Stone Giant (Template): Difference between revisions

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[[Category:Arm5 Character Templates]]
[[Category:Arm5 Character Templates]]


This article discusses the House Ex Miscellanea Template from the ArM5 core rules<ref name="template"><i>Ars Magica Fifth Edition</i>, p. 25, "Ex Miscellanea"</ref>, with some commentary on the design choices implied by that template.  
This article discusses the House Ex Miscellanea Template from the ArM5 core rules<ref name="template1">''[[Ars Magica Fifth Edition]]'', core Rulebook, "Chapter Three: Characters - Magus Templates - Ex Miscellanea", p. 25</ref>, with some commentary on the design choices implied by that template.  


House Ex Miscellanea grants to its characters several aditional Virtues and Flaws beyond normal allowance<ref name="template"><i>Ars Magica Fifth Edition</i>, p. 30, "Hermetic Houses Summary" Sidebar</ref> to spotlight its heterogeneous nature and its remaining eccentricity by Hermetic standards.
House Ex Miscellanea grants to its characters several aditional Virtues and Flaws beyond normal allowance<ref name="template2">''[[Ars Magica Fifth Edition]]'', core Rulebook, "Chapter Three: Characters - Hermetic Houses Summary", p. 30 Insert</ref> to spotlight its heterogeneous nature and its remaining eccentricity by Hermetic standards.


==Characteristics==
==Characteristics==
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''Giant Blood is a Major General Virtue and therefore worth three points, but here it comes free from the choice of House Ex Miscellanea.  Major Magical Focus is also a Major (Hermetic) Virtue, also worth three points.  The others are Minor Virtues worth one point each; one of the Minor Hermetic Virtues comes, again, free due to the choice of House Ex Miscellanea.''
''Giant Blood is a Major General Virtue and therefore worth three points, but here it comes free from the choice of House Ex Miscellanea.  Major Magical Focus is also a Major (Hermetic) Virtue, also worth three points.  The others are Minor Virtues worth one point each; one of the Minor Hermetic Virtues comes, again, free due to the choice of House Ex Miscellanea.''


Note that this character has eleven Virtue points, above the normal ceiling of ten.  That does not violate the rules because a couple of those Virtues came free by way of the House specific Advantage (much in the same way as, say, a House Criamon character gets The Enigma for free).  The character has only used seven of the allowed ten Virtue points.
Note that this character has eleven Virtue points, above the normal ceiling of ten.  That does not violate the rules because a couple of those Virtues came free by way of the House specific Advantage (much in the same way as, say, a House Criamon character gets The Enigma for free).<ref name="template2" /> The character has only used seven of the allowed ten Virtue points.


==Flaws==
==Flaws==
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==Abilities==
==Abilities==
*Artes Liberales 1 (astronomy)
*Artes Liberales 1 (astronomy)
''It is not normally possible to have Academic abilities without a score of at least one in ''Artes Liberales'', so this is a requirement for all magi.<ref name="apprenticeship"><i>Ars Magica Fifth Edition</i>, p. 32, "Magi Only -- Apprenticeship"</ref>''
''It is not normally possible to have Academic abilities without a score of at least one in ''Artes Liberales'', so this is a requirement for all magi.<ref name="apprenticeship">''[[Ars Magica Fifth Edition]]'', core Rulebook, "Chapter Three: Characters - Abilities - Magus Only -- Apprenticeship", p. 32</ref>'' Notice that this Ability, like nearly all others, has a '''specialization'''.<ref name="arm5_specializations">''[[Ars Magica Fifth Edition]]'', core Rulebook, "Chapter Five: Abilities - Specializations", p. 62</ref>


*Latin 4 (Hermetic usage)
*Latin 4 (Hermetic usage)
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*Magic Theory 3 (Terram)
*Magic Theory 3 (Terram)
''Magic Theory is useful for any Magus; the specialty reflects his personal interests.<ref name="apprenticeship" />''
''Magic Theory is useful for any Magus; the specialty reflects his personal interests.<ref name="apprenticeship" /><ref name="arm5_specializations" />


*Parma Magica 1 (Ignem)
*Parma Magica 1 (Ignem)
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''Yet another mechanics manifestation of his particular affinity with Earth-related magic.''
''Yet another mechanics manifestation of his particular affinity with Earth-related magic.''


The character template also has other Abilities that hint of a largely outdoors lifestyle (see the rule book for details).<ref name="template" />
The character template also has other Abilities that hint of a largely outdoors lifestyle (see the rule book for details).<ref name="template1" />


==Arts and Spells==
==Arts and Spells==

Latest revision as of 19:30, 10 September 2014


This article discusses the House Ex Miscellanea Template from the ArM5 core rules[1], with some commentary on the design choices implied by that template.

House Ex Miscellanea grants to its characters several aditional Virtues and Flaws beyond normal allowance[2] to spotlight its heterogeneous nature and its remaining eccentricity by Hermetic standards.

Characteristics

The template character has impressive, highly unusual characteristics for a Magus. His physical attributes reflect superhuman Strength and resistance (Stamina) combined with a lack of grace or agility. His high Intelligence and Stamina make him a competent user of Magic nonetheless.

Such impressive scores are made possible mainly due to a combination of the Giant Blood and Improved Characteristics Virtues (see below).


Virtues

It would be very unusual for a starting Maga character not to have both The Gift and the Hermetic Magus Social Status.

The template takes advantage of the additional Virtues allowed due to this being a Ex Miscellanea character to establish a theme:

  • Giant Blood
  • Major Magical Focus (Stone)
  • Enduring Magic
  • Affinity with Terram
  • Improved Characteristics
  • Puissant Terram
  • Tough

Giant Blood is a Major General Virtue and therefore worth three points, but here it comes free from the choice of House Ex Miscellanea. Major Magical Focus is also a Major (Hermetic) Virtue, also worth three points. The others are Minor Virtues worth one point each; one of the Minor Hermetic Virtues comes, again, free due to the choice of House Ex Miscellanea.

Note that this character has eleven Virtue points, above the normal ceiling of ten. That does not violate the rules because a couple of those Virtues came free by way of the House specific Advantage (much in the same way as, say, a House Criamon character gets The Enigma for free).[2] The character has only used seven of the allowed ten Virtue points.

Flaws

  • Generous (Major)
  • Necessary Condition (touching stone)

This is a Major Hermetic Flaw, and therefore fulfills that specific requirement of House Ex Miscellanea characters

  • Plagued by Supernatural Entity

A Major Story Flaw

  • Deficient Auram

A Major Hermetic Flaw that somewhat furthers the character concept; a second Hermetic Flaw was necessary according to the rules, but it could have been a Minor one.

This Template has twelve Flaw points in all, but three of them came free by way of the required Major Hermetic Flaw imposed by the choice of House.

Personality Traits

Abilities

  • Artes Liberales 1 (astronomy)

It is not normally possible to have Academic abilities without a score of at least one in Artes Liberales, so this is a requirement for all magi.[3] Notice that this Ability, like nearly all others, has a specialization.[4]

  • Latin 4 (Hermetic usage)

A score of 4 in a language is needed to allow the character to learn from books written in that language.[3]

  • Finesse 2 (Terram)

Reflecting his practice and familiarity with the Terram Form.

  • Magic Theory 3 (Terram)

Magic Theory is useful for any Magus; the specialty reflects his personal interests.[3][4]

  • Parma Magica 1 (Ignem)

This is the minimum or perhaps expected score for a starting magus's Parma Magica Ability; again, the specialty chosen reflects a theme of elemental antagonism.[3]

  • Penetration 2 (Terram)

Yet another mechanics manifestation of his particular affinity with Earth-related magic.

The character template also has other Abilities that hint of a largely outdoors lifestyle (see the rule book for details).[1]

Arts and Spells

It is possible to change the character's Art scores by moving experience points around, but if you do so, be aware that you will probably need to change some spells as well. Being a Stone Giant, he is naturally expected to have an impressive score in Terram and appropriate spells.[3]

References

  1. 1.0 1.1 Ars Magica Fifth Edition, core Rulebook, "Chapter Three: Characters - Magus Templates - Ex Miscellanea", p. 25
  2. 2.0 2.1 Ars Magica Fifth Edition, core Rulebook, "Chapter Three: Characters - Hermetic Houses Summary", p. 30 Insert
  3. 3.0 3.1 3.2 3.3 3.4 Ars Magica Fifth Edition, core Rulebook, "Chapter Three: Characters - Abilities - Magus Only -- Apprenticeship", p. 32
  4. 4.0 4.1 Ars Magica Fifth Edition, core Rulebook, "Chapter Five: Abilities - Specializations", p. 62