Nor Sinter Clas neither Pere Nöelle, before (maybe) was the Vasque Christmas Gift bringer, one carboneur.
Personality Traits Humble +2, Subtle +3, Driven +2
Confidence Score 1 (3)
Characteristics Int +1, Per +1, Str -1, Sta 0, Pre +3, Com +5, Dex 0, Qui 0
Virtues/Flaws Sense Holiness & Unholiness, Mendicant Friar, Great Characteristics x2 (Com), Improved Characteristics, Privileged Upbringing, Social Contacts (Clergy), Well-Travelled, Gift of Tongues; Driven, Humble, Diabolic Past, Monastic Vows, Mentor, Visions
Abilities Artes Liberales (rhetoric) 2, Athletics (running) 1, Awareness (alertness) 3, Charm (peasants) 3, Church Lore (Ordo Praedicar) 1, Civil & Canon Law (Papal law) 1, Dominion Lore (angels) 1, Etiquette (church) 3, Folk Ken (diabolists) 4, Guile (getting secrets) 4, Infernal Lore (demons) 2, Intrigue (rooting out heresy) 4, Languedoc Lore (Cathars) 1, Latin (liturgical) 4, Leadership (preaching) 2, Native Italian (politeness) 5, Paris Lore (priories) 1, Sense Holiness & Unholiness (evil) 4, Stealth (eavesdropping) 1, Survival (near roads) 1, Teaching (peasants) 1, Theology (heresy) 2, Treviso Lore (nobility) 1
Thanks a lot for the thread !
Personality Traits Coward +3,
Characteristics Int +5, Per +1, Str -1, Sta -1, Pre +1, Com +2, Dex +0, Qui +1
Virtues Animal Ken, Sense Holiness & Unholiness, Magister in Artibus, Custos, Good Teacher, Great Characteristic x2 (Int), Improved Characteristics
Flaws Visions, Low Self-Esteem, Judged Unfairly, Noncombatant, Weak-willed, Tormenting Master (King of Cats)
Abilities Charm 2, Folk Ken 2, Guile 2, Profession (Scribe) 6, Profession (Illuminator) 6, Profession (Binder) 6, Teaching 5, Artes Liberales 5, Latin 6, Philosophae 5, Magic Theory 5, Animal Ken (Feline) 4, Sense Holiness & Unholiness (Infernal) 1
Backstory Native covenfolk of Valnastium, and vassal to the King of Cats. He served as a scholar within the covenant, but a recent faux pas has had him 'banished' to a no-name covenant under the service of a feline Duke.
[u]Amat al-Mujeeb bint Abd al-Malik, aka Alfonso of Mercere[/u]
Personality Traits Ambitious +3, Wanderer +1, Subtle +3
Characteristics Int +1, Per +1, Str -1, Sta +0, Pre +3, Com +4, Dex +0, Qui +0
Virtues Shapeshifter, Redcap, Great Characteristic (Communication), Improved Characteristics, Well-Traveled, Gift of Tongues
Flaws Outsider, Ambitous (Major), Transvestite, Black Sheep
Abilities Andalusia Lore (Almohad Caliphate) 1, Rhine Lore (Covenants) 1, Awareness (Alertness) 3, Bargain (Vis) 2, Carouse (Staying Sober) 1, Charm (Gaining Trust) 4, Concentration (Staying Alert) 1, Etiquette (Magi) 3, Folk Ken (Magi) 4, Guile (Disguise) 4, Intrigue (Spying) 4, Leadership (Agents) 3, Arabic (Politeness) 5, Order of Hermes Lore (Mercere) 1, Ride (Overland Travel) 1, Survival (Near Roads) 1, Artes Liberales (Rhetoric) 2, Latin (Hermetic) 4, Code of Hermes (Politics) 1, Magic Theory (Corpus) 2, Shapeshifter (Swallow) 4
Animal Forms Swallow, Eagle, Lion, Asp
Equipment* Body of the Virile Male (MuCo 11, R: Touch, D: Conc, T: Ind, Pen 0, Uses: 2/day) When the bearer rubs this ring and speaks "mulier Hallamae", their body assumes male characteristics without otherwise altering their physical appearance.
- Anklet of the Shifter (MuCoHeTe 16, R: Touch, D: Conc, T: Ind, Pen 0, Uses 24/day) The bearer transforms into a naked version of themselves, their load absorbed into the transformation. This permits a shapeshifter to not have to leave their clothing behind.
- Gemmy Mnemonic (CrMeTe 23, R: Touch, D: Moon, T: Ind, Pen 0, Uses 6/day) Activating this gem transforms the next five minutes of the user's gained memories into additional facets on the gem. Keeping the gem on their person permits the memories to be recalled with near-perfect recollection for up to a month.
[u]Urban of Cologne (Grog)[/u]
Characteristics Int +1, Per -1, Str 0, Sta 0, Pre +2, Com +3, Dex +1, Qui -2
Personality Traits Secretive +2, Rapacious +3, Temperate -2
Abilities Area Lore: Cologne (Politics) 2, Area Lore: London (Harbor) 2, Artes Liberales (arithmetic) 2, Bargain (Hard sell) 6, Brawl (Knives) 1, Carouse (Drinking Songs) 3, Charm (First Impressions) 2, Etiquette (merchants) 2, Folk Ken (Town-folk) 4/60, English (Trading) 2, French (Bawdy Poetry) 5, German (Trading) 2, Guile (Suppress) 4, Intrigue (Rumormonger) 3, Latin (Academic) 3, Profession: Merchant (Salt) 5+2/100, Survival (Upper Lorraine) 2
Virtues/Flaws Merchant (Minor); Puissant (Profession), Unaging, Well-Traveled; Ambitious, Clumsy, Poor Living Conditions
Income Average Minor (£20/yr base)
[u]Lady Vivienne DuBois of Flambeau[/u]
Personality Traits Brave +3, Loyal +2, Playful +3
Characteristics Int +3, Per +0, Str -3, Sta +2, Pre +2, Com +0, Dex +0, Qui +2
Virtues/Flaws Gift, Hermetic Maga; Elemental Magic, Puissant Perdo, Skilled Parens, Arcane Lore, Personal Vis Source (faerie perdo, 3p/yr), Mastered Spells, Strong Faerie Blood; Blatant Gift, Deficient Technique (Muto), Fairy Friend, Fairy Upbringing, Deficient Form (Animal)
Abilities French () 5, Fairy Lore () 4, Awareness () 2, Guile () 1, Latin () 4, Music () 3, Charm () 2, Magic Theory () 5, Penetration () 2, Finesse () 4, Parma Magica () 3, Artes Liberales () 2, Brawl () 2, Second Sight () 1
Masteries Unraveling the Fabric of Ignem 2, Unraveling the Fabric of Aquam 1, Unraveling the Fabric of Auram 1, Unraveling the Fabric of Terram 1, Unraveling the Fabric of Mentem 1
Arts Cr 9, In 5, Mu 2, Pe 8, Re 8; An 0, Aq 8, Au 8, Co 1, He 1, Ig 9, Im 3, Me 3, Te 8, Vi 8
Dagger of Ice (CrReAq 10)
Trust of Childlike Faith (PeMe 10)
Pilum of Fire (CrIg 20)
Rusted Decay of Ten-Score Years (PeTe 10)
Comfort of the Dreanched Traveler (PeAq 5)
Unravelling the Fabric of Ignem (PeVi 25)
Unravelling the Fabric of Terram (PeVi 15)
Unravelling the Fabric of Auram (PeVi 5)
Unravelling the Fabric of Aquam (PeVi 10)
Unravelling the Fabric of Vim (PeVi 10)
Unravelling the Fabric of Mentem (PeVi 10)
Veil of Invisibility (PeIm 20)
Cords Gold 3, Silver 1, Bronze 1
Might 9 (Animal)
Characteristics Int -3, Per +2, Pre +0, Com +0, Str -3, Sta +2, Dex +3, Qik +4
Virtues/Flaws Magical Animal; Lightning Reflexes, Piercing Gaze, Puissant (Brawl), Tough; Mute, No Hands; Magical Monster
Qualities/Inferiorities Affinity for Magic Theory, Ignem Resistance, Improved Abilities, Improved Defense, Improved Powers x2, Improved Soak x2, Lesser Power, Personal Power x2, Puissant Magic Theory, Unaffected by the Gift; Essential Flaw (Avaricious, major), Miniature; Susceptible to Deprivation
Personality Traits Avaricious +6, Fierce +4, Territorial +2
CombatBite Init +3, Atk +11*, Def +12*, Dmg -2
* +9 group bonusSoak +11
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 Athletics 2 (flying), Awareness 3 (alertness), Brawl 2+2 (bite), Folk Ken 2 (peasants), Hunt 2 (virgins), Ignem Resistance 1 (dragon breath), Leadership 2 (group combat), Stealth 4 (stalking), Survival 2 (mountains)
PowersGout of Flame, 1 point, Init -5, IgnemR: Voice, D: Mom, T: Ind
Range of 30 paces, dealing +15 damage
CrIg 25 (Base 20, +2 Voice)Beast of Three Heads, 0 points, ConstantBase 25, +2 Sun, +1 constant, +2 additional heads
mariojpcsimon.blogspot.com/2015/ ... itius.html - Very happy with this one. I achieved to use one or two modern ideas, the armour is inspired by tokushatsu (Power ranger-esque thing, but more to Kamen rider idea)
This is an adaptation of the character I've played in 4th Ed.
Durant ex Verditius
Personality Traits Brave +3, Perfectionist + 2, Narcisistic +1
Characteristics Int +1, Per 0, Str +2, Sta +2, Pre +1, Com 0, Dex +0, Qui 0
Virtues The Gift (free virtue), Hermetic Magus (free virtue), Verditius Magic (free virtue), Gentle Gift, Strong Faerie Blood (Sidhe), Second Sight (free virtue), Inventive Genius, Minor Magical Focus (self-transformation), Subtle Magic, Puissant Magic Theory
Flaws Curse of Venus, Driven (major, become a legendary hero), Weird Magic, Feral Upbringing, Incomprehensible, Unruly Air
Athletics 2 (endurance), Awareness 2 (alertness), Brawl 3 (dodging), Hunt 2 (covering tracks), Second Sight 1 (invisibility), Stealth 3 (shadowing), Survival 2 (forests)
Charm 1 (being witty), Concentration 3 (spell casting), Craft (metal) 3 (enchanting items), Etiquette 1 (magi), Faerie Lore 1 (Sidhe), French 3 (slang), Ride 3 (battle) Swim 2 (rough waters)
Artes Liberales 1 (ritual casting), Latin 4 (Hermetic usage), Magic Theory 3 (enchanting items), Parma Magica 1 (Mentem), Philosophiae 2 (enchanting items), Single Weapon 2 (heater shield)
Arts Cr 6, In 1, Mu 6, Pe 0, Re 6, An 5, Aq 0, Au 0, Co 5, He 0, Ig 0, Im 0, Me 5, Te 5, Vi 0
Circle of Beast Warding (ReAn5)
Purification of the Festering Wound (CrCo20)
Words of the Unbroken Silence (CrMe10)
Confusion of the Numbed Will (ReMe15)
The Crystal Dart (MuTe10)
Edge of the Razor (MuTe20)
Wielding the Invisible Sling (ReTe10)
The Unseen Porter (ReTe15)
Scales of the Magical Weight (InVi5)
Sense the Nature of Vis (InVi5)
Gather the Essence of the Beast (ReVi15)
So, this character is supposed to be a very weird one. It's a concept that was born out of randomness in a long 4th Ed. game, so it's not focused on trying to be specially efficient. I started with an initial concept, then ideas I liked started branching off him. Adapting him to a new 5th Ed. character has been interesting, because this time I could decide on a more fitting profile for his supposed future development.
Durant's backstory is that of a half-faerie who was abandoned in the wilderness, but somehow managed to survive his childhood alone and feral (probably thanks to his supernatural blood). He was later saved from a beast and adopted by a wandering knight, who impressed upon him the interest in the tales of knights, heroes and legends. He settled with his adopted family, learned to live among his half-kin, and his interest in chivalry and talents for handywork took him to learn swordmanship and crafting. Strangely, he wasn't found by a Merinita, as his strong faerie blood would have suggested, but a magus called Regulus, of house Verditius. Durant impressed him with his smithing skills at such an early age and his interest in weapons and armor, so he took him as an apprentice.
(edited for some improvements)
Hmm... Then that statement is redundant:
The way that rule is worded there, it seems to me that it's very misleading. It's basically saying that a character that is designed to be a magus from the start can't have a free supernatural ability because casting spells is supposed to be that ability (but then, can they cast spells before apprenticeship? I assumed that this free ability was supposed to exist from birth), but if you make a Companion with the Gift, he can have the free supernatural ability, and then become a magus and keep both things.
The only difference between both characters would be the fact that one was allowed to get that ability and the other one wasn't. Seems to me that this rule makes no sense, it'd be easier just to always require the virtue and that's all.
In any case, then I'd just reallocate those 15 exp points into Craft and leave it at 3.
It's entirely possible to have a character with The Gift, but not trained as a Hermetic Mage.
This rule really just covers them.
That's precisely my point. You can create a Gifted Companion character whose Gift granted him a supernatural ability, and later initiate him in Hermetic Magic. However you can't create a Magus character whose Gift granted him a supernatural ability and who was later initiated in Hermetic Magic.
I see no practical difference between those two characters' potential lives, in terms of character design. I don't understand yet why one is allowed and the other isn't. One is handicapped compared to another, unless the later was supposed to be able to cast Hermetic spells from birth (which isn't supposed to happen), or somehow you want to favor the idea of playing a character through apprenticeship and use the free supernatural ability as a reward.
In any case, I modified my character so that he doesn't have that ability anymore, to avoid trouble. It's not something that defined the original concept anyways.
In which case, unless the magus who takes him as an apprentice and opens his Gift to Hermetics Magic has a high InVi lab total, the virtue would be lost. They may also have been converted into a related Hermetic Virtue.
Don't have a game to play this in, but the concept has been bouncing in my head. I really want to create magus a with Rigid Magic and Unstructured Caster. Basically, a magus that can't cast Formulaic Spells so has to specialize in Enchanted Items or Charged Items. He (or, if Ex Misc, his "lineage") would either always compete with House Verditus or would be the ones always getting stuck making items of quantity and of low level that the Verditus consider themselves too good to make.
Besides Inventive Genius (experimentation for the win!), any other suggestions for good Virtues that would help? I feel "Enchanted Items" is too broad for a Major Magical Focus but wouldn't mind other suggestions.
And did I just screw myself out of 120 experience (120 levels of spells at Apprenticeship - poof!)? I mean, even Redcaps get 300XP for their 15 years...
Not necessarily. Knowing a formulaic spell gives you a bonus to enchant an item with that same (or similar) effect. It doesn't say that you have to be able to cast the spell. So I'd say that you might learn spells to improve the lab totals for enchanting similar items.
That's standard for the house of Verditius, neh?
That's standard for anyone according to the Similar Spell rules on p 101 of ArM5 core book.
Not standard rule - I'm familiar with tis.
I meant: This is the standard reason for learning spells, for members of house Verditius. My apologies for being unclear.