Character Sheets

[strike]Post your finalized and approved Magus and Companion character sheets in this thread. I will post links to the sheets in this post to make it easier to find (unless, like me, you bookmark everyone's character sheets).[/strike] This thread is locked as of 27 December 2012. All character sheets will be maintained, kept, updated, etc, on the Referata wiki.

[u]Magi[/u]

Plus, we have the established npcs: Drystan (a nature Merinita who is something of a Wilderist), Eilid (a Bjornaer who fears she may be stuck in human form), and Doineann (the ex Misc weather witch).

[u]Companions[/u]

  • Nevin Mac-an-Toisich, the local lord with a very bad reputation. (qcipher)
  • Ysebrand, a failed apprentice with an unusual appetite (Jonathan.Link).

[u]Grogs[/u]

Daughter of an Orcadian fisherman and his sealwife, Iolaire was discovered by Corvus Bjornaeris, and she served her apprenticeship at Voluntas in Stonehenge. Craving intelligent companionship but painfully shy, Maga Halie forged lasting friendships with the magical beasts who inhabited the covenant, while pursuing the study of Intellego.

When the previous Bjornaer Quaesitor passed into Final Twilight, House Guernicus found itself in a quandary as to appointing a successor. Corvus was the only Bjornaer magus whose studies were suitable for Quaesitorial duty, but he had many enemies and was under too much scrutiny for suspected scrying. The Bjornaer consider a catullus as a full mage once they have initiated the Heartbeast, so Iolaire was technically a suitable choice, despite having only been an apprentice for eleven years. Thus the Guernici made the difficult decision of giving the appointment to the girl Iolaire, who subsequently took the name Halie and reported to Magvillus.

Halie has just completed her Quaesitorial training and has been appointed to Loch Leglean. Insula Canaria's recent troubles spared her from residing at Horsingas, for which she is incredibly grateful. She has her turb of magical and mundane beasts in tow, and is optimistic and enthusiastic about her new life.

(Advanced through Winter 1222)
Size: 0
Age: 36 (20), Height: 5'5", Weight: 140 lbs, Gender: Female
Decrepitude 0
Warping 0 (0)
Confidence 1 (6)
Soak: 1
Wizard's Sigil: The sea. Can manifest as the sound of crashing waves, or the smell or taste of saltwater.
Appearance: Thin but wiry, with straight blond hair down to her waist. She has an shy but easy smile, and bright golden eyes. She has a tendency to walk about in the buff-- a quirk she inherited from her parens. Even when she does wear clothes, however, she is always barefoot.

Personality Traits: Compassionate +2, Trusting -2, Gryffindor +3
Reputations: Quaesitor in Good Standing +3
Faerie Sympathy Traits: Beasts +3, Summer -1

Characteristics:
Int +1 (Clever), Per +3 (Shrewd)
Pre +1 (Approachable), Com +1 (Eloquent)
Str -3 (Feminine), Sta +2 (Hale)
Dex 0, Qik +1 (Alert)

Virtues: The Gift*, Hermetic Maga*, Heartbeast: Erne (Sea Eagle), Gentle Gift, Strong Selkie Blood, Second Sight, Affinity/Puissant Intellego, Unbound Tongue, Subtle Magic, Chimaeric Heartbeast*, Theriomorphy*
Flaws: Waster of Vis, Proud (major), True Love: Athenus, Deficient Ignem, Faerie Antipathy*, Disfigured: golden eyes and padded feet*

Abilities:
Artes Liberales (rhetoric) 1 (5)
Awareness (Alertness) 2 (15)
Bargain (magi) 1 (5)
Concentration (spells) 1 (5)
Finesse (Auram) 1 (5)
Folk Ken (magi) 2 (15)
Gaelic (scots) 1 (5)
Heartbeast (Erne) 3 (25)
Intrigue (negotiations) 1 (5)
Language: West Norse (Orkney) 5 (-)
Language: Latin (legal terminology) 4 (50)
Leadership (magical beasts) 2 (15)
Lex Hermei (low crimes) 3 (30)
Magic Theory (Intellego) 3 (30)
Order of Hermes Lore (history) 2 (15)
Parma Magica (Mentem) 3 (30)
Penetration (Intellego) 1 (5)
Philosophiae (ceremonial casting) 1 (5)
Second Sight (regiones) 2 (10)
Swim (fast currents) 1 (5) (+1 Selkie)

Arts:
[table][tr][td]Cr 5 (15)[/td][td]In 15+3 (82)[/td][td]Mu 5 (15)[/td][td]Pe 10 (55)[/td][td]Re 5 (15)[/td][/tr]
[tr][td]An 10 (55)[/td][td]Aq 2 (3)[/td][td]Au 4 (10)[/td][td]Co 5 (15)[/td][td]He 2 (3)[/td][/tr]
[tr][td]Ig 0 (0)[/td][td]Im 8 (36)[/td][td]Me 10 (55)[/td][td]Te 5 (15)[/td][td]Vi 15 (120)[/td][/tr][/table]

Spells:
Form of the Choleric Heartbeast (MuAn20) +17
Ear for Distant Voices (InIm20) +28
Aura of Ennobled Presence (MuIm10) +15
Ear of Truth (InMe 30) +32 (Mastery 2: Acute Sense x2)
Aura of Rightful Authority (ReMe 20) +17
Impression of the Faded Sigil (InVi 30) +33
Unseen Arm (ReTe5) +12
Demon's Eternal Oblivion (PeVi 5) +25
Faerie's Eternal Oblivion (PeVi 5) +25
Dragon's Eternal Oblivion (PeVi 5) +25

Talisman: Amethyst and silver necklace
Capacity: 30
Bitter Taste of Betrayal, 3x/day

The Quaesitor's Shackle (diamond bracelet: invested item, capacity: 15/20)
"Leap of Homecoming" ReCoAn45, Group/Touch/Mom, 24x/day (5 pawns)
"The Summoning Bell," (the chime of a bell, whenever Halie is summoned to Magvillus), CrIm10 (base 1, T:Ind, R:+5 AC, D:Mom) 6/day. (2 pawns)
"In Case of Emergency Break Diamond" (item can be destroyed by the Guernicus Primus), PeTe30 (base 5, T:Ind, R:+5 AC, D:Mom) 1/day. (3 pawns)
"Perceive the Change" InAn14 (constant) (2 pawns) i[/i]
"Harness the Errant Bjornaer" MuTeAn15 (Base10 to turn gemstone into something "highly unnatural", T:Ind, R:Per, D:+1 Conc; item maintains concentration, linked trigger to PtC) (3 pawns) i[/i]

Et Nunc Reges Intelligite Erudimini Qui Judicatis Terram by Quaesitor Eule doctrinae Bjornaeris. Intellego summa, Q20, L15. i[/i]
Size +1 Laboratory, Flawless Equipment. i[/i]
Skull from a Wise Owl of the Forest. i[/i]
10 pawns Intellego vis i[/i]

Heartbeast Form: Erne
Size: -2
Int +1, Per +3, Str -3, Sta +2, Pre +1, Com +1, Dex +1, Qik +3
Dodge: Init +3, Def +3
Beak or Talon: Init +10, Atk +6, Def +12, Dam -2
Soak: -1
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Levels: Light (1-3), Medium (4-6), Heavy (7-9), Incapacitating (10-12), Dead (13+)
Virtues/Flaws: Keen Vision, Lesser Immunity: Blindness, Piercing Gaze, Proud (major).
Abilities: Brawl 2 (claws), Survival 3 (islands), Awareness 4 (fish), Athletics 3 (flying), Hunt 4 (fish)
Qualities: Extra Natural Weapons (claws), Fast Flyer, Keen Vision, Pursuit Predator.

Inner Heartbeast: [url=http://www.sketchheroes.com/file/pic/user/Griffin.jpg]Gryphon[/url]
A great eagle-headed golden lioness, with huge golden brown feathered wings and a long golden tufted tail.
Characteristics: Int +1, Per +3, Pre +1, Com +2, Str +3, Sta +3, Dex +2, Qik +3
Size: +2
Virtues and Flaws: Lesser Immunity: Blindness, Ferocity (self-defense), Keen Vision, Piercing Gaze, Proud (major), Puissant Brawl, Tough, Weakness (submission)
Qualities: Fast Flyer, Keen Vision, Pursuit Predator, Aggressive, Good Jumper, Hardy, Imposing Appearance, Large Claws, Tough Hide, Vocal
Personality Traits: Brave +5, Fierce +5
Combat:
Claws: Init +3, Attack +15, Defense +14, Damage +7
Beak: Init: +10, Attack +7, Defense +12, Damage +1
Soak: +8
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious Wound Penalties: -1 (1-7), -3 (8-14), -5 (15-21), Incapacitated (22-28), Dead (29+)
Abilities: Athletics 5 (Flight), Awareness 4 (Sight), Brawl 5 (claws), Hunt 4 (deer), Music 3 (battle hymns), Stealth 4 (stalking), Survival 5 (islands)

Siobhan started her training a little later in life than most. She born to a family of Irish rebels and theives praying upon and fighting the viking rule of Dublin until the English freed the city from the Vikings. After that point, they weren't so much rebels but loved the roguish life and stealing and smuggling was easier than trying to find more law abiding trades. They plied the coast between ireland, england and scotland while most lived near dublin, there were always a several groups on the road roaming.

Siobhan grew up to know the darker areas of dublin, picking pockets, keeping watch. She was more often used as watcher or distraction as her gift made people uneasy and more noticable. PEople would watch the odd one and distrust her and this would free up siblings and cousins to grab pouches, slit purses and such. This almost worked until the day when siobhan was eleven when they decided that the strange scholar was a perfect target. He was more than happy to lose a few coins in a pouch to get his hands on Siobhan as he recognized the oddness and chose to claim her. The family tried a few rescue missions until the mage got it through their heads that she was better off and going to have great power and that his silver was better for them as he paid them for information, stolen goods that fit his need and otherwise benefitted the clan.

This of course meant that Siobhan kept contact with family strongly since mages were great places to fence stolen goods and when she completed her gauntlet, she was more than happy to read a few minds and pass tidbits to the family for heists. Once a thief, always a thief. She is thick as thieves with them and can call on them for a few favors and they don't hesitate to occassionally all on her. Especially when one of them is caught. She gets them out and makes the jailors forget that they were in there (or think they were released to punishment).
[hr][/hr]

Name: Siobhan Filia Paitric scholae Bonisagi
Characteristics: Int +3 Per +0 Pre +1 Com +0
Str -2 Sta +2 Dex +0 Qik +0

Size: 0

Age: 36 (34, +14 longevity potion)

Height: $'10”, Weight: 93 lbs, Gender: Female

Decrepitude: 0 (0)

Warping Score: 0 (2)

Confidence: 1 (3)

Virtues:
Gift(Free)
Hermetic Magus(Free)
Pussiant Skill(Magic Theory, Free)
Skilled Paren(Minor)
Art Affinity(Mentem, Minor)
Pussiant Art(Mentem, Minor)
Quiet Magic x2(Minor)
Subtle Magic(Minor)
Flexible Formulaic Magic(Major)
Inventive Genius(Minor)
True Friend (Banrion, familiar)

Flaws
Ambitious(Major)
Magic Addiction(Major)
Small Frame(Minor)
Weird Magic(Minor)
Close Family Ties(Minor)
Secretive(Minor)

Personality Traits: Manipulative 3, Subtle +2, Persistant +1, Brave -2, Loyal (Banrion) +3

Combat:
Dodge: Init 0, Attack N/A, Defense 3, Damage N/A
Punch: Init 0, Attack 1, Defense 1, Damage -2
Kick: Init -1, Attack 1, Defense 0, Damage 1

Soak: +2

Fatigue levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)

Abilities:
Gaelic 5 (Among thieves)
Athletics 2 (Running)
Brawl 1 (Dodge)
Folk Ken 2 (Thieves)
Awareness 2 (Keeping Watch)
Area Lore (dublin) 1 (Underworld/criminals)
Legermain 3 (Picking Pockets)
Bargain 2 (Fencing)
Scottish 1 (Actiing Innocent)
Stealth 3 (Hiding)
Magic Theory 5+2 (Mentem)
Latin 5 (Hermetic Texts)
Artes Liberales 1 (Ceremonial Spells)
Parma Magica 3 (5, Mentem)
Concentration 4 (Resisting Addiction)
Finesse 1 (aiming spells)
Penetration 2 (mentem)
Leadership 1 (In the Lab)
Magic Lore 1 (Forest creatures)

Equipment: Grimoires, Clothing, Lockpicking tooks, lab texts, talisman

Talisman: copper and Electrum bracelet with a large celtic cross of Silver. Four gems are found at the four ends of the cross: At the top, a piece of Amber. On the left is found an quartz, on the right, rock crystal and at the bottom, amber.
Active Attunements: Invisibility +5, Clairvoyance +5
Power 1: Veil of invisible wizard (PeVi: 19, VEil of invisibility but Personal, concentration, item maintainces concentration, 24/day)

Encumbrance: 0

Sigil: Faint pine scent

Twilight Scars: None

Arts:
Cr 4 In 7 Mu 4 Pe 6 Re 9
An 1 Aq 0 Au 0 Co 7 He 0
Ig 0 Im 6 Me 17+3 Te 0 Vi 5

Familiar: Banrion: Tawny Owl (Bonds: Gold +3, Silver +1, Bronze +1)

Spells Known:
Aura of Ennobled Presence (MuIm 10) CT:12
Weight of a Thousand Hells (CrMe 25) CT:23
Posing the Silent Question (InMe 20) CT:26
Loss of But a Moment's Memory (PeMe 15) CT:25
Rewrite the Memories Lived (MuMe 20) CT:23
Wizard's Golden Key (ReTe 10) CT:11
Call to Slumber (ReMe 10) CT:28
Subtle Shift of the Heart (ReMe 10) CT:23
Sight of the hidden Vis (InVi 10) CT:14
Eyes for the Distant Room (InIm 20) CT:15
Opening the Intangible Tunnel (ReVi 20): 16
Sleep the distant group (ReMe 25) CT: 28

Rewrite the Memories Lived (MuMe 20)
R: Voice D:Moon T:Ind
Totally rewrite the memories that a person has of an event. The target is no more sure of this manufactured memory than of the authentic one, so he may discover strange fabrications to be false.

Wizard's Golden Key (ReTe 5)
R: Touch D:Mom T:Part
(base 1, +1 touch, +1 part, +2 metal)
(from City and Guild, it unlocks locks)

Subtle Shift of the Heart (ReMe 15)
R: Voice D: Mom T:Ind
This spell intensified or mutes the target's current emotions that like can become affection, hatred down to dislike.
(Base 5,+2 Voice)

Sight of the hidden Vis (InVi 10)
R: Per D:Dia T:Vision
Any vis within vision range glows slighly red to the caster's sight. This spell was created for use when hunting for vis sources by apprentices.
(base 1, +1 dia, +4 vision)

Eyes for the Distant Room (InIm 20)
R: Arc D:Conc T:Room
Same for Ear for Distant Voices but Sight as sense rather than hearing

Sleep the distant group
ReMe 25
R: sight, D: Mom, T: Group
A group of up to ten men become very sleepy and fall asleep within a few seconds.
(Base 4, +3 Sight, +2 group)

[hr][/hr]
Familiar: Banrion: Tawny Owl (Bonds: Gold +3, Silver +1, Bronze +1)
Might 17,
Characteristics: Int 2, Per 2, Pre 1, Com +1, Str -6, Sta +2, Dex +1, Quick +6
Size -4
Confidence 1 (3)
Virtues/FlawS: Magical Animal, Magical Champion, Wilderness sense, Improved characteristics x2, Gossip, Indiscreet, busybody, Nocturnal, True Friend (Siobhan ex Bonisagus)
Magical QUalities/inferiorities: Greater power, Gift of speech, Improved abilities x4, Minor Virtue: animal ken, Minor virtue Improved characteristics x2, Minor Virtue: Gift of Tongues, Minor virtue: keen eyes, Minor virtue: unaffected by the gift, Susceptible to Deprevation
Personality: Loquacious* +6, Owl +3, Inquisitive +3
Combat: Claws: initiative +5, Attack +5, Defense +12, Damage -4
Soak: +2
Fatigue: Ok, 0, -1, -3, -5, Unconcious
Wounds: -1 (1), -3 (2), -5 (3), Incap (-4), dead (5+)
Abilities: Animal Ken 4 (forest animals), Scotland Lore 6 (woods), Athletics 5 (flying), Awareness 4 (rodents), Bargain 3 (small talk), Brawl 2 (dodging), Charm 3 (inspiring confidence), Faerie lore 4 (vis sources), Folk Ken 3 (travellers), Hunt 2 (rodents), Magic Lore 4 (regiones), Penetration 2 (animal), Survival 3 (woods), Wilderness sense 3 (find prey)
Power: Immobize Prey: 0 points, init +6, Mentem or animal, Eye, conc, Ind (RoP: M p65)

Name: Aodhan Birth Name: Aodhan MacFhearghuis
House: Verditius Age: 30 Size: 0 Confidence: 1/4 Warping: -/- Decrepitude: 0/0 Gender: Male Year Born: 1191 Race/Nationality: Scottish Place of Origin: Loch Leglan Tribunal Religion: Christian Title/Profession: Magus Height: 5’7” Weight: 165 Hair: Brown Eyes: Brown Handedness: Right

Characteristics:
Int +5 Str +1 Pre 0 Dex +1
Per+1 Sta +2 Comm +1 Quick 0

Virtues:
Hermetic Magus Free
The Gift Free
Verditius Magic Free
Inventive Genius Minor
Puissant Craft Minor Smithing
Puissant Craft Minor Jeweler
Increased Characteristics x2 Minor
Great Characteristic x2 Minor
Method Caster Minor
Skilled Parens Minor
Puissant Magic Theory Minor

Flaws:
Difficult Spontaneous Magic Minor
Chaotic Magic Major
Tormenting Master Major
Infamous Master (Mystery of Himinis the Mad) Minor
Oversensitive (Slights against craftsmanship) Minor
Bound Casting Tools Minor

Skills:
Native Language: Scots Gaelic 5 (Crafting terms)
Folk Ken 2 (Craftsmen)
Awareness 2 (Flaws in craftsmanship)
Brawl 2 (Punch)
Artes Liberales: 1 (Geometry)
Latin: 4 (Hermetic usage)
Magic Theory: 5/3 (Enchanting Items) +2
Parma: 1 (Mentem)
Bargain 3 (Magic Items)
Leadership 2 (Craftsmen)
Craft: Jewelry 3+2 (Gem setting)
Craft: Blacksmithing 3+2/5 (Weapons)
Philosophiae 3 (Verditius Runes)
Verditian Cult Lore 3 (Acting as Mystagogue)
Finesse 3 (Crafting with Magic)
Order of Hermes Lore (Loch Leglan) 1/9

Personality Traits:
Perfectionist +1
Eccentric +2
Brave +1

Magic Sigil: The smell of iron

Voting Sigil: Right triangle, engraved with runes

Arts:
Cr 5/5 An 4 Ig 4
In 5/5 Aq 4 Im 4
Mu 5/5 Au 4 Me 4
Pe 5/5 Co 4 Te 4
Re 5/5 He 4 Vi 5/5

Spells
Scales of the Magical Weight InVi 5 (+14) Pan from a balance
Sense the Nature of Vis InVi 5 (+14) Jeweler’s lens
Gather the Essence of the Beast ReVi 15 (+14) Pliers
The Miner’s Keen Eye InTe 20 (+14) Miner’s hat with candle
Touch of Midas CrTe 20 (+14) Hammer for striking coins
The Spell of Wrought Iron ReTe 15 (+14) Smithing hammer
The Phantom Blacksmith ReTe 20 (+14) Smithing hammer
The Crystal Dart MuTe 10 (+14) A wand of ash
The Chirurgeon’s Healing Touch CrCo 20 (+14) A carved piece of Amber
Aura of Rightful Authority ReMe 20 (+14) A small carved scepter

XP Break down post Gauntlet, per year:
1: 30 xp on Cult Lore
2: 10 xp on Im, 10 xp on Aq, 10 xp on Au
3: 30 xp on Finesse
4: 10 xp on Cr, 10 xp on In, 10 xp on Mu
5: 10 xp on Pe, 10 xp on Re, 10 xp on Vi

[size=150]Magic Items:[/size]

Items made by Aodham in Years 6 and 7 past Gauntlet

Vulcan’s Anvil Season 1 open item for enchantment: Base Metal, Medium size 15 pawns. Magic Theory 4 (+2), -5 pawns for Craft. Magic Theory x2 = 8 + 2 for Puissant MT. Enchantment opened in Season 1.

ReTe Lab total: 5 Int + 6 MT + 3 Inventive Genius +3 Aura + 5 Craft + 4 Philosophaie + 2 (Max) Shape and Material bonus + 5 Rego + 4 Terram = 37

Vulcan’s Anvil Season 2The Phantom Blacksmith ReTe 20 Uses per day 24 total level 25 (Covenants page 51)
Lab Total: 42 (+5 for similar spell) 17 levels accumulated

Vulcan’s Anvil Season 3
Lab Total: 42 (+5 for similar spell) 17 levels accumulated, item effect completed 3 pawns of vis

Vulcan’s Anvil Season 4
Cleave the Hardest Stone: Allows the user to accurately cleave or cut gemstones, improving the jeweler’s craft and reducing the time.

ReTe Base 3 (control dirt in a very unnatural fashion) +2 for Gemstones, +2 for Precision Range: Touch +1 Duration: Momentary 0 Target: Individual 0 Total 20
Uses per day 24 +5
Total item effect 25
Lab Total 38 (+1 for similar TeFo in item already) First season 13 Levels

Vulcan’s Anvil Season 5 (year 7) Lab Total 38 Second season 13 Levels, Item effect finished 3 Pawns of vis

Year 7, Season 2 in lab

Traveler’s Comfortable Sleep: A bedroll that softens the rock and earth beneath it as soft as a feather bed. Lesser Enchanted Device
MuTe Base 3 R: Touch +1 Duration Sun +2 Target Individual 0 1 use per day
Total 10 1 pawn of Vis (lab total is 21 before Arts are even added)

Year 7 Season 3 in lab
Boots that Leave no Trace: While walking over mud, dirt, vegetation or snow, the wearer produces no footprints. It is not a constant effect, Aodham reckoned that perhaps sometimes (like when needing to lead a group or in case of rescue) it might be an advantage to leave footprints. In reality he just didn’t have enough of a lab total to make it as a lesser enchanted device if he gave it a constant effect.
ReTe Base 2 (move dirt in a slightly unnatural fashion) +2 for 2 Requisites R: Touch +1 Duration Sun +2 Target Individual 0 Base: 15 2 uses per day +1 Total effect level = 16
Lab Total 32 (21+5 Rego + 4 Terram +2 shape bonus for Boots [walking])
Lesser Enchanted Item 2 pawns of vis

Year 7 Season 4 in the lab
Hat of Duck Feathers: While wearing the hat the user makes a quack sound and receives protection from the rain and water much as a duck or goose, including his clothes and worn or carried possessions. Note, this is not a ward but actually mimics the duck’s ability to shed water, so water will touch the person but not get them wet.
MuCo Base 2 (Requisites Animal, Herbam, Terram) +2 Requisites (Animal is free per Eyes of the Cat) R: Touch +1 D: Sun +2 T: Individual 0
2 Uses per day +1 Total: 16
Lab Total: 32 (21 + 9 TeFo + hat with duck feather in brim [+2 shed water]) Lesser Enchanted Item 2 pawns of Vis.

[size=150]VIS[/size]
6 pawns vim

XP Spent: 6 on Order of Hermes Lore 5/9
XP SPent: 5 on Order of Hermes Lore 5/26
XP Spent: 41 on Magic Theory, 2 seasons of studying 'Arguing with one's Reflection', Quality 15, season with Tracto Q 11
XP Spent: 8 on Magic Theory, gained from a year of Exposure building his lab

Talia
Characteristics: Int +3, Per +3, Pre +1, Com +1, Str -3, Sta +2, Dex -2, Qik -1
Size: 0
Age: 35 (35), Height: 5'6'', Weight: 158 lbs, Gender: Female
Decrepitude: 0
Warping Score: 0 (0)
Confidence: 2 (5)
Virtues and Flaws: The Gift, Hermetic Magus, Self-Confident (Confidence: +1)*, Major Magical Focus (Ships and boats), Affinity with Creo, Puissant Creo, Method Caster (Formulaic Spells: +3) [Include in Casting Totals], Affinity with Magic Theory, Educated, Personal Vis Source (Herbam) [Location], Puissant Magic Theory, Deficient Form (Ignem), Weak Magic, Lecherous, Infamous Master, Enemies (Fengheld), Seeker
Reputations: Bumbler (Among magi) 3
Combat:
Dodge: Init: -1, Attack --, Defense -1, Damage --
Fist: Init: -1, Attack -2, Defense -1, Damage -3
Kick: Init: -2, Attack -2, Defense -2, Damage +0
Soak: +2
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: Italian 5, Arabic 3 (ports and nautical terms), Awareness 2 (at sea), Charm 1 (men), Folk Ken 1 (sailors), Sailor 2, Leadership 2 (sailors), Order of Hermes Lore 1, Code of Hermes 1, Carouse 2 (faking drunkenness), Latin 4 (hermetic terms), Artes Liberales 2 (astronomy), Parma Magica 2 (Terram), Magic Theory 1+2 (spells), Finesse 4 (Creo)
Arts: Cr 13+3, In 3, Mu 9, Pe 2, Re 2, An 0, Aq 2, Au 1, Co 0, He 10, Ig 14, Im 0, Me 0, Te 10, Vi 5
Equipment:
Encumbrance: 0 (0)
Spells Known:
Pilum of Fire (CrIg 20) +18
Break the Oncoming Wave (ReAq 10) +9
Hull of Unbreakable Iron (MuHe(Te) 30) +33. Change a plant or item made from plant products into metal or stone
Conjuration of the Seaworthy Cog (CrHe(Te) 45) +43
Charge of the Angry Winds (CrAu 15) +22
A Spell of Fair Wind (CrAu 10) +23. Creates a wind blowing in the direction indicated by the caster at the time of casting, intended to fill the sales of the ship.
The caster may change the direction later by concentrating.
The Expeditious Rigger (ReHe 15) +19. This spell quickly furls, unfurls or changes the rigging of the sails of a ship, without the invovlvment of the crew.
A successful furling, unfurling or change of rigging for the wind is acomplished on a Finesee + Perception Ease Factor of 9.
Creeping Oil (CrAq 15) +23
Transformation of the Thorny Staff (MuHe 10) +24
Wizard's Communion (MuVi 20) +19
Repel the Wooden Shafts (ReHe 10) +19, Mastery 2 (fast casting, multiple casting)
The Unseen Porter (ReTe 10) +17
Invisible Sling of Vilano (ReTe 10) +17

Caoimhe ní Súilleabháin
(Kiva O'Sullivan)
Age: 29
Confidence: 1 (5)

"To us-- richer and cleverer than everyone else!" -The Gentlemen Bastards, Scott Lynch

An orphan on the streets of Dublin ends up dead quickly-- unless they're exceptionally gifted. Caught swiping the purse of a master confidence man, her fast-talking impressed the old man, who took her in and trained her to assist in his team. Together, the group exclusively embarked on high-risk, long-term cons targetting wealthy merchants and upper nobility-- those who could afford to lose the most, and would be most embarrassed by admitting that they had been conned. It is not enough simply to steal; it is all about the thrill and risk in running the long job. She and her fellow orphans inherited great wealth from their mentor, and have amassed an enormous amount more above it. Her two fellow gang members (her closest lifelong friends and the only family she'd ever known) were killed in a retributive raid by the Hansa, and since then Caoimhe has been living under various assumed identities, biding her time and resources in the hopes of eventually getting revenge. She hopes that her association with a Hermetic maga will help her achieve her goals.

Existing identities:
Eireann (Erin), the shrewd redhaired wife of a drunken merchant.
Donndubhán (Donovan), the monk clerk. (male persona)
Carolingia (KY-o-LEEN-ya), Portuguese Jewish usurer
Hans, German weingut (male persona)
(She spends a few weeks every year maintaining her identities, just living as the personalities and making appearances.)

Int -3 ("Hey, this is a great idea"), Per 0, Str 0, Sta +1, Pre 0, Com +5 (silver tongued), Dex +2 (nimble), Qik +2 (spry)

Lightning Reflexes, Light Touch, Wealthy, Skinchanger (seal), Educated, Puissant Guile, Great Communication x2
Outlaw, Overconfident, Enemies (Hanseatic League), Compulsion: Thrill-seeker

Reputations: Thief 2

Speak Gaelic (accents) 5
Speak Latin (church latin) 4 (50)
Speak Middle Low German (accents) 3 (30)
Speak Hebrew (prayer) 2 (15)
Speak Português (accents) 2 (15)
Artes Liberales (sums) 2 (15)
Athletics (running from a fight) 2 (15)
Awareness (casing joints) 2 (15)
Bargain (fenced goods) 4 (50)
Brawl (dodge) 2 (15)
Charm 2 (15)
Civil and Canon Law 2 (15)
Craft: winemaking (sounding knowledgable) 2 (15)
Etiquette (nobility) 3 (30)
Folk Ken 0 (4)
Guile (impersonation) 5 (75) +2
Intrigue (alliances) 2 (15)
Leadership (grifters) 2 (15)
Legerdemain (sleight of hand) 3 (30)
Organization Lore: The Church 2 (15)
Organization Lore: The Hanseatic League 2 (15)
Profession: Sailor (navigation) 2 (15)
Single Weapon (axe) 4 (50)
Stealth (shadowing marks) 3 (30)
Swim (staying afloat) 1 (5)

Formerly a member of the Voluntas turb, Jeor has been serving as Halie's shield grog since she departed for Magvillus. He loves to eat and is quite lazy, but devoted to his friends and quite brave.

Jeor, shield bear
Might: 8
Characteristics: Int +1, Per 0, Pre 0, Com -5, Str +6, Sta +4, Dex +2, Qik 0
Size: +2
Confidence Score: 1 (3)

Virtues and Flaws: Magic Animal*, Ferocity (when injured), Improved Characteristics (x2), Tough, Greedy (minor), Reclusive
Qualities: Aggressive, Extra Natural Weapons (claws), Fast Runner, Grapple, Hardy, Imposing Appearance, Large Claws, Pursuit Predator, Tough Hide
Magic Qualities and Inferiorities: Gift of Speech, Puissant Brawl, Lightning Reflexes, Improved Abilities x2, Personal Power x2, Improved Powers, Improved Defense x2, Improved Soak, Susceptible to Deprivation
Powers:
Human Shape (MuAnCo20), cost 0 (1pt mastery)
Summon the Beast's Barding: Creates a full suit of chainmail barding for the bear. CrTe20 (base 5, personal, +2 sun), cost: 0, Init +2 (4 pts mastery)
Intuition of the Forest (InHe10), constant

Personality Traits: Brave +3, Slothful +3, Aggressive+2
Reputations: Ferocious (local) 2
Natural Weapons: Large Claws: Init 0, Atk +5, Def +3, Dam +4; Teeth: Init 0, Atk +3, Def +1, Dam +1.

Claws: Init 0, Attack +16, Defense +16, Damage +10
Teeth: Init 0, Attack +13, Defense +9, Damage +7
Grapple: Init 0, Attack +10, Defense +8, Damage n/a
Soak: +12, or +21 when armoured

Fatigue Levels: OK, 0/0, -1/-1, -3, -5, Unconscious
Wound Penalties: -1 (1-7), -3 (8-14), -5 (15-21), Incapacitated (22-28), Dead (29+)
Abilities: Athletics 3 (sprinting), Artes Liberales 1 (logic), Awareness 4 (prey), Brawl 6 (claws) +2, Hunt 4 (deer), Latin 4, Order of Hermes Lore 1 (bjornaer), Stealth 3 (natural areas), Survival 5 (foraging), Swim 3 (against the current)
The bear's tough hide and thick fur combine to give it a Protection of +3.

Dalla, the gyrfalcon
Characteristics: Int +2, Per +4, Pre +1, Com 0, Str -6, Sta +2, Dex +1, Qik +6
Might: 14
Size: -3
Confidence Score: 1 (3)
Virtues and Flaws: Ferocity (swooping attack), Keen Vision, Fragile Constitution
Qualities: Accomplished Flier, Fast Flier, Keen Eyesight, Pursuit Predator, Extra Natural Weapons
Magic Qualities/Inferiorities: Gift of Speech, Improved Characteristics, Great Perception, Personal Power x2, Focus Power x2, Improved Defense, Improved Fatigue, Improved Might

Powers: Eyes of the Cat (MuAn5), Sight Beyond Sight (InIm30), Wind at the Back (ReAu5), Aura of Ennobled Presence (MuIm10), Master of Animal (MuAn25), Master of Herbam (MuHe25)

Personality Traits: Fierce +3
Reputations: None
Natural Weapons: The weapon statistics for a falcon's talons are Init -1, Atk +2, Def +3, Dam +2. The statistics for its beak are Init 0, Atk +3, Def +1, Dam +1.

Combat:
Talons: Init +5, Attack +6, Defense +14, Damage -4
Beak: Init +6, Atk +6, Defense +9, Damage -5
Soak: +2

Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-2), -3 (3-4), -5 (5-6), Incapacitated (7-8), Dead (9+)
Abilities: Athletics 5 (swift flight) (75), Awareness 4 (spotting prey) (50), Brawl 2 (talons) (15), Folk Ken 2 (15), Hunt 4 (game birds) (50), Magic Lore 4 (50), Magic Theory 3 (30), Order of Hermes Lore 1 (5), Survival 3 (cold climates) (30)

Name: Nevin Mac-an-Toisich Age: 32 Social Status/Profession: Lord Warping: -/-
Decrepitude: -/- Confidence: 1/4 Religion: Christian
Place of Birth: Loch Ness

Str +1 Int +1 Pre +2 Quick 0
Sta +2 Per +2 Com +1 Dex +1

Virtues:
Wealthy (Major)
Gentleman (Minor)
Shapeshifter (Major)
Improved Characteristics x2
Warrior

Flaws:
Enemies (Major) (Non-Hermetic tradition, possibly the enemies of Bjornaer)
Greater Malediction (Major) (Talisman, if in the hands of someone else they can force him to change shape)
Ambitious (Minor)
Infamous (Minor) (Family is a bunch of Cannibals)
Nocturnal (Minor)
Close Family Ties (Minor) (Mac-an-Toisich clan)

Abilities:
Living Language Scottish-Gaelic 5 (Local landholders)
Area Lore 2/2 (Lochness)
Charm 3 (Landowners)
Folk Ken 2 (Clans)
Shapeshifting 5/5 (At night; hound, otter, owl, horse, ram)
Animal Handling 2 (Sheep)
Brawl 3 (Punch)
Profession 3 (Landowner)
Intrigue 3 (Landowners)
Etiquette 3 (Landowners)
Guile 3 (Magic using beings)
Hunt 3 (Deer)
Survival 3 (Highlands)
Swim 3 (Rivers)
Stealth 3 (At night)
Athletics 3 (Running)
Ride 3 (Tricks)
Carouse 3 (Landowners)
Leadership 3 (Family)
Bargain 3 (Land)
Awareness 3 (Keen eyes)
Single Weapon 4 (Sword)

Personality Traits:
Ambitious +2
Nocturnal +2
Brave +2
Conniving +1

Reputation:
Cannibals 4 (Lochness)

Gear:
Fine travelling clothes
Sword
Knife
Horse
3 Clan members (bodyguards and servants)
Talisman (Fake)

EXP:
Spent 5 on Shapeshift, 2 on Area Lore 6/7/12

Ysebrand
Characteristics: Int +3, Per +1, Pre +2, Com +5, Str -2, Sta -4, Dex 0, Qik 0
Size: 0
Age: 30 (25), Height: 5'6'', Weight: 158 lbs, Gender: Male
Decrepitude: 0
Warping Score: 0 (0)
Confidence: 1 (3)
Virtues and Flaws: Failed Apprentice, Great Communication × 2, Unaging, Educated (50/50), Linguist, Well-Traveled (50/50), Puissant Bargain, Social Contacts (Nobility), Affinity with Bargain, Hunger for Corpus Magic, Avaricious, Overconfident, Black Sheep, Clumsy (Dexterity: -3 on related rolls, extra botch die), Poor Stamina × 1
Reputations: Drunk 2
Combat:
Dodge: Init: +0, Attack --, Defense +0, Damage --
Fist: Init: +0, Attack +0, Defense +0, Damage -2
Kick: Init: -1, Attack +0, Defense -1, Damage +1
Soak: -4
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: Flemish 5 (markets), Arabic 4 (mathematics), Scots Gaelic 4 (markets), French 4 (markets), Castillian 3 (markets), English 3 (markets), Latin 4 (hermetic terms), Artes Liberales 2 (arithmetic), Magic Theory 4 (enchanting items), Order of Hermes Lore 2 (politics), Bargain 5+2 (exotic items), Awareness 2 (alertness), Carouse 1 (staying sober), Concentration 3 (chess), Code of Hermes 0 (1), Magic Lore 0 (1), Area Lore: Bruges 2 (markets), Area Lore: Highlands 2 (markets), Charm 2 (being witty), Etiquette 3 (nobility), Folk Ken 2 (magi), Intrigue 1 (gossip), Profession: Merchant 3, Guile 1 (keeping cool)
Equipment:
Encumbrance: 0 (0)
Vis: Corpus Vis: 20 Pawns of Corpus (Ysebrand's Pack); Physical Form: Chess pieces;

A merchant, a student and a man with unnatural hungers. His family line has a few magi in it, and they consider it a great disappointment that he's not a magus, so he is essentially disowned (think squib from Harry Potter).

Ysebrand is an avid player of chess and some of his pieces have unusual properties, as he prosaically stores his vis in the pawns themselves. This favor, of having a magus transfer pawns of his vis into chess pieces comes at a high price: a season of work in the magus' lab in exchange for the one day the magus takes to move the vis, but it allows for convenience and it is discreet. Ysebrand doesn't care to consume the vis if his horde is 20 pawns or less, as his avaricious nature believes he must maintain this threshold. Over time he has learned that he can consume a pawn at the end of a season to avoid passing out.

Ysebrand starts play at a -3 (Tired Long Term Fatigue Level) meaning he can go nearly 2 full seasons before having to consume a pawn of vis from his horde. Part of his motivation in joining Talia (she's just bringing him down from Inveness) is that he can do some work for a magus and possibly earn some vis, or at least engage in some beneficial trades to increase his supply.

Ysebrand is literate in Latin and Arabic, and has taken to using Arabic numbers to do his tallies.

Edit: Final Tweaks (Changed Int from +2 to +3, Str from -1 to -2, Dex from -1 to 0, aged him 1 year, swapped some ability scores around, discovered 10 XP hiding in Educated, from having added the Linquist Virtue after Educated, corrected the minus sign problem)
Edit: adjusted MT specialty.

Jonathan ben Avram
(YON-a-tan)

Int +3, Per -2, Str -2, Sta 0, Pre +1, Com +5, Dex 0, Qik 0

Magister in Artibus, Educated (Hebrew), Great Communication x2, Linguist, Good Teacher, Clear Thinker, Book Learner
Outsider (Jew), Pious, Curse of Venus, Sheltered Upbringing

Artes Liberales 5 (75)
Awareness 2 (15)
Bargain 2 (15)
Chirurgy 4 (50)
Folk Ken 2 (15)
Medicine 4 (50)
Music 4 (50)
Philosophiae 5 (75)
Rabbinic Law 4 (50)
Speak Hebrew 5 (75)
Speak Latin 6 (105)
Speak Middle Low German 5
Teaching 3 (30)
Theology 5 (75)

(Needs more fleshing out, will complete later.)

Name: Trimalchio Filius Howell, follower of pralix (Ex Miscellanea)
Characteristics: Int +2 Per +5 Pre +0 Com +1
Str -1 Sta +1 Dex +0 Qik +0

Size: 0

Age: 33

Decrepitude: 0 (0)

Warping Score: 0 (2)

Confidence: 1 (3)

Virtues:
The Gift(Free)
Hermetic Magus(Free)
Comprehend Magic - ex misc
Minor magical focus(exotic magic) - ex misc
Flawless Magic (Major)
Independent Study (Minor, from HoH:Mysteries)
Affinity for Perdo (Minor)
Improved Characteristics(Minor)
Great Perception x 2 (Minor x 2)
Second Sight(Minor)
Inventive Genius(Minor)

Flaws
Weak Magic Resistance (against non-hermetic magi who I haven't studied using Comprehend Magic) - ex misc
Ambitious(Minor)
Twilight Prone(Major) (replacing Magic Addiction)
Meddler (Major)
Enemies (Major)

Personality Traits: Brave +1, Trusting +1, Meddling +6

Combat:
Dodge: Init 0, Attack N/A, Defense 3, Damage N/A
Punch: Init 0, Attack 2, Defense 2, Damage -1
Kick: Init -1, Attack 2, Defense 1, Damage 2

Soak: +1

Fatigue levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)

Abilities:
Welsh 5 (poetry)
Comprehend Magic 2 (magical beings)
Artes Liberales 1 (Astronomy)
Athletics 1 (jumping)
Awareness 2 (magic)
Bargain 2 (haggle)
Brawl 2 (Dodge)
Code of Hermes 2 (being an upright citizen)
Concentration 1 (maintaining spells)
Finesse 2
Folk Ken 2 (farmers)
Guile 2 (elaborate lies)
Intrigue 1 (rumour mongering)
Magic Lore 2 (Hedge magi)
Magic Theory 3 (Perdo)
Latin 4 (Hermetic language)
Order of Hermes 2 Lore (Ex Miscellanea)
Parma Magica 3 ((Mentem)
Penetration 2 (ignem)
Second Sight 2 (invisible things)

Equipment: Plain brown robes (and a magnificent Houppeland packed away for emergencies), large jewellery.

Encumbrance: 0

Sigil: smell of damp wool

Twilight Scars: None

Arts:
Cr 3 In 0 Mu 3 Pe 15 Re 3
An 0 Aq 0 Au 0 Co 0 He 0
Ig 10 Im 1 Me 0 Te 6 Vi 9

Familiar: Branwyn the Hedgehog, binding strength 35, cords gold +2 silver +1 bronze +2. (As mentioned previously, hedgehog is a fine Perdo-associated animal for the British Isles, while I could have a weak basilisk or have a salamander I thought I'd go less high fantasy)

Spells Known:
Wizard's Icy Grip (PeIg 30),spell mastery multicasting CT 27
Veil of Invisibility (PeIm 20), spell mastery fastcasting CT 18
The Heathen Witch Reborn (PeVi25), spell mastery unravelling CT 26 (spell and spell mastery both from Lineage of Pralix section in Societates)
Quiet the Cursing Tongue (PeVi30), spell mastery and CT as above
Demons Eternal Oblivion (PeVi15), spell mastery multicasting, CT 26
Faeries Eternal Oblivion (PeVi15), spell mastery multicasting, CT 26
Dragon's Eternal Oblivion (PeVi15), spell mastery multicasting, CT 26
Winds of Mundance Silence (PeVi18), spell mastery fastcasting, CT 26
Float like a feather (ReCo 5), spell mastery fastcasting, CT 5 - personal range diameter duration version of Rise of the Feathery body.

(Yes, you saw that right. It's "Harry Otter.")

Size -3
Might 15
Soak 5
Int +1 Per +1 Str -5 Sta +2 Pre 0 Com 0 Dex +2 Qik +4

V/F: Ferocity (against water creatures), Puissant Swim, Blessing of Venus, Carefree.
Qualities: Amphibious, Hardy, Pursuit Predator, Slippery, Thick Fur, Tough Hide.
Abilities: Awareness 3 (underwater), Swim 4 (speed), Hunt 4 (fish), Survival 5 (aquatic environments).
Magical Qualities/Inferiorities: Magical Animal, Gift of Speech, Focus Power x2, Lesser Power, Improved Might x2, No Fatigue
Powers: Crafter of Aquam, Master of Aquam, Grant Puissance in Swim

Cathal mac Caerill was born in the village of Inbhir Mhoireastain in the year of our Lord 1188. The child of peasant farmers, he led an uneventful yet enjoyable childhood. Always friendly and talkative, even from a very young age, Cathal was well liked by the other children he saw on occasion and universally loved by the adults he came into contact with. By virtue of his Gentle Gift, few problems arose for him in the village, and but for simple happenstance, he might have never learned of the power within him at all.

It was shortly after his 10th birthday when the maga Eilid happened upon Cathal as he was running across the small dirt path she had been walking on. Although his Gift was not noticeable to his family or fellow villagers, Eilid could sense it and offered to train hm. After the initial reluctance of letting their boy go, his parents recognized the amazing opportunity and released young Cathal into Eilid’s care.

For five years Cathal stayed with Eilid at Insala Canaria as she began his Sleeping Years training. At first he showed promise, but his carefree attitude and inattentiveness began to frustrate Eilid and she determined that he was not suited for her sept or Clan Ilfetu. So in 1203 she took him to the Gathering of Twelve Years in Crintera where he underwent the Ritual of Twelve years and joined Clan Maruhs. He completed his Awakened Years traveling Europe as he learned from his Parens Adelle Passer, a middle-aged maga with a sparrow heartbeast.

After his official apprenticeship ended, Cathal, now taking the name Iolair, continued to travel with Adelle, now as a traveling companion and lover. His command of his heartbeast form continued grow, and Adelle focused his education on learning the lore of House Bjornaer. As his knowledge of the House grew, Iolair became more and more focused on the idea of finding a Great Beast ancestor, and initiating into the inner mystery of the House.

So, in the early spring of 1222, Iolair took his leave from Adelle and began the search for his Great Beast ancestor in earnest. Eventually his quest led him to the northern coast of Ireland where he learned that his ancestor Fireun soared, never touching the ground. It was here that his ancestor tasked him to spent two seasons as only his heartbeast and forgoing the use of his magic. He learned to hunt on the wing like he never had before, while evading the humans that attempted to capture or kill him. After he’d shown his ancestor that understood what the true freedom of the skies truly meant, he was initiated into the Mystery of the Inner Heartbeast, while his magic become tied to the freedom he’d felt in the open skies.

He returns now to Insala Canaria, perhaps just for a short trip, to pay his respects to Eilid, the maga who introduced him to a greater world than he could have ever imagined.

Iolair Maruhis
Covenant: Insala Canaria
Characteristics: Int +2, Per +2, Pre +2, Com +1, Str 0, Sta +2, Dex +1, Qui +1
Size: 0
Age: 35, Height: 5’11”, Weight: 170#, Gender: Male
Decrepitude: 0
Warping Score: 0
Confidence: 1(3)

Virtues:
The Gift (free)
Hermetic Magus (free)
Heartbeast (Bjornaer)
Inner Heartbeast [Epitome] (Bjornaer Inner Mystery)
Gentle Gift (Major)
Deft Form [An] (Minor)
Improved Characteristics x2 (Minor)
Independent Study (Minor) - HoH:MC pg 86
Second Sight (Minor)
Venus’ Blessing (Minor)
Well-Traveled (Minor)

Flaws:
Environmental Magic Condition [inside] (Inner Heartbeast Initiation) RoP:M pg 48
Optimistic (Major)
Plagued by Supernatural Entity [Great Beast ancestor - Fireun] (Major)
Carefree (Minor)
Deficient Form [Aq] (Minor)
Poor Student (Minor)
Weak Scholar (Minor)

Personality Traits:
Optimistic +3, Carefree +2, Proud +1

Abilities:
Scots Gaelic 5 (slang)
German 3 (slang)
Latin 4 (Hermetic usage)
Artes Liberales 1 (logic)
Athletics 2 (grace)
Awareness 2 (searching)
Bows 2 (short bow)
Brawl 1 (dodging)
Code of Hermes 1 (mundane relations)
Concentration (spell concentration) 1
Charm 3 (being witty)
Etiquette 1 (peasants)
Finesse 1 (grace)
Folk Ken 2 (townsfolk)
Guile 2 (fast talk)
Heartbeast 3 (resisting shapechange)
House Bjornaer Lore 5 (ancestors)
Hunt 1 (tracking)
Loch Leglean Tribunal Area Lore 2 (geography)
Magic Lore 2 (creatures)
Magic Theory 3 (Muto)
Parma Magica 2 (Muto)
Penetration 1 (Muto)
Philosophiae 1 (metaphysics)
Rhine Tribunal Area Lore 2 (geography)
Second Sight 3 (regiones)
Stealth 1 (sneak)
Survival 1 (forest)

Arts:
Cr 8 In 5 Mu 10 Pe 0 Re 5
An 8 Aq 0 Au 8 Co 5 Ig 0
Im 1 Me 1 Te 0 Vi 0

Spells:
True Rest of the Injured Brute (CrAn 20)
Shiver of the Lycanthrope (InAn 10)
Beast of Outlandish Size (MuAn 15)
Doublet of Impenetrable Silk (MuAn15)
Form of the Sanguine Heartbeast (MuAn 20)
Charge of the Angry Winds (CrAu 15)
Bind Wound (CrCo 10)
Palm of Flame (CrIg 5)
Aura of Ennobled Presence (MuIm 10)

Heartbeast - Golden Eagle
Characteristics: Int +2, Per +3, Pre +2, Com +1, Str +1, Sta +3, Dex +2, Qik +3
Size: -2
Confidence Score: 1 (3)
Virtues and Flaws: Keen Vision
Qualities: Fast Flier, Keen Eyesight, Pursuit Predator, Extra Natural Weapons (claws)
Personality Traits: Royal +3
Reputations: None
Combat:
Talons: Init +2, Attack +8, Defense +10, Damage +4
Beak: Init +3, Atk +8, Defense +7, Damage +2
Soak: +3
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-3), -3 (4-6), -5 (7-9), Incapacitated (10-12), Dead (13+)
Abilities:
Athletics 3 (flying)
Awareness 4 (spotting prey)
Brawl 3 (talons)
Hunt 4 (game birds)
Survival 3 (mountainous terrain)

Inner Heartbeast - Golden Eagle of Virtue
Characteristics: Int +2, Per +6, Pre +2, Com +1, Str +1, Sta +3, Dex +2, Qik +3
Size: -2
Confidence Score: 1 (3)
Virtues and Flaws: Keen Vision, Mythic Feat
Qualities: Fast Flier, Keen Eyesight, Pursuit Predator, Extra Natural Weapons (claws)
Personality Traits: Royal +3
Reputations: None
Combat:
Talons: Init +2, Attack +8, Defense +10, Damage +4
Beak: Init +3, Atk +8, Defense +7, Damage +2
Soak: +3
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-3), -3 (4-6), -5 (7-9), Incapacitated (10-12), Dead (13+)
Abilities:
Athletics 3 (flying)
Awareness 4 (spotting prey)
Brawl 3 (talons)
Hunt 4 (game birds)
Survival 3 (mountainous terrain)

Experience:
1214:
Experience: 30
Spent:
Heartbeast - 25xp
Philosophiae - 5xp

1215:
Experience: 30
Spent:
Second Sight - 15xp
Magic Lore - 10xp
Creo - 1xp
Rego - 4xp

1216:
Experience: 30
Spent:
House Bjornaer Lore - 15xp
Creo - 7xp
Animal - 8xp

1217:
Experience: 30
Spent:
House Bjornaer Lore - 20xp
Corpus - 10xp

1218:
Experience: 30
Spent:
House Bjornaer Lore - 25xp
Corpus - 5xp

1219:
Experience: 30
Spent:
Magic Theory - 15xp
Muto - 9xp
Rego - 6xp

1220:
Experience: 30
Spent:
Charm - 15xp
Bows - 10xp
Rego - 5xp

1221:
Experience: 30
Spent:
Guile - 5xp
Intellego - 15xp
Aurum - 8xp
Imaginem - 1xp
Mentem - 1xp

1222:
1222.1 - Find Great Beast Ancestor
1222.2 - Complete quests for Great Beast Ancestor
1222.3 - Initiate Mystery of the Inner Heartbeast - Epitome
1222.4 - Invent Whispering Winds (InAu 15) from lab text [Lab Total 21 -6 (Weak Scholar) = 15]

1223:
Experience: 30
Spent:
Guile - 5xp
Muto - 10xp
Heartbeast Brawl - 15xp