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Mystery Cults
Credits
W RITING AND D ESIGN : Erik Dahl (Merinita), Timothy Ferguson
(Criamon), Matt Ryan (Verditius), Mark Shirley (Bjornaer)
E DITING AND P ROJECT M ANAGEMENT : David Chart
C OVER I LLUSTRATION : Grey Thornberry
I NTERIOR A RT : Kelley Hensing, Brad McDevitt, Jeff A. Menges,
Grey Thornberry, Kieran Yanner
A RS M AGICA F IFTH E DITION T RADE D RESS : J. Scott Reeves
L AYOUT , A RT D IRECTION , AND P ROOFREADING : Jeff Tidball
A DDITIONAL P ROOFREADING : John Nephew
F IRST R OUND P LAYTESTERS : Donna Giltrap, Malcolm Harbrow,
Aaron Hicks, Richard Love; Wendell Joyner, Angus
MacDonald, Sarah MacDonald, Brian Watson; Matthew L.
Seidl; Volker Bürkel, Christoph Safferling, Andrew Smith;
Christian Jensen-Romer, Luke Price, Peter Hiley, Lloyd
Graney, Kevin Sides; Erik Tyrrell; Alexander Bader, Stefan
Ehret, MaPhi Werner
S ECOND R OUND P LAYTESTERS : Jason Fryer, Emily Dyson,
Matt Dyson, Michael Johnson; Donna Giltrap, Malcolm
Harbrow, Aaron Hicks, Richard Love; Wendell Joyner,
Angus MacDonald, Sarah MacDonald, Brian Watson; Volker
Bürkel, Christoph Safferling, Andrew Smith; Neil Taylor,
Sheila Thomas; MaPhi Werner
T HIRD R OUND P LAYTESTERS : Christian Jensen-Romer, Kevin
Sides, Peter Hiley, Ed Woods, Luke Price; Wendell Joyner,
Angus MacDonald, Sarah MacDonald, Brian Watson, Quetta
Watson; Neil Taylor, Sheila Thomas; Erik Tyrrell, Roberta
Olson; MaPhi Werner
S PECIAL T HANKS : Jerry Corrick and the gang at the Source
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Copyright 2006 Trident, Inc. d/b/a Atlas Games. All rights reserved. Reproduction of this work
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pose of reviews, is expressly prohibited.
Ars Magica , Mythic Europe, Houses of Hermes: Mystery Cults, The Mysteries, Covenants,
Guardians of the Forests, Houses of Hermes: True Lineages, Realms of Power: The Divine,
The Broken Covenant of Calebais, and Charting New Realms of Imagination are trademarks of
Trident, Inc. Order of Hermes, Tremere, and Doissetep are trademarks of White Wolf, Inc. and
are used with permission.
D IGITAL E DITION V ERSION 1. O
J UNE 2006
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Mystery Cults
Table of Contents
The Mechanics of
Initiation
4
W Hat tHe H ouse B elieves ............. 45
P ractices & B eliefs ........................ 48
Apt Action.......................................... 48
Riddles................................................ 49
Stigmata ............................................. 50
Body Modiication Rules .................... 51
Life as a Criamon Magus ................... 51
The Gorgiastics.................................. 52
Final Transmission .............................. 52
Adulterations: Lingering Problems .... 53
t He c ave of t Wisting s HadoWs ... 55
The Central Clutch............................ 55
The Prima........................................... 55
t He P atHs ..................................... 58
Stations............................................... 59
Enigmatic Wisdom ............................. 60
The Path of the Body......................... 61
The Path of Seeming ......................... 64
The Path of Strife............................... 67
The Path of Walking Backwards........ 70
Other Paths ........................................ 73
New Virtues ....................................... 73
New Flaws .......................................... 73
House Verditius 107
H istory ....................................... 107
The Cult of Hephaestus................... 107
The Cult of Vulcan .......................... 108
The Founder Verditius ..................... 108
The Early Years of House Verditius....... 110
The House After Verditius............... 110
Crises in the Order .......................... 111
Conlicts in the House ..................... 111
Current Concerns ............................ 112
v erditius M agi ............................ 112
Apprenticeship ................................. 112
Gauntleted Magus ............................ 113
Journeymen and Masters.................. 113
The Primus ....................................... 114
Prices for Enchantments................... 114
Vendettas.......................................... 115
The Contest ..................................... 116
t He M ystery c ult of v erditius .... 116
Initiation ... Mysteries of Verditius ..... 117
The Outer Mystery of Verditius Magic . 117
Learning the Inner Mysteries ........... 118
Hubris............................................... 118
Ordeals ............................................. 120
Confraternities ................................. 121
H ouse v erditius i nner M ysteries .. 123
Enchant Casting Tools ..................... 123
Items of Quality ............................... 124
Reforging Enchanted Items.............. 125
Verditius Elder Runes ....................... 127
Automata .......................................... 128
Bind Curse........................................ 131
Bind Magical Creatures.................... 134
Item Attunement............................... 135
v irtues & f laWs .......................... 135
New Virtues ..................................... 135
New Flaws ........................................ 136
a PPendix : e xPanded f orM & M aterial
B onuses ...................................... 137
P otent M agic ................................. 6
House Bjornaer 7
H istory ........................................... 7
Bjornaer the Founder............................ 7
The Founding of House Bjornaer ........ 8
The Early Years of the House .............. 9
The Schism War................................... 9
Recent Events ..................................... 10
c ustoMs of H ouse B jornaer ........ 10
Harmonists & Wilderists .................... 11
House, Clan, & Sept........................... 11
The Bjornaer Council......................... 15
The Gathering of Twelve Years ......... 15
The Apprenticeship of a Bjornaer Magus .16
t He H eartBeast ............................. 18
Choosing the Heartbeast ................... 19
The Heartbeast in Play ...................... 22
t He M ysteries of H ouse B jornaer 24
Initiating the Clan Mysteries ............. 25
Initiating the House Mysteries .......... 25
Initiating ... the Inner Heartbeast ...... 28
The Three Inner Mysteries ................ 30
The Inner Heartbeast in Play............. 32
Reining the Inner Heartbeast............ 32
t He H untress in tHe W ood ......... 33
History of the Huntress in the Wood ..... 34
The Huntress Today .......................... 34
Structure of the Huntress................... 34
t He M agic of H ouse B jornaer ......35
c Haracters of H ouse B jornaer .... 36
Virtues & Flaws ................................... 36
New Virtues ....................................... 37
New Flaws .......................................... 38
New Abilities...................................... 38
a PPendix : M undane B easts ............... 38
House Merinita 75
H istory ......................................... 75
The House Divided ........................... 77
200 Years After ................................... 78
The Future of the House.................... 78
H ouse s ociety .............................. 79
The Search for Arcadia ...................... 79
Belief & Mythic Europe ...................... 80
Do Faeries Dream of Counting Sheep?.... 82
The Sundered Realms ........................ 83
M erinita M ysteries ........................ 85
New Virtues ....................................... 85
New Flaws .......................................... 87
New Abilities...................................... 88
Familiars ............................................. 88
Arcadian Mysteries............................. 92
Folk Mysteries .................................... 96
Illusion Mysteries ............................. 100
Nature Mysteries.............................. 102
Contributors
138
House Criamon 44
t He f ounder ................................ 45
3
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Introduction
The Mechanics of Initiation
The process of Initiation into a
Mystery is given a full treatment in The
Mysteries Revised Edition , but a summary
of the mechanics is provided here for
reference.
All of the Exoteric (that is, House)
Mysteries are governed by a separate
(House) Lore; thus there is a House
Bjornaer Lore, a House Criamon Lore,
a House Merinita Lore, and a House
Verditius Lore. Initiates who have not
been apprenticed to a member of the
House need at least (House) Lore 1; the
Mystagogue for any Initiate must also
know the same Lore, but generally needs
a high level if the Initiation is to succeed.
To grant the Initiate a new mystery Virtue,
the Mystagogue generates an Initiation
Total, which determines the success or
failure of the Initiation:
most often the case in the event of a maga
who decides to try to initiate herself in
a Mystery Virtue without a Mystagogue,
in which case the Initiate acts as her own
Mystagogue and uses her own scores in
the Initiation Total.
extend the Script, to make it more effec-
tive. If that is still not enough (for exam-
ple, no Script exists) then the Mystagogue
can experiment to attempt to discover a
Script.
t o i nitiate a neW M inor v irtue :
Target Level 18
t He i nitiation s criPt
t o i nitiate a neW M ajor v irtue :
Target Level 30
An Initiation Script is a written text
(similar to a Lab Text) whic h describes
the process of a successful Initiation: the
chants and methods, the places and times,
and the sacrii ces made. If this Script is
followed exactly, it grants its bonus to the
Initiation Total. Scripts usually detail the
price of Initiation, which may take the
form of an Initiation Ordeal (the acquisi-
tion of a Major or Minor Flaw, loss of a
Major or Minor Virtue, or increasing a
Minor Flaw to Major level), an Initiation
Quest (a lengthy journey with a series of
challenges), and/or an Initiation Sacrifi ce
(of time, wealth, knowledge, or power).
The Scripts detailed in this book give
the bonus contributed to the Initiation
Total from each component of the Script
involved. More details about Initiation
Scripts can be found in The Mysteries Revised
Edition , Chapter 2: Entering the Mysteries,
which also includes details of the process
of creating a new Script.
In addition, if the Initiate underwent
a previous Ordeal (gained a Flaw, lost a
Virtue, or increased a Flaw from Minor
to Major) for a previous Initiation, reduce
the Target Level as follows:
f irst i nitiation after an o rdeal :
Subtract 3 for a Minor, 6 for a
Medium, or 9 for a Major Ordeal
i nitiation t otal = Presence + (House)
Lore + Script bonus
The Initiation Total is based on the
Mystagogue’s scores. There is no die roll;
if the total is higher than the target level
the Initiation succeeds. Initiation Scripts
and their bonuses are described in the
following chapters. The target for this
total is the Initiation Target Level, which
depends on the kind of Virtue to be initi-
ated, Major or Minor:
s econd i nitiation after an o rdeal :
Subtract 2 for a Minor, 4 for a
Medium, or 6 for a Major Ordeal
t Hird i nitiation after an o rdeal :
Subtract 1 for a Minor, 2 for a
Medium, or 3 for a Major Ordeal
Only one past Ordeal counts towards
a new Initiation, and there is a minimum
Target Level of 9 no matter how great a
reduction is applied.
If the Initiation Total equals or exceeds
the Target Level, then the Initiation suc-
ceeds automatically. No die roll is made
— the Initiate need only be properly pre-
pared, and skilled enough to succeed.
If the Mystagogue’s Initiation Total
does not exceed the Target Level, the
Mystagogue may be able to vary and
t o i nitiate a M inor v irtue knoWn By
tHe M ystagogue : Target Level 15
v arying a s criPt
It may be necessary for a Mystagogue
to modify an Initiation Script; for exam-
ple, to add additional elements to it to
make a difi cult Initiation possible for an
inexperienced Mystagogue. To vary the
Script, the Mystagogue makes the follow-
ing test:
t o i nitiate a M ajor v irtue knoWn By
tHe M ystagogue : Target Level 21
The target level is increased in the
unlikely event that the Mystagogue does
not know the Initiated Virtue. This is
4
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Mystery Cults
Stress Die + Intelligence + (House)
Lore vs. Ease Factor
The Ease Factor is 9 to extend the
Script with a new component, such as
an additional Quest. Magi with lower
Presence or (House) Lore often try to
extend Scripts they acquire.
The Ease Factor is 12 to change a
component, such as varying the place,
the time, or the subject of a Quest. It is
impossible to change the Virtue a Script
Initiates; that requires a new Script.
The Mystagogue may only attempt
one change in a given Initiation. If the
test fails, the Initiation would fail (and
the Mystagogue knows this), but the
original Script (or a different variation)
may be attempted in another season. If
the variation test roll succeeds, the modi-
i ed Script is used as above to generate
the Initiation Total, and if this equals
or exceeds the Initiation Target Level,
the Initiation succeeds with no further
rolls. If the Script would fail, the Initiate
does not need to make any of the sacri-
i ces that the Script would require; the
Mystagogue realizes the problem before
that stage is reached.
If a single change is not enough
to make a particular Script work, then
either a different Script is needed, or the
Mystagogue must study more (House)
Lore.
Example Elements of an Initiation Script
The Mysteries Revised Edition has many
examples of different Script bonuses,
but the ones below are most com-
monly employed. See the following
chapters for the bonuses of other Script
elements.
+1 Initiate sacrii ces material goods or
wealth (entailing real personal loss)
+3 to +6 Initiate sacrii ces something
of great and symbolic value (familiar,
talisman, powerful invested device)
+3 Initiate suffers an Ordeal inl icting
a Minor Flaw or removing a Minor
Virtue
+6 Initiate suffers an Ordeal increasing
a Minor Flaw to Major level
+9 Initiate suffers an Ordeal inl icting
a Major Flaw or removing a Major
Virtue
Character Creation
& the Mysteries
Those who wish to play characters
already Initiated into the Inner Mysteries
of a Mystery Cult should discuss this
with the storyguide. It is unusual (but
not unknown) for a magus fresh from
apprenticeship to know some of the
inner secrets of his House, in which case
the magus character should be designed
with House Mystery Virtues as normal
Virtues, part of the standard ten Virtues
and Flaws. These are accounted for as
normal: in particular, Flaws acquired now
do not later count as past Ordeals. Note
that if a particular Virtue requires some
other specii c Virtue or Flaw, this is
still required. Mysteries with Initiation
+3 Initiate has to be at a special place at
a special time for the Initiation
+3 Initiate has to complete a specii c
Quest
+1 Initiate sacrii ces time — serving
another in the cult (one bonus only)
Scripts demanding the Sacrii ce of famil-
iars, talismans, and the like, or similar
Ordeals and Quests clearly beyond the
ability of the character, should be vetoed
by the storyguide.
For older characters who are advanced
in years before play begins, the acquisi-
tion of a Mystery Virtue can take the
place of a season of laboratory activity,
and thus subtracts 10 experience points
from the character’s total. The Ordeals,
Quests, and Sacrii ces demanded by the
Initiation Script must be suffered as usual;
a player may, for example, have to pay
to create a talisman during character cre-
ation, and then destroy it, if an Initiation
Script demands it.
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