Revised Abilities



Academic Abilities


Academic Skills

Disputatio
As in the ArM4 rulebook.

Lectio
As in the ArM4 rulebook.

Scribe (Alphabet)
See house rule.


Academic Knowledges

Medicine
As in the ArM4 rulebook.

Philosophiae
As in the ArM4 rulebook, but divided into three different genera: natural, moral and metaphysics.

Quadrivium
The Quadrivium is the discipline of mathematics in its classical forms of arithmetic, geometry, astronomy and music. Studying genera within the Quadrivium is common within the Order of Hermes, as each genus of the Quadrivium has many applications for a magus.

Speak Latin
See house rule.

(System) Law
This knowledge exists in two different variants: Civil Law and Canon Law. The skill "Canon and Civil Law" in the ArM4 rulebook is thus split in two separate skills.

Theology (Religion)
This knowledge exists in several different variants, one for each religion (Christian, Jewish, Muslim).

Trivium
The Trivium is the foundation of the liberal arts, the analytical tools of grammar, logic and rhetoric. Genera may be studied within the Trivium, although such specialization is extremely rare within the Order of Hermes.


Academic Genera

Trivium:
- Grammar
- Logic
- Rhetoric

Quadrivium:
- Arithmetic
- Geometry
- Astronomy
- Music

Philosophiae:
- Natural
- Moral
- Metaphysics


The Speak Ability

The "Speak Latin" ability is an Academic Knowledge, while all other "Speak (Language)" variants are Casual Knowledges.

Ease of Communication
We never roll directly for a "Speak (Language)" ability, but use it to determine the ease of communication. Sometimes the score is used as a bonus for other activities. In play, it's a guideline to roleplaying a character's ability to communicate.

Score	Fluency/Accent
0	Verbal communication impossible
1	Basic ideas, barely comprehensible
2	Haltingly functional, but heavy accented
3	Functional, but accented
4	Competent, equivalent to a casual native speaker, 
	rather than an educated one
5	Fluent, equivalent to an educated native
6	?
7	Complete mastery of the language's intricacies		

Modifying Social Rolls
When a player makes a roll based on any Social Skill (Bargain, Carouse, Etiquette, Intrigue, Leadership), Charm or Guile, the roll is modified by the difference the speaker's score in ÓSpeak (Language)" and the listener's.


The Scribe Ability

The "Scribe (Alphabet)" abilities are all Academic Skills.

Alphabets and Languages
We're using "Scribe (Alphabet)" instead of "Scribe (Language)". The skill applies for all languages using the specific alphabet and covers calligraphy as well as composing texts. The skill exists in the following versions (examples of languages using the alphabet in question are given within parenthesis):

Determining literacy
To be able to read and understand a text written in a certain alphabet and language combination, you need to have a score in both "Scribe (Alphabet)" and "Speak (Language)". You're still being able to copy a text without having the proper speaking skill, but mistakes may be very hard to find. This applies for hermetic texts too, where the scribe also needs to be skilled in Magic Theory to catch any mistakes.


Reading and Writing Books

Calculating Quality
The Trivium knowledge replaces Scribe in the formulas when determining the Quality of a text:

Lacking Scribing Skill
If the writer's "Scribe (Alphabet)" score falls below 5, then the pyramid cost of the shortfall is counted against the Quality of the text (see the Quality Penalty Table below). The same penalty is also applied for the Quality of texts if the reader has a lacking "Scribe (Alphabet)" ability.

Understanding the language
You also need a score (including specialisation) of at least 5 in speaking a language to be able to read it or write it to full effect. If the "Speak (language)" score falls below 5, then the pyramid cost of the shortfall is counted against the Quality of the text in the same way as for lacking scribing skills.

Score	Quality Penalty
0	reading/writing/understanding not possible
1	- 10
2	- 6
3	- 3
4	- 1
5+	± 0


Academic Genera

Introduction
Genera (single, genus) are specific areas within a broad field of study. For example, Geometry is a genus of the Quadrivium. Focused study of a genus provides greater insight into that particular subject rather than wider examination would allow.

Learning Genera
Whenever a character earns a Study Total in a genus, 1 experience point from that total must be spent in the genus' Academic Knowledge. Adventure points or Study Totals of 1 cannot be spent in a genera unless the storyguide specifically provides for it.

Applying Genera
A genus modifies appropriate rolls. For example, when solving a geometrical proof, roll a stress die + Intelligence + Quadrivium + Geometry.



Arcane Abilities


Arcane Talents

Finesse
As in the ArM4 rulebook.

Penetration
As in the ArM4 rulebook.


Arcane Knowledges

Enigmatic Wisdom
As in the ArM4 rulebook.

Faerie Magic
As in the ArM4 rulebook. The house rules for using Faerie Magic is described here.

Hermetic Law
As in the ArM4 rulebook.

Occult Lore
As in the ArM4 rulebook.

Magic Theory
As in the ArM4 rulebook.



Exceptional Abilities


Exceptional Knowledges

Seer
See the virtue or the original house rule from the Aerie of the Spirit's Breath Saga.



Credits

The house rules on this page are based on the house rules of the following sagas: