> INT +3 PRE -2
> PER +3 COM +5(angelical words)
> STR -4(slim) DEX +2
> STA +1 QUI -3
Characteristics are fine.
>
> Virtues Flaw
> Magical Affinity Vin(+3) Blatant Gift(-1)Born in a covenant
> Adept Student(+1) Obsessed(-1) To the Arts
> Hermetic Prestige(Free)Bonisagus Overconfident(-2)I am a Bonisagus
> Book Learner(+1) Poor(-2)STR(So slim)
> Strong willed(+1)Determined Susceptibility to Divine Power(-4)
> Incredible Communication(+5)Voice of an Angel
>
Alright. The math has changed for Virtues & Flaws, but mostly they can
be translated. Here are my suggestions:
Affinity with Vim (+1): Unlike ArM4, this does not involve a new
Ability. Instead, it allows you to learn Vim quicker than you normally
would, multiplying XP gained by x1.5. This would make it easier for
you to write high-quality books on Vim.
Adept Laboratory Student (+1): As ArM4.
Hermetic Prestige (+1): As ArM4, representing your great presitige due
to your young age, prowess of memory, and promise.
Book Learner (+1): Now grants +3.
Strong Willed (+1): As ArM4.
Great Communication x 2 (+2): Raises your Communication score to +5.
Puissant Magic Theory (Free): As a member of House Bonisagus, you get
a +2 bonus to your Magic Theory ability score.
(The Gift and Hermetic Magus are Free virtues as well.)
Puissant Art of Memory (+1): This virtue represents great talent for
memorization (using the Art of Memory ability, which allows you to
memorize stuff). Alternatively, you may choose Magical Memory (+1)
which allows you to remember lab texts (not needing to physically
consult them), or Affinity in Art of Memory (great skill in
memorizing).
Privileged Upbringing (+1): Signifying being taught Academic abilities
since birth, and the extensive access to teachers you received
throughout your childhood. It grants you 50 XP in them.
Good Teacher (+1): Vital to becoming a peerless writer.
Blatant Gift (-3): Largely as in ArM4 (-6 to social interactions).
Covenant Upbringing (-1, Personality): This signifies being raised in
relative isolation from the outside world. You learned Latin and OoH
Lore while the other children learned German and Charm.
Driven (-3, Personality): You are driven by the desire to spread and
increase the Arts of yourself and the Order at large.
Susceptibility to Divine Power (-1): As in ArM4.
Poor Strength (-1): As in ArM4.
Unimaginative Learner (-1): As in ArM4, except -3. This represents you
being a scholar, not an experimentalist. It also encourages you to
focus on the book trade rather than learning from raw vis. And you
need an extra flaw to make up a -10 set.
> Habilities Arts
> Finesse Creo 4(50)
> Penetration Intellego
> Awareness Muto
> Scribe Latin Perdo 2(15)
> Certámen Rego 1(5)
> Parma Magica Annimal
> Bargain Aquan
> Intrigue Auran
> Chirurgy Corpus 3(30)
> Philosophiae Herban
> Enigmatic Wisdom Ignem
> Speak Latin Imagnem
> Magic Theory Mentem
> Occult Lore Terran
> Hermes Lore Vin 4(50)
> Affinity with Vi
Abilities, Arts, and Spells... now there's a problem choosing without
you having the precise rules. I'll choose for you.
Abilities now depend on your life history. Given your history, I
suggest starting apprenticeship at the un-precedented age of 5. Your
unique upbringing in mind, this amounts to the following:
Early Childhood: (Native Language 75 XP + 45 XP in childhood skills +
50 XP in Academic abilities.)
Latin 5 (75 XP)
German 2 (15 XP)
Awareness 2 (15 XP)
Athletics 1 (5 XP)
Guile 1 (5 XP)
Durenmar Lore 1 (5 XP)
Artes Liberales 1 (5 XP)
Art of Memory 3 (30 XP)
Philosophiae 1 (5 XP)
Order of Hermes Lore 1 (5 XP)
Apprenticeship adds ~110 XP for abilities:
Parma Magica 1 (5 XP)
Magic Theory 5 (75 XP)
Code of Hermes 1 (5 XP)
Magic Lore 0 (0 XP)
Finesse 0 (0 XP)
Penetration 2 (10 XP)
Leadership 0 (0 XP)
Bargain 2 (5 XP)
Concentration 1 (5 XP)
Teaching 0 (0 XP)
Mastery of Gather the Essence of the Beast 1 (5 XP): Ceremonial
Casting.
(Note that Scribe & Speak Latin are just now Latin; there is no
Certamen skill; Enigmatic Wisdom isn't appropriate except for a
Criamon; Occult Lore is Magic Lore; and there is no Affinity with Vim
as an Ability. There is, however, new Mastery skills in each spell.)
Now choosing Spells and Arts. You should choose 120 spell levels. Here
is such a choice:
Charge of the Angry Winds CrAu 15
Bind Wound CrCo 10
Charm Against Putrefication CrCo 10
Aura of Ennobled Presence MuIm 10
Wizard's Sidestep ReIm 10
The Crystal Dart MuTe(Re) 10
The Unseen Porter: ReTe(He/An) 10
Scales of the Magical Weight: InVi 5
Sense the Nature of Vis: InVi 5
Wizard Comunion: MuVi 20
Gather the Essence of the Beast: MuVi 15
You can learn spells up to level Tech + Form + Int + Magic Theory + 3
= Te+Fo+3+5+2 [puissant Magic Theory]+3=Te+Fo+13. To cast them you
need Te+Fo+1 to be about (spell level -6), i.e. Te+Fo+7 should come
out to spell level. So to learn the above spells you'd need something
like:
Cr 2 (15)
Au 2 (15)
Co 0
Mu 4 (50)
Im 0
Re 0
Te 0
In 0
Vi 5 (75 = 50 x 1.5)
Total: 130 XP
This leaves you barely able to cast most of these spells, but that's
that.
You can lower these scores a tiny bit, or shift them, as you wish -
just make sure that Te+Fo+13 always adds up to at least the spell's
level, and keep the total XP about the same. (It's the same pool of XP
as for the abilities above, so you can transfer XP between the two
lists.)
So, pile up everything together and you've got the ArM5 version of
your character. Or a version of it.
Tell me what you think - if there is anything not to your liking or so
on.