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17:08, 23rd April 2024 (GMT+0)

Meet the Magi.

Posted by Discussion HostFor group 0
Discussion Host
GM, 10 posts
Mon 29 May 2017
at 16:41
  • msg #1

Meet the Magi

A place to post your character, where he lives, what he's like, what his background story is, and even a character sheet if you so choose.

If posting a character sheet, please show the character as made during character creation, to avoid the 1-up scaling that often happens in an open setting.
zylphyr
GM, 6 posts
Tue 30 May 2017
at 21:08
  • msg #2

Meet the Magi

Please meet Zylphyr, Ex Misc...


Spoiler text: (Highlight or hover over the text to view)
It should be noted that we didn't play Mythic Europe in our games, but rather Fantasy.  As such, we focused a lot less on historical accuracy, and more on dungeon crawling and battling minions of evil.  I've modified the character a bit to remove house-rules, and bring it inline with character creation rules. 

quote:
Zylphyr is the odd one at the covenant.  The black-sheep, as it were.  He came in with a reputation as being a Hedge Wizard, and his methods of casting has made sure that the label stuck.  Unlike other Magi, he never learned to cast spells with sound or gestures, which was beneficial for when he would shapechange...  All of his spells are created in his mind, and pushed into reality with thought.

Thus Zylphyr remains the quiet sort, preferring to stay out of site of his peers, and especially from the sight of mundanes, who are just as unappreciative of him.  When stepping out into public, he shrouds himself in a thick fog through which he alone can see, and studies or reads down by a lake near the covenant, which has become known as Mistmeer by the locals.

However, these are not common occurrences, for what Zylphyr truly loves to do, is to go exploring; he will disappear from the covenant for days or weeks, or even months at a time, revelling in his exploration of the surrounding areas.  To keep people unawares of his past times, he usually does this in the form of an owl, travelling in the darkness when possible.

Zylphyr ex Miscellanea
Characteristics
Int:  1Str: -1Size        :  0
Per:  1Sta: -1Age         : 32
  Decreptitude:  0
Pre:  0Dex:  2Warping     :  0
Com: -1Qui:  2Confidence  : 1(3)
Virtues - Flaws - Traits
The GiftWeak Spontaneous MagicIntroverted: 2
Hermetic MagusDifficult Spontaneous MagicAnalytical: 2
Affinity (Art) - RegoHedge WizardAmbitious: -2
ShapechangerIncomprehensible Magic 
Flawless MagicIncompatable Arts 
Method Caster* Creo Ignem/Muto Ignem 
Puissant Art (Rego)Magical Companion (Owl) 
Silent Magic (2)Rigid Magic 
Cautious Caster  
Skills - Arts
Artes Liberales: 1Creo: 6 
Awareness (Alertness): 2Intelligo: 6 
Code of Hermes: 1Muto: 6 
Concentration: 4Perdo: 6 
Etiquette: 2Rego: 16 
Finesse (Precision): 4  
Guile: 2Animal: 2 
Magic Lore: 1Aquam: 2 
Magic Theory: 4Auram: 8 
Latin: 4Corpus: 2 
Parma Magica: 2Herbam: 2 
Shapeshifter (Owl): 4Ignem: 0 
Stealth: 3Imaginem: 2 
Swim: 1Mentem: 2 
 Terram: 2 
 Vim: 0 

Spells:

  • Unseen Angels (ReTe[He/Aq/Au] 20:
        R: Sight, D: Conc. T: Group
        This spell works as Unseen Porter but allows for the movement of
        multiple objects.  With the Auram requisite, there is no limit
        to how high the objects can be lifted.
        (Base 3 +1 Concentration +3 Sight +2 Group (25)
  • Flight (ReCo[Au]) 20:
        R: Per, D: Conc, T: Ind
        This spell allows the caster to move three dimensionally through
        the air at a speed equal to running with a quickness of 5.
        (Base 15 +1 Concentration)
  • Guided Feathery Body (ReCo[An/Au]) 25:
        R: Sight, D: Conc, T: Ind
        This works as Rise of the Feather Body ReCo, but is not limited
        to vertical movement.  The Animal requisite allows the caster to
        target non-magical beings of all sorts.
        (Base 5 +1 Concentration +3 Sight)
  • Bind Wound (CrCo) 10
  • Veil of Invisibility (PeIm[Co]) 15:
        R: Personal, D: Sun, T: Ind
        As Veil of Invisibility PeIm, but limited to the magus casting
        the spell.
        (Base 4 +2 Sun +1 Changing Image)
  • Air's Ghostly Form (CrAu[Re]) 10:
        R: Personal, D: Sun, T: Ind
        As Air's Ghostly Form CrAu, however with the Rego requisite, the
        effect follows you wherever you go for the duration of the spell.
        This version of the spell is limited to the magus who casts it.
        (Base 2 +2 Sun +1 Rego +1 UnNatural)
  • Chamber of Spring Breezes (CrAu) 4:
        R: Touch, D: Conc, T: Room
        As Chamber of Spring Breezes CrAu, but using Concentration for the
        duration of the spell.
        (Base 1 +1 Concentration +1 Touch +1 Room)
  • True Sight of Air (InAu) 15

ColinBeck
player, 5 posts
Tue 30 May 2017
at 22:24
  • msg #3

Meet the Magi

For my first character concept, I've had a good concept for a while but am utterly lost with actually making her.

I want a large, motherly woman, possibly slightly older, of House Bjornaer. Specializing in Animal and Herba, her heartbeast is a bear and she spends her time helping out the regular people of the covenant. Her laboratory is a grove with living trees woven into the furniture and tables, and she keeps tabs on the forest nearby, conversing with the animals.

Can anyone help me? Not necessarily holding my hand through the process but a general idea of what's a good distribution of experience and stats. I'm thinking higher stamina and presence than usual, and then just whatever's useful for stats, and then no clue for skills.
Shadowsmith
player, 9 posts
Wed 31 May 2017
at 00:36
  • msg #4

Meet the Magi

My first 5th edition Bjornaer magus. He was in the short-lived Mainau campaign. One requirement for the campaign was (Gild) Trained.

Chrysaetos Sirnaus, Thunderbird
  House Bjornaer; Clan Sirnas
  Faction: The Weissdorngilde (Hawthorn Gild)
  Covenant: Mainau

Characteristics: Int +2, Per +2, Pre +3, Com -3, Str 0, Sta +2, Dex 0, Qik +1
Size: -1, Height: 4' 7", Weight: 95 lbs, Gender: Male
Age: 30 (30); Hermetic age 0 years past Gauntlet; Journeyman
Decrepitude: 0
Warping Score: 0 (0)
Confidence: 1 (3)

Virtues: Affinity with Auram, Affinity with Creo, Deft Auram, Heartbeast (Golden Eagle)*,
  Inoffensive to Animals, Journeyman, Lesser Immunity (lightning), Minor Magical Focus
  (lightning), Strong Sidhe Blood, The Gift, Weissdorngilde Trained
Flaws: Ambitious (major), Limited Magic Resistance (Terram), Magical Animal Companion
 (Aquilaes, story), Reckless (minor), Restriction (underground), Small Frame
    * House Bjornaer Virtue
Personality Traits: Eagle +2, Enthusiastic +2, Honorable +1, Reckless +3, Wanderer +2

Motivations
  Become the greatest lightning magus in living memory
  Become a Lightning Eagle Great Beast
  Become Chief of Clan Sirnas

Combat
  Dagger   Init +1    Attack  +5    Defense +4    Damage  +3
  Dodge    Init +1    Attack n/a    Defense +3    Damage n/a
Soak: +2 (Stamina)
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1 – 4), -3 (5 – 8), -5 (9 – 12), Incapacitated (13 – 16), Dead (17+)

Abilities
 Animal Handling          3    falconry
 Area Lore: Black Forest  2    legends
 Area Lore: Durenmar      2    history
 Area Lore: Swabia        1    legends
 Artes Liberales          1    Ritual magic
 Athletics                2    endurance
 Awareness                3    keen eyes
 Brawl                    2    dagger
 Charm                    1    faeries
 Concentration            1    spell concentration
 Etiquette                1    faeries
 Faerie Lore              2    Sidhe
 Folk Ken                 1    magi
 Heartbeast               2    resuming eagle form
 Hunt                     3    tracking
 Intrigue                 2    gossip
 Language: Gothic         2    rituals
 Language: High German    5    Swabian
 Language: Latin          4    Hermetic
 Magic Lore               2    Great Beasts
 Magic Theory             3    Auram
 Order of Hermes Lore     1    history
 Parma Magica             1    Ignem
 Penetration              1    Auram
 Second Sight             3    regiones
 Stealth                  1    forests
 Survival                 3    forests
 Swim                     1    diving

Equipment: dagger, wizardly robes
Encumbrance: 0 (Load 0; Burden 0)

Hermetic Arts
  Techniques: Cr 11, In 1, Mu 0, Pe 0, Re 0
  Forms: An 0, Aq 0, Au 11, Co 3, He 0, Ig 1, Im 0, Me 0, Te 0, Vi 0
Wizard’s Sigil: Lightning

Spells Known * Minor Magical Focus: Lightning applies
  Wreaths of Foul Smoke (CrAu 10/+24)
  Charge of the Angry Winds (CrAu 15/+25)
     Mastery 1; penetration
  The Incantation of Lightning (CrAu 35/+37)*
     Mastery 2; multiple casting, penetration
  True Sight of the Air (InAu 15/+14)
  The Chirurgeon’s Healing Touch (CrCo 20/+18 ritual)
  Purification of the Festering Wounds (CrCo 20/+16)
  Palm of Flame (CrIg 5/+14)
His magical animal companion is a magical Golden Eagle named Aquilaes. Here is her character sheet.
Aquilaes
  Magical Golden Eagle
  Magic Might: 12 (Auram)

Characteristics: Int 0, Per +3, Pre +2, Com -2, Str -1, Sta +2, Dex +1, Qik +5
Size: -2, Gender: Female
Warping Score: 0 (0)
Confidence: 1 (3)

Virtues: Improved Characteristics, Lesser Immunity (blindness), Magic Animal, Piercing Gaze
Flaws: Magical Friend (minor, Social), Proud (minor), Reckless
Magic Qualities: Aurum Resistance, Improved Abilities, Lesser Power, Minor Virtues (x7;
  Fast Flyer, Improved Characteristics (x3), Keen Vision, Tough, Unaffected by The Gift),
  Personal Power
Magic Inferiorities: Susceptible to Deprivation
Personality Traits: Curious +1, Eagle* +3, Reckless* +3, Vain* +3

Combat
  Beak     Init +5    Attack  +8    Defense +10    Damage  +0
  Talons   Init +5    Attack +11    Defense +13    Damage  +3
Soak: +5 (Stamina, Tough)
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1 – 3), -3 (4 – 6), -5 (7 – 9), Incapacitated (10 – 12), Dead (13+)

Abilities
 Area Lore: Black Forest  2    clearings
 Area Lore: Swabia        3    nesting sites
 Athletics                4    flying
 Auram Resistance         3    lightning
 Awareness                4    food
 Brawl                    4    claws
 Folk Ken                 1    magi
 Hunt                     4    prey
 Language: Gothic         1    ritual
 Language: High German    4    Swabian
 Language: Latin          2    Hermetic
 Magic Lore               3    Black Forest
 Stealth                  1    while flying
 Survival                 3    steppes

Powers
Clouds of Rain and Thunder
  5 points, Init 0, Auram
  R: Sight, D: Conc, T: Group
   Creates a small but severe rainstorm, including lightning and winds. The storm gathers and
breaks in a few seconds as Aquilaes concentrates, and dissipates with similar speed when she
stops doing so.
  CrAu 25 effect (Base 3, +3 Sight, +1 Conc, +2 Group)
  Lesser Power (25 levels)

Winds of Protection
  0 points, Init +3, Auram
  R: Per, D: Diam, T: Ind
   Surrounds you with winds that circle at great speed. Since the wind picks up dust and other
small, loose objects, you may be obscured. Anyone standing near enough to attack you with a
hand weapon must make a Size stress roll of 9+ at the beginning of each round or be blown
back. Melee Attack rolls against you are at -3, and missile or thrown attacks are at -9.
  CrAu 15 effect (Base 3, +1 Diam, +2 unnatural, +1 Rego effect)
  Personal Power (15 levels, cost -2)

Natural Weapons
  Beak: Init 0, Attack +3, Defense +1, Damage +1
  Talons: Init 0, Attack +5, Defense +3, Damage +4
Shadowsmith
player, 10 posts
Wed 31 May 2017
at 20:33
  • msg #5

Meet the Magi

In reply to zylphyr (msg # 2):

For Zylphyr ex Miscellanea you might want to pick up Subtle Magic as well as Quiet Magic (x2). Of course with Flawless Magic, you have Mastery 1 for free with all of your known spells, so could simply take the Still Casting Mastery option for the same result.

His Characteristics total cost is 5 points. He should have 7. I would recommend raising his Stamina from -1 to +1.

Your Abilities and Arts seem way off for a wizard right after gauntlet. But given your very different setting, I'm sure there are some house rules in play.
Shadowsmith
player, 11 posts
Fri 2 Jun 2017
at 02:25
  • msg #6

Re: Meet the Magi

ColinBeck:
For my first character concept, I've had a good concept for a while but am utterly lost with actually making her.

I want a large, motherly woman, possibly slightly older, of House Bjornaer. Specializing in Animal and Herba, her heartbeast is a bear and she spends her time helping out the regular people of the covenant. Her laboratory is a grove with living trees woven into the furniture and tables, and she keeps tabs on the forest nearby, conversing with the animals.

Can anyone help me? Not necessarily holding my hand through the process but a general idea of what's a good distribution of experience and stats. I'm thinking higher stamina and presence than usual, and then just whatever's useful for stats, and then no clue for skills.

Given your description, I would suggest Animal Ken and Gentle Gift for Virtues. Combine that with a good Presence and Communication and you're well on your way.

For Characteristics, I could see starting with something like this; Int +1, Per 0, Pre +2, Com +2, Str 0, Sta +3, Dex 0, Qik 0. That would require Improved Characteristics (x2) as part of your Virtues. You could take penalties to reduce the need for Improved Characteristics. If you go that route, I recommend penalties to Perception and/or Quickness. A penalty to Strength would weaken your Bear form as well.

Abilities that would be important for such a character include; Animal Ken, Animal Handling, Awareness, Charm, Etiquette, Folk Ken, Heartbeast, Intrigue, and Survival. If you want to be a healer, Chirurgy, Medicine, and Profession: Apothecary could all be useful - or you could rely on magic.

For your Arts, I would recommend solid scores in Creo and Rego along with your Animal and Herbam. I strongly suggest Affinity and/or Puissant with a couple of your Arts. Given your description, I would take Affinity with both Animal and Herbam. If you can combine that with Puissant Creo and Rego, you would have two good Techniques and two good Forms giving you a lot of flexibility.

Does this help?
ColinBeck
player, 6 posts
Sat 3 Jun 2017
at 16:22
  • msg #7

Re: Meet the Magi

Yeah! Thank you!
Shadowsmith
player, 23 posts
Fri 9 Feb 2018
at 23:53
  • msg #8

Re: Meet the Magi

Another wizard concept that's been bouncing around in my head:

Major was born in Southern Italy near Salerno. His father was a soldier who died before Major was born. His mother was a healer. As Major grew up his mother taught him her craft. When he was 11, he was helping his mother with a disease outbreak in a nearby village. Major fell victim to the disease and was on his deathbed. The local priest performed Extreme Unction.

The next day, Major's fever broke and he survived the disease. A traveling maga recognized the boy's Gift and took him as her apprentice. His personality is a stark contrast from his Gift. He is a kind and compassionate man who is very cautious and organized. While he likes people he has difficulty with crowds.

Major of Flambeau
  The School of Apromor
  Familiar: None yet
  Parens: Caprice of Flambeau
  Covenant:

Characteristics:                          Size: 0                  Age: 27 (27)
 Int +2   Str -1   Pre -2   Dex  0        Confidence: 1 (3)        Decrepitude: 0
 Per +1   Sta +2   Com +2   Qik +1        Warping Score: 0 (0)

Virtues: Flawless Magic, Affinity with Perdo, Cautious Sorcerer, Enduring Constitution, Fast
  Caster, Minor Magical Focus (death), Puissant Corpus, Puissant Perdo1, Skilled Parens,
  Hermetic Magus, The Gift
Flaws: Favors, Twilight Prone, Ability Block (Martial), Compassionate, Temperate, Viaticarus
    1 House Flambeau Virtue
Personality Traits: Compassionate +3, Gregarious -2, Organized +3

Combat
  Dagger     Init +1    Attack  +4    Defense +3    Damage  +2
  Dodge      Init +1    Attack n/a    Defense +2    Damage n/a
Soak: +2 (Stamina)
Fatigue levels: OK, 0, 0, -2, -4, Unconscious
Wound Penalties: -1 (1 – 5), -3 (6 – 10), -5 (11 – 15), Incapacitated (16 – 20), Dead (21+)

Abilities
 Area/Organization Lores:
   Order of Hermes  1       history
   Salerno          1       legends
 Artes Liberales    1       grammar
 Athletics          1       endurance
 Awareness          2       searching
 Brawl              1       dagger
 Chirurgy           4       first aid
 Code of Hermes     1       apprentices
 Etiquette          2       magi
 Finesse            1       Corpus
 Folk Ken           2       magi
 Infernal Lore      1       undead
 Languages:
   Greek            2       medical terms
   Italian          5       medical terms
   Latin            4       Hermetic use
 Leadership         2       intimidation
 Magic Theory       3       inventing spells
 Medicine           2       anatomy
 Parma Magica       1       Mentum
 Penetration        1       Corpus
 Stealth            1       sneak

Hermetic Arts
  Techniques: Cr 3, In 0, Mu 0, Pe 12+3, Re 6
  Forms: An 1, Aq 0, Au 0, Co 11+3, He 1, Ig 1, Im 0, Me 0, Te 1, Vi 1
Casting Sigil: Colors fade toward grey.

Equipment: Dagger, wizardly robes

Encumbrance: 0 (Load 0; Burden 0)

Arcane Connections

Resources

Spells Known     F Minor Magical Focus (death) applies

 Bind Wound (CrCo 10) +20
   Mastery 1; Quiet Casting
 Purification of the Festering Wounds (CrCo 20) +20
   Mastery 1; Quiet Casting
 Revealed Flaws of Mortal Flesh (InCo 10) +17
   Mastery 1; Quiet Casting
 Dust to Dust (PeCo 15) +33
   Mastery 2; Penetration, Quick Casting +1
 Bane of the Decrepit Body (PeCo 25) +32
   Mastery 1; Penetration
 Clenching Grasp of the Crushed Heart (PeCo 40) +47F
   Mastery 2; Penetration, Quick Casting +1
 Lifting the Dangling Puppet (ReCo 15) +23
   Mastery 1; Penetration
 Wizard's Leap (ReCo 15) +24 (+11 if he includes his equipment)
   Mastery 2; Still Casting, Quiet Casting
This message was last edited by the player at 06:09, Wed 28 Feb 2018.
Shadowsmith
player, 24 posts
Wed 28 Feb 2018
at 05:53
  • msg #9

Re: Meet the Magi

And here's a House Marinita magus. I've never been interested in playing a magus of this house, but this one tempts me.

Born on a small island in the Aegean Sea, Aéras was a sailor on a small family cargo and fishing boat. Despite the negative effects of his Gift, he is remarkably optimistic, cheerful, and proud. He learned the basics of faerie charm magic from his mother and made good use of it protecting his father's boat.

At twenty, Aéras encountered a maga who recognized his Gift. She offered him a chance to learn magic and he jumped at it. Now fresh out of Gauntlet, he is looking to make his mark on the World.

Aéras of Merinita
  Familiar: None yet
  Parens: Rufina of Merintia
  Covenant:

Characteristics:                          Size: 0                  Age: 35 (30)
 Int +1   Str +1   Pre +2   Dex  0        Confidence: 1 (3)        Decrepitude: 0
 Per +1   Sta +2   Com  0   Qik +1        Warping Score: 0 (0)

Virtues: Mythic Blood (Zeus), Strong Faerie Blood (Zeus), Affinity with Auram, Affinity with
  Creo, Deft Aurum, Faerie Magic1, Improved Characteristics, Minor Magical Focus (Lightning)2,
  Second Sight3, Hermetic Magus, The Gift
Flaws: Optimistic (major), Faerie Heritage, Waster of Vis, Carefree, Proud2
    1 House Merinita
    2 Mythic Blood (Zeus)
    3 Strong Faerie Blood (Zeus)
Personality Traits: Brave +2, Cheerful +3, Optimistic +5, Reliable -2
Sympathy Traits: Thunder & Lightning +3
Reputation:

Combat
  Dagger     Init +1    Attack  +4    Defense +3    Damage  +4
  Dodge      Init +1    Attack n/a    Defense +4    Damage n/a
Soak: +2 (Stamina)
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1 – 5), -3 (6 – 10), -5 (11 – 15), Incapacitated (16 – 20), Dead (21+)

Abilities
 Area/Organization Lores:
   Aegean Sea          2       islands
   House Merinita      1       initiating self
   Order of Hermes     1       history
 Artes Liberales       1       astronomy
 Athletics             2       climbing
 Awareness             2       keen vision
 Brawl                 2       dodge
 Carouse               1       drinking songs
 Concentration         1       spell concentration
 Etiquette             1       faeries
 Faerie Lore           3       Greek gods
 Finesse               1       Aurum
 Folk Ken              2       sailors
 Languages:
   Greek               5       sailing terms
   Latin               4       Hermetic use
 Leadership            2       sailors
 Magic Theory          3       inventing spells
 Music                 3       sing
 Parma Magica          1       Aurum
 Penetration           1       Aurum
 Profession: Sailor    3       rough weather
 Second Sight          3       faeries
 Stealth               1       shipboard
 Survival              1       at sea
 Swim                  2       rough water

Hermetic Arts
  Techniques: Cr 11, In 0, Mu 0, Pe 0, Re 5
  Forms: An 0, Aq 0, Au 11, Co 3, He 0, Ig 0, Im 3, Me 0, Te 0, Vi 0
Casting Sigil: Thunder and Lightning

Equipment: Dagger, wizardly robes

Encumbrance: 0 (Load 0; Burden 0)

Arcane Connections

Resources

Powers
 Aegis of Winds
   0 points, Init +1, Aurum
   By uttering a few words, Aéras surrounds himself with winds that circle at great speed.
 Since the wind picks up dust and other small, loose objects, he may be obscured. Anyone
 standing near enough to attack him with a hand weapon must make a Size stress roll of 9+ at
 the beginning of each round or be blown back. Melee Attack rolls against him are at -3, and
 missile or thrown attacks are at -9. The winds remain until Aéras decides to dismiss it.
   (Cr(Re)Au 25; R: Touch, D: Conc, T: Ind; Base 3, +1 Touch, +1 Concentration, +2 unnatural,
 +1 Rego effect; +5 the power maintains concentration)

Spells Known     F Minor Magical Focus (Lightning) applies
 Chamber of Spring Breezes (CrAu 5) +24
 Jupiter's Resounding Blow (CrAu 10) +24
 Wreaths of Foul Smoke (CrAu 10) +24
 Charge of the Angry Winds (CrAu 15) +24
 Clouds of Rain and Thunder (CrAu 25) +24
 The Incantation of Lightning (CrAu 35) +37F
   Mastery 2; Magic Resistance, Penetration

 Rise of the Feathery Body (ReCo 10) +10

 Wizard's Sidestep (ReIm 10) +10
Shadowsmith
player, 26 posts
Sat 3 Mar 2018
at 05:02
  • msg #10

Re: Meet the Magi

Born in Egypt, young Asten received a good education in a mosque. His early focus on the Qur'an was leading him to become an expert in Islamic Law. A chance encounter with his future master changed his life forever.

During his apprenticeship, his master arranged for Asten to spend a couple of years in study in St. Gall monastic school. While this allowed Asten to further his education, it failed to convert him to Christianity.

Asten of Bonisagus
  Familiar: None yet
  Parens:
  Covenant:

Characteristics:                          Size: 0                  Age: 30 (30)
 Int +3   Str -1   Pre  0   Dex  0        Confidence: 1 (3)        Decrepitude: 0
 Per -1   Sta +1   Com +1   Qik +1        Warping Score: 0 (0)

Virtues: Essential Virtue (major), Affinity with Magic Theory, Baccalaureus, Educated
  (Islamic), Good Teacher, Inventive Genius, Puissant Magic Theory1, Puissant Parma Magica,
  Skilled Parens, Hermetic Magus, The Gift
Flaws: Driven (major), Outsider (Saracen), Weak Spontaneous Magic, Mentor
    1 House Bonisagus
Personality Traits: Curious +2, Driven +6, Organized +2, Pious +1
Essential Trait: Strong Writer +6 (Communication)
Reputation: Saracen 3

Combat
  Dagger     Init +1    Attack  +3    Defense +2    Damage  +2
  Dodge      Init +1    Attack n/a    Defense +3    Damage n/a
Soak: +1 (Stamina)
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1 – 5), -3 (6 – 10), -5 (11 – 15), Incapacitated (16 – 20), Dead (21+)

Abilities
 Area/Organization Lores:
   Durenmar          2       famous magi
   Egypt             2       legends
   Order of Hermes   1       House Bonisagus
   Persia            1       legends
   St. Gall          1       history
 Artes Liberales     4       arithmetic
 Awareness           1       searching
 Brawl               1       dodge
 Charm               1       first impressions
 Code of Hermes      2       mundane relations
 Concentration       1       spell concentration
 Etiquette           2       magi
 Folk Ken            2       clergy
 Infernal Lore       1       demons
 Intrigue            1       gossip
 Islamic Law         2       Qur'an
 Languages:
   Arabic            5       Egyptian
   Classical Greek   4       poetry
   Latin             5       Hermetic use
   Parsi             4       Persian
 Magic Lore          1       Magical creatures
 Magic Theory        5+2     inventing spells
 Parma Magica        1+2     Vim
 Penetration         1       Vim
 Philosophiae        2       moral philosophy
 Profession: Scribe  2       Hermetic texts
 Survival            2       deserts
 Teaching            1       Qur'an
 Theology            1       biblical knowledge
 Theology: Islam     1       Qur'an

Hermetic Arts
  Techniques: Cr 3, In 2, Mu 3, Pe 5, Re 5
  Forms: An 2, Aq 0, Au 0, Co 5, He 1, Ig 1, Im 3, Me 1, Te 1, Vi 11
Casting Sigil:

Equipment: Dagger, wizardly robes

Encumbrance: 0 (Load 0; Burden 0)

Arcane Connections

Resources

Spells Known

 Doublet of Impenetrable Silk (MuAn 15) +6

 Bind Wound (CrCo 10) +9
 The Wound that Weeps (PeCo 15) +11
 Rise of the Feathery Body (ReCo 10) +11

 Pillum of Fire (CrIg 20) +6
   Mastery 1; Magic Resistance

 Aura of Ennobled Presence (MuIm 10) +7
 Wizard's Sidestep (ReIm 10) +9

 Demon's Eternal Oblivion (PeVi 5) +18
   Mastery 1; Penetration
 Circular Ward Against Demons (ReVi 25) +17
 Aegis of the Hearth (ReVi 30 ritual) +23 (includes Artes Liberales and Philosophiae)
This message was last edited by the player at 21:27, Sun 22 Apr 2018.
Shadowsmith
player, 29 posts
Wed 7 Mar 2018
at 03:01
  • msg #11

Re: Meet the Magi

And here is my take on a Tremere magus:

Evander of Tremere
  Familiar: None yet
  Parens:
  Covenant:

Characteristics:                          Size: -1                 Age: 30 (30)
 Int +2   Str -1   Pre +2   Dex  0        Confidence: 1 (3)        Decrepitude: 0
 Per +1   Sta +2   Com  0   Qik +1        Warping Score: 0 (0)

Virtues: Affinity with Rego, Affinity with Terram, Cautious Sorcerer, Improved Characteristics,
  Minor Magical Focus (certamen)1, Premonitions, Puissant Corpus, Puissant Muto, Puissant Parma
  Magica, Skilled Parens, Unaging, Hermetic Magus, The Gift
Flaws: Difficult Longevity Ritual, Driven (major), Infamous Master, Small Frame, Temperate,
  Visions
    1 House Tremere
Personality Traits: Brave +2, Driven +6, Orderly +3, Temperate +3
Reputation:

Combat
  Dagger     Init +1    Attack  +2    Defense +1    Damage  +2
  Dodge      Init +1    Attack n/a    Defense +1    Damage n/a
  Staff      Init +3    Attack  +3    Defense +4    Damage  +1
Soak: +2 (Stamina)
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties:
     Size -1: -1 (1 – 4), -3 (5 –  8), -5 ( 9 – 12), Incapacitated (13 – 16), Dead (17+)
     Size +1: -1 (1 – 6), -3 (7 – 12), -5 (13 – 18), Incapacitated (19 – 24), Dead (25+)

Abilities
 Area/Organization Lore:
   Black Forest        1       legends
   Durenmar            2       legends
   Order of Hermes     1       House Tremere
 Artes Liberales       1       Ritual magic
 Athletics             1       grace
 Awareness             2       searching
 Brawl                 1       dodge
 Charm                 1       women
 Concentration         1       spell concentration
 Etiquette             2       magi
 Faerie Lore           1       faerie forests
 Finesse               2       certamen
 Folk Ken              1       women
 Great Weapon          2       staff
 Intrigue              2       alliances
 Language:
   High German         5       storytelling
   Latin               4       Hermetic use
   West Slavonic       3       Slovak
 Leadership            1       inspiration
 Magic Theory          3       inventing spells
 Parma Magica          1+2     Ignem
 Penetration           1       certamen
 Philosophiae          1       Ritual magic
 Premonitions          3       threats to House Tremere
 Profession: Scribe    2       Hermetic texts
 Stealth               1       forest
 Survival              2       forest

Hermetic Arts
  Techniques: Cr 0, In 0, Mu 7+3, Pe 0, Re 11
  Forms: An 1, Aq 0, Au 0, Co 7+3, He 1, Ig 3, Im 1, Me 1, Te 11, Vi 3
Casting Sigil:

Equipment: Dagger, staff, wizardly robes

Encumbrance: 1 (Load 1; Burden 2)

Arcane Connections

Resources

Spells Known

 Doublet of Impenetrable Silk (MuAn 15) +13

 Bind Wound (CrCo 10) +12
 Eyes of the Cat (MuCo 5) +13
 Evendur Made Ready for War (MuCo 10) +22 (+13 including his equipment)
 Wizard's Leap (ReCo 15) +23 (+14 if he includes his equipment)

 Aura of Ennobled Presence (MuIm 10) +13
 Wizard's Sidestep (ReIm 10) +14

 The Crystal Dart (Mu(Re)Te 10) +24
   Mastery 1; Penetration
 Hands of the Grasping Earth (Re(Mu)Te 15) +24
   Mastery 1; Penetration
 Crest of the Earth Wave (ReTe 20) +24
 Earth Shock (ReTe 30) +24

New Spells

 Evendur Made Ready for War
   MuCo 10
   R: Per, D: Diam, T: Ind
   Adds +2 to the caster's normal Size. Your clothing, armor, and weapons change in size in
 proportion. This change increases your Strength by 4 and reduces your Quickness by 2 and
 your wound range changes accordingly. Casting requisites of Animal, Herbam, and Terram are
 usually required to affect all of your equipment.
   (Base 4, +1 Diameter, +1 to increase equipment as well)
Shadowsmith
player, 36 posts
Wed 21 Mar 2018
at 04:34
  • msg #12

Re: Meet the Magi

Perhaps I should just make one for every House. Here is Guernicus.

Aequitas of Guernicus
  Familiar: None yet
  Parens: Consensa of Guernicus
  Covenant:

Characteristics:                          Size: 0                  Age: 27 (27)
 Int +2   Str -1   Pre  0   Dex -1        Confidence: 1 (3)        Decrepitude: 0
 Per +3   Sta +1   Com +1   Qik +1        Warping Score: 0 (0)

Virtues: Affinity with Intellego, Affinity with Vim, Clear Thinker, Deft Vim, Fast Caster,
  Hermetic Prestige1, Improved Characteristics, Minor Magical Focus (Unraveling Magic),
  Puissant Perdo, Side Effect (lying is hard), Skilled Parens, Hermetic Magus, The Gift
Flaws: Defecient Creo, Driven (major), Covenant Upbringing, Deleterious Circumstances (Sun
  duration after lying), Higher Purpose, Visions
    1 House Guernicus
Personality Traits: Honest +3, Fair +3, Organized +2, Unwavering +6
Reputation: Quaesitor (Hermetic) 3

Combat
  Dagger     Init +1    Attack  +3    Defense +2    Damage  +2
  Dodge      Init +1    Attack n/a    Defense +3    Damage n/a
Soak: +1 (Stamina)
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1 – 5), -3 (6 – 10), -5 (11 – 15), Incapacitated (16 – 20), Dead (21+)

Abilities
 Area/Organization Lores:
   Durenmar          2       legends
   Order of Hermes   1       legal cases
 Artes Liberales     1       logic
 Awareness           3       clues
 Brawl               1       dodging
 Charm               2       people you suspect
 Code of Hermes      2       high crimes
 Concentration       1       spells
 Etiquette           2       magi
 Finesse             1       Vim
 Folk Ken            3       liars
 Guile               2       concealing investigations
 Language:
   High German       5       questions
   Latin             4       Hermetic use
 Leadership          1       intimidation
 Magic Theory        3       inventing spells
 Parma Magica        1       Vim
 Penetration         1       Vim
 Profession: Scribe  2       Hermetic texts

Hermetic Arts
  Techniques: Cr 0, In 11, Mu 3, Pe 7+3, Re 3
  Forms: An 0, Aq 0, Au 0, Co 2, He 1, Ig 1, Im 5, Me 1, Te 1, Vi 11
Casting Sigil:

Equipment: Dagger, wizardly robes

Encumbrance: 0 (Load 0; Burden 0)

Arcane Connections

Resources

Spells Known     F Minor Magical Focus (Unraveling Magic) applies

 Eyes of the Eagle (InIm 25) +19
   Mastery 2; Acute Sense 2
 Aequitas' Noble Presence (MuIm 5) +9
   R: Per, D: Sun, T: Ind
 Personal Veil of Invisibility (PeIm 15) +16
   R: Per, D: Sun, T: Ind

 Shackle the Magi's Gift (PeVi 20) +23
   Mastery 1; Penetration
 Unraveling the Fabric of Ignem (PeVi 20) +33F
   Mastery 1; Fast Casting
 Unraveling the Fabric of Mentem (PeVi 20) +33F
   Mastery 1; Fast Casting
 Wind of Mundane Silence (PeVi 25) +32F
 Aegis of the Hearth (ReVi 20 ritual) +16 (includes Artes Liberales)

New Spells

 Shackle the Magi's Gift
   PeVi 20
   R: Touch, D: Conc, T: Ind
   Reduce the casting total for all magic cast by the target by 10 for the duration. If two
 or more such spells affect one target, only the highest has any effect: the penalties do not
 add. The spell must penetrate the target’s Magic Resistance in order to have any effect.
   (Base 10, +1 Touch, +1 Concentration)
Sir Swindle
player, 1 post
Tue 2 Apr 2019
at 10:43
  • msg #13

Re: Meet the Magi

This is the Merinita Magus that I have been playing in my IRL game.
He is a French nobleman whose family lands lie on the boarder of a faerie forest ruled over by Renard the Fox (who is clearly a mischievous faerie). He really hates Renard and leads raids into his lands whenever possible. He dreams of marching an army of hunters and hounds into the faerie forest and slaying them to the man.

He lives in a covenant called Dormus Petra on the Island of Berezan in the black sea, just east of the Crimean.

He is accompanied by Rouge the Giant (size +3) Douge de Bordeaux. A Hound of Virtue born into his family kennels.

Marquis du Jardin Renard filia Fachan of Merinita
Age: 30 (year 1227)
Characteristics:
  • Intelligence (INT): +2
  • Perception (PER): +0
  • Strength (STR): -1
  • Stamina (STA): +2
  • Presence (PRE): -1
  • Communication (COM): +2
  • Dexterity (DEX): +0
  • Quickness (QIK): +0
Arts:
  • Techniques:
    • Creo: 10
    • Intellego: 2
    • Muto: 13
    • Perdo: 2
    • Rego: 13
  • Forms:
    • Animal: 12
    • Aquam: 5
    • Aurum: 5
    • Corpus: 10
    • Herbem: 5
    • Ignum: 5
    • Imaginum: 2
    • Mentum: 10
    • Terram: 5
    • Vim: 5
Abilities:
  • Artes Liberales: 3 (Ritual Magic)
  • Athletics: 1 ()
  • Awareness: 2 ()
  • Bow: 2 ()
  • Classical Greek: 4 ()
  • Concentration: 1 ()
  • Etiquette: 1 ()
  • Faerie Lore: 2 ()
  • Finesse: 1 (Animal)
  • Folk Ken: 1 ()
  • French: 5 ()
  • French Lore*: 1 ()
  • Guile: 1 ()
  • Latin: 5 ()
  • Magic Theory: 3 (Inventing Spells)
  • Music: 1 ()
  • Parma Magica: 3 (Corpus)
  • Penetration: 1 (Animal)
  • Philosophiae: 3 (Ritual Magic)
  • Ride: 1 ()
  • Stealth: 1 ()
  • Survival: 1 ()
Virtues:
  • Faerie Magic  (Minor,Hermetic)
  • The Gift  (Special,Hermetic)
  • Major Magical Focus (Creaures beholden to me)  (Major,Hermetic)
  • Affinity With Muto  (Minor,Hermetic)
  • Affinity With Creo  (Minor,Hermetic)
  • Skilled Parens  (Minor,Hermetic)
  • Book Learner  (Minor,General)
  • Inoffensive To Animals  (Minor,Hermetic)
  • Privileged Upbringing  (Minor,General)
  • Magical Mount  (Minor,General)

Flaws:
  • Driven  (Major or Minor,Personality)
  • Infamous Master  (Minor,Hermetic)
  • Hatred  (Major or Minor,Personality)
  • Close Family Ties  (Minor,Story)
  • Warped Magic  (Minor,Hermetic)
  • Faerie Antipathy  (Major or Minor,Supernatural)
"[/quote]

This is him in 1234.
His Rouge has been his familiar for some time now and he completed an enchantment to make Rouge and all of his bloodline humaniform. The army of hound men is pretty small right now but we are working on it.

He has also been initiated into the Arcadian Travel Mystery.

He has two sons at this point. One true born son and one that was sired by a demon posing as the Marquis before he learned good teleport spells and could return to France regularly. He has 3 scars from crossbow bolts in his torso from the adventure to root out that particular demon.

Currently his covenant is gearing up to fight a war with the Gruagachan, who have infiltrated the Kievan Rus royal family.

"[size=150]Marquis du Jardin Renard filia Fachan of Merinita[/size]
Age: 30 (year 1233)
[size=120]Characteristics:[/size]
  • Intelligence (INT): +2
  • Perception (PER): +0
  • Strength (STR): -1
  • Stamina (STA): +2
  • Presence (PRE): -1
  • Communication (COM): +2
  • Dexterity (DEX): +0
  • Quickness (QIK): +0
[size=120]Arts:[/size]
  • Techniques:
    • Creo: 10
    • Intellego: 2
    • Muto: 13
    • Perdo: 2
    • Rego: 13
  • Forms:
    • Animal: 13
    • Aquam: 5
    • Aurum: 5
    • Corpus: 11
    • Herbem: 5
    • Ignum: 5
    • Imaginum: 2
    • Mentum: 14
    • Terram: 5
    • Vim: 7
[size=120]Abilities:[/size]
  • Artes Liberales: 3 (Ritual Magic)
  • Bargain: 2 ()
  • Bow: 2 ()
  • Classical Greek: 4 ()
  • Concentration: 1 ()
  • Etiquette: 1 (Nobility)
  • Faerie Lore: 2 ()
  • Finesse: 1 (Animal)
  • Folk Ken: 1 ()
  • French: 5 ()
  • French Lore*: 1 ()
  • Guile: 1 ()
  • Latin: 5 ()
  • Magic Theory: 4 (Inventing Spells)
  • Merinita Lore: 3 ()
  • Music: 1 ()
  • Parma Magica: 3 (Corpus)
  • Penetration: 1 (Animal)
  • Philosophiae: 3 (Ritual Magic)
  • Ride: 1 ()
  • Stealth: 1 ()
  • Survival: 1 ()
Virtues:
  • Faerie Magic  (Minor,Hermetic)
  • The Gift  (Special,Hermetic)
  • Major Magical Focus (Familiars)  (Major,Hermetic)
  • Affinity With Muto  (Minor,Hermetic)
  • Affinity With Creo  (Minor,Hermetic)
  • Skilled Parens  (Minor,Hermetic)
  • Book Learner  (Minor,General)
  • Inoffensive To Animals  (Minor,Hermetic)
  • Privileged Upbringing  (Minor,General)
  • Magical Mount  (Minor,General)

Flaws:
  • Driven  (Major or Minor,Personality)
  • Infamous Master  (Minor,Hermetic)
  • Hatred  (Major or Minor,Personality)
  • Close Family Ties  (Minor,Story)
  • Warped Magic  (Minor,Hermetic)
  • Faerie Antipathy  (Major or Minor,Supernatural)
"
Arkyn
player, 1 post
Mon 20 Feb 2023
at 21:14
  • msg #14

Re: Meet the Magi

Apologies if this is not the right place.  I'm fmailiar with AM - but not with versions after 3...

And I am in need of help making a character.  Is this the place?  If not, please delete & lmk?
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