Regaining Momentum!

I was thinking of using Muto to give lodestone properties to cloth.
When it tears , it will rejoin seamlessly, as if held together by a Str of +05.
:stuck_out_tongue:

sound of splattering brains

velcroes Fixer's brains back together

Aaaand it looks like Amul finally has Moderator status!

Huh. Guess I'm the only player left without a character. Posting up my Magus now! - After reading over JeanMichelle's post, I realized I came up with "Religious Light"... lol - should be some interesting interactions.

  • I am still playing
  • Posting Magus Constantine Amos ex Flambeau now. Please review and give suggestions/ideas.
  • WetPaint Campaign Name. :stuck_out_tongue:
  • Character concept review, assistance choosing one last Major Flaw, and more time to create a companion, a specialist, grogs, etc. etc. etc.
  • We have several fine Covenant suggestions of Hooks and Boons. I know we're still spending Build Points, but can those be finalized?

Constantine is good.

The WetPaint Campaign Name should be ArM5_Phoenix, or something simlar.

I believe my original request was for people to post Companion concepts, which would then be created by the other players. Grogs and specialists can enter play with minimal mechanics. All we need is a role, and possibly a name and gender.

~kicks the ball back in play~

  • Where are you in character creation?
  • Have you been waiting for me to respond to something that I missed?
  • We have started playing the Prelude. What do you need to do before Chapter 1 begins?
  • What does the campaign need before Chapter 1 begins?
  • Hiems - Needs to be aged. Grogs, mostly finished. I need to work on a companion, but this is harder and will require more work.
  • No
  • Nothing comes to mind
  • I must do that freakin points thingie!!!

I'm doing as much as I can, but I lack time to do it all :-/

1,2 and 3. Forgot that I have a dog in this fight. Need to tweak and age Viscaria, pick her build points and post her prelude.

age? I missed something again! How mayn years pg are we?
:blush:

If I remember right, we can be up to five years post-gauntlet. I, for one, am making Cygna just post-gauntlet, mainly because I don't feel like figuring out where to put the fifteen points per year.

It's 30 eeps per year for Magi, and 15 for everybody else, according to the main rule book. And yes, you may advance your character up to 5 years post-gauntlet. I'll add it to the house rules.

Ah! I could use a few more years for all these quaesitorial spells and law/lore skills (that I doubt I'll ever need), but that a quaesitor should possess.
Is it 1xp per spell level then? Or do I have to invent them (if yes, can I assume that there are lab texts for the spells from HoH:TL quaesitor section at Duresca)?

edit: Can't we have a house rule that limits the number of skills you need to deal with the church?

  1. dominion lore
    2.. church lore
  2. theology
    (4. Civil&canon law
  3. infernal lore)

Which is why you have a basic knowledge , say Ability Score up to 03 , but have skilled advisors , who can specialize.

As a House Rule , i would suggest a modification of the Favoured Abilities Rule.
You can choose any 03 Abilities (not Supernatural or related to Hermetic magic) ,
that you can raise as per Arts during character generation.
that would give you 3 abilities at 05 (max) , and 07 with an affinity.

Combat skills should probably be excluded also.

If raising skills post-gauntlet , with 30xp per year , allow the same 3 abilities to still be costed as Arts ,
to a maximum Ability Score of 10.

Given how badly I want to start actually playing, I'm fine with 1xp/spell level, though you can also use whatever arcane system is in the books if you are of a mind to do so (and yes, you may assume your parens/Duresca has applicable lab texts available to you). Keep in mind this is an expedience ruling -- only applicable right now so that we can get this show on the road.

My understanding is of these skills is:

Dominion Lore: knowledge of miracles and divine magics, comparable to Magic Lore and Faerie Lore
Church Lore: an organization lore, comparable to Order of Hermes Lore
Theology : basically a Cult Lore for a subset of the church (ie, Merinta Lore)
Civil and Canon Law : legal knowledge for courts
Infernal Lore : an understanding infernal powers and magics, also akin to Magic Lore

I agree that the skill system is seriously wonky and unbalanced, with each new writer invariably adding skills with little sense of the larger picture. You don't "need" all of them to interact with the Church, any more than you need Magic Lore and Fraternity of Roland Lore to interact with OoH. Infernal Lore and Dominion Lore have clear counterparts in the system. It seems like we could combine Civil and Canon Law and Church Lore to get something more like OoH Lore, but...well, if I had my way, we'd have a much smaller set of skills to work with all around.

This is exactly the sort of hornet's nest that I don't want to stir up.

JM, I'd be more comfortable just offering you the opportunity to seek copies of the appropriate Ability Summae through correspondence. Write to Duresca and ask for a copy, they'll send you one. Phoenix Covenant has Legendary Wealth, and an in-house publishing company, so payment won't be a problem. You've had 15 years training plus up to 5 years of Post-Graduate study. Whatever you know by then, however ill-equipped to face the world, is what passes for a lawyer. You'll have to fake it until you make it. ~grin~

Well, you are right, I added 3 years to my character

now, I still have to do the 10 people

suggestion:
Can I just take 3 standard soldiers (template ArM5, 22) for now and assume that the rest arrives from Duresca later? That would give me some time to create them properly.

Sure, if you want. You don't have to take all 9 non-magi, any more than you needed to take all 5 years of post-apprenticeship. Nor am I worried about creating full character sheets for grogs until it becomes necessary, you could just list a rough archetype for whoever you want with you. For example, you could say, "3 standard soldiers, a Loremaster specializing in Church stuff, and a scribe," and be done with it. Or even just, "3 soldiers and 6 grogs to be determined as I need them." (which is basically what you've just said)

Church Lore. Nothing else. This is the Who's Who of the church and its politics. Like, knowing who's the local bishop and what's his stance of magic

Dominion Lore is the "bestiary" knowledge of Angels and divine powers/abilities. It has nothing to do with the church per se.
Theology is the knowledge of the bible and doctrine. It may be useful but is not needed per se to deal with the church
Canon law: This is a law skill. Unless you plan to play an advocate of something, you can skip it.
Infernal Lore: As Dominion Lore, but for the infernal. Even less to do with the church.

Depending on your character, I'd put points in Church Lore (if he's involved in church politics and gossip) or Dominion Lore (if he's an authority on the bible but knows little about the church as an organisation). The rest, you can skip altogether.