Better example magi!

A Criamon. I'll admit this isn't one of the Houses that come more easily to me, but I think I've got a couple of concepts now.

Characteristics: Int +3, Per -1, Pre +1 Com 0, Str -1, Sta -1, 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; Death Prophecy, Mythic Blood (Phoenix); Affinity with Corpus, The Enigma*, Minor Magical Focus** (Aging), Puissant Corpus, Unaging; Difficult Longevity Ritual, Restriction (no fires present); Continent, Higher Purpose**, Loose Magic, Visions
**Free from Mythic Blood
Personality Traits: Wants to "save" the world +3, Ascetic +3, Too keen +1
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 (herbs), Artes Liberales 1 (rituals), Athletics 2 (grace), Awareness 2 (fire), Brawl 1 (dodge), Charm 2 (magi), Chirurgy 2 (cauterisation), Code of Hermes 1 ([Tribunal] peripheral code), Concentration 3 (meditation), The Enigma 1 (understanding Twilight), Folk Ken 2 (magi), Latin 4 (Hermetic terms), Magic Theory 3 (spells), Native Language 5 (riddles), Order of Hermes Lore 1 (Criamon), Parma Magica 1 (Corpus), Survival 1 (rural areas),
Arts: Cr 6, In 5, Mu 0, Pe 5, Re 2, An 0, Aq 0, Au 0, Co 14+3, He 0, Ig 5, Im 0, Me 0, Te 0, Vi 1
Twilight scars: None
Equipment: Wizardly robes, lantern
Encumbrance: 0 (0)
Powers from Mythic Blood: Coat of Flames at Touch Range, Gestures only
Spells known:
Bind Wound (CrCo 10) +22
Purification of the Festering Wounds (CrCo 20) +22
Cheating the Reaper (CrCo 30) +28 (F)
Revealed Flaws of Mortal Flesh (InCo 10) +21
Spasms of the Uncontrolled Hand (ReCo 5) +18
Palm of Flame (CrIg 5) +10
Vision of Heat's Light (InIg 20) +9
Soothe the Raging Flames (PeIg 20)

Character Notes
This character's Phoenix blood manifests not only in their Hermetic magic, but in their Death Prophecy and approach to aging. In fact, the character doesn't actually know what will kill them - only that if something happens that would normally fatally wound them, they will instead burst into flame and then be reborn from the ashes merely incapacitated. In between burnings they appear to age normally, but each "rebirth" will reset their apparent age to 25.

The character believes that the world is reborn in the same manner as the Phoenix. If they can develop techniques to understand what controls their own fate and that of the legendary bird, they can extend the same methods to the world, and free it from its endless turnings. Of course, testing is a problem - a failed attempt involves considerable pain and loss of time, and success would remove the ability to do further research. But no-one ever said that saving the world would be easy.

The character's Mythic Blood brings with it an innate talent for aging, and the character is likely to spend some time making longevity rituals for other magi. However, their unique interaction with aging means that a standard longevity ritual doesn't work well for them.

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

The character, in common with most Criamon, is more or less a pacifist, and therefore lacks offensive spells beyond "Spasms of the Uncontrolled Hand". However, if a slightly more active role in combat is desired you could swap out Soothe the Raging Flames for Winter's Icy Touch (PeIg 10) and another 10 levels of spells (perhaps Ward Against Rain (ReAu 10), Wizard's Sidestep (ReIm 10) or Scales of the Magical Weight and Sense the Nature of Vis (both InVi 5).

Other Notes
The character's beliefs are broadly in line with House Criamon's in the expanded materials. Depending on their focus, either the Path of Seeming or the Path of the Body could fit them in future.

The effects of Mythic Blood: Phoenix are from the Bjornaer chapter of HoH: MC.

3 Likes

Another interesting character, but one thing which I would change is to make sure (especially if a new player were to play therm) that they have a damaging (non defensive) combat spell. I'm not 100% how PeIg 20 lab total is reached, but I'd swap that one for a CrIg damage spell instead.

But this mage is not headed for Path of Strife, rather explicitly for either the Path of Seeming or the Path of the Body. You're talking about making sure a pacifist (or roughly that) can hurt people in combat.

PeIg 20 is correct with the stats there.

2 Likes

I'm with Callen. The lack of offensive magic both fits the mage and can lead to interesting decisions and complications in the saga.

I would go with a PeIg spell like Winter's Icy Touch, so you can drain their Fatigue, and knock them unconscious in a non-lethal manner.

Indeed. When multicast, it quickly becomes very powerful.

Not taking something like Pilum of Fire was indeed deliberate, as it doesn't fit the standard Criamon pacifism - Spasms of the Uncontrolled Hand was an attempt at giving them at least something they can do if things turn nasty, but it does suffer from a) being Concentration duration so subsequent rounds of combat could get pretty boring and b) only affecting Corpus creatures, so Winter's Icy Touch isn't a bad suggestion.

The alternative idea I did toy with was giving them Ward Against Heat and Flames and then having their default combat move be being setting themselves on fire and hoping it scared people off...

For reference, the total for PeIg20 was Perdo 5 + Ig 5 + Int 3 + MT 3+1 (spells) + Aura 3 = 20

1 Like

I have edited the customisation notes for the Criamon with a suggestion that people could swap in Winter's Icy Touch if they want more firepower.

And now for a Flambeau that really doesn't have that problem.

Characteristics: Int +2, Per 0, Pre -1, Com -1, Str 0, Sta +2, 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; Elemental Magic; Affinity with Creo, Affinity with Rego, Educated, Mastered Spells, Puissant Ignem*, Skilled Parens, Study Bonus; Indiscreet, Study Requirement; Overconfident, Pious, Unpredictable Magic
Personality Traits: Confident in their abilities +3, Pious +3, Subtle -2
Reputations: None
Combat:
Dodging: Init +2, Atk n/a, Dfn +4, Dam n/a
Fist: Init +2, Atk +3, Dfn +5, Dam +0
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 (rituals), Athletics 2 (hiking), Awareness 2 (threats), Brawl 2 (fist), Charm 1 (magi), Code of Hermes 1 (Wizards' marches), Concentration 3 (spells), Finesse 1 (Auram), Folk Ken 2 (magi), Guile 1 (magi), Latin 4 (Hermetic terms), Magic Theory 3 (Ignem), Native Language 5 (boasting), Order of Hermes Lore 1 (Flambeau), Parma Magica 1 (Ignem), Penetration 3 (Ignem), Philosophaie 1 (ritual magic), Stealth 1 (rural areas), Swim 1 (underwater)
Arts: Cr 10 (1), In 0, Mu 0, Pe 0, Re 10 (1), An 0, Aq 12 (4), Au 13 (11), Co 0, He 0, Ig 14+3, Im 0, Me 0, Te 12 (4), Vi 0
Twilight scars: None
Equipment: Wizardly robes
Encumbrance: 0 (0)
Spells known:
Mighty Torrent of Water (CrAq 20) +25: Mastery 1 (Multiple Casting)
Circling Winds of Protection (Cr(Re)Au 20) +25: Mastery 1 (Fast Casting)
Wings of the Soaring Winds (Cr(Re)Au 30) +25
Pilum of Fire (CrIg 20) +32: Mastery 3 (Magic Resistance, Multiple Casting, Penetration)
Ball of Abysmal Flame (CrIg 35) +30: Mastery 1 (Multiple Casting)
Wall of Protecting Stone (CrTe 25) +24: Mastery 1 (Fast Casting)

Character Notes
This character has a lot of raw elemental power to throw around, and knows it. Whilst they are quite capable of using sensible tactics in a fight, they have little patience for subterfuge, and will tend to respond to problems by throwing more power at them. As the character matures, they may learn to apply their power with more finesse - if they survive.

Customisation Notes
The character can take another point of flaws and an equivalent number of virtues. Taking an appropriate magical focus could further enhance the character's casting totals in some area; alternatively you may wish to diversify to something more useful outside of combat.

The Pious minor flaw is not uncommon in Flambeau, but it is not core to the character concept, so could easily be swapped out for something else. Similarly Study Requirement could be swapped out for another major Hermetic Flaw if you do not want the character to decide that studying in a volcano is a good plan.

Other Notes
The errated Elemental Magic gives you a lot of xp, especially if taken on top of other xp granting virtues. For anyone wanting to check my figures without solving four simultaneous linear equations, original assignment of xp to the element Arts was 15xp Aquam, 55xp Auram, 61 xp Ignem, 15xp Terram.

I think I'm up to at least one magus of each House now - are people finding them worth having?

1 Like

Another Verditius. This one has an artistic bent.

Characteristics: Int +3, Per 0, Pre 0, Com +1, Str 0, Sta 0, Dex +4, Qik -2
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus; Affinity with Craft: Mosaic, Affinity with Magic Theory, Free Expression, Great Dexterity, Improved Characteristics, Light Touch, Puissant Craft: Mosaic, Puissant Magic Theory, Verditius Magic*; Ambitious, Blatant Gift; Mentor, Proud
Personality Traits: Wants possession of their enchantments to be major status symbol +6, Proud +3, Cultured +1
Reputations: None
Combat:
Dodging: Init -2, Atk n/a, Dfn +0, 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 (rituals), Athletics 1 (grace), Awareness 1 (searching), Bargain 2 (mosaics), Brawl 1 (dodging), Charm 2 (potential customers), Code of Hermes 1 (magical item sales), Craft Mosaic 5+2 (for enchantment), Etiquette 1 (magi), Folk Ken 1 (magi), Guile 1 (magi), Latin 4 (Hermetic terms), Magic Theory 5+2 (items), Native Language 5 (expansive vocabulary), Order of Hermes Lore 1 (Verditius), Parma Magica 1 (Terram), Philosophaie 1 (Verditius runes), Stealth 1 (urban areas)
Arts: Cr 5, In 8, Mu 5, Pe 0, Re 0, An 0, Aq 0, Au 6, Co 0, He 0, Ig 0, Im 5, Me 2, Te 5, Vi 0
Twilight scars: None
Equipment: Wizardly robes
Encumbrance: 0 (0)
Spells known:
Chamber of Spring Breezes (CrAu 5) +11
Charge of the Angry Winds (CrAu 15) +11
Eyes of the Bat (InAu 25) +14
Phantasm of the Talking Head (CrIm 10) +10
Wizard's Sidestep (ReIm 10) +5
Posing the Silent Question (InMe 20) +10
The Crystal Dart (Re(Mu)Te 10) +5
Supple Iron and Rigid Rope (MuTe 10) +10
Rock of Viscid Clay (MuTe 15) +10

Character Notes
One day, having one of this character's mosaics prominently on display in your covenant or receiving room will be a status symbol; a sign that you are both wealthy and possessed of good taste. That's their dream, anyway, and they're working on achieving it, with the help of a few introductions from a senior Jerbiton who has taken them under their wing (subject to some minor favours in return).

Customisation Notes
The character can take another two points of flaws and an equivalent number of virtues. The Ambition is key to the character, but the Proud flaw could be swapped out if desired. Light Touch, whilst thematic, adds to rolls rather than totals so is rarely much use in seasonal activities such as creating art of enchanted items.

Other Notes
This character could potentially be a member of the Confraternity of Irene, although they are more focussed on sales to the Order than is typical of that Confraternity.

1 Like

A shapeshifter Tremere. I'm not entirely sure whether the character personality and flaws will appeal as a potential player charcter - they grew out of "how can I make the magical animal companion not just a cheap familiar", but may not be fun for enough people to play? They're fairly easy to separate out of the main stats, though.

Characteristics: Int +1, Per +2, Pre -2, Com 0, Str 0, Sta +2, Dex 0, Qik 0
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 0 (0)
Virtues and Flaws: The Gift; Hermetic Magus; Gentle Gift; Affinity with Muto, Minor Magical Focus: Certeman*, Puissant Muto, Quiet Magic x 2, Second Sight, Skilled Parens, Subtle Magic; Low Self-esteem, Study Requirement; Generous, Humble, Magical Animal Companion, Weird Magic
Personality Traits: Generous +3, Humble +3, Comfortable in their own skin -3
Reputations: None
Combat:
Dodging: Init 0, Atk n/a, Dfn +2, Dam n/a
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: [Area] Lore 1 (geography), Artes Liberales 1 (ceremonial magic), Athletics 2 (hiking), Awareness 2 (searching), Brawl 1 (dodging), Charm 1 (first impressions), Code of Hermes 1 (mundane interference), Folk Ken 1 (magi), Guile 1 (pretending to be mundane), Hunt 2 (tracking), Latin 4 (Hermetic terms), Magic Theory 3 (spells), Native Language 5 (apologies), Order of Hermes Lore 1 (Tremere), Parma Magica 1 (Mentem), Second Sight 3 (regiones), Stealth 2 (rural areas), Survival 1 (forests), Swim 1 (rivers)
Arts: Cr 2, In 9, Mu 13 (1) +3, Pe 0, Re 0, An 6, Aq 0, Au 0, Co 6, He 0, Ig 0, Im 2, Me 4, Te 8, Vi 0
Twilight scars: None
Equipment: Wizardly robes
Encumbrance: 0 (0)
Spells known:
Eyes of the Cat (MuCo(An) 5) +24
Shape of the Woodland Prowler (MuCo(An) 25) +24
Cloak of Black Feather (MuCo(An) 30) +24
Shriek of the Impending Shafts (InHe 15) +11
Phantasm of the Talking Head (CrIm 10) +6
Posing the Silent Question (InMe 20) +15
Tracks of the Faerie Glow (InTe 25) +19
The Unseen Porter (ReTe 10) +10
Wielding the Invisible Sling (ReTe 10) +10

Character Notes
This Tremere scout has never felt comfortable in their own skin, and learning to shape-change hasn't helped the problem - if anything, it's made it worse. Their Magical Animal Companion has no such problem - they're sure their place is ultimately at the top of the Tremere Wolf hierarchy, and already have a number of ideas for enchantments they'd like in the familiar bond (just as soon as their magus has learnt enough magic).

Customisation Notes
The character has their full complement of Virtues and Flaws. However, none of the flaws are essential to the character's stats, so could easily be swapped out if a more assertive character was desired - perhaps the character actually has a Difficult Longevity Ritual due to their shape-changing, or keeps getting mistaken for other shapeshifters (Mistaken Identity story flaw)?

There are other spells which would be useful to the character which are within their Arts, including Whispering Winds (InAu 15) and Curse of Circle (MuCo(An) 30). However, you would need to decide what to drop in their place.

Magical Animal Companion
Characteristics: Int +2, Per +3, Pre +1, Com +1, Str +2, Sta +2, Dex +2, Qik +2
Size: +1
Age: 5
Decrepitude: 0
Confidence Score: 1 (3)
Virtues and Flaws: [Magic Animal], Cautious with Brawl, Improved Characteristics x 5, Long-winded, Puissant Brawl, Sharp Ears, Tough; Ambitious, Dependants; Covenant Upbringing, Disfigured, Infamous, [Magical Friend]
Personality Traits: Ambitious +6, Loyal to [magus] +2, Amused by humans +1
Reputations: "That monstrous wolf"
Combat:
Dodging: Init +2, Atk n/a, Dfn +10, Dam n/a
Bite: Init +2, Atk +14, Dfn +12, Dam +3
Soak: +5
Fatigue Penalties: OK, 0/0, -1/-1, -3, -5, Unconscious
Wound Penalties: -1 (1-6), -3 (7-12), -5 (13-18), Incapacitated (19-24)
Abilities: [Area] Lore 6 (pack lands), Athletics 5 (distance running), Awareness 3 (smell), Brawl 6+2 (bite), Folk Ken 3 (Tremere magi), Hunt 6 (in a pack), Latin 3 (Hermetic terms), Leadership 5 (wolves), Penetration 2 (Mentem), Stealth 3 (forests), Survival 6 (forests), Swim 1 (lakes)
Powers:
Theft of Voice 1 point, Init +0, Mentem: The wolf can steal the voice of any human with whom it makes eye contact. The effect lasts until the next sunrise.
Eyes like Lanterns, 0 points, Init +2, Mentem: The wolf can paralyze a victim with terror. This requires the wolf to make eye contact, and the victim to fail a Brave check with an ease factor of 9+. A victim who makes eye contact with several wolves may need to make several checks. The victim may make a new check each round if attacked, with an ease factor of 6+, so wolves tend to form a circle about a mesmerized victim
and all pounce at the same time. Slapping or shaking the victim also allows a check, against an ease factor of 6+.
Human Form, 1 point, Init+0, Animal: The character transforms itself into the shape of a normal human being, allowing it to move through mundane society relatively unnoticed. This wolf's human form is a noticably more impressive speciman than their magus', which does nothing to help the latter's issues.

Character Notes
This wolf wants to lead - their local pack, and eventually all of the Tremere wolves. An alliance with a magus seems an excellent first step, and the character magus is pleasingly willing to help out, even if they are frustratingly prone to introspection and uncertainty at times.

For a familiar bond to actually work, their must be mutual admiration between both sides. The magus certainly admires the wolf, but the converse is less certain, and could be a source of stories if desired.

Other comments
If using the full RoP:M rules, the character also has the following additional stats:
Season: Summer
Qualities: Gigantic, Greater Power; Improved Abilities x7, Improved Fatigue x2, Personal Power, Unaffected by the Gift; Age Quickly, Susceptible to Deprivation, Reduced Might.

The character has a Base Might of 10, and a wolf has a natural size of -1, leading to an effective Might of 11 which has been reduced back to 10 with the Reduced Might Inferiority. Gigantic has then been purchased for 3 points of Qualities to increase the size to +1. An alternative approach would be to give the character +1 size directly and purchase Improved Might but not Gigantic; this would free up one additional point of qualities. It's not entirely clear to me which is correct, but Nec (pg 49 of Through the Aegis) has the Gigantic Quality so I've replicated that here. Nec also appears to have a higher base might (they have Might 10 but Reduced Might x8), but I've kept to a Base Might of 10 here to make it fit as a medium power level companion character.

2 Likes

Another Merinita. This one is a lot more about bargaining and manipulating different groups of fae rather than a close alliance with a single group.

Characteristics: Int +1, Per 0, Pre +2, Com +4, Str -2, Sta 0, Dex 0, Qik 0
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (1)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus; Gentle Gift; Enchanting Music, Faerie Magic*, Great Communication, Harnessed Magic, Inspirational, Well Travelled; Curse of Venus, Necessary Condition (all spells must be sung); Optimistic, Weak Enchanter
Personality Traits: Assumes it will all work out fine this time +3, Loves music +2, Unable to resist a pretty face +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 (music), Athletics 1 (running), Awareness 1 (fae), Bargain 3 (fae), Brawl 1 (dodging), Carouse 1 (drinking songs), Charm 3 (fae), Code of Hermes 1 (molesting the fae), Enchanting Music 4 (fae), Faerie Lore 3 (courtly fae), Folk Ken 2 (audiences), Guile 1 (trying to explain their way out of trouble), Latin 4 (Hermetic terms), Magic Theory 3 (Imaginem), Music 4 (singing), Native Language 5 (artistic composition), Order of Hermes Lore 1 (Merinita), Parma Magica 1 (Herbam), Penetration 1 (Imaginem)
Arts: Cr 3, In 5, Mu 0, Pe 5, Re 1, An 0, Aq 0, Au 0, Co 0, He 5, Ig 0, Im 7, Me 0, Te 0, Vi 0
Twilight scars: None
Equipment: Wizardly robes
Encumbrance: 0 (0)
Spells known:
Eyes of the Cat (MuCo(An) 5) +0
Trap of the Entwining Vines (CrHe 15) +8
Shriek of the Impending Shafts (InHe 15) +10
Piercing Shaft of Wood (ReHe 10) +6
The Ear for Distant Voices (InIm 20) +12
Aura of Enobled Presence (MuIm 10) +7
Notes of a Delightful Sound (MuIm 10) +7
Disguise of the Transformed Image (MuIm 15) +7
Veil of Invisibility (PeIm 20) +12

Character Notes
This character uses their song to charm the fae they visit, and as leverage in the deals they make - many faeries like nothing better than having tales of them and their realms sung amongst the local populace.

Unfortunately the good looking young musician also has a tendency to attract the attentions of the opposite sex, and despite the character's confidence that this time will be different, and things will go smoothly, somehow they never do.

Customisation Notes
The character can take another two points of flaws and an equivalent number of virtues. At the moment the character is fairly magically weak, so Skilled Parens could allow them to improve their Arts, perhaps at the cost of a Weakness for a pretty face? Alternatively, maybe they have actual fae blood rather than merely a useful talent for dealing with them.

Other Notes
If playing using rules outside the core 5e book, Performance Magic (music) could be useful to this character. The Folk Mysteries of the House may also be of interest to them.

1 Like

@salutor, many thanks for your many and great contributions to this thread. I am a bit busy these days with other stuff, and I won't be able to "index" them in the first post - but anyone who has the powers to should definitely feel free to do so.

1 Like

Another Criamon.

Characteristics: Int +2, Per +2, Pre +1, Com 0, 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; Major Magical Focus (Emotions); Affinity with Mentem, Deft Mentem, Piercing Gaze, Puissant Mentem; Fury, Greater Malediction (spells they cast upon themself don't work); Fear (anger)
Personality Traits: Usually very calm and self controlled +3, Sometimes very angry! +3, Scared of people getting angry +3
Reputations: None
Combat:
Dodging: Init -1, Atk n/a, Dfn +1, Dam n/a
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 (personalities), Artes Liberales 1 (logic), Athletics 2 (dancing), Awareness 2 (searching), Brawl 1 (dodging), Charm 1 (magi), Code of Hermes 1 (scrying), Concentration 4 (meditation), Enigmatic Wisdom 2 (explaining the Enigma), Folk Ken 3 (signs of anger), Latin 4 (Hermetic terms), Magic Theory 3 (Mentem), Native Language 5 (poetry), Order of Hermes Lore 1 (Criamon), Parma Magica 1 (Mentem), Philosophaie 1 (moral philosophaie)
Arts: Cr 1, In 5, Mu 0, Pe 5, Re 3, An 3, Aq 0, Au 0, Co 0, He 0, Ig 0, Im 0, Me 14+3, Te 0, Vi 0
Twilight scars: None
Equipment: Wizardly robes
Encumbrance: 0 (0)
Spells known:
Panic of the Elephant's Mouse (ReAn 15) +10 (F)
Wizard's Sidestep (ReIm 10) +4
Perception of the Conflicting Motives (InMe 15) +23
Peering into the Mortal Mind (InMe 30) +23
Calm the Motions of the Heart (PeMe 15) +28 (F)
Blessing of Childlike Bliss (PeMe 25) +23
The Call to Slumber (ReMe 10) +21

Character Notes
Most of the time this character appears calm, measured and controlled. This makes their occasional sudden violent rages all the more shocking - they terrify not only the character's grogs, but the character themselves. They believe that the world is gradually descending into ever greater chaos, and see their anger (and other people's) as an agent of this descent. As such, they seek to pacify and defuse this anger.

Defusing their own anger is made more difficult by their Greater Malediction which prevents their own magic from affecting them. Any direct magic cast by them simply fails to affect them, as though it had not penetrated their magic resistance. Indirect magics (such as for example levitating a pebble over their hand and then dropping it) still work as normal.

Customisation Notes
The character can take another three points of flaws and an equivalent number of virtues. The Greater Malediction could be dropped, especially if you want the character to experiment with using Mentem magic on themselves to suppress their Fury flaw. Note that even if apparently successful, this should lead to the flaw being replaced by another of equivalent strength - maybe they start to be Plagued by the Spirit of their anger, or troubled by others seeking aid for their own emotional problems?

Other Notes
This character is likely to seek out the Path of Walking Backwards. However, if they cannot overcome their anger they may fall from that path, and resign themselves to the Path of Strife.

An Apromoran (or possibly actually Borean) Flambeau. Unlike the last Flambeau, this one does know the meaning of the word "subtle". Although they prefer "sneaky".

Characteristics: Int +2, Per +1, Pre -3, Com +1, Str +1, Sta +2, Dex +1, 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, Strong Faerie Blood (Goblin); Minor Magical Focus (cold), Puissant Perdo*, Quiet Magic x 2, Second Sight**; Mistaken Identity, Weak Magic Resistance (in direct sunlight); Avaricious, Deleterious Circumstances (in direct sunlight), Nocturnal
*House Virtue
**Free from Strong Faerie Blood
Personality Traits: Cynical +2, Mercenary +1, Honest -2
Reputations: None
Combat:
Dodging: Init +2, Atk n/a, Dfn +3, Dam n/a
Dagger: Init +2, Atk +5, Dfn +4, Dam +4
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 (logic), Athletics 1 (climbing), Awareness 2 (alertness), Brawl 1 (dagger), Charm 1 (magi), Code of Hermes 1 (Wizards' Marches), Concentration 1 (spells), Folk Ken 1 (magi), Guile 1 (elaborate lies), Latin 4 (Hermetic terms), Magic Theory 3 (Perdo), Native Language 5 (slang), Order of Hermes Lore 1 (Flambeau), Parma Magica 1 (Ignem), Penetration 2 (Ignem), Second Sight 3 (invisible things), Stealth 4 (urban areas)
Arts: Cr 0, In 0, Mu 0, Pe 10+3, Re 2, An 0, Aq 0, Au 0, Co 0, He 0, Ig 10, Im 0, Me 0, Te 0, Vi 0
Twilight scars: None
Equipment: Wizardly robes
Encumbrance: 0 (0)
Spells known:
Gloom of Evening (PeIg 10) +25
Winter's Icy Touch (PeIg 10) +36 (F) Mastery 1 (Multiple Casting)
Wizard's Icy Grip (PeIg 30) +36 (F) Mastery 1 (Multiple Casting)
Prying Eyes (InIm 5) +2
Veil of Invisibility (PeIm 20) +15
Trust of Childlike Faith (PeMe 10) +15
Loss of But a Moment's Memory (PeMe 15) +15
Trackless Step (ReTe 10) +4
Demon's Eternal Oblivion (PeVi 10) +14

Character Notes
Whilst many members of House Flambeau are brave heroes and dashing adventurers (at least in their own eyes), the House also has more than its share of mercenaries and rogues; those who turn its violent ethos to personal gain. This character falls into the second category; they'd rather sneak around before attacking from behind than stand up in an open fight any day. Unfortunately being notoriously sneaky does come with the downside that things get blamed on you even where you weren't actually involved, and it's hard to prove otherwise.

Much of their talent for such tactics comes from their goblin blood; however, this has also come with an unfortunate aversion to direct sunlight, which weakens their magic.

Customisation Notes
The character can take another point of flaws and an equivalent number of virtues. An xp granting virtue would allow more experience to be put into spell masteries and/or penetration, which would help them when fighting thing with magic resistance - as it stands their Wizard's Icy Grip is unlikely to penetrate anything with more than a small amount of might, forcing them to fall back on Winter's Icy Touch.

The character's personality flaw could be switched to another one if preferred, or upgraded to a major flaw (with the removal of another minor flaw). Alternatively their Weak Magic Resistance could be swapped out for a personality flaw.

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A Muto focused Mercere.

Characteristics: Int +3, Per +1, Pre +1, Com +1, Str +0, Sta +1, 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; Gentle Gift;, Affinity with Muto, Minor Magical Focus (size changes), Puissant Muto*, Skilled Parens, Warrior, Well Travelled; Enemies, Necessary Condition (casting tools); Driven, Oversensitive (disrespect to Redcaps)
*House Virtue
Personality Traits: Determined to achieve [goal] +3, Dislikes Redcaps as being treated as less than full magi +3, Plays just within the margins of the Code +1
Reputations: None
Combat:
Dodging: Init -1, Atk n/a, Dfn +1, Dam n/a
Staff: Init +0, Atk +8, Dfn +6, Dam +2 (or +6 with Transformation of the Thorny Staff)
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 1] Lore 1 (geography), [Area 2] Lore 1 (geography), Artes Liberales 1 (rhetoric), Athletics 2 (hiking), Awareness 2 (alertness), Bargain 3 (magical items), Brawl 2 (dodging), Charm 3 (first impressions), Code of Hermes 1 (ungifted magi), Concentration 1 (spells), Folk Ken 3 (strangers), Great Weapon 4 (staff), Guile 3 (disguise), Latin 4 (Hermetic terms), Magic Theory 4 (Muto), Native Language 5 (slang), Order of Hermes Lore 3 (covenants), Parma Magica 1 (Corpus), Survival 2 (route-finding), Stealth 1 (rural areas)
Arts: Cr 0, In 0, Mu 14+3, Pe 0, Re 0, An 5, Aq 0, Au 0, Co 5, He 4, Ig 0, Im 0, Me 0, Te 5, Vi 0
Twilight scars: None
Equipment: Wizardly robes and traveller's staff
Encumbrance: 0 (0)
Spells known:
Doublet of Impenetrable Silk (MuAn 15) +23
Transformation of the Ravenous Beast to the Torpid Toad (MuAn 25) +23
Preternatural Growth and Shrinking (MuCo 15) +28 (F)
Arm of the Infant (MuCo 20) +28 (F)
Cloak of Black Feathers (MuCo(An) 30) +23
Transformation of the Thorny Staff (MuHe 10) +22
Thaumaturgical Transformation of Plants to Iron (MuHe(Te) 20) +22
Object of Increased Size (MuTe 15) +23

Character Notes
This character never expected to develop the Gift, and feels rather embarassed by it - they don't see themselves as any better than a Redcap, and dislikes it when other people treat Redcaps as less than "full" magi. This embarrassment has manifested itself in their magic - they have to use little devices that look as though they could be enchanted items, and tend to mutter their spells and limit their gestures when they don't need their full casting total.

Their tendency to try to hide their magic combined with their Gentle Gift means that it's easy for magi not to realise that the character is anything other than a Redcap, and the character has gone out of their way to keep it that way before now - especially when visiting covenants where there have been reports of them treating Redcaps with less than proper respect. It doesn't count as scrying if you don't use magic, after all. This has made the character a number of enemies amongst magi who have later found out the truth - at the moment it doesn't amount to more than personal dislike and minor political manoeuvres, but it could escalate given a suitable trigger.

Despite the character's embarassment about their magic, they are actually fairly competent at it, especially the Art of Muto. They have a particular talent for magic that changes the size of people and objects, which has potentially useful applications for the storage of House Mercere's goods.

Customisation Notes
The character can take another two points of flaws and an equivalent number of virtues. Quiet or Subtle Magic would assist with their "Redcap" act. Harnessed Magic would allow them to cancel their magic early, but would also mean that their magic ends when they die, which is likely to be an issue if they are building items for their House. Learning Perdo Vim "Unravelling the Fabric of (Form)" spells may therefore be a better option.

The goal of the character's "Driven" flaw needs to be chosen, or swapped for a different flaw. Possible goals include revolutionising the House's storage systems, setting up their own Mercere House at the player covenant or extending the feature of MuCo shape-changing spells that enable you to cancel them prematurely to size-changing spells.

Other Notes
If you have Houses of Hermes: True Lineages you may want to swap in some of the Muntantes virtues to this concept.

2 Likes

How does this look for formatting? I wanted to get some style in there without going overboard. I tried to stick to the character structure used across the books, though it varied a little so I went more MoH.

samplemagi.pdf (122.0 KB)

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I haven't quite finished posting two of every House, so have a Herbam / Mentem Jerbiton vintner.

Characteristics: Int +2, Per +2, Pre +2, Com +1, Str -1, Sta 0, Dex -1, 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; Deft Mentem, Minor Magical Focus (the vine and its fruits), Privileged Upbringing*, Puissant Intrigue, Side Effect (feeling on contentment and relaxation); Driven (restore family fortunes), Waster of Vis; Close Family Ties
*House Virtue
Personality Traits: Determined to restore the family fortunes +6, Opinionated on wines +2, Ambitious +1
Reputations: None
Combat:
Dodging: Init -1, Atk n/a, Dfn +1, 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 Lore: Family Lands 1 (vineyards), Artes Liberales 1 (rhetoric), Athletics 1 (grace), Awareness 2 (searching), Brawl 1 (dodging), Carouse 2 (not getting too drunk), Charm 3 (nobles), Code of Hermes 1 (mundane interference), Concentration 1 (spells), Etiquette 1 (nobility), Finesse 1 (Herbam), Folk Ken 2 (nobles), Guile 1 2 (nobles), Intrigue 3+2 (nobles), Latin 5 (Hermetic terms), Magic Theory 3 (inventing spells), Native Language 5 (wine technical vocabulary), Order of Hermes Lore 1 (Jerbiton), Parma Magica 1 (Herbam), Profession: Vintner 2 (fine quality wines), Stealth 1 (courts)
Arts: Cr 7, In 8, Mu 1 3, Pe 0, Re 0, An 0, Aq 1, Au 0, Co 0, He 8, Ig 0, Im 0, Me 7, Te 0, Vi 0
Twilight scars: None
Equipment: Fine wizardly robes
Encumbrance: 0 (0)
Spells known:
Subtle Taste of Poison and Purity (InAq 5) +9
Conjure the Sturdy Vine (CrHe 5) +23 (F)
Trap of the Entwining Vines (CrHe 15) +23 (F)
Converse with Plant and Tree (InHe 25) +17
Transformation of the Thorny Staff (MuHe 10) +12
Aura of Enobled Presence (MuIm 10) +4
Memory of the Distant Dream (CrMe 20) +15
Posing the Silent Question (InMe 20) +16
The Call to Slumber (ReMe 10) +8

Character Notes
This character was born to a noble family whose fortunes were already in steep decline, and have only got worse over time. The family's lands used to contain great vineyards known for the quality of its wines; however, misfortune, bad weather, unfortunate co-incidences and blatent actions by rival nobles have meant that they are by now barely clinging on to a position even as lesser nobles. Fortunately, one of their scions is a magus, and it's up to them to reverse the family decline - and see if there's more to their fall than simple bad luck.

This does, of course, risk charges of mundane interference - but that's only if their actions bring ruin to their sodales (and they get caught). Many other magi, especially Jerbiton, will be sympathetic to a magus helping their family - but how far can they push it?

The character's magic is strongly linked to the vine and wine, and they are likely to be a keen participant in the gastronomic societies that exist in House Jerbiton. Their magic has a side effect whereby at low levels it creates a feeling of relaxation and ease in its targets, which at higher levels can progress into lowered inhibitions and in extreme cases outright intoxication.

Customisation Notes
The character can take another three points of flaws and an equivalent number of virtues. The field of interest of their noble family could be changed, for example to breeding horses or dogs, or more direct patronage of the arts or the church. In this case you are likely to want to change the Herbam score to an Art more relevant to the alternative interest. The side effect can also easily have its nature changed, or be removed altogether.

The Latin score could be reduced to 4 to free up 25 xp to use elsewhere; however, this would leave the magus less cultured.

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Tiny quibble:I feel like their puissant intrigue, rather than privileged upbringing fits better as the House virtue, though I can certainly see a case being made for both.

What do you have in mind by Stealth (courts)?

I've commented on this thread a lot. I honestly thought I'd made a magi, but I had not.

Characteristics: Int +2, Per +1, Pre -3, Com +3, Str 0, Sta +2, Dex 0, Qik +2
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 0
Virtues and Flaws: The Gift; Hermetic Magus; Flawless Magic; Affinity and Puissant Perdo, Minor Magical Focus (not being noticed or remembered), Improved Characteristics, Enigmatic Wisdom*. Blatant gift; Pessimist, Low Self Esteem
*House Virtue
Personality Traits: Coward +3,Pessimist +3
Reputations: None
Combat:
Brawl: Init +2, Atk +2, Dfn +5, Dam 0

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 (rhetoric), Athletics 2 (running), Awareness 2 (alertness), Brawl 2 (dodging), Charm 3 (magi), Concentration 1 (spells), Enigmatic Wisdom (Twilight) 1, Etiquette (Magi) 2, Guile 2 (harmless), Latin 5 (negotation), Magic Theory 3 (Perdo), Native Language 5 (fitting in), Parma Magica 1 (Mentem), Penetration (Mentem) 1, Stealth 2 (escape)
Arts: Cr 0, In 0, Mu 1, Pe 12+3, Re 0, An 0, Aq 0, Au 0, Co 0, He 0, Ig 0, Im 8, Me 6, Te 0, Vi 0
Twilight scars: None
**Equipment: Mundane clothes, such as a low level merchant or tradesman may wear.
Encumbrance: 0 (0)
Spells known:
Unless noted all level 1 masteries are fast cast.
Veil of Invisibility (PeIm 20) +28 (MMF)
Wizards Sidestep (MuIm 10) +19 (MMF)
Loss of but a moments memory (PeMe 30) range voice target group +31 (MMF) Mastery level 2 - multicast
Blessing of Childlike Bliss (PeMe 25) +24
Unravelling the Fabric of Imaginem (PeVi 10) +18
Agony of the Beast (PeAn 15) +18
Aura of the Boring Presence (MuIm 10) +9 - like Enobled presence, however, it makes the magi as unremarkable as possible. Any rolls to remember what the magi said or did or looked like, get a -3. This is doubled to -6 if the magi did nothing remarkable.

Character Notes
This character was only found by his Criamon master at the age of 10. Due to his blatant gift he was abandoned by his parents, no orphanage would take him, and he was bullied mercilessly. His time in poverty on the streets has coloured his outlook. He is certain he, his covenant, the order, will be attacked, and they aren't well prepared. Most of his magic is about being passed over, not being noticed. if he is noticed he has some spells to subdue animals and human opponents, so he can run away.

Long term goals are to make friends amongst the order, and have them better prepared for when the inevitable attack happens.

Regarding Criamon, he grudgingly accepts they took him in, however, he hates their wacky tattoos, and all the attention they bring. He has no tattoos.

Customisation Notes
The character can take another three points of flaws and an equivalent number of virtues.Depending on the SG, one could argue pessimism is a major personality flaw as it is meant to be very defining. That could allow swapping out low self-esteem for a different flaw, or spending 2 more virtue points.

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I did consider Puissant Intrigue - it falls under the "Mundane Interaction" category for Jerbiton and as you say, either can work. I mostly steered away from it because it's the default Trianoman virtue.

Nothing very specific - just that trying to restore their family fortunes might involve being sneaky at some point, and courts were a relatively "native habitat" so made sense as a speciality.

It has been pointed out to me that this is a character that could really do with some Carouse (and probably some Etiquette), so I do need to do a minor restat.