Updated with Chapter 1 Experience 11/13/08
essentially reposted from the wiki, with specializations added and excess description excised.
CLAUDIUS OF FLAMBEAU
Claudius (Claude to his friends; he still considers his part in the Order of Hermes tenuous and a bit silly) has significant satyr lineage, so he has very shaggy, goat-like hair on his head, significant body hair (especially below the waist), as well as a face that does seem to scream "woodland sprite." He is, however, a fairly attractive man despite this.
Claude is a cheerful, flirty fellow who likes chasing women, likes practical jokes, and likes freeloading. Either fortunately or sadly, he's quite the Mentem specialist, so he gets what he wants more often than not.
He grew up in a small French peasant village on the Mediterranean coast, and at age 10 was apprenticed to a Flambeau magus who, sadly, was an infernalist who hoped to use Claude's affinity with Mentem to work as a corrupting influence for his demonic masters. The plan worked halfway; Claude's a cheerfully amoral sort who has no problem using his Mentem to get a party together for the whole gang. However, given his sensitivity to the infernal and his youthful desire to get out and carouse on many of the nights when his parens was sacrificing black goats, Claude never became entangled with the demonic more than some primers in infernal lore.
Claude needs to get out of Western Europe because it is a little too hot for him right now. On the mundane side, he's left a string of unfortunate romantic entanglements across Southern France, plus some merchants, noblemen, and others for whom Claude's Mentem magics were not yet powerful enough to permanently hoodwink. On the Order side of things, besides wreaking a trail of broken grog hearts across three covenants, his parens has just been Renounced for being an infernalist. Claude is not under direct Quaesitorial investigation, but he's endeared himself to no one, is under significant suspicion, and he needs a new neighborhood.
INT +2 PER +1 STR -1 STA +2 PRE +2 COM +1 DEX 0 QIK -2
The Gift, Hermetic Magus, Puissant Perdo, Gentle Gift, Strong Faerie Blood (Satyr), Venus' Blessing, Affinity with Mentem, Puissant Mentem, Deft Mentem.
Lecherous, Overconfident, Infamous Master, Curse of Venus, Deficient Intellego, Susceptibility to Infernal Power
French (peasant language) 5
Charm (seduction) 3
Folk Ken (gauging emotion) 2
Guile (fast talking) 2
Second Sight 2
Bargain (merchants) 1
Etiquette (merchant class) 2
Intrigue (romances and rendezvous) 2
Awareness (alertness) 1
Carouse (drinking) 1 - [color=indigo]1 XP
Stealth (urban environments) 1
Artes Liberales (rhetoric) 1
Latin (Poetry) 5 - [color=indigo]1 XP
Magic Theory (charged items) 3
Parma Magica (Mentem) 1
Penetration (Perdo) 1
Concentration (spells) 1
Infernal Lore (rituals) 1
Creo 5, Muto 1, Perdo 5 ([color=indigo]3 XP), Rego 5, Corpus 4, Mentem 11 ([color=indigo]3XP)
Touch of the Goose Feather (ArM5 pg. 132, PeCo 5)
The Wound that Weeps (ArM5 pg. 133, PeCo 15)
Demon's Eternal Oblivion (ArM5 pg. 160, PeVi5)
Memory of the Distant Dream (ArM5 pg. 148, CrMe 20)
Loss of But a Moment's Memory (ArM5 pg. 150, PeMe 15)
Confusion of the Numbed Will (ArM5 pg. 151, ReMe 15)
Panic of the Trembling Heart (ArM5 pg. 148, CrMe 15)
Aura of Rightful Authority (ArM5 pg. 151, ReMe 20)
Call to Slumber (ArM5 pg. 151, ReMe 10)
Akoe (â€œEarâ€ in Greek) isnâ€™t the most unpleasant looking fellow. His nose sticks out, his eyes are always narrowed in a squint, and the hair of his mustache always curls slightly up and out. The overall effect makes him look like heâ€™s trying to smell something his mustache is pointing at but thatâ€™s just out of range.
He was trained Bjornaer. His heart beast is the Rat. About a year ago, a Bonisagus started questioning about the traditions of House Bjornaer. Akoe said, â€œI agree. Natureâ€™s good,â€ and then went back to playing with the silverware.
Akoe is a very good listener. He doesnâ€™t interrupt much. Makes just the right amount of â€œahhâ€ and â€œhmmâ€ noises at the right points in the conversation. Asks a question now and then to let you know he is paying attention. If you ask him if heâ€™s paying attention, he will say, â€œOh yes. I always hear what youâ€™re saying.â€
Heâ€™s going south. At least the boat heâ€™s on is going south. He asked the Captain where they were headed a day after the ship set sail. The Captain said they were going south. So thatâ€™s where heâ€™s going.
Int +2 Per +1 Pre -1 Com 0 Str 0 Sta 0 Dex +1 Qik +2
Heartbeast (Rat), Well traveled, Ways of the Town, Second Sight, Premonitions, Keen hearing, Perfect balance
Weak magic resistance, Tormenting master, Weakness, Nocturnal
Spanish (Sailor songs) 5
Greek (Trade talk) 3
Russian (Trade talk) 2
Italian (Trade talk) 2
Arabic (Trade talk) 2
Latin (Magi talk) 3
Stealth (Urban areas) 2
Swim (Staying afloat) 1
Intrigue (Gossip) 1
Guile (Looking dumb) 1
Folk Ken (Townspeople) 2
Brawl (Dagger) 1
Concentration (Listening) 1
Artes Liberales (Astronomy) 1
Parma Magica (Intellego) 2
Magic Theory (Deciphering lab texts) 2
Second Sight (Related to darkness) 2
Premonitions (When to exit) 1
Cr 5, In 8, Mu 5, Pe 5, Re 8, An 9, Co 5, He 5, Im 5, Me 10, Vi 2
Beast of Miniscule Proportions
Beast of Outlandish Size
Circle of Beast Warding
Aura of Rightful Authority
Ear for Distant Voices
Aura of Inconsequence
Sorry. Don't have Arabic. Has Catalan 2. Old copy.
Valerius Ex Bonisagus
Int +4 Per 0 Pre 0 Com +4
Str 0 Sta 0 Dex -1 Qui -1
Hemetic magus, The gift, Puissant Magic theory (free), Great communication, Good teacher, Great Intelligence, Book learner, Skilled parens, Affinity with IntellÃ©go, Puissant Intellego, Cyclic magic night (positive), Mastered spells, Personal Vis source (Vim vis that grows as silver hairs)
Driven (minor), Nocturnal, Deficient technique Muto, Difficult longevity ritual, Cyclic magic day (negative), Fragile constitution
Folk ken/2/ Magi
Speak Arabic/0(2)/Sailors vocabulary
Speak Native language/5/Rich vocabulary
Stealth/1/ Moving silent
Swim/1/ Long distances
Artes liberates/1/ Ceremonial magic
Latin/4 / Hermetic use
Magic theory/3 +2/ Traditionalist
Parma magica/1/ Ignem
Philosophiae/1/ Ceremonial magic
Code of hermes/1/ Magical creatures
Order of Hermes lore /1/Now living Magi
Faerie lore/1/ Transformed humans
Finesse/1/ Precise casting
Infernal lore/1/ Undead
Magic lore/2/ Transformed humans
Cr 5 In 9+3 Mu 5 Pe 5 Re 5
An 0 Au 5 Aq 0 Co 0 He 0
Ig 0 Im 0 Me 0 Te 0 Vi 9
Spells / TeFo/ Level / Bonus (Te+Fo+Sta) / Mastery / Mastery score
Brief invisibility of the traversing Wizard / PeIm / 10 / +5
The grappling wine / CrHe / 5 / +5
The wizardâ€™s leap / ReCo / 15 / +5
Sentence of unbroken silence / CrMe / 15 / +5 / 2 / Quiet casting * 2
Summoning the Egyptian soil / CrTe / 5 / +5
Invisible sling of Vilano / ReTe / 10 / +5
Airâ€™s ghostly form / CrAu / 5 / +10
Whispering winds / InAu / 15 / +17
Enslave the mystic creature / ReVi / 20 / +14 / 1 / Penetration
Perceive the creature of magic / InVi / 30 / +21 / 2 / Penetration, imperturbable casting
Demon's Eternal Oblivion / PeVi / 5/ +14 / 1 / Penetration
Dreadful Bane of the Fae / PeVi / 5/ +14 / 1 / Penetration
Sap the Griffin's Strength / PeVi / 5/ +14 / 1 / Penetration
The wizards boost Vim / MuVi / 5 / +7
Brief invisibility of the traversing Wizard PeIm 10
As Veil of Invisibility but R: Per, D: Diam
Conjuration of the muddy filth CrTe 5
Creates 100 cubic paces of mud at a point desired by the caster, R: Voice, D: Diam, T: Ind.
Dreadful Bane of the Fae & Sap the Griffin's Strength as Demon's Eternal Oblivion but against fae and magical might.
The grappling wine CrHe 5
As Conjure the sturdy wine but with a duration of Diameter and a rego requisite so that it tries to bind a target of the magus choosing.
Enslave the mystic creature
Base 5, +2 voice, +1 concentration. Allows the caster to control a magical creature for as long as he concentrates.
Perceive the creature of magic
As Perceive the Firewalker (RoP:M p. 166) but detects any spirit aligned to the magical realm.
Wizardly robes and a dagger.
A slender man with a scrawny, sickly appearance. Despite his you years of age his hair is starting to thin out on the top of his head but Valerius shows a impressive beard.
Valerius grew up in a village near a covenant in the Thebes tribunal as a child he showed a great curiosity and a will to learn everything that he could. He where superior to boys his same age when it came to understanding things. Though his upbringing in the fishing village where quite unremarkable he became almost like a jack of all trades and a very social young kid.
The one winter he caught some strange disease, no one had seen anything like the illness and soon it where apparent that the young lad where never to make it through the winter. For the rest of his life Valerius would be scarred of his sickness. At the same time his gift began to emerge, thus estranging him further from his birthparents.
The parents found no other way to save their you son so they travelled to the covenant with the child to see if the magi could save the child. Once at the covenant the magi meet with the parents and convinced (perhaps with magical aid) to give up their child and place it in the hands of the magi.
Valerius proved to be a intelligent you child but lacked the masters demand for innovative thought that he would have wanted. Valerius received a great education as he has access to a good library and an aptitude with understanding the written word. Valerious showed a great skill in cataloguing and sorting facts but he where not a great inventor. His master often used him for tasks that seemed unworthy for his other apprentice and thus years of neglect destroyed his last bits of confidence in his own abilities.
Once gauntleted Valerius wished to get far away from his home covenant and set out in the world. He has set his mind of proving to the Order and to his former master that he is a magus to be counted with and thus make his name remembered. He have also learned that his gift is not that easily compatible with the longevity rituals of the Order and has thus turned his eyes towards the magical creatures and searched for clues of how to achieve immortality even if that costs him his own humanity.
Elarion Adamus ex Merinita (Jan Niklas Werfer)
Characteristics: Int +3, Per +1, Pre +1, Com +2, Str -1, Sta -1, Dex -1, Qik -1
Age: 25 (25)
Warping Score: 0 (0)
Confidence: 1 (3)
Virtues: The Gift, Hermetic Magus, Strong Faerie Blood (Undine), Deft Imaginem, Faerie Magic, Free Study, Puissant Imaginem, Student of the Faerie, Secondary Insight;
Flaws: Chaotic Magic, Plagued by Faerie, Faerie Upbringing, Weird Magic, Deficient Ignem, Carefree
Personality Traits: Mercurial +3, Honest -2, Curious +2
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Would Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)
Abilities: Artes Liberales 1 (rhetoric), Charm 2 (gaining trust), Faerie Lore 3 (water fae), Faerie Magic 1 (illusions), Folk Ken 2 (what people will believe), Guile 4 (sustained lies), Latin 4 (Hermetic terms), Magic Theory 3 (Imaginem), Native Language 5 (faeries), Penetration 2 (Mentem), Parma Magica 1 (Mentem), Swim 2 (distance), Second Sight 1, Intrigue 1
Arts (Techniques): Cr 5, In 2, Mu 5, Pe 2, Re 5
Arts (Forms): An 0, Aq 0, Au 0, Co1 , He 0, Ig 0, Im 10+3, Me 5, Te 0, Vi 0
Twilight Scars: None
Phantasamal Animal (CrIm 20) +17
Phantasm of the Human Form (CrIm 25) +17
Image Phantom (MuIm 20) +17
Veil of Invisibility (PeIm 20) +14
Wizardâ€™s Sidestep (ReIm 10) +17
Panic of the Trembling Heart (CrMe 15) +9
The Call to Slumber (ReMe 10) +9
Skinny with blonde hair. Pale skin has ever-so-slight bluish hue. Small, feint scars behind his ears. Wears robes appropriate to location and carries a small dagger.
Elarion Adamus ex Merinita is of German stock but faerie blood. His birth parents, a respectable German merchant family from Hamburgâ€”one of the original merchant families that received a charter to build a new settlement and harbor at the junction of the Alster and Elbe in 1188. But Jan (as he was known then) was never really interested in the family business. As a child, he developed reputation as a bit of a prankster, always getting in trouble and running off with make-believe friends.
By the age of 5, his unusual features began to show. His skin developed an ever-so-slight bluish hue and small, feint scars appeared behind his ears. He also began talking to imaginary friends, insisting that they were real. He would regularly wander the forest and swim in the river for hours, sometimes not returning home all night. At the age of 6, he ran away to live with his new friends, the fae of the forest and river, who accepted him as one of their own. When the gift began to demonstrate itself, his faerie family sent him to a sympathetic friend of the fae within the order, Adamus Constantius ex Merinitia, who recognized in him an affinity with illusion and image, and trained him to hone those skills.
Today, Elarion Adamus ex Merinita retains his love of things fae, his sense of humor, and a degree of curiosity which sometimes gets him in trouble. Heâ€™s loyal to friends and the order, but is not above telling a little white lie on occasionâ€”particularly in pursuit of a good time. His demeanor is uncannily sunny, as he rarely stops to ponder the negatives. Above all, Elarion feels equally at home within the order and among the fae, whom he continues to regard as part of his true family.
Octavius Quintus Ex Miscellanea
Age: 23 (Gauntleted at 23)
Wizard's Sigil: Smell of a good red wine
3 Flexible Formulaic Magic
3 Gentle Gift
1 Good Teacher
1 Great Intelligence
1 Personal Vis Source (Rego, ? pawns/year)
1 Pussiant Intelligo
0 Strong Satyr Blood (Goat horns that grow about 1/2 cm (1/5 inch) a year)
0 Inventive Genius
3 Mistaken Identity
3 Necessary Condition (Must drink wine)
1 No Sense of Direction
1 Fear of Cats (Ailurophobia)
1 Hedge Wizard
0 Study Requirement
5 Greek (Agean Sea dialect)
0(1) Arabic (Slang)
1(5) Animal Handling (horses)
2(15) Area Lore: Northern Sporades Islands in the Agean Sea (geography)
1(5) Artes Liberales (astronomy)
1(5) Athletics (running)
2(16) Awareness (searching)
1(5) Bargain (wine)
1(5) Code of Hermes (tribunal procedures)
1(5) Concentration (spells)
1(5) Fairie Lore (water fairies)
1(6) Finesse (targeting)
1(5) Guile (elaborate lies)
5(75) Latin (hermetic usage)
3(30) Magic Theory (investigating items)
1(5) Parma Magica (Mentem)
1(5) Penetration (Rego)
1(6) Sailing (coastal skiff)
2(15) Second Sight (regiones)
1(5) Survival (island)
1(5) Swim (diving)
2(15) Winemaking (red wine)
InTe10 Eyes of the Eons
InTe15 Eyes of the Treacherous Terrain
InAu15 Whispering Winds
PeTe10 Fist of Shattering
PeTe15 Pit of Gaping Earth
ReMe10 Call to Slumber [Mastery 0(1)]
ReVi15 Gather the Essence of the Beast
ReCo10 Rise of the Feathery Body
ReTe10 Trackless Step
ReIm10 Wizard's Sidestep
Octavius sports an unruly mop of short black hair, uneven beard and an healthy tan from spending a lot of time out of doors. His satyr blood gives him a set of goat horns, currently about 4.5in/11.5cm long, curling up and over his head. Usually seen wearing patched wizard robes with a flask of wine tied to his belt, Octavius rarely concerns himself with his appearance.
Born on the Greek island of Skopelos in the western Aegean Sea, Dionisio spent his childhood growing up on one of the many vineyards on the small island. He enjoyed exploring the land and the sea around his home, and learning anything anyone was willing to teach him. Unfortunately, being obviously the son of a satyr did not make him very popular with many of the pious in the area, but Dionisio never let that get him down.
When Dionisio was eight, a maga by the name of Quintus Tertius visited the island attempting to track down a rumor about some bit of magic that might have been hidden there by the cult of Dionysos. Quintus Tertius never found that magic, but he did see the potential hidden in Dionisio, and took the boy back to his covenant in the Levant to be his apprentice.
Leaving the isle of his birth was like a dream come true for Dionisio. He was given the gift of learning, and Quintus Tertius encouraged his insatiable curiosity. Upon completing his gauntlet, Dionisio followed in his parens' tradition and changed his name to Octavius Quintus, for he is the eighth apprentice to Quintus.
Now Octavius is on his own, free to research anything that interests him. Why not start where no Hermetic magi has ever looked before? The new covenant starting up in North Africa sounds like a good opportunity to just see what is out there.
Name: Lady Sinmore House: Flambeau Age: 24 Gauntleted: 24 Size: +2 Gender: Female Nationality: English Height 8â€™ Weight: 375
Hair: Red Eyes: Green Religion: Christian/Pagan Title: Magus
Intelligence (Deductive) +2 Perception: 0
Strength (Massive) +3 Stamina (Tough) +4
Presence (Striking) +1 Communication (Commanding) +1
Dexterity (Too large) -1 Quickness 0
Speak English (Threats) 5
Athletics (Running) 2
Brawl (Dagger) 3
Occult Lore (Norse Giants) 3
Great Weapon (Sword) 4
Artes Liberales (Ritual Magic) 1
Latin (Hermetic) 4
Magic Theory (Ignem) 3
Parma Magica (Mentem) 1
Speak Arabic (Threats) 0/2
Hermetic Magus (Free)
The Gift (Free)
Puissant Ignem (Free)
Giant Blood (Major)
Greater Immunity: Fire (Major)
Improved Characteristics x2 (Minor)
Affinity with Ignem (Minor)
Skilled Parens (Minor)
Deficient Technique: Muto (Major)
Plagued by Supernatural: Pagan/Magic (Major)
Covenant Raised (Minor)
Delusion (From Muspelheim) (Minor)
Warped Magic (Heat effects manifest where her magic is cast) (Minor)
Arts: (Magic Sigil: Smell of Burnt Hair) Level and Exp Spent
Creo 10 (55) Animal 0 Ignem 15+3 (120 with Affinity bonus)
Intellego 1 (1) Aquam 0 Imaginem 0
Muto 0 Auram 0 Mentem 3 (6)
Perdo 3 (6) Corpus 5 (15) Terram 0
Rego 6 (21) Herbam 0 Vim 3 (6)
Spells: (Title, level and Casting Bonus)
Ball of Abysmal Flame 35 +33 Mastery 1 Penetration
Circle of Encompassing Flame 35 +32
Pilum of Fire 20 +32
Blade of the Virulent Flame 15 +32
Arc of Fiery Ribbons 25 +32
Chirurgeonâ€™s Healing Touch (Ritual) 20 +20
She is a towering height, close to eight feet tall. Her looks are quite striking otherwise, with dusky skin, red hair, green eyes and an expressive face. She often wears a leather cuirass with metal rings and wields an enormous great sword, which she carries as most men would a normal sword. She covers herself with a large heavy cloak and can easily be mistaken for a massive man when doing so.
Tytalus are not the only House that love a good challenge. Flambeau have a long tradition of awarding prestige to notewothy accomplishments, such as binding an unusual Familiar or making the best item. William Du Soleil won great accord when he claimed to have brought back an actual child of Muspelheim, the land of the Fire Giants of Norse legends. His apprentice certainly seemed every bit a giant, and did not disappoint with her affinity of fire magics. She recently Gauntleted, after a trip through the bandit infested forests near York, now less bandit infested. She has taken on the name of Lady Sinmore and at her own yearnings and her Master's encouragement about tales of how he found her, she is heading to a remote Roman outpost to start fresh and at the same time maybe to find her origins.
Edit: increased height to 8' and weight to 375
Sekhmet-Hathor ex Flambeau
Int +3, Per +0, Pre +2, Com -1, Str -1, Sta +3, Dex +0, Qik -2
Free: The Gift, Hermetic Magus, Pussiant Ignem
Major: Elemental Magic, Greater Immunity: fire
Minor: Affinity: Ignem, Affinity: Auram, Improved Characteristcs,
Major: Blatant Gift, Fury
Minor: Delusion: She is Sekhmet Reborn, Weak Enchanter,
weakness: wines and beer , Deficient Form: Herbam
Arabic 5 (curses) 5 (75, free)
Latin (Hermetic terms) 4 (50)
Athletics (grace) 2 (15)
Artes Liberales (Ceremonial magic) 1 (5)
Awareness (searching) 2 (15)
Brawl (dodge) 1 (5)
Chirurgy (Ongoing Care) 3 (30(
Concentration (spell concentration) 3 (30)
Egypt Lore (mythology) 2 (15)
Hunt (desert creatures) 2 (15)
Penetration (ignem) 3 (30)
Leadership (inspiration) 2 (15)
Magic Theory (inventing spells) 4 (50)
Parma Magica (Corpus) 1 (5)
Survival (deserts) 2 (15)
Swim (Staying afloat) 0 (2) (2 exposure xp)
Creo: 7, Intellego: 3, Muto: 2, Perdo: 0, Rego: 4
Animal: 0, Aquam: 3, Auram: 10, Corpus: 3, Herbam: 0
Ignem: 10+3, Imaginem: 0, Mentem: 0, Terram: 3, Vim: 1
Circling Winds of Protection (CrAu 20)
Ward against Rain (ReAu 10)
Purification of the Festering Wound (CrCo 20)
Reveal Flaws of Mortal Flesh (InCo 10)
Wizard's leap (ReCo 15)
Steady Burning Light (CrIg 15)
(Base 4, Touch +1, Sun +2)
Heating the Frigid Hall (CrIg 15)
(Base 2, Touch +1, Sun +2, Room +2)
Heats a room to comfortable level.
Pilum of Fire (CrIg 20)
Trapping the Fire (MuIg 25)
Sekhmet is more than a little delusional. She was born of the egyptian sun and sand. It didn't help that the gift came on her early and she had a talent for Ignem. She saw some paintings of the Goddess sekhmet and noted how they looked a lot like her. She sees herself as the reborn sekhmet. It didn't hurt that a flambeau found her a took her for apprentice in the levant but soon realized that with her delusion, the levant was not the best place and so she was sent to his paren for training.
Sekhmet has grown and she has bided her time. She knows her oath prohibits meddling with mundanes but accepting their voluntary worship doesn't seem to her to be bad interference if she can remind them of her nature. She is a credit to her house though in that she is skilled with magics of fire and flame as well as the winds and storm. Elementalist in nature, she is eager to return to africa which she sees as her natural home and environments and get away from the drafter europe of the last 15 years.