New CharGen Ideas

But their approach and history is unique.
No Chthonic Magic.
Gifted or Ungifted?

I was considering unfitted, but si do not want to shot myself in the foot either. Will be looking into it and come back to you

There are pros and cons either way. Un-Gifted is a lower power level., but makes it easier to fly under the eyes of Hermes :wink:

IIRC the order does not keep track of most gifted hedgies. Sorginas seem to be more an exception than the general norm for those traditions deemed too low in power level to be a challenge. It actually surprised me to see Sorginas as members of the Order of Hermes, even if I like the potential for political power they might wield (and the likely political backlash that would expel them form the tribunal) is a great idea.

Looking at how I envision the character concept, it would need a familiar (animal ken), Mythic Herbalism, and Entrancement to work as I want it to work. Skinchanger and a way to detect vis (either magic sensitivity or dowsing) would be desirable as well. Hex can be dropped and developed with items of virtue (Hawthorn) as a workaround (otherwise the idea does not fly). That puts me at 7 virtues, in some cases with killer associated flaws if I initiate them with their corresponding V&F (I am looking at you, Enfeebled and Magical Air; others are missing eye, incomprehensible, no sense of direction, motion sickness,...).

I Will keep looking into it, but since I also wanted the character to have some less arcane stuff (improved characteristics, gentleman, privileged upbringing, ...) the arcane package ends up being taxing.

When I researched the history and culture of Basque witchcraft, I was impressed by the fact they maintained such cohesion. They would bully younger members to make sure they showed up for meetings.
I gotta tell you the rest in private

Regarding character creation and items, how would you model enriched items?

Enriching an item of virtue (plant, stone or item) does take a season. At the end, the via is gone but the item grants a minor virtue or a major virtue along with a minor flaw or drawback. Items granting major virtues tend to be plants, and fade in a year. Minor virtue items do not tend to fade.

How would you value those? As virtues? 20 xp/qpv for minor virtues and 50 for major virtues minus the associated flaw that they also carry for a total of 45 pqv? That would make them as difficult to acquire as new real virtues and flaws (why take a stone to get magic Sensitivity when you can get the real deal for the same cost?) so I am not sure here. It would seem expensive, but going for the cost of only the pawn of vis of the item (4-8 pqv/xp) seems too low and abuse-prone.

Basically I want 3 items. Blackthorn spines to have the Hex ability by proxy, and magical sensitivity and second sight using stones. I am open to suggestions here :slight_smile:

Regarding theriacs, inceptions and reagents, they cost 5 xp each in the A&A rules. Since the system of xp was changed in the saga, do I keep those costs? Not a problem at all doing it, just checking to be sure.

I am wanting to make this work. I just don't want to do the homework. Too many spinning plates.

Ok, Will spin it myself and try to come up with numbers that fit with the rest of the XP system in character creation for validation. O would still appreciate if someone has comments on that :slight_smile:

What is it exactly you are looking for?
You want to play a hedge wizard who can enrich items?
Enriching seems to just require Magic Lore to do. So what are you looking to value?

I think he is wanting to apply Hermetic Economics to hedge wizard items. I don't think that will work in-game. There is no market connection or medium of exchange.

I am trying to design a companion that explores the potential of non hermetic magic systems. Some folk witch stuff, nightwalking, enrichment and the reagents, theriacs and inceptions from A&A.

I am trying to figure the cost in XP of acquiring enriched items before the character enters play. Not everything listed in qpv (that is exactly 1 XP each as Matter of fact in the system) is economics based, like acquiring virtues, so I was trying to figure how to cost those.

I would rather you create a character that you want to play, something that offers you an entertaining challenge and is fun to write dialogue and action for. This is not the ideal place for experimentation and exploration. This saga is about playing in a sandbox. These House Rules, which have not been adjusted in years, were designed for plyaing Hermetic Magi in a PbP game.

As an aside: the real reason I set the annual average to 40xp is because it is divisible by four. The 30xp set in RAW is just awkward. I later figured out that 32xp per year would work just as well, and if you kept Lab Exposure the math works out the same. I can explain further, but you all have much more advanced math education, so I think you can figure it out. The system is designed to run on autopilot. Seasons can be swapped and rearranged as fits the needs of the story.

Anyway, it is going to be an uneven playing field. The game and saga are designed that way. I want you to have fun. The best way to that goal is to forsake ideas of balance and competition. It is all about creating an interesting story for yourself.

I am still avoiding the issue. The best way to tackle this is to compare what is in-game to what is abstract. Hermetic Economics is not just a metagame rule. It is something that is taking place in this saga as we play. Remember, it is 1245. Everything in the core books is a snapshot of Mythic Europe twenty-five years ago. Hermetic Economics is a real thing to magi. It started up in the 1230's, and Andorra is a major part of it. House Mercere sets prices. The Price Guide is not a fixed rate. It is the average, or "fair value" (a medieval concept).

If you look closely, the price of an enchanted item translates to three-times the vis required to make it.
Maybe use that as a benchmark? Whatever it is you are trying to do, figure out how much vis it is worth, then triple that. And pay in Vis. Presume you have contacts with other hedge witches, and you can strike a bargain.

The wonders of the modern age is that you can do both :slight_smile: I am a fan of hedge magic, so I plan to have a great character and explore stuff at the same time. The character will be Curious as a personality flaw for good reason :stuck_out_tongue:

I plan to enjoy the character in full at the same time that I explore those minor magic systems. I am still planning if he will be a noble or related to the church,

Now si am searching for a Catalan monastery with a reputation for healing and protectors of the land (or plain crusading berserkers) since I plan to build him around mythic herbalism and nightwalking.

3*vis sounds right. That translated to 12 XP for a minor enriched item (I am using the companion rules, not the Magus ones, remember) and a wooping 24 for a major one. Tough but doable.

First grog. If you don't want me to post them here, I can add them directly to the wiki.

Bernat the experienced scout

(Pronounced "Bay-rr-natt")
Bernat was one of the younger recruits at a small covenant in Béarn. When the last magus died, he followed Marcellus’ pater to Sidi in the Normandy Tribunal, where he continued his training. When the young magus completed his Gauntlet, Bernat was one of those who volunteered to guard the new magus.

Although not very old, Bernat already suffers from joint pains, the result of a rough life filled with nights in the wild keeping watch over sleeping magi. Still, pride keeps him going, although deep inside he would often prefer to stay comfortably in bed with an accommodating wench.

Size: 0
Age: 32
Height: 5’9
Weight: 180#
Decrepitude: 0
Warping Score: 0
Confidence: 1(3)

CHARACTERISTICS

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

VIRTUES

Custos (Minor Social Status)
Common Sense (Minor, General)
Well-Travelled (Minor, General)

FLAWS

Arthritis (Minor, General)
Lecherous (Minor, Personality)
Motion Sickness (Minor, General)

ABILITIES

Animal Handling (pack animals) 2
Area Lore: Béarn (geography) 3
Area Lore: Provence (roads) 3
Area Lore: Pyrenees (creatures) 2
Athletics (hiking) 2
Awareness (alertness) 2
Bargain (lodging) 1
Bows (short bow) 4
Brawl (fist) 3
Carouse (staying sober) 2
Charm (wenches) 3
Folk Ken (covenfolk) 2
Great Weapon (long spear) 2
Guile (fast talk) 2
Hunt (tracking) 4
Leadership (intimidation) 2
Language (native): Occitan (Gascon) 5
Language: French (Poitevin) 4
Language: Latin (magi) 3
Organization Lore: Order of Hermes (covenants) 2
Profession: Soldier (logistics) 3
Single Weapon (short sword) 4
Stealth (sneak) 4
Survival (forest) 4

PERSONALITY TRAITS

Brave +2
Crude -1
Grumpy +2
Loyal (Marcellus) +2
Proud +1

REPUTATION

None

EQUIPMENT

Full reinforced leather armor, hatchet, medium shield, knife, short bow, arrows, flint and steel.

COMBAT

Combat:

Hatchet (& Roundshield): Initiative 0, Attack +11, Defense +6 (+8), Damage +6
Short Bow: Initiative -1, Attack +11, Defense +4, Damage +8, Range 15
Fist: Initiative 0, Attack +6, Defense +4, Damage +2

Soak (Full Reinforced Leather) : +1 (+5)
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1-5), –3 (6-10), –5 (11-15), Incapacitated (16-20), Dead (21+)

Load: 9
Encumbrance: 1
Burden: 3

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Second grog. I will add both of these to the wiki.

Menaut the young scout

(Pronounced "May-naw-tt")
Born in the same village in Béarn as Marcellus of Verditius, Menaut is in fact a distant cousin to him, as well as the nephew of Bernat. He is one of those for whom village life an ill fit, due to his temper even at a young age. So as soon as he turned 13, he joined his uncle at the covenant of Nidi and began training to become a grog.

Two years ago he was engaged to a local girl named Alissandre. He loved her deeply and even though of giving up his training to settle with her. Unfortunately, Alissandre died in a fire shortly before their marriage. Menaut tried to rescue her, suffering extensive burns in the process. It took him months for his body to recover from his burns, and he still has extensive scars they disfigure him, some of which make it hard for him to speak. The wound to his soul remain, however, and the anger he has carried most of his youth smolders in him.

Sensing that the young man needed watching over, Bernat took him under his wing. Believing that a change of location would be good for the young man, he convinced him to follow Marcellus to his new covenant.

Size: 0
Age: 19
Height: 5’8
Weight: 175#
Decrepitude: 0
Warping Score: 0
Confidence: 1(3)

CHARACTERISTICS

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

VIRTUES

Custos (Minor Social Status)
Berserk (Minor, General)
Enduring Constitution (Minor, General)

FLAWS

Afflicted Tongue (Minor, General)
Disfigured (Minor, General)
Lost Love (Minor, Personality)

ABILITIES

Animal Handling (goats) 2
Area Lore: Béarn (geography) 2
Area Lore: Poitou (geography) 1
Athletics (climbing) 3
Awareness (alertness) 2
Brawl (fist) 3
Carouse (power drinking) 1
Chirurgy (bind wounds) 1
Craft: Wood (small carved items) 2
Folk Ken (grogs) 1
Hunt (tracking) 3
Language (native): Occitan (Gascon) 5
Language: French (Poitevin) 3
Language: Latin (magi) 2
Organization Lore: Order of Hermes (covenants) 1
Profession: Soldier (maintain equipment) 2
Single Weapon (short sword) 3
Stealth (sneak) 2
Survival (mountain) 2
Thrown Weapon (sling) 3

PERSONALITY TRAITS

Angry +3
Brave +1
Determined -2
Loyal +1

REPUTATION

None

EQUIPMENT

Full reinforced leather armor, short sword, medium shield, knife, sling, flint and steel.

COMBAT

Combat:

Short Sword (& Roundshield): Initiative +2, Attack +10, Defense +6 (+8), Damage +7
Sling: Initiative -2, Attack +8, Defense +5, Damage +6, Range 20
Fist: Initiative 0, Attack +7, Defense +5, Damage +2

Soak (Full Reinforced Leather) : +2 (+6)
Fatigue Levels: OK, 0, 0, –2, –4, Unconscious
Wound Penalties: 0 (1-5), –2 (6-10), –4 (11-15), Incapacitated (16-20), Dead (21+)

Load: 7
Encumbrance: 1
Burden: 3

A specialist, shall I continue?

Cassian the leatherworker

Born with a crooked leg, Cassian has dreamt all his life of travelling and having adventures. Unable to do that, he learned his father’s craft and became a leatherworker, but in his free time he has listened to and learned all the stories and legends he could.

When the opportunity came to travel to a different place by following one of the former apprentices of Nidi, he jumped at it. He hopes to learn new tales and stories, and meet new people.

Size: 0
Age: 23
Height: 5’5
Weight: 135#
Decrepitude: 0
Warping Score: 0
Confidence: 1(3)

CHARACTERISTICS

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

VIRTUES

Craftsman (Free Social Status)
Affinity with Craft: Leather (Minor, General)
Good Teacher (Minor, General)

FLAWS

Carefree (Minor, Personality)
Lame (Minor, General)

ABILITIES

Area Lore: Perigord (legends) 4
Area Lore: Béarn (legends) 2
Bargain (leather) 3
Carouse (drinking songs) 2
Charm (being witty) 3
Chirurgy (disgnosis) 3
Craft: Leather (armor) 5
Folk Ken (townsfolk) 3
Leadership (inspiration) 2
Language (native): Occitan (Limousin) 5
Language: French (Poitevin) 4
Organization Lore: Order of Hermes (legends) 2
Profession: Storyteller (spinning tales) 3
Profession: Teamster (driving) 2
Teaching (Craft: Leather) 3

PERSONALITY TRAITS

Curious +1
Disciplined -1
Dreamer +2
Witty +3

REPUTATION

None

EQUIPMENT

Knife, leatherworking tools.

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An idea for a sailor on the Betty

EILRIC

Eilric was always the runt of the litter. The youngest of six boys he was always smaller than his five brothers. His mother told him that he’d grow into his frame, but that never happened. Throughout his youth he was always the smallest in his group. It forced him to learn to take care of himself, though. And when he was 16 he ran away to the sea. There he found that his small size helped. The crews found it useful to have someone who could scurry up to the top of the mast to keep a lookout or help with the sails. Eilric has been a sailor now for nearly three years but he’s still eager to prove himself to the rest of the crew.

Age: 19

CHARACTERISTICS
Int +1, Per +2, Str +2, Sta +2, Pre -3, Com -1, Dex +1, Qik +2

Virtue: Perfect Balance (+6 to any roll to avoid falling or tripping)
Flaw: Small Frame
Personality Trait: Eager to prove himself to the other sailors

ABILITIES
Athletics (climbing) 2, Awareness (seeing things far away) 3, Bow (crossbow) 3, Brawl (dodge) 4, Living Language: Dutch (sailor slang) 5, Profession: Seaman (sails) 5

EQUIPMENT
Crossbow, quiver (20 bolts). dagger, knife.

COMBAT
Dodge: Initiative +2 Attack -, Defense +7 Damage -
Dagger: Initiative +2, Attack +7, Defense +6, Damage +5
Crossbow: Initiative +7, Attack +10, Defense +5, Damage +9, Range 25
Fist: Initiative +2, Attack +5, Defense +5, Damage +2

Soak (None) : +2 (+2)
Fatigue Levels: OK, 0, 0, –2, –4, Unconscious
Wound Penalties: 0 (1-4), –2 (5-8), –4 (9-12), Incapacitated (13-16), Dead (17+)

Load: 4
Encumbrance: 0
Burden: 2

no armor, and you have a cross bow

I wasn't sure about armor, so I assumed the lightest. But no armor makes sense too.

Fixed.