Aura Mutations

In a +6 magical aura, peasants and covenfolk are supposed to become warped and twisted. In addition, we've been breeding in faerie blood at the fertility festivals. If there are any pure-human peasants left, it should be a rare and wondrous thing. Soon, the peasants aren't even going to care about people with the Gift...

Mechanics

Children born and raised in a +6 aura have one extra point of Virtue and two extra points of Flaw as grogs. These extra points must be mystical in origin, though not necessarily in nature.

Children born and raised in a +7 aura have two extra points of Virtues and four extra points of Flaws, similarly.

Exceptional talents are certainly possible. Modified ones may be possible: Dark Animal Ken, which allows hypnotising animals with your gaze to catch them, is one example.

Unusual dietary requirements of commonly available substances are a -1 flaw; being able to eat those things only should be worth -2 to -3 depending on how unusual they are. (-2: eats earth and stones, -3: eats only raw flesh or small live animals). These things are worth more for grogs than magi, remember.

A common flaw that has been turning up since the valley became a regio is worth about -1 and involves peculiar aesthetics: the unusual, bizarre, and even horrifying becomes aesthetically interesting to the grogs. Magi with the Blatant Gift find themselves being treated as if they had the Curse of Venus instead, little girls pester Criamon magi for tattoos, children are unusually unafraid of magic (and will often ask magi to do some magic for them or to them!). Grogs with this Flaw will have trouble in social interaction with mundane ones-- as a disagreement over whether the buxom blonde or the girl with the harelip and evil eye is prettier-- that can lead to brawls.
A provisional weirdness table, feel free to ignore
Weirdness: stress roll
0+Pretty normal(+3/-3)
3+A bit strange (not immediately obvious)(+4/-5)
6+Warped (subtle)(+5/-7)
9+Definitely warped (visible)(1 pt visible)
12+Twisted (blatant)(2 pts visible)
16+Bizarre (has serious effect on behaviour)(3 pts visible)
20+Really freaky (even magi think he's strange)(4 pts visible)
BotchCompletely, utterly normal (Withstand Magic? Magic resistance?)

Non-obvious traits (psychological)

Subtly weird traits

Visibly weird traits (1 point visible)

Blatant, twisted traits (2 points visible)

Bizarre traits (3 points visible)

Really freaky (4 points visible)

Animalistic traits may merit an Animal Companion (+1 Social), Animal Ken (+1 Traits) specialised with that animal, Keen Vision, Sharp Ears, Faerie Eyes, Faerie Sight.

Faerie Friend (+2 Supernatural) should not be common, but occasional; similarly, Magical Animal Companion (+2 Supernatural) is a possibility.

Withstand Magic (+2 Supernatural) is a good one for people who don't seem at all warped...

Social Handicap (-1) gives -1 to -3 on social rolls.

Disfigured (-1) is -3 to Presence rolls. There may be a -2 version for extreme effects.

Sense of Doom (-3) is possible due to the number of oracles wandering around.

Haunted (-2) shouldn't be common, but is possible. (There are too many shamans and magi who can do something about it: the best reason is that someone has earned it and the magi prefer to leave him that way.) Ghostly Warder (+4) may be available easily, though.

Offensive to Animals is -1.

Magic Susceptibility is -1, with -3 to resistance rolls and soaking magickal attacks.

Large is +2 (with +1 to Strength and Presence and an extra Hurt body level), Lithe is +1 with +1 Dex, +1 Qik, -1 Hurt level, Siz -1; Obese is Qik -2, -3 on Fatigue rolls, Siz +1, no extra Fatigue level.

Textbook Example Curses, quoted from Ars Magica 3rd Ed as examples only:
-1 Everything you say, that you really mean, is taken in the worst possible way.
Smile, laugh, frown, and cry always in the wrong circumstances.
Can only eat living things.
A toad appears in your mouth when you speak a direct lie.
All food tastes like ashes and all drink like stagnant water.
Music causes you pain-- the more beautiful, the more painful.
-2 Stutter uncontrollably when you try to say something important.
If you ever tell a secret that was entrusted with you, the secret somehow, in some way, harms you.
-3 Pained by light: the greater the light, the greater the pain.
See shapes and phantoms in the night that terrify and immobilize you.
-4Doomed to be wounded in every battle in which you partake (and many that you try to avoid)
Your wounds bleed horribly, so that for each unbandaged wound you have, you lose one Short-Term Fatigue Level per rounds, then Body Levels once you're Unconscious.
Normal tools often break when you try to use them.
The touch of sunlight burns painfully (lose one Body Level per minute). Compulsion, Delusion, Evil Eye, Faerie Enmity, Magical Air, Sensitive... Simple Minded goes well with Faerie Friend...

+2 Faerie Blood: includes a weird faerie trait and weird faerie flaw. There's -2 Minor Discomfort from Iron, -3 Vulnerability to Iron, -2 Susceptibility to Divine Power, -1 Strong Faerie Nature, +1 Faerie Eyes, +1 Faerie Sight.

NOT AVAILABLE: True Faith, True Reason, Diabolic Upbringing, Tainted with Evil, Demon Plagued, Guardian Angel.

Some sample grogs:

Simple Minded, Faerie Friend, Luck, Delusion: guardian angel...

Dark Animal Ken, Evil Eye, Diet: eats small animals alive and whole (can survive on raw meat for a while but it's just not as healthy)

Faerie Grogs

Faerie Grogs are generated as Faerie Companions, but they may only take one Faerie Power Point of faerie abilities and 3 points of virtues and flaws. These people are usually the result of changelings growing up and deciding to stay in Amurgsval; they may eventually wander off into the faerie world at some point and return at irregular intervals (if at all). Don't always expect to bring them home after an adventure. Their Faerie Might is usually around 7.


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