Better example magi!

A Bjornaer Octopus. The original version of this concept wanted to develop their Heartbeast to turn it into a massive monster that could tear apart ships (possibly with Mythic Blood: Kraken), but I ended up dropping that aspect as a) it didn't really gel with the rest of the concept and b) as far as I can tell, the idea of a Kraken significantly postdates 1220 (although there are ancient stories in which an octopus grabs a sailor from a ship). There's still a tiny legacy of it in the "Reserves of Strength" virtue, though, and someone could develop it in play if they wanted to.

Characteristics: Int +4, Per +0, Pre +1, Com +0, Str +0, Sta +0, Dex +2, Qik +0
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus; Great Int, Heartbeast (Octopus), Improved Characteristics, Inventive Genius, Puissant Intrigue, Quiet Magic x 2, Skilled Parens, Subtle Magic, Reserves of Strength; Favours, Meddler, Mute
Personality Traits: Meddler +6, Tenacious +3, Curious +2
Reputations: None
Combat:
Dodging: Init +0, Atk n/a, Dfn +1, Dam n/a
Grappling: Init +0, Atk +4, 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: [Area 1] Lore 1 (bodies of water, Artes Liberales 1 (ritual magic), Athletics 1 (contortions), Awareness 1 (searching), Brawl 1 (grappling), Charm 1 (magi), Code of Hermes 1 (scrying), Concentration 1 (spells), Finesse 2 (Imaginem), Folk Ken 2 (magi), Guile 2 (magi), Intrigue 3+2 (alliances), Latin 4 (Hermetic terms), Leadership 3 (persuading people to work for them), Magic Theory 4 (Intellego), Native Language 5 (understanding people), Order of Hermes Lore 1 (Bjornaer), Parma Magica 1 (Imaginem), Stealth 1 (being unobtrusive), Swim 1 (salt water)
Arts: Cr 4, In 10, Mu 5, Pe 2, Re 0, An 0, Aq 8, Au 0, Co 0, He 0, Ig 0, Im 8, Me 0, Te 0, Vi 0
Twilight scars: None
Equipment: Wizardly robes
Encumbrance: 0 (0)
Spells known:
Mighty Torrent of Water (CrAq 20) +12
Voice of the Lake (InAq 25) +18
Enchantment of the Scrying Pool (InAq(Im) 30) +18
Push of the Gentle Wave (ReAq 15) +8
Lamp Without Flame (CrIg 10) +4
Phantasm of the Human Head (CrIm 10) +12
Disguise of the Transformed Image (MuIm 15) +13
Veil of Invisibility (PeIm 20) +10
Unravelling the Fabric of Imaginem (PeVi 5) +2

Stats in Heartbeast Form

Characteristics: Int +4, Per -2, Pre -4, Com -6, Str -8, Sta +3, Dex +2, Qik +4
Size: -4
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus; Great Int, Heartbeast (Octopus), Improved Characteristics, Inventive Genius, Puissant Brawl, Puissant Intrigue, Quiet Magic x 2, Skilled Parens, Subtle Magic, Reserves of Strength; Favours, Meddler, Mute
Reputations: None
Combat:
Dodging: Init +4, Atk n/a, Dfn +11, Dam n/a
Grappling: Init +4, Atk +8, Dfn +10, Dam n/a
Soak: +3
Fatigue Penalties: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1), -3 (2), -5 (3), Incapacitated (4)
Abilities: [Area 1] Lore 1 (bodies of water), Artes Liberales 1 (ritual magic), Awareness 2 (food), Brawl 4+2 (dodging), Code of Hermes 1 (scrying), Finesse 2 (Imaginem), Intrigue 0+2 (alliances), Latin 4 (Hermetic terms), Magic Theory 4 (Intellego), Native Language 5 (understanding people), Order of Hermes Lore 1 (Bjornaer), Parma Magica 1 (Imaginem), Survival 3 (sea), Swim 5 (sea)
Other: Can breathe underwater. +9 to Defense against grapple attacks

Character Notes
Unable to speak without the use of magic, this character is easy to overlook at first. They're also highly intelligent, and unable to resist poking their nose / tentacles into pretty much anything that's going on that looks to be interesting, then resisting any attempts to make them go away. They do try to keep on the right side of the Code of Hermes (i.e. they'll use mundane agents in preference to magic where magi are involved), and they will often try to help based on what they discover (sometimes even with the recipient's permission), but it's probably only a matter of time before someone gets seriously annoyed at them meddling in their business.

Customisation Notes
The character has one remaining flaw point and can take an equivalent number of Virtues. Reserves of Strength isn't really necessary to the character and can be swapped out without difficulty. A variant of the character (possibly with Mythic Blood) could be seeking to turn their Heartbeast into a giant Octopus capable of plucking sailors from ships in the way described in some tales, or even of crushing the ship itself.

An "Ex-Misc" Diedne. I feel this lineage's survival does require the Order to have been less vigilant than they should have been, but I liked the concept, so I've written it up and if people want to use it they can handwave / justify it as they see fit.

Characteristics: Int +1, 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; Strong Faerie Blood*, Diedne Magic; Arcane Lore, Cautious with Bargain, Deft Mentem, Personal Vis Source*, Puissant Bargain; Dark Secret**, Restriction* (cannot use magic that will break or evade a bargain they're bound to), Twilight Prone; Dutybound, Envious, Obese, Motion Sickness
*From Ex-Misc tradition
**Free with Diedne Magic
Personality Traits: Afraid of the consequences of failing their duties +3, Thinks everyone else has it better than them +3, Bitter +2
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 (ceremonial magic), Athletics 1 (hiking), Awareness 1 (threats), Bargain 3+2 (alliances), Brawl 1 (dodging), Charm 1 (faeries), Code of Hermes 1 (Wizards' Marches), Concentration 2 (spells), Etiquette 1 (faerie courts), Faerie Lore 3 (bargains), Finesse 2 (Imaginem), Folk Ken 2 (magi), Guile 2 (lying to authority), Intrigue 2 (alliances), Latin 4 (Hermetic terms), Magic Lore 2 (bargains), Magic Theory 3 (inventing spells), Native Language 5 (exact meanings), Order of Hermes Lore 1 (Diedne), Parma Magica 1 (Mentem), Penetration 1 (Mentem), Stealth 1 (sneaking)
Arts: Cr 7, In 5, Mu 0, Pe 0, Re 0, An 0, Aq 0, Au 0, Co 0, He 0, Ig 7, Im 3, Me 7, Te 0, Vi 5
Twilight scars: None
Equipment: Wizardly robes
Encumbrance: 0 (0)
Spells known:
Pilum of Fire (CrIg 20) +14
Aura of Enobled Presence (MuIm 10) +3
Wizard's Sidestep (ReIm 10) +3
Perception of the Conflicting Motives (InMe 15) +12
Posing the Silent Question (InMe 20) +12
Trust of Childlike Faith (PeMe 10) +7
Loss of But a Moment's Memory (PeMe 15) +7
The Call to Slumber (ReMe 10) +7
Shroud Magic (MuVi 10) +6 Mastery 1 (Quiet Casting)

Character Notes
The Diedne had many supernatural allies in the Schism War, brought to their side through a web of promises and bargains. When the Diedne leadership retreated into hiding, they knew they had to maintain the key alliances so that on emergence there would be armies waiting for them (on their side). One of the senior Diedne therefore stole the memories and appearance of a minor Ex Miscellanea magus and quietly built a tiny tradition dedicated to maintaining the old Diedne alliances and building new ones.

This character is the latest member of this tradition, notionally a small one devoted to maintaining ancient pacts with the fae. By now, all of the deals that can be put on hold, or delegated to others, have been - and those which cannot often involve the least sympathetic and understanding of partners. Their job is therefore to ensure what needs to be tributed is given, what needs to be protected comes to no harm and what vengeance is needed is taken. Further, they are expected to seek out new allies, and gain their future support for the tradition and their allies, lest they appear to be slacking in the Diedne cause.

They hate it. They hate the responsibility, they hate the work, they hate having had to spend half their apprenticeship in a faerie court, they hate the travel it involves...they hate everybody who doesn't have to spend their life trying to keep 20 balls in the air whilst knowing that if they fumble one the Order could be the least of their worries. The sooner the Diedne come back and kill everybody the better. At least then they could make a lot of this stuff someone else's problem.

Customisation Notes
The character has three remaining flaw points and can take an equivalent number of Virtues. Envious could be elevated to a major flaw if desired, and Motion Sickness / Obese swapped out, although you should consider carefully before doing this for a player character as it is often not a good flaw for them. With troupe permission, the free Dark Secret that comes from Diedne Magic could be swapped to Favours.

The Kraken is a result of this mage in Great Beast form, of course.

Inspired by a recent thread on peasant magic, I wanted to make a Verditius that was both an excellent and dedicated craftsman—fitting the image of the house—but coming from and tending to the peasantry primarily.

Characteristics: Int +2, Per +1, Pre 0, Com +1, Str 0, Sta +1, 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; Affinity with Craft: Woodcarving, Cautious Sorcerer, Gentle Gift, Gossip, Puissant Magic Theory, Verditius Magic*; Chaotic Magic, Fear (Twilight), Generous, Hedge Wizard, Mentor
Personality Traits: Generous +3, Twilight Phobia +3, Nosy +1
Reputations: Hedge Wizard 3 (Hermetic)
Combat:
Dodging:
Soak: +1
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 (arithmetic), Bargain 2 (enchanted items), Charm 2 (first impressions), Craft: Woodcarving 5 (staves), Folk Ken 2 (peasants), Guile 2 (lying to authority), House Verditius Lore 2 (personalities), Intrigue 1 (gossip), Latin 4 (Hermetic terms), Magic Theory 4+2 (enchanting items), Native Language 5 (slang), Parma Magica 1 (Ignem), Philosophiae 2 (enchanting items)
Arts: Cr 8, In 1, Mu 3, Pe 1, Re 5, An 5, Aq 2, Au 0, Co 6, He 0, Ig 1, Im 0, Me 0, Te 3, Vi 0
Twilight scars: None
Equipment: Peasantly robes, woodcarver’s tools
Encumbrance: 0 (0)
Spells known:
Comfort of the Drenched Traveler (PeAq 5) +4
Purification of the Festering Wounds (CrCo 20) +15
Touch of the Pearls (InAq 5) +4

Cloak of the Duck’s Feathers (ReAq 5) +8
Endurance of the Beserkers (ReCo 15) +12
Rock of Viscid Clay (MuTe 15) +7
Palm of Flame (CrIg 5) +10

Soothe the Ferocious Bear (ReAn 10) +11

True Rest of the Injured Brute (CrAn 20) +14

Image of the Beast (InAn 5) +7

Circle of Beast Warding (ReAn 5) +11

Bind Wound (CrCo 10) +15

Character Notes
This Verditius grew up in an isolated peasant community, where they were apprenticed at a young age to the local wise one. Though unGifted, this hedge mage had a decent collection of folk magics similar to the Rusticani and taught the young peasant how to channel their power through wooden crafts. The future magus was all set for a life as a rural wise one before being plucked from their community by a traveling Verditius at the age of 10, though they continue to visit their old mentor from time to time.

Now newly-Gauntleted, this Verditius has acquired both a negative reputation based on their continued relationship with their hedge mentor and a crippling phobia of Twilight, born both of superstition and from watching their parens undergo a truly terrifying Twilight episode. Too fearful to focus their studies on great works, they have instead focused on what they call ‘practical magic’: spells to improve the lives of the peasantry. It remains to be seen whether or not they will develop the bitter arrogance and elitism common to the House, or stay true to their origins.

Design Notes
This character still has room for three virtues and flaws: an Art affinity or two would be nice, and could improve their fairly weak Arts, and an Affinity with Magic Theory would strengthen crafting. Weak Spontaneous Magic would fit well with their fear of Twilight, never having mastered the more dangerous fatiguing sponts. If using other books, the Mentor flaw could be replaced with Fostered Apprentice, and the Wise One mentor with an actual Rusticani, manipulated into giving up their apprentice. If so, I recommend switching out Hedge Wizard as well. Spell Foci might be an interesting virtue to add to this if going this route (and if the troupe approves).

If you are using the Mystery Cults book, the House Verditius lore should be switched out for Verditius Cult Lore. This character does not yet have enough to qualify for Inner Mysteries, but it could be an interesting goal to forge a peasant-focused Confraternity. Verditius Elder Runes is a must-have inner mystery, while Items of Quality fits in with the practical focus. Hermetic Numerology might be an interesting Mystery virtue to aim for, considering the safe nature of Rotes vs. traditional spellcasting.

I definitely recommend leaning into both the peasant focus and the fear of Twilight. The first could create interesting story conflicts as the character generously creates items to improve the lives of the people without concern for the Code or the vis supply, the second can guide you into an unusual playstyle focused on item and potentially rote reliance over spells.

I like the concept and the V/F mix, but I think that some stuff is a bit off with the Arts: namely they are spread too thinly.

They have a clear crafting focus but not enough of a magic one, this is the kind of character that I would not recommend to new players because as a generalist, they'll often get outshone by the other mages.

With enough craft and Magic Theory, arts become almost (but not completely) irrelevant to Verditius magi. I should now, that's the core idea in my current character.

This has also been my experience, which is the character is built that way.

A Tytalus hunter of great beasts.

Characteristics: Int +0, Per +1, Pre +2, Com +0, Str +4, Sta +3, Dex +0, Qik -3
Size: +2
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 2 (5)
Virtues and Flaws: The Gift; Hermetic Magus; Giant Blood; Affinity with Animal, Animal Ken, Inoffensive to Animals, Minor Magical Focus (controlling animals), Puissant Animal, Self-Confident*, Subtle Magic, Warrior; Deficient Creo, Waster of Vis; Deficient Mentem, Magical Animal Companion, Obsessed (mastering magical beasts), Proud
Personality Traits: Obsessed with magical beasts +3, Proud +3, Cares about their hound +1
Reputations: None
Combat:
Dodging: Init -3, Atk n/a, Dfn -1, Dam n/a
Bow, Long: Init -5, Atk +9, Dfn +2, Dam +12
Soak:
Unarmoured: +3
Full chainmail: +12

Fatigue Penalties: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-7), -3 (8-14), -5 (15-21), Incapacitated (22-28)
Abilities: Animal Handling 2 (dogs), Animal Ken 4 (commands), Area Lore 1 (animals), Artes Liberales 1 (ritual magic), Athletics 1 (hiking), Awareness 2 (animals), Bows 4 (long bow), Brawl 2 (grappling), Code of Hermes 1 (Deprivation of Magical Power), Hunt 2 (tracking), Latin 4 (Hermetic terms), Magic Lore 3 (beasts), Magic Theory 3 (Animal), Native Language 5 (legends), Order of Hermes Lore 1 (Tytalus), Parma Magica 1 (Animal), Penetration 2 (Animal), Stealth 1 (rural environments), Survival 1 (forests)
Arts: Cr 0, In 1, Mu 1, Pe 0, Re 8, An 12+3, Aq 0, Au 0, Co 0, He 0, Ig 0, Im 0, Me 0, Te 0, Vi 0
Twilight scars: None
Equipment: Wizardly robes Hunting leathers, Full chainmail, Longbow and arrows.
Encumbrance: 0 (0)
Spells known:
Image of the Beast (InAn 5) +19
Doublet of Impenetrable Silk (MuAn 15) +19
Disguise the Putrid Aroma (ReAn 5) +34 (F)
Viper's Gaze (ReAn 15) +34 (F)
The Gentle Beast (ReAn 25) +34 (F)
Ward Against the Beasts of Legend (ReAn 25) +34 (F)
Commanding the Harnessed Beast (ReAn 30) +34 (F)

Character Notes
This gigantic Tytalus considers mastering mere men to be beneath them. Instead the true challenge is to master the greatest of creatures - magical beasts. They don't currently have many goals for what to do with the creatures afterwards - the point is to overcome them, and they can be released again afterwards if they have no other obvious utility (rendering them down for vis is distasteful - why destroy magnificence when you can control it?)

In addition to many of their magics being focussed on controlling animals, they have also bargained for the loan of a magical hunting hound with an ability to follow any scent unerringly to its source. The loan comes with certain obligations, and whilst the character might like to bind the hound as their familiar, that would require further permissions which would be likely to come with a high cost.

Customisation Notes
The character has used up all of their Virtue and Flaw points, although Giant Blood is not strictly necessary to the concept and could be swapped out.

You should decide upon the exact nature and source of the hound. One possibility is that it is a descendant of Laelaps, a hound from greek mythology that was fated to always catch its prey (but was turned to stone and cast into the constellations by Zeus to resolve the paradox that arose after it was set to catch a fox that was fated to never be caught), in which case its master is likely to also be from greek mythology. Alternatively maybe it is one of the hounds of Arawn, Welsh king of the otherworld, or another local form of the Wild Hunt. In the latter cases the dog may be Faerie rather than Magical, and better represented by the "Faerie Friend" virtue.

Hound stats
Magic Might: 10
Characteristics: Int +0, Per +3, Pre -2, Com +0, Str +0, Sta +2, Dex +1, Qik +2
Size: +0
Confidence Score: 1 (3)
Virtues and Flaws: [Magic Animal], Improved Characteristics, Keen Sense of Smell, Long-winded, Second Sight, Sharp Ears, Tough; Oath of Fealty, Greedy, [Magical Friend]
Personality Traits: Greedy +6, Dog +3, Gives up easily -3
Reputations: None
Combat:
Dodging: Init +2, Atk n/a, Dfn +7, Dam n/a
Bite: Init +2, Atk +10, Dfn +9, Dam +1
Soak: +5
Fatigue Penalties: OK, 0/0, -1/-1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)
Abilities: Athletics 5 (distance running), Awareness 3 (searching), Brawl 5 (bite), Hunt 5 (track by scent), Penetration 5 (The Inexorable Hunter), Second Sight 4 (regio boundaries), Swim 3 (rivers)
Powers:
The Inexorable Hunter 0 points, Init -1, Corpus or Animal: Once the hound is set on the scent of a creature or person, it can follow flawlessly for as long as is needed to locate it. The hound is not fooled by the various ruses of his prey, such as heading through water or doubling back. If the prey has Magic Resistance, this effect has to Penetrate in the usual fashion, but the hound can use the scent as an arcane connection that gives a +1 bonus to the multiplier
InAn(Co) 30: Base 3 + 1 Conc + 4 Arcane Connection + 1 affect both Corpus and Animal + 1 special effect (scent acts as arcane connection)
Tread the Paths of the Air, 2 points, Init -1, Animal: The hound can follow its prey even in flight. The power lasts until the hound sets foot to earth again.
ReAn 25 (Base 15 + 2 Special duration)

Nice idea! A few quibbles:

  • I don't see a Might score for the hound.
  • Equipment should include a bow and arrows, maybe a knife.
  • It doesn't seem like this character would wear "wizardly robes", but something more outdoorsy. In fact, why not give them some armour? They have the Strength for it, and the Soak will be useful sometimes in their line of work.

Good points, thanks. I have made some changes in red.

I should say that's a very cool character and I am tempted to add a Flambeau version into my saga... I would change nothing but the name, with Warrior being their house virtue.

I'm entirely happy for people to use the characters I create in their sagas.

Every one of “my” characters actually started life as a Salutor character!

No, but jokes aside, your example characters have really helped my players and honestly myself get a solid picture of the variety present in each house. One magus per house simply was not enough!

Thanks - that's really good to hear!

Another Merinita. This one has some similarities to the Dwarf Merinita, but their trajectory is in the opposite direction - out of Faerie, rather than into it.

I believe this should take me up to four magi for every house. I've also been putting together a word document of the characters that should hopefully be more navigable than a forum thread, but that still has some work to be done on it yet.

Characteristics: Int +1, Per -2, Pre +3, Com +0, Str +2, Sta +1, Dex +1, Qik +1
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 2 (5)
Virtues and Flaws: The Gift; Hermetic Magus; Gentle Gift; Affinity with Herbam, Faerie Blood (Sidhe), Faerie Magic*, Harnessed Magic, Puissant Herbam, Self-confident, Subtle Magic, Warrior; Plagued by Supernatural Entity, Study Requirement; Cyclic Magic Negative (Autumn and Winter), Faerie Upbringing, Proud, Weak Enchanter
Personality Traits: Proud +3, Confident +3, Understands the ways of the mundane world -3
Reputations: None
Combat:
Dodging: Init +1, Atk n/a, Dfn +4, Dam n/a
Lance (from horseback): Init +3, Atk +13, Dfn +9, Dam +7
Long sword: Init +3, Atk +9, Dfn +6, Dam +8
Soak:
Unarmoured: +1
Full Chain Mail: +10
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 (ceremonial magic), Athletics 2 (running), Awareness 2 (forests), Brawl 2 (dodging), Charm 2 (fae), Code of Hermes 1 (Molesting the fae), Concentration 1 (spells), Etiquette 2 (faerie courts), Faerie Lore 2 (courtly fae), Latin 4 (Hermetic terms), Magic Theory 3 (Herbam), Native Language 5 (epic tales), Order of Hermes Lore 1 (Merinita), Parma Magica 1 (Herbam), Penetration 2 (Herbam), Ride 3 (in battle) Single Weapon 4 (Lance)
Arts: Cr 5, In 2, Mu 5, Pe 0, Re 5, An 0, Aq 0, Au 0, Co 0, He 12+3, Ig 0, Im 4, Me 0, Te 0, Vi 0
Twilight scars: None
Equipment: Golden chain mail, pure white horse, courtly dress
Encumbrance: 1 (3) (this does not apply to Attack and Defense rolls in combat)
Spells known:
Trap of the Entwining Vines (CrHe 15) +21
Wall of Living Wood (CrHe 25) +22 Mastery 1 (Fast Casting)
Shriek of the Impending Shafts (InHe 15) +18
Piercing Shaft of Wood (Mu(Re)He 10) +21
Repel the Wooden Shafts (ReHe 10) +22 Mastery 1 (Fast Casting)
Lord of the Trees (ReHe 25) +21
Aura of Enobled Presence (MuIm 10) +10
Wizard's Sidestep (ReIm 10) +10

Character Notes
This character is the child of one of the great Queens of Faerie - who their father is they do not know, save that their mother has alluded to him being a "great man". Perhaps this explains why their fae heritage, whilst it has touched them, have not done so as firmly as it could have done - they still look fully human, and are not subject to the taboos that affect their mother and her subjects.

Brought up as a prince / princess of the fae court, they've barely set foot in the mundane world - the Queen even arranged for a Merinita magus to carry out their training within her regio. Now, however, they have learnt everything they can within their mother's realm, and it is time for them to go out into the world and make their name in it. The Queen will call for them when she needs them.

Customisation Notes
The character has used up all of their points of flaws, but Harnessed Magic and Weak Enchanter are not particularly integral to the concept and could be swapped out. More drastically, the current build assumes they are a child of a Herbam faerie, but this could be swapped to another Form. If so, the spell-list would also need to be redone. Finally, the "Plagued by Supernatural Entity" flaw assumes that as time goes on it will become increasingly clear that their mother has plans for their child - and as their independence and power grows, they will need to decide whether to go along with them or try to break loose. Other flaws, such as Oath of Fealty or Feud, could change the expectation of the future relationship.

Bravo!

Not your typical Magus, but I thought that perhaps I could drop this in this thread that so many fun times has given me. It embodies the shapeshifter concept to the extreme.

Shifter ex Tytalus

Magus, House Tytalus

Characteristics: Int +3, Per 0, Pre 0, Com 0, Str +1, Sta +1, Dex +1, Qik +1

Size: 0

Age: 25 (25)

Decrepitude: 0

Warping Score: 0 (0)

Confidence Score: 2 (5)

Virtues and Flaws: The Gift, Hermetic Magus, Affinity with Art (Muto), Improved Characteristics, Minor Magical Focus (self-transformation), Puissant (Ability) (Brawl), Puissant Art (Muto), Self-Confident, Tough, Overconfident, Short-Ranged Magic

Personality Traits: Overconfident +6

Reputations: None

Combat:

  • Dodge: Init +1, Attack n/a, Defense +7, Damage n/a
  • Fist: Init +1, Attack +7, Defense +7, Damage +1
  • Kick: Init 0, Attack +7, Defense +6, Damage +4
  • Dagger: Init +1, Attack +9, Defense +7, Damage +4
  • Vicious Claws: Init +1, Attack +13, Defense +11, Damage +5

Soak: +4 (Stamina, Virtues and Flaws. +7 with the Gift of the Bear´s Fortitude)

Fatigue Levels: 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 2, Awareness 1 (alertness), Brawl (claws) 4+2, Code of Hermes 1 (political intrige), Concentration 1 (spell concentration), Dead Language: Latin 4 (Hermetic Use), Finesse 1 (Corpus), Living Language: Native Language 5 (Storytelling), Magic Theory 3 (Muto), Order of Hermes Lore 1 (Tytalus House), Parma Magica 1 (Mentem), Penetration 1 (Muto), Stealth 2 (natural areas)

Arts: Cr 0, In 0, Mu 10+3 (7), Pe 0, Re 0, An 7, Aq 0, Au 7, Co 7, He 0, Ig 0, Im 0, Me 0, Te 0, Vi 0

Twilight Scars: None

Equipment: Vicious Claws, Dagger

Encumbrance: 0 (0)

Spells Known:

  • Cloak of Black Feathers (MuCo(an) 30/+28)
  • Eyes of the Cat (MuCo(an) 5/+28)
  • Form of the Bear (MuCo(an) 25/+28)
  • Gift of the Bear's Fortitude (MuCo 25/+28)
  • Grow Vicious Claws (MuCo(an) 5/+29), Mastery 1 (Fast Casting)
  • The Chariot of Zeus (MuCo(au) 30/+31), Mastery 3 (Fast Casting, Penetration, Quiet Casting)

Character Notes
All its magic is centered in self transformation. Its short ranged magic will push this Magus to solve every problem with a (shape)change.

It has two custom spells:
Form of the Bear (MuCo25) (Personal, Sun, Individual)
You place a bear skin over yourself and changes into a bear. You may change back at will, ending the spell. Before casting this spell, you must first, of course, acquire the skin of a bear, if you want to be able to end the spell early.
(Base 10, +1 size, +2 Sun) Requisites: Animal.

Grow Vicious Claws (MuCo 5) (Personal, Diameter, Part). Requisites: Animal
Holding the claws of a big animal in your hands, you transform them into big vicious animal claws. The claws don't allow you for fine manipulation (they are like bear paws) but they can be used to fight with the same stats of animal's Large Claws: Init +0, Atk +5, Dfn +3, Dam +4. Thanks to the claws used in the casting, you can resume their normal form at will, but doing so ends the spell
(Base 2, +1 Diameter, + 1 Part, +1 for the extra size of the claws)

Customisation Notes
There are 4 merits and 4 flaws open. You could go for mythic blood and get the self transformation focus as minor virtue (blood of Loki or Taliesin). You could change the personality flaw for a different one. I just envision this particular Magus going head first against any danger, in a very physical way (and using a fast casted chariot of Zeus to escape any danger).

(Edit notes: casting totals didn´t take into account the focus. I corrected it)

I've got a somewhat-similar Ex Misc in my game with Chariot of Zeus whom we gave Shapeshifter as his Ex Misc virtue. He has never once used Chariot of Zeus to escape from danger. But he's by far the most formidable fighter because of his winning combo: "Iightning bolt + now I'm standing on your head. also, I am a bear."

The problem, as it turns out, is that there hasn't been much incentive for him to learn other spells. From my experience with him, expanding the breadth of the example's spells would be good -- Gather the Essence of the Beast, for example. And Penetration: I'd drop the Brawl to 3+2 (still good for a starting character at 5!) and boost Penetration (and maybe Awareness).

It is one hell of a trick for sure. But I see limitations (you cannot multicast it) and breath of applicability. You probably would want something for social situations (MuCo, MuIm), exploration, information gathering, and other type of situations.

And I'm a shapeshifter too ... so now I'm a spear :slight_smile: