viernes, 6 de noviembre de 2026

Plantillas de creacion de personajes.

 Estas plantillas estan basadas en las reglas de creaccion de personajes de Ars magica 2ª ed, y pronto las pasare a 5ª ed.

cation Templates for Ars Magica Characters

This text is from a post to the Ars Magica mailing list. It is for 2nd edition, so Your Mileage May Vary. I have modified the skills to match those of 4th edition, but otherwise no update has been made. 



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hat follows are almost 50 proposed vocation templates for Grogs and Companions. I hope this doesn't overlap too much with what other people are doing -- let me know what you think and if this should be amended or extended... 


Why vocations? In 2nd Edition Ars Magica, a beginning player is faced with a bewildering set of choices when making up a new character: 


A quick informal count shows: 


Most Important Characteristics: 4-8 choices 

Virtues: 36 (grogs); 68 (companions); 79 (magi) possible (not counting sub-choices such as which Exceptional Talent you want to take.) 

Flaws: 44 (grogs); 71 (companions); 94 (magi) possible (again, not counting sub-choices for Curses and the like.) 

Abilities: 75 possibilities, again not counting sub-choices (such as weapons and languages) and specialties. 

Personality Traits: 1,2,3+ at various levels 

Equipment: 31 melee weapons, 7 missile weapons, 17 armor. 

Arts and Spells: I don't want to think about it. 

So -- To make a grog you have to make 20-30 choices between 200-300 possibilties; a companion, 30-40 of 250-350; and a magi much, much more. This requires a very large knowledge base and time to make the decisions. (If you tie characteristics, virtues, flaws, and abilities together, you've only make the problem worse.) 


Careers go a long way toward fixing this by doing a lot of the math, limiting the required knowledge base, and reducing the number of choices and permutations thereof. 


I must say, though, that I much prefer the "Chinese menu" method of choice over the "all Foresters have these stats" method. The player must invest a little more in character creation since there are more choices to be made, but most of the learning curve about his choices (e.g. "How does Tracking Ability work?") has to be done before the game can begin anyway. I think the small increase in character creation time will be well paid back when the player customizes his character into something he'd really enjoy playing. 


Several people have taken the career idea, refined it, and posted examples -- I've taken that basic outline and created 18 Grog vocations and 29 Companion vocations. They all use the "Chinese menu" method, though the choices are more limited for Grogs. 


Grogs are assumed to be about 20 years old. They all get one +1 Virtue; one -1 Flaw; and 30 experience points worth of abilities. 


Companions are assumed to be about 25 years old. They all get 4-6 points of Virtues; 4-6 points of Flaws; and 50 experience points worth of abilities. 


Anyway, consider this a "straw man" proposal: the best I could come up with in a limited amount of time and a good indicator of the direction I'd like to see Careers/Vocations go. 


-- Daryl Poe 


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Key: 


1@3, 2@2, 3@3 = Choose 1 ability at level 3, two others at level two, and three others at level 1. Individual abilities cannot be chosen twice by the character, though a non-specific ability can be taken twice if different (e.g. if Speak [Language] is an option, both Speak Latin and Speak English could be taken.) 

# = This ability must be taken by the character at level 1 or more. 

* = The choice of this ability may be limited by the character's Virtues and Flaws. 

All Knacks and Curses shown are 1-point virtues or flaws unless otherwise noted. 



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Grog Vocations

Archer

Most Important Characteristics:

Per, Qik, Dex 

Virtues:

Choose 1: Keen Vision, Knack(), Good Armaments 

Flaws:

Choose 1: Hired Sword, Recruit, Uncommon Fear, Cursed, Bad Reputation 

Abilities:

Weapon Skill [Missile] 5; Speak Own Language 4 + Choose 1@3, 2@2, 3@1: Athletics, Dodge, Brawl#, Stealth, Craft(Bowyery), Evaluate Missile Weapon, [Area] Lore, Awareness, Climb, Drinking, Weapon Skill [Melee] 

Beggar

Most Important Characteristics:

Com, Per, Qik 

Virtues:

Choose 1: Light Sleeper, Well-Travelled, Common Sense 

Flaws:

Choose 1: Disfigured, Missing Foot, Orphan, Social Handicap 

Abilities:

Pretend 4; Speak Own Language 4 

+ Choose 1@3, 2@2, 3@1: Dodge#, Guile, Folk Ken, Storytelling, Legerdemain, [Area] Lore, Brawl#, Awareness, Stealth, Drinking, Weapon Skill [Melee] 

Boatman

Most Important Characteristics:

Str, Stm, Per 

Virtues:

Choose 1: Knack(boating), Long-winded, Well-Known, Well-Travelled 

Flaws:

Choose 1: Poor Memory, Simple-Minded, Compulsion, Deep Sleeper, Diabolic Upbringing 

Abilities:

Boating 4; Swim 3; Speak Own Language 4 

+ Choose 1@3, 2@2, 2@1: Athletics, Folk Ken, Brawl#, Weapon Skill [Melee], Weapon Skill [Missile], Craft(Boatbuilding), Evaluate(Boats), [Area] Lore, Organization Lore [Church], Faerie Lore, Beast Lore, Speak [2nd Language], Dodge 

Coachman

Most Important Characteristics:

Per, Qik, Str 

Virtues:

Choose 1: Knack(animals), Knack(riding), Social Contacts, Well-Known, Well-Travelled 

Flaws:

Choose 1: Obese, Simple-Minded, Dark Secret, Lost Love, Sensitive 

Abilities:

Ride 4; Animal Handling 3; Speak Own Language 4 

+ Choose 1@3, 2@2, 2@1: Athletics, Folk Ken, Brawl#, Weapon Skill [Melee], Weapon Skill [Missile], Craft (Coachmaking), Evaluate(Horses), [Area] Lore, Organization Lore [Church], Beast Lore, Speak [2nd Language], Dodge 

Cook

Most Important Characteristics:

Pre, Com, Stm 

Virtues:

Choose 1: Knack(cooking), Stocky, Well-Known, Common Sense, Simple-Minded 

Flaws:

Choose 1: Obese, Poor Eyesight, Bad Reputation, Sensitive, Weakness 

Abilities:

Craft(Cooking) 5; Speak Own Language 4 

+ Choose 1@3, 2@2, 3@1: Folk Ken, Survival, Drinking, Evaluate Foodstuffs, Evaluate Wine, Organization Lore [Church], Beast Lore, Legend Lore, Brawl, Awareness, Dodge, Leadership, Weapon Skill [Melee], Weapon Skill [Missile] 

Craftsman

Most Important Characteristics:

Dex, Per, Stm 

Virtues:

Choose 1: Good Armaments, Knack(), Knack(Evaluation), Stocky 

Flaws:

Choose 1: Faerie Emnity, Judged Unfairly, Obsessed, Poor Hearing, Social Handicap, Sensitive 

Abilities:

Craft (Choose best) 4; Craft (Choose secondary) 3; Speak Own Language 4 

+ Choose 1@3, 2@2, 2@1: Concentration, Pick Locks, Diplomacy, Weapon Skill [Melee], Weapon Skill [Missile], Evaluate [Craft-Related Items], [Area] Lore, Organization Lore [Church], Faerie Lore, Beast Lore, Craft (Choose yet another) Sample Crafts: Blacksmithing, Bowyery, Brewing, Carpentry, Chandlery, Clothiery, Coblerry, Cooperage, Engineering, Embalming, Fishing, Gardening, Glassworking, Goldsmithing, Herb-Hunting, Hide-Working, Jewel-Working, Leather-Crafting, Locksmithing, Masonry, Millery, Perfumery, Portrait Painting, Pottery, Prospecting, Sculpting, Silversmithing, Shipbuilding, Smelting, Woodcrafting, Weaponry, Wine-Making 

Grog Sargeant

Most Important Characteristics:

Pre, Stm, Com 

Virtues:

Choose 1: Knack(Leadership), Good Armaments, Strong-Willed, Knack([Weapon]), Tough 

Flaws:

Choose 1: Enemies, Missing Ear, Bad Reputation, Disfigured, Weakness 

Abilities:

Leadership 4; Weapon Skill [Melee] 3; Speak Own Language 4 

+ Choose 1@3, 2@2, 2@1: Athletics, Dodge, Brawl#, Ride, Drinking, Weapon Skill [Missile], Chirurgy, [Area] Lore, Awareness 

Groundskeeper

Most Important Characteristics:

Str, Stm, Per 

Virtues:

Choose 1: Faerie Upbringing, Knack(plants), Long-winded, Close Family Ties 

Flaws:

Choose 1: Judged Unfairly, Obsessed, Simple-Minded, Social Handicap, Soft-Hearted, Weak-Willed 

Abilities:

Craft--Gardening 4; Evaluate Plants 3; Speak Own Language 4 

+ Choose 1@3, 2@2, 2@1: Climb, Survival, Weapon Skill [Missile], Weapon Skill [Melee], [Area] Lore, Organization Lore [Church], Faerie Lore, Beast Lore, Legend Lore, Concentration, Drinking, Brawl 

Hunter

Most Important Characteristics:

Per, Stm, Qik 

Virtues:

Choose 1: Enduring Constitution, Keen Vision, Knack(Tracking), Sharp Ears 

Flaws:

Choose 1: Poor Memory, Social Handicap, Compulsion, Dark Secret, Infamous Family 

Abilities:

Track 5; Survival 3; Speak Own Language 4 

+ Choose 2@2, 3@1: Athletics, Climb, Animal Handling, Ride, Swim, Stealth, Weapon Skill [Melee], Weapon Skill [Missile], Boating, Chirurgy, Evaluate(Hides), [Area] Lore, Faerie Lore, Beast Lore 

Jailor

Most Important Characteristics:

Per, Pre, Stm 

Virtues:

Choose 1: Clear Thinker, Stocky, Strong-Willed, Good Armaments 

Flaws:

Choose 1: Bad Reputation, Disfigured, Dutybound, Enemies, Cursed 

Abilities:

Scan 4; Brawl 3; Speak Own Language 4 

+ Choose 1@3, 2@2, 2@1: Pick Locks, Drinking, Leadership, Weapon Skill [Melee], Chirurgy, Organization Lore [Church], Legend Lore, Speak [2nd Language] 

Manservant

Most Important Characteristics:

Pre, Com, Int 

Virtues:

Choose 1: Knack(Charm), Lithe, Venus' Blessing, Mentor 

Flaws:

Choose 1: Deep Sleeper, Fragile Constitution, Oath of Fealty, Poor Equipment, Weak-Willed, Sensitive 

Abilities:

Charm 4; Intrigue 3; Speak Own Language 4 

+ Choose 1@3, 2@2, 2@1: Folk Ken, Guile, Chirurgy, [Area] Lore, Organization Lore [Church], Faerie Lore, Legend Lore, Dodge, Drinking, Weapon Skill [Melee], Speak [2nd Language] 

Point Grog

Most Important Characteristics:

Str, Dex, Qik 

Virtues:

Choose 1: Ambidextrous, Berserk, Knack([Weapon]), Resilient Constitution 

Flaws:

Choose 1: Hired Sword, Missing Ear, Missing Eye, Recruit, Driving Goal, Weakness 

Abilities:

Weapon Skill [Melee] 4; Brawl 3; Speak Own Language 4 

+ Choose 1@3, 2@2, 2@1: Athletics, Dodge, Drinking, Awareness, Folk Ken, Weapon Skill [Missile], Ride, Survival 

Scout

Most Important Characteristics:

Per, Stm, Qik 

Virtues:

Choose 1: Keen Vision, Knack(Stealth), Light Sleeper, Long-Winded, Sharp Ears 

Flaws:

Choose 1: Social Handicap, Cursed, Hatred, Orphan, Uncommon Fear 

Abilities:

Awareness 4; Hunt 3; Speak Own Language 4 

+ Choose 1@3, 2@2, 2@1: Athletics, Climb, Dodge, Ride, Swim, Stealth, Weapon Skill [Missile], Boating, [Area] Lore, Faerie Lore, Beast Lore, Brawl#, Folk Ken, Survival, Weapon Skill [Melee] 

Sentry

Most Important Characteristics:

Per, Stm, Str 

Virtues:

Choose 1: Keen Vision, Knack(Scan), Light Sleeper, Sharp Ears 

Flaws:

Choose 1: Hired Sword, Recruit, Weak-Willed, Lost Love, Uncommon Fear, Weakness 

Abilities:

Scan 4; Alertness 3; Speak Own Language 4 

+ Choose 1@3, 2@2, 2@1: Climb, Dodge, Concentration, Brawl#, Weapon Skill [Melee]#, Weapon Skill [Missile], Faerie Lore, Folk Ken 

Shield Grog

Most Important Characteristics:

Str, Stm, Dex 

Virtues:

Choose 1: Enduring Constitution, Knack , Long-Winded, Stocky, Tough 

Flaws:

Choose 1: Hired Sword, Missing Ear, Missing Eye, Recruit, Weak-Willed, Uncommon Fear, Compulsion 

Abilities:

Shield and Weapon 5; Dodge 3; Speak Own Language 4; 

+ Choose 2@2, 3@1: Brawl#, Drinking, Weapon Skill [Missile], Chirurgy, Folk Ken, Awareness 

Spy

Most Important Characteristics:

Per, Pre, Com 

Virtues:

Choose 1: Keen Vision, Sharp Ears, Venus' Blessing, Well-Travelled 

Flaws:

Choose 1: Enemies, Dark Secret, Hatred, Uncommon Fear, Weakness 

Abilities:

Speak Own Language 4 

+ Choose 1@4, 1@3: Awareness, Craft (Acting), Guile 

+ Choose 1@3, 2@2, 2@1: Athletics, Climb, Charm, Brawl#, Forgery, Pick Locks, Stealth, Intrigue, Weapon Skill [Missile], [Area] Lore, Organization Lore [Church], Weapon Skill [Melee], Awareness, Craft [Acting], Guile 

Stable Hand

Most Important Characteristics:

Pre, Qik, Int 

Virtues:

Choose 1: Animal Companion, Faerie Upbringing, Knack(Animals), Lithe, Close Family Ties 

Flaws:

Choose 1: Judged Unfairly, Orphan, Simple-Minded, Social Handicap, Soft-Hearted 

Abilities:

Animal Handling 4; Ride 3; Speak Own Language 4 

+ Choose 1@3, 2@2, 2@1: Athletics, Hunt, Brawl, Weapon Skill [Missile], Chirurgy, Evaluate(Animal), Organization Lore [Church], Faerie Lore, Folk Ken, Drinking, Weapon Skill [Melee], Dodge 

Trainer

Most Important Characteristics:

Com, Pre, Per 

Virtues:

Choose 1: Knack([Weapon]), Knack(Brawling), Knack(Riding), Common Sense, Good Armaments 

Flaws:

Choose 1: Bad Reputation, Deep Sleeper, Disfigured, Driving Goal 

Abilities:

Speak Own Language 4; Folk Ken 3 

+ Choose 1@4: Brawl, Weapon Skill [Melee], Weapon Skill [Missile] 

+ Choose 1@3, 2@2, 3@1: Brawl#, Weapon Skill [Melee]#, Weapon Skill [Missile], Athletics, Charm, Guile, Ride, Chirurgy, Organization Lore [Church], Speak [2nd Language], Dodge 


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Companion Vocations

Alchemist

Most Important Characteristics:

Int, Per, Stm 

Virtues:

Alchemy, Educated 

+ Choose 3 of: Arcane Lore, Knack(Alchemy), Mentor, Higher Purpose, Self-Confident, Keen Vision 

Flaws:

Choose 2 of: Clumsy, Deaf, Decrepit, Hunchback, Infamous, Lame, Small Frame, Noncombatant 

+ Choose 1 of: Delusion, Diabolic Upbringing, Disfigured, Missing Eye, Obsessed, Poor Hearing 

Abilities:

Alchemy 5; Speak Own Language 5 

+ Choose 1@4, 2@3, 3@2, 4@1: Concentration, Drinking, Chirurgy, Evaluate Chemicals, Hermes Lore*, Magic Theory*, Beast Lore, Occult Lore, Scribe Latin#, Medicine, Weapon Skill [Melee]*, Dodge, Speak [2nd Language], Scribe [2nd Language], Awareness, Intrigue 

Animal Master

Most Important Characteristics:

Pre, Per, Int 

Virtues:

Magical Animal Companion, Animal Ken 

+ Choose 2 of: Animal Ken, Knack(Animals), Close Family Ties, Common Sense, Keen Vision, Sharp Hearing 

Flaws:

Choose 2 of: Decrepit, Mute, Sheltered Upbringing, Small Frame, Noncombatant, Common Fear 

+ Choose 1 of: Orphan, Poor Memory, Social Handicap, Soft-Hearted, Cursed, Hatred 

Abilities:

Animal Ken 5; Animal Handling 4; Evaluate Animal 4; Speak Own Language 5 

+ Choose 2@3, 3@2, 4@1: Athletics, Hunt, Brawl, Ride, Organization Lore [Church], Faerie Lore, Beast Lore, Weapon Skill [Melee]*, Weapon Skill [Missile]*, Dodge, Speak [2nd Language], Survival, Awareness 

Armorer

Most Important Characteristics:

Str, Dex, Stm 

Virtues:

Superior Armaments 

+ Choose 3 of: Knack(weaponsmithing), Stocky, Well-Known, Prestigious Family, Enduring Constitution, Self-Confident 

Flaws:

Faerie Emnity 

+ Choose 1 of: Deaf, Decrepit, Hunchback, Lame, Sheltered Upbringing, Terrors 

+ Choose 2 of: Poor Eyesight, Poor Hearing, Cursed, Deep Sleeper, Disfigured, Weakness, Compulsion 

Abilities:

Speak Own Language 5 

+ Choose 1@5, 1@4: Craft--Weaponsmithing, Craft--Armorsmithing 

+ Choose 2@3, 3@2, 4@1: Concentration, Weapon Skill [Melee], Weapon Skill [Missile], Chirurgy, Evaluate Armor, Evaluate Weaponry, [Area] Lore, Organization Lore [Church], Beast Lore, Craft [Choose another], Awareness, Brawl 

Artisan

Most Important Characteristics:

Com, Dex, Stm 

Virtues:

Choose 4 of: Educated, Free Expression, Knack(), Good Armaments, Mentor, Strong Personality, Sharp Ears, Keen Vision, Common Sense 

Flaws:

Choose 1 of: Decrepit, Gangling, Haunted, Hunchback, Lame, Mute, Sheltered Upbringing, Common Fear, Cursed(2) Choose 2 of: Driving Goal, Fragile Constitution, Hatred, Poor Hearing, Simple-Minded, Social Handicap, Soft-Hearted, Disfigured, Lost Love, Weakness, Sensitive 

Abilities:

Speak Own Language 5; Craft 5; Craft 4; 

+ Choose 2@3, 3@2, 4@1: Charm*, Concentration, Intrigue*, Chirurgy, Evaluate [Craft-related Items], [Area] Lore, Organization Lore [Church], Faerie Lore, Beast Lore, Legend Lore, Humanities*, Scribe Latin*, Weapon Skill [Melee], Brawl, Weapon Skill [Missile], Speak [2nd Language], Craft [Yet another], Folk Ken 

Astrologer

Most Important Characteristics:

Com, Pre, Int 

Virtues:

Premonitions 

+ Choose 3 of: Arcane Lore, Keen Vision, Knack(Premonitions), Social Contacts, Well-Known, Prestigious Family 

Flaws:

Choose 1 of: Deaf, Decrepit, Gangling, Haunted, Hunchback, Missing Hand, Small Frame, Noncombatant, Common Fear, Terrors 

+ Choose 2 of: Cursed, Diabolic Upbringing, Fragile Constitution, Obese, Delusion, Sensitive, Weakness 

Abilities:

Premonitions 5; Speak Own Language 5 

+ Choose 1@4, 2@3, 3@2, 4@1: Awareness, Guile, Concentration, Magic Theory*, Hermes History*, [Area] Lore, Organization Lore [Church], Dodge, Faerie Lore, Beast Lore, Legend Lore, Occult Lore, Weapon Skill [Melee]*, Charm, Folk Ken, Speak [2nd Language] 

Autocrat

Most Important Characteristics:

Int, Com, Pre 

Virtues:

Clear Thinker, Educated 

+ Choose 3 of: Knack(Administration), Self-Confident, Social Contacts, Well-Known, Common Sense, Prestigious Family, Strong Personality 

Flaws:

Enemies 

+ Choose 1 of: Clumsy, Decrepit, Gangling, Lame, Missing Hand, Cursed(2) 

+ Choose 2 of: Obese, Poor Eyesight, Compulsion, Hatred, Sensitive, Uncommon Fear 

Abilities:

Speak Own Language 6; 

+ Choose 2@4: Folk Ken, Intrigue, Leadership 

+ Choose 2@3, 3@2, 4@1: Charm, Folk Ken, Guile, Intrigue, Leadership, Evaluate Personnel#, [Area] Lore, Organization Lore [Church], Scribe Latin#, Weapon Skill [Melee], Dodge, Scribe [2nd Language], Speak [2nd Language] 

Diplomat

Most Important Characteristics:

Com, Pre, Int 

Virtues:

Social Contacts 

+ Choose 3 of: Clear Thinker, Knack(Diplomacy), Temporal Power, Well-Known, Prestigious Family, Strong Personality 

Flaws:

Choose 1 of: Clumsy, Decrepit, Missing Hand, Noncombatant, Terrors 

+ Choose 2 of: Enemies, Fragile Constitution, Obese, Poor Eyesight, Dark Secret, Weakness 

Abilities:

Diplomacy 5; Speak Own Language 6 

+ Choose 3@3, 3@2, 3@1: Intrigue#, Charm, Guile, Folk Ken, Leadership, [Area] Lore, Organization Lore [Church], Faerie Lore, Weapon Skill [Melee]*, Speak [2nd Language], Dodge 

Entertainer

Most Important Characteristics:

Com, Pre, Qik 

Virtues:

Free Expression 

+ Choose 3 of: Animal Companion, Knack(), Lithe, Social Contacts, Venus' Blessing, Well-Known, Well-Travelled, Light Touch, Mentor, Strong Personality 

Flaws:

Choose 1 of: Gangling, Small Frame, Noncombatant, Common Fear, Fury 

+ Choose 2 of: Deep Sleeper, Obese, Soft-Hearted, Driving Goal, Hatred, Lost Love, Sensitive, Weakness 

Abilities:

Speak Own Language 5 

+ Choose 1@5, 1@4: Charm, Craft [Acting], Storytelling, Jongleur, Sing, Play 

+ Choose 2@3, 3@2, 4@1: Charisma#, Craft [Acting], Storytelling, Jongleur, Sing, Play , Climb, Charm, Folk Ken, Guile, Concentration, Drinking, Weapon Skill [Melee]*, Weapon Skill [Missile]*, [Area] Lore, Organization Lore [Church], Legend Lore, Dodge, Speak [2nd Language] 

Forester

Most Important Characteristics:

Stm, Per, Qik 

Virtues:

Way of the Woods 

+ Choose 2 of: Long-Winded, Animal Companion, Faerie Upbringing, Sharp Ears, Close Family Ties 

Flaws:

Choose 2 of: Gangling, Mute, Sheltered Upbringing, Tainted with Evil, Common Fear, Fury 

+ Choose 2 of: Social Handicap, Cursed, Judged Unfairly, Poor Memory, Soft-Hearted, Bad Reputation, Disfigured, Weakness 

Abilities:

Speak Own Language 5 

+ Choose 1@5, 1@4: [Area] Lore, Survival, Hunt 

+ Choose 2@3, 3@2, 4@1: [Area] Lore, Survival#, Hunt#, Athletics, Climb, Animal Handling, Ride, Swim, Weapon Skill [Melee], Weapon Skill [Missile], Awareness, Boating, Chirurgy, Evaluate Hides, Evaluate Trees, Faerie Lore, Beast Lore, Dodge, Speak [2nd Language] 

Friar

Most Important Characteristics:

Pre, Int, Com 

Virtues:

True Faith, Educated 

+ Choose 1 of: Sense [Un]Holiness, Higher Purpose, Knack(religion), Strong-Willed, Well-Known 

Flaws:

Oath of Fealty 

+ Choose 1 of: Noncombatant, Clumsy, Over-confident, Terrors 

+ Choose 2 of: Black Sheep, Driving Goal, Faerie Emnity, Poor Eyesight, Soft-Hearted, Compulsion, Dark Secret, Infamous Family, Sensitive 

Abilities:

Church Knowledge 4, Organization Lore [Church] 4, Sense [Un]Holiness 3, Concentration 3, Speak Own Language 5 

+ Choose 1@3, 3@2, 3@1: Folk Ken, Storytelling, Sing, Leadership, Chirurgy, [Area] Lore, Legend Lore, Occult Lore, Humanities, Scribe Latin, Speak Latin, Weapon Skill [Melee]*, Speak [2nd Language], Scribe [2nd Language] 

Grog Captain

Most Important Characteristics:

Pre, Com, Int 

Virtues:

Choose 2 of: Large, Reserves of Strength, Famous, Major Knack(leadership), Superior Armaments 

+ Choose 1 of: Educated, Good Armaments, Resilient Constitution, Self-Confident 

Flaws:

Enemies Choose 1 of: Over-confident, Common Fear, Cursed, Terrors 

+ Choose 2 of: Black Sheep, Poor Hearing, Bad Reputation, Compulsion, Cursed, Disfigured, Driving Goal, Hatred, Weakness 

Abilities:

Leadership 5; Speak Own Language 5 

+ Choose 1@4, 1@3: Weapon Skill [Melee], Dodge 

+ Choose 1@3, 3@2, 4@1: Weapon Skill [Melee]#, Athletics, Dodge, Charm, Brawl#, Ride#, Intrigue, Weapon Skill [Missile], Chirurgy, [Area] Lore, Scribe Latin*, Awareness, Scribe [2nd Language]*, Speak [2nd Language] 

Guide

Most Important Characteristics:

Int, Com, Per 

Virtues:

Well-Travelled 

+ Choose 3 of: Keen Vision, Knack(cities), Knack(mountains), Light Sleeper, Well-Known, Close Family Ties, Common Sense, Good Armaments 

Flaws:

Choose 1 of: Clumsy, Gangling, Missing Hand, Over-confident, Small Frame 

+ Choose 2 of: Hatred, Orphan, Poor Equipment, Deep Sleeper, Driving Goal, Weakness 

Abilities:

[Primary Area] Lore 5, Speak Own Language 5 

+ Choose 1@4, 2@3, 3@2, 4@1: Awareness, Athletics, Folk Ken#, Animal Handling, Survival, Hunt, Brawl, Ride, Swim, Intrigue, Weapon Skill [Melee], Weapon Skill [Missile], Organization Lore [Church], Faerie Lore, Beast Lore, Legend Lore, [Other Area] Lore#, Dodge, Speak [2nd Language] 

Healer

Most Important Characteristics:

Int, Pre, Per 

Virtues:

Healer, Latent Mystical Ability 

+ Choose 2 of: Empathy, Higher Purpose, Knack(healing), Well-Known, Close Family Ties, Educated, Social Contacts 

Flaws:

Noncombatant 

+ Choose 2 of: Obese, Poor Memory, Short Attention Span, Simple-Minded, Soft-Hearted, Compulsion, Sensitive, Dutybound 

Abilities:

Speak Own Language 5; 

+ Choose 1@5, 1@4: Healer, Empathy*, Chirurgy, Medicine* 

+ Choose 2@3, 3@2, 4@1: Healer#, Chirurgy#, Medicine*, Concentration, [Area] Lore, Faerie Lore, Beast Lore, Folk Ken, Charm, Organization Lore [Church], Humanities*, Scribe Latin*, Dodge, Speak [2nd Language], Scribe [2nd Language]* 

Hedge Wizard

Most Important Characteristics:

Int, Stm, Per 

Virtues:

Choose 1 of: Entrancement, Failed Apprentice 

+ Choose 1 of: Latent Mystical Ability, Piercing Gaze 

+ Choose 1 of: Hex, Arcane Lore, Educated, Mentor, Strong Personality 

Flaws:

Noncombatant, Offensive to Animals 

+ Choose 1 of: Clumsy, Haunted, Hunchback, Infamous 

+ Choose 1 of: Social Handicap, Bad Reputation, Cursed, Delusion, Diabolic Upbringing, Evil Eye, Hatred 

Abilities:

Speak Own Language 5; 

+ Choose 1@5: Entrancement*, Hex*, Occult Lore 

+ Choose 1@4, 2@3, 3@2, 4@1: Entrancement*, Hex*, Occult Lore, Concentration, Leadership, Hermes Lore*, Hermes History*, Magic Theory*, [Area] Lore, Faerie Lore, Beast Lore, Legend Lore, Speak Latin, Scribe Latin*, Dodge, Speak [2nd Language], Scribe [2nd Language]* 

Hermit

Most Important Characteristics:

Per, Int, Stm 

Virtues:

Strong Personality 

+ Choose 4 of: Magic Sensitivity, Empathy, Weather Sense, Animal Companion, Higher Purpose, Common Sense, Sharp Ears 

Flaws:

Choose 2 of: Deaf, Decrepit, Haunted, Hunchback, Lame, Mute, Sheltered Upbringing, Tainted with Evil, Noncombatant, Sense of Doom 

+ Choose 1 of: Black Sheep, Criminal Brand, Dark Secret, Delusion, Judged Unfairly, Lost Love, Missing Eye, Obsessed, Social Handicap 

Abilities:

Speak Own Language 5; 

+ Choose 1@5, 1@4: Concentration, Magic Sensistivity*, Empathy*, Weather Sense* 

+ Choose 2@3, 3@2, 4@1: Concentration, Magic Sensitivity*, Empathy*, Weather Sense*, Survival, Concentration, Organization Lore [Church], Faerie Lore, Beast Lore, Legend Lore, Occult Lore, Guile*, Chirurgy, [Area] Lore, Weapon Skill [Melee]*, Weapon Skill [Missile]*, Speak [2nd Language], Dodge 

Knight

Most Important Characteristics:

Pre, Dex, Str 

Virtues:

Code of Honor 

+ Choose 1 of: Superior Equipment, Large, Magical Animal Compainion 

+ Choose 2 of: Well-known, Higher Purpose, Knack([Weapon]), Knack(riding), Self-Confident, Temporal Power, Animal Companion 

Flaws:

Oath of Fealty 

+ Choose 4 of: Enemies, Driving Goal, Cursed, Fairy Emnity, Hatred, Lost Love, Magic Susceptibility, Bad Reputation, Compulsion, Missing Ear, Sensitive, Uncommon Fear, Weakness 

Abilities:

Speak Own Language 5 

+ Choose 1@5, 1@4: Weapon Skill [Melee], Weapon Skill [Missile], Ride 

+ Choose 2@3, 3@2, 4@1: Weapon Skill [Melee], Weapon Skill [Missile], Ride, Athletics, Dodge, Charm, Brawl, Leadership, Intrigue, Chirurgy, [Area] Lore, Organization Lore [Church], Beast Lore, Legend Lore, Speak [2nd Language] 

Lady

Most Important Characteristics:

Pre, Int, Com 

Virtues:

Prestigious Family 

+ Choose 4 of: Well-known, Educated, Higher Purpose, Knack(charm), Lithe, Social Contacts, Temporal Power, Venus' Blessing, Common Sense, Free Expression, Self-Confident 

Flaws:

Noncombatant 

+ Choose 2 of: Deep Sleeper, Fragile Constitution, Infamous Family, Lost Love, Oath of Fealty, Soft-Hearted, Sensitive, Weakness 

Abilities:

Speak Own Language 5; 

+ Choose 1@5, 1@4: Charm, Intrigue 

+ Choose 2@3, 3@2, 4@1: Charm, Guile, Storytelling, Sing, Ride, Dodge, Intrigue, Faerie Lore, Leadership, Scribe Latin*, Speak Latin, Humanities*, Organization Lore [Church], Church Knowledge*, Speak [2nd Language], Scribe [2nd Language]* 

Librarian

Most Important Characteristics:

Int, Per, Com 

Virtues:

Educated, Student 

+ Choose 3 of: Keen Vision, Mentor, Prestigious Family, Strong Personality, Arcane Lore, Clear Thinker, Social Contacts 

Flaws:

Choose 2 of: Decrepit, Hunchback, Lame, Missing Hand, Small Frame, Noncombatant, Common Fear, Fury 

+ Choose 1 of: Deep Sleeper, Obese, Poor Hearing, Weak-Willed, Compulsion, Sensitive, Weakness 

Abilities:

Speak Own Language 6; Scribe Latin 4; Search 4 

+ Choose 3@3, 3@2, 3@1: Concentration, Storytelling, Evaluate Books, Organization Lore [Church], Faerie Lore, Beast Lore, Legend Lore, Occult Lore, Church Knowledge, Humanities, Medicine, Hermes Lore*, Magic Theory*, Speak [2nd Language], Scribe [2nd Language], Dodge 

Merchant

Most Important Characteristics:

Com, Pre, Int 

Virtues:

Wealth 

+ Choose 2 of: Knack(Guile), Social Contacts, Well-Known, Well-Travelled, Common Sense, Prestigious Family, Strong Personality, Educated 

Flaws:

Enemies 

+ Choose 1 of: Small Frame, Cursed(2), Terrors, Noncombatant 

+ Choose 3 of: Obese, Bad Reputation, Dark Secret, Deep Sleeper, Driving Goal, Infamous Family, Uncommon Fear, Weakness 

Abilities:

Speak Own Language 5; 

+ Choose 1@5, 1@4: Charm, Guile, Evaluate , Folk Ken 

+ Choose 2@3, 3@2, 4@1: Charm, Guile, Evaluate #, Folk Ken Ride, Intrigue, [Area] Lore, Organization Lore [Church], Faerie Lore, Awareness, Leadership, Weapon Skill [Melee]*, Dodge, Speak [2nd Language], Scribe Latin*, Scribe [2nd Language]* 

Mystic

Most Important Characteristics:

Per, Com, Int 

Virtues:

Choose 2 of: Visions, Latent Mystical Ability, Piercing Gaze 

+ Choose 2 of: Premonitions, Second Sight, Higher Purpose, Close Family Ties, Strong Personality 

Flaws:

Choose 2 of: Clumsy, Deaf, Decrepit, Gangling, Haunted, Hunchback, Missing Hand, Sheltered Upbringing, Tainted with Evil, Noncombatant 

+ Choose 2 of: Bad Reputation, Dark Secret, Diabolic Upbringing, Evil Eye, Magic Susceptibility, Missing Eye, Offensive to Animals, Poor Memory, Short Attention Span, Soft-Hearted 

Abilities:

Speak Own Language 5 Choose 1@5, 1@4: Premonitions*, Second Sight*, Visions*, Guile Choose 2@3, 3@2, 4@1: Premonitions*, Second Sight*, Visions*, Guile*, Concentration, Drinking, Weapon Skill [Melee]*, Chirurgy, [Area] Lore, Organization Lore [Church], Faerie Lore, Beast Lore, Legend Lore, Occult Lore, Speak [2nd Language], Leadership*, Dodge, Folk Ken* 

Rake

Most Important Characteristics:

Pre, Qik, Int 

Virtues:

Self-Confident, Prestigious Family 

+ Choose 2 of: Educated, Good Armaments, Social Contacts, Strong-Willed, Venus' Blessing, Mentor, Strong Personality 

Flaws:

Over-confident 

+ Choose 3 of: Dark Secret, Enemies, Hatred, Judged Unfairly, Compulsion, Cursed, Deep Sleeper, Delusion, Weakness, Sensitive 

Abilities:

Speak Own Language 5 

+ Choose 1@5, 1@4, 2@3, 3@2, 4@1: Athletics, Charm, Guile, Brawl, Drinking, Weapon Skill [Melee], [Area] Lore, Scribe Latin*, Humanities*, Weapon Skill [Missile], Dodge, Speak [2nd Language], Scribe [2nd Language]* 

Redcap

Most Important Characteristics:

Com, Qik, Int 

Virtues:

Redcap, Arcane Lore 

+ Choose 2 of: Animal Companion, Clear Thinker, Long-Winded, Light Sleeper, Social Contacts, Student, Well-Travelled, Self-Confident, Educated 

Flaws:

Choose 1 of: Fury, Noncombatant, Sense of Doom 

+ Choose 1 of: Gangling, Over-confident, Small Frame, Common Fear, Cursed(2) 

+ Choose 2 of: Soft-Hearted, Weak-Willed, Compulsion, Dark Secret, Driving Goal, Uncommon Fear 

Abilities:

Intrigue 4; Speak Latin 4; Ride 3; Speak Own Language 5 

+ Choose 2@3, 3@2, 3@1: Awareness, Athletics, Dodge, Charm, Folk Ken, Animal Handling, Guile, Storytelling, Brawl, Swim, Survival, Weapon Skill [Melee]*, Chirurgy, Hermes History, Hermes Lore, [Area] Lore, Scribe Latin, Weapon Skill [Missile]*, Speak , Scribe Latin, Scribe [2nd Language] 

Herbalist

Most Important Characteristics:

Int, Stm, Com 

Virtues:

Educated, Student, Fast Learner 

+ Choose 1 of: Close Family Ties, Common Sense, Mentor, Arcane Lore 

Flaws:

Choose 2 of: Clumsy, Decrepit, Gangling, Lame, Missing Hand, Sheltered Upbringing, Small Frame, Noncombatant 

+ Choose 2 of: Poor Equipment, Deep Sleeper, Fragile Constitution, Obese, Obsessed, Poor Hearing, Social Handicap, Soft-Hearted Abilites: Speak Own Language 5; Scribe Latin 3; 

+ Choose 1@5, 1@4, 1@3: Hermes History*, Hermes Lore*, Faerie Lore, Beast Lore, Legend Lore, Occult Lore, Theology, Organization Lore [Church], [Area] Lore, Humanities 

+ Choose 3@2, 4@1: Hermes History, Hermes Lore, Faerie Lore, Beast Lore, Legend Lore, Occult Lore, Theology, Organization Lore [Church], [Area] Lore, Humanities, Awareness, Concentration, Storytelling*, Weapon Skill [Melee]*, Chirurgy, Medicine, Dodge, Speak [2nd Language], Scribe <2nd Langauge> 

Scribe 

Most Important Characteristics:

Com, Int, Qik 

Virtues:

Educated 

+ Choose 3 of: Keen Vision, Knack(Scribing), Student, Knack(Languages), Close Family Ties, Clear Thinker, Social Contacts, Arcane Lore 

Flaws:

Choose 1 of: Decrepit, Gangling, Lame, Small Frame, Noncombatant 

+ Choose 2 of: Fragile Constitution, Missing Foot, Obese, Poor Equipment, Poor Hearing, Simple-Minded, Soft-Hearted, Weak-Willed, Weakness, Compulsion 

Abilities:

Speak Own Language 6; Scribe 5 

+ Choose 2@4, 2@3, 2@2, 2@1: Scribe , Theology, Faerie Lore, Concentration, Storytelling, Forgery, [Area] Lore, Organization Lore [Church], Beast Lore, Legend Lore, Humanities, Dodge, Weapon Skill [Melee]* 

Sneak

Most Important Characteristics:

Dex, Qik, Per 

Virtues:

Choose 1 of: Light Touch, Jack-of-all-Trades 

+ Choose 3 of: Knack(Stealth), Knack(Legerdemain), Knack(Pick Locks), Lithe, Good Armaments, Mentor, Keen Vision, Sharp Ears, Light Sleeper 

Flaws:

Choose 1 of: Infamous, Small Frame, Tainted with Evil, Cursed, Terrors 

+ Choose 3 of: Criminal Brand, Black Sheep, Enemies, Poor Memory, Compulsion, Disfigured, Driving Goal, Hatred, Uncommon Fear, Weakness 

Abilities:

Speak Own Language 5 

+ Choose 1@5, 1@4, 1@3: Stealth, Pick Locks, Legerdemain 

+ Choose 1@3, 3@2, 4@1: Awareness, Athletics, Climb, Dodge, Forgery, Weapon Skill [Melee], [Area] Lore, Guile, Weapon Skill [Missile], Craft [Acting], Brawl, Legend Lore, Speak [2nd Language] 

Torturer

Most Important Characteristics:

Pre, Com, Str 

Virtues:

Strong-Willed 

+ Choose 1 of: Large, Reserves of Strength, Piercing Gaze 

+ Choose 2 of: Clear Thinker, Knack(Intimidation), Enduring Constitution, Stocky, Tough, Good Armaments, Mentor, Strong Personality 

Flaws:

Infamous, Enemies 

+ Choose 2 of: Bad Reputation, Diabolic Upbringing, Disfigured, Hatred, Judged Unfairly, Obsessed, Social Handicap, Dark Secret, Weakness 

Abilities:

Speak Own Language 5, Leadership(Intimidation) 5 

+ Choose 1@4, 2@3, 3@2, 4@1: Chirurgy, Brawl, Guile, Intrigue, Weapon Skill [Melee], [Area] Lore, Athletics, Dodge, Drinking, Speak [2nd Language], Folk Ken, Organization Lore [Church] 

Treasurer

Most Important Characteristics:

Int, Per, Com 

Virtues:

Educated 

+ Choose 3 of: Clear Thinker, Knack(Evaluation), Strong-Willed, Temporal Power, Common Sense, Good Armaments, Prestigious Family, Self-Confident, Arcane Lore* 

Flaws:

Choose 1 of: Clumsy, Decrepit, Gangling, Bad Reputation, Small Frame, Noncombatant, Common Fear 

+ Choose 2 of: Fragile Constitution, Oath of Fealty, Obese, Obsessed, Poor Hearing, Social Handicap, Bad Reputation, Compulsion, Sensitive, Weakness 

Abilities:

Speak Own Language 5; 

+ Choose 1@5, 1@4: Intrigue, Guile, Scribe Latin, Scribe [2nd Language] 

+ Choose 2@3, 3@2, 4@1: Intrigue, Weapon Skill [Melee]*, Evaluate Jewels, [Area] Lore, Guile, Organization Lore [Church], Faerie Lore, Humanities, Scribe Latin, Scribe [2nd Language], Speak [2nd Language], Leadership, Hermes History*, Hermes Lore*, Dodge 

Troubadour

Most Important Characteristics:

Com, Pre, Dex 

Virtues:

Choose 1 of: Enchanting Music, Jack-of-all-Trades 

+ Choose 2 of: Free Expression, Knack(music), Social Contacts, Well-Travelled, Venus' Blessing, Common Sense, Good Armaments, Prestigious Family, Strong Personality 

Flaws:

Choose 1 of: Cursed(2), Gangling, Haunted, Lame 

+ Choose 2 of: Lost Love, Poor Eyesight, Soft-Hearted, Compulsion, Weakness, Dark Secret, Sensitive 

Abilities:

Speak Own Language 6: 

+ Choose 2@4: Enchanting Music, Charisma, Folk Ken, Sing, Play 

+ Choose 2@2, 3@2, 3@1: Enchanting Music#, Charisma#, Folk Ken#, Sing#, Play , Charm, Storytelling, Jongleur, Drinking, Weapon Skill [Melee], Weapon Skill [Missile], [Area] Lore, Faerie Lore, Legend Lore, Dodge, Speak [2nd Language] 

Wierdling

Most Important Characteristics:

Qik, Int, Per 

Virtues:

Choose 2 of: Faerie Blood, Piercing Gaze, Latent Mystical Ability, Withstand Magic 

+ Choose 2 of: Lithe, Sharp Ears, Common Sense, Good Armaments, Strong Personality 

Flaws:

Choose 2 of: Gangling, Haunted, Missing Hand, Sheltered Upbringing, Small Frame, Tainted with Evil, Fury 

+ Choose 2 of: Disfigured, Bad Reputation, Dutybound, Magic Susceptibility, Offensive to Animals, Orphan, Poor Equipment, Short Attention Span, Social Handicap, Uncommon Fear, Hatred 

Abilities:

Faerie Lore 5; Speak Own Language 5 

+ Choose 1@4, 2@3, 3@2, 4@1: Charm*, Survival, Stealth, Weapon Skill [Melee], Weapon Skill [Missile], [Area] Lore, Beast Lore, Occult Lore, Dodge, Brawl, Climb, Athletics, Speak [2nd Language], Charm* 


brujas del clima:

Weather Witches are Hedge Magicians of the same ilk as Cunning-folk. Their speciality is obviously Weather effects.

All Weather Witch Mystic Companions have the following Abilities: 


Folk Magic 4 

Weather Sense 3 

Craft Weather Charms 2 

Weather Magic 4 

Animal Ken (Birds only) 3 

Herbalism 3 

Weather Witches have a minimum age of 20. They have age + 10 starting experience points to spend on Abilities in addition to Speak Own Language 5, and the above Abilities.

Weather Witches may use both Wild and Standard vis. They may use a number of pawns equal to their Folk Magic score for any one act.



Weather Spells

Weather Witches can craft Weather spells whose effect and level are equivalent to the Hermetic Art of Auram. To craft a spell the weather witch must first determine the level of the desired effect in the manner described on p103 of ArM4. The spells are bound by the same limits as Hermetic magic.

Once the level is known the Weather Witch must try to successfully cast it. To do this the Weather Witch must equal or exceed the level of effect on a stress die + Int + Folk Magic + Weather Magic + Aura + any appropriate bonuses for spell foci and her Talisman (see below). Weather Witches may use Vis to increase the spell casting in the same way that Hermetic magi do.


When casting the spell, the Weather Witch must spend 15 minutes in uninterrupted concentration for every 5 levels of the spell. The caster loses one Fatigue level if the spell fails, but two if it succeeds.



Enchantments

Weather Witches may perform several lab-like activities. They may make Potions and Minor Potions in the same way that cunning-folk do, using Int + Herbalism + Herbalism bonuses + Folk Magic + Aura. They may make Longevity Potions using the same formula. They may Craft Enchanted Devices in a similar fashion to Hermetic magi except that the enchantment must be an Auram effect. The Weather Witch's lab total for this purpose is Int + Craft Weather Charms + Folk Magic + Form and Effects bonus + Aura. Weather Witches may create Talismans in the same way that Hermetic magi do, using the same formula as they do for other Enchanted Devices.


Familiars

Weather Witches may magically bond any bird as a familiar. The process is similar to Hermetic magi bonding a familiar with the following alterations.

The Weather Witch requires an Animal Ken score of 5+ to open the enchantment, and requires a number of pawns equal to (12 + creature's size). [Note - For this purpose only the maximum pawns of vis the Weather Witch can use is equal to Folk Magic + Animal Ken].


Cord Strength - The Weather Witch totals his (Folk Magic + Animal Ken) * 3 - the bird's magic resistance and size to gain the strength of the bond.


All other processes are similar to those found on p95-100 in ArM4.



Magic Resistance

Weather Witches have a Magic Resistance equal to their Folk Magic + Weather Magic + Animal Ken.