@callen For your final character sheet version of things in a set of clean posts.
Ciara Ní Néill Ben Chcerda an t-Éigse Measceal at game start
Virtues and Flaws
Virtues
- Affinity with Parma Magica [1]
- Book Learner [1]
- Craft Magic [free]
- Faerie Blood: Dwarf [1] - On her father's side there has been periodic mixing with the faeries for ages, and she inherited this.
- The Gift [free]
- Hermetic Maga [free]
- Life Boost [1] - Another helpful effect of the ancient blood infusing her body is that she can use it to help power her spell casting.
- Major Druidic Blood [3] - Her mother is a descendant of powerful druids of the past. (Major Magian Blood reskinned.) Applies to Magic Theory, Finesse, and Parma Magica.
- Puissant Finesse [1]
- Puissant Magic Theory [1]
- Puissant Parma Magica [1]
- Spell Foci [free]
Flaws
- Ambitious [-3] - She's always been the small, weak one. And now she's from a minor tradition in the Younger House. So all her life she's felt like she has something to prove. She also wants to ensure Hibernia, not just herself, is truly respected by the continental magi.
- Compulsion: Hedonism [-1]Magic Addiction [-3] - As a consequence of the magical power in her blood, her magic can deliver a euphoric high. Her own hedonistic nature makes her fall prey to this more.
- Small Frame [-1]
- Strong Family Ties [-1] - This is to broadly represent two things: 1) The issues of her own children, dealing with fathers, finding suitable paths for her children, etc. 2) She is still close with her mundane family and shares her father's protectionist view against the Anglo-Norman invasion.
- Susceptibility to Warping [-1] - Also due to her blood, magic infuses her body more easily than most, which is tied to why her magic is so intoxicating.
- Weak Spontaneous Magic [free]
Personal Details
Age: 24 (23)
Decreptitude: 0 (0)
Confidence: 1 (3)
Warping: ?
Casting Sigil: ?
Voting Sigil: ?
Certamen Style: Hoplomachus
Personality Traits: Ambitious +6, Calculating +2, Hedonistic +4, Motherly +2
Reputations: ?
Characteristics
Int +3
Per +1
Str -3
Sta +2
Pre +2
Com 0
Dex +3
Qik -3
Abilities
Area Lore: Hibernia 1 (Navigation) [5]
Artes Liberales 1 (Ceremonial Casting; Latin) [5]
Athletics 1 (Dancing) [5]
Awareness 1 (Alertness) [5]
Bargain 1 (Magic) [5]
Brawl 1 (Dodging) [5]
Charm 1 (Seduction) [5]
Concentration 1 (Spells) [5]
Craft: Tattoo 3+1 (Craft Magic) [30]
Craft: Woodworker 2+1 (Craft Magic) [15]
Etiquette 1 (Hermetic) [5]
Finesse 1+2 (Certamen) [5]
Folk Ken 1 (Debate [5]
Guile 1 (Debate) [5]
Language: Gaelic 5 (Ulster) [75]
Language: Latin 4 (Hermetic) [50]
Magic Theory 3+2 (Spells) [30]
Parma Magica 1+2 (Certamen) [5/1.5=3]
Penetration 1 (Certamen) [5]
Philosophiae 1 (Ceremonial Casting) [5]
Profession: Scribe 1 (Latin) [5]
Stealth 1 (Natural Areas) [5]
Swim 1 (Underwater) [5]
Summary
Combat:
Dodge: (Init: -3)(Atk: -)(Def: -1)(Dmg: -)
Fist: (Init: -3)(Atk: +4)(Def: -2)(Dmg: -3)
Kick: (Init: -4)(Atk: +4)(Def: -3)(Dmg: 0)
Dagger: (Init: -3)(Atk: +6)(Def: -2)(Dmg: 0)
Soak: +2
Fatigue Levels: (Fresh) (Winded) (Weary: -1) (Tired: -3) (Dazed: -5) (Unconscious)
Wound Penalties: L(-1/1-4), M(-2/5-8), H(-3/9-12), I(13-16), D(17+)
Arts
Creo 9 [45]
Rego 7 [28]
Auram 9 [45]
Corpus 2 [3]
Vim 1 [1]
Spells
Whirling Winds of Ware (Cr(Re)Au 20 / +18)
R: Touch, D: Diameter, T: Individual
Surrounds you with winds that circle at great speed. Since the wind picks up dust and other small, loose objects, you may be obscured. Anyone standing near enough to attack you with a hand weapon must make a Size stress roll against an Ease Factor of 9 at the beginning of each
round or be blown back. Melee Attack rolls against you are at –3, and missile or thrown attacks are at –9.
(Base 3, +1 Touch, +1 Diameter, +2 unnatural, +1 Rego effect)
Toss of the Tempest (CrAu 30 / +20)
R: Voice, D: Momentary, T: Individual
This spell makes winds in a direction chosen by the caster, pulling one object, creature, or person up to 50 feet before letting that target drop, or flinging the target up to 80 feet horizontally or downward. Even a small building can be torn from its foundation, though such a building can be no larger than 20 feet to a side, and cannot be built out of a material heavier than stout wood. Uprooted objects land fairly randomly in the chosen direction, unless you make a Finesse stress roll against an Ease Factor of 12 to choose where the objects will land.
(Base 5, +2 Voice, +2 unnatural, +1 flexibility)
The Itinerant Image (Re(Mu)Co(Aq) 5 / +2)
R: Personal, D: Momentary, T: Part
A tattoo on the caster’s body moves to a new location on the caster’s body. This is useful for placing tattoos in originally easy positions and then moving them to where desired or for hiding a tattoo in a new place. The Muto requisite is required to make the ink detach and reattach (see Dance of the Spidery Ink (HP p.93)).
(Base 4, +1 Part)
Mercury’s Winged Sandals (ReCo 20 / +11)
R: Personal, D: Concentration, T: Individual
The caster can fly. He must make an Intelligence + Finesse roll to change direction or speed; with an Ease Factor related to his current speed — Ease Factor 3 for walking pace, Ease Factor 9 at moderate speed, Ease Factor 12 at maximum speed.
He can move at a maximum speed as fast as a running horse — about forty miles an hour — but this is reduced by one mile an hour for every point of Load he carries. He cannot physically carry a load which inflicts a Burden more than five points greater than his Strength (i.e. 15 points of Load for a character with Strength 0, 10 points of Load for a character with Strength –1, etc.). A second, unencumbered individual is a Load of 21 on average (see Grogs, Chapter 4).
Concentration Duration is better than Sun Duration for this spell since in the former case the caster can end it at will, but the effect is often enchanted into an item that maintains concentration for the caster, for added safety.
(Base 15, +1 Concentration)
Master of the Held Talisman (ReVi 5 / +11)
R: Personal, D: Momentary, T: Individual
The caster may trigger an enchantment within Personal Range if the normal (non-environmental) trigger for it is known. Normally this is used to trigger enchantments on the caster’s Talisman while it is being touched, but it also applies to enchantments on the caster’s body.
(Base 5)
Mastery 1 [5]: Multiple Casting
Aegis of the Hearth (ReVi 20 / +13)
(See ArMDE p.370-372)
Mastery 1 [5]: Penetration
Sustaining the Demanding Spell (ReVi 20 / +10)
R: Touch, D: Moon, T: Individual
You cast this spell on a spell that you have already cast and are maintaining through concentration. The spell that requires concentration is then automatically maintained
for the duration of this spell, whether you concentrate or not. You cannot change the effects of
the first spell without concentrating on it again. For instance, you can use The Unseen Arm (ReTe 5) to hold an object in the air without concentrating, but to move the object still requires concentration. A Stamina + Concentration stress roll against an Ease Factor of 6
must be made in order to cast this spell while keeping the first one going (a lower roll than normal because this is what the spell is designed for). This spell only works on spells of level 10 or lower.
(Base effect, +1 Touch, +3 Moon)
Possessions
Mundane Items
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Tattoos
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