Inactive Characters

STATUS: THIS CHARACTER HAS LEFT THE COVENANT, BUT COULD POTENTIALLY REAPPEAR AS AN NPC.

[size=200]Quaesitor Hoplite Tasia (Anastasia, Αναστασια) of Guernicas[/size]

Filia Vasile of Guernicas, from the Transylvanian Tribunal

Personality

Tasia is a maga of House Guernicas and the Terrae Cult through and through. She is very optimistic, which shows up strongly in her belief that the ends justify the means. That the Peripheral Code rulings tend to agree with this philosophy strengthens her resolve in it. Her optimism also applies to her view of the Order of Hermes: the Order is the great culmination of work of all magi and furthering it can only improve things. An ideal state can be brought about by ensuring the Order gains supremacy over the world. To this end she does her work as a Quaesitor and a Hoplite, blinded to problems of the Order, but not of its members.

Tasia enjoys socializing with both magi and mundanes, making regular use of Trust Me among mundanes. A large part of her time with them is focused on learning what’s going on and keeping up on gossip, even though she doesn’t like to spread gossip herself. Without the balancing effect of Trust Me she can be seen as quite nosy. However, as she is a maga with standing and is both personable and attractive, her nosiness does not come across as poorly as it could. And frequently it has helped with her investigations.

Appearance

Tasia is a petite, gorgeous, young Greek. Her slender frame rises to only 5’2”, making her appear less dangerous than she truly is. Her long, dark brown hair is commonly worn loose, falling in gentle waves to nearly the small of her back, framing her delicate face. Through her bonding with Vrahos her appearance has changed a little: her beauty is now a little more ethereal, and her skin is much smoother – it doesn’t wrinkle and she has lost her body hair (but not her eyebrows and head hair). Due to a Twilight experience her hair does not move with the wind. When restricted by social circumstances Tasia readily conforms and wears her hair up, even though there is a lot of it to put up. Her big, brown eyes carry her warmth and inquisitiveness with them.

Though she seems to possess an extraordinarily large number of outfits, Tasia has but one thing she wears: a silver amulet she had made and bonded as her talisman. It is enchanted to change shape, size, material, and color as she desires. As a result she always seems to be dressed appropriately to the circumstances, though the highest qualities are still beyond her.

Reputation

Tasia is well known as a young Quaesitor and somewhat known as a Hoplite. Her linguistic talent is widely known among the Quaesitors and is fairly well known more broadly as it has helped her in a number of investigations. Frequently she will be the Quaesitor brought in to investigate when an uncommon language is being used heavily. Tasia’s defensive talents have garnered her some accolades, too. Though she is not one of the more powerful offensively, her defenses tend to make up for it. Recently she has earned the title of Hoplite in addition to Quaesitor.

Background

Tasia was born in 1184 in Greece from a branch of Guernicas’s own line that has yielded Gifted children before. Her life began with the typical troublesome problems surrounding a Gifted child. However, the Guernicas magi were keeping an eye on all new children of the line. When she was but five she was spirited away by Vasile of Guernicas, a seasoned Quaesitor and a member of the Terrae Cult. With her lineage there was no way House Guernicas would let a non-Guernicas nor a non-Terrae Cult member take her as an apprentice. Thus began Tasia’s apprenticeship, with many eyes on her expecting great things.

Vasile brought Tasia to his covenant in the Transylvanian Tribunal, not too far from the border with the Constantinople Tribunal. He taught her first and foremost to be a student of Bonisagus, since he believes one should not be a Quaesitor without being devoted to Bonisagus’s work. That his emphasis on Magic Theory made Tasia a better assistant in the lab was not lost on him, though. Meanwhile he also taught her of the Code and of numerous parts of the Order, though he refused to induct her into the Terrae Cult until she had proven herself by passing her gauntlet. Her gauntlet was crime to be solved: her voting sigil was “stolen” and needed to be found via investigation. In the seasons immediately following her gauntlet Vasile did induct her into the Terrae Cult, knowing that she had proven herself and that the cult did not want to risk losing her.

Since her gauntlet Tasia has mixed her time between working as a Quaesitor, working for the Terrae Cult, studying, and working in the laboratory. Shortly after her gauntlet she joined the Terrae cult and, after searching, found a rock spirit in the mountains that caused repeated rock slides. She bargained with it as best she could, offering more mobility and more ability to toss things around and drop things. Its interest piqued by the endless possibilities of new crashes, Tasia bound it to herself using a technique picked up from the Terrae Cult. Now the two are truly constant companions. They have both spent significant time working to improve each other. The one thing they couldn’t do so well was to make a longevity ritual for Tasia. However, as they are such a strong pair in the laboratory, they were able to offer their services to Gerontius of Bonisagus, one of the best in the Order at making longevity rituals. As Tasia’s and Vrahos’s abilities have grown Tasia has tried to provide more interesting things for Vrahos to smash while she keeps them safe. As a result she has recently become a Quaesitor Hoplite.

The Quaesitors are interested in what happened to the expeditionary covenant that was destroyed so quickly after it was settled. Knowing that the peoples further east speak less civilized languages and that clearly there could be some danger Tasia was considered. That the Terrae Cult is also interested in what happened to the local aura brought more votes to sending her. Thus House Guernicas chose to send Tasia as their emissary on this latest expedition, and Tasia was happy to accept knowing things will turn out best if she goes.

Characteristics
[table][tr][td]Int +2[/td][td]Per +2[/td][td]Str -3[/td][td]Sta +1[/td][td]Pre +2[/td][td]Com +2[/td][td]Dex 0[/td][td]Qik 0[/td][/tr][/table]
Age & Confidence
[table][tr][td]Age: 44[/td][td]Apparent Age: 22[/td][td]Decrepitude: 0[/td][td]Longevity Ritual: +25[/td][td]Confidence: 1 (3)[/td][/tr][/table]
Warping
[table][tr][td]Warping: 3 [31][/td][/tr]
[tr][td]Twilight scars:[/td][td]Tasia’s hair does not move due to wind.[/td][/tr][/table]
Chronology
[table][tr][td]Current Season: Summer 1226 AD[/td][td]Born: 1184 AD[/td][td]Apprenticed: 1189 AD[/td][td]Gauntlet: 1204 AD[/td][td]Longevity Ritual: 1219 AD[/td][/tr][/table]
Personality
[table][tr][td]Busybody +3[/td][td]Loyal (Vrahos) +3[/td][td]Optimistic +5[/td][td]Steadfast +1[/td][/tr][/table]
Reputation
[table][td]Guernicas’s Lineage +3[/td][td]Hoplite +1[/td][td]Linguist +2[/td][td]Quaesitor +6[/td][tr][/tr][/table]
Virtues & Flaws
[table][tr][td]Virtues[/td][td]Flaws[/td][/tr]
[tr][td]Affinity w/ Magic Theory +1[/td][td]Busybody -1[/td][/tr]
[tr][td]Affinity w/ Parma Magica +1[/td][td]Deficient Auram *[/td][/tr]
[tr][td]Book Learner +1[/td][td]Legacy -1[/td][/tr]
[tr][td]Flawless Magic +3[/td][td]Motion Sickness -1[/td][/tr]
[tr][td]The Gift[/td][td]No Sense of Direction *[/td][/tr]
[tr][td]Gift of Tongues +1[/td][td]Optimistic-3[/td][/tr]
[tr][td]Hermetic Maga[/td][td]Small Frame -1[/td][/tr]
[tr][td]Hermetic Prestige[/td][td]Study Requirement -3[/td][/tr]
[tr][td]Minor Magical Focus: Terram Magic Might Beings +1[/td][td]True Friend: Vrahos **[/td][/tr]
[tr][td]Puissant Parma Magica +1[/td][/tr]
[tr][td]Quiet Magic x2 *[/td][/tr]
[tr][td]Spirit Familiar [/td][/tr]
[tr][td]Unaging [/td][td][i] From Terrae Cult initiations.[/i][/td][/tr]
[tr][td]Venus’s Blessing +1[/td][td][i]
From Vrahos.[/i][/td][/tr][/table]
Abilities
[table][tr][td]Name[/td][td]Score[/td][td]Leftover xp[/td][/tr]
[tr][td]Artes Liberales (Ceremonial Magic)[/td][td]2[/td][td][/td][td]Alphabets: Greek, Latin[/td][/tr]
[tr][td]Athletics (Dancing)[/td][td]1[/td][td][/td][/tr]
[tr][td]Awareness (Searching)[/td][td]2[/td][td][/td][/tr]
[tr][td]Bargain (Hermetic Goods)[/td][td]1[/td][td][/td][/tr]
[tr][td]Brawl (Dodging)[/td][td]1[/td][td][/td][/tr]
[tr][td]Carouse (Making Friends)[/td][td]1[/td][td][/td][/tr]
[tr][td]Charm (Seduction)[/td][td]2[/td][td][/td][/tr]
[tr][td]Civil and Canon Law (Papal Laws)[/td][td]1[/td][td][/td][/tr]
[tr][td]Code of Hermes (Peripheral Code)[/td][td]5[/td][td][/td][/tr]
[tr][td]Concentration (Spell Concentration)[/td][td]2[/td][td][/td][/tr]
[tr][td]Dominion Lore (Auras)[/td][td]1[/td][td][/td][/tr]
[tr][td]Enigmatic Wisdom[/td][td]0+3[/td][td][/td][/tr]
[tr][td]Etiquette (Order of Hermes)[/td][td]1[/td][td][/td][/tr]
[tr][td]Faerie Lore (Faerie Wizards)[/td][td]1[/td][td][/td][/tr]
[tr][td]Finesse (Invested Effects)[/td][td]2[/td][td][/td][/tr]
[tr][td]Folk Ken (Men)[/td][td]2[/td][td][/td][/tr]
[tr][td]Guile (Feigning Ignorance)[/td][td]1[/td][td][/td][/tr]
[tr][td]Infernal Lore (Diabolists)[/td][td]1[/td][td][/td][/tr]
[tr][td]Intrigue (Gossip)[/td][td]1[/td][td][/td][/tr]
[tr][td]Leadership (Laboratory)[/td][td]1[/td][td][/td][/tr]
[tr][td]Living Language: Greek (Native, Writing)[/td][td]5[/td][td][/td][/tr]
[tr][td]Living Language: Latin (Reading)[/td][td]3[/td][td][/td][/tr]
[tr][td]Magic Lore (Hedge Wizards)[/td][td]1[/td][td][/td][/tr]
[tr][td]Magic Theory (Terram Magic Might Beings)[/td][td]10[/td][td]22[/td][/tr]
[tr][td]Mystery Cult Lore: Terrae Cult (Initiating Others)[/td][td]3[/td][td][/td][/tr]
[tr][td]Organization Lore: Order of Hermes (House Guernicas)[/td][td]2[/td][td][/td][/tr]
[tr][td]Parma Magica (Certamen)[/td][td]8+2[/td][td]10[/td][/tr]
[tr][td]Penetration (Acute Sense)[/td][td]2[/td][td][/td][/tr]
[tr][td]Philosophiae (Ceremonial Casting)[/td][td]1[/td][td][/td][/tr]
[tr][td]Spell Mastery: Aura of Rightful Authority (Multiple Casting)[/td][td]1[/td][td][/td][td]Options: Multiple Casting[/td][/tr]
[tr][td]Spell Mastery: Catching the Eye (Multiple Casting)[/td][td]1[/td][td][/td][td]Options: Multiple Casting[/td][/tr]
[tr][td]Spell Mastery: Dead Man’s Eyes (Safety)[/td][td]1[/td][td][/td][td]Options: Still Casting[/td][/tr]
[tr][td]Spell Mastery: Demon’s Eternal Oblivion lvl.10 (Multiple Casting)[/td][td]1[/td][td][/td][td]Options: Multiple Casting[/td][/tr]
[tr][td]Spell Mastery: The Discerning Eye lvl.40 (Acute Sense)[/td][td]3[/td][td]1[/td][td]Options: Acute Sense x2, Ceremonial Casting[/td][/tr]
[tr][td]Spell Mastery: Frosty Breath of the Spoken Lie (Penetration)[/td][td]1[/td][td][/td][td]Options: Penetration[/td][/tr]
[tr][td]Spell Mastery: The Good Witness (Safety)[/td][td]1[/td][td][/td][td]Options: Still Casting[/td][/tr]
[tr][td]Spell Mastery: Leap of Homecoming (Safety)[/td][td]1[/td][td][/td][td]Options: Fast Casting[/td][/tr]
[tr][td]Spell Mastery: Pinprick of Mundane Silence (Unraveling)[/td][td]2[/td][td][/td][td]Options: Fast Casting, Unraveling[/td][/tr]
[tr][td]Spell Mastery: Posing the Silent Question (Safety)[/td][td]1[/td][td][/td][td]Options: Still Casting[/td][/tr]
[tr][td]Spell Mastery: Seven-League Stride (Safety)[/td][td]1[/td][td][/td][td]Options: Fast Casting[/td][/tr]
[tr][td]Spell Mastery: Sight of the Sigil (Acute Sense)[/td][td]3[/td][td]1[/td][td]Options: Acute Sense x2, Ceremonial Casting[/td][/tr]
[tr][td]Spell Mastery: Trust Me (Multiple Casting)[/td][td]2[/td][td][/td][td]Options: Multiple Casting, Still Casting[/td][/tr]
[tr][td]Spell Mastery: Weary Eyes (Safety)[/td][td]1[/td][td][/td][td]Options: Still Casting[/td][/tr]
[tr][td]Spell Mastery: Whispers Through the Black Gate (Safety)[/td][td]1[/td][td][/td][td]Options: Still Casting[/td][/tr]
[tr][td]Spell Mastery: The Whole from the Part (Safety)[/td][td]1[/td][td][/td][td]Options: Still Casting[/td][/tr]
[tr][td]Spell Mastery: Wizard’s Leap (Safety)[/td][td]1[/td][td][/td][td]Options: Fast Casting[/td][/tr]
[tr][td]Stealth (Urban Areas)[/td][td]1[/td][td][/td][/tr]
[tr][td]Swim (Staying Afloat)[/td][td]1[/td][td][/td][/tr]
[tr][td]Teaching (Magi)[/td][td]4[/td][td][/td][/tr]
[tr][td]Theology: Christianity (Heresy)[/td][td]1[/td][td][/td][/tr][/table]
Magical Arts
[table][tr][td]Art[/td][td]Score[/td][td]Leftover xp[/td][td][/td][td]Art[/td][td]Score[/td][td]Leftover xp[/td][td][/td][td]Art[/td][td]Score[/td][td]Leftover xp[/td][/tr] [tr][td]Creo[/td][td]5[/td][td][/td][td][/td][td]Animal[/td][td]6[/td][td][/td][td][/td][td]Ignem[/td][td]0[/td][td][/td][/tr]
[tr][td]Intellego[/td][td]11[/td][td][/td][td][/td][td]Aquam[/td][td]6[/td][td][/td][td][/td][td]Imaginem[/td][td]7[/td][td][/td][/tr]
[tr][td]Muto[/td][td]7[/td][td]6[/td][td][/td][td]Auram[/td][td]0[/td][td][/td][td][/td][td]Mentem[/td][td]6[/td][td][/td][/tr]
[tr][td]Perdo[/td][td]5[/td][td][/td][td][/td][td]Corpus[/td][td]7[/td][td][/td][td][/td][td]Terram[/td][td]6[/td][td][/td][/tr]
[tr][td]Rego[/td][td]9[/td][td][/td][td][/td][td]Herbam[/td][td]6[/td][td][/td][td][/td][td]Vim[/td][td]15[/td][td][/td][/tr]
[tr][td]Summoning (Terrae Cult)[/td][td]1[/td][td][/td][/table]
Spells

  • Dead Man’s Eyes (spells wiki) [InCo(Im)15] +26 or +23
  • Whispers Through the Black Gate [InCo(Me)15] +21 or +19
  • The Whole from the Part [InCo20] +22 or +19
  • Wizard’s Leap [ReCo15] +21 or +18 (includes requisites)
  • Seven-League Stride [ReCo30] +21 or +18 (includes requisites)
  • Leap of Homecoming [ReCo35] +21 or +18 (includes requisites)
  • The Discerning Eye [InIm40] +24 or +21
  • Catching the Eye [CrMe15] +13 or +10
  • The Good Witness [CrMe25] +13 or +10
  • Frosty Breath of the Spoken Lie [InMe20] +25 or +22
  • Posing the Silent Question [InMe20] +25 or +22
  • Weary Eyes (see below) [ReMe5] +23 or +20
  • Aura of Rightful Authority [ReMe20] +23 or +20
  • Trust Me [ReMe20] +24 or +21
  • Sight of the Sigil [InVi50] +27 or +24
  • Demon’s Eternal Oblivion [PeVi10] +28 or +25

[*]Pinprick of Mundane Silence [PeVi25] +23 or +20[/list]
New Spells

Weary Eyes
ReMe5
R: Eye, D: Momentary, T: Individual
This is a Range: Eye version of The Call to Slumber.
(Base 4, +1 Eye)

Pinprick of Mundane Silence
PeVi25
R: Sight, D: Momentary, T: Individual
Wind of Mundane Silence with different parameters. Double the level of the spell with 30+9+(stress die), the 9 from Unraveling.

Other Magic

  • Casting sigil: Rigidity (things become stiffer, people stand straighter, etc.)
  • Certamen style: Hoplomachus

Combat

[table][tr][td]Weapon[/td][td]Init[/td][td]Atk[/td][td]Dfn[/td][td]Dam[/td][td]Load[/td][td]Range[/td][/tr]
[tr][td]Dodge[/td][td]+0[/td][td][/td][td]+2 or +11[/td][td][/td][td]0[/td][td][/td][/tr]
[tr][td]Punch[/td][td]+0[/td][td]+1[/td][td]+1[/td][td]-3[/td][td]0[/td][td]Melee[/td][/tr][/table]
Soak

  • Clothing: 10 + Form bonuses
  • Mail: 18 + Form bonuses
  • Form bonuses: +0 (Au, Ig), +2 (An, Aq, Co, He, Im, Me, Te, Vi)

Magic Resistance
[table][tr][td]Animal: 56[/td][td]Auram: 50[/td][td]Herbam: 56[/td][td]Imaginem: 57[/td][td]Terram: 56[/td][/tr]
[tr][td]Aquam: 56[/td][td]Corpus: 57[/td][td]Ignem: 50[/td][td]Mentem: 56[/td][td]Vim: 65[/td][/tr][/table]
[size=150]Talisman[/size]

Tasia’s talisman is a well-crafted silver pendant. In the center of it is a small, clear glass globe holding mercury. Around that is a pentagram inlaid in a circle. Each of the points of the pentagram has a small stone inlaid in it; the stones are basalt, marble, opal, red coral, and sapphire. It has also been enchanted as a Vertitius Item of Quality (+4 protection) and so bears those runes. However, this appearance is rarely seen; Tasia can thoroughly change the shape, materials, textures, and colors of the suit and does so on a regular basis. It is the only thing she wears.

Opening
[table][tr][td]15 spaces opened[/td][td]6 spaces used[/td][/tr][/table]
Attunements

  • Eyes +6
  • Intellego +2
  • Travel +4
  • vs. Demons +10

Powers

  • Hardness of Adamantine / Doublet of Impenetrable Silk [Base 4, +2 metal, +2 Sun, +3lvl environmental trigger, +1lvl 2/day = MuTe(An,He)24]
  • Shapeshifting into any sort of clothing or armor. A Perception+Finesse roll determines the quality of the product. [Base 4, +2 metal, +1 Concentration, +3 complexity, +5lvl devices maintains, +3lvl environmental trigger, +1lvl 2/day = MuTe(An,Aq,He,Im)39]

Protection & Load

  • As clothing: +7 Soak, 0 Load.
  • As mail: +15 Soak, 6 Load.

[size=150] βράχος (Vrahos; vrah-hoss) – Familiar Spirit of Terram[/size]

Magic Might: 3 (Terram)

Characteristics
[table][tr][td]Int +2[/td][td]Per +2[/td][td]Str +1[/td][td]Sta +2[/td][td]Pre 0[/td][td]Com 0[/td][td]Dex 0[/td][td]Qik 0[/td][/tr][/table]
Personality
[table][tr][td]Loyal (Tasia) +3[/td][td]Rock Spirit* +3[/td][td]Optimistic +2[/td][td]Steadfast +1[/td][/tr][/table]
Virtues, Qualities, Flaws, & Inferiorities
[table][tr][td]Virtues & Qualities[/td][td]Flaws & Inferiorities[/td][/tr]
[tr][td]Affinity w/ Magic Theory **[/td][td]Limited Movement -1[/td][/tr]
[tr][td]Focus Power: Telekinesis [to lvl 23, 1-5 pts, -4 Init] ** (49/150 to next)[/td][td]Magical Air *[/td][/tr]
[tr][td]Improved Characteristics **[/td][td]True Friend: Tasia **[/td][/tr]
[tr][td]Improved Might x3 [/td][/tr]
[tr][td]Improved Powers x2 +1, 1
[/td][/tr]
[tr][td]Independent Study +1[/td][/tr]
[tr][td]Magical Spirit[/td][/tr]
[tr][td]No Fatigue [/td][/tr]
[tr][td]Personal Power: Sight without Sight [0 pts, constant] +1[/td][td][i]
From Magical Spirit.[/i][/td][/tr]
[tr][td]Puissant Finesse [/td][td][i] From Transformation.[/i][/td][/tr]
[tr][td]Ritual Power: Grant Unaging [3 pts, -5 Init] [/td][td][i]
From Familiar Bond.[/i][/td][/tr][/table]
Abilities
[table][tr][td]Name[/td][td]Score[/td][td]Leftover xp[/td][/tr]
[tr][td]Artes Liberales (Alphabets)[/td][td]1[/td][td]1[/td][td]Alphabets: Greek, Latin[/td][/tr]
[tr][td]Awareness (Rocks/Stones)[/td][td]2[/td][td][/td][/tr]
[tr][td]Concentration (Telekinesis)[/td][td]2[/td][td][/td][/tr]
[tr][td]Finesse (Telekinesis)[/td][td]6+2[/td][td]32[/td][/tr]
[tr][td]Living Language: Greek (Writing)[/td][td]5[/td][td]n/a[/td][td]from Tasia[/td][/tr]
[tr][td]Living Language: Latin (Reading)[/td][td]3[/td][td]n/a[/td][td]from Tasia[/td][/tr]
[tr][td]Magic Theory (Assisting in the Lab)[/td][td]9[/td][td]4[/td][/tr]
[tr][td]Penetration (Telekinesis)[/td][td]2[/td][td][/td][/tr][/table]
Powers

Sight without Sight
R: Per, D: constant, T: Vision
This allows the spirit to see anything nearby even if blocked from direct sight, such as by a pile of rocks on top of it. Essentially built as seeing from the perspective of what it can see.
InIm20 [base 1, +2 Sun, +4 Vision, +1 constant]

Telekinesis
Roughly as Ghost Touch (Anything may be moved around, the cost depending on the size of the thing or the speed being used.) but 5 levels lower in power because it affects nearby (effectively Voice Range) objects. It works as per normal Ars Magica guidelines: normal propelled attacks require no attack roll but must penetrate, and Perception+Finesse rolls are required to bypass magic resistance.

Familiar Bond

Bond Score: InVi60
[table][tr][td]Hermes Cord 3 [30][/td][td]Isis Cord 2 [15][/td][td]Hekate Cord 2 [15][/td][/tr][/table]
Invested Effects

  • A Day Saved for the Future (spells wiki) on Tasia [Base 1, +1 Touch, +3 Moon, +0 1/day = InIm5]

  • Eyes of the Owl (spells wiki) on Tasia [Base 15, +1 Touch, +1 Concentration, +5lvl bond maintains, +5lvl 24/day = InIm35]

  • Aura of Beguiling Appearance on Tasia [Base 3, +1 Touch, +1 Concentration, +5lvl bond maintains, +3lvl 6/day = MuIm13]

  • Aura of Childlike Innocence on Tasia [Base3, +1 Touch, +1 Concentration, +5lvl bond maintains, +2lvl 3/day = MuIm12]

  • Aura of Ennobled Presence on Tasia [Base 3, +1 Touch, +1 Concentration, +5lvl bond maintains, +2lvl 3/day = MuIm12]

  • Hiding in Plain Sight w/3 senses (sight, hearing, smell) for -6 to observers’ Perception rolls on Tasia [Base 3, +1 Touch, +1 Concentration, +5lvl bond maintains, +3lvl 6/day = MuIm13]

  • Howl of the Steel Weapons (as Shriek but for metallic objects; Sub Rosa 3) on Tasia [Base 2, +1 Touch, +3 Moon, +3 Hearing, +0 1/day = InTe25]

  • Fanning the Magical Flames for 10 Might Points on Vrahos [CrVi4, +1 Touch, +2 Sun, +10lvl unlimited=CrVi25]

  • Rider Within (Arcane Connection distance movement effect to keep Vrahos inside Tasia even during teleportation) on Vrahos [Base 35, +1 Touch, +1 Concentration, +5lvl bond maintains, +4lvl 12/day = ReVi54]

[size=150]Lab[/size]

This lab was set up by Vrahos, on the first level of the caves. It reflects Tasia's specialization in Terram.

Lab Stats

Size: +1 (0)
Refinement: 0
Base Safety: 0
General Quality +2
Upkeep: +3
Safety: 0
Warping: 0
Health: +2
Aesthetics: +1

Specialtizations: +2 Vis Extraction, +1 Cr, +1 Ig, +1 Te

Minor Virtue: Spacious (+2 Safety, +1 Aesthetics)
Free Virtues: Flawless Equipment (+2 General Quality, +2 Upkeep, +2 Vis Extraction), Flawless Tools (+1 Upkeep, +2 Items), Magical Heating (-1 Upkeep, +1 Aesthetics, +1 Ig), Spotless (+1 Health, +1 Aesthetics, +1 Cr)
Free Flaw: Subterranean (+1 Upkeep, -1 Health, -1 Aesthetics, +1 Te)
Minor Flaw: Awkward Shape (-2 Safety, -1 Aesthetics)