More Development

OK, here's Viola's character sheet, as she was at the beginning of 1208. She's a character from a saga that started in mid-1204 and ran about three and a half game years (actually more than that, but it fell apart mid-way through the 1208 stories, and so I didn't bother to incorporate any of the events for that year into this sheet).

She started in 4th Edition, with the Faerie-raised Merinita Virtue, which allowed a spont roll divided by two without fatigue. When we converted the saga to 5th Edition, we gave her the equivalent of Diedne Druidic Magic, which basically amounts to a focus in sponts (that is, the lower of Te and Fo is doubled), but Mark didn't like that, and suggested giving her the 5th Edition equivalent of Faerie-raised Merinita, and then adding an Innate Spontaneous Magic mystery that he'd created. This comes with an accompanying Flaw, but the two don't balance (as would normally be required for a mystery obtained at character creation); on the other hand, she doesn't get the any bonus from the Ordeal involved on subsequent initiations.

Bleh, this is a little ugly, since the tabbing doesn't carry through into the HTML, but you get the idea.

Name: Viola of Merinita
Player: Scott Orr
Gender: Female
Age: 24 (appears 18), Year of Birth: 1184, Current Year: 1208
Covenant: Haunted Springs
Saga: Purification through Fire
Character Type: Maga
Size: -1
Confidence: 1 (3)
Decrepitude: 0
Warping: 0

Description: Pale skin, bright violet eyes, very thin but not short, an eerie beauty. Her hair changes with the seasons, deepening from the palest blonde at the beginning of spring to a rich, pure gold at harvest time, then shading through a strawberry blonde to bright red and finally auburn, which fades quickly to white as the leaves fall.

Background: Daughter of a human and a faerie lord, raised after the age of three in her father's court. Her affinity with violets derives from the flowers that grow in her father's land and in the regio connecting it with the mundane world. Her pater, in Stonehenge Tribunal, is Salignus.

In 1204, Viola passed her gauntlet, and, seeking to be independent from her pater, wandered down a random faerie trod, turning up on the southern slope of the Crimean mountains. She soon met another newly gauntled maga, Auriane of Flambeau, and they were joined by other young magi fleeing from a pair of senior magi in Constantinople whom they’d witnessed in a very blatant attempt to interfere with the mundane attack on the city during the 4th Crusade. The covenant joined Thebes Tribunal and, with no other covenants for miles around, had plenty of vis. In addition, a couple of its began to research the magic cult of a nearby group of monks, who were capable of creating magic regions within Divine auras.

Soon after the covenant was founded, Viola came into possession of a pair of animate faerie wine casks that produce faerie-aspected wine each autumn (they were actually a gift to her musician companion, Matthias). The Art of the vis depends on what she’s thinking about at the time: it can be two pawns of Muto, four pawns of Imaginem, or six pawns of Herbam. Drinking the wine produces mild hallucinations.

In 1207, in order to prevent possible violence and/or a serious Hermetic legal incident, Viola adopted as an apprentice a wandering priest, Theodolphus, who visited the covenant—and who, before taking up the cloth, had been apprenticed for three years to a diabolist, and then “lost” by the proper authorities when the diabolist was killed. From 1208 to 1219 she spends one season a year completing his training…badly—her ability to teach is laughable, but the Code says one season a year. She lets him spend a lot of time in the library, and the fact that his Arts had already been opened means that she’s able to train him despite lacking training herself in many Arts.
Notes: Viola’s starting Virtues and Flaws include a mystery whose Virtue doesn’t balance its Flaw. This is the result of her conversion from the 4th edition, specifically an attempt to restore an enhanced sponting ability that isn’t supported by the 5th edition rules.

CHARACTERISTICS

Intelligence: +4 (Precocious)
Perception: +2 (Curious)
Communication: -2 (Incomprehensible)
Presence: +3 (Eerily beautiful)
Strength: -3 (Insubstantial)
Stamina: +2 (Resilient)
Dexterity: 0
Quickness: +1 (Agile)

VIRTUES AND FLAWS

Free Virtues
The Gift
Hermetic Maga
Faerie Magic
Major Hermetic Virtue
Faerie-raised Merinita
Strong Faerie Blood
Sidhe Beauty (+1 Presence, Eerie Beauty)
Natural Longevity (aging rolls start at 50 at -3)
Faerie Eyes (see in dark, Second Sight, strange eye color)
Faerie Lore
Faerie-raised Magic (includes Spell Improvisation)
Faerie Upbringing
Loose Magic
Weak Parens
Minor Virtues
Book Learner (+2 to book Study Totals)
Free Expression (+3 to rolls for new works of art)
Great Intelligence (+1 to Intelligence)
Inventive Genius (+3/+6 to Lab Totals for new creations)
Puissant Muto (+3 to Muto)
Student of Faerie (+2 to Faerie Lore)
Study Bonus (+2 to Art book and vis Study Totals)
Major Flaws
Favors (to faeries in father's family)
Study Requirement
Minor Flaws
Clumsy
Driven (saving nature from the advance of man)
Small Frame (-1 to Size, 4-point wound increments)
Weird Magic (+1 special botch die)
Mysteries
Arcadian
Innate Spontaneous Magic
Innate Spontaneous Magic (divide by two without fatigue)
Strange Magic (additional Weird Magic botch die)

ABILITIES

Ability Specialty Score XP
Area Lore (Crimea) faerie sites 1 5
Area Lore (Haunted Springs) faerie regio 2 20
Area Lore (High City) royal palace 1 5
Awareness alertness 1 5
Brawl dodging 1 5
Concentration spells 4 50
Craft (Illumination) nature subjects 1 5
Dance faerie dances 1 5
Etiquette faeries 1 10
Intrigue plotting 1 10
Leadership intimidation 2 15
English Mercian 5 75
Gothic Crimean 4 50
Order of Hermes Lore House Merinita 1 5

Artes Liberales logic 4 50
Latin Hermetic usage 4 50
Philosophiae moral philosophy 3 30

Faerie Lore faerie lords 3+2 40
Finesse precision 3 30
Magic Lore regiones 1 10
Magic Theory enchanting items 4 55
Parma Magica Mentem 2 20
Penetration Rego 1 5

Second Sight regiones 2 20

PERSONALITY TRAITS

Altruistic +2
Honorable +3
Independent +3
Machiavellian +1
Trusting +1
Vengeful +3

REPUTATIONS

COMBAT

Weapon Init. Atk. Dfn. Dam. Str. Load

Dodge 1 n/a 3 n/a n/a 0
Fist 1 1 2 -3 n/a 0
Kick 0 1 1 0 n/a 0

Armor: None
Soak: 2

Fatigue Levels: Fresh /Weary (-1) /Tired (-3 )/Dazed (-5) /Unconscious

EQUIPMENT

Total Load: 0 Burden: 0
Encumbrance: 0

MAGIC ARTS

Technique Score XP

Creo 1 1
Intellego 6 21
Muto 7+3 28
Perdo 1 1
Rego 5 15

Form Score XP

Animal 4 12
Aquam 1 1
Auram 1 1
Corpus 1 1
Herbam 7 32
Ignem 0 0
Imaginem 9 49
Mentem 5 15
Terram 1 1
Vim 4 10

TOTALS

Magic Resistance (Parma Magica): 10 + Form & other bonuses + stress die
Aiming Roll: 5 + die
Concentration Roll: 9 + die
Fast-cast Speed: 4 + stress die
Basic Lab Total: 8 + Technique + Form + Aura
Maximum Vis per Season: 10 (for enchanting items; 8 otherwise)

WIZARD'S SIGIL

All spells include a manisfestation of violets--the flowers, the scent, or the color.

GRIMOIRE

InAn20 The Counsel of Animals (CT +12)
R: Touch, D: Conc, T: Ind
Allows speech with the target animal
(Base 10, +1 Touch, +1 Conc)

InHe25 Converse with Plants and Trees (CT +13)
R: Touch, D: Conc, T: Ind
Allows speech with the target plant
(Base 15, +1 Touch, +1 Conc)

CrMe15 The Wise Fool (CT +8)
R: Eye, D: Sun, T: Ind
Plants an absurd thought in the target’s mind. In fifth edition, I would say that the more absurd the notion, the easier it is to convince them they are wrong. However, they continue believing this foolishness until someone or something challenges it. I would also say it doesn’t require faerie magic.
(Base 4, +1 Eye, +1 Sun)

MuTe(Aq)20 Eye of the Wizard’s Swamp (CT +13)
R: Sight, D: Sun, T: Ind
Turns the ground in an area of 1,000 square paces swampy to one pace deep.
(Base 2, +4 Sight, +2 Sun, requisite necessary for effect)

InVi20 Piercing the Faerie Veil
R: Per, D: Conc, T: Vision
Potency +1 (violet sapphire)
Allows sight between levels of a regio.
(Base 3, +1 Conc, +4 Vision)

INNATE SPONTANEOUS MAGIC

Major Hermetic Virtue
To qualify for this Virtue you must have an extremely strong faerie nature. Examples include Faerie Blood, substantial Warping from a Faerie source, being bound by a Faerie Familiar, or the Inner Mystery of Becoming. All script variations for this mystery have one or more of these as a prerequisite. This and other new Arcadian Mysteries are available to Faerie magi outside of this group as well.
This Mystery taps into the power inherit in your Faerie nature, allowing you to handle magic with greater fluidity. All of your Spontaneous spells are Faerie Magic by default. You may spend Fatigue and divide by two as normal. However, if you do not spend Fatigue, you may still divide by two (but you don’t roll a die either, except to check for a botch if the situation is stressed).

WEIRD MAGIC
Minor Hermetic Flaw
This Flaw already exists. I just wanted to clarify my view on it. Normally you only roll the Weird Magic die alongside Botch Dice. This die never itself indicates a Botch or Twilight. It is just that if that die comes up a “0”, then strange and bizarre side effects occur. Weird Magic differs from Side Effect as a Flaw because Weird Magic is more unpredictable, has varying effects, and affects the target or spell more directly. For example, you shape change into a wolf with a Muto Corpus spell, and a 0 on the Weird Magic die results in you turning into a wolf with rabbit ears. Next time this happens, it might turn you into a wolf with feathers.

STRANGE MAGIC (ALTERNATE VERSION)
Minor Hermetic Flaw
You may only take this Flaw if you already possess Weird Magic, because this modifies that Flaw. Normally you only have to check for Weird Magic when you Botch a magic roll. However, with the Strange Magic Flaw, you also have to check whenever you spend Fatigue in your magic. Thus you have to check when you cast Rituals, with most Spontaneous Magic, and anytime your Casting Total is low in a Formulaic spell. This also applies to the Life Boost and Life Linked Spontaneous Magic Virtues. Any effort you put into a spell will cause this to happen; such as spending a point of Confidence, having to make a Finesse or Concentration roll with the spell as you cast it, and etceteras.

This also covers her familiar, once he comes into play (see the section at the end).

Assumptions

First, Haunted Springs has a charter requirement of one season of service per year. In the previous saga, we also assumed one story per year. If the story isn’t inherently part of the service season (such as a vis hunt), I’ve rolled a d6 to see when it happens; on a 1-4, a story happens in the corresponding season, while on a 5 or 6 I choose the season). I’ve rolled another d6 for story length (1-4 is less than a season, 5-6 a full season), and counted a story that takes less than a season as being worth 5-10 XP’s, while those taking up a full season are worth 10-15 XP’s, with under half of each type being important enough to get the maximum XP’s. I’ve assumed that you can take XP’s from a short adventure while also doing other things during the season (like teaching or lab work), though the ArM5 rules on this aren’t clear.

Second, in 1207, in order to prevent possible violence and/or a serious Hermetic legal incident, Viola adopted as an apprentice a wandering priest, Theodolphus, who visited the covenant—and who, before taking up the cloth, had been apprenticed for three years to a diabolist, and then “lost” by the proper authorities when the diabolist was killed. From 1208 to 1219 she spends one season a year completing his training…badly—her ability to teach is laughable, but the Code says one season a year. She lets him spend a lot of time in the library, and the fact that his Arts had already been opened means that she’s able to train him despite lacking significant training herself in many Arts.

Viola has access to plenty of vis, due to the placement of Haunted Springs in the middle of nowhere (the mountains of Crimea, to be exact). This is particularly true of Muto, Imaginem, and Herbam (due to her wine casks); Vim may be a bit harder than the others, since it’s probably the Art most in demand, due to its use in Aegis of the Hearth and enchantments, and because under the ArM5 rules, it’s not worth the effort of young magi to extract it from the aura.

Finally, the aura at Haunted Springs is 5. Viola has Book Learner and Study Bonus, meaning a +4 to most book study totals.

Pre-1208

Viola had one adventure season that was never completed, due to two beta SG’s dropping out of the sage mid-story. The story was a quest to retrieve the bones and mantle of a faerie relative slain in Arcadia. After a long journey that involves fighting off an attack by faerie hordes, she finally finds the remains, and, guided by a helpful faerie, transports them to the regio of her father, a faerie lord in Britain. Still fiercely maintaining her independence, she avoids calling upon her pater while she’s in the area.

She uses Faerie-raised Merinita to learn a Sight-range version of Image Phantom (MuIm30) (10 XP’s; OK, that’s a useful Virtue), and puts 5 more XP’s into Faerie Magic (for 5 total, giving her a 1 in that Ability).

1208

Spring: Has Theodolphus (Com +2, Teaching 3, Good Teacher) teach her Teaching (+18=18 [2]).
Summer: Teaches Theo (Exposure XP’s: Teaching, +2=20 [2]).
Autumn: Goes on vis hunt for covenant, on the central Crimean steppe. Finds a vis source in a grove that happens to be a sacred site for the local Cuman tribe, and gains access to it by convincing the members of the tribe that she has sacred powers (partially through outwitting the tribe’s shaman). Adventure XP’s: Finesse, +5=35 (3); Parma Magica, +5=25 (2)
Winter: Studies Perdo from book (+14=15 [5]).

1209

Spring: Studies Creo from book (+14=15 [5]).
Summer: Teaches Theo (Exp.: Teaching, +2=22 [2]).
Autumn: Travels to the Caucasus to obtain a virtuous specimen of gold that covenant-mate Auriane needs to create an item that will strengthen the covenant’s mundane defenses. In addition to chasing off bandits, in order to get the gold, has to get her companions Matthias and Luna to compose a stirring song in praise of the middle toe of a self-styled faerie princess, mostly to distract her while Viola pumps her courtiers for information. God, faeries are annoying. Adv.: Area Lore (Black Sea), +5=5 (1); Second Sight, +5=25 (2)
Winter: Has Theo teach her Artes Liberales (+18=68 [4]).

1210

Spring: Studies Animal from book (+14=26 [6]).
Summer: Teaches Theo (Exp.: Teaching, +2=24 [2]).
Autumn: The faerie in the dark regio by the coast are proving a problem again, launching a minor attack on the covenant. Viola spends the season defending against the attacks, mostly by using trickery to misdirect the faeries’ attacks so that the grogs can then take them in ambush. Viola then mounts an expedition against the regio. She manages to reach the second level, but pierces no further, since the native fay at the higher levels prove a little more than she can handle easily. However, she stays in the first level for a couple of weeks, long enough to make sure the faeries aren’t coming out in strength any time soon, and bargains with a few of the more pliable ones to alert her to any renewed attack. Adv: Bargain, +5=5 (1); Parma Magica, +5=30 (3); Second Sight, +5=30 (3)
Winter: Studies Magic Theory from book (+12=67 [4]).

1211

Spring: Studies Magic Theory from book (+12=79 [5]).
Summer: Teaches Theo (Exp.: Teaching, +2=26 [2]).
Autumn: For the covenant, opens an invested device, a quill with all the barbs removed and filled with mercury, with 12 pawns of vis (using only the mercury, base 6, x 2 for small size). Also, after the wine harvest begins to improve, bargains with the local faeries over splitting up the products of the mundane and regio vineyards. Adv.: Bargain, +5=10 (1)
Winter: Studies Aquam from Book (+14=15 [5]).

1212

Spring: Studies Auram from book (+14=15 [5]).
Summer: Teaches Theo (Exp.: Teaching, +2=28 [2]).
Autumn: Plans to continue enchanting the quill, but finds the covenant in the middle of open warfare between the faeries of the local regio and those from the coast. Putting an end to it requires a quest to Arcadia for a magical apple that has to be split and shared between the two sides in order to seal a peace agreement. Adv.: Intrigue +5=15 (2); Finesse, +5=40 (3)
Winter: Receives a book on Merinita Lore from her pater, with whom she hasn’t spoken since her gauntlet. Decides the books is worth reading, and studies it (+12=12 [2]).

1213

Spring: Studies Corpus from book (+14=15 [5]).
Summer: Teaches Theo. During this season, has to travel to the steppe to deal with a threat to her sacral authority among the Cumans. Adv.: Finesse +5=50 (4)
Autumn: Enchants the quill (Lab Total=Int +4 + Magic Theory 6 + Inventive Genius 3 + Aura 5 + Theo’s Int +2 + Theo’s Magic Theory 4 [actually, 3 with a specialization in “Lab Assistant”] + Muto 10 + Animal 6 + Shape Bonus 6 = 46) with an effect that keeps it from being damaged by use, so that it doesn’t have to be re-sharpened (Level 5 [change animal product in major unnatural way] + constant use 14 = 19 [+2 vis; 10 remaining]). Exp.: Magic Theory, +2=81 (5)
Winter: Uses a script in the Merinita Lore book to initiate herself into the Arcadian Travel mystery, acquiring Overconfidence in the process. Exp.: Merinita Lore +2=14 (1)

1214

Spring: Studies Terram from book (+14=15 [5]).
Summer: Enchants the quill again (this time using Rego Aquam, so the Lab Total is only 40) with an effect that causes ink to flow smoothly and evenly, allowing very precise scribing, thereby effectively improving a scribe or illuminator’s skill by 1 (Level 1 [control a liquid in an extremely gentle way] + Range Touch 1 + constant use 6 [2 mag. + 4 levels] = 8 [+1 vis; 9 rem.]). Realizes Lab Total is so ridiculous she can skip 17 days of this season, and uses Arcadian Travel to visit England to find a male specimen of the elusive purple emperor butterfly to befriend as a familiar; names him Constantine. Normally a purple emperor would die in autumn, but of course this is a magic specimen (Might 10), hence a little special. During the journey, she speaks with her pater again for the first time in 10 years, and finds that the two of them get along well enough; he seems pleased with her progress since her gauntlet. Adv.: Craft (Illumination) +5=10 (1), Finesse, +5=45 (3)
Autumn: Teaches Theo (Exp.: Teaching, +2=30 [3]).
Winter: Studies Animal from book (+14=40 [8]).

1215

Spring: Studies Muto from book (+14=42 [8+3]).
Summer: Binds Constantine. The Lab Total is 41 (Int +4 + Magic Theory 5 + Aura 5 + Theo’s Int +2 + Theo’s Magic Theory 5 + Muto 12 + Animal 8; given that a 3.5” butterfly is about Size –9, the required Lab Total is approximately 0), requiring eight pawns of vis, and cord scores of Golden +3 (30), Silver +1 (5), and Bronze +1 (5). Exp.: Magic Theory, +2=83 (5)
Autumn: Goes on vis hunt along the southeastern shore of Crimea, inhabited by Alans, Rus, and, recently, Italians. Finds an apparently magical waterfall in a grotto, but has to spend time with a nearby hermit to find a few clues that unlock the waterfall’s nature as a source of Vim vis. Adv.: Parma Magica, +5=35 (3); Muto, +3=45 (9+3); Ignem, +2=2 (1)
Winter: Teaches Theo (Exp.: Teaching, +2=32 [3]).

1216

Spring: Visits her pater, Salignus, to be initiated in Animae Magic. Unfortunately, the standard script for this mystery is 1 point short, even with the +3 from the Ordeal from the Arcadian Travel initiation. Salignus varies the script a bit, adding a sacrifice of Muto vis, and then spends the season teaching the mystery to Viola. Exp.: Merinita Lore, +2=16 (2)
Summer: Viola completes a quest for the mystery initiation, gaining Animae Magic and taking on flaw Faerie Friend. She’s now being followed around by an amusing but annoying (all faeries are annoying) little critter. Exp.: Merinita Lore, +2=18 (2)
Autumn: Conducts a vis hunt along the northeastern shore of the Black Sea, and its immediate hinterlands. In Georgia, discovers evidence that the famed statue of Artemis stolen by the Goths in 262 from the Temple of Artemis in Ephesus may have ended up sequestered in a cave somewhere in the caves of the Crimean mountains. Honestly, Viola couldn’t care less about this, but she enjoys several weeks of taunting Seeker covenant-mate Hermione by conveying the information in a manner that’s purposely incomprehensible. Adv.: Finesse, +5=50 (4); Parma Magica +5=40 (3)
Winter: Teaches Theo (Exp.: Teaching, +2=34 [3]).

1217

Spring: Using lab texts, enchants Constantine’s bond (Lab Total is Int +4 + Magic Theory 6 + Aura 5 + Theo’s Int +2 + Theo’s Magic Theory 5 + Muto 12 + Animal 8 + TeFe bonus 10 = 52) with Speech (MuAn31—this is a major change for a butterfly, rather than the minor one for most animals; the effect also needs to be usable twice a day, which is a consideration the description in the “Familiars” section neglects) and an effect that changes Constantine’s legs to allow them to grip things (MuAn21—minor unnatural change [base 5], bond maintains concentration, usable twice a day), at a cost of seven pawns of vis. Constantine takes on some of Viola’s incomprehensibility (thankfully, not all of it) and some of her independence, while Viola starts to twitch her ears like antennae occasionally, and her hair takes on a violet sheen when struck by light at just the right angle. Exp.: Magic Theory, +2=85 (5)
Summer: Dispatched on another expedition against those pesky dark faeries down by the coast. Viola manages this time to penetrate to the highest level of the regio, by entering a cave accessible only by swimming underwater from a coastal grotto. In the cave, she confronts the lady of the regio, and, aided by some critical information Constantine (who would suspect a cyute widdle butterfly?) obtains through eavesdropping, discovers the lady’s vulnerability to wind, and subdues her by using a spontaneous spell to channel wind into the cave. Taking advantage of the faerie’s weakened state, Viola makes what she hopes will be a lasting bargain between the regio and the covenant. Adv: Bargain +5=15 (2); Parma Magica +5=45 (3); Animal, +1=41 (8); Vim +4=14 (4)
Autumn: Studies Vim from book (+14=28 [7]).
Winter: Teaches Theo (Exp.: Teaching, +2=36 [3]).

1218

Spring: Teaches Theo (Exp.: Teaching, +2=38 [3]).
Summer: Convinces Newyn of Merinita to initiate her into Potent Spontaneous Magic, which is just possible given the Ordeals from her last two initiations. [Mark, you can’t count Innate Spontaneous Magic as a required Minor Virtue for a +3 bonus, because it’s Major—that bonus only works when the Virtue in question is subsumed by the new Major Virtue, thus in effect lost.] Ordeals (being prodded with a cold poker, maybe?) leave her with Discomfort from Iron and Deleterious Circumstances (Iron), and after this she must journey to the North Pole to pluck a feather from the Eagle of the North Wind. Constantine is not amused by this little trip—he’s a temperate-zone butterfly. Exp.: Merinita Lore, +2=20 (2)
Autumn: Drunk with spontaneous power, goes on a vis hunt along the northwest shore of the Black Sea. Ends up trapped in a port city and has to escape the clutches of a priest who for some reason finds eerie women with violet eyes suspicious. To do this, she uses some very subtle spontaneous magic in the Dominion, eluding the priest until she can find a magic regio within the city, from which she’s able to use Arcadian travel to make her way back to the coast. However, after escaping, she has to turn around and go back in to rescue her shield grogs and companions, who, while not the main target of the priest, are associated with her, and therefore under suspicion. It takes a good bit of illusionary misdirection to help them slip out of the city’s walls. Adv.: Craft (Illumination), +5=15 (2); Etiquette +5=15 (2); Parma Magica +5=50 (4)
Winter: Studies Ignem from book (+14=16 [5])

1219

Spring: Finally finishes teaching Theo. Conducts his gauntlet, fending off the unwelcome advances of small group of satyrs in the process (Adv.: Faerie Lore, +5=45 [3+2]). Go away now!
Summer: Studies Mentem from book (+14=29 [7]).
Autumn: Enchants Constantine’s bond (Lab Total 55 now, with the addition of Inventive Genius) with an effect similar to Growth of the Creeping Things but bigger…[I’m not sure how much bigger would be appropriate for one extra magnitude. Mark? The original spell would give a wingspan of 14 inches, based on the buttefly’s initial wingspan of 3.5 inches (well, maybe 4, since he's a special butterfly :).] (Concentration, maintained by the bond, +6 levels for 50 uses a day, and +1 mag. for extra size compared to the original spell—MuAn26), at a cost of three pawns of vis. That oughta freak the natives. Viola takes to rustling her garments while resting, as if flapping wings, and Constantine starts to ignore people who annoy him. Exp.: Magic Theory, +2=87 (5)
Winter: As a final gift to Haunted Springs, using her impressive MuIm Lab Total (Int +4 + Magic Theory 6 + Inventive Genius 3 + Aura 5 + Theo’s Int +2 + Theo’s Magic Theory 5 + Muto 12 + Imaginem 9 = 46),Viola casts an enchantment on the building that houses the laboratories, allowing it to appear and sound, to the outside only, like a enormous bower, filled with violets (Level 2 [change two sensations], +2 mag. Sun, +3 mag. Structure, +1 mag. affects only those outside = 20; this isn’t a constant effect, and can be used once a day), at a cost of two pawns of vis. Leaves Haunted Springs, mostly out of boredom, and takes the quill with her. Exp.: Magic Theory, +2=89 (5)

Constantine’s Advancement

1215

Autumn: Goes on vis hunt along the southeastern shore of Crimea, inhabited by Alans, Rus, and, recently, Italians. Adv.: Area Lore (Crimea), +5=5 (1); Order of Hermes Lore, +5=5 (1)
Winter: Observes covenant-folk (Practice XP’s: Folk Ken, +4=4 [0]) while Viola teaches Theo.

1216

Spring: Accompanies Viola on trip to visit Salignus to learn Animae Magic. Adv.: Faerie Lore, +5=5 (1)
Summer: Accompanies Viola on mystery Quest. Adv.: Faerie Lore, +5=10 (1)
Autumn: Goes on a vis hunt along the northeastern shore of the Black Sea, and its immediate hinterlands. Adv.: Area Lore (Black Sea), +5=5 (1); Stealth, +5=5 (1)
Winter: Observes covenant-folk (Prac.: Folk Ken, +4=8 [1]) while Viola teaches Theo.

1217

Spring: While Viola enchants his bond, learns about magic from her (Training XP’s: Magic Theory, +4=4 [0])
Summer: Expedition against those pesky dark faeries down by the coast. Finds some critical information through eavesdropping. Adv: Awareness +5=5 (1); Stealth, +5=10 (1); Faerie Lore +5=15 (2)
Autumn: Explores Haunted Springs while Viola is studying (Prac.: Area Lore [Haunted Springs], +7=7 [1]).
Winter: Observes covenant-folk (Prac.: Folk Ken, +4=12 [1]) while Viola teaches Theo.

1218

Spring: Observes covenant-folk (Prac.: Folk Ken, +4=16 [2]) while Viola teaches Theo.
Summer: Accompanies Viola on her initiation into Potent Spontaneous Magic. Adv.: Faerie Lore, +5=20 (2)
Autumn: Goes on a vis hunt along the northwest shore of the Black Sea. Acts as a scout for Viola as she’s dodging the irate clergyman. Adv.: Awareness, +5=10 (1); Etiquette +5=5 (1); Stealth +5=15 (2)
Winter: Observes covenant-folk (Prac.: Folk Ken, +4=20 [2]) while Viola studies.

1219

Spring: Observes covenant-folk (Prac.: Folk Ken, +4=24 [2]) while Viola teaches Theo.
Summer: Observes covenant-folk (Prac.: Folk Ken, +4=28 [2]) while Viola studies. Thinks they may be getting suspicious.
Autumn: While Viola enchants his bond, learns about magic from her (Training XP’s: Magic Theory, +4=8 [1])
Winter: While Viola enchants the laboratory building, learns about magic from her (Training XP’s: Magic Theory, +4=12 [1])

Here's Viola at the start of Spring, 1220 (I assume that's when we're starting the saga). This includes updated stats for her familar, Constantine. I should still advance her two shield grogs. Her filius, Theodolphus, shouldn't show up any time soon, and so I'm not going to worry about him. In addition, each of the two companions associated with her has a good reason not to follow her to Andorra.

Name: Viola of Merinita
Player: Scott Orr
Gender: Female
Age: 36 (appears 25) Year of Birth: 1184 Current Year: 1220
Covenant: Andorra
Saga: Light of Andorra
Character Type: Maga
Size: -1
Confidence: 1 (3)
Decrepitude: 0
Warping: 2 (24)

Description: Pale skin, bright violet eyes, very thin but not short, an eerie beauty. Her hair changes with the seasons, deepening from the palest blonde at the beginning of spring to a rich, pure gold at harvest time, then shading through a strawberry blonde to bright red and finally auburn, which fades quickly to white as the leaves fall.

Background: Daughter of a human and a faerie lord, raised after the age of three in her father's court. Her affinity with violets derives from the flowers that grow in her father's land and in the regio connecting it with the mundane world. Her pater, in Stonehenge Tribunal, is Salignus.

In 1204, Viola passed her gauntlet, and, seeking to be independent from her pater, wandered down a random faerie trod, turning up on the southern slope of the Crimean mountains. She soon met another newly gauntled maga, Auriane of Flambeau, and they were joined by other young magi fleeing from a pair of senior magi in Constantinople whom they’d witnessed in a very blatant attempt to interfere with the mundane attack on the city during the 4th Crusade. The covenant joined Thebes Tribunal and, with no other covenants for miles around, had plenty of vis. In addition, a couple of its began to research the magic cult of a nearby group of monks, who were capable of creating magic regions within Divine auras.

Soon after the covenant was founded, Viola came into possession of a pair of animate faerie wine casks that produce faerie-aspected wine each autumn (they were actually a gift to her musician companion, Matthias). The Art of the vis depends on what she’s thinking about at the time: it can be two pawns of Muto, four pawns of Imaginem, or six pawns of Herbam. Drinking the wine produces mild hallucinations.

In 1207, in order to prevent possible violence and/or a serious Hermetic legal incident, Viola adopted as an apprentice a wandering priest, Theodolphus, who visited the covenant—and who, before taking up the cloth, had been apprenticed for three years to a diabolist, and then “lost” by the proper authorities when the diabolist was killed. From 1208 to 1219 she spent one season a year completing his training…badly—her ability to teach is laughable, but the Code says one season a year. She let him spend a lot of time in the library, and the fact that his Arts had already been opened means that she was able to train him despite lacking significant training herself in many Arts. After he passed his gauntlet in 1219, Theodolphus began a career as an itinerant magus and missionary, traveling from one covenant to another and offering his services as a lab assistant in exchange for room, board, and library access, and gently proselytizing the inhabitants during his stay.

Notes: Viola’s starting Virtues and Flaws include a mystery whose Virtue doesn’t balance its Flaw. This is the result of her conversion from the 4th edition, specifically an attempt to restore an enhanced sponting ability that isn’t supported by the 5th edition rules.

CHARACTERISTICS

Intelligence: +4 (Precocious)
Perception: +2 (Curious)
Communication: -2 (Incomprehensible)
Presence: +3 (Eerily beautiful)
Strength: -3 (Insubstantial)
Stamina: +2 (Resilient)
Dexterity: 0
Quickness: +1 (Agile)

VIRTUES AND FLAWS

Free Virtues
The Gift
Hermetic Maga
Faerie Magic
Major Hermetic Virtue
Faerie-raised Merinita
Strong Faerie Blood
Sidhe Beauty (+1 Presence, Eerie Beauty)
Natural Longevity (aging rolls start at 50 at -3)
Faerie Eyes (see in dark, Second Sight, strange eye color)
Faerie Lore
Faerie-raised Magic (includes Spell Improvisation)
Faerie Upbringing
Loose Magic (study totals for mastering spells halved)
Weak Parens
Minor Virtues
Book Learner (+2 to book Study Totals)
Free Expression (+3 to rolls for new works of art)
Great Intelligence (+1 to Intelligence)
Inventive Genius (+3/+6 to Lab Totals for new creations)
Puissant Muto (+3 to Muto)
Student of Faerie (+2 to Faerie Lore)
Study Bonus (+2 to Art book and vis Study Totals)
Major Flaws
Favors (to faeries in father's family)
Study Requirement
Minor Flaws
Clumsy
Driven (saving nature from the advance of man)
Small Frame (-1 to Size, 4-point wound increments)
Weird Magic (+1 special botch die)
Mysteries (Bright Ones)
Arcadian
Innate Spontaneous Magic
Innate Spontaneous Magic (divide by two without fatigue)
Strange Magic (additional Weird Magic botch die)
Arcadian Travel
Arcadian Travel (travel between regiones)
Overconfidence
Animae Magic
Animae Magic (create faeries)
Faerie Friend
Potent Spontaneous Magic
Potent Spotaneous Magic (+6 to spont totals)
Deleterious Circumstances, Iron (halves casting totals vs. target)
Discomfort from Iron

ABILITIES

Ability Specialty Score XP
Area Lore (Black Sea) faerie sites 1 5
Area Lore (Crimea) faerie sites 1 5
Area Lore (Haunted Springs) faerie regio 2 20
Area Lore (High City) royal palace 1 5
Awareness alertness 1 5
Bargain faeries 2 15
Brawl dodging 1 5
Concentration spells 4 50
Craft (Illumination) nature subjects 2 15
Dance faerie dances 1 5
Etiquette faeries 2 15
Intrigue plotting 2 15
Leadership intimidation 2 15
English Mercian 5 75
Gothic Crimean 4 50
Merinita Lore history 2 20
Order of Hermes Lore House Merinita 1 5
Teaching Magic Theory 3 38

Artes Liberales logic 4 68
Latin Hermetic usage 4 50
Philosophiae moral philosophy 3 30

Faerie Lore faerie lords 3+2 45
Faerie Magic Arcadian Travel 1 5
Finesse precision 4 50
Magic Lore regiones 1 10
Magic Theory enchanting items 5 89
Parma Magica Mentem 4 50
Penetration Rego 1 5

Second Sight regiones 3 30

PERSONALITY TRAITS

Altruistic +2
Honorable +3
Independent +3
Machiavellian +1
Trusting +1
Vengeful +3

REPUTATIONS

COMBAT

Weapon Init. Atk. Dfn. Dam. Str. Load

Dodge 1 n/a 3 n/a n/a 0
Fist 1 1 2 -3 n/a 0
Kick 0 1 1 0 n/a 0

Armor: None
Soak: 3

Fatigue Levels: Fresh /Weary (-1) /Tired (-3 )/Dazed (-5) /Unconscious

EQUIPMENT

Total Load: 0 Burden: 0
Encumbrance: 0

Enchanted Quill
Material: goose quill (stripped of barbs) filled with mercury (small size)
Opened: 12 pawns (3 used)
Enchantments
Perpetually Sharp (MuAn 19) (constant effect)
Smooth-flowing Ink (+1 to Craft skill) (ReAq8) (constant effect)

MAGIC ARTS

Technique Score XP

Creo 5 15
Intellego 6 21
Muto 9+3 45
Perdo 5 15
Rego 5 15

Form Score XP

Animal 8 41
Aquam 5 15
Auram 5 15
Corpus 5 15
Herbam 7 32
Ignem 5 16
Imaginem 9 49
Mentem 7 29
Terram 5 15
Vim 7 28

TOTALS

Magic Resistance (Parma Magica): 20 + Form & other bonuses + stress die
Aiming Roll: 6 + die
Concentration Roll: 9 + die
Fast-cast Speed: 5 + stress die
Basic Lab Total: 9 + Technique + Form + Aura
Maximum Vis per Season: 12 (for enchanting items; 8 otherwise; +2 for faerie vis)

WIZARD'S SIGIL

All spells include a manisfestation of violets--the flowers, the scent, or the color.

GRIMOIRE

InAn20 The Counsel of Animals (CT +12)
R: Touch, D: Conc, T: Ind
Allows speech with the target animal.
(Base 10, +1 Touch, +1 Conc)

InHe25 Converse with Plants and Trees (CT +13)
R: Touch, D: Conc, T: Ind
Allows speech with the target plant.
(Base 15, +1 Touch, +1 Conc)

MuIm30 Image Phantom (CT + )
R: Touch, D: Sun, T: Ind
See ArM5, pg. 146.

CrMe15 The Wise Fool (CT +8)
R: Eye, D: Sun, T: Ind
Plants an absurd thought in the target’s mind. In fifth edition, I would say that the more absurd the notion, the easier it is to convince them they are wrong. However, they continue believing this foolishness until someone or something challenges it. I would also say it doesn’t require faerie magic.
(Base 4, +1 Eye, +1 Sun)

MuTe(Aq)20 Eye of the Wizard’s Swamp (CT +13)
R: Sight, D: Sun, T: Ind
Turns the ground in an area of 1,000 square paces swampy to one pace deep.
(Base 2, +4 Sight, +2 Sun, requisite necessary for effect)

InVi20 Piercing the Faerie Veil
R: Per, D: Conc, T: Vision
Potency +1 (violet sapphire)
Allows sight between levels of a regi.
(Base 3, +1 Conc, +4 Vision)

FAMILIAR

Constantine

Species: Purple Emperor butterfly
Size: -9
Might: 10

Intelligence: -3
Perception: +2
Communication:
Presence: +3
Strength: -12
Stamina: -1
Dexterity: +2
Quickness: 0

Ability Specialty Score XP
Area Lore (Crimea) southeastern coast 1 5
Area Lore (Black Sea) northern coast 1 5
Area Lore (Haunted Springs) forest 1 7
Athletics acrobatic flight 5 75
Awareness searching 1 5
Brawl dodging 2 15
Etiquette townsfolk 1 5
Folk Ken covenant-folk 2 28
English Mercian 5 * (from Viola)
Gothic Crimean 4 *
Order of Hermes Lore House Merinita 1 5
Stealth hide 2 15
Survival woodlands 3 30
Latin Hermetic usage 4 *
Faerie Lore faerie lords 2 20
Magic Theory lab assistant 1 12

Weapon Init. Atk. Dfn. Dam. Str. Load
Dodge 0 n/a 3 n/a n/a 0

Soak: 0

Fatigue Levels: Fresh /Weary (-1) /Tired (-3 )/Dazed (-5) /Unconscious

Golden Cord: +3 Silver Cord: +1 Bronze Cord: +1

Bond Enchantments
Speech (MuAn31) (2/day, bond maintains concentration)
C: incomprehensibility, V: ears twitch like antennae
Form Hands on Legs (MuAn21) (2/day, bond maintains concentration)
C: independence, V: hair has violet sheen at certain angle
Stupendous Size (MuAn26) (50/day, bond maintains concentration)
C: ignores annoying people, V: rustles garments while resting

INNATE SPONTANEOUS MAGIC

Major Hermetic Virtue
To qualify for this Virtue you must have an extremely strong faerie nature. Examples include Faerie Blood, substantial Warping from a Faerie source, being bound by a Faerie Familiar, or the Inner Mystery of Becoming. All script variations for this mystery have one or more of these as a prerequisite. This and other new Arcadian Mysteries are available to Faerie magi outside of this group as well.
This Mystery taps into the power inherit in your Faerie nature, allowing you to handle magic with greater fluidity. All of your Spontaneous spells are Faerie Magic by default. You may spend Fatigue and divide by two as normal. However, if you do not spend Fatigue, you may still divide by two (but you don’t roll a die either, except to check for a botch if the situation is stressed).

POTENT SPONTANEOUS MAGIC
Major Hermetic Virtue
This Inner Mystery is an extension of Innate Spontaneous Magic, and uses your Faerie nature to bring your Magical essence closer to the surface. The rational is that you are mostly a faerie being that, because of your human blood, has the Gift of Magic. Other magi are humans who would otherwise be mundane if not for their magical Gift, just as you would be a full faerie if not for the dollop of human blood that allows you to have the Gift for Magic. It is the Mysteries of Faerie Magic allow you to harmonize the two forces, and for this reason this Mystery is incompatible with Becoming. You cannot be initiated into one if you already have been initiated into the other.
Because your magic is brought even closer to the surface, you can get greater potency out of your Spontaneous Magic. This doesn’t work with Formulaic spells because the magic has to be quick and impulsive, and for the same reason it won’t work with Ceremonial Casting. Whenever you spend Fatigue in a Spontaneous Spell, you may add +6 to your Casting Total. If using Confidence to increase your total, you add the bonus in after division instead of before.

WEIRD MAGIC
Minor Hermetic Flaw
This Flaw already exists. I just wanted to clarify my view on it. Normally you only roll the Weird Magic die alongside Botch Dice. This die never itself indicates a Botch or Twilight. It is just that if that die comes up a “0”, then strange and bizarre side effects occur. Weird Magic differs from Side Effect as a Flaw because Weird Magic is more unpredictable, has varying effects, and affects the target or spell more directly. For example, you shape change into a wolf with a Muto Corpus spell, and a 0 on the Weird Magic die results in you turning into a wolf with rabbit ears. Next time this happens, it might turn you into a wolf with feathers.

STRANGE MAGIC (ALTERNATE VERSION)
Minor Hermetic Flaw
You may only take this Flaw if you already possess Weird Magic, because this modifies that Flaw. Normally you only have to check for Weird Magic when you Botch a magic roll. However, with the Strange Magic Flaw, you also have to check whenever you spend Fatigue in your magic. Thus you have to check when you cast Rituals, with most Spontaneous Magic, and anytime your Casting Total is low in a Formulaic spell. This also applies to the Life Boost and Life Linked Spontaneous Magic Virtues. Any effort you put into a spell will cause this to happen; such as spending a point of Confidence, having to make a Finesse or Concentration roll with the spell as you cast it, and etceteras.

My only question is how you get so many virtues and flaws? Are many of those later obtained mystery virtues?

Bleh, the HTML-izing ate all the tabs. The original (4th Edition) version of Faerie-raised Merinita included a whole slew of V's and F's in one package: in addition to the sponting effects, it included Strong Faerie Blood (which itself includes a +1 to Pre, natural longevity, and Faerie Eyes), something like Loose Magic, Weird Magic, and Weak Parens. Under 5th Edition, things are no longer done that way, but converting her that way would have meant ditching large numbers of V's and F's, hence wrecking the character--and I was very reluctant to do that.

The ones that are mysteries are listed as such--but again, the formatting screwed that up. Let me see if there's a way to fix that.

A do have a couple of issues for Mark. First, we're going to need to define the annoying Faerie Friend--I decided that was really your province. Second, Viola has a -9 from previous Ordeals for her next mystery initiation. Spell Timing would be her obvious next choice, but she's going nowhere near an Ordeal that would increase her botch chances, and anyway she doesn't need much of a script bonus, given the previous Ordeals--is there a simpler script somewhere for that Virtue?

Scott

Because I'm just a little crazy, I have to bring it up: can we take this discussion over to the development thread devoted to it, or perhaps have it moved there?

(I love to re-read old stories and stuff from PbPs, and I'd rather not sift through a ton of development material to find the start of the story. I don't mean to be bossy, but I figure this is exactly the sort of thing that thread is for...).

OK, apparently, HTML doesn't actually work on here, despite the fact that it says it does.

Instead, I'll just post a URL to the character sheets:

http://web.newsguy.com/MTKnife/Viola1208.htm

http://web.newsguy.com/MTKnifer/Viola1220.htm

Scott

I didn't know there even WAS a development thread--I didn't know there was anything but the one thread....

Scott

Comments in development thread.

Well I have no trouble if others are cool with no demand to reconfigure in line with 5th, if it is necessary to make the character work then be my guest. It just make me sputter a bit because it certainly does seem to dwarf the suggested over-powering of my concept a bit. :wink:

Cheers, :slight_smile: