Animalistic Bjornaer (Template)

From Project: Redcap


This template represents a Bjornaer magus that is at home in the forests and in the company of fellow animals.


Game Statistics: See ArM5 page 24. Note that you still need to choose the Native Language of the character, as well as his wizard's sigil, background, two Area Lore regions, and his name.


In wolf form:

Size: -1

Characteristics: Int +3, Per +2, Pre 0, Com -5, Str +2, Sta +2, Dex 0, Qik +2

Soak: +4

Combat:

Teeth: Init +2, Attack +11, Defense +9, Damage 0

Fatigue Levels: OK, 0/0, -1/-1, -3, -5, Unconscious

Wound Penalties: -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (13-16)

Abilities: Athletics 5 (distance running), Awareness 3 (smell), Brawl 5 (teeth), Hunt 4 (track by smell), Survival 3 (winter); plus applicable human-shape Abilities (see HoHMC p. 23).

Remember that when transforming between shapes, the all wounds are retained at their severity, but wound penalties may differ.

Character Analysis

This character is built to highlight the Bjornaer's animal nature, presenting a character that is comfortable in the wild among animals and is dysfunctional in mundane society. Almost all character generation choices are made to support this character concept, and the few that aren't can be easily changed.

The character's Characteristics include a -1 in Communication to distance him from this "complex" social activity, and a Quickness of +1 that is in-line with his animal nature. His scores in Intelligence and Stamina are typical for a magus.

Customization Notes

See the ArM5 core book.

Note that his Characteristics are not particularly suggestive of a wolf Heartbeast; you may in particular consider lowering Presence to -1 and increasing Dexterity to +1 to become more "wolf-like". This will have some effect on his combat statistics.

As noted in the core book, some of the character's flaws are tangential to the main character concept. This is especially true of Tormenting Master, which may actually hinder his acceptance into the House Mystery Cult (which is a natural character development direction for the character). You may want to consider an alternative Major Story Flaw. A background that includes protecting a place of Magic, such as a Magical forest, may produce Enemies (the powers thwarted), Plagued by Supernatural Entity (the thwarted power took it personally), or Supernatural Nuisance (his friends did too). The flaw Dependent can be used to represent animals or natural habitats he feels responsible for, acting as their guardian.

The template only uses seven virtue points, leaving three points more that can be acquired by taking on more flaws. Suitable Major Flaws include Study Requirement, that will very-appropriately force him to seek out great mythical beasts to increase his Animal score but can greatly hinder his magical growth. Suitable Minor Flaws include Weak Scholar to focus him on learning from cult-gurus and from nature itself; possibly Compulsion (kill) to mimic the wolf, but this is a dangerous choice for a PC; Animal Companion or Magical Animal Companion (note that Bjornaer magi have no familiar); Ability Block (social skills); Feral Upbringing (this will require a major revision of his Abilities); Deleterious Circumstances (in a city); and Social Handicap (feral). Suitable Major Virtues include Ghostly Warder (wolf spirits); and Mythic Blood (wolf of virtue; see HoHMC p. 37). Suitable Minor Virtues include a Minor Magical Focus in canines; Affinity with Art (Animal) and/or Puissant Art (Animal); Deft Form (Animal), in lieu of Quiet and Subtle Magic; Free Study, to discourage the study of "civilized" books; Wilderness Sense; and Long-Winded to make him more similar to his wolf shape.

Perhaps the biggest point of customization is choosing your heartbeast. While the template assumes a wolf, this is not really reflected in the human-shape statistics and can be easily changed; the choice of heartbeast will affect the animal-shape statistics given above. Choosing a combat-worthy heartbeast may allow you to be a more effective warrior in melee combat; choosing a very large one will also grant you more Fatigue levels to cast spells with. A bear form is particularly useful in this regard, as is a lion or, to a lesser degree, a stag. The animal shape can alternatively provide you with maneuverability, such as that of a bird of pray (falcon). The statistics for these animals can be found in the Book of Mundane Beasts. The rules on your own statistics in that shape, as well as general advice and rules on picking heartbeasts, can be found in the Houses of Hermes: Mystery Cults supplement.

Further Customization Notes

If you have access to the Houses of Hermes: Mystery Cults supplement, you should use it to extend your familiarity with your House and your place in it. HoHMC also presents several virtues and flaws that you may find interesting, including Unbound Tongue (in lieu of Quiet and Subtle Magic) and Feral Scent.

Like all Bjornaer magi, this character will find producing a talisman that is useful and thematically appropriate in her heartbeast shape is difficult. You may consider finding a way to be initiated into the Inscription on the Soul (see TMRE) Mystery to allow you to enchant your spirit as your talisman.

Roleplaying and Gaming Notes

Bjornaer magi are typically very protective of "their" forest, and tend to be Wilderists. A natural choice for you is learning Forest Lore (see GotF) or Nature (Animal/Wolf Spirits) Lore (see Houses of Hermes: Mystery Cults), to deepen your connection to nature (and gain more Virtues). Another obvious path is to deepen your connection to your House's cult - learning House Bjornaer (Cult) Lore, and being initiated into its Mysteries. This will allow you to improve your heartbeast, turning it into a more fearsome and Magical beast.

Bjornaer magi characters with combat-worthy heartbeasts often like to wade into combat, smashing skulls with their bare paws and gauging eyes with their beaks. While that can be fun, you should realize that mechanically Bjornaer magi start with a more fearsome set of combat statistics but suffer distinct disadvantages in the magical buffing department; and magical buffing is far more important. Bjornaer magi (in their heartbeast shape) cannot use armor or weapons, including Items of Quality that greatly increase the base weapon's potency and enchanted armor and weapons. They cannot even use talisman, such as a staff, to extend their reach. They cannot bind a familiar to provide them with buffing spells without warping. Face it - the Verditius with the enchanted armor is going to outdo you in personal combat.

That said, a buffed-up Bjornaer can still be a lot of fun, and fairly effective. You can cast buffing spells and dish out Range: Touch and Voice spells with the best of them, and even have access to some neat tricks through the inner mysteries of your House. You can even use a talisman, with some extra enchantments to make it fit both your animal and human shapes (see HoHMC p. 24), to activate emergency powers (without needing to cast spells).

The alternative to this approach is to just use your animal shape for more fatigue levels, and perhaps some flying ability (instead of a spell). This works out very well, and leaves you to develop your spells and Hermetic Arts just like any non-Bjornaer magus. You will still suffer from the lack of your familiar's assistance in the lab, but otherwise you can develop and cast spells as normal. You would probably want to focus on Animal spells and effects, while developing secondary attacks (and utility spells) using your best Techniques and other Forms. Consider, specifically, developing the Curse of Circe to move opponents over to your area of expertise - giving them an Animal shape you can influence. Given that your're likely to fight in forests, or at least aim to do so, developing Herbam would also probably be useful (ReHe to make the trees fight for you!).