Character Thread: Maga Aislinn cultas Críothamon (Player: Callen)

Callen,

When you have finished compiling a final character sheet please post it there. The character thread should be structured with the following posts in order.

  • Current Character Sheet
  • Background & Advancement Log
  • Spell/Item Designs (all unique designs)
  • Plot Hooks, Important Characters/NPCs and relationships.

For Plot Hooks please provide at least three ways that are guaranteed to get the character into action, and then some development/explanation in particular for any Story Flaws.

Aislinn (pronounced ASH-lʸən) cultas Críothamon, Uí Turlough

Characteristics:Int +3, Per +1, Str -2, Sta 0, Pre +2, Com +3, Dex -2, Qui -2
Size: -1
Age: 23 (20)
Decrepitude: 0 (0)
Warping Score: 0 (0)
Virtues & Flaws: Ability Block (Martial), Affinity with Enigmatic Wisdom, All According to Plan, Driven (major), The Enigma, Font of Knowledge, Gentle Gift, The Gift, Good Teacher, Hermetic Maga, Magical Fascination, Predictive Stigmata, Puissant Enigmatic Wisdom, Skilled Parens (Turlough cultas Críothamon), Small Frame, Study Requirement, Unimaginative Learner
Personality Traits: Amiable +3, Curious +3, Methodical +3
Reputations: Peacemaker 1 (Hibernian magi, faeries, and hedge wizards)
Combat:
. . Dodge: Init -2, Atk n/a, Def 0, Dam n/a
. . Fist: Init -2, Atk -1, Def -1, Dam -2
. . Kick: Init -3, Atk -1, Def -2, Dam +1
Soak: Stamina 0 + Form (0, 1, or 2) = +2 v. Vi, +1 v. Co/Me, 0 v. anything else
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (13-16)
Abilities: Area Lore: Hibernian Tribunal 1 (Supernatural Sites), Artes Liberales 1 (Debate; Latin), Athletics 1 (Dance), Awareness 1 (Alertness), Brawl 1 (Dodging), Charm 1 (Debate), Code of Hermes 1 (Hibernian Tribunal), Concentration 1 (Spells), Divine Lore 0(1), Enigmatic Wisdom 5+2 (Labyrinth Meditation), Etiquette 1 (Ireland), Faerie Lore 0(1), Finesse 1 (Certamen), Infernal Lore 0(1), Intrigue 1 (Debate), Folk Ken 1 (Debate), Font of Knowledge 3 (Overcoming Auras), Guile 1 (Debate), Language: Gaelic 5 (Ulster), Language: Latin 4 (Hermetic), Leadership 1 (Debate), Magic Lore 0(1), Magic Theory 3 (Spells), Music 1 (Singing), Organization Lore: House Criamon 1 (Initiating Others), Organization Lore: Order of Hermes 1 (Hibernian Tribunal), Parma Magica 1 (Sharing), Penetration 1 (Certamen), Philosophiae 1 (Ceremonial Casting), Profession: Scribe 1 (Latin), Stealth 1 (Natural Areas), Swim 1 (Underwater)
Arts: Intellego 4, Rego 8, Corpus 1, Mentem 1, Vim 7
Casting Sigil:
Certamen Style: Hoplomachus
Twilight Scars: n/a
Equipment:
Encumbrance:

SPELLS KNOWN

Somnus Lays His Gaze on the Beast (ReAn 15/+9), Mastery 1: Adaptive Casting
Whispers Through the Black Gate (InCo(Me) 15/+5)
Float Through the Air (ReCo 15/+8)
Sight of the Transparent Motive (InMe 10/+7), Mastery 2: Quiet Casting x2
Somnus Lays His Gaze on the Man (ReMe 15/+10), Mastery 1 from Somnus Lays His Gaze on the Beast
Searching for the Needle in the Haystack (ReMe 15/+9)
Unraveling the Threads of Vim (PeVi 10/+8), Mastery 1: Stalwart Casting
Shroud of Metaphysical Iron (ReVi 15/+15)
Suppressing the Wizard’s Handiwork (ReVi 15/+15)
Sustaining the Demanding Spell (ReVi 25/+17), Mastery 2: Imperturbable Casting, Stalwart Casting

Aislinn (ASH-lʸən) was born on a farm on the shores of Lough Neagh, in Ulster, to a Cruithnigh family in a Cruithnigh village. There she learned to play around with other children and in nature, even if she was much smaller than the other children. The most characteristic thing about her at her young age was that she would always ask "why" instead of the usual defiant "no," still commonly to her parents consternation. Often enough they just wanted her to do some little chore instead of taking more time to explain than to do it themselves. Even bedtime stories would get interrupted as she demanded additional explanation throughout. While annoying at the time, it was the beginning of her true path. Meanwhile, she was immersed in Cruithnigh culture and started to gain an appreciation for people in general.

Aislinn had about one more year of easy childhood, still questioning everything around her, and then things became odd as her Gift emerged. Her turbulences tended to show up on her own body. Ripples across her skin, color changes in her hair or skin, etc. She tried on her own to control these, but found there was little she could do. Giving in to them she started to find patterns in the apparent chaos. While at first it seemed ludicrous, she started being able to find things lost long ago, rare herbs, and other things. This might have been appreciated in the village, but the negative effects of her Gift had turned her into an outcast.

Growing up not exceedingly far from either Leth Cuinn or Qui Sonant Pro Quieto, on the southern shore of Lough Neagh, it wasn't surprising her turbulences and social oddities might be notice by a magus at one of the two. It was Turlough cultas Críothamon who found Aislinn and brought her to Qui Sonant. Outside of the Opening of her Gift, one of the first things Aislinn learned at Qui Sonant was to join the chants. Turlough had her trained heavily in Latin and some in singing to manage this so she could join the chantry as soon as possible. Afterward Turlough focused Aislinn's training mostly between Magic Theory to assist him, a dabbling in the Arts, and Enigmatic Wisdom.

It was this last to which Aislinn took so well. She seemed to have such an intuitive grasp of it. Not only that, but she took particularly well to the Criamon ways. As her desires to harm and covet faded she found the odor of her Gift faded as well. After extensive labyrinth meditations she found her body somewhat sustained by the flux of harmony and strife within the Inspirato, though not nearly as much as she heard other Criamon could do. Her turbulences moved into her stigmata, which began to move in predictions of the future. Over time Aislinn learned to use these predictions to prepare for coming events.

Meanwhile, the blend of being surrounded by so much magical heritage and history with the Criamon training in Ireland helped Aislinn find her passions. She is intrinsically curious about the supernatural, almost to the point where she had to make a concerted effort not to use Whispers Through the Black Gate at the covenant after learning it. She also understands the value of historical magic in Ireland. This must be true elsewhere as well. She seeks to bring peace and unity between magi, much of the supernatural, and the population to preserve this supernatural heritage.

For her macgnímartha, Aislinn generally wandered Ireland, exploring. She had debated heading to Leth Moga for the year, originally thinking the macgnímartha mostly incompatible with pacifism. But then she realized the opportunity she had to find interesting supernatural things. Due to her Gentle Gift and peaceful air travel was easier, as she was not generally bothered by anyone; and the few who would have robbed her or similar woke up later without her presence. Her accomplishments during her macgnímartha were few, but they led in the same direction. Her accomplishments included rescuing a hedge mage being hunted by Ashenrise grogs, protecting an Irish family from some English soldiers, and twice negotiating between faeries and farm families.

CUSTOM SPELLS

Somnus Lays His Gaze on the Beast (ReAn 15)

R: Sight, D: Momentary, T: Individual
The target becomes sleepy and falls asleep within a few seconds.
(Base 4, +3 Sight)

?

Searching for the Needle in the Haystack (ReMe 15)

R: Eye, D: Concentration, T: Individual
The target of this spell gets a +3 to all sight-based Perception rolls involving a specific object or quality defined at the time of casting. Examples might include the color red, a particular person, or an unusually shaped shell. Magi often employ a spell like this to help their servants locate a particular type of vis, as long as they have a sample to show the servant. It does not give the target any extra senses, just more sensitivity to a particular visual characteristic.
(Base 5, +1 Eye, +1 Concentration)

Somnus Lays His Gaze on the Man (ReMe 15)

R: Sight, D: Momentary, T: Individual
The target becomes sleepy and falls asleep within a few seconds.
(Base 4, +3 Sight)

Unraveling the Threads of (Form) (PeVi Gen)

R: Touch, D: Momentary, T: Individual
This spell will cancel the effects of any one spell of a specified Form whose level is less than or equal to (spell level + 3 magnitudes + stress die (no botch)). There are 10 variants that cover each Hermetic Form.
(Base effect, +1 Touch)

Cloak of Metaphysical Iron (ReVi Gen)

R: Personal, D: Concentration, T: Individual
This spell wards someone or something from being touched or manipulated by faeries or faerie magic. Faeries with Might greater than the spell’s level + 2 magnitudes are not restrained by this spell, nor are faeries that resist the spell’s Penetration.
(Base circular ward effect, -1 Concentration)

Cloak of Mundane Silence (ReVi Gen)

R: Personal, D: Concentration, T: Individual
This spell wards someone or something from being touched or manipulated by magical beings. Magical beings with Might greater than the spell’s level + 2 magnitudes are not restrained by this spell, nor are faeries that resist the spell’s Penetration.
(Base circular ward effect, -1 Concentration)

Cloak of Penitent Purity (ReVi Gen)

R: Personal, D: Concentration, T: Individual
This spell wards someone or something from being touched or manipulated by demons and other agents of the Infernal. Infernal beings with Might greater than the spell’s level + 2 magnitudes are not restrained by this spell, nor are demons or other Infernal beings that resist the spell’s Penetration.
(Base circular ward effect, -1 Concentration)

Shroud of Metaphysical Iron (ReVi Gen)

R: Touch, D: Concentration, T: Individual
This spell wards the caster from being touched or manipulated by faeries or faerie magic. Faeries with Might greater than the spell’s level + 1 magnitude are not restrained by this spell, nor are faeries that resist the spell’s Penetration.
(Base circular ward effect, -1 Concentration)

Shroud of Mundane Silence (ReVi Gen)

R: Touch, D: Concentration, T: Individual
This spell wards the caster from being touched or manipulated by Magic beings. Magical beings with Might greater than the spell’s level + 1 magnitude are not restrained by this spell, nor are Magic beings that resist the spell’s Penetration.
(Base circular ward effect, -1 Concentration)

Shroud of Penitent Purity (ReVi Gen)

R: Touch, D: Concentration, T: Individual
This spell wards the caster from being touched or manipulated by demons and other agents of the Infernal. Infernal beings with Might greater than the spell’s level + 1 magnitude are not restrained by this spell, nor are demons or other Infernal beings that resist the spell’s Penetration.
(Base circular ward effect, -1 Concentration)

Sustaining the Demanding Spell (ReVi Gen)

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 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 up to two magnitudes lower than this spell.
(Base effect, +1 Touch, +3 Moon)