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Character Generation
- Each player may create one magus, one companion, and as many grogs as they feel they can manage. Mythic Companions and other Gifted magicians take a magus slot.
- Canonical simple character generation rules are used.
- No starting character may have Might.
- At the very least it is worth considering the Dhimmi Flaw with each character. Take a look at the Flaw and the customs noted pages 22-27 of Between Sand and Sea. Being within a covenant can make things much easier, but many characters are likely to interact with others nearby.
- To make things easier to build and adjudicate, magi in House ex Miscellanea should use a canonical tradition/group (either non-Hermetic or a tradition with Hermetic magic), those with Cult Legacy should use a canonical cult, etc. Meanwhile, Virtues and Flaws should mostly be core, from Apprentices, or from Grogs. Figure, outside of an ex Miscellanea tradition, you can take either two Virtues from HoH books or 1 Virtue from another book; same thing with Flaws. Other things can be available once the game starts.
- All magi may select a Certamen school, as covered in Houses of Hermes: True Lineages.
- After creating your magus at gauntlet, you may choose to make your magus up to three years out of gauntlet using a variant of the core rules: you get 32-6/(non-study season) experience each year, and you can assume access to lab texts for any canonical spell. No binding of Familiars nor Initiations may happen, though you may make steps along the way, just not have received a Virtue yet. You can use vis from a Personal Vis Source, but you cannot save it up. You may build Talismans, but you may not use exceptional materials for them. You may do special lab routines or work on your lab, but most likely work on your lab won't get transferred unless you have the spell or spend vis to hire someone to do so with vis post-game-start. Your choice of N ≤ 3 years determines the amount of supplies you may determine for the covenant. N = 0 gives you 32 p.v.f., N = 1 gives you 21 p.v.f, N = 2 gives you 12 p.v.f., and N = 3 gives you 5 p.v.f. (Once the game starts, things are much more open. Don't plan on multiple Mystery Cults unless one is your House one and you sideline it to focus on another.)
- When using p.v.f. for covenant supplies, note that these are supplies. So no paying for a lab, for example. You may only buy books of any type (including casting tablets), items, vis (not sources), and money with these BP. Use the Hermetic price list when spending this. For vis, assume you are not spending the type you want, so purchase the desired pawns using that formula as well. You should look at what is already present at the covenant before making your choices.
- Custom spells are encouraged.
- Companion and grog non-Gifted hedge magi and the equivalent from other realms (e.g. Faerie Wizard) are not allowed; if you really want one, either make a Mythic Companion or a Gifted magician of that other tradition within ex Miscellanea, using up your magus slot. They may have Supernatural Abilities, though. As a general rule, avoid Arts and avoid Methods + Powers.
- You may start with reasonable items for your station, regardless of it being printed in a book or not, but nothing of any sort of exceptional quality unless you spent the time in your extra years to make the items yourself.
Last edited by callen, September 26 2022 00:49:03. Open game article. You can edit it once you log in.
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