Simon the Apothecary:
Characteristics: Int +3, Per +1, Com +2, Pre -1, Str -1, Sta +2, Dex-1, Quik -2
Size: 0
Age: 35 (32)
Chronology: Apprenticed age 13, Gauntlet age 28, Longevity since 32, Magus for 7 years
Current Season:
Decrepitude: 0
Longevity Potion: LT 28
Warping: 1 (14)
Confidence: 1 (3)
Virtues: +0 Gifted Hermetic Magus, +Ex Pharmacopoeia (Mythic Herbalism, Root Cutter, Deficient Perdo), +3 Gentle Gift, +1 Adept Lab Student, +1 Affinity with Herbalism, +1 Arcane Lore, +1 Educated, +1 Minor Magic Focus: Healing +1 Potent Magic: Healing, +1 Vulgar Alchemy
Flaws: -3 Compassionate, -3 Short Ranged Magic, -1 Difficult Spontaneous Magic, -1 Hedge Wizard, -1 Vow (Hippocratic Oath), -1 Slow Caster
Personality Traits: Compassionate +3, Loyal +2, Humble +1, Brave -1
Reputations: Hedge Wizard 3 (Hermetic)
Combat:
Dodge:
Grapple/Fistfight:
Soak: +2
Fatigue: OK, 0, -1, -3, -5, ko
Wounds: -1 Lt (1-5), -3 Med (6-10), -5 Hvy (11-15), Incap (16-20), Dead (21+)
Abilities:
Artes Liberales 2 (ritual magic), Awareness 2 (details), Bargain 1 (soft sell), Brawl 1 (dodge), Charm 2 (wit), Carouse 1 (hold drink), Chirurgy 3 (bones), Code of Hermes 1 (what is allowed), Concentration 2 (magic), Etiquette 1 (townsfolk), Finesse 1 (Corpus), Folk Ken 2 (townsfolk), Greek Area Lore 2 (Athens), Greek Language 5 (Arcadian), Guile 2 (tall tales), Herbalism 5 (poison), Latin 4 (written), Magic Lore 3 (ingredients), Magic Theory 5 (24xp) (items), Medicine 3 (apothecary), Order of Hermes Lore 1 (Thebes), Parma Magica 3 (Corpus), Penetration 1 (Corpus), Philosophiae 2 (Natural), Profession: Apothecary 2 (finding ingredients), Profession: Cook 2 (short order), Profession: Scribe 2 (copy), Survival 1 (forage), Teaching 1 (Herbalism), Theology 1 (biblical knowledge)
Arts: 11+
Creo 7, Intéllego 4, Muto 4, Perdo 1, Rego 4
Animal 0, Aquam 0, Auram 0, Corpus 10, Herbam 0
Ignem 0, Imaginem 0, Mentem 4, Terram 0, Vim 0
Spells Known:
CrCo10 Bind Wounds
CrCo20 Purification of the Festering Wounds
CrCo25 Restoration of the Defiled Body
CrCo30r Gentle Caress of Asclepius (wounds): Potency +4 (bandages)
CrCo30r Remedy of Asclepius (poison & disease): Potency +3 (amber)
InCo5 Physician’s Eye
InCo10 Revealed Flaws of the Mortal Flesh
Items Crafted:
CrCo20 Elixir of Health:
Charged Item (15 doses)
R: Touch, D: Moon, T: Ind
As per Purification of the Festering Wounds, granting a +9 bonus to recovery rolls from injury and disease.
(base 4, +1 Touch, +3 Moon)
MuCo Potion of Bull’s Fortitude:
Charged Item (12 doses)
R: Touch, D: Sun, T: Ind
Grants a +3 bonus to Soak
(base 15, +1 Touch, +2 Sun)
ReCo30 Formula for Extreme Pain Relief:
Charged Item (2 doses)
R: Touch, D: Moon, T: Ind
The patient ignores all penalties from Fatigue and Wounds for a month. However, the medicine has the major side effect in that causes a mental stupor, similar to Confusion of the Numbed Will.
(base 10, +1 Touch, +3 Moon)
ReCo30 Second Formula for Extreme Pain Relief:
Charged Item (3 doses)
R: Touch, D: Moon, T: Ind
The patient ignores all penalties from Fatigue and Wounds for a month. However, the medicine has fatal flaw in that it renders the patient incapacitated for the duration.
(base 10, +1 Touch, +3 Moon)
ReCo30 Successful & Improved Pain Relief Formula
Charged Item (12 doses)
R: Touch, D: Season, T: Ind
The patient ignores all penalties from Fatigue and Wounds for a month. This formula has none of the adverse side effects of the previous formulas, but it has a beneficial modified effect in that it lasts an entire season)
(base 10, +1 Touch, +3 Moon)
CrCo35 Advanced Healing Formula:
Charged Item (4 doses)
R: Touch, D: Week, T: Ind
This grants a bonus of +18 to recovery rolls from injury and disease. However, the effect is modified with duration reduced to a single week.
(base 15, +1 Touch, +3 Moon)
CrCo35 Superior Healing Formula:
Charged Item (5 doses)
R: Touch, D: Moon, T: Ind
This grants a bonus of +18 to recovery rolls from injury and disease for the full duration of a month.
(base 15, +1 Touch, +3 Moon)
Twilight Scars & Effects:
Magic Sigil: calm
Symbolic Sigil: some apothecary symbol
Equipment: stuff
Encumbrance: 0
Background:
Development: 7 years
4 years worth of Advancement & Study (120xp)
3 years of Lab (12 seasons)
*YEAR ONE
S1[color=white]……..Invent Longevity Potion (LT 28)
S2[color=white]……..Invent spell from scratch; InCo10 Revealed Flaws of the Mortal Flesh (LT 25)
S3[color=white]……..Invent Elixir of Health; Charged Item, CrCo20, 5 charges (LT 42)
S4[color=white]……..Invent more Elixir from Lab Text, gaining 10 more charges (LT 48)
*YEAR TWO
S1[color=white]……..Invent Potion of Bull’s Fortitude using Vulgar Alchemy,
Charged Item, MuCo30, 3 charges
LT 42; Int +3, Magic Theory 5 (items), Muto 4, Corpus 10, Aura 3, Magic Lore 2 (ingredients), Experimentation Bonus +7, Successful Component Bonus +7 (limited to +6 for Magic Theory score)
Hermetic Alchemy Experiment; 6 items tested
Risk Modifier +1, Simple Die 6, Extraordinary Roll 9, Discovery Roll 4
15xp in Magic Lore
Per +1, Magic Lore 2 (ingredients)
A Amber +3, established
9 Bull Urine +3, succeed
0 Coffee Leaves +1, fail
2 Strong Beer +1, succeed
Granite, over limit
Mushrooms, over limit
Oregano, over limit
S2[color=white]……..Invent more Potion from Lab Text, gaining 9 more doses (LT 42)
S3[color=white]……..Craft Concoction using Mythic Herbalism
Int +3, Herbalism 5 (poison)
Super-Strength Aspirin; Ignore Wound Penalties up to Medium; 7 doses
(used to aid two grogs in overcoming wound penalties for a season)
Ease Factor 12 (base 6, +6 additional doses); 4 days time
Roll 5, total =13, success
Then in rest of season: Invent Elixir for Extreme Pain Relief using Vulgar Alchemy
Charged Item; ReCo30, 2 doses
LT 38; Int +3, Magic Theory 5 (items), Rego 4, Corpus 10, Aura 3, Magic Lore 3 (ingredients), Experimentation Bonus +4, Successful Component Bonus +4
Hermetic Alchemy Experiment; 6 items tested
Risk Modifier +1, Simple Die 3, Extraordinary Roll 5, Side Effect Roll 8
Major Side Effect: Target is in a mental stupor for the duration
Per +1, Magic Lore 3 (ingredients)
7 Aspirin Root +4, fail
9 Aspirin Leaf +3, success
4 Coffee Leaf +1, success
Iron Grains, over limit
Mushrooms, over limit
Basil, over limit
S4[color=white]……..Invent a new pain relief formula, hoping to avoid the side effect.
Charged Item, ReCo30, 3 doses
LT 42; Int +3, Magic Theory 5 (items), Rego 4, Corpus 10, Aura 3, Magic Lore 3 (ingredients), Experimentation Bonus +6, Successful Component Bonus +6
Risk Modifier +3, Simple Die 3, Extraordinary Roll 3, Side Effect Roll
Fatal Flaw; renders patient paralyzed
Hermetic Alchemy Experiment; 6 items tested
Per +1, Magic Lore 3 (ingredients)
10 Aspirin Leaf +3, success
5 Coffee Leaf +1, success
4 Granite +2, success
Aspirin Root, over limit
Bull Urine, over limit
Cilantro, over limit
- YEAR THREE
S1[color=white]……..Third attempt at a pain relief formula
Charged Item, ReCo30, 3 doses
LT 43; Int +3, Magic Theory 5 (items), Rego 4, Corpus 10, Aura 3, Magic Lore 3 (ingredients), Experimentation Bonus +7, Successful Component Bonus +6
Risk Factor +3, Simple Die 4, Extraordinary Roll 8, Modified Roll 1
Duration Increased: lasts for a full Season
Hermetic Alchemy Experiment; 6 items tested
Per +1, Magic Lore 3 (ingredients)
9 Coffee Leaf +1, success
4 Aspirin Leaf +3, failure
4 Aspirin Root +2, success
3 Alcohol +3, failure
9 Mint +2, success
5 Gold +2, success
S2[color=white]……..Using Lab Text, create 9 more doses of the successful pain relief formula (LT 42)
S3[color=white]……..Invent an Advanced Healing Formula with Hermetic Alchemy
Charged Item, CrCo35, 4 doses
LT 53; Int +3, Magic Theory 5 (items), Creo 7, Corpus 10, Aura 3, Magic Lore 3 (ingredients), Focus Bonus +7, Potent Magic Bonus +3, Experimentation Bonus +5, Successful Component Bonus +5
Risk Factor +2, Simple Die 3, Extraordinary Roll 9, Modified Roll 2
Reduced Duration: Only lasts for a week
Hermetic Alchemy Experiment; 6 items tested
Per +1, Magic Lore 3 (ingredients)
9 Alcohol +2, successful
7 Aspirin +2, successful
10 Garlic +1, successful
Amethyst, over limit
Spinach, over limit
Bull Urine, over limit
S4[color=white]……..Try making the better healing potion again
Charged Item, CrCo35, 5 doses
LT 59; Int +3, Magic Theory 5 (items), Creo 7, Corpus 10, Aura 3, Magic Lore 3 (ingredients), Focus Bonus +7, Potent Magic Bonus +3, Experimentation Bonus +10, Successful Component Bonus +6
Risk Factor +3, Simple Die 7, Extraordinary Roll 1
No Extraordinary Effect
Hermetic Alchemy Experiment; 6 items tested
Per +1, Magic Lore 3 (ingredients)
9 Alcohol +2, successful
9 Aspirin +3, successful
1 Honey +2, failure
3 Garlic +2, failure
4 Iron +2, success
8 Gold +2, success
Personal Form & Effect Bonuses
Gold:
Iron