Incomprehensible Mystic (Template): Difference between revisions

From Project: Redcap
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   House Criamon grants ''The Enigma'' as a free virtue to its Magi
   House Criamon grants ''The Enigma'' as a free virtue to its Magi
*Magic Sensitivity
*Magic Sensitivity
*Puissant Enigmatic
*Puissant Enigmatic Wisdom
*Wisdom
  Gives +2 to the Enigmatic Wisdom score; see ''Puissant (Ability)'' in page 48 of the core rules
*Side Effect
*Side Effect
*Study Bonus
*Study Bonus
===Flaws===
===Flaws===
*Magic Addiction
*Magic Addiction

Revision as of 20:42, 9 June 2013

This is the House Criamon Template from the ArM5 core rules, page 25, with a few comments.

The House Criamon exclusive Virtue of The Enigma and its accompanying ability of Enigmatic Wisdom are key elements in lending this character its eccentric mystique. The effect is furthered by the Twilight Prone Flaw, which ensures that this Maga will enter Twilight more often than usual.

Characteristics

Int +3, Per 0, Pre +2, Com –3, Str 0, Sta +2, Dex 0, Qik +1

 Intelligence and Stamina are rarely kept at non-positive levels in Maga characters.

Size: 0

Age: 25 (25)

Decrepitude: 0

Warping Score: 0 (0)

Confidence Score: 1 (3)


Virtues

It is very unusual for a starting Maga character not to have both The Gift and the Hermetic Magus Social Status
 House Criamon grants The Enigma as a free virtue to its Magi
  • Magic Sensitivity
  • Puissant Enigmatic Wisdom
 Gives +2 to the Enigmatic Wisdom score; see Puissant (Ability) in page 48 of the core rules 
  • Side Effect
  • Study Bonus

Flaws

  • Magic Addiction
  • Twilight Prone
Twilight Prone is a Major Hermetic Flaw; by the Rules as Written every Maga character must have a Hermetic Flaw, either Major or Minor
  • Incomprehensible

Personality Traits

Enthusiastic +3, Friendly +2, Practical –3

Reputations

None.

Combat

Dodging: Init +1, Attack n/a, Defense +1,

Damage n/a

Soak: +2

Fatigue Levels: OK, 0, –1, –3, –5, Unconscious

Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20)

Abilities

  • Artes Liberales 1 (rhetoric)
 It is not normally possible to have Academic abilities without a score of at least one in Artes Liberales.
  • Charm 5 (educated people)
  • Concentration 3 (spell casting)
  • Enigmatic Wisdom 3+2 (riddles)
The Ability Enigmatic Wisdom is granted automatically to Criamon Magi, with an ability score of 1.
  • Folk Ken 1 (educated people)
  • Latin 4 (Enigmatic terms)
 A score of 4 in a language is needed to allow the character to learn from books written in that language.
  • Magic Sensitivity 2 (auras)
  • Magic Theory 3 (Vim)
  • Native Language 5 (long words)
  • Order of Hermes Lore 1 (mysteries)
  • Parma Magica 1 (Mentem)

Arts

Cr 4, In 6, Mu 4, Pe 4, Re 4; An 0, Aq 0, Au 0, Co 0, He 0, Ig 0, Im 2, Me 1, Te 0, Vi 10

Twilight Scars

None (yet)

Equipment

Wizardly robes.

Encumbrance

0 (0)

Spells Known

  • Phantom of the Talking Head (CrIm 10) +8
  • Aura of Ennobled Presence (MuIm 10) +8
  • Piercing the Faerie Veil (InVi 20) +18
  • Piercing the Magical Veil (InVi 20) +18 (see Piercing the Faerie Veil)
  • Unraveling the Fabric of Imaginem (PeVi 20) +16
  • Wind of Mundane Silence (PeVi 20) +16
  • Circular Ward Against Demons (ReVi 20) +16

Customization Notes

The Criamon does not have her maximum allowance of Flaws, so could take an additional Major Flaw or three Minor Flaws, with corresponding Virtues, if desired. Her Charm and Folk Ken scores could be moved into other Abilities available in the first five years of life (see “Detailed Character Creation rules,” page 28), possibly also moving her good Presence score as well.