Amurgsval House Rules
Parma Magica
A Parma Magica protects you against active magical impingement on your
personal aura (all within range of Self).
This protects against
- magically created media impinging on your aura (such as Ball
of Abysmal Flame, Mighty Torrent of Water, and Lungs of
Watery Death), unless vis was spent to make the create
medium Inst. before it impinges on you.
- real media magically transformed into something unnatural (water
turned to vitriol or aqua regia [since these fluids are magically
created by alchemists], Infernal Smoke of Death), since active magic
is required to maintain the unnatural state of the medium-- such
things do not exist in the natural world because they cannot be
created without magic.
- spells that attempt to directly affect you (such as Clenched
Grasp of the Crushed Heart, Blessing of Childlike Bliss, Veil of
Invisibility, Curse of Circe, and Lift the Dangling Puppet).
- Intéllego spells that need to go within your Self range
(such as Posing the Silent Question, Vision of Heat's
Light [infrared light does not exist in paradigm!]).
It does not:
- impede you from walking across a magically created bridge or
riding a magically created horse (Conjuration of the Swift Retreat)
- protect you from natural substances being rego'd to attack you
from outside your Parma (such as a real sword being wielded by rego
magics, a real spear thrown by rego magics, or a real boulder being
dropped on you by Rego magics, Piercing Shaft of Wood, The
Earth Split Asunder). (A sword is gripped by the hilt and the
gripping magic is outside your parma; the grip on a dagger would have to
go inside your parma to attack.)
- protect you from natural substances transformed by Muto magics
into other natural substances (such as a dagger Muto'd into a sword
and wielded by Rego magics, fruit juice turned into hemlock juice,
wood smoke transformed into sulfurous vapors, Rain of Stones, Crystal
Dart or Teeth of the Earth Mother), since the magic of natural
transformation is more subtle and relies on the symbolic power of the
natural world.
- dispel illusions cast upon objects that happen to enter your parma.
Special case:
- Intéllego spells that use external senses upon someone
(Enchantment of the Scrying Pool) will give you a feeling of being
watched, but you cannot prevent them from gaining such information.
This does not work if you are being scried upon by people using ritual
magic to scry into the past (Eyes of the Past).
Confidence Rules
- Before any stress roll representing a relatively short period of
effort on the part of the character (less than a quarter hour, say,
though possibly up to a day with good Meditation rolls), the player
may declare that they are using confidence. (If the roll was not
previously a stress one, it becomes one.) This explicitly includes
soak rolls, and indeed all rolls that are not a matter of sheer chance
(soak is not: you might get your arm in the way, or roll with the
blow, or dodge enough to take it in a non-vital location, or
whatever).
Given the mediaeval paradigm, I would even allow it on rolls
to see how well the character does at gambling (at one confidenced
roll per roll of the character's dice, or per hand of cards)--
while we might now think of this as a matter of pure chance, if you
have watched anyone gambling you will readily observe that they are
staking, and often losing, confidence. However, if the character is
completely unconscious, (arguable: making a knowledge roll), is
unaware that they are making a roll (a Parma roll against an
unperceived spell for example), or are taken utterly by surprise, they
may not use confidence. (In the case of surprise, even a split
second's warning-- not enough to even begin to reach for a
weapon-- is enough to allow a confidenced roll. However, if the
assassin makes his stealth roll well enough, and backstabs them, then
they can't confidence the soak roll.)
Confidence represents a character focussing their will upon a
particular outcome. If they don't know to focus their will, it can't
be used. On the other hand, someone who was expecting to be hit by an
arrow from ambush any minute could declare in advance that he was
going to confidence the soak roll, and could then do so even if he
never saw the arrow. Only one such "predeclared" confidence is
allowed, and in order to confidence any other roll the character must
first drop the predeclared confidence.
- The character may stake any number of points from one to their
current confidence. They should decide upon and declare the amount.
- The storyguide then determines the "success level". If there is an
obvious breakpoint in the outcome of the roll (obvious success or
failure, say) that is near requiring a roll of 6+ on the die, then
that is used as the success level. (This cannot result in a success
level below 4+ or above 8+ on the die.) If not, the success level is
set as a roll of 6+ on the die.
- The player then rolls the one die that they would have rolled
anyway, followed by a number of dice equal to the number of confidence
points staked. Make sure that the "original" die is distinguished from
the "confidence" die or dice. Should the player fail to distinguish
them, the storyguide can decide which was the original by any fair and
consistent method they like: e.g. random selection, or that the first
one rolled was the original, or that the one furthest from the player
is the original, or requiring the player to roll again.
- If the original die rolls the required success level or more, no
confidence is lost. The character has performed above average, and
thus does not lose confidence in themselves. The value of the die roll
will be the highest rolled die.
- If the original die fails to roll the required success level,
then for each of the confidence dice that also fails to roll the
required success level, the character loses one point of temporary
confidence. Thus if only one confidence was used, if the final result
was above average, no confidence is lost. If, on the other hand, more
confidence was staked, while the character may have got a good result,
they may have only just scraped past problems, and may thus lose some
of the extra confidence points staked.
- There are two rules for botching:
- When the character declares that they are minimising botch
results: If the original die is zero, divide the number of botch dice
rolled by the number of confidence points invested, plus one, rounding
off, rounding halves up. (In the case of less than one botch die, use
7.2.) Familiars and similar modifiers subtract from the original number
of botch dice, before the division.
- When the character declares that they avoiding a botch: If the
original die is zero, there is a 1 in (confidence points staked + 1)
chance that you roll all botch dice.
- For each botch die that comes up zero, lose one permanent
confidence xp, up to the number of invested confidence. The Storyguide
may modify this as he sees fit.
Learning Languages by Immersion
Assuming that you're speaking a language full-time (once you have some
skill in the language), you gain points at a rate based on the
difference between your skill and that of the people you're speaking
with:
Difference | 1 xp per... |
>= 3 | month |
2 | season |
1 | year |
When two languages are similar, such as Latin and Rumanian, it is
possible to pick up languages by immersion without spending an xp in
the language in the first place. We're currently debating how much
extra time should be spent on this, but two months seems what we've
agreed on, so one ends up with 2 xp after 2 seasons starting from 0
when there's a strong similarity.
Virtues, Flaws, and Skills
- Due to lack of existence of a Reason aura, no flaws to do with the
Aura of Reason exist.
- You can purchase two points of characteristics for one point of Virtue.
- Weak Magic is only worth -1; reduced penetration in one Art just
isn't enough of a problem for -2.
- Aptitudes work like it reads: they add to all rolls. This means
that Aptitude with Elements adds to Finesse and Concentration as well as
casting totals. (When you consider that you can have an Aptitude with
"combat", you could have one with "magic" as well, things become easier
to stomach.)
- Knack with Parma adds to your magic resistance after the
multiply-by-five.
- Speak skills are in a language; Scribe skills are in an alphabet.
- A "tactics" skill exists, and is popular with Flambeaux and Tytali.
- You get three XP from spending a season studying a book, until your
skill reaches the level of the book. It does not operate like
Arts; this is the only interpretation that keeps Student from becoming
a monster virtue.
Scribing and Reading Texts
Normal magi can write 12 xp of Arts, 4 xp of skills, or 60 levels of
spells in a single season. They can copy 36 xp of Arts, 12 xp of
skills, or 180 levels of spells. Strong Writer allows 4/3, and you
multiply these amounts by twice the level of your Twilight-gained
Increased Understanding, so you can write out 24 xp of Arts if you
have complete understanding of that Art.
Exempli Gratia: Visitor Somni of Criamon has a Mentem of 30 and
5 levels of Increased Understanding: Mentem. He can write a Mentem 30
text that would be the wonder of the Order, but it will take him (30 *
31 / 2 / 24 <= 20) 20 seasons, or 5 years of solid writing. Will he be
able to elude Final Twilight for that long, or will he leave a
part-writen masterpiece behind him as he slips into the Enigma?
A non-Magus copying magical texts needs Scribe Latin 3 and Magic
Theory 3 with supervision from a magus who has that Art.
You can write out a knowledge text one level lower than your current
understanding, unless you have Strong Writer, in which case you can write
your full score.
Exempli Gratia: E.g. Corylus has an Enigmatic Wisdom of 8 and
is a Strong Writer. She can write out an Enigmatic Wisdom 6 text
(21XP) in 4 seasons (5 1/3 * 4 = 21 1/3). The best text she could
write would be an 8 text (36 XP), which would take her 7 seasons (5
1/3 * 7 = 36 2/3).
You can learn from a knowledge text at 3 xp per season.
Learning Spells from an Accessible Magus' or Own
Master's Books
Normally, it requires an Int + Scribe Latin 6+ and a lab total +
stress die greater than the level of the spell; it seems that this
takes a season, after which the magus may write out a copy. If you
already know the notation (by learning it from your master) or by
having that magus on hand to ask questions of, you may waive the
season of decipherment and simply learn (or copy out) the spell.
Training Apprentices
Typical apprentice is age 10 with 1x their age in non-magus skills
(alertness, farming, survival) + Speak Own 4.
Languages are acquired for free past the first point.
Over 15 seasons of training, you pick up 15 xp in Magic
Theory. Apprentices gain about 3 xp per year over 15 years of
apprenticeship, including the Magic Theory xp and not including the
Speak Latin.
After 15 years: Magic Theory 5, Parma Magica 2, Hermes History 2,
Hermes Lore 2, Speak Own 4, Speak Latin 5, Scribe Latin 3 +
Annual). 15 + 3 + 3 + 3 + 0 + 1 + 6 + 15 = 46.
Skills learned by devoting annual XP (aiming for 3). Roll off
apprentice's traits and certain of master's.
You get 2 seasons worth of study per year of arts or spells, with your
master or the library as source or assistant (adding Magic
Theory). One season corresponds to the one during which the apprentice
is being taught magic, while the second corresponds to the Night
Reader virtue. The second season cannot be used for study of spells,
at Roger's guess; Max suggests that it might be better for the first
season not being available for that, since they're supposed to be
learning an Art. Such virtues as Student and Night Reader are not yet
active as the apprentices are already assumed to be devoting all their
time to learning.
There are three sorts of training:
- Actual seasons of training. These subtract from annual XP.
- Extra training due to having a master pushing you, which allows
learning arts, spells, or skills, which corresponds to a Night Reader
season; alternatively, one may take this season as Student points (for
knowledge). This season does not affect annual XP.
- Annual XP.
Laboratory Cooperation
- Magi may invent and learn a spell together by taking the lower of
their Arts totals. The lab text ends up with the lower of their two
magic theories, and the spell takes its sigil from both magi.
- Magi may make use of more than one assistant by the following
rules: Leadership + Communication roll 0+ to get creative specialties,
Inventive Genius, things like Herbalism when you're not an herbalist:
- -3 or better to get noncreative aptitudes
- -6 Int + Magic theory only
- -9 Int + Magic theory + penalty level for this assistant
- -12 Int or Magic Theory only.
(If multiple magi are cooperating in leadership-- requisiting their
Arts totals in order for all to end up having learned the spell at the
end of the research-- requisite Leadership skill with Debate or
Diplomacy.)
Penalties:
- -1 per assistant who is as familiar as an apprentice or has worked
with before for nine seasons
- -2 if have worked with them at least 3 times before and you get along well
- -3 a typical person willing to cooperate, isn't incomprehensible
Increase penalties for distrust between people, incomprehensibility,
excessively nonHermetic magic, etc.
If you can make an Int + Folk Ken (or similar social skill) roll of 6+
you can decrease that person's penalty on the chart by 1 level, or 12+
for 2 levels (so you can get their useful specialties even if the
group isn't working together well).
The first Inventive Genius on a project adds +3, the second adds +2,
and all further ones add +1 each.
Season Splitting
If you are teaching someone skills, you can teach them as many skills
as you could give them experience points in your lowest skill in that
group in a season, dividing the experience points up
appropriately. (Thus, if you are teaching three skills at 6 to someone
with 2's [at most] in each, they can gain 1 xp in each.) This is
useful for shamanic apprenticing, and doesn't often happen with
Hermetic apprenticing.
Enchanting Items
ArsM3, p242 is moderately confusing about getting Form and Effect
bonuses. Explicitly:
- When enchanting a non-simple item, it is necessary to bring
together all the pieces of the item before instilling any vis. Adding
any vis defines the item as a metaphysical whole; after a single pawn
has been added, there may be no more changes to the item.
Self-affecting powers apply to this entire item.
- Individual units of the item must be enchanted to their capacity;
it is not necessary to pump any vis into a unit in order to get all
its bonuses. (If you want to enchant that diamond the size of your fist,
you better have a lot of Vim vis on hand!)
- You may get multiple form and effect bonuses by stacking multiple
things. (This allows extremely powerful Aquam devices, for instance.)
This is to encourage spending lots of money on building magic items
and going out to seek exotic materials.
- Form and effect bonuses apply to the entire item. An alder staff
with a ruby has the bonuses of the ruby and the alder for fire and the
staff for "destroy things at a distance", whether the vis is pumped in
the ruby or the staff.
Spellcasting
It is possible to fast-cast formulaic spells if and only if you have
Mastered them; fast-casting carries the usual penalties.
If you Master a ritual and you cast it with non-vis-boosted duration
or range, you may roll a simple die.
In both spellcasting and lab activity, affinities add after
requisiting of Arts. This is to encourage weird spells with funky
requisites, such as Mighty Torrent of Blood instead of
Mighty Torrent of Water: it gives the inventor a good reason
(rather than merely an aesthetic one) to make use of their Corpus
affinity.
Vis Boosting
When boosting a formulaic's penetration or the level of a sponted
spell with vis and you roll a 0, a rolled "1" on a botch
die representing a pawn of vis indicates that the energy
went awry in some way, rather than toward powering the spell. This
means the vis may evaporate quietly or go toward powering
some relatively harmless effect (Storyguide's discretion). This
does not apply to casting rituals or to extending the range or duration
of formulaics or rituals, since these spells are already designed
to handle a particular added quantity of vis.
When using vis to boost the range or duration of a formulaic
spell, all the vis may be burned in one round, since the spell
is designed to have vis fed into it. If you are using vis
to boost your casting total (to improve penetration of a formulaic or
to make a bigger spontaneous spell), you may only burn your Penetration
score in one round. However, you may extend casting through multiple
rounds in order to feed more vis into the spell, up to the usual
limit of your Arts.
Certámen
You may only burn as much vis in a single round of certámen
as your Certámen skill, plus any knack with Certámen. This
makes the "no Certámen skill and a pocket full of vis"
strategy less useful.
Vis Distillation
Normal vis distillation is done with a lab total of Int + Magic Theory
+ Creo + Vim + 3*magic aura, providing the magnitude of the lab total
in pawns of Vim.
Using Magic Theory requisited with Faerie Magic in the lab total, and
using a faerie aura that is currently dominant (not equal to magic)
will yield faerie-aligned Vim vis that can be used to study Faerie
Magic from, much as Magic Theory is studied from normal Vim vis. This
particular stunt is something Zahar learned from Orator of Merinita,
but is not general knowledge.
Laboratory Design
Unusual specialising
Specializing in such things as Alchemy or Faerie
magic uses Int + Magic Theory + (Stat for nonstandard skill, usually
Int) + (nonstandard skill) instead of 2*(Int + Magic Theory).
Help
Inventive Genius adds to the total for customizing a lab for the
primary researcher; helpers add their (Int + Inventive Genius)
requisited with their Magic Theory, and Int + Inventive Genius + Magic
Theory for specializations; if adding to unusual specializations, the
apprentice's magic theory is requisited with their unusual skill
(Faerie Magic, Alchemy). Apprentices add after any doubling of totals.
Creating Laboratory Equipment
Skills: Glassworking. Metalworking. Carpentry. Pottery.
Substances: Rare metals, herbs, ...
+0 lab = 50% weird stuff.
+1 safety is basically reorganization and is mostly furniture.
Skilled craftsman: 100 silver a season. Thus, 1 season of work from a
craftsman can supplant 100 silver worth of lab equipment.
Defaulting Blade Skills
If you haven't got your favourite type of sword to hand, you aren't
completely hopeless with available weapons. However, you're operating
at a given minus, with at least one extra botch die:
Weapon | Greatsword | Bastard Sword (2h) | Bastard
Sword (1h) | Broadsword | Shortsword |
Dagger |
Greatsword | 0 | -1 | -3 | -3 | -4 | -6 |
Bastard Sword (2h) | -1 | 0 | 0 | -2 | -2 | -5 |
Bastard Sword (1h) | -3 | 0 | 0 | -1 | -2 | -4 |
Broadsword | -3 | -2 | -1 | 0 | -1 | -3 |
Shortsword | -4 | -2 | -2 | -1 | 0 | -1 |
Dagger | -6 | -5 | -4 | -3 | -1 | 0 |
Calendar
Date | Pagan Festival | Hermetic significance |
1/20 | | Begin month of Aquarius |
2/2 | Imbolc | Amurgsval Spring starts |
2/19 | | Begin month of Pisces |
3/21 | Vernal Equinox | Spring season begins; begin month of Aries |
4/20 | | Begin month of Taurus |
5/1 | Beltane | Amurgsval Summer starts; fertility festival, cauldron; Amurgsval Year spells may expire |
5/21 | | Begin month of Gemini |
6/21 | Midsummer | Summer season begins; Tremere tribunal meets; traditional Year spells may expire; begin month of cancer |
7/23 | | Begin month of Leo |
8/1 | Lugnasadh | Amurgsval Autumn starts; beer train goes out in 10 day period around this time |
8/6 | | Novgorod Tribunal meets |
8/23 | | Begin month of Virgo |
9/21 | Autumn Equinox | Autumn season begins; begin month of Libra |
10/23 | | Begin month of Scorpio |
10/31 | Samhain | Amurgsval Winter starts; Vim beer extracted, Aegis re-cast, blessing of fields ritual; Amurgsval Year spells may expire |
11/22 | | Begin month of Sagittarius |
12/21 | Midwinter | Winter season begins; traditional Year spells may expire; begin month of Capricorn |
Time | Hermetic | Ecclesiastical |
Midnight | The witching hour | Matines |
3 am | | Laudes |
6 am/Dawn | Parma time | Prime |
9 am | | Tierce |
Noon | | Sixte |
3 pm | | Nonnes |
6 pm/Sunset | Parma time | Vespers |
9 pm | Compline |
The Age of Aries dates from 139 bc, so 1200 ad = 1339 Aries.
Experimenting while Studying from
Vis
It is possible to experiment while studying from vis. If you choose
to experiment, the season's work is rolled for on the normal
Extraordinary Results Table. The risk factor and simple d10 that
experimentation adds are added to the level of the source after the
multiplication by the number of pawns of vis. Inventive Genius does
not add.
Interpreting the results on the table
Disaster is a disaster: Creation Destroyed, Creation Turns on
You: roll for Twilight (without any special bonuses).
Complete Failure means the season was wasted.
No Extraordinary Effects gives the simple die + risk factor
bonus; No Benefit from Experimentation does not.
Side Effects
Exaggerated Sigil: exaggerated sigil with
Art and Art increase (your Sigil attaches to anything with this Art,
and your own spells have your Sigil's effect doubled)
Minor Flaw: penalty to Art (antispecialty) with Art increase
Minor Side Effect: opposed specialty/antispecialty with
increase; lose one, lose the other
Minor Side Benefit: bonus to Art (specialty) without Art increase
Major Flaw: bad weirdness (resembles Warped Magic) with Art
increase
Major Side Effect: weirdness with Art increase
Major Side Benefit: good weirdness (resembles Side Effect) with
Art incrase
Fatal Flaw: Something pretty nasty or seriously weird and
useless, but you can use your Art as if there was no increase without
the problem. Storyguides have fun.
Side effects persist until the wizard takes the time to study the Art
as if they had not had this season of learning. (e.g.: Take Creo 15
to 16 and acquire a side effect. Said side effect will persist as you
learn up your Creo, but if you ever choose to study Creo as if it were
1-3 pts lower [as appropriate], you can lose the side effect.)
Modified Effect: whimsy-- learning the wrong Art, experience in
a skill or possibly a very obscure Affinity-- adjudicated by the
Storyguide who introduced the vis.
Discovery: Follow the chart.
Faerie Familiars
Forget the "Cord Types" section. The Faerie Cord in the Bestiary is
required, and its score is the thing that adds to your Feyness; in
addition, it adds to your familiar's understanding of mortal things.
The gold cord does not grant a bonus in Faerie Auras.
The Link of Reality works as stated for the magus (but delete all
references to the Imágonem score), but not for the faerie. At +5,
the faerie is fully mortal with respect to a single skill at skill 2
(e.g. they had Play Lyre of 8 and now have Compose for Lyre at 2) or
can acquire a creative ability from their mortal. At +10, it's two
skills at 3 or as many as the magus can teach them (in the usual
teaching process). At +15, the faerie may function as a mortal in
Arcadia (e.g. killing something is as if a mortal did) and gains Free
Expression if the magus has it. Negative links mean the faerie gains
less mortality from hanging around the magus than they would normally,
because the magus himself is less human.
The Link of Magic works as stated, but there is a +20 version that
gets you the best possible aura modifiers, so the human using faerie
powers in a magic aura gets the magic aura's bonus to the faerie
power.
Cross-Realm Bond is a +15 bond quality that can reach from another
level of reality (the Near Lands, Arcadia) to the Fields We Know.
Whoopees for +3 cords
- Gold: You get one category better on Feyness for purposes of spellcasting.
- Silver: Like the normal Silver cord, but applies to faeries.
- Bronze: Same.
- Faerie: You gain Faerie Blood, or, if you already have it, Strong Faerie Blood.
Modifications to Faeries 4th Ed.
This is an attempt to avoid the AD&D Elf problem: "who wants to be a
human"?
Normal faerie blood is a +2 virtue that gives the usual set of
bonuses; it comes with a free point each of Virtue and Flaw that
should define strongly what sort of faerie blood you have.
Strong faerie blood is a +3 virtue that gives the listed bonuses for
aging; the magus-response to longevity potions requires faerie magic.
It comes with 3 points of Virtue and Flaw to define your heritage;
Faerie Eyes, Faerie Sight, and Minor Discomfort from Iron are strongly
recommended. It grants one more point of Feyness than normal faerie
blood of similar characteristics.
Faerie blood does not under any circumstances grant extra virtues and
flaws outside the normal range for the character or the ones listed in
the two paragraphs above.
Aura Mutations
In a +6 magical aura, peasants and covenfolk are supposed to become
warped and twisted. In addition, we've been breeding in faerie blood
at the fertility festivals. If there are any pure-human peasants
left, it should be a rare and wondrous thing. Soon, the peasants
aren't even going to care about people with the Gift...
Mechanics
Children born and raised in a +6 aura have one extra point of Virtue
and two extra points of Flaw as grogs. These extra points must be
mystical in origin, though not necessarily in nature.
Children born and raised in a +7 aura have two extra points of Virtues
and four extra points of Flaws, similarly.
Exceptional talents are certainly possible. Modified ones may be
possible: Dark Animal Ken, which allows hypnotising animals with your
gaze to catch them, is one example.
Unusual dietary requirements of commonly available substances are a
-1 flaw; being able to eat those things only should be worth -2
to -3 depending on how unusual they are. (-2: eats earth and
stones, -3: eats only raw flesh or small live animals). These
things are worth more for grogs than magi, remember.
A common flaw that has been turning up since the valley became a regio
is worth about -1 and involves peculiar aesthetics: the unusual, bizarre,
and even horrifying becomes aesthetically interesting to the grogs. Magi
with the Blatant Gift find themselves being treated as if they had the Curse
of Venus instead, little girls pester Criamon magi for tattoos, children
are unusually unafraid of magic (and will often ask magi to do some magic
for them or to them!). Grogs with this Flaw will have trouble in social
interaction with mundane ones-- as a disagreement over whether the buxom
blonde or the girl with the harelip and evil eye is prettier-- that can
lead to brawls.
A provisional weirdness table, feel free to ignore
Weirdness: stress roll |
0+ | Pretty normal | (+3/-3) |
3+ | A bit strange (not immediately
obvious) | (+4/-5) |
6+ | Warped (subtle) | (+5/-7) |
9+ | Definitely warped (visible) | (1 pt visible) |
12+ | Twisted (blatant) | (2 pts visible) |
16+ | Bizarre (has serious effect on
behaviour) | (3 pts visible) |
20+ | Really freaky (even magi think he's
strange) | (4 pts visible) |
Botch | Completely, utterly normal (Withstand
Magic? Magic resistance?) |
Non-obvious traits (psychological)
- Carefree
- Weakness for music and dancing
- Uncommon or common fears
- Obsessions
- Stocky build (dwarf blood)
- Strong personality
Subtly weird traits
- High cheekbones, brightly coloured eyes, pointy ears (faerie traits)
- Acts bizarre under some circumstances (sings to the full moon, is
able to perceive humor in strange situations)
- Strange diet (prefers raw meat, considers fertile earth flavorful)
- Body odor is like stale beer, baking bread, animal musk
- Random faerie curses they may've picked up (smoke comes from ears
whenever lying)
Visibly weird traits (1 point visible)
- Animal eyes (may buy as standard Faerie Eyes)
- Claws on fingertips (extra brawling damage but disfigured)
- Blood is a strange substance (white wine, tears, beer)
- Body odor is like a predator (Offensive to Animals)
- Evil Eye
Blatant, twisted traits (2 points visible)
- Animal tails or feet
- Eyes that always reflect flames
- Must eat only raw meat
- Body odor is like something unnatural (smoke, sulphur)
Bizarre traits (3 points visible)
- Eyes like stones, or windows on the night sky
- Leaves grow instead of hair
- Bizarre dietary limitations (only wood, stones, swallow small
animals whole)
- Hermaphrodite
- Permanently drunk
Really freaky (4 points visible)
- Werewolf
- Spitting toads, sneezing fire, crying gemstones
Animalistic traits may merit an Animal Companion (+1 Social), Animal
Ken (+1 Traits) specialised with that animal, Keen Vision, Sharp Ears,
Faerie Eyes, Faerie Sight.
Faerie Friend (+2 Supernatural) should not be common, but occasional;
similarly, Magical Animal Companion (+2 Supernatural) is a
possibility.
Withstand Magic (+2 Supernatural) is a good one for people who don't
seem at all warped...
Social Handicap (-1) gives -1 to -3 on social rolls.
Disfigured (-1) is -3 to Presence rolls. There may be a -2 version for
extreme effects.
Sense of Doom (-3) is possible due to the number of oracles wandering
around.
Haunted (-2) shouldn't be common, but is possible. (There are too many
shamans and magi who can do something about it: the best reason is
that someone has earned it and the magi prefer to leave him that way.)
Ghostly Warder (+4) may be available easily, though.
Offensive to Animals is -1.
Magic Susceptibility is -1, with -3 to resistance rolls and soaking
magickal attacks.
Large is +2 (with +1 to Strength and Presence and an extra Hurt body
level), Lithe is +1 with +1 Dex, +1 Qik, -1 Hurt level, Siz -1; Obese
is Qik -2, -3 on Fatigue rolls, Siz +1, no extra Fatigue level.
Textbook Example Curses, quoted from Ars Magica 3rd Ed as examples only:
-1 |
Everything you say, that you really mean, is taken in the worst possible way.
Smile, laugh, frown, and cry always in the wrong circumstances.
Can only eat living things.
A toad appears in your mouth when you speak a direct lie.
All food tastes like ashes and all drink like stagnant water.
Music causes you pain-- the more beautiful, the more painful.
|
-2 |
Stutter uncontrollably when you try to say something important.
If you ever tell a secret that was entrusted with you, the secret
somehow, in some way, harms you.
|
-3 |
Pained by light: the greater the light, the greater the pain.
See shapes and phantoms in the night that terrify and immobilize you. |
-4 | Doomed to be wounded in every battle in which you
partake (and many that you try to avoid)
Your wounds bleed horribly, so that for each unbandaged wound you
have, you lose one Short-Term Fatigue Level per rounds, then Body
Levels once you're Unconscious.
Normal tools often break when you try to use them.
|
The touch of sunlight burns painfully (lose one Body Level per minute).
Compulsion, Delusion, Evil Eye, Faerie Enmity, Magical Air, Sensitive...
Simple Minded goes well with Faerie Friend...
+2 Faerie Blood: includes a weird faerie trait and weird faerie
flaw. There's -2 Minor Discomfort from Iron, -3 Vulnerability to Iron,
-2 Susceptibility to Divine Power, -1 Strong Faerie Nature, +1 Faerie
Eyes, +1 Faerie Sight.
NOT AVAILABLE: True Faith, True Reason, Diabolic Upbringing, Tainted
with Evil, Demon Plagued, Guardian Angel.
Some sample grogs:
Simple Minded, Faerie Friend, Luck, Delusion: guardian angel...
Dark Animal Ken, Evil Eye, Diet: eats small animals alive and whole
(can survive on raw meat for a while but it's just not as healthy)
Grog generation
Normal grogs have 3 points of virtues and 3 points of flaws, and start
out with Speak Own 4, Brawl 1, and twice their age in XP. In
Amurgsval, they should either be +4/-5 or +5/-7 with Speak Own 4,
Brawl 1, Faerie Lore 1, Fantastic Beast Lore 1, and Folk Enigmas 1,
with twice their age (less 3) XP.
Faerie Grogs
Faerie Grogs are generated as Faerie Companions, but they may only
take one Faerie Power Point of faerie abilities and 3 points of
virtues and flaws. These people are usually the result of changelings
growing up and deciding to stay in Amurgsval; they may eventually
wander off into the faerie world at some point and return at irregular
intervals (if at all). Don't always expect to bring them home after an
adventure. Their Faerie Might is usually around 7.