May want to go grab a drink, we're gonna be here a while.
The Game: Ars Magica, 4th Edition
The Publisher: Atlas Games.
Originally published by Lion Rampant, I think, and maybe White Wolf?
Anyway, White Wolf still own or owns some of the rights, which is why
the Order of Hermes and associated jargon stuck around in OWoD.
Degree of Familiarity: Not a lot. I played some iteration of this game when Jon ran it a million years ago, but like a lot of my brother's games we played twice and then he got distracted by something shiny.
Books Required: Just the core. I picked it up for all of $5 at a con last year.
I had never really read the game, just played it once and then played a lot of Mage: The Ascension.
And reading it now...I gotta say, I don't quite get it. I mean, it
looks like if you're playing a mage you kind of suck at magic. The
examples they give of casting spells...well, hell. The one on page 69
(huh-huh) has a magus coming to a stream and, not wanting to get his
dainty feet wet, tries to magic himself across by making the rocks into
stepping stones.
I want to say, as an aside, that a fucking muppet can do this kind of thing by howling.
In the book, the magus screws it up and barely manages to move one stone, and that's if he exerts himself.
OK,
seriously, is it me or does that suck? I mean, why would I want to play
a game about mages (sorry, magi) if I can barely shift a rock around,
and that causes me damage? I get that the troupe play aspect (in which
you make several characters, including companions and grogs, and play
them all severally) is part of this, but hell, all the more reason why
magi should cut loose and whip fireballs around.
Anyway, I'm
just going to make a character and see what I get. Maybe someone who
plays this game more regularly can tell me if the character would ever
succeed at magic. If not, fuckit, find me a different system.
Step One: Concept. Well, first I decide if I'm a magus, companion or grog. Let's go magus. That requires I choose a house.
Heh. You know, there's a story
that Clan MacFarlane used to steal cattle by moonlight, and that the
full moon was therefore known as "MacFarlane's Lantern." I have no idea
how true that is, but it's tempting to me to make a magus that follows
that kind of tradition. That is, would prefer to steal herbs than grow
them, that kind of thing. I decide I'll make my character House Bjornaer
(since if you go back far enough in Scotland, you get Anglo-Saxon, and
that's Germanic enough for purposes of this game). Due to being House
Bjornaer, I get a "heart-beast," which I assume is a lot less fruity in
play than it sounds.
Oh, wait, here we go. There's a house template. I can use this or deviate, but since it's late, I'll start here. I get:
Magic Theory 4
Organization Lore (Order of Hermes) 2
Parma Magica 2
Scribe Latin 2
Speak Latin 4*
Speak Own Language 4 (Scots-Gaelic, I guess)
Will Over Form 1
I
get 15+age experience points, and I get the Follower of Bjornaer
Virtue. Right now, the important thing is I get a heart-shape, some
animal that I resonate with.
Well, I want "under cover of night,
I steal things" to be my catchphrase. The European Wildcat is tempting,
but I think the red fox is a better fit. My mage's heart-shape,
therefore, is the red fox, and since the fox isn't exactly "battle
ready" on the same scale as the listed example (like a sodding bear),
I'm gonna say the Virtue costs +1.
The "Typical Virtues and Flaws" listed don't do anything for me, so I'll move on.
Characteristics.
OK, a score of 0 is average, and most folks fall between -3 and +3.
They represent inborn potential, and so don't normally change
(interesting), and are paired for convenience, whatever that means. I
can get these scores by point-buy or rolling. I don't feel random right
now, I'll point-buy. I can set a score at 0 for nothing, I get points
for negative scores and I pay points (from a pool of 7) for positive.
Well,
I think having a high Intelligence is probably important for a magus.
In fact, the section says Intelligence is "paramount for the Hermetic
Arts." OK. I'll blow the 6 points to pump this up to +3.
But I
also want high Perception, given the amount of night-sneaking I'll be
doing. I'll blow 6 more for +3. I'm now in the hole 5 points.
Strength and Stamina I'll take down to -1, leaving me in the hole 3 points.
Presence
I'll take to -2. Some folks use the term "fox" to indicate an
attractive, sexy person. This guy ain't it. He's sneaky, shifty and
obviously predatory. That makes him creepy, not intriguing (unless
you're into that). I'm even again.
Communication I'll leave at 0.
Now, I would like higher Quickness and Dexterity, but I don't really
have the points. I'll leave them at 0 for now; maybe I can boost them
with Virtues or something.
Intelligence +3
Perception +3
Strength -1
Stamina -1
Presence -2
Communication 0
Dexterity 0
Quickness 0
Virtues and Flaws.
I can spend up to 10 points on these, but I can only get Virtues if I
take Flaws. OK, fine. I've already spent 1 point on my Follower of
Bjornaer Virtue. I'm encouraged to take Hermetic traits here, so I'll
have a look at the list!
I want Gentle Gift, because it's good
for stealth. I'll take Discredited Lineage; he's known to be a thief and
not a very repentant one at that. And I'll take Susceptibility to
Faerie Magic, because it seems the sort of thing that might trip him up.
I'm down to 4 points of Flaws, max, remaining. Since it's a theme
today, I'll take Reckless, which gives me a bonus to bravery rolls (put
another way, fuckit). I'll take Mythic Characteristic, upping my
Perception from +3 to +5, and giving me a "once per day" special power
with it. I'll say that once per day my character can hear something
happening far, far outside of his earshot, something that pertains to
him or his interests (ears of a fox!).
Keeping with the theme, I
take Bad Reputation. Local folks know he's going to steal their sheep,
and they're right. And for my last Flaw, I'll take Small Frame. This guy
is slight, weak and not altogether healthy. I have two more Virtue
points, so I'll take Subtle Magic. I don't have to gesture at all to
cast spells.
Abilities. OK, to do this I need to figure
out an age. I see this guy as being older than he looks. He's weasly and
gaunt and pinched, and then you get close and he's all that and
yellow-toothed and old, too. Of course, "old" is relative, and we're in
Mythic Europe, here. I'll say he's 32, meaning I have 47 experience
points with which to buy Abilities.
OK, as usual, there are too
many skills I want. I also need to use these points to buy up the
Abilities I already have. Plus I get a specialty in each skill. So using
the handy chart in the book, I come up with:
Magic Theory 4 (fast-casting)
Organization Lore (Order of Hermes) 2
Parma Magica 3 (I'll do this one later, when I do magic)
Scribe Latin 2 (copying)
Speak Latin 4 (Hermetic usage)
Speak Scots-Gaelic 4
Will Over Form 4
Stealth 4 (sneak)
Thrown Weapon 2 (daggers)
Athletics 3 (jumping)
Animal Handling 3 (rustling)
Hunt 3 (tracking)
Faerie Lore 1 (faerie forts)
Awareness 3 (alertness)
Magical Training. I get 150 points to buy up Magical Arts. Nifty, eh? And handily, the books gives me a few sample spreads of points.
Well,
I see my fantastic Mr. Fox as Concentrated. Not quite specialized, but
close to it. That gives me 10, 10, 8, 2 1 in Arts, so I look at the 15
Arts and see what I like.
Definitely Intellego is his strongest
Technique. I'll make that 10. But I also want a rating in Muto, for
transformation, so I'll make that his 8.
For Forms, duh, Animal
needs to be there. But is it his highest? I think I'll actually make
that one 2, put the 1 into Herbam, and put the 10 into Corpus.
Self-perception and transformation is where he's strong.
Now I
get 150 levels of Formulaic Spells, but my max is Technique + Form + 10,
or 30 if I go Intellego Corpus at all. Let's have a look. I'll take
Vision of the Marauding Beast; lets me know what hurt an animal.
Whispers Through the Black Gate lets me talk to corpses, which is fun.
Disguise of New Visage, yes please (changes my features). Preternatural
Growth and Shrinking, sure. Intuition of the Forest, awesome (lets me
know my way through a forest). Transformation of the Thorny Shaft isn't
about penises, oddly enough, but I like it.
I want a spell to
let me talk to animals, and I see that that's level 20, so fine, I have
"Speak with the Night-Hunter," which lets me talk with nocturnal
animals. Gift of the Bear's Fortitude sounds like a good plan, since I'm
kind of wimpy normally. And, I just can't resist taking Shape of the
Woodland's Prowler, letting me change other folks into wolves (or foxes,
I think). And that's my 150 points.
Finishing Touches. I get a Reputation from my Flaw, and that's easy: Thief. And now I gotta think more about this guy's life.
His
name, at birth, was Aidan, at least that's what he tells people.
Honestly, he isn't entirely sure. He was brought up by a band of
Reavers, (not this kind, this kind),
and he isn't sure if his birth mother was among them or not - there was
a lady he called "Mum," but so did a lot of the other kids. Aidan lived
as a scavenger until he was 10, when a half-senile and quite amoral
magus wandering through Scotland took him in as a house boy. When Aidan
manifested some magical talent (and his master noticed he was stealing
whatever wasn't nailed down), the old magus took him on as an
apprentice. He also called the boy "Vulpes," and the name stuck, at
least among mages.
Vulpes got out of his training at age 25, and
spent the next seven years back among his people, the Reivers. He
practices magic, but never got into the theory of it all. As such, he's a
little more physically adept than many mages, but years of
book-studying has taken those skills away from him. He's looking for a
covenant that will take him, but his reputation precedes him. But then,
he's never been shy about taking what he needs. Can you just steal your way into a covenant of magi?
Oh!
Wizard's sigil! When Vulpes casts magic, there's a faint scent of fresh
blood that accompanies it. Like a fox just got a chicken, di ye ken?




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