Better example magi!

This Bonisagus concept mutated a bit during creation - the original idea was a "dabbler" who tried to standardise new spell parameters, but I ran into the problem that I had to decide what actual magic to give them and somehow ended up with Muto Ignem and an overly complicated approach to bypassing magic resistance.

Characteristics: Int +4, Per +1, Pre -1 Com -1 Str -1, Sta 0, Dex 0 Qik +2
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus; Flexible Formulaic Magic, Greater Immunity: Fire; Great Intelligence, Inventive Genius, Puissant Magic Theory*, Puissant Muto, Secondary Insight; Magic Addiction, Tormenting Master; Carefree, Deleterious Circumstances (when cold), Disfigured, Weird Magic
Personality Traits: Enjoys playing with fire +3, Cheerful +3, Ambitious -1
Reputations: None
Combat:
Dodging:
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] Lore 1 (legends), Artes Liberales 1 (spontaneous magic), Athletics 2 (running), Awareness 2 (fires), Brawl 1 (dodge), Charm 1 (magi), Code of Hermes 1 (Bonisagus clauses), Concentration 4 (Magic Addiction), Folk Ken 1 (magi), Guile 2 (excuses), Latin 4 (Hermetic terms), Magic Theory 4+2 (non-standard spell parameters, Native Language 5 (expansive vocabulary), Order of Hermes Lore 1 (Bonisagus), Parma Magica 1 (Aquam), Penetration 1 (Ignem)
Arts: Cr 5, In 1, Mu 10+3, Pe 1, Re 0, An 0, Aq 0, Au 0, Co 0, He 2, Ig 5, Im 0, Me 0, Te 5, Vi 5
Twilight scars: None
Equipment: Wizardly robes, somewhat charred
Encumbrance: 0 (0)
Spells known:
Doublet of Impenetrable Silk (MuAn 15) +13
Wall of Thorns (CrHe 20) +7
Palm of Flame (CrIg 5) +10
Show of the Flames and Smoke (MuIg 10) +18
Prison of Flames (MuIg 20) +18
Trapping the Fire (MuIg(Te) 25) +18
Wielding the Invisible Sling (ReTe 10) +5
Unravelling the Fabric of Ignem (PeVi 15) +6

Character Notes
This Bonisagus loves playing with magic - changing it, playing with it, feeling its power run through them. They don't really have any major research projects planned currently, but are toying with the idea of inventing some new spell parameters - new ranges, targets or durations to use with their magic. Their parens thinks they're not being nearly ambitious enough. Then again, their parens has never forgiven them for giving the orthodox answer rather than their parens' pet theory in their gauntlet Magic Theory exam - despite the fact that their project to break one of the limits of magic continues not to bear much fruit.

Yet their parens' occasional attempts at meddling, magical over-indulgances and even the scars from an incident when they were a child that left them covered in burns seem to have had little effect on the mind of the Bonisagus - they remain blissfully concerned by the vageries of life. They came out of the "incident" with a strange immunity to any future fires, and at some level expect the rest of life to treat them in the same way.

Customisation Notes
The basic idea of a magus who tries to create new spell parameters does not require any specific Art combinations, so those and their spells could be changed. Flexible Formulaic Magic is useful to give the character's spells greater range or duration - without it the character will need to be careful how they transport the stones "Trapping the Fire" creates. Greater Immunity to Fire could be dropped, but if you do that whilst keeping the Ignem spells you are likely to want to add Ward Against Heat and Flames.

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A Magical Mercere.

Characteristics: Int +2, Per 0, Pre +2, Com 0, Str 0, Sta +1, 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; Mercurian Magic; Affinity with Creo, Inoffensive to Animals, Minor Magical Focus: Equines, Puissant Animal, Puissant Creo*; Generous; Ceremonial Spontaneous Magic, Close Family Ties, Driven, Small Frame.
Personality Traits: Generous +6, Loves horses +3, Loyal to House Mercere +2
Reputations: None
Combat:
Dodging:
Soak: 1
Fatigue Penalties: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (13-16)
Abilities: Animal Handling 3 (horses), [Area] Lore 2 (routes), Artes Liberales 1 (ritual magic), Athletics 1 (hiking), Awareness 1 (horses), Brawl 1 (dodge), Charm 1 (first impressions), Code of Hermes 1 (Tribunals), Folk Ken 1 (travellers), Latin 4 (Hermetic terms), Magic Lore 1 (magical horses), Magic Theory 3 (Creo), Native Language 5 (slang), Order of Hermes Lore 2 (Covenants), Parma Magica 1 (Animal), Ride 3 (speed), Survival 1 (navigation)
Arts: Cr 11+3, In 0, Mu 2, Pe 0, Re 6, An 9+3, Aq 0, Au 0, Co 0, He 0, Ig 3, Im 0, Me 0, Te 0, Vi 6
Twilight scars: None
Equipment: Wizardly robes
Encumbrance: 0 (0)
Spells known:
True Rest of the Injured Brute (CrAn 20) +27
The Wizard's Mount (CrAn 35) +39
Doublet of Impenetrable Silk (MuAn 15) +15
Soothe the Ferocious Bear (ReAn 10) +19
Pilum of Fire (CrIg 20) +18
Wizard's Vigil* (MuVi 20) +9
Aegis of the Hearth (ReVi 20) +13

Character Notes
This Mercere was born to a family of Redcaps, who were delighted when their Gift became apparent. Their parents are now retired (likely running an inn or similar), but their siblings are active Redcaps and any or all may call upon the character for help from time to time.

The character has a natural aptitude with horses, and wants to look after and improve the stock used by Redcaps for mounts. In the long run they are interested in taming or creating magical horses, but for now they are concentrating on the care and breeding of mundane stock whilst they improve their Arts.

Customisation Notes
The character can take up to three more points of flaws and an equivalent number of virtues.

3 Likes

I like that character. Solid concept.

I only have minor comments: I would swap Int and Sta, a rider probably would benefit more from being tireless than smart. And parma (Aninal) is a pretty niche specialisation, since most An spells will not affect them...

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It might make sense if they plan on extending their Parma to cover their horse sometimes. (Or maybe they could specialise in "protecting my horse". I'd allow it, but it might be a bit baroque for a sample character.)

Decreasing the Int isn't trivial, as they need it at that level to be able to learn the Aegis - whilst the Aegis isn't a core part of the concept, it's a) generally useful and b) means they actually have a ritual to go with their Mercurian magic, which they wouldn't otherwise as a ritual to heal an animal's light wound just isn't worth it.

It would be possible to shift some more xp into Rego or Vim, as there's some leeway in most of the other spells, so it is doable, just a faff.

Animal felt like it made sense due to the characters' interests, but I agree it's far from optimal. It would help against things like Weaver's Trap of Webs, or the School of Ebroin (conjuring animals to attack people), but those are both fairly niche.

As a Mercere magus is supposed to carry messages at least one season every seven years, and that magus is likely to do this traveling on horseback, a Parma Magica (protecting my horse) specialization looks very much in character.

I agree that it does feel in character, but can a Cunning creature consent to having the Parma extended over them? Maybe with appropriate trust / Animal Handling?

The really tricky thing is, that as written you can share the Parma (ArM5 p.66) only with persons ... "Jolly Jumper, That doesn't concern us!"

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Looking into it further, True Lineagues (pg 129) says:

House Tremere lacks a detailed doctrine for magical mounts. It’s not possible to grant a mount Magic Resistance, except by extending the Parma over it. This means either the mount is undefended, or the magus’s own protection is halved. Neither of these options is pleasant. Riders of magical beasts are effective against mundane forces, so they have some history in the House, but for the most part they are considered glamorous and
wrongheaded. The discovery of a large group of biddable animals with a Might of 30 or more could see this doctrine revised.

So that implies it is possible (even if "halved" isn't necessarily the exact penalty).

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This Tytalus concept is strongly based upon Sabastien in Sanctuary of Ice; however, they aren't 5e and don't have any stats, so hopefully whilst not original this is still of some use. There are also some known differences in the character build, so if he exists Sabastien could well be the character's parens.

Characteristics: Int +1, Per +2, Pre -1 Com -1 Str +0, Sta +1, Dex +1, Qik +2
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 2 (5)
Virtues and Flaws: The Gift; Hermetic Magus; Like-linked Spontaneous Magic; Affinity with Vim, Hermetic Prestige, Lightning Reflexes, Premonitions, Puissant Parma Magic, Puissant Premonitions, Self Confident*; Blatant Gift, Study Requirement; Avaricious, Blackmail, Temperate.
Personality Traits: Enjoys the thrill of danger +3, Avaricious +3, Patient +1
Reputations: "Call this Mag(a/us) if you need Hermetic Traps dealt with"
Combat:
Dodging:
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 3 (traps), Bargain 1 (magical services), Brawl 1 (dodge), Charm 1 (first impressions, Code of Hermes 1 (Sanctums), Concentration 1 (spells), Folk Ken 1 (magi), Guile 1 (elaborate lies), Intrigue 1 (magi), Latin 4 (Hermetic terms), Legerdemain 1 (filching), Magic Lore 1 (creatures), Magic Theory 3 (Vim), Native Language 5 (expansive vocabulary), Order of Hermes Lore 1 (Verditius), Parma Magica 1 (Ignem), Premonitions 3+2 (traps), Stealth 2 (covenants)
Arts: Cr 0, In 8, Mu 5, Pe 3, Re 1, An 0, Aq 0, Au 0, Co 0, He 0 Ig 1, Im 0, Me 0, Te 3, Vi 14
Twilight scars: None
Equipment: Wizardly robes
Encumbrance: 0 (0)
Spells known:
Eyes of the Cat (MuCo(An) 5) +6
Wizard's Icy Touch (PeIg 10) Mastery 1 (multiple casting) +6
Shriek of the Impending Shafts (InHe 15) +9
Pass the Unyielding Portal (MuHe 5) +6
Prying Eyes (InIm 5) +9
Rock of Viscid Clay (MuTe15) +9
The Unseen Porter (ReTe 10) +5
The Invisible Eye Revealed (InVi 25) +23
Sense of the Lingering Magic (InVi 30) +23

Character Notes
When a wizard has died, gone into final(?) Twilight or been Marched, people often want to access their former sanctum whilst being concerned about what "surprises" might have been left for them. This character specialises in breaking into those sanctums, dodging and disarming (using their Life-linked Spontaneous magic) any magical traps and rendering the room safe to enter. At gauntlet they primarily deal with the sanctums of junior to mid-ranking magi, but one day they would like to break the vaults of Coeris itself - preferably officially, at the request of either the Quaesitors or (most satisfactorially) the Tremere themselves, but they might prove persuadable for a more dubious endeavour it the situation was right.

Their key aid in this endeavour are their Premonitions of immediate danger. However, unknown to the Order they are also blackmailing one of the Redcaps at one of the Mercere sorting houses for information on the Verditius their target is corresponding with or receiving items from. Whilst this does not given them the details of the items purchased, cross-referencing against the Verditius' specialities can give them some idea of the likely things to look out for.

Customisation Notes
The character can take one more point of flaws and a corresponding virtue. Skilled Parens would give the character 30 more spell levels to spend, which might give them PeVi spells to use against potential guardians of the laboratory, or a short range transportation spell.

Other Notes
This is definitely one character where the restriction to corebook spells hurts, as Wizard's Leap (mastered for fast-casting) would be very useful for this character. Other spells that could be useful for them to develop include Disenchant, and Shell of False Determinations to persuade Intellego spells that they're definitely allowed to be there.

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I'd allow it, even without the quote Salutor found. And many horses qualify as "persons" in ArM; I think it's deliberately not "humans". (I'm wondering if you could extend your Parma to a smallish nearby object. In this case, I agree RAW say no, but it's not much of a stretch.)

2 Likes

This is another concept where I'm not sure it would actually make a great character for a new player; however, I had the idea and statted it up, so I'm going to post it now.

For when your Diedne infiltration takes an unfortunate turn: a Cuckoo Bjornaer.

Characteristics: Int +1, Per +2, Pre +2 Com +2 Str +0, Sta +2, Dex -4, Qik +0
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus; Diedne Magic, Ghostly Warder; Heartbeast* (cuckoo), Protection, Quiet Magic x 2, Subtle Magic; Dark Secret, Greedy, Twilight Prone; Incompatible Arts (MuAn and ReMe), Infamous, Obese, Poor Dexterity
Personality Traits: Gluttonous +6, Lazy +3, Manipulative +2
Reputations: "Probably an imposter of some kind"
Combat:
Dodging:
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 (spontaneous magic), Awareness 2 (watchers), Brawl 1 (dodge), Charm 2 (intended patsies), Code of Hermes 1 (Diedne), Concentration 1 (spells), Finesse 2 (Imaginem), Folk Ken 2 (magi), Guile 3 (lying to authority), Intrigue 2 (magi), Latin 4 (Hermetic terms), Legerdemain 2 (filching), Magic Theory 3 (Imaginem), Native Language 5 (storytelling), Order of Hermes Lore 1 (Diedne), Parma Magica 1 (Mentem), Stealth 1 (rural areas)
Arts: Cr 0, In 0, Mu 5, Pe 5, Re 0, An 0, Aq 0, Au 0, Co 0, He 0 Ig 0, Im 9, Me 0, Te 0, Vi 9
Twilight scars: None
Equipment: Wizardly robes
Encumbrance: 0 (0)
Spells known:
Winter's Icy Touch (PeIg 10) (Mastery 1: Multiple Casting) +8
Aura of Enobled Presence (MuIm 10) +16
Disguise of the Transformed Image (MuIm 15) +16
Image Phantom (MuIm 20) +16
Veil of Invisibility (PeIm 20) +16
Unseen Arm (ReTe 5) +2
Wizard's Vigil (MuVi 20) +16
Masking the Odour of Magic (PeVi 20) +16

Character Notes
When this character was but a young apprentice a ghost came to them and told them their it was their ancestor, a great wizard in their own right. They offered to guide them to secret magics, and the child eagerly agreed.

Some years later, the child went through the Ritual of Twelve Years, which revealed their Heartbeast to be a Cuckoo. This immediately caused suspicion from the assembled Bjornaer, some of whom accused the child of being an infiltrator from an enemy cult of shapeshifters, but they were protected by their master - a well respected maga who could not believe ill of their apprentice. Still, some precautions were taken, and to this day certain kinds of magic are impossible to the character.

Customisation Notes
This character's infiltration could be made more subtle by changing the Heartbeast - a snake would keep the general theme of deception whilst having more respectability within the House, or an alternative Heartbeast could focus on other aspects of the character. If changing the Heartbeast you will probably also want to change the Personality traits and flaw.

Alternatively, "Dark Secret" could be swapped out for "Plagued by Supernatural Entity", and Ghostly Warder swapped for other virtues.

Other Notes
This is stretching what "Ghostly Warder" is really meant to do.

If using out-of-core books, I'd be tempted to give the character the "Slothful" personality flaw, or the "Persona" virtue.

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A Jerbiton, leaning heavily on a "noble" theme rather than an "artist" theme.

Characteristics: Int +1, Per +0, Pre +2 Com +2 Str +0, Sta +1, Dex 0, Qik -1
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 Creo, Minor Magical Focus (Promoting Vitality), Personal Vis Source (Creo), Privileged Upbringing*, Puissant Creo, Rapid Convalescence; Dependants, Driven; Cyclic Magic Negative (Autumn and Winter), Oversensitive (deliberately failing in one's obligations)
Personality Traits: Determined to look after "their people" +6, Disgusted by those who ignore their duties +3, Likes the colour green +2
Reputations: None
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: [Area] Lore 1 (crops), Artes Liberales 1 (ritual magic), Athletics 1 (grace), Awareness 1 (peasants), Brawl 1 (dodge), Charm 4 (nobles), [Civil and Canon Lore / Common Lore] 1 (feudal responsibilities), Code of Hermes 1 (Mundane interference), Etiquette 2 (nobility), Folk Ken 3 (peasants), Guile 1 (surprises), Intrigue 1 (nobility), Latin 4 (Hermetic terms), Magic Theory 3 (Creo), Native Language 5 (elaborate vocabulary), Order of Hermes Lore 1 (Jerbiton), Parma Magica 1 (Mentem), Philosophaie 1 (Ritual magic), Theology 1 (divine right)
Arts: Cr 14+3, In 0, Mu 5, Pe 0, Re 5, An 4, Aq 1, Au 2, Co 5, He 5, Ig 0, Im 9, Me 8, Te 0, Vi 0
Twilight scars: None
Equipment: Wizardly robes
Encumbrance: 0 (0)
Spells known:
True Rest of the Injured Brute (CrAn 20) +26 (F)
Purification of the Festering Wounds (CrCo 20) +28 (F)
Spasms of the Uncontrolled Hand (ReCo 5) +11
The Bountiful Feast (CrHe 35) +29 (F): Mastery 1 (Multiple Casting)
Wizard's Sidestep (ReIm 10) +6
The Call to Slumber (ReMe 10) +14
Aura of Rightful Authority (ReMe 20) +14

Character Notes
Growing up as a young noble, this character absorbed the idea that they were given power by God so that they might rule wisely and use it to protect their people. In turn, the people they ruled had their own moral and legal obligations to them. Upon learning of their Gift, they extended this theory; the power they had been given was greater, and so too were their responsibilities. They are determined to use their magic (which has a natural affinity for spells which help people be healthier and grow better, but does not aid direct instanteous healing) to help the people on the covenant's lands flourish, and respond to their calls for aid.

Customisation Notes
The character can take another two points of flaws and an equivalent number of virtues. Rapid Convalescence could be swapped out for another Virtue. The Personal Vis source is expected to contribute to the costs of casting The Bountiful Feast, but may be dropped if the saga is expected to be vis rich enough for that not to be an issue.

At the moment, the Jerbiton is not particularly martially focussed, and will need to rely on mundane forces or other magi to help with direct violence, especially against non-human enemies. This is a fairly typical approach for a Jerbiton, but could be reduced by swapping in Warrior for some mundane martial skills, or spending some of their spell levels on a Creo based attack spell such as Pilum of Fire or Mighty Torrent of Water.

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A demonhunter Tytalus. This is the sort of character that has "Demon's Eternal Oblivion on boundary target Ireland" as a step in their plans.

Characteristics: Int +1, Per +1, Pre -1, Com 0, Str +0, Sta +2, Dex 0, Qik +2
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 2 (5)
Virtues and Flaws: The Gift; Hermetic Magus; Flawless Magic; Affinity with Vim, Cautious Sorceror, Mastered Spells, Minor Magical Focus (destroying the infernal), Puissant Vim, Relic, Self-Confident*, Strong-Willed; Diabolic Past, Driven (Destroy Hell); Infamous Master, Proud, Tainted with Evil, Warped Magic
Personality Traits: Determined to destroy the Infernal +6, Proud +3, Gives up easily -3
Reputations: Going to be trouble 3
Combat:
Dodging:
Soak: +2
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 2 (running), Awareness 3 (the infernal), Brawl 2 (dodge), Charm 1 (magi), Code of Hermes 1 (dealing with devils), Folk Ken 1 (infernalists), Guile 1 (lying to authority), Infernal Lore 3 (demonic weakneses), Intrigue 1 (infernalists), Latin 4 (Hermetic terms), Magic Theory 3 (Vim), Native Language 5 (curses), Order of Hermes Lore 1 (Corruption of Tytalus), Parma Magica 1 (Mentem), Penetration 3 (Vim), Stealth 2 (in infernal auras)
Arts: Cr 1, In 1, Mu 0, Pe 5, Re 5, An 0, Aq 0, Au 0, Co 2, He 0, Ig 0, Im 0, Me 0, Te 0, Vi 14+3
Twilight scars: None
Equipment: Wizardly robes
Encumbrance: 0 (0)
Spells known:
Bind Wound (CrCo 10) +6: Mastery 1 (Penetration)
Winter's Icy Touch (PeIg 10) +8: Mastery 1 (Multiple Casting)
Piercing the Infernal Veil (InVi 20) +21: Mastery 1 (Still Casting)
Wizard's Vigil (MuVi 25) +20: Mastery 1 (Still Casting)
Circular Ward Against Demons (ReVi 20) +25: Mastery 1 (Penetration)
Aegis of the Hearth (ReVi 25) +25: Mastery 1 (Penetration)
Demon's Eternal Oblivion (PeVi 10) +35 (F) Mastery 6 (Fast Casting, Multiple Casting, Penetration, Quiet Casting x 2, Still Casting)

Character Notes
When this character was an apprentice, their first master fell into Infernalism and was marched. 250 years ago, the Prima of House Tytalus herself fell to the infernal. Too many times has House Tytalus been beaten by the Infernal, and this cannot be bourne. This character's goal is simple, if absurdly ambitious; they are going to destroy hell itself, and all its minions. This quest is unlikely to end well, and on some level the character is aware of this. They are not, however, going to let that stop them from trying.

Customisation Notes
The character has used up all of their Virtues and Flaws, although it might be possible to swap out some of the minor virtues. Sense Holiness and Unholiness would be useful to the character, but would fit better in a variant motivated by more positive traits than pride or revenge.

Other Notes
If playing with the expanded rules, you are likely to want to swap out some of the mastery abilities. Joining the Cult of Mercury and getting Adaptive Casting would be particularly useful.

The Relic becomes considerably more useful with the rules for them in RoP: the Divine.

1 Like

I had to smile a little at the pesonality trait "Likes the colour green +2". Should I be afraid of someone with "Likes the colour green +6"? Jokes aside, I'd say it's more of a quirk than a real personality trait.

"What, exactly, made you think wearing bright green to the Winter Queen's victory ball was ever going to go down well?"

More seriously, I thought I had a precedent, but I'm now struggling to find it - the best I can do is "Terrified of Blue Potions +1".

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When I read " Personality Traits: Determined to look after "their people" +6, Disgusted by those who ignore their duties +3, Likes the colour green +2", I thought about a victim of a thorough education as a noble internalizing duties and responsabilities - and the predilection for green as a way to once in a while assert an individuality their education might have stifled otherwise.
Briefly, this predilection is the remainng expression of their sense of privilege. I like it.

1 Like

This is my favourite canonical Personality Trait, hands down.

This is an example of a Merinita who has thrown themselves in whole-heartedly with one particular group of fae.

Characteristics: Int +1, Per -1, Pre +0, Com +0, Str +2, Sta +2, Dex +1, Qik 0
Size: -1
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus; Major Magical Focus (Stone), Strong Faerie Blood (Dwarf); Faerie Magic*, Second Sight**, Strong Willed, Tough, Warrior; Avaricious, Oath of Fealty; Gender Non-Conforming, Small Frame, Susceptibility to Divine Power
*House Virtue
**Free from Strong Faerie Blood
Personality Traits: Avaricious +6, Stubborn +3, Loyal to the Dwarf King +2
Reputations: None
Combat:
Dodging: Init +0, Atk n/a, Def +2, Dam n/a
Dagger: Init +0, Atk +6, Def +3, Dam +5
Poleaxe: Init +1, Atk +11, Def +5, Dam +13
Soak: +5 (unarmoured) / +14 (armoured)
Fatigue Penalties: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (13-16)
Abilities: Artes Liberales 1 (ceremonial magic), Athletics 1 (climbing), Awareness 1 (underground), Bargain 1 (dwarfs), Brawl 2 (dagger), Charm 1 (dwarfs), Code of Hermes 1 (Molesting the fae), Concentration 1 (spells), Craft: Sculptor 3 (Charms), Faerie Lore 3 (dwarfs), Finesse 1 (Terram), Folk Ken 1 (magi), Great Weapon 4 (pole-axe), Guile 1 (magi), Latin 4 (Hermetic terms), Magic Theory 3 (Terram), Native Language 5 (storytelling), Order of Hermes Lore 1 (Merinita), Parma Magica 1 (Terram), Penetration 1 (Terram), Second Sight 1 (illusions), Stealth 1 (underground)
Arts: Cr 5, In 3, Mu 9, Pe 3, Re 2, An 0, Aq 0, Au 0, Co 0, He 0, Ig 0, Im 0, Me 0, Te 10, Vi 0
Twilight scars: None
Equipment: Wizardly robes and full chainmail
Encumbrance: 0 (0) or 1 (3)
Spells known:
Chamber of Spring Breezes (CrAu 5) +7
Wall of Protecting Stone (CrTe 25) +28 (F): Mastery 1 (Fast Casting)
The Miner's Keen Eye (InTe 20) +15
Rock of Viscid Clay (MuTe 15) +31 (F)
Edge of the Razor (MuTe 20) +21
Teeth of the Earth Mother (MuTe 35) +31 (F)

Character Notes
As a young girl, this character desperately wanted to be a warrior, but mundane society wouldn't let them - girls couldn't fight, and in any case, they were too small. Their life took a turn for the better when, exploring some caves one day, they found the entrance to a regio of faerie dwarfs. Amongst the dwarfs she learnt to fight, and also to craft stone. It was also there that she caught the eye of a passing Merinita magus who took as as their apprentice.

The character has sworn an Oath of Fealty to the King of the Dwarfs. Swearing such oaths to faeries is not strictly illegal under the Code (unlike swearing them to mundane nobles), but there is a significant risk of it clashing with the Oath of Hermes which the character will have to manage.

In battle, the character wields a short two-handed axe, with a dagger for back-up in particularly tight spots. They are likely to want to consider how to build their soak and defenses further, with the ability to turn their body to animated stone perhaps being a long term goal.

Customisation Notes
The character can take another point of flaws and an equivalent number of virtues. Strong Faerie Blood is not essential to the character, but you should consider how they see in the dark without it. The Avaricious Personality Flaw is comon amongst dwarfs, but could easily be swapped to a different one.

An Ex-Misc. This is quite a weak character - very much a "hedge wizard".

Characteristics: Int +1, Per +1, Pre 0 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; Greater Immunity (Exposure)*, Ways of the Forest;

Animal Ken, Free Study, Inoffensive to Animals*, Magical Memory, Personal Vis Source, Secondary Insight, Study Bonus;
Blatant Gift*, Compassionate, Supernatural Nuisance; Hedge Wizard, Poor Student, Sheltered Upbringing
Personality Traits: Compassionate +6, Grumpy +2, Civilised -3
Reputations: Hedge Wizard 3
Combat:
Dodging:
Soak: +2
Fatigue Penalties: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)
Abilities: Animal Ken 4 (wolves), [Area] Lore 2 (geography), Artes Liberales 0 (1) (reading), Athletics 2 (climbing), Awareness 2 (forests), Brawl 1 (fist), Hunt 1 (forests), Latin 3 (Hermetic terms), Magic Theory 3 (spells), Native Language 5 (forests), Parma Magica 1 (Herbam), Stealth 1 (forests), Survival 2 (route finding), Swim 1 (rivers)
Arts: Cr 5, In 7, Mu 1, Pe 1, Re 8, An 7, Aq 0, Au 5, Co 0, He 9, Ig 0, Im 0, Me 0, Te 0, Vi 0
Twilight scars: None
Equipment: Rough clothing
Encumbrance: 0 (0)
Spells known:
True Rest of the Injured Brute (CrAn 20) +14
Doublet of Impenetrable Silk (MuAn 15) +10
Cloak of the Duck's Feathers (ReAq 5) +10
Sailor's Foretaste of Tomorrow (InAu 20) +14
Eyes of the Cat (MuCo(An) 5) +3
Trap of the Entwining Vines (CrHe 15) +16
Hunt for the Wild Herb (InHe 5) +18
Intuition of the Forest (InHe 10) +18
Lord of the Trees (ReHe 25) +19

Character Notes
It is not unheard of for children, especially blatantly Gifted ones, to be abandoned in the forest at birth. Many such children die, but others are adoped by faeries or by members of this small hedge tradition within House Ex-Miscellanea.

All the apprentices of this tradition have developed a Greater Immunity to Exposure as a fruit of their abandonment. This renders them unaffected by temperatures in natural ranges, and means they will not starve or die of thirst, although they need to be properly fed and watered to recover long term fatigue levels. They also all have the Blatant Gift, but it does not affect Animals.

The tradition dwells within the forests of Mythic Europe, protecting them and their inhabitants and attempting to mediate intra-forest disputes. This character in particular often finds themselves bothered by minor supernatural creatures of the forest for assistance with their problems. They rarely live within the walls of a covenant, but if a covenant is close to their forest they may associate with it. Otherwise they rarely interact much with the wider Order.

Customisation Notes
The character can take another point of flaws and an equivalent number of virtues.

The character has significant disadvantages which are likely to make them weaker than a standard Hermetic Magus. These could be reduced by dropping their "Poor Student" flaw, which would enable them to make better use of books, but spending a lot of time reading would change the feel of the character. Giving the character an appropriate magical focus could boost their power level within its area; example Major foci include the Wilderness (affecting natural materials unworked by human hands) and Trees, but would require dropping other virtues to allow them to fit. Example minor foci include Understanding Nature or Controlling Plants.

This character was abandoned in a forest, but with a bit of effort an alternative habitat could be substituted.

Other Notes
If using the wider books, giving the character Voice of the (Forest) in place of Animal Ken would fit at least as well, and free up 45 xp. Servant of the (Forest) could replace Supernatural Nuisance. Forest Lore would also be highly appropriate.

The process of gaining the Greater Immunity has similarities with the Forest Paths in Guardians of the Forest, but is not an exact fit.

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