Ars Magica Digital Codex

FIVE YEARS

+10 Bargain, +25 Craft:

Type A, +15 Craft: Type B, +15 Organization Lore: Guild, +10 Folk Ken

THREE YEARS: +10 Bargain, +15 Craft: Type A, +10 Craft: Type B, +5 Organization Lore: Guild, +5 Folk Ken

CULTIST (ARCANE)

A cultist has spent years worshiping an evil force in secret. If the character has the Ceremony Virtue, he can apply some of his experience points in Infernal Lore to that Ability instead. This package might also represent a pagan (in which case substitute Faerie Lore for Infernal Lore), or a devotee of a mystery cult (substitute Organization Lore: Cult and Magic Lore for Infernal Lore).

FIVE YEARS: +15 Guile, +50 Infernal Lore, +10 Stealth

THREE YEARS: +15 Guile, +30 Infernal Lore

CUNNING MAN (ARCANE)

Knows the local legends and the ways of the fae.

THREE YEARS: +10 (Area) Lore, +5 Bargain, +30 Faerie Lore

CUTTER

A cutter is trained in patching up the wounded and administering first aid; alternatively, he could be an empiricus, a traveling surgeon.

THREE YEARS: +40 Chirurgy, +5 Folk Ken

FAILED APPRENTICE

The character must have the Failed Apprentice Virtue to take this package, which permits her to take Arcane and Academic Abilities. She probably has several years of Student to account for her Academic Abilities. It is assumed that she has no Art scores; either she has not been Opened to the Arts, or else her ability to work Hermetic magic has been destroyed.

FIVE YEARS: +5 Artes Liberales, +5 Code of Hermes, +5 Concentration, +5 Finesse, +10 Latin, +25 Magic Theory, +15 Organization Lore: Order of Hermes, +5 Penetration

THREE YEARS: +5 Concentration, +10 Latin, +20 Magic Theory, +5 Organization Lore: Order of Hermes, +5 Penetration

FARMER

FIVE YEARS: +15 Animal Handling, +15 Area Lore, +5 Folk Ken, +40 Profession: Farmer

THREE YEARS: +10 Animal Handling, +5 Folk Ken, +30 Profession: Farmer

FISHERMAN

FIVE YEARS: +15 Area Lore, +30 Profession: Fisherman, +15 Survival, +15 Swim

THREE YEARS: +5 Area Lore, +20 Profession: Fisherman, +5 Survival, +15 Swim

FOOTPAD

FIVE YEARS: +15 Athletics, +15 Guile, +15 Legerdemain, +30 Stealth THREE YEARS: +5 Athletics, +5 Guile, +15 Legerdemain, +20 Stealth

HARLOT

Carouse is most appropriate for an alehouse strumpet or street-corner

working girl, whereas Etiquette is more suited to a courtesan or mistress. They typically gain an Organization Lore appropriate to their clientele. The Trader package (taking Profession: Prostitute) is also appropriate.

FIVE YEARS: +30 Charm, +30 Carouse or Etiquette, +15 Organization Lore THREE YEARS: +20 Charm, +20 Carouse or Etiquette, +5 Organization Lore

HERBWIFE

FIVE YEARS: +10 (Area) Lore, +30 Chirurgy, +5 Folk Ken, +30 Profession: Apothecary

THREEYEARS: +5 (Area) Lore, +30 Chirurgy, +10 Profession: Apothecary

JAVELINER (MARTIAL)

This package can also be used for troops trained in the sling.

FIVE YEARS: +20 Athletics, +15 Awareness, +40 Thrown Weapon THREE YEARS: +10 Athletics, +5 Awareness, +30 Thrown Weapon

LABORER

FIVE YEARS: +20 Athletics, +15 Brawl, +40 Profession: Laborer THREE YEARS: +10 Athletics, +5 Brawl, +30 Profession: Laborer

LAY BROTHER

A lay brother works at a monastery, but has not taken Holy Orders. This package is also suitable for novices preparing for ordination. In the latter case, some years of Student are appropriate. The Profession Ability could be Scribe, Gardener, Brewer, or any other suitable trade.

FIVE YEARS: +50 Organization Lore: Church, +10 Folk Ken, +15 Profession (see earlier)

THREE YEARS: +30 Organization Lore: Church, +15 Profession (see earlier)

MAGICIAN (ARCANE)

Suitable for characters with Supernatural Abilities, although the scores in these Abilities are purchased with extra years, as detailed earlier. The wizard can also buy Enriched Objects of Virtue by sacrificing 5 experience points per object (see Realms of Power: Magic, page 124).

FIVE YEARS: +15 Concentration, +30 Magic Lore, +30 Penetration THREE YEARS: +15 Concentration, +15 Magic Lore, +15 Penetration

MINSTREL

FIVE YEARS: +15 Carouse, +5 Charm, +5 Folk Ken, +50 Music THREE YEARS: +15 Carouse, +30 Music

MYSTIC (ARCANE)

This hermit spends his days in contemplation of the Divine, but the same package could be used for a different Realm of Power.

FIVE YEARS: +20 Concentration, +5 Organization Lore: Church, +30 Dominion Lore, +20 Survival THREE YEARS: +10 Concentration, +20 Dominion Lore, +15 Survival

NATURAL PHILOSOPHER (ACADEMIC)

A natural philosopher seeks to uncover the wonders of the natural world through his studies. The focus of a natural philosopher could equally be Artes Liberales or Medicine. For rules on formulae, see Art & Academe, Chapter 5.

FIVE YEARS: +40 Philosophiae, 7 formulae THREE YEARS: +30 Philosophiae, 3 formulae

PIKEMAN (MARTIAL)

FIVE YEARS: +20 Athletics, +15 Awareness, +40 Great Weapon THREE YEARS: +10 Athletics, +5 Awareness, +30 Great Weapon

PHYSICIAN (ACADEMIC)

A physician is assumed to have attended school or university to study Medicine, and so such a character should take at least five years of Student and have a Virtue that grants extra experience in Academic Abilities. Many physicians never learn Chirurgy; for those who do, take the Cutter package.

FIVE YEARS: +15 Folk Ken, +40 Medicine, +20 Profession: Apothecary THREE YEARS: +5 Folk Ken, +30 Medicine, +10 Profession: Apothecary

PUBLIC OFFICIAL

Suitable for reeves, mayors, and so forth, but also priests who take an active role in local politics, and members of a craft guild.

FIVE YEARS: +15 (Area) Lore, +15 Intrigue, +15 Leadership, +30 (Organization) Lore

THREE YEARS: +10 (Area) Lore, +10 Intrigue, +10 Leadership, +15 (Organization) Lore

Grogs

FIVE YEARS: +15 Area Lore: Area A, +10 Area Lore: Area B, +30 Profession: Sailor, +5 Survival, +15 Swim THREE YEARS: +5 Area Lore, +20 Profession: Sailor, +5 Survival, +15 Swim

SCOUT

FIVE YEARS: +15 Area Lore, +30 Awareness, +30 Stealth THREE YEARS: +15 Area Lore, +15 Awareness, +15 Stealth

SCRIBE (ACADEMIC)

You may replace Latin with any Living or Dead Language that the scribe might be using.

FIVE YEARS: +20 Artes Liberales, +15 Latin, +40 Profession: Scribe THREE YEARS: +10 Artes Liberales, +10 Latin, +25 Profession: Scribe

SENTRY (MARTIAL)

FIVE YEARS: +30 Awareness, +15 Concentration, +30 Single Weapon THREE YEARS: +20 Awareness, +5 Concentration, +20 Single Weapon

SERVANT

FIVE YEARS: +15 Folk Ken, +20 (Organization) Lore, +40 Profession: Servant

THREE YEARS: +10 Folk Ken, +5 (Organization) Lore, +30 Profession: Servant

SOLDIER (MARTIAL)

FIVE YEARS: +15 Athletics, +20 Brawl, +40 Single Weapon

THREE YEARS: +5 Athletics, +10 Brawl, +30 Single Weapon

STORYTELLER

FIVE YEARS: +15 Guile, +5 Carouse, +5 Folk Ken, +50 Profession: Storyteller THREE YEARS: +15 Guile, +30 Profession: Storyteller

STUDENT (ACADEMIC)

This package assumes that the character has received academic teaching at a parish school, cathedral school, or monastic school, or from a private tutor. Characters who have attended a university receive additional experience points from their Social Status Virtues (see Art & Academe, pages 90–92). Characters attending a parish school can only take the threeyear package, since these schools only teach Artes Liberales and Latin.

FIVE YEARS (CATHEDRAL SCHOOL): +15 Artes Liberales, +30 Latin, +15 Theology, +15 Civil and Canon Law OR Philosophiae

FIVE YEARS (MONASTIC SCHOOL): +15 Artes Liberales, +30 Latin, +15 Theology, +15 Medicine OR Philosophiae

FIVE YEARS (PRIVATE TUTOR OR UNIVER-SITY): +15 Artes Liberales, +30 Latin, +30 any Academic Ability

THREE YEARS (PARISH SCHOOL): +15 Artes Liberales, +30 Latin

TEACHER (ACADEMIC)

The Teacher package covers the academic life. The character receives experience points in whatever language he is speaking when he teaches, which is usually Latin.

FIVE YEARS: +15 Artes Liberales, +5 Folk Ken, +15 Language, +40 Teaching

TINKER

FIVE YEARS: +15 Area Lore: Area A, +15 Area Lore: Area B, +15 Bargain, +15 Craft, +15 Survival THREE YEARS: +15 Area Lore, +15 Craft, +15 Survival

THEOLOGIAN (ACADEMIC)

Not necessarily a priest, a theologian is assumed to have attended school or university to study Theology, and so should take at least five years of

Grogs

Student or have a Virtue which grants extra experience in Academic Abilities.

FIVE YEARS: +15 Civil & Canon Law, +15 Organization Lore: Church, +5 Latin, +40 Theology

THREE YEARS: +5 Civil & Canon Law, +5 Organization Lore: Church, +5 Latin, +30 Theology

TRADER

This package can be used for any individual who makes a living from a profession rather than a craft, by changing the Profession Ability to something more appropriate.

FIVE YEARS: +30 Bargain, +15 Folk Ken, +30 Profession: Merchant THREE YEARS: +20 Bargain, +5 Folk Ken, +20 Profession: Merchant

TUMBLER

FIVE YEARS: +50 Athletics, +10 Carouse, +15 Legerdemain THREE YEARS: +30 Athletics, +5 Carouse, +10 Legerdemain

WOODSMAN

FIVE YEARS: +15 Area Lore, +30 Hunt, +15 Stealth, +15 Survival

Non-Career Training Packages

These packages represent suites of background skills acquired throughout a person's life rather than specifically learned for a trade. Characters usually take these packages only once or twice.

ATHLETE

THREE YEARS: +30 Athletics, +5 Brawl, +5 Ride, +5 Swim

BRAWLER

This package is also good for a character taught the basics of self-defense.

THREE YEARS: +15 Athletics, +30 Brawl

CHARMER

THREE YEARS: +30 Charm, +5 Folk Ken, +5 Guile, +5 Intrigue

COVENFOLK

Characters who have not had exposure to Latin must redistribute the experience points in that language to the other Abilities of this package.

THREE YEARS: +5 Area Lore, +20 Area Lore: Covenant, +15 Latin, +5 Organization Lore: Order of Hermes

FORAGER

Someone used to relying on the land to supplement his diet would employ this package.

Combat Statistics

It is often tedious to calculate combat statistics for a grog. The following table has pre-calculated combat statistics for common weapons, with the following assumptions: the character has a 5 in the appropriate Ability with a specialty in the weapon indicated; the character has a Dexterity and Quickness of 0, a Strength of 0 or equal to the minimum Strength required for the weapon (whichever is greater); and the character has zero encumbrance. It is a quick job to apply the appropriate Characteristics to the combat totals and subtract encumbrance from Initiative.

WEAPON ABILITY INITIATIVE ATTACK DEFENSE DAMAGE LOAD
Dagger Brawl 0 +8 +6 +3 0
Bludgeon Brawl 0 +8 +6 +2 1
Axe &
Buckler Shield
Single +1 +10 +6 +6 2
Short Spear &
Buckler Shield
Single +2 +8 +7 +5 2
Short Sword &
Round Shield
Single +1 +9 +9 +5 3
Long Sword &
Heater Shield
Single +2 +10 +10 +6 3
Mace &
Heater Shield
Single +1 +9 +9 +8 4
Great Sword Great +2 +11 +8 +10 2
Staff Great +2 +9 +9 +2 2
Warhammer Great 0 +12 +6 +14 3
Pole Arm Great +3 +10 +7 +8 2
Sling &
Buckler Shield
Thrown –3 +7 +7 +4 1
Javelin &
Round Shield
Thrown 0 +8 +8 +5 3
Short Bow Bow –1 +9 +6 +6 2

The System in Action

Elaine wants to play a grog who is the younger son of a noble family that has fallen on hard times. Sir Edwin has nevertheless trained for knighthood. He has the Warrior Virtue, allowing Martial Abilities. Sir Edwin had a Social Childhood, and Elaine assumes that he has been a Courtier for three years, a Rider for six years, and a Soldier for eight years. Elaine ends up with a 22 year old character with the following experience points: +30 Animal Handling, +20 Athletics, +30 Brawl, +20 Charm, +30 Etiquette, +20 Folk Ken, +15 Guile, +5 Intrigue, +75 Native Language, +60 Ride, +70 Single Weapon. Since Sir Edwin will be principally using a lance, Elaine decides to change the score in Single Weapon to Great Weapon

instead. This leaves the character with the following Abilities: Animal Handling 3, Athletics 2(5), Brawl 3, Charm 2(5), Etiquette 3, Folk Ken 2(5), Great Weapon 4(20), Guile 2, Intrigue 1, Native Language 5, Ride 4(10).

Since Sir Edwin has taken the Poor Flaw, he is actually 31 years old. She applies 35 of the experience points from the Warrior Virtue to the Great Weapon Ability, taking it to 6 (since Sir Edwin is older than 30), and puts the remaining 15 experience points into Single Weapon 2. She could make this a score of 3 with the left-over experience points in some of the other Abilities (5 from Folk Ken and 10 from Ride, for example) if she wanted.

Further examples include:

BANDIT: Athletic childhood; Fisherman, Woodsman, Scout, Soldier BEGGAR: Exploring childhood; Tinker, Conman, Local

BURGLAR: Mischievous childhood; Local, Footpad, Tumbler

DRILL SERGEANT: Athletic childhood; Soldier, Trainer, Leader

MERCENARY: Exploring childhood; Soldier, Leader, Brawler, Forager

TOWNSMAN: Social childhood; Local, Trader, Public Official

SKIRMISHER: Athletic childhood; Rider, Soldier, Javeliner

WANDERING FRIAR: Exploring childhood; Lay Brother, Student, Churchman, Tinker

VILLAGER: Athletic childhood; Laborer, Farmer, Local, Forager

THREE YEARS: +15 Area Lore, +15 Hunt, +15 Survival

LEADER

This is suitable for anyone in a position of authority.

THREE YEARS: +10 Folk Ken, +5 Charm, +30 Leadership

LOCAL

A villager or townsman who has good local knowledge of the area and its institutions can claim this package.

THREE YEARS: +15 Area Lore, +15 Folk Ken, +15 Organization Lore

RIDER

THREE YEARS: +15 Animal Handling, +30 Ride

TRAINER

This package is suitable for drill sergeants, master craftsmen, and so forth.

THREE YEARS: +5 Folk Ken, +5 Language, +5 Leadership, +30 Teaching

WASTREL

Someone who has wasted years of his life in taverns gambling and drinking would acquire these skills.

THREE YEARS: +5 Brawl, +30 Carouse, +5 Folk Ken, +5 Guile

Chapter Six