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Project: Redcap; the crossroads of the Order

Stormy Wanderer (Template)

From Project: Redcap


This article discusses the House Mercere Template from the ArM5 core rulebook, with some commentary on the design choices implied by that template.

Stormy Wanderer
  • Characteristics: Int +2, Per 0, Pre 0, Com –1, Str 0, Sta +2, Dex +1, Qik +1
  • Size: 0
  • Age: 25 (25)
  • Decrepitude: 0
  • Warping Score: 0 (0)
  • Confidence Score: 1 (3)
  • Virtues and Flaws: The Gift; Hermetic Magus; Major Magical Focus (Weather); Affinity with Auram, Cyclic Magic (Positive) — Day, Puissant Auram, Puissant Creo*, Special Circumstances (during a storm); Ambitious (Major), Difficult Longevity Ritual; Cyclic Magic (Negative) — Night
  • Personality Traits: Ambitious +3, Wanderer +3, Brave +2
  • Reputations: None.
  • Combat:
    • Dodging: Init +1, Attack n/a, Defense +1, 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: [Area] Lore 3 (routes between settlements), Artes Liberales 1 (astronomy), Athletics 1 (hiking), Awareness 1 (weather signs), Hunt 2 (small game), Latin 4 (Hermetic terms), Magic Theory 3 (Auram), Native Language 5 (talking to travelers), Parma Magica 1 (Ignem), Penetration 2 (Auram), Stealth 3 (in woodland), Survival 4 (in bad weather)
  • Arts: Cr 6+3, In 4, Mu 4, Pe 3, Re 5; An 0, Aq 0, Au 12+3, Co 2, He 0, Ig 0, Im 0, Me 2, Te 0, Vi 0
  • Twilight Scars: None
  • Equipment: Wizardly robes.
  • Encumbrance: 0 (0)
  • Spells Known:
    • Jupiter’s Resounding Blow (CrAu 10) +26
    • Clouds of Rain and Thunder (CrAu 25) +35
    • Clouds of Summer Snow (CrAu 25) +35
    • Pull of the Skybound Winds (CrAu 30) +26
    • Wings of the Soaring Wind (Cr(Re)Au 30) +27

Character Analysis

This is the stormy wanderer, the dark stranger arriving unannounced in the middle of a storm. His Gift makes him an instant scary, unwanted figure.

Even though his magic allows him to travel switfly (Wings of the Soaring Wind), this character prefers to travel by foot, tracking and hunting through the wilderness (hence his high Survival, Hunt, and Stealth), and or travelling by road to talk to fellow travelers. Perhaps, it is because of his affinity to weather, that lessens its impact on him (+3 Form bonus), perhaps because he admires the Redcaps of his house, and partakes of their lifestyle of travel.

He is quite capable of traveling alone, and probably prefers to do so. By moving scores from Hunt and Stealth into social Abilities such as Charm, he can be made more likely to travel with a group.

It is unclear what his Ambition is, and how it relates to his constant need to wander. Perhaps he is seeking something, something that can only be found on the road. Perhaps it is the secret to a long life, which he seems to have lost.

Customization Notes

Switching his Cyclic Magic virtue to be during the night, and his flaw to be during the day, will make him a more dramatic figure, lit by lightning in the dead of night.

This character can take another three points of Flaws and as many points of Virtues. Consider the Major Hermetic Virtue Greater Immunity (Weather); but make sure with your troupe that your Wings of the Soaring Wind spell will still function for you if you do. Consider also taking the Wilderness Sense virtue, to improve on your survival skills and to predict the weather. The Well Traveled virtue is also quite fitting. Consider also virtues that will allow him to advance with less need for a laboratory, such as Free Study or Study Bonus.

His Ambition and Difficult Longevity Ritual appear disconnected from the character concept. These can be replaced by other Flaws. For an Hermetic Major Flaw - consider taking the Necessary Condition of using casting tools, as this fits the House description provided in Houses of Hermes: True Lineages; or else some other appropriate necessary condition such as "being near water / rain". Study Requirement can also push him towards travelling. Chaotic Magic might fit his stormy magic, as would a Magical Addiction or Twilight Prone. The Blatant Gift is appropriate for his dark stranger quality, but is perhaps too dark and unwelcome.

His Difficult Longevity Ritual is particularly strange in that Mercere magi often make magic items, including longevity rituals, for redcaps. If kept, consider adding also Weak Enchanter to distance him further from this role.

Instead of the Ambitious Major Personality Flaw, consider a Compulsion to travel, being a Meddler (the dark stranger that comes into town, meddles with everyone's lives, and leaves as suddenly as he came), or being Reckless (as chaotic as the stormy weather he carries with him).

Consider also taking instead of one of his Major Flaws a Major Story Flaw, such as a Dark Secret (perhpas he is running away from someone), a Diabolic Past, Enemies, Fury, or being Plagued by a Supernatural Entity (perhaps a powerful storm spirit, such as Woden or the master of the Wild Hunt).

Further Customization Notes

If your saga may include the Transylvanian hedge storm-wizards tradition, consider taking the major general virtue of Giant Blood to mark descendance from them. Alternatively, consider taking the Necessary Condition (casting tools) to signify descent for the tempestaria depicted in the description of House Ex Miscellanea in Houses of Hermes: Societates.

This character can fit in with the House description provided in Houses of Hermes: True Lineages fairly well, as a wanderlust traveler that can pass off as a redcap is very common and appreciated in the House. Replacing his Difficult Longevity Ritual Major Hermetic Flaw with the Necessary Condition (casting tools) will work greatly to make him fit the House's description: this necessary condition (along with Deleterious Condition: in public) is recommended for Mercere magi, making his spellcasting less blatant; and allowing him to craft longevity rituals to the redcaps of the House will greatly enhance his usefulness for the House and accordingly the respect afforded him. The Wanderlust major story flaw, offered in Realms of Power: Magic or the Definitive Edition, could replace the Ambitious flaw.

As a Merece magus, he should be allowed to remain at a Mercere House, providing him with laboratories when he needs them in his travels, even if he belongs to not covenant. Consider carefully whether such a travelling magus will fit in the saga, however.

Roleplaying and Gaming Notes

Make use of your Mercere Magus status - you can get comissions from redcaps for healing magic (which works well with your Creo affinity), longevity rituals (if you replaced the Flaw), and other magic items. You get free access to use the Mercere Portal network, which can aid you in your travels, and can actually act as a redcap or accompany them.

You also get to use the laboratories in the Mercere Houses. That even allows you to be a peregrinatores, a wanderer not attached to any convenant, without hindering your labwork; but consider well whether this will work for your saga and troupe. The Wanderlust flaw suggests two seasons of travel and two sedentary, which might be more appropriate to a normal saga, centered around a covenant. Coordinate your sedentary seasons with the storyguide, so that you'll be around for stories your character would be joining.

As you travel a lot, discuss how to handle that with your storyguide. Travel may allow you to Practice an appropriate Ability, which may include certain Arcane abilities such as Finesse and (Realm) Lore; such progress would still be slower than reading a high-Quality book on the subject. You may also study raw vis on the road, as it doesn't require a laboratory, and might be able to fruifully read a book (perhaps with a penalty?).

If you use the laboratory specialization rules (introduced in Covenants), notice that an Elementary laboratory can be installed within a wagon. This would allow you to engage in one kind of laboratory activity while on the road if you travel by wagon - perhaps spell invention, or item enchantment. You should then take the Mobile virtue and Unstable flaw. If you somehow manage to get your wagon to include a Regio, then the regio level can be larger, obviating the need for the Elementary flaw.

Consider developing spells to let him find shelter in villages as he travels, and talk to strangers, despite his Gift and his penachant for arriving in the middle of a storm.

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