homebrew - Ars-Archange/ars-pbp GitHub Wiki

Home rules for this campaign :

Character

  • The mage created has to be from 0 to 15 years after apprenticeship.
  • when you up the level of a skill, you can change its specialty

Diedne

  • The Diedne magic is considered a minor virtue but is not compatible with any other major hermetic virtues that helps Spont magic.

About the "Diedne Magic" Virtue and the free House virtue (whatever your house). Mechanically, the house virtue is free and the Diedne Magic is a minor virtue (so cost 1 point). If you consider your character more like Diedne infilrated in a house, you can consider the Diedne Virtue Free and then pay the house virtue. That doesn't change the amount of vitues you have. (So yes, you only have 9 point to choose as one point is dedicated to the common plot we decided to have)

  • The Mages will start with no access to the Diedne Inner mysteries. They'll need to find them in game.
  • About the Diedne lore skill. It works like any other cult lore. You only need it for inner mysteries. At character chreation, it'd be best to have it no higher than 1 or 2.
  • While the cult of Diedne is a specific druidic knowledge based on religious concepts, it is not necessary to believe in it to learn the inner mysteries linked to it.

For Longevity rituals:

  • We have access to level 50 (or CrCo if higher)
  • And we consider 2 seasons of work for resources to get it (only one if you use your own CrCo)

About familiars:

  • Up to Might 15, the familiar is designed by the player.
  • Might 20 and more, it is designed by the group.
  • Might 20 creatures to 30 should match at least some RL stories talking about them and Might 30+ should be known creatures of legends.
  • Familiars can only be companion level if taken as a player's companion or will require an adventure to be found.
  • Familiar Power level will be HIGH (grog 5 companion 15)
  • They will start with 360 XP. Non of which can be spent in Magic Theory
  • They will start to gain 30XP per year the year after they are bound with a third of these maximum being put in Magic Theory at character creation.

Finding a Familiar requires :

  • 1 season if it's from South West Europe or Hibernia
  • 2 season for something farther in Europe
  • 3 or more if it's from outside the Order's reach

Craft MAgic

  • It can create +X items from City and Guild, but they never benefit magic
  • A mage with adequate spells can replace a specialist provided his/her Finesse score with all modifiers from societas p61-62 is above 6

Mysteries

You need to have the cult lore skill at 1 to learn the first level of the mystery and 5 to learn the last one (other levels depend on the number of virtues you get in that path) (no dice roll needed) The preparation and actions for the mystery always cost 1 season minimum (or more, depending on the initiation script description)

Languages

We'll follow Callen's master list : http://wiki.rpol.net/?id=77410%2FLanguages%20in%20Mythic%20Europe

Montpellier language being in Occitan (Gascon).