Ars Magica 5E Standard Edition, Chapter Three: Characters
CHAPTER IN PROGRESS
Chapter Three: Characters
Character Types
Player characters in Ars Magica fall into three categories, depending on their role in the story. Magi are members of the Order of Hermes, the powerful wizards around whom the game centers. Companions are important characters who are not magi, while grogs are minor characters.
Most players of Ars Magica have at least two characters, and often more, although they do not play all of them at once. The characters to be played depend on events in the saga, and this is discussed in more detail in the section on troupe-style roleplaying, on page 219.
Magi
A magus (feminine maga, plural magi, feminine plural magae) is a powerful wizard, even when he has only just finished his training. Magi rule the covenant around which a saga revolves, and have the potential to become as powerful as any human being can. A magus player character belongs to a single player, who has complete control over that character’s decisions.
Although magi are very powerful, they are also limited in important ways by The Gift, their ability to work magic (see pages 36 and 75). This means that there are some things that only non-magi can do effectively. In addition, magi are rarely skilled at anything other than magic, which means that they need help in everyday affairs.
Companions
A companion is an important non-magus. Like magi, player character companions belong to a single player, who controls that character’s decisions. Beyond this, companions have little in common with one another. One might be a knight and veteran of the Crusades, another might be a wandering friar, a third an unGifted Redcap, still another a noblewoman. Because the Order of Hermes stands somewhat outside medieval society, it tends to attract those who do not fit in, so a companion could also be a woman who wants to serve as a knight, a priest who sees supernatural visions and has tipped into heresy, or a werewolf seeking someone who might be able to cure her affliction.
Although each player has a magus and a companion, they are almost never played together, and thus should not be linked to each other. Linking your companion to another player’s magus is a good idea, though, as that provides two player characters with a reason to investigate things together. If you do link your companion to another player’s magus, your companion should have abilities that complement those of the magus, rather than overlapping.
Companions should generally not have The Gift, unless you intend them to become magi at some point.
Grogs
Grogs are minor characters, often warriors who protect the magi and defend the covenant, but also including specialists such as bookbinders and teachers who are not important enough in the story to be created as companions.
As minor characters, grogs tend to have bad things happen to them. Warrior grogs die defending the magi, other grogs might be possessed by spirits, forced to marry a faerie lord, or die from a disease that threatens the covenant. In most versions of troupe-style play, grogs are played by many different players, and the storyguide sometimes simply tells the players what happened to a grog.
On the other hand, grogs are a great deal of fun to play. You don’t need to worry too much about the consequences of your actions, because you probably won’t be playing this character next week. You can ham up the acting, and have the grog do something stupidly heroic, or heroically stupid. If a grog charges into lone battle against a dragon, in order to defend a magus, he might die in a couple of rounds, in which case he is remembered fondly, or make some stupendously lucky rolls and kill the dragon, in which case he becomes a hero. With a grog, you can take that risk, while with a companion or magus you will probably want to be more cautious. Of course, it’s also fun to play a grog who debates with the magus about the wisdom of staying to face a dragon.
Grogs are normally generated from the grog templates, starting on page 21. They may be created by detailed character creation, but should have no Major Virtues or Flaws, and no more than three Minor Flaws, balanced by an equal number of Minor Virtues. In addition, grogs should not have Story Flaws, as they are supposed to be minor characters. Finally, grogs can never have The Gift. A character with The Gift is too important to be a grog.
Character Basics
This section outlines the way that the game rules describe characters.
Size
All Ars Magica characters have a Size score. However, almost all human characters have the same Size score, 0, as this represents an average adult human. Every three points of Size represents a ten-fold increase or decrease in mass, and adult humans can range from Size –2 to Size +2, if they take appropriate Virtues or Flaws. The effects of this are described in the Virtues and Flaws chapter. Size is more important for non-human creatures, and is discussed in detail in the Bestiary chapter.
Virtues and Flaws
Virtues and Flaws are features of the character that are not shared by most people; special benefits in the case of Virtues, and disadvantages or hooks into stories for Flaws. They cover supernatural abilities, including The Gift, enemies, obsessions, and aptitudes, as well as much more. All Virtues and Flaws are listed in their own chapter, on pages 38 and 39.
Characteristics
There are eight Characteristics in Ars Magica, each representing one of a given character’s inborn attributes. Each Characteristic has a score that describes the degree of the character’s aptitude. A score of 0 is completely average, therefore positive numbers denote higher-than-average ability and negative numbers below-average ability. All but the most exceptional of individuals have Characteristics that fall between –3 and +3.
Since Characteristics represent your character’s inborn potential, they cannot be increased by normal means. In rare circumstances, the storyguide may decide that drastic events warrant some sort of permanent change to a Characteristic, and powerful magic can also raise them, but for most characters, they are fixed.
CHARACTERISTIC DESCRIPTIONS
Intelligence (Int): Intelligence represents the power to analyze and synthesize concepts, as well as simple memory. It is important for Abilities that require thought power and is paramount for the Hermetic Arts. A character with low Intelligence is not necessarily stupid common sense, street savvy, wisdom, and the ability to learn, are not described by Intelligence.
Perception (Per): Perception quantifies the ability to notice things, as well as powers of intuition. While sometimes conscious, Perception often works intuitively — your character simply notices something. The storyguide may also let you roll Perception when checking various Knowledges, to see if you have insight into a certain fact or concept. Perception is important for Abilities such as Awareness, Hunt, and Folk Ken.
Strength (Str): Strength measures physical power: lifting, pushing, shoving, heaving and moving. Strength is important when hefting a melee weapon and when using brute, physical force against something or someone. People with high Strength are often bigger than those with low Strength, assuming they have the same Size.
Stamina (Sta): Stamina represents the limits of a character’s exertion, as well as how much physical punishment he can sustain. It is staying power, both mental and physical, and one of its most important components is simply the will to live. Spellcasting relies on Stamina. Stamina also measures someone’s ability to carry a load for an extended period, ignore fatigue, and withstand wounds.
Presence (Prs): Presence describes a character’s appearance, demeanor and charisma. It is important for making a good impression, as well as for leading people. Presence also measures how imposing or intimidating a person is. Even if not physically attractive, a person with high Presence might still have a demeanor that commands respect.
Communication (Com): Communication represents the aptitude for self-expression. It is important when attempting to influence or communicate with someone, verbally or otherwise. A positive Communication score suggests a character who is comfortable with or confident in his relationships with other people.
Dexterity (Dex): Dexterity means being able to move with agility and to manipulate objects accurately and skillfully. It includes hand-eye coordination, fine motor control, and bodily grace. Dexterity also helps determine how well your character swings a sword or throws a knife.
Quickness (Qik): Quickness indicates reaction speed and reflexes, and helps determine who acts first when two people are trying to do something with great haste. It also describes how well your character does something in a hurry. Your effective Quickness is usually modified by your Encumbrance. See page 178 for more information on Encumbrance.
Abilities
Abilities are a character’s learned skills. They usually do increase during the course of a saga. Characters in Ars Magica can choose from a wide range of Abilities, listed in the Abilities chapter on page 63, which are divided into five types: General Abilities, which can be learned by anyone, and Academic Abilities, Arcane Abilities, Martial Abilities, and Supernatural Abilities. A character can only learn Academic, Arcane, or Martial Abilities if he has an appropriate Virtue or Flaw, or is a magus.
A character cannot learn or use a Supernatural Ability at all unless he has the Virtue granting it, or has The Gift and has learned that Ability.
Personality Traits
Personality Traits are a short description of important features of your character’s personality. For major characters, such as magi and companions, they should be nothing more than an aide memoire, and a reason to think about the character’s personality during character creation.
For grogs, they are more significant. As grogs are often shared between players, or at least played rarely (see “Troupe-Style Roleplaying” on page 219), the numbers attached to Personality Traits can be used as a concrete guide to playing the character. They can be positive or negative, and normally range between +3 and –3, although there are exceptions. “Loyal” is a particularly important Trait, as it reflects the grog’s attachment to the covenant, while “Brave” is just as important for warrior grogs. A third Trait should be something distinctive about that grog. You may decide to roll a grog’s Personality Traits when you are unsure how he would react, or you may treat the numbers simply as a guide to roleplaying. If you do roll them, add nothing but the Personality Trait, and roll a stress die. Suggested Ease Factors are found on the Personality Rolls table.
CHANGING PERSONALITY TRAITS
Personality Traits can only be changed by the player who controls the character, and only between game sessions. However, they can be changed freely, possibly to reflect a series of exceptional rolls, or to reflect life events. For example, a cowardly grog who stands his ground and kills an impressive monster might well become more brave.
Ease Factor | Brave | Loyal | General |
---|---|---|---|
0 | Not really scary. Facing down a barking dog. |
Loyalty & self-interest coincide. Warning the magi that your enemy is planning to attack the covenant. |
Average people would always do this. |
3 | Hardly scary. Facing down an angry, but unarmed, peasant while armed and armoured. |
Little loyalty required. Not denouncing the magi to the bishop passing through the local village. |
Average people would usually do this. People noted for a Personality Trait would always do this. |
6 | Scary. Facing down an apparently equal enemy. |
Average loyalty. Standing by the covenant when it is threatened. |
Average people do this about half the time. |
9 | Very scary. Facing down a clearly superior enemy. |
Loyal. Resisting a large bribe and offer of protection. |
Average people usually don’t do this, and even notable people often fail. |
12 | Extremely scary. Facing down a dragon. |
Very Loyal. Staying loyal to the covenant under torture. |
Average people almost always fail. Even notable people do this rarely. |
Reputations
Reputations determine whether people are likely to have heard of the character, and what they have heard about him. They don’t determine how people react to characters they have heard of, as that depends on what they think of what they’ve heard, nor do they necessarily aid in the identification of characters. Indeed, in some cases a high Reputation may make it difficult for a character to convince people that he is who he says he is. (“Oh, sure you’re Sir Robert the Dragonslayer. Of course he’d be visiting my inn. Who are you really?”)
Reputations have a score, a content, and a type. The score is a number, used as described below. The content is what the Reputation is for; a reputation for killing dragons, powerful fire magic, or learned interpretation of the Psalms, for example. The type determines who might have heard of the Reputation. The most basic type is a Local Reputation, which is one that anyone who lives near the character might have heard. The other two main types are Ecclesiastical and Hermetic Reputations, determining a character’s reputation in the Church and Order of Hermes, respectively. The type of Reputation defines what counts as distance.
A random person has heard of a character with a Reputation if a roll of a stress die plus the Reputation equals or exceeds the Ease Factor given on the table above. The more he succeeds by, the more he has heard about the character. If the character’s Reputation is largely accurate, so is what the person has heard. Conversely, a largely underserved Reputation brings lots of false beliefs with it.
Reputations can change over time. See page 167 for details.
Ease Factor | Local | Ecclesiastical | Hermetic | Comments |
---|---|---|---|---|
0 | Same village | Same parish/monastery | Same covenant | Everyone in these groups has heard of everyone else in them |
6 | Same town | Same diocese | Same Tribunal | On average, people have heard of about half the people in this area, and of most people who have any sort of reputation. |
9 | Same county | Same province | Entire Order | In general, only people with a reputation are known in this group, but everyone knows a few other people. |
12 | Same country | Whole Church | N/A | Most people in this wider world are unknown, but those with outstanding reputations may be. |
Content originally published in Ars Magica: Fifth Edition, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 ("CC-BY-SA 4.0