Character Creation - Myth-Weavers

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Character Creation

 
Character Creation

As with all games, we must have some rules put forth regarding character generation. This thread aims to lay the ground rules out for doing just that.

Due to how lengthy this thread might become, I will include a table of contents here in the first post so people don't have to go hunting down each individual stage of character creation.

The Basics
Magi, Post Gauntlet
Companion, Post 25
Grogs, Post 25
Character Sheets
Backgrounds/Virtues/Flaws

The Basics
Allowed Material
This game will use the Ars Magica 5th edition set of rules. As such, nothing - and I do strictly mean NOTHING - from previous editions will be allowed. There are no exceptions to this rule.

With that said, all material from ArM5 is allowed. The only exception to this is material from Sub Rosa, which must be approved prior to its use in your characters. It isn't too difficult to ask me for a review of SR material, so please do so before adding it in.

Number of Characters
ArM5 lends itself to troupe-style play, with characters being involved in any number of activities during a given season. I do not wish to have anyone sitting here for an extended period of time wondering when their character is going to be doing something, so everyone will need to create one of each type of character - magus/maga, companion, and grog.

Please keep in mind that this game will center upon your magus/maga, and they will be the primary characters you play. However, your companion and/or grog will be needed to jump in from time to time if your magus/maga is in the lab, the library, doing research...or if it comes up that they are being sent off to do something as a side story arc.

Basic Character Creation, Magi
All magi have their childhood through age 5, later life through age 10, and their apprenticeship through age 25. This means that all magi will have their native language, 45 XP for childhood, 75 XP for later life, 240 XP for Hermetic Arts/Abilities, and 120 levels of spells. Note that no magi at this point are allowed to have any spells that are of the 7th magnitude or higher.

Basic Character Creation, Companions and Grogs
All companions/grogs have their childhood through age 5, and later life through age 25. This means that all companions/grogs will have their native language, 45 XP for childhood, and 300 XP for later life.

Magi, Post-Gauntlet
I have long felt that games that start with magi right out of Gauntlet have a tendency to be a little less than exciting. Sure, there's a whole new world of magic to discover. But it seems that the game gets too bogged down with people wanting to go to the lab instead of adventuring or politicking or what-have-you. So I want to give Magi the opportunity to have a couple of years post-Gauntlet to hone some skills or get into some trouble before the game starts.

Number of Years
All magi will have 3 years of post-Gauntlet activities that they can perform to gain XP, increase arts, etc. This will put all magi at the age of 28, with no exceptions other than possibly aging unnaturally for some reason.

Seasonal Activities
There are 4 seasons every year: Spring, Summer, Autumn, and Winter. During a single season, a magus/maga may perform one of the following activities:
  • Take a flat 10 XP
  • Work in the Lab (normal rules apply, including gaining Exposure XP)
  • Earn extra Vis wages (3 pawns of any technique or form, or combination thereof)
  • Do any activity that requires a season's worth of time, such as write a book, study Vis, etc. You will gain Exposure XP for these activities in addition to the result of that activity
  • Improve your lab (the normal rules found in Covenants apply for Refinement, Occupied Size, gaining Virtues/Flaws, etc.)

Yearly Activities
In a single year, a magus/maga may perform the following seasonal activities:
  • Take up to 3 seasons of flat XP advancement (30 XP)
  • Work up to 3 seasons in the lab
  • Earn one seasons' worth of Vis wages
  • Spend 1 season improving your lab
  • Spend 2 seasons performing other activities (writing a book, studying Vis, etc.)

Be aware that you have 3 years' worth of seasons to advance your magus/maga, so some planning is necessary. With that said, you are allowed to go "back-to-back" with activities in different years. That is, if you wanted to take the flat 30 XP in year 1 and the flat 30 XP in year 2, you could go Summer/Autumn/Winter in year 1 and then Spring/Summer/Autumn in year 2. Or you could earn Vis wages in Winter in year 2 and then Vis wages in Spring in year 3.

Please note that all normal rules apply for any activities, which includes any/all dice rolls. While I would prefer you to roll for any seasonal activities, we are all adults here and I won't make you do so at this time UNLESS something seems way off.

Please note that, due to every magus/maga having their own dedicated living quarters - which includes their lab - every lab starts with the Dedicated Building virtue for free.

Initiation
Characters who wish to initiate into one of the House Mystery Cults may do so with the following parameters:
  • Initiation costs 1 season
  • You may only go through 1 level of Initiation. That is, you can only go through Initiation once, gaining only 1 Inner House Virtue.
  • You must fully document the entire Initiation Script, to include the magus who has the Virtue you are attempting to acquire.
  • The magus who is acting as your Mystagogue must be a canon magus. He or she can be from any Tribunal, but if they are not from the Normandy Tribunal, seeking them out costs 1 additional season for finding them and traveling to them.

Please note that all rules for Initiation must be followed, and all requirements must be met. If you do not meet the requirements, you cannot Initiate. And on this particular point, any dice rolls that are required to Initiate MUST be included here in your character application/thread.

Familiars
No familiars will be allowed at the start of the game as this is a really good hook to roleplay. I'd rather go through story arcs that deal with you finding the particular animal and befriending it instead of just saying that you spent the time and bound it to you. This is such a great RP opportunity, and I'd rather not waste it with a couple of dice rolls and hand waving.

Companion, Post 25
Companion characters have the option to advance after the age of 25 using the rules set forth herein.

Number of Years
Unlike magi, Companions may advance any number of years that they wish. Please keep in mind that aging rules are in play, so after you hit the age of 35 you will have to start rolling for aging effects.

Seasonal Activities
As stated under magi, there are 4 seasons in a single year: Spring, Summer, Autumn, and Winter. A Companion character may perform any one of the following activities in a single season:
  • Take a flat 10 XP
  • Do any activity that requires a season's worth of time, such as writing a book. You will gain Exposure XP in addition to whatever outcome the activity ends with.
  • Perform activities as required by Flaws/Virtues, such as Magister in Artibus

Yearly Actitivies
Companions are allowed to take only 2 seasons' worth of flat XP, having to spend the other 2 seasons working per the rules in core rule book. This "work" may be comprised of any activity in the core book, such as teaching or copying texts, and you do earn exposure XP for these 2 seasons.

Please note that all normal rules apply for any activities, which includes any/all dice rolls. While I would prefer you to roll for any seasonal activities, we are all adults here and I won't make you do so at this time UNLESS something seems way off.

Grogs, Post 25
Companion characters have the option to advance after the age of 25 using the rules set forth herein.

Number of Years
Unlike magi, Grogs may advance any number of years that they wish. Please keep in mind that aging rules are in play, so after you hit the age of 35 you will have to start rolling for aging effects.

Seasonal Activities
Like Companions above, Grogs may take a flat 10 XP per season, but Grogs are allowed to take only 2 seasons' worth of flat XP, having to spend the other 2 seasons working per the rules in core rule book. This "work" may be comprised of any activity in the core book, such as teaching or copying texts, and you do earn exposure XP for these 2 seasons.

Character Sheets

After doing some digging, I've found some templates that I would like everyone to use for their characters please. I've seen these in several of the archived games, so I'm assuming that these are probably the standard for this game on the Weave. Just open the spoilers, copy the code, and paste into your character thread!


Backgrounds/Virtues/Flaws

I am of the mind that what happens after the game starts is far more important than what happens to your characters before the game starts. I want to focus on what is/will be, rather than what was/may have been. To that end, I am requiring only the following elements in any background you wish to write up:
  • Birth place
  • Apprentice Covenant
  • Parens
  • 1 trial from your Gauntlet

That's a rather short list, and I'm hoping that it stays that way. Again, I'm not focused on what you've done, but you are going to do.

However, for all of the lack of background that is required, there are some things that you will have to write out for your character. Any Virtues or Flaws that have story seeds/hooks attached to them, such as Dark Secret, need to have a write-up to include all the high points for that Virtue/Flaw so that I can appropriately bring it up in-game when necessary. And I can't do that if I don't know what it is you are expecting.








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