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Project: Redcap; the crossroads of the Order

Lab Rat (Template): Difference between revisions

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* Characteristics: Int +5, Per 0, Pre 0, Com +1, Str 0, Sta 0, Dex 0, Qik 0
* Characteristics: Int +5, Per 0, Pre 0, Com +1, Str 0, Sta 0, Dex 0, Qik 0
* Size: 0
* Size: 0
Age: 25 (25)
* Age: 25 (25)
Decrepitude: 0
* Decrepitude: 0
Warping Score: 0 (0)
* Warping Score: 0 (0)
Confidence Score: 1 (3)
* Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus; Affinity with Auram, Affinity with Creo, Book Learner, Free Study, Great Intelligence (x2), Inventive Genius, Puissant Magic Theory*, Secondary Insight; Favors, Painful Magic; Driven (Minor), Weak Enchanter
* Virtues and Flaws: The Gift; Hermetic Magus; Affinity with Auram, Affinity with Creo, Book Learner, Free Study, Great Intelligence (x2), Inventive Genius, Puissant Magic Theory*, Secondary Insight; Favors, Painful Magic; Driven (Minor), Weak Enchanter
Personality Traits: Brave –1, Driven +3, Studious +2
* Personality Traits: Brave –1, Driven +3, Studious +2
Reputations: None.
* Reputations: None.
Combat: Dodging: Init +0, Attack n/a, Defense +0, Damage n/a
* Combat:
Soak: 0
** Dodging: Init +0, Attack n/a, Defense +0, Damage n/a
Fatigue levels: OK, 0, –1, –3, –5, Unconscious
* Soak: 0
Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20)
* Fatigue levels: OK, 0, –1, –3, –5, Unconscious
Abilities: Artes Liberales 1 (logic), Awareness 2 (when working), Charm 2 (equals), Concentration 3 (spell casting), Folk Ken 2 (magi), Latin 4 (Hermetic technical terms), Magic Lore 1 (non-Hermetic magic), Magic Theory 4+2 (Creo), Native Language 5 (educated talk), Order of Hermes Lore 2 (great discoveries), Parma Magica 1 (Mentem), Penetration 1 (Auram), Teaching 3 (Hermetic Arts)
* Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20)
Arts: Cr 12, In 0, Mu 0, Pe 0, Re 3; An 0, Aq 0, Au 12, Co 4, He 0, Ig 0, Im 0, Me 0, Te 0, Vi 0
* Abilities: Artes Liberales 1 (logic), Awareness 2 (when working), Charm 2 (equals), Concentration 3 (spell casting), Folk Ken 2 (magi), Latin 4 (Hermetic technical terms), Magic Lore 1 (non-Hermetic magic), Magic Theory 4+2 (Creo), Native Language 5 (educated talk), Order of Hermes Lore 2 (great discoveries), Parma Magica 1 (Mentem), Penetration 1 (Auram), Teaching 3 (Hermetic Arts)
Twilight Scars: None
* Arts: Cr 12, In 0, Mu 0, Pe 0, Re 3; An 0, Aq 0, Au 12, Co 4, He 0, Ig 0, Im 0, Me 0, Te 0, Vi 0
Equipment: Wizardly robes.
* Twilight Scars: None
Encumbrance: 0 (0)
* Equipment: Wizardly robes.
Spells Known: Charge of the Angry Winds (CrAu 15/+24)
* Encumbrance: 0 (0)
Clouds of Rain and Thunder (CrAu 25/+24)
* Spells Known:
Clouds of Summer Snow (CrAu 25/+24)
** Charge of the Angry Winds (CrAu 15/+24)
The Incantation of Lightning (CrAu 35/+24)
** Clouds of Rain and Thunder (CrAu 25/+24)
Purification of the Festering Wounds (CrCo 20/+16)
** Clouds of Summer Snow (CrAu 25/+24)
** The Incantation of Lightning (CrAu 35/+24)
** Purification of the Festering Wounds (CrCo 20/+16)
 
Customization Notes: The Bonisagus is most likely Driven to make some great discovery in magic. He or she is a so-called 'lab rat', a magus happier in his laboratory than in the outside world. However, the favors he owes and his drive to discover are likely to push him out. Similarly, enchanted items are very useful to him, but he is bad at making them for himself. That also tends to drive him into stories. This concept is built around the Virtues and the Driven Flaw; the other Flaws can be changed easily. He can also take two additional Minor Flaws, or make Driven Major, and take two additional Minor Virtues to balance them. Similarly, the Arts in which the character has an Affinity can be changed, but that also requires changing the spells he knows.
Customization Notes: The Bonisagus is most likely Driven to make some great discovery in magic. He or she is a so-called 'lab rat', a magus happier in his laboratory than in the outside world. However, the favors he owes and his drive to discover are likely to push him out. Similarly, enchanted items are very useful to him, but he is bad at making them for himself. That also tends to drive him into stories. This concept is built around the Virtues and the Driven Flaw; the other Flaws can be changed easily. He can also take two additional Minor Flaws, or make Driven Major, and take two additional Minor Virtues to balance them. Similarly, the Arts in which the character has an Affinity can be changed, but that also requires changing the spells he knows.
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Revision as of 04:40, 29 October 2025


This template represents a Bonisagus magus in the Founder's tradition, that strives to advance magic theory.

Bonisagus Lab Rat
  • Characteristics: Int +5, Per 0, Pre 0, Com +1, Str 0, Sta 0, Dex 0, Qik 0
  • Size: 0
  • Age: 25 (25)
  • Decrepitude: 0
  • Warping Score: 0 (0)
  • Confidence Score: 1 (3)
  • Virtues and Flaws: The Gift; Hermetic Magus; Affinity with Auram, Affinity with Creo, Book Learner, Free Study, Great Intelligence (x2), Inventive Genius, Puissant Magic Theory*, Secondary Insight; Favors, Painful Magic; Driven (Minor), Weak Enchanter
  • Personality Traits: Brave –1, Driven +3, Studious +2
  • Reputations: None.
  • Combat:
    • Dodging: Init +0, Attack n/a, Defense +0, Damage n/a
  • Soak: 0
  • 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 (logic), Awareness 2 (when working), Charm 2 (equals), Concentration 3 (spell casting), Folk Ken 2 (magi), Latin 4 (Hermetic technical terms), Magic Lore 1 (non-Hermetic magic), Magic Theory 4+2 (Creo), Native Language 5 (educated talk), Order of Hermes Lore 2 (great discoveries), Parma Magica 1 (Mentem), Penetration 1 (Auram), Teaching 3 (Hermetic Arts)
  • Arts: Cr 12, In 0, Mu 0, Pe 0, Re 3; An 0, Aq 0, Au 12, Co 4, He 0, Ig 0, Im 0, Me 0, Te 0, Vi 0
  • Twilight Scars: None
  • Equipment: Wizardly robes.
  • Encumbrance: 0 (0)
  • Spells Known:
    • Charge of the Angry Winds (CrAu 15/+24)
    • Clouds of Rain and Thunder (CrAu 25/+24)
    • Clouds of Summer Snow (CrAu 25/+24)
    • The Incantation of Lightning (CrAu 35/+24)
    • Purification of the Festering Wounds (CrCo 20/+16)

Customization Notes: The Bonisagus is most likely Driven to make some great discovery in magic. He or she is a so-called 'lab rat', a magus happier in his laboratory than in the outside world. However, the favors he owes and his drive to discover are likely to push him out. Similarly, enchanted items are very useful to him, but he is bad at making them for himself. That also tends to drive him into stories. This concept is built around the Virtues and the Driven Flaw; the other Flaws can be changed easily. He can also take two additional Minor Flaws, or make Driven Major, and take two additional Minor Virtues to balance them. Similarly, the Arts in which the character has an Affinity can be changed, but that also requires changing the spells he knows.

Note that you still need to choose the Native Language of the character, as well as his wizard's sigil, background, and name.

Character Analysis

This template makes several clever choices to represent a lab rat that is both good at Hermetic theory and driven to go on adventures. The key Virtues are Inventive Genius and Great Intelligence, which together with Puissant Magic Theory make him excel at the lab. An affinity in a Technique and Form will allow him to develop mastery over this combination to reach very high spell levels in it as he becomes an expert, while Book Learner and Free Study allow him to more quickly get those high scores.

The character's Secondary Insight is also appropriate as it indicates a wide understanding of Hermetic magic theory, but does not contribute much to the character concept which is more focused at narrow aspects of magic theory and the Virtue is considered somewhat weak.

The character's Flaws direct him to be a theorist and seek out adventures. Because he has Painful Magic he has much use for magic items, yet he is a Weak Enchanter so would seek to bargain with other magi to make them for him. His Favors should likewise drive him to adventures. His Driven flaw brings the character concept together.

Customization Notes

See the ArM5 core book.

While the combination of Painful Magic and Weak Enchanter is clever, it leaves the character somewhat incapable in practice. He is a great theorist - but can't enchant items nor cast spells. You may want to consider dropping one or both flaws to allow him to be more useful. Dropping Weak Enchanter, in particular, will make him very effective at enchanting them as he is already good at lab work.

Focusing on a Technique-Form combination is a good way to reach high levels in it and thus invent impressive spells and invested effects (in magic items). Another direction specialists often take, however, is super-specialization in a single art. In this case you may want to swap one of the Affinities with Puissant Art. Yet another direction is to focus on some general improvement in Magic Theory, not related to any specific Art, and drop both Affinities (note Secondary Insight supports this concept rather well).

As noted above, Secondary Insight is a rather weak choice for a Major Virtue. You may want to drop it entirely and drop a Major Flaw as well. Alternatively, you can replace it with some other Virtues. The character severely lacks an Affinity in Magic Theory. A suitable Magical Focus will be critical to really develop impressive, high-level spells, and Mercurian Magic is appropriate given the House's background.

An alternative choice of primary Arts, Creo Corpus, is suggested in the page Corporeal Necromancer (Template).

Further Customization Notes

If you have access to the Houses of Hermes: True Lineages supplement, you should use it to extend your familiarity with your House and your place in it. HoTL presents two archetypes this character may be driven towards - the Traditionalist who seeks to improve magic theory by pure lab work, and the Seeker that wishes to find and incorporate non-Hermetic magic into Hermetic theory. Note that the latter option is already supported by the choice of Abilities by taking Magic Lore and many social skills. There is no need to change the character to pursue either path, but a Seeker character may be interested in adopting the Seeker Flaw, perhaps instead of Weak Enchanter.

HoHTL also offers the Fostered Apprentice Minor Story Flaw, that may be used to replace the Major Story Flaw Favors. The extra 2 points need to be balanced somehow if you do this, however. One option is to add Seeker and one further Minor Flaw.

Roleplaying and Gaming Notes

The lab rat being presented is very good at inventing spells, especially within his Technique-Form combination. If you adhere to the core rules, he will probably seek to advance magic theory by inventing more and stronger spells, as well writing on the two Arts. Since he does not have a Magical Focus (and Puissance), however, other specialists in this combination may actually achieve higher levels.

Note that the lab rat makes for a very effective laboratory assistant, especially as his Magic Theory score increases. Favors and bargains with other magi are very likely to include seasons spent as a lab rat... assisting other magi. The troupe should still find it easy to use this excuse to lure (or force !) the magus into adventures.

If using HoHTL, the character can engage in Original Research to improve magic theory itself; probably by inventing experimental spells. His advances would also improve his House Acclaim and may lead to his involvement in the House's politics and organizations.

The Ancient Magic supplement may be very useful for Seeker characters, although not particularly in the Creo Auram area. It also contains the rules on integrating Ancient Magic into Hermetic theory, which can serve all Seekers. Similarly, the Hedge Magic Revised Edition book contains rules for the integration of non-Hermetic (hedge) magic as well as hedge magic traditions.