Trianoma Politician (Template)
This template represents the Trianoma tradition of politicians within House Bonisagus. This magus strives to maintain peace in the Order, and maintain peace with mundane society.
Characteristics: Int +3, Per +2, Pre +2, Com +3, Str -3, Sta +1, Dex -2, Qik -2
Free Virtues: The Gift, Hermetic Magus, Puissant Intrigue
Major Virtues: Gentle Gift
Minor Virtues: Adept Laboratory Student, Deft Form (Mentem), Social Contacts (land-owning nobility), Inspirational, Well Traveled
Free Flaws: -
Major Flaws: Favors (Bishop), Waster of Vis
Minor Flaws: Creative Block, Higher Purpose (Peace within and for the Order)
Age: 25 (Apparent 25)
Decrepitude: 0 (0 Decrepitude Points)
Warping Score: 0 (0 Warping Points)
Warping Scars: None.
Reputation: None.
Personality Traits: Protective (OoH) +3, Manipulative +2, Meddler +1
Confidence: 1 (3 Confidence Points)
Encumbrance: 0
Equipment: Wizardly robes.
Abilities: Native Language 5, Latin 5 (eloquence), Artes Liberales 1 (ritual magic), Civil and Canon Law 2 (papal laws), Common Law 1 (Laws on witchcraft), Theology 1 (heresy), Code of Hermes 1 (mundane relations), Magic Theory 3 (Mentem), Parma Magica 1 (Mentem), Area Lore: Tribunal 2 (politics), Bargain 1 (magical products), Charm 3 (Men in authority), Etiquette 2 (nobility), Folk Ken 3 (magi), Guile 2 (lying to authority), Intrigue 3+2 (alliances), Leadership 1 (inspiration)
Wizard's Sigil:
Arts: Cr 0, In 5, Mu 5, Pe 5, Re 5, An 0, Aq 0, Au 0, Co 5, He 0, Ig 0, Im 5, Me 5, Te 0, Vi 5
Spells Known:
Aura of Ennobled Presence (MuIm 10) +11
Aura of Rightful Authority (ReMe 20) +11
Trust of Childlike Faith (PeMe 10) +11
Perception of the Conflicting Motives (InMe 15) +11
Confusion of the Numbed Will (ReMe 15) +11
Calm the Motion of the Heart (PeMe 15) +11
Invisibility of the Standing Wizard (PeIm 15) +11
Disguise of the Transformed Image (MuIm 15) +11
Prying Eyes (InIm 5) +11
Size: 0
Soak: +1
Magic Resistance: An 5, Aq 5, Au 5, Co 10, He 5, Ig 5, Im 5, Me 15, Te 5, Vi 5
Combat:
Dodge: Init: +0, Attack --, Defense +3, Damage --
Fist: Init: +0, Attack +4, Defense +3, Damage +0
Kick: Init: -1, Attack +5, Defense +3, Damage +3
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)
Note that you still need to choose the character's native language, wizard's sigil, background, and name.
Customization Notes
This character is built to function in both mundane and Hermetic politics, but with an emphasis on the mundane aspect. The Gentle Gift is pivotal for this role, as is the Deft Form. The other virtues are less essential, and can be changed for others. Note that Well Traveled increases her experience points, however, so changing it will require changing her Abilities. The character has only 8 virtue points, so 2 more points can be added, if more flaws would be added.
Social Contacts was chosen as it greatly helps her in handling mundane politics. Inspirational allows her aids her inspire others in both the Hermetic and mundane domains. Adept Laboratory Student was chosen to emphasize her reliance on and affinity with Hermetic society: the character is better at building on the achievements of her sodales, rather than inventing things on her own.
Mechanically, this character is built around the Feral Upbringing virtue. Animal Ken and Inoffensive to Animal were chosen to allow the child to grow up with and speak to the wolves that raised him. An Ability Block with all social skills and a Social Handicap (a feral demeanor) maintain the spirit of the Feral Upbringing in the adult character. The Blatant Gift (granted by his House affiliation) also serves to alienate him from civilized society. Ways of the Forest and a Minor Magical Focus in wolves were chosen to represent his feral upbringing mystically; note that none of his spells necessarily affect wolves, and the bonus should be applied when they do (Beast of Outlandish Size is especially useful for acquiring a mount). Study Bonus is useful to encourage the character to study outdoors, emphasizing his feral nature. Skilled Parens was deemed needed to acquire the desired Abilities (such as some Magic Lore), and to complement his spell selection.
The wolf-child's Animal Companion flaw can be replaced by a Dependant flaw to represent an entire pack. Alternatively, the Hedge Wizard flaw is also highly appropriate, due to the magus' feral nature. His Study Bonus and Minor Magical Focus virtues don't figure into his statistics and can be easily exchanged for others.
The Wolf Child also has 4 virtue points, so up to 6 more points can be added by adding more Flaws. You may consider obtaining the virtues Ghostly Warder (representing wolf spirits), Wilderness Sense, or an Affinity or Puissance in Animal. Suitable flaws include Fear of fire, Deleterious Circumstances (in city), and Study Requirement.
Choosing Shapeshifter (or changing House to Bjornaer and ackquiring a wolf heartbeast) will significantly alter the character, from a human that talks to wolves to a wolf that can take human form. The character's spell selection is meant to serve a human, and will require significant reworking for this new role.
Further Customization Notes
If your group is using the Houses of Hermes: Societates supplement, this character may be a Beast Master.
If using Houses of Hermes: Mystery Cults, adopting Nature Lore (especially Animal Lore or Forest Lore; the latter can also be found in Guardians of the Forests) is very appropriate for this character. Suitable virtues and flaws from HoH:MC include Pack Leader and Feral Scent, as well as Alluring to Mundane Animals and Independent Study.
A possible direction for character development might be re-learning the Adamite language, as described in the supplement Ancient Magic. The character's feral nature might make that language appealing or give him insights into it.
Roleplaying and Gaming Notes
ArM5 wolves (see the Book of Mundane Beasts) are murderous and bloodthirsty, and this is reflected in the wolf-child's "Murderous +1" personality trait. Cull and uncouth, the wolf child lacks almost all restraint and temperance ("Feral +3"), although his training in the ways of civilization has taught him to beware the reach of the Quaesitors and dangerous Hoplites. In his own way, the wold child is extremely loyal to his friends and protective of what is "his". He would go to great lengths to protect his own wolf pack, forest, and its denziens, and by extension can be moved to support other animals, places of wild nature or Magic, or their guardians.
The wolf child's flaws combine to make interaction with mundanes all but impossible. Relations with magi (who, by virtue of their Parma Magica, at least disregard his Blatant Gift) would also be strained (due to his lack of social skills and his feral demeanor), although he might get along better with Bjornaer magi (who can understand the animal nature). The wolf child gets along very well with animals, however (especially wild animals, which are unphazed by his feral nature and are often further influenced by Ways of the Forest), and had especially developed close ties with his animal companion - probably a member of the wolf-pack he was raised in, perhaps a brother.
In combat, the wolf child mostly wields The Crystal Dart while buffing himself magically with Wizard's Sidestep, Endurance of the Berserkers, and Gift of the Bear's Fortitude. You may consider developing a Curse of Circe spell as well, and a suite of spells to summon, buff, and control animals for use in combat.
An important goal for you should be binding a familiar. Certainly a wolf, possibly your animal companion. You would then be able to affect yourself (and your familiar) with buffing effects, remaining mounted in combat and not needing to waste time to cast buffing spells. And you would be able to ride it in combat, which is cool.