Ars Magica 5e, Rhine Tribunal, 1220, Recruiting.

ArghMark

First Post
Greetings, Sodales!

I am interested in finding some players of Ars Magica who are interested in a game set in the Rhine Tribunal.

Things to note:

Characters:

If you don't know much about Ars Magica, I can assist you to play and make characters.

Everyone makes a wizard as a main character, and a single shield grog that they were gifted from their master.

Wizards are all age 0, fresh from apprenticeship. I don't mind what sort of wizard you are, and don't mind if you use the abilities, flaws, and so on from other 5e expansion books as I have most of them already. I also suggest that you make wizards who are not from the Rhine, though I can bend this if you are familiar with the Rhine tribunal.

All the other things are standard from the book as per character creation.

Companions: We will make companions after we begin playing; when you feel a companion is good for the story, basically.

Basic Story: You are a group of young wizards who have been summoned to the Rhine tribunal by Murion of House Bonisagus. What awaits you, you are uncertain.


Any Takers?
 

log in or register to remove this ad




Hi, I'm Strahd's friend, and I'm definitely interested. I'll think of a character and send it over (magus plus grog).

I assume the proper age is 25, 0 years post gauntlet?
 

Yair: Yep, dead on.

So, Walking Dad, Strahd von Zarovich and Yair - thats three. I'm happy with this but maybe one or two more would be good, so I'll wait a little.
 

Gorgamesh, Tuk and Theodor

[sblock=Magus]
Name: Gorgamesh
House: Criamon
Age: 25 Size: 0 Confidence: 1

[sblock=appearance and info]
Birth Place: Poland
Gender: Male
Height: 175 cm
Weight: 75 kg
Hair: Dark brown
Eyes: Deep black
Description: A horribly ugly haunchback with a tattooed face.

[/sblock]

[sblock=Characteristics]
Intelligence Int +3
Perception Per 0
Presence Pre (ugly) -4
Communication Com +1
Strength Str 0
Stamina Sta +3
Dexterity Dex 0
Quickness Qik 0
[/sblock]

[sblock=Virtues and Flaws]
Virtues:
The Gift (Special)
Flexible Formulaic Magic (Major, Hermetic)
Subtle Magic (Minor, Hermetic)
Quiet Magic (×2) (Spellcasting Penalty: None for not speaking)
(Minor, Hermetic)
Method Caster (Formulaic Spells: +3) (Minor, Hermetic)
Sense Holiness and Unholiness (Minor, Supernatural)
Hermetic Magus (Free, Social Status)
Skilled Parens (Minor, Hermetic)
The Enigma (Minor, Hermetic)

Flaws:
Disfigured (criamon tattoes) (Minor, General)
Twilight Prone (Major, Hermetic)
Hunchback (Penalty: -3 on agility, balance and Com rolls involving
good looks) (Minor, General)
Weak Spontaneous Magic (Major, Hermetic)
Poor Presence (Minor, General)
[/sblock]

[sblock=Abilities]
Exp. ABILITY (SPECIALTY) SCORE
10 Enigmatic Wisdom (interpreting signs) 2
5 Philosophiae (ritual magic) 1
30 Dominion Lore (divine creatures) 3
15 Athletics (climb) 2
30 Brawl (Bite) 3
30 (Durenmar) Lore (personalities) 3
5 Artes Liberales (ritual magic) 1
75 Magic Theory (Vim) 5
5 Magic Lore (regiones) 1
5 Parma Magica (Vim) 1
5 (Tribunal) Lore (geography) 1
5 Guile (elaborate lies) 1
5 Stealth (hide) 1
0 German (specific dialect) 5
15 Order of Hermes Lore (personalities) 2
5 Church Lore 1
25 Sense Holiness and Unholiness (good) 3
75 Latin (hermetic usage) 5
[/sblock]

[sblock=Magical Arts]
Technique Score Exp
Creo 0 0
Intellego 5 15
Muto 2 3
Perdo 4 10
Rego 4 10

Form Score Exp. Bonus MR
Animal 0 0 0 5
Aquam 0 0 0 5
Auram 0 0 0 5
Corpus 5 15 1 10
Herbam 0 0 0 5
Ignem 0 0 0 5
Imaginem 0 0 0 5
Mentem 5 15 1 10
Terram 0 0 0 5
Vim 10 55 2 20
[/sblock]

[sblock=Weapons]
Dodge (Init)+0 (DFN)+3
Bite (Init)+0 (ATK)+4 (DFN)+4 (DAM)+0
Fist (Init)+0 (ATK)+3 (DFN)+3 (DAM)+0
Kick (Init)-1 (ATK)+3 (DFN)+2 (DAM)+3
[/sblock]

[sblock=Grimoire]
Spell - (CT) (Level) (Range) (Duration) (Target) (Pen.)
Agony of the Beast (+7) (PeAn15) Voice Conc Ind -8
Wizard's Communion (+15) (MuVi15) Voice Mom Group +0
Piercing the Divine Veil (+18) (InVi20) Per Conc Vision -2
Sense of Divine Power (+18) (InVi2) Touch Mom Ind +16
Sense the Nature of Vis (+18) (InVi5) Touch Mom Ind +13
Aura of Rightful Authority (+12) (ReMe20) Eye Sun Ind -8
Disguise of the new visage (+10) (MuCo10) Per Sun Part +0
Endurance of the Berserker (+12) (ReCo15) Per Conc Ind -3
Gift of the Frog’s Legs (+12) (ReCo15) Touch Mom Ind -3
Lifting the Dangling puppet (+12) (ReCo15) Voice Conc Ind -3
Preternatural Growth and Shrinking (+10) (MuCo15) Touch Sun Ind -5
Whispers Through the black gate (+13) (InCo15) Touch Conc Ind -2
Panic of the Elephant’s mouse (+7) (ReAn15) Eye Conc Ind -8
The Wound that Weeps (+12) (PeCo15) Voice Mom Ind -3
[/sblock]

[sblock=Base Casting Total]
Fast Casting Speed - 0 (Qik) + 0 (Finnese) = 0
Determining Effect - 0 (Per) + 0 (Awareness) = 0
Base Targeting - 0 (Per) + 0 (Finnese) = 0
Concentration - 3 (Sta) + 0 (Concentration=) = 3
Magic Resistance - 1 (Parma) X 5 = 5
Multiple Casting - 3 (Int) + 0 (Finnese) = 3
[/sblock]

[sblock=Background]
Gorgamesh is exceedingly ugly, a deformed haunchback of terrible quitessence whose master only added sin to inquity by blatantly tattoing his face with mystic symbols. Little girls have been known to run screaming at his sight.
Gorgamesh's parens is Master Cato, a Criamon member of Durenmar whose studies focus on the formation of magic and magic auras. He brought Gorgamesh to Durenmar as a babe (no one knows from where), and started his tutalage early. The true story is that when Gorgamesh was born, the town's people declared that he was cursed by demons when he was in the womb. His mother decided to give him away to the church, but an old man, that felt that the little baby got something special took him to Durenmar.

He encouraged Gorgamesh to join #name of new place#, urging him to get out into the world and put his theories to test. Gorgamesh casts all his spells with no gestures or words, bringing forth magic with mere thought. He has learned many spells, and can stretch his Formulaic spells somewhat. His spontanous spellcasting ability, however, is very weak. His spells focuses on sensing the divine and physical deformations, and he is fairly skilled in Vim and Rego, and has an uncanny ability to notice the Divine.
[/sblock]
[/sblock]

[sblock=Companion]
Name: Tuk
Age: 26 Size: -1 Confidence: 1
Birth Name: Jeremiah Isaac Hudson

[sblock=appearance and info]
Gender: Male
Religion: Christian
Title/Profession: Royal Jester
Social status: Wanderer
Height: 1.45 m
Weight: 47 kg
Hair: Dark Brown
Eyes: Brown
Handedness: right
[/sblock]

[sblock=Characteristics]
Intelligence Int (+1)
Perception Per (+1)
Strength Str (-2)
Stamina Sta (+1)
Presence Pre (+2)/(+3)*
Communication Com (+2)/(+3)*
Dexterity Dex (+2)
Quickness Qik (+1)
*Vs. Sexually compatible characters.
[/sblock]

[sblock=Virtues and Flaws]
Virtues:
Maestro (Free)* – associate with magic realm.
* Affinity with Enchanting singing
Enchanting singing (minor, super natural) – inducing emotions and beliefs in others. (Faerie realm)
Unbound tongue (minor, supernatural) – may speak human language in animal form.
Faerie blood Satyr (Minor, supernatural)
Shapeshifter (Major, supernatural) – Shape changing to animals. (Faerie realm)
Luck (minor, general) - +1 - +3 to luck rolls.
Improved characteristics (Minor, general)
Gossip (minor, general) – roll of 6+ to hear news before everyone.
Inspirational – A stirring speaker Give others +3 for personality traits.

Flaws:
* Susceptibility to divine power (minor, Hermetic) – Suffer twice the penalties from dominion
Small frame (minor, general) – Size reduced to -1
Indiscreet (Major, story) – Unable to keep secret unless pass 9+ int stress roll.
[/sblock]

[sblock=Abilities]
Exp. ABILITY (SPECIALTY) SCORE
[0] Language: English (5)
[50] Charm (4)
[30] Guile (3)
[70] Enchanting Singing (5) {Affinity virtue}
[70] Shape Shift (5) {Crow/Shark/Horse/Cat/Wolf}
[75] Music (5)
[5] Brawl (1) {Jester Scepter a.k.a mace}
[10] Folk ken (2)
[5] Stealth (1)
[5] Athletic (1)
[0] Awareness (0)
[10] Bargain (2)
[50] Lore (4) {area}
[0] Etiquette (0)
[0] Finesse (0)
[0] Hunt (0)
[0] Penetration (0)
[5] Ride (1)
[0] Survival (0)
[0] Swim (0)
[/sblock]

[/sblock]

[sblock=Grog]
Name: Theodor Bergo
Age: 23 Size: 0 Confidence: --

[sblock=appearance and info]
Gender: Male
Religion: Christian
Nationality: German
Birth place: Hamburg
Title/Profession: Hunter
Social status: Wanderer
Height: 1.70 m
Weight: 65 kg
Hair: Brown
Eyes: Hazel
Handedness: right
[/sblock]

[sblock=Characteristics]
Intelligence Int 0
Perception Per (Acute) +2
Presence Pre (Unkempt) -1
Communication Com (Loner) -2
Strength Str 0
Stamina Sta (Athletic) +2
Dexterity Dex (Agile) +3
Quickness Qik (Cautious) -1
[/sblock]

[sblock=Virtues and Flaws]
Virtues:
Animal Ken (Minor, Supernatural)
Wilderness Sense (Minor, Supernatural)
Warrior (50/50) (Minor, General)
Wanderer (Free, Social Status)

Flaws:
Compassionate (Major, Personality)
[/sblock]

[sblock=Abilities]
Exp. ABILITY (SPECIALTY) SCORE
0 German (specific dialect) 5
25 Wilderness Sense (resources) 3
25 Animal Ken (birds) 3
50 Bows (Bow, Short) 4
15 Single Weapon (Sword, Short) 2
5 Brawl (Fist) 1
30 Folk Ken (peasants) 3
30 Animal Handling (falconry) 3
30 Athletics (running) 3
15 Swim (long distances) 2
30 Awareness (alertness) 3
30 Hunt (tracking) 3
15 Stealth (natural areas) 2
30 Survival (forests) 3
30 Germany Lore (geography) 3
5 Pommerania Lore (geography) 1
[/sblock]

[sblock=Weapons]
Dodge (Init)-3 (DFN)+0
Short Bow (Init)-4 (ATK)+11 (DFN)+4 (DAM)+6 (Range) 15
Short sword (Init)-2 (ATK)+9 (DFN)+3 (DAM)+5
Dagger (Init)-3 (ATK)+6 (DFN)+0 (DAM)+3
Fist (Init)-3 (ATK)+5 (DFN)+1 (DAM)+0
Kick (Init)-4 (ATK)+4 (DFN)-1 (DAM)+3

Arrows: (X20)
[/sblock]

[sblock=Background]
Theodor has wandered the forests and woodlands of Germany for most of his life. Born with an uncanny ability to commune with animals - a gift never understood or accepted by his family or the villagers of his home village - and with a most intuitive sense of the forest ways, Theodor would often disappear for weeks at time before returning to his home. His absenses were little spoken of, nor was there much joy shown upon his return, though his family did - with no show of gratification - greedily accept the meat and furs he would invariably return with. At a point in his early teens, Theodor left once again, and this time did not return.

More the next many years Theodor lived off his own wits and the bounty of the forests, hunting and fishing for his needs, and only going into town or village when absolutely necessary. He was discovered by a resident member of Durenmar who initially hired him on merely as a guide for a few weeks of service, but upon learning of his impressive aptitudes, offered him a home within the covenant. There, Theodor found acceptance within the turb, despite his peculiar gifts, which no one seemed to mind and, in fact, proved quite useful on more than one occassion. He remained with Durenmar through the intervening years, though his wanderer nature occassionaly distracted him back to the forests for weeks at a time.
[/sblock]
[/sblock]

Still working...
 
Last edited:

Looks interesting, Strahd!

So far the only thing to realise is that your master has recently received a letter from Murian, the Prima of house Bonisagus - as have all of the wizards parens - inviting the freshly gauntleted magus to Durenmar.

Whichever home covenant you like is up to you.

I also notice you have Gild training. Which Gild are you a member of?
 
Last edited:

I'm thinking of creating a Bjornaer from the cult of the Huntress in the Wood (from Houses of Hermes: Mystery Cults), already initiated into the first rank. He'll hail from the Rome Tribunal, and be called Leo, for bearing the lion heartbeast.

A complication is the Forest Lore I wished him to be initiated into. This requires a locale that he is to be focused on. I'm thinking the sacred grove around Lake Nemi for him. The problem is that coming to the Rhine Tribunal will deprive him of his home locale, effectively reducing his Forest Lore to -2... I can work with that, or not, as you wish. We could have the initiation delayed for in-saga (if ever), or have it the Rhine/Crintera, or allow him to have Forest Lore 3 (even though he should have been initiated recently), or whatever.
 

Ahh, Two Bjornaer.

I have no problem doing your forest law initiation happening, but for sake of the game issues you mentioned we could simply leave the initiation until after you have set up your covenant.

What we can say is that just prior to the meeting with Murion, you entered the mystery, with the Rhine valley as your focus, which is where the majority of the campaign will take place. Sound workable?
 

Remove ads

Top