Better example magi!

Yes, if you're using HoH:S it definitely gets better, but I'm trying to restrict these characters to pure corebook. That does mean I'm unlikely to even try a Vilano Flambeau (or a bunch of other concepts that rely heavily on non-core material).

Edit: Also, thank-you for the commentrary. Leaving aside the other positives, there's a limit to how many posts I can make in a row before it won't let me post any more.

3 Likes

This should bring me up to 1/4 of the total Mercere magi - a take on one of their pagan magi (without access to the Pagan flaw).

Characteristics: Int +2, Per +2, Pre -2, Com +1, Str +0, Sta +2, Dex +0, Qik +0
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus; Life-linked Spontaneous Magic; Affinity with Terram, Enduring Constitution, Puissant Creo*, Puissant Terram, Well-travelled; Necessary Condition: Touching Caduceus; Pious, Social Handicap: Outspoken Pagan, Susceptibility to Divine Power, Visions
*House Virtue
Personality Traits: Sincerely worships Mercury +3, Won't shut up about it +3, Independant +1
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) (reduce total penalty by 1 point)
Abilities: [Area 1] Lore 2 (geography), [Area 2] Lore 2 (geography), Artes Liberales 1 (ceremonial magic), Athletics 2 (climbing), Awareness 2 (alterness), Brawl 1 (dodging), Charm 2 (first impressions), Code of Hermes 1 (magical power), Concentration 1 (spells), Faerie Lore 1 (regios), Folk Ken 2 (magi), Guile 1 (magi), Latin 4 (Hermetic usage), Magic Lore 1 (regios), Magic Theory 3 (Terram), [Native Language] 5 (storytelling), Order of Hermes Lore 2 (covenants), Parma Magica 1 (Terram), Stealth 3 (natural environments), Survival 2 (route finding), Swim 1 (rivers)
Arts: Cr 6+3, In 6, Mu 0, Pe 0, Re 0, An 0, Aq 0, Au 1, Co 0, He 0, Ig 0, Im 0, Me 0, Te 13+3 (1), Vi 6
Twilight scars: None
Equipment: Traveller's clothes, Roman priesthood robes
Encumbrance: 0
Spells known:
True Sight of the Air (InAu 15) +9
Bind Wound (CrCo 10) +11
Wall of Protecting Stone (CrTe 25) +28 Mastery 1 (Fast Casting)
Eyes of the Treacherous Terrain (InTe 15) +24
The Crystal Dart (Mu(Re)Te 10) +19 Mastery 1 (Multiple Casting)
Pit of the Gaping Earth (PeTe 15) +18
Trackless Step (ReTe 10) +18
Piercing the Faerie Veil (InVi 20) +14

Character Notes
This character has visions from the roman god Mercury, and considers themselves his priest, needing to touch a representation of Mercury's staff entwined with two serpents even to cast their spells. Roman (and greek) paganism has a certain level of respectability in the Order (unlike celtic paganism), with some areas even performing pagan rites at tribunals; however most magi consider these more a piece of theatre than a sincere (idolatrous) act of worship, and are made uncomfortable by the character's outspoken devotion.

Alongside their priestly role, the character takes it upon themselves to make the most difficult and dangerous journeys required by House Mercere, visiting covenants in the wildest locations and scouting and securing out new routes for future Redcap visitation. Longer term they want to enhance House Mercere's magical transportation network.

Customisation Notes
This character can take an additional 3 points of flaws and these must all be taken as a single major flaw as they are already at their limit of 5 minor flaws. Currently they have Life-linked Spontaneous Magic as their Major Hermetic Virtue; Mercurian Magic would fit better into their role as a Mercurian priest, but would be significantly less useful for trying to cross dangerous terrain.

1 Like

A Verditius spiritual necromancer. For all your "pet ghost" needs.

Characteristics: Int +3, Per +1, Pre -2, Com +2, Str +0, Sta +0, 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; Mercurian Magic; Affinity with Mentem, Cyclic Magic (Positive): Night, Minor Magical Focus: Ghosts, Personal Vis Source, Puissant Magic Theory, Puissant Mentem, Second Sight, Verditius Magic*; Difficult Longevity Ritual, Supernatural Nuisance; Ceremonial Spontaneous Magic, Cyclic Magic (Negative): Day, Nocturnal, Overconfident
*House Virtue
Personality Traits: Overconfident +3, Collector +2, Jovial +1
Reputations: None
Combat:
Dodging: Init 0, Atk n/a, Dfn +2, Dam n/a
Soak: +0
Fatigue Penalties: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)
Abilities: Artes Liberales 1 (ritual magic), Athletics 1 (running), Awareness 2 (alertness), Brawl 1 (dodging), Charm 1 (first impressions), Code of Hermes 1 (item sales), Concentration 1 (spells), Craft: Bone 3 (for enchantment), Folk Ken 1 (magi), Guile 1 (peasants), Latin 4 (Hermetic terms), Leadership 2 (ghosts), Magic Lore 1 (ghosts), Magic Theory 3+2 (Mentem), Native Language 5 (poetry), Order of Hermes Lore 1 (Verditius), Parma Magica 1 (Mentem), Penetration 1 (Mentem), Philosophaie 1 (ritual magic), Second Sight 4 (ghosts), Stealth 1 (at night)
Arts: Cr 0, In 0, Mu 0, Pe 0, Re 10, An 0, Aq 0, Au 0, Co 4, He 0, Ig 0, Im 0, Me 9+3, Te 0, Vi 0
Twilight scars: None
Equipment: Wizardly robes
Encumbrance: 0 (0)
Spells known:
Eyes of the Cat (MuCo(An) 5) +0
Awaken the Slumbering Corpse (ReCo 25) +14
Lay to Rest the Haunting Spirit (PeMe 5) +13 (F) Mastery 1 (Multiple Casting)
The Call to Slumber (ReMe 10) +22
Ring of Warding Against Spirits (ReMe 15) +32 (F)
Coerce the Spirits of Night (ReMe 20) +32 (F)
Incantation of Summoning the Dead (ReMe 40) +37 (F) Mastery 1 (Penetration)

Character Notes
This character creates ornately carved skulls with ghosts bound to them. And sells them, when they need the vis for more projects badly enough. Really, though, their true interests lies in collecting interesting ghosts, and experimenting with things to do with them.

Customisation Notes
This character has taken their full complement of Virtues and Flaws. Mercurian Magic and Personal Vis Source aren't strictly necessary (especially in high vis sagas), but should make summoning ghosts more feasible. Note that the character doesn't have to use Incantation of Summoning the Dead to get a ghost if they can find one already haunting somewhere, but it gives them more choice.

Comments
For troupes using The Mysteries: Revised Edition, the Disciples of the Worm are likely to be of interest for this character, either for membership or as rivals.

1 Like

Very cool. Having already acquired Second Sight, it seems that they joined the Disciples of the Worm at an academically young age...

I like the cyclic magic (night/day), it gives a nice touch to the character.

There are other ways to get second sight, but yes, I was thinking that the Disciples of the Worm would be relevant "extra book" material. I have now added a note to that effect.