ex Tremere Birth Name:
House: Tremere Age: 27(27) Size: 0 Confidence: 1/3
Decrepitude: Warping: Gender: Male Nationality:German Height: 5'0 Weight: 105
Hair: Black Eyes: Gray Handedness: Right Religion: none Title: Magus
Parens:

Characteristics:
Int +3
Per 0
Pre +1,
Com +2
Str 0
Sta +1
Dex 0,
Qik -1

Virtues
The Gift, +0
Educated (50/50) +1
Harenarius (Master two Certamen Schools: ) +1
Guild trained( Ash) +1
Elemental Magic,+3
Affinity with Rego, +1
Affinity with Terram, +1
Pussiant Ability( Finesse) +1
Journeyman Mage, +0
Improved Characteristics, +1
Minor Magical Focus (Certamen) +0

Flaws
Magical animal companion (owl ,minor,Story)+1
Small Frame(Minor General)+1
Delusional (Haunted by Lotharius,minor, Personal) +1
Driven (Convert Elementalist Hedge magic to hermatic magic,major,Personal), +3
Weak Magic Resistance (When not touching some aspect of the earth ,major,Hermetic) +3
Deficient Form (Imagineum, minor Hermetic) +1

Reputations: Master Duelist 0(2), Brave +1, Respectful +3, Thoughtful +2

Combat:
Dodge: Init: -1, Attack --, Defense +1, Damage --
Fist: Init: -1, Attack +1, Defense +0, Damage +0
Kick: Init: -2, Attack +1, Defense -1, Damage +3
Soak: +1

Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (13-16)

Abilities:
German 5, Artes Liberales 2 (geometry),
Profession: Tremere Architect 2,
Romansh 2 (expansive vocabulary),
Latin 4,
Parma Magica 1 (Mentem),
Magic Theory 4 (inventing spells),
Finesse 1+2 (targeting),
Philosophiae 1 (metaphysics),
Code of Hermes 1 (mundane relations),
Awareness 1 (determining effect),
Bargain 2,
Brawl 1 (Dodge),
Concentration 1 (spell concentration),
Guile 2 (elaborate lies),
Intrigue 1 (plotting),
Survival 1,
Swim 1,
Single Weapon 2 (Mace),
Penetration 1 (Creo)

Arts:
Cr 6
In 6
Mu 6
Pe 6
Re 11

An 0
Aq 6
Au 6
Co 5
He 1
Ig 6
Im 4
Me 4
Te 10,
Vi 3

Equipment: Wizard's robes.
Encumbrance: 0 (0)

Spells Known:
Footsteps of Slippery Oil (CrAq 5) +13
Crest of the Earth Wave (ReTe 20) +22
Circular Ward Against Demons (ReVi 15) +15
Wall of Protecting Stone (CrTe 25) +17
Pit of the Gaping Earth (PeTe 15) +17
Obliteration of the Metallic Barrier (Pe(Re)Te 20) +17

Wizard's Leap (ReCo(Te) 15) +17. The caster instantly transports himself up to 50 paces in any direction, provided he can see his destination or has an arcane connection to it. His Tailisman comes with him automatically but casting requisites are required to bring along any other clothing or equipment. this spell is very effective as a fast cast defense to escape attacks or other mishaps, and can be used for bypassing obstacles or launching surprise attacks.

Stone Palanquin (ReTe(Au) 20) +22. Enchants a stone, large enough to bear the caster, to carry him along at his mental direction. The stone moves with a speed, direction, and height above the ground that he decides (maximum speed as of a galloping horse, maximum height of 50 paces above the ground). The stone can only maneuver across terrain that can support it, and so cannot cross water or crevasses without sinking unless they are no more than 50 paces deep. If the caster directs the stone to maneuver rapidly, he may be forced to make a Dexterity + Agility roll or fall from the stone. A cloud will surround the stone and caster to hide from prying eyes.(Base 3, +1 Touch, +2 Sun, +0 Ind, +1 for enhanced effect)

Background:
Honorus was born the 3rd son of a wealthy merchant near the city of Worms in the central Rhine valley. Although ostracized as a young boy because of the Gift he was educated by his family. He was noticed by Stentorius of Fengheld and with minimal negotiations with this family, became his apprentice. Stentorius recognized a talent with math and and Honorus's natural affinity to Terram had him trained as a Tremere Architect.When he spent his two years of training in the Transylvania Tribunal, he trained with Stentorius parens Lotharius who was the Certamen master. It was Lotharius who brought out Honorus' Harenarius ability. Lotharius passed away during Honorus' final months at Coeris and it was not long after that Honorus began to be haunted by his ghost.

@Gozer - Have you looked at any of the Necromantic spells that are ReMe? They might fit as well.

@jebrick: No objections to your character, but two things to ponder (for your story).

  1. Why did his master pick a student with a deficiency in imagonem (which normally doesn't matter much, but is a true handicap for any duelist because opponents who know it can name it as the first choice). Did he keep it secret? Did your character impress his master in some other way?
  2. Does he wear shoes?

The Harenarius virtue did not come about until late in his training so an imagonem deficiency is not that great if given his training as an architect. Think of him as an accidental duelist. His main house function is an architect.

He will not wear shoes. I will have a spell for his feet and body when I add the 2 years of experience. Are the two years spent as a journeyman mage in the Rhine? He has strong ties to Fengheld from his parens. Would that effect access to a lab. Is the two years considered the Durenmar training?

It is mystical (and cool) enough, so I would say that he is not inconvenienced by not wearing shoes. In fact in 4th edition (I think) there was an example character that used to be exactly like that, and was not inconvenienced by it. The grogs of her covenant called her "cold feet" and sometimes mundanes noticed it and commented on it (if they dared)

invest another 60xp over 8 seasons

  • 1 spell level = 1 xp
  • Rhine magi start with 2 pawns form vis
  • you can use the guest rules to use labs (3 pawns/year payable after use; so you can use one/more seasons to extract vis)
  • teachers are available for all non-exotic skills (including mastery) and Arts up to level 5
  • you may join a Mystery cult but only take 1 -one- minor virtue initiation (for 10xp, plus Cult Lore skill xp) - I might veto Cults that are not in TMRE or HoH: MC
  • this may include making a ritual with a master (if you provide the vis and 10xp)
  • ask for other stuff if you want to do that- say how and where you spent the time

@xavi: This is the Rhine tribunal - there is plenty of snow in winter (I know since I used to go skiing in the Black Forest). Of course he won't need the spell all year long (not at night, if he stays indoors and not between April and September). By the way: since you are so interested in this saga - would you like to review my plans for this saga (since I do not want to ask the players - there are a few surprises that I do not want to spoil...)

How do you want to do wards. Plus to soak rolls? All or nothing?

@yebrick: What are your suggestions?

I guess he is referring to the fact that this has been one of the hotly contested topics in this forum. Considerations:

  1. SOAK WARDS
  • Wards give Soak bonuses vs damage. +3 or +5 soak bonus per magnitude.
  • vs non-damage effects, wards act normally
  1. CIRCLE vs PERSONAL WARDS
  • Generally only circle wards are all or nothing. Personal wards provide the above effects (personal wards is where most problems arise)
  1. PENETRATION
  • Hot debate over the need (or not) of wards to penetrate. 2 camps: "must penetrate" vs "no penetration needed at all".

I am forgetting something for sure :slight_smile:

Cheers,
Xavi

Roxette- Listen to your heart
Ace of Base- Life is a flower (yeah, I am extremely cheesy tonight. Or my random spotify is, anyway)

I'm a fan of soak personal wards for damaging things.

I've followed the debates - including the Columbae claricomplification. I personally always found it - academic.

Can you give me an example of what you mean?

Here is the final version. changed some spells. already includes 60 xp for the 2 years post apprentice.

Arturous ex Tytalus
House: Tytalus Age: 22(22) Size: 0 Confidence: 2/5
Decrepitude: 0 Warping: 0 (0) Gender: Male Nationality:English
Height: 5'11 Weight: 180
Hair: Black Eyes: Gray
Parens: Primus

Spell sigil: The sound of high pitched howling
Voting sigil: The Wheeled Triskelion

Background Story:

Excerpt from the special convening of the Stonehenge tribunal, Anno Arietis 1354, subscribed from latin by Thomas of Lanchester

Following the official investigation into the death of Master Geoffrey Cethegus of Tytalus and the destruction of the convent of Black Cliff, and after hearing the testimonials and confessions of Arturous of York, we pass the following verdict:

That having committed high crimes; dabbling with the Infernal, consorting with Demons and endangering our Order through his actions, Master Aleron Merula of Tytalus is herefore cast out. He who can provide evidence of being responsible for his demise shall be awarded the sum of two rocks of vis, paid for by the Stonehenge tribunal.

That having committed high crimes; dabbling with the Infernal, consorting with Demons, meddling into the affairs of mortals and endangering our Order through his actions, Master Primus of Tytalus is herefore cast out. Having been captured and brought to stand trial by Jerome Ahenobarbus of Flambeau, Primus’s sentence will be carried out immediately, according to the verdict of this tribunal.

That the convent of Black Cliff is hereby dissolved; its stores of Vis, tomes and magical items and goods shall be transferred to the possession of the Stonehenge tribunal, following an inspection by the Quaesitores, to do with as they see fit.

That the apprentices of Primus; Arturous of York and William of London, while being a party to the above mentioned crimes, are absolved of all guilt by virtue of their uninitiated status and will be hereby handed to new masters from the Stonehenge tribunal.

That the apprentice of Aleron; Anatalia of Muscovy, while being a party to the above mentioned crimes, is absolved of all guilt by virtue of her uninitiated status. Anatalia must appear before this tribunal by year’s end, and submit to the tribunal inquiries as to her actions and whereabouts pertaining to the incident at Black Cliff.

That the judgment of this special tribunal will be conveyed to all our brethren, in every tribunal, in every province, so the above mentioned crimes shall be made known to all.

The Quaesitores shall launch an immediate investigation of masters, apprentices and known associates of the accursed Cabal of Black Cliff, to ensure that the corruption has not spread further into the midst of our Order.
We deliver our judgment before the tribunal, in good faith, this month of Aries
Quaesitore Tiberius Tuditanus

End Excerpt
Appearance:
Arturous is a tall athletic man in his prime. His Stone-cast features betray little emotion, while his cold, black eyes are set deep in his pale face. His raven black hair is always cropped short and his beard meticulously trimmed. He is usually clad in heavy black robes of simple design.

Characteristics:
Intelligence: +3, calculating
Perception: +0

Com: +1, logical
Presence: +2, regal

Strength: +0
Stamina: +0

Dexterity +0
Quickness: +0

Personality Traits
Grim +3
Spartan +2
Compassionate +1

Virtues
Strong willed, clear thinker, Piercing gaze, Cautious sorcerer, Book learner, Method caster - while pacing toward the target
Improved characteristics, Inventive genius, Life boost, Minor magical focus (fear)
Self confident (free), The Gift (free), magus of Hermes (free)

Flaws
Deficient form (Herbem) -minor, Diabolic past (story, major), Lost love - Anatalia, which has been possessed by an archdemon, (minor, personality), Magic addiction (major), Warped magic - feeling of dread (minor), Weakness - Anatalia (minor)

Abilities
English – 5, vulgar argot
Brawl -1, dodge
Area Lore (York)-1, geography
Athletics -1, running
Awareness -1, alertness
Folk ken -2, the opposite sex
Swim – 1, long distances
Guile – 1, elaborate lies

Artes liberals – 1, logic
Latin – 4, technical vocabulary
Magic theory – 3, Rego
Parma Magica – 1, mentem
Order of Hermes lore – 1, personalities
Infernal lore – 2, demons
Penetration – 1, rego
Concentration – 2, spell concentration

High German - 4, expansive vocabulary
Area Lore (Bavaria) -1, geography
Theology - 1

Arts:
Cr 0
In 0
Mu 0
Pe 0
Re 10

An 0
Aq 0
Au 0
Co0
He 0
Ig 0
Im 0
Me 10
Te 0
Vi 0

Equipment: Black Wizard's robes, wooden staff, knife
Encumbrance: 0 (0)

Spells known:
Words of unspoken silence (CrMe 10), +10
Aura of rightful authority (ReMe 20), +20
Confusion of the numbed will (ReMe 15), +20
Visions of the infernal terrors (ReMe 30), +30
Coerce the spirits of the night (ReMe 20), +20
Wizards sidestep (ReIm 10), +10
Scales of the magical weight (InVi 5), +0
Sense the nature of Vis (InVi 5), +0
Palm of flame (CrIg 5), +0

@gozer: Looks fine.

Though your Circular ward against demons is very shaky, especially if you perform it in an unfavorable aura. I know we haven't decided on the warding rules yet (and your contribution is certainly welcome) and even though I like the spell because it fits your character ...
... even under the most favorable interpretations of the warding rules I know, this spell might not work in action because of your casting total.

Guidelines:
B5: +5 soak, B10: +10 soak; B15: +15 soak; ....

Ward vs the Rage of the Beast (ReAn20)
Pers, Sun, Ind
Gives a +10 soak vs animal attacks.
B10, Sun +2

Ward vs the Wrath oof the Driad (ReHe20)
Pers, Sun, Ind
Gives a +10 soak vs wood based attacks.
B10, Sun +2

Ward vs the Forge of Vulcan (ReTe30)
Pers, Sun, Ind
Gives a +10 soak vs metal attacks.
B10 Pers, Sun +2, Ind, +2 metal

This is what we use IMS. You get basically +1 soak per level of the base spell. Add duraton and other size and target modifiers for added magnitudes and final effect. IJMS mafges tend to have a +5 soak vs metal (ReTe25) and a +10 soak vs wood (ReHe20) as (more or less) default spells. 5 years post-apprenticeship all of them tend to have them, that is when danger tends to start increasing sensibly. Basically because they go out and search for it, the bastards :slight_smile:

For CIRCULAR wards (Ring+circle) we make the ward a passive wall. The spell or creature that are trying to overcome it needs to achieve a level of penetration higher than the level of the ward.

All this is strictly NOT RAW. This system works IMS, but other people have other methods :slight_smile:

Cheers,
Xavi

Well, I'm in the 'no penetration required for wards' camp, so I do think the spell is quite useful. Wards are basically weaker versions of aegis of the hearth (since they only work vs. specific type of creatures), and since there is no penetration required for aegis then I don't see why it should be required for wards.

Also, I'm against giving any kind of soak bonuses to wards, especially of this magnitude. Magi are strong enough as it is, and there are enough ways to avoid damage. The bonus suggested seems very high to me. A 30 level ward spell would give +20 soak? That's practically invulnerable...

All in all, I'm in favor of sticking to the RAW.

Gozer

As written in the rules, a Personal ward vs herbam is level 25 to deflect all attacks per turn (level 35 for metal ward). Not even a chance for a good attack roll to hit you and carry over with enough attack advantage to wound you. :wink: Before being strongly against it, look at what can be done by the RAW, heheh

Cheers,
Xavi

consider it takes a ReTe15 to make me immune to metal weapons. lvl 3 +2 metal + 2 sun Personal. and a 25 to be immune to wood ( as per RAW). and a ReAu 10 to be immune to rain. A ReAn 5 will keep normal animals form touching me. Consider that there is precedence with Ward against heat and flameReIg25 (RAW 143) a Ward that give a +15 soak. It operates differently that Xavi's rules in that each +10 soak is a +1 magnitude. The soak is a better balance IMHO. I can live either way. I'm just considering options for keeping my feet warm.

RAW says you must penetrate circular wards . It makes them very very powerful. The writers recognize that by making an exception with AotH. I have no opinion on the mater I would just like to know if we are changing that or sticking to RAW.

edit:@Xavi even if I change the ReTe spell to lvl5 it is still only a 25 +2 sun,+2 metal