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Rules Modifications
Dark Tower Campaign |
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Special Rules
for the DARK TOWER Campaign in Ars Magica, 4th Edition |
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Table of Contents
| Introduction | |
| Text Modifications, Clarifications, And Additions | |
| Chapter I Introduction | |
| Chapter II Characters | |
| Chapter III Hermetic Magic | |
| Chapter IV Laboratory | |
The reader will quickly note that these Modifications are incomplete. The Modifications were written to support the Dark Tower Campaign. However, after a number of sessions in that campaign it became apparent that the new rules had significant flaws which would require extensive work to make them playable. The players decided that they would rather continue with the existing Mystic Halls Campaign using the Ars Magica (3rd Edition) rules. At that point, it was obvious that the 4th Edition rules would not be used in the foreseeable future, so work on this MCA ceased.
Introduction
These special rules apply to the DARK TOWER campaign. They are intended for local use and are not modifications, clarifications, or additions to the basic Ars Magic rules.
Text Modifications, Clarifications, And Additions
This section contains direct references to the Ars Magica Fourth Edition rules. The first column refers to a page in the text. The bold entry at the beginning of each of the comments is the text header to which the comments apply.
Chapter I Introduction
| Page | Modification / Addition | |
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| 12 |
Playing Ars Magica. The "troupe" method of play described in the rules will not be used as described. Instead each player may create a magus, companion, and up to three grogs which will form a "troupe". How these characters are used in the campaign (saga) will be determined by the Campaign Master and the individual Game Masters (storyguides).
Some virtues allow characters to have additional persons with them. Such persons will not be characters. Regardless of what any virtue allows, no player may have a total of more than five characters under their control. The Campaign Master shall have control over all aspects of the campaign. His decisions may override the results of any adventure (story). He is also responsible for maintaining all campaign records and supplying any required campaign information to the players as needed. |
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| 14 | The Art of Magic. Magi may not use the term "level", but it is almost the only thing important to players. The magnitude of spells is used only as a calculation device. |
Chapter II Characters
| Page | Modification / Addition | |
|---|---|---|
| 17 | Grogs. Once created, grogs will normally be retained under the control of the creating player. | |
| 26 | Companions. The vocation of any companion is subject to the approval of the Campaign Master. | |
| 28 | Grogs. The vocation of any grog is subject to the approval of the Campaign Master. | |
| 32 | Option 2: Random Generation. All characteristic rolls must be made in the presence of the Campaign Master. Anyone choosing to create a character with the Random Generation will use the following procedure. | |
| When creating a complete troupe. Roll six sets of character values. Choose five of the value sets to be kept and used. | ||
| When creating a single character. Determine for which character the rolls will be made. Roll a set of characteristics normally. If the player does not like the characteristics, they may discard the values and perform a new set of rolls. The new set of values must be used for the character. Rejection of both rolls will mean that the player will not be allowed to have the selected character and the spot in their troupe is lost. [This rule is needed locally to prevent people from rejecting bad character rolls in the presence of a soft hearted Campaign Master or Game Master.] | ||
| 34 | Hermetic Prestige. This virtue must be well explained. At the Campaign Master's discretion a starting magus may not benefit from this virtue until they age and earn some of the required respect. | |
| 36 | No Familiar. Since most players do not see familiars as desirable, this flaw becomes a "cheap" negative point. Therefore, since it is meaningless to them, houses other than Bjornaer may not purchase this flaw. | |
| 38 | Mercenary. The mercenaries with the leader count against the number of characters which a player may control. | |
| 39 | Outlaw Leader. The outlaws with the leader count against the number of characters which a player may control. | |
| 41 | Heir. A clear explanation of how the situation will be able to fit into the ongoing campaign is required. | |
| 41 | Higher Purpose. A clear explanation of how the "purpose" will fit into the ongoing campaign is required. | |
| 43 | Faerie Friend. This virtue may not be used. It has been determined that faeries, as characters, are simply too powerful. They easily overcome too many situations with which groups of characters should have problems. Therefore, faerie characters will not be allowed in the campaign. | |
| 63 |
Equipment. Starting characters may have the following weapons and armor; one weapon appropriate to their Combat Skill, one shield if their Combat Skill is "Shield and Weapon", and one set of armor. All characters have a dagger or knife, whether they have a skill for its use or not (and even if they are Noncombatants). In addition, the character may also have everyday personal clothes which are considered to be the equivalent of Hauberk Quilted armor.
Magi do not begin with laboratory equipment. An adjustment will be made by the Campaign Master to allow for this. Companions and grogs who have Crafts may have a complete set of equipment appropriate to their primary craft (this may be modified by the Superior Armaments virtue or the Poor Armaments flaw). The "primary craft" is the one with the highest skill level. The Campaign Master will place limits on what other equipment with which characters may begin. |
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| 63 |
Moving On. A complete set of data for each character must be submitted to the Campaign Master for final approval. A character may not be used in an adventure until approved by the Campaign Master. Once approved, the character may not be modified except in normal campaign play (i.e., the character may not be "adjusted" or "tweaked" later).
Once approved, the initial data for all characters will be distributed to all players. Any virtue or flaw which includes a secret (ex. Discredited Lineage) must be included in the data, but the details of the secret need not be revealed (with the approval of the Campaign Master). |
Chapter III Hermetic Magic
| Page | Modification / Addition | |
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| 65 | Corpus (Co) "body". The 3rd Edition term "Corporem" may be used (and is recommended). |
Chapter IV Laboratory
| Page | Modification / Addition | |
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| 94 | The Laboratory in Play. It should be remembered that during the time period of Ars Magica, fancy apartments were unknown and personal privacy was rare. Only in very special circumstances would a magus have more than a single room to himself for all of his needs. This room would be his laboratory, library, bedroom, study, store room, etc. all combined in one. Characters should be not normally be allowed to claim separate storage areas for their valuables to protect them from laboratory activities. | |
| 100 | Training Your Apprentice. (1st paragraph) The failure of a master to teach an apprentice for one season in any one year will not, in and of itself, be considered grounds for removing an apprentice from their master, provided the master is averaging at least one season of training per year and there is a reasonable expectation that the apprentice's training will be completed within about fifteen years. |
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Updated: 20 June 1999 |