Greetings all, my impressions on Sub Rosa #20,
Liked the cover, by Jeff Menges, certainly evokes the cultist ambiance within (even if we have been spoiled by LOTR, and it also evokes Weathertop, but I digress)
Under the Rose simply explained what the issue's articles were about and what we can expect in the next one, so no need to repeat it.
Tales from GenCon: ahh, makes me realize how I miss that trip, only went once! The Ars community is pretty small but Mr. McFarland manages to meet up with more than two dozen players/authors, reminisce with some on interesting facts about Ars Magica origins, and even play a scenario. Color me green +3, congratulations on the Ennie! And even a hint about a new project!
Wizards and their Everyday Magics, by Gerard Wylie, is all about Spontaneous Magic, which I confess I was getting wrong in some details (so it's good to revisit)! Good idea with the props being themselves of Excellent Quality, to add even more bonuses, had not thought of that, don't know if my troupe would allow that, though!
Which also begets the idea of enchanting them as well, in some way, to get even more pluses, or to easily transport them (even "too big to move" ones).
In the interest of completeness, I would like to add "Faerie Raised Magic" and "Spell Improvisation" (which is itself included in FRM) from HoH:MC as germane virtues that may increase Spont Casting totals for similar spells, though I have not seen them in action, and can't judge their actual usefulness. Maybe for fast cast counters.
Hidden Powers: The Midsummer Cult by Robin Bland covers a pagan, faerie-friendly cult for mundane folk with appropriate low-level virtues. I thought it was well-done, though a writeup of a Faerie wizard or two, as foes or as protectors, would have been fantastic as well! One can only dream...
The Beast that is not a Beast by Pelle Kofod describes a Divine Beast (not what'd you'd expect! with the moniker "Beast"!) and the regio it inhabits. It's pretty short, and perhaps could have used some more fleshing out (it has stats included, but the Hooks did not strike a chord with me); I also have to confess in struggling with how to fit such Divine beings in a regular campaign. Still, it fits thematically with other writeups in the magazine (Francis of Assisi!).
The Cult of Shape-Stealers by Christian Andersen. Very complete, with Hooks from Hermetic politics to specific Houses, new Virtues, Flaws, 3 Magi, some variations on regular spells. Sinister murderous bastards! Sacrifices! Many good ideas.
I did have questions on the mechanics of it all, as this new Cult has as its Mystagogue someone with 3 in the relevant lore skill (specialized in Initiations), 3 Pre. and +1 Int, which seems quite low to invent new Initiations, or to be a Mystagogue. Note that the Script bonus for Shape-Stealing is +16, somebody had to roll a simple die + 0-3 Risk Modifier + Int + Mystery Cult Lore vs 25 difficulty, yikes!
Yes, they all have to start somewhere, but still, they all are almost just right out of Gauntlet! And they don't start out with a minor Virtue, but a major one. Also, experimenting with scripts, uff, such a new cult would have Initiations riddled with side effects, right? The Tytalus maga, in particular, has no Cult lore.
And the Mystagogue has to roll to be successful with the Initiation? (perhaps that's one of the side effects of experimentation?)
Also, how does Independent Study interact with the Quick Advancement rules for these writeups? The Mystagogue practiced for a year (Q4/season + 2 independent study= 6/season, x4 <30 you get for just a regular year).
And what does Steliana's Major Essential Flaw Pre: Face of a Criminal entail, exactly?
Sorry for all the questions! Many great ideas in the article, just trying to order them in my head.
Christian Andersen also pens Set Piece: An Urban Merchant Company. 4 different grogs ready to use + 1 Companion level, with Hooks, these set pieces are always very useful. Would have liked a map, though!
Franciscan Doubts by Berengar Drexel is a Divine-based scenario best set a few years after the typical 1220 Ars Magica base date. The characters are meant to help a Franciscan monk determine whether there is evidence in Emperor Frederick II's childhood that he is the AntiChrist. From my perspective, this is a rather weird and absurd fear, but it makes all the sense in the world from a medieval multi-sect Church-dominated mindset; also if you are into conspiracy theories! The adventure's ok, better be Gentle-Gifted, though; the historical facts surrounding this are fascinating as well, and a bibliography at the end, bonus! And a Learned Magician writeup to boot! 13 characters in total, grogs, Companion-level, and a Hedgie. Ans a map of Palermo! Cool all around!
Legio Lupii by Benoît Léoutre is about another secret cult, this time of Roman Empire Loyalist Mars-worshipping werewolves, whew! Couldn't quite wrap my head around this one, I had running images of B-movie Nazi Werewolves. The article goes into great detail about their history, goals and organization, but I thought it too pulpy for my Ars Magica preferences. As far as I know the Lycanthropy Flaw is a serious one, not really something controllable like in Werewolf the Apocalypse, so a very well-organized, cultured, secretive, widely spread organization such as this (with plenty of perfectly preserved ancient heirlooms), whose leaders and a number of followers collectively go mad/transform into wild animals a few days of every month does not gel for me. Of note, some of them possess a type of dagger that provides minor Magic Resistance, something that would be of unquenchable interest to the Order of Hermes!
Hidden Words: Codes and Ciphers in Mundane Manuscripts, by Guy Leopold is short and to the point, covering what rolls might be involved in creating and breaking ciphers, all based on Artes Liberales, including Intellego, which at a base 5 provides a +5 bonus. So most such codes easily fall to magi, who have studied AL, often have high Intelligence, and can probably Spont a 5 Base Intellego spell easily. If it adds something to your game, then sure, go for it!
Mappa Mundi closes the deal with an offering of a number of Hooks that deal with mundane political mysteries.
Salve sodales!