Better example magi!

I realised I was a bit short on Aquam specialists, so have a Mercere sea-farer.

Characteristics: Int +1, Per +0, Pre +1, Com +0, Str +1, Sta +2, Dex +1, Qik +0
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus; Gentle Gift; Affinity with Aquam, Affinity with Auram, Enduring Constitution, Puissant Aquam, Puissant Creo*, Well-Travelled; Curse of Venus, Weak Magic Resistance (inland); Optimistic, Weakness (attractive members of the opposite sex)
Personality Traits: Optimistic +3, Unable to Resist a Pretty Face +3, Loves the Sea +3
Reputations: None
Combat:
Dodging: Init +0, Atk n/a, Dfn +2, Dam n/a
Soak: +2
Fatigue Penalties: OK, 0, 0, -2, -4, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20) (Total penalty reduced by 1 point)
Abilities: [Area 1] Lore 2 (ports), [Area 2] Lore 1 (ports), Artes Liberales 1 (ritual magic), Athletics 2 (climbing), Awareness 1 (at sea), Bargain 2 (sailors), Brawl 1 (dodging), Carouse 1 (drinking games), Charm 1 (sailors), Code of Hermes 1 (mundane interference), Concentration 1 (spells), Folk Ken 1 (sailors), Guile 1 (sailors), Latin 4 (Hermetic terms), Leadership 2 (sailors), [Living Language] 2 (directions), Magic Theory 3 (Aquam), Native Language 5 (story-telling), Order of Hermes Lore 2 (naval and coastal covenants), Parma Magica 1 (Aquam), Profession: Sailor 4 (merchant ships), Swim 1 (sea)
Arts: Cr 5+3, In 5, Mu 0, Pe 0, Re 3, An 0, Aq 11+3, Au 11, Co 0, He 3, Ig 0, Im 0, Me 0, Te 0, Vi 0
Twilight scars: None
Equipment: Wizardly robes, a small merchant ship
Encumbrance: 0 (0)
Spells known:
Mighty Torrent of Water (CrAq 20) +24
Lungs of the Fish (MuAq(Au) 20) +16
Break the Oncoming Wave (ReAq 10) +16
Push of the Gentle Wave (ReAq 15) +16
Charge of the Angry Winds (CrAu 15) +21
Sailor's Foretaste of Tomorrow (InAu 15) +18
Lamp Without Flame (CrIg 10) +10
Shriek of the Impending Shafts (InHe 15) +10

Character Notes
This Mercere is happiest when they are at sea. They have their own ship, and probably spend time at the covenant only for the use of its labs and library. Ideally they'd like their lab on the ship itself - but so far the lack of stability and reliable magic auras on a moving vessal have prevented them from making this a reality.

The characters' journeys to distant ports have a problem - their tendancy to fall head over heels for a beautiful local. Sadly these love affairs tend to end disastrously, whether due to ulterior motives by the target of their affections, enemy action or just the competing demands of the sea and the land. The list of ports at which the character would be best advised to avoid has already grown to an unwieldy length - but they're sure they can slip in and out without notice if necessary.

For the Mercere, whilst they take the occasional message to coastal, naval and underwater covenants, their primary focus is on the House's naval operations. House Mercere already has a small fleet of its own, and they would like to expand and improve on it.

Customisation Notes
The character has two remaining Flaw points and can take an equivalent number of Virtues. Their Weakness could be swapped to Lecherous if you want an earthier character, and this is likely to change the flavour of the Curst of Venus. If using books beyond the Core, "Fish Out of Water (the Sea)" or "Craving for Travel" minor General flaws (Grogs) or Wanderlust Major Story Flaw (Realms of Power: Magic) may be particularly suitable for them.

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