Thirty Magic Characters for November

I'm so sorry I'm late: the dead are to blame. I'll amend myself by posting twice today below.

Since I discovered this forum, november had been a month of wonders and daily excitement. So last year I thought to myself I wanted to contribute to the creative frenzy. But what could I bring out to the table?

The obvious answer was the now quite long catalog of magic characters I had been generating first for our saga and then just because it was so fun to play with the RoP:M rules. I loved these mechanics the first time I read that book, and I think the resulting collection could be of some use as story triggers, McGuffins, antagonists or plain treasure. Of course this will be a hic sunt dracones thread with at least a handful of them, but some other stuff will come to fill more unexplored corners of the ars magica published bestiary (or thingary? Can that be a word?).

So here they are. I guess at some point I will add a fancy index below in this post, and let's start on the next one.

  1. Caledfwlch, Mythic Sword
  2. Gram, Dragonslayer Sword
  3. Excitavit Locus, awaken Laboratory
  4. Sólstafir, Speculum Labyrinthum, a Magic Mirror
  5. Batuskh, a Really Big Dragon
  6. Styggklodder, Mercenary Troll
  7. Chenney-Mooar, Politician Dragon
  8. Sloagh, Swamp Drake
  9. Tharmaneagh, Hermetic Bane
  10. Ghost of Rubrus Ignem ex Flambeau
  11. Ghost of Gwalltgwyn ex Diedne
  12. Tharmaneagh, Hermetic Bane's Ghost
  13. Rìgh Aon-Èilichte, King of Cats
  14. Sgòr Airgid, Rat Queen
  15. Sgòr Airgid, Rat Queen, 2nd version (Glamour free)

I always found strange that while legends are quite crowded with magic items, Ars Magica, being a game that crawls on myth, have quite a few of them, if any. The term "magic item" is pretty much a synonymous of an hermetic enchantment, to the point that a browse of these two words through the forum or the books will just reveal enchantments, talismans and so on. But legends can be previous to the formation of the Order, and from the time when Verditius came up to teach everyone how to make a decent talisman. What about these non-hermetic magic items? Where are they, and what are they?

When reading RoP:M, the index suggested a solution to me: these legendary items could be magic things. But the Magic Things chapter is quite odd, talks a lot about vis and objects of virtue, a bit about Awakened Tress (hello, Ents, welcome to Ars Magica), and magic items get to find their room in these 19 words on page 130...

...and they still get related to Hermetic Magic by that lab-experiment-gone-wrong part.

That section is followed by an example that back them I found quite disappointing: Amiculum, a Magical Cloak. Not a magic ring, not a mythic sword, no: a cloak. But after some thought, I got to the conclusion that the example was not disappointing but inspiring. It is not that you get to resort to pieces of cloth when you think of magic items: it is that you can get to pretty much anything. Including the mythic swords. Like Caledfwlch:

[size=150]Caledfwlch, Mythic Sword[/size]

Magic Might: 5 (Terram) (goes up to 15 when wielded by what the sword considers a rightful owner of Size 0)

Vis: 1 pawn of Terram pawn in the blade

Characteristics: Int 0, Per 0, Pre +3, Com -5, Sta +2, Str -9, Dex 0, Qik +2

Size: -5

Season: Summer

Virtues & Flaws: Affinity with Penetration, Arcane Lore, Magic Thing, Magical Champion, Puissant Penetration; Blind (Inferiority), Deaf (Inferiority), Enemies, Higher Purpose (Inferiority), Mute (Inferiority), No Hands (Inferiority), No Sense of Direction (Inferiority), Proud (major) (Inferiority), Slow Power, Weak Characteristics (x6) (Inferiority)

Magical Qualities & Inferiorities: Greater Power (x4), Improved Attack: Long Sword (x2), Improved Damage: Long Sword, Improved Defense: Long Sword (x2), Improved Powers (x4), No Fatigue (Free), Personal Power (x5), Ritual Power (x2); Major Flaw: Blind, Major Flaw: Deaf, Major Flaw: Mute, Major Flaw: No Hands, Major Flaw: Proud (major), Minor Flaw: Higher Purpose (to find a rightful owner and make him king of England), Minor Flaw: No Sense of Direction, Minor Flaw: Weak Characteristics (x6), Reduced Abilities (x4), Temporary Might (Free)

Personality Traits: Proud +6, Chivalrous +3, Fearless +3

Reputations: King Arthur's sword (Stonehenge) +5

Combat stats as a weapon*:
Long Sword: Init +2, Attack +8, Defense +5, Damage +11
(With a further +3 to Atk and Def is Ways of the Battlefield** is granted to its owner)

  • I took some liberties here; an item attacking on its own seemed strange to me, and weapons of good quality gets bonuses to their combat stats, so what I did was to assume that its Improved Attack, Damage & Defense qualities modify its basic stats as a long sword, resulting in a very high quality weapon due not to its craft (or not only to it) but to its magical nature.
    ** More about this virtue later.

Soak: +22
Wound Penalties
: 3 (1), -5 (2), Incapacitated (3), Dead (4+)
*** Being an item it doesn't follow the damage rules, but the item breaking rules.

Abilities: Penetration (Wielder) 8 + 2, Concentration (powers) 2, Folk Ken (owner) 2, Profession: Weapon (being ready for combat) 3, Faerie Lore (Lady of the Lake's Court) 2, Magic Lore (Magic Swords) 2

Powers:
Grant Ways of the Battlefield: 5 points, Init -18 Penetration -10, Corpus.
R: Touch, D: Mom., T: Ind.
Imposes the Major Virtue Ways of the Battlefield upon a target: The wielder gains a deep understanding of battlefields, feeling more natural and at home there than anywhere else. He gets a +3 bonus to all rolls, including combat, that directly involve that area and its inhabitants; mundane, magical, or faerie. In addition, he rolls one fewer botch die than normal (which may mean he rolls no botch dice) in rolls in the battlefield. He is not normally molested by animals of the terrain (may they be horses, vultures or any other), and though particularly vicious creatures may still attack him, at least they’ll accord you proper respect. The sword can decide to bestow the Virtue permanently or temporarily. If permanent, the power is a ritual-like power and costs points from the sword’s Might score as well as Might pool. If temporary, the Might points spent on this power are only recovered when its effects are withdrawn. No Hermetic equivalent (Slow Power)
CrCo 50: Ritual Power (-5 Might cost)
Note: time ago I thought about if Ways of the (Land) could apply to Battlefields. Opinions were mixed and I finally left the concept aside, until I designed this sword. Being what it is, and being the consequence of a Ritual Power, I felt more free to use it on this context.
Gift of the Bear’s Fortitude: 0 point, Init -2 Penetration 15, Corpus.
R: Touch, D: Sun, T: Ind.
The wielder flesh becomes resistant to physical damage as long as he holds the sword unleashed. He gets +3 to his Soak. Any rolls that involve a sensitive touch (such as for picking a lock) are at –1. (Base 15, +1 Touch, +2 Sun)
MuCo 35: Greater Power (-4 Might cost, Constant)
Bright of a Thousand Suns: 2 points, Init -1 Penetration 5, Ignem.
R: Per., D: Mom., T: Special
When unleashed, the sword can produce a light so bright that everyone looking at it needs a Stamina stress roll of 9+ to avoid temporary blindness. A botch means being permanently blinded. Temporarily blinded targets can try to make a simple Stamina roll of 9+ each minute to recover. The flash is equivalent to looking straight at the sun.
CrIg 25: Personal Power (-1 Might cost)
Ward against the Dragon's Breath: 0 point, Init -4 Penetration 15, Ignem.
R: Touch, D: Sun, T: Ind.
Keeps heat and fire at bay, unable to approach within 1 pace of the sword or the wielder (if the effect penetrates, of course). This renders the sword and the wielder immune to damage from flames or heat of intensity less than a powerful dragon's fire. The target gets a +40 Soak against all fire-related damage. Any fire doing less than +40 damage per round doesn’t penetrate the ward. Such fires simply dim at the protected person’s passing and flare back up after he or she is gone. (Base 4, +7 for up to +40 damage, +1 Touch, +2 Sun)
ReIg 55: Greater Power (-6 Might cost, Constant)
Aura of Ennobled Presence: 0 point, Init +1 Penetration 15, Imaginem.
R: Touch, D: Sun, T: Ind.
The sword wielder appears more forceful, authoritative, and believable. The character gets a +3 on rolls to influence, lead, or convince others. This bonus only applies when he is touching the sword. (Base 3, +1 Touch, +2 Sun)
MuIm 15: Greater Power (-2 Might cost, Constant)
Winter’s Icy Touch: 1 point, Init +1 Penetration 10, Ignem.
R: Touch, D: Conc., T: Ind.
Causes the target to feel a chill and lose body heat. The target loses a Fatigue level each round while the Sword concentrates. The sword uses this power to get rid of undesired owners. (Base 4, +1 Touch, +1 Concentration)
PeIg 10: Greater Power
Peering into the Mortal Mind: 0 point, Init -3 Penetration 15, Mentem.
R: Touch, D: Sun, T: Ind.
The sword can thoroughly probe and understand the contents of the mind of anyone wielding it, including his or her immediate and long-term motives, personal strengths and weaknesses, and other pertinent information. It can also use this power to perceive the world through its wielder's senses. The sword uses this power when it's handle is gripped, to determine if it thinks the wielder to be worthy of using it. (Base 25, +1 Touch, +2 Sun)
InMe 45: Personal Power (-5 Might cost, Constant)
Memories of Kamelot: 1 point, Init +1 Penetration 10, Mentem.
R: Touch, D: Conc., T: Ind.
Inserts a full and complete memory into a person’s mind. If the target gives the memory some thought and concentration, and makes an Intelligence roll of 9+, the memory is revealed as false. When the duration expires, the memory vanishes, although the subject may remember remembering it. The sword uses this power to communicate with his owner, faking dreams and visions, but due to its extremely low communication these visions doesn't tend to be very clear. (Base 5, +1 Touch, +1 Conc)
CrMe 15: Greater Power (-1 Might cost)
Edge of the Razor: 0 point, Init 0 Penetration 15, Terram.
R: Per., D: Sun, T: Ind.
Sharpens its metal edge to a degree unequaled by manual methods, granting a +2 bonus to Damage. (Base 3, +2 Sun, +2 metal)
MuTe 20: Personal Power (-2 Might cost, Constant)
Sword in the Stone: 1 point, Init 0 Penetration 10, Terram.
R: Per., D: Sun, T: Ind.
The sword can become at will almost immovable, and if moved will seek to return to the spot where it was initially placed. The sword can use this power even placed floating in mid air, but prefers to do so when pierced into stones. The spell ends prematurely if the sword is moved more than a pace from the position it is placed. The sword could in theory be slowing shifted by many people or creatures (combined strength of greater that +500), or a stronger magical force (higher than Base 4) can move the object very very slowly. The force of resistance is equivalent to ten horse power. (Base 3, +2 for increased strenght, +2 Sun)
ReTe 20: Personal Power (-1 Might cost, Constant)
Note: this power is taken straight from the Iron Bound Tome grimoire, from its immovable items spells.
Cut steel: 0 point, Init -1 Penetration 15, Terram.
R: Touch, D: Sun, T: Ind.
The sword name in french, Excalibur, means that the sword slices through iron as through wood. Its blade halves soak protection from metal (or wood) armors soak total. (Base 5, +1 Herbam Requisite, +1 Touch, +2 Sun)
PeTe(He) 30: Greater Power (-3 Might cost, Constant)

Notes: When it adquires a owner and becomes an arcane connection to it from familarity, its might goes up to 15, increasing Might Points and Penetration of all powers by +10 each. When researching its power I found not so much: it was supposed to bright, it was supposed to cut through steel, and it was obviously able to rest stuck into a stone waiting for someone worthy of its ownership. I added these powers and spiced them up with some others helpful to the wielder to become a king of men. The name given is the Welsh one; it have quite a few. In Latin, its named Caliburnus; in English, Caliburn or, well, Excalibur.

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A second sword: I warned you some dragons will follow. Legends of dragons include legends of heroes slaying them: in the Volsunga Saga, Gram is the sword that Sigurd used to kill the dragon Fafnir. The problem I found when designing it was the penetration total: dragons, specially the big ones, tend to have quite impressive might scores, so how to deal with them when you start with a piece of steel of Size -5 (up to 0, when owned and, according to RoP:M, using the owners' size), with a Might of 5 (up to 15, when owned)? So what I did was to boost penetration, and in blood being an arcane connection. So you have to actually wound a dragon for the sword to use its power.

[size=150]Gram, Dragonslayer Sword[/size]

Magic Might: 5 (Terram)

Vis: 1 pawn of Terram in the blade

Characteristics: Int 0, Per 0, Pre +3, Com -5, Sta +2, Str -9, Dex 0, Qik +2

Size: -5

Season: Summer

Virtues & Flaws: Affinity with Penetration, Arcane Lore, Magic Thing, Magical Champion, Puissant Penetration; Blind (Inferiority), Deaf (Inferiority), Driven (major) (slaying dragons), Higher Purpose (Inferiority), Mute (Inferiority), No Hands (Inferiority), No Sense of Direction, Restricted Power (x1) (Inferiority), Slow Power (Inferiority), Weak Characteristics (x6) (Inferiority)

Magical Qualities & Inferiorities: Greater Power (x3), Improved Abilities (x5), Improved Attack: Long Sword (x2), Improved Defense: Long Sword (x2), Improved Powers (x4), No Fatigue (Free), Personal Power (x5); Major Flaw: Blind, Major Flaw: Deaf, Major Flaw: Mute, Major Flaw: No Hands, Minor Flaw: Higher Purpose, Minor Flaw: Restricted Power (x2), Minor Flaw: Slow Power, Minor Flaw: Weak Characteristics (x6), Temporary Might (Free)

Personality Traits: Proud +6, Mercyful -2, Brave +3

Reputations: Dragonslaying sword +4

Combat stats as a weapon:

Long Sword: Init +2, Attack +8, Defense +5, Damage +8

Soak: +22
Wound Penalties: -3 (1), -5 (2), Incapacitated (3), Dead (4+)

Abilities: Awareness (dragons) 3, Faerie Lore (dragons) 2, Infernal Lore (dragons) 2, Magic Lore (dragons) 3, Penetration (dragons) 18 + 2

Powers:
Dragonslayer: 0 point, Init 0 Penetration 25, Aninal.
R: Touch, D: Mom., T: Ind.
Gram can slay any animal up to Size +10 it strikes. (Base 30, +1 Touch, +3 Size) (Slow Power, Restriced power: only affect dragons)
PeAn 50: Greater Power (+3 Initiative, -5 Might cost)
Butchering Strike: 0 point, Init 0 Penetration 25, Corpus.
R: Touch, D: Mom., T: Ind.
Gram's inflicted wounds are one severity degree greater than they should be (transforming light wounds into medium ones, medium into heavy and heavy into incapacitating wounds). Incapacitating wounds are unnafected (i.e. they don't become lethal wounds). (Base 20 for Incapacitating Wounds, +1 Animal Requisite, +1 Touch)
PeCo(An) 30: Greater Power (+1 Initiative, -3 Might cost)
Note: the base guideline could be use to inflict incapacitating wounds every time this power is used, but I just thought it would be more thematic and less boring to raise the severity degree instead. Also it can be argued that the power is suboptimal when compared to an equivalent Perdo Corpus spell, if only because the sword precedes Apromor, who probably got something to do about optimizing the art of Perdo.
Ward against the Dragon's Breath: 0 point, Init -4 Penetration 25, Ignem.
R: Touch, D: Sun, T: Ind.
Keeps heat and fire at bay, unable to approach within 1 pace of the sword or the wielder (if the effect penetrates, of course). This renders the sword and the wielder immune to damage from flames or heat of intensity less than a powerful dragon's fire. The target gets a +40 Soak against all fire-related damage. Any fire doing less than +40 damage per round doesn’t penetrate the ward. Such fires simply dim at the protected person’s passing and flare back up after he or she is gone. (Base 4, +7 for up to +40 damage, +1 Touch, +2 Sun)
ReIg 55: Greater Power (-6 Might cost, Constant)
Glowing Blade: 0 point, Init +1 Penetration 25, Ignem.
R: Per., D: Conc., T: Ind.
Gram's blade can glow with a light as intense as moonlight whenever it whishes.
CrIg 10: Personal Power (-1 Might cost)
Peering into the Mortal Mind: 0 point, Init -1 Penetration 25, Mentem.
R: Touch, D: Sun, T: Ind.
The sword can thoroughly probe and understand the contents of the mind of anyone wielding it, including his or her immediate and long-term motives, personal strengths and weaknesses, and other pertinent information. It can also use this power to perceive the world through its wielder's senses. (Base 25, +1 Touch, +2 Sun)
InMe 45: Personal Power (+2 Initiative, -5 Might cost, Constant)
Edge of the Razor: 0 point, Init 0 Penetration 25, Terram.
R: Per., D: Sun, T: Ind.
Sharpens its metal edge to a degree unequaled by manual methods, granting a +2 bonus to Damage. (Base 3, +2 Sun, +2 metal)
MuTe 20: Personal Power (-2 Might cost, Constant)
Sword in the Tree: 1 point, Init 0 Penetration 20, Terram.
R: Per., D: Sun, T: Ind.
The sword can become at will almost immovable, and if moved will seek to return to the spot where it was initially placed. The sword can use this power even placed floating in mid air, but prefers to do so when pierced into trees. The spell ends prematurely if the sword is moved more than a pace from the position it is placed. The sword could in theory be slowing shifted by many people or creatures (combined strength of greater that +500), or a stronger magical force (higher than Base 4) can move the object very very slowly. The force of resistance is equivalent to ten horse power. (Base 3, +2 for increased strenght, +2 Sun)
ReTe 20: Personal Power (-1 Might cost, Constant)

Notes: When it adquires a owner and becomes an arcane connection to it from familarity, its might goes up to 15, increasing Might Points and Penetration of all powers by +10 each. To kill a dragon with Might greater than 36 it needs to wound it and be stained on his blood, which acts as a +3 multiplier arcane connection, giving, considering its specialitation, a (21 x 3) +63 bonus to Penetration on its Dragonslayer power. That is huge and will kill almost any dragon you can bring in the game, but it lefts some maneuvering space for the storyguide. First, it needs to get an arcane connection to the dragon first, usually blood. With the Dragonslayer power being R:Touch, this means that you have to hit twice a dragon with the sword in order to make the power work (well, the second time, to activate the power, it would just need to touch the dragon, but the wielder will probably not be aware of that, and even tipping a dragon with the blade can be a dangerous activity), and dragons have a full range of ways of making that second strike not an option, or at least try. Secondly, the Dragonslayer power is a Slow Power, something that the owner also will probably not be aware of, and that will give the dragon one final round to do whatever he can (like for example eating his triumphant slayer).

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[size=150]Excitavit Locus, awaken Laboratory[/size]

An awakened lab. I'm not really happy with it, as it Might Score is quite big. After a lot of meddling I found that might-size linking too forceful, but it really separates the Magic Realm from the Faerie Realm. Anyway when I put this next one into play I lowered its might arguing that the former owner of the lab, now death or in twilight, managed to cast a couple of PeVi might stripping spells on it.

The lab can come into play as part of the investigation of the previous owner, or as an option for these times when a lab experiment goes wrong and a event/story comes up.

If used in game, the lab can support or not a new owner; if he does not, he will probably start meddling with the new owner by using his powers subtly to distract him at wrong times, meddle with his projects and so on. If the process is subtle and long it can be summed up assigning the lab a big Warping stat. Also the lab knows Magic Theory and have a very big Int, and though not having The Gift it cannot actually help as a lab assistant (well, more about that later), he can act as a lab saboteur, subtracting his MT + Int from the magus Lab Total if he beats him on a Intrigue vs Awareness or Magic Lore roll.

If tamed or befriended it can be of some help though; it can for sure tidy up and modify itself, improving his lab stats. And if a magus discovers his nature and powers, maybe it can be a prize big enough to work on a Breakthrough on how to take a Magic Item as a Familiar, and thus get access to that Int 5 + MT 9 bonus. That can be quite a challenge, specially if the lab is located in a foreign covenant.

Magic Might: 25 (Vim)

Vis: 5 pawns, in the form of a hidden vim store.

Characteristics: Int +5, Per +2, Pre +1, Com -5, Sta -2, Str +5, Dex 0, Qik +1

Size: 6

Season: Fall

Virtues & Flaws: Affinity with Magic Theory, Arcane Lore, Educated, Greater Immunity, Magic Sensitivity (Quality), Magic Thing, Magical Covenfolk, Puissant Magic Theory, Puissant Penetration, Second Sight, Unaffected by The Gift; Bound to Magic, Careless with Magic Theory, Dark Secret, Lost Love, Magical Fascination, Mute (Inferiority), Necessary Magic Aura for Magic Theory, No Hands (Inferiority), Slow Power (x3) (Inferiority), Weak Characteristics (x2) (Inferiority)

Magical Qualities & Inferiorities: Focus Power, Greater Power (x5), Improved Powers (x4), Improved Soak (x6), Lesser Power (x3), Minor Virtue: Magic Sensitivity, No Fatigue (Free), Personal Power, Ritual Power; Major Flaw: Mute, Major Flaw: No Hands, Minor Flaw: Slow Power (x3), Minor Flaw: Weak Characteristics (x2), Temporary Might (Free)

Personality Traits: Lab* +3, Melancholic +3, Curious +2, Playful +2

Reputations: Long history of laboratory accidents, former lab of ancient archmagus.

Soak: +10
Wound Penalties: -1 (1 - 11), -3 (12 - 22), -5 (23 - 33), Incapacitated (34 - 44), Dead (45+)

Abilities: Order of Hermes Lore (history) 2, Magic Sensitivity (spells) 4, Second Sight (hermetic invisibility) 4, Magic Theory (enchantments) 7 + 2 [1], Magic Lore (magical beings) 4, Code of Hermes (sanctum rights) 2, Awareness (apprentices) 2, Charm (magi) 3, Folk Ken (magi) 3, Guile (apprentices) 3, Intrigue (plotting accidents) 5, Legerdemain (vis) 4, Latin (hermetic slang) 4, Faerie Lore (wards) 1, Infernal Lore (possessions) 2, Penetration (Mentem) 5 + 2, Finesse (aiming) 5, Covenant Lore (vis stocks) 3

Equipment: Full lab equipment.

Powers:
Burst of the Sweeping Flames: 1 point, Init -1 Penetration 27, Ignem.
R: Touch, D: Mom., T: Ind.
Causes a fire to explode outwards from its source along the ground, as if a giant wind were blowing on it from above. The fire travels for no more than 10 paces, but it ferociously ignites anything in its path. The original fire is left dead, but in all probability a number of new fires will be started. The flames cause +5 to +15 damage, depending on the intensity of the original fire. (Base 10 (4 + 2 intensity of the fire), +1 Touch)
ReIg 15: Greater Power (-1 Might cost)
Tremulous Vault of the Torch’s Flame: 1 point, Init +1 Penetration 27, Ignem.
R: Touch, D: Mom., T: Ind.
Causes a fire to quiver a few seconds and then make a leap of up to 10 feet in any direction. A Targeting roll is required to hit a specific target. The flame stays at the spot it hits if it can burn there (see rules for fire damage on page 181). Otherwise, it simply scorches the spot and goes out (doing +5 damage, depending on the intensity of the original fire.). (Base 3, +1 Touch)
ReIg 5: Greater Power
The Many-Hued Conflagration: 0 point, Init +1 Penetration 32, Ignem.
R: Touch, D: Mom., T: Ind.
Makes a fire burn brightly in shifting colors for an instant. Each being looking at the fire must make a Stamina stress roll of 6+ or be blinded for one round by the multicolored lights. (Base 3, +1 Touch)
MuIg 5: Greater Power (-1 Might cost)
Sight Beyond Walls: 0 point, Init -9 Penetration 32, Imaginem.
R: Touch, D: Sun, T: Structure
The Lab can see and hear inside anywhere of the covenant it's placed in. (Base 2, +2 Sun, +4 Structure)
InIm 25: Lesser Power (-5 Might cost, Constant)
Phantasm Of The Human Form: 0 point, Init -1 Penetration 32, Imaginem.
R: Touch, D: Conc., T: Ind.
Makes an image of a clothed and equipped person that can make noise. Under the lab direct, unspoken command, the person can move about, speak, and behave as a human does. (Base 2, +1 Touch, +1 Concentration, +2 move at your command, +1 intricacy)
CrIm 15: Greater Power (-2 Might cost)
Grant Puissance in Magic Theory: 5 points, Init -9 Penetration 7, Vim.
R: Touch, D: Mom., T: Ind.
Imposes Puissant Magic Theory upon a target. The Lab can decide to bestow the Virtue permanently or temporarily. If permanent, the power is a ritual-like power and costs points from the its Might score as well as Might pool. If temporary, the Might points spent on this power are only recovered when its effects are withdrawn. (Slow Power)
CrVi 25: Ritual Power
The Angry Poltergeist: 0 point, Init +1 Penetration 32, Terram.
R: Touch, D: Mom., T: Group
As the Invisible Sling of Vilano this power hurls a group of projectiles (usually any piece of lab equipment) at any target in range. An aiming roll is required, but if it succeeds, Magic Resistance offers no protection. Projectiles are different pieces of equipment, and the damage each one does vary wildly depending of what item it is, though the lab picks them at random. Roll one single dice for each projectile to see how much damage each projectile does.
ReTe 20: Greater Power (+2 Initiative, -2 Might cost)
The Misplaced Tools: 1 point, Init -7 Penetration 27, Imaginem.
R: Touch, D: Sun, T: Room
Causes all the items in the lab to appear up to 5 paces away from their actual location. (Base 3, +1 Touch, +2 Sun, +2 Room)
ReIm 20: Lesser Power (-3 Might cost)
Control the Dumb Apprentice: 1 point, Init +1 Penetration 28, Mentem.
R: Touch, D: Conc., T: Ind.
If this power penetrates, the Lab exerts direct control over the target. It can issue commands that the target carries out to the best of his abilities; however, the target can attempt to break the control of the power every every time he is asked to do something complex (something that would involve the use of an Ability, spell, or magical power), dangerous, or which goes contrary to the target’s nature. To break free, the target makes an Intelligence roll against an Ease Factor equal to 9 + magnitude of the Lab’s Might. This Intelligence roll is modified by any appropriate Personality Trait of the target. Where multiple traits might apply, use the one that gives the largest modifier, whether positive or negative. If the Intelligence roll fails, the target must obey the Lab but receives a +1 cumulative bonus to his next attempt to break the spirit’s control. ReMe 30 (base 20, +1 Touch, +1 Conc)
ReMe 30: Greater Power (+3 Initiative, -2 Might cost)
Peering Into The Mortal Mind: 0 point, Init -2 Penetration 33, Mentem.
R: Touch, D: Mom., T: Ind.
The Lab can thoroughly probe and understand the contents of the mind of the target, including immediate and long-term motives, personal strengths and weaknesses, and other pertinent information. (Base 25, +1 Touch)
InMe 30: Greater Power (-3 Might cost)
The Forgotten Tools Hideout: 0 point, Init -2 Penetration 33, Mentem.
R: Touch, D: Sun, T: Group
Enchants the lab space so that anyone moving through it is subtly diverted, effectively keeping a group of items within it from being discovered accidentally. Anyone not actively searching for the hidden items never finds them. Those actively searching can find the place by making a Perception stress roll of 12+ (allowed once per day). If the lab is more difficult to search than the average lab (i.e., it have the cramped flaw), the Ease Factor increases. Likewise, the Ease Factor drops if the lab is improved to become more organized than average (i.e., if it have the highly organized or spotless virtues). Once a searcher spots the hidden items, the spell does not prevent approach. (Base 3, +1 Touch, +2 Sun, +2 Group)
ReMe 25: Greater Power (-3 Might cost, Constant)
Recollection of Memories Never Quite Lived: 1 point, Init +1 Penetration 28, Mentem.
R: Touch, D: Sun, T: Ind.
Changes the target’s memory of a detail into a similar, though different, memory. The target is no more sure of this manufactured memory than of the authentic one, so he may discover strange fabrications to be false. (Base 1, +1 Touch, +2 Sun)
MuMe 5: Greater Power
Gentle Push Towards Twilight: 3 points, Init -2 Penetration 17, Vim.
R: Touch, D: Mom., T: Ind.
Overpowered version of The Enigma's Gift. The target of the spell gains four Warping Points and, if a Hermetic magus, must check to see whether he enters Twilight in the normal way. (Base 20, +1 Touch)
CrVi 25: Greater Power
Incantation Of Summoning The Dead: 2 points, Init -4 Penetration 23, Mentem.
R: Arc., D: Conc., T: Ind.
As the Incantation Of Summoning The Dead spell. This power calls up a person’s ghost. The lab can summon any ghost that haunts the covenant if it knows his name or the ghost of anyone it haves an arcane connection to (like his former owner or anyone who dies in the lab). (Base 15, +4 Arc, +2 Sun) (Slow Power)
ReMe 45: Greater Power (-3 Might cost)
Words of the Unbroken Silence: 0 point, Init +1 Penetration 33, Mentem.
R: Touch, D: Mom., T: Ind.
Lets the lab say two words directly to the mind of a target. The target can recognize the lab's voice, if he already knows it somehow, and knows that the message is of supernatural origin. (Base 3, +1 Touch)
CrMe 5: Greater Power (-1 Might cost)
Master of Vim: 1-5 points, Init -4, Vim.
R: , D: , T:
Duplicates any of a range of non-Ritual Perdo or Muto Vim spells, at a cost of 1 Might point per magnitude of the effect. The level of the effect cannot be greater than the creature’s Might, or 25, whichever is lowest. Pe/MuVi 25
PeVi 25: Focus Power
Unseen Arm: 1 point, Init -3 Penetration 27, Terram.
R: Touch, D: Sun, T: Ind.
Slowly moves a nonliving thing, like a mug, instrument, or small pouch of coins; it cannot oppose intentional resistance. Magi use this spell to manipulate things at a distance, but the spell cannot be used to pull something from a person’s hand or to move something that is held. (Base 2, +1 Touch, +1 Conc) (Slow Power)
ReTe 10: Lesser Power (-1 Might cost, Constant)
Earth Shock: 1 point, Init 0 Penetration 27, Terram.
R: Per., D: Mom., T: Room
Shakes the ground of the lab. All affected by this spell must make a Quickness – Encumbrance stress roll of 8+ or fall. Apply these modifiers: standing still, +2; moving slowly, +0; running, –2; standing on a dangerous place (like a window frame or the edge of a pit), –6. (Base 3, +1 Part, +2 Room)
ReTe 10: Personal Power

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[size=150]Sólstafir, Speculum Labyrinthum, a Magic Mirror[/size]

One trustworthy merchant, who uses to provide the strange items magi require to equip their labs, approach the covenant talking about a mirror he has heard about to a fellow who uses to work for a rival old covenant. The mirror, which can be installed in a lab as a Major Feature, is now for sale at a fairly reasonable price, and have the strange effect of making the magic aura stronger around it.

But the mirror also have other unexpected and secret powers, including the ability to contain a lock out portable regio, which may be empty, or where someone or something may be hiding, or trapped, or hunting, or traveling, or just waiting.

Magic Might: 36 (Imaginem) (currently 15)

Vis: 8 pawns, colored cristal shards, if broken

Characteristics: Int +2, Per +3, Pre +3, Com +3, Sta -3, Str +3, Dex 0, Qik +1

Size: 6

Season: Summer

Virtues & Flaws: Arcane Lore, Innofensive to Magical Beings, Keen Vision, Magic Thing, Piercing Gaze, Premonitions, Puissant Penetration, Second Sight; Baneful Circumstances (when covered or in darkness) (Inferiority), Blatant Magical Air (Inferiority), Magical Air, Mute (Inferiority), No Hands (Inferiority), No Sense of Direction, Plagued by Supernatural Entity (trapped on closed regio level), Slow Power (x3) (Inferiority), Visions (Inferiority), Warped Senses (Sensitive to Darkness) (Inferiority), Weak Characteristics (x3) (Inferiority)

Magical Qualities & Inferiorities: Greater Power (x3), Improved Might (x11), Improved Powers (x4), No Fatigue (Free), Personal Power (x4), Ritual Power (x5); Major Flaw: Blatant Magical Air, Major Flaw: Mute, Major Flaw: No Hands, Minor Flaw: Baneful Circumstances, Minor Flaw: Slow Power (x3), Minor Flaw: Visions, Minor Flaw: Warped Senses, Minor Flaw: Weak Characteristics (x3), Temporary Might (Free)

Personality Traits: Twisted +3, Curious +2, Patient +2

Reputations: Either none or Magic Mirror Which Increases Lab Auras by +1 (hermetic) (though that last reputation could make clear the mirror's nature to magi with high Magic Lore scores).

Soak: -3

Wound Penalties: -1 (1 - 11), -3 (12 - 22), -5 (23 - 33), Incapacitated (34 - 44), Dead (45+)

Abilities: Folk Ken (staring people) 3, Premonitions (staring people) 5, Finesse (reflections) 5, Former Covenant Lore (former owner's sanctum) 2, Current Covenant Lore (owner's sanctum) 2, Awareness (room) 4, Charm (staring people) 4, Guile (staring people) 4, Penetration (imaginem) 3 + 2, Second Sight (room) 3

Powers:
Reflections' Brightest Pupil: 0 point, Init -2 Penetration 42, Imaginem.
R: Arc., D: Sun, T: Ind.
The mirror becomes aware of everything that happens in the space it reflects, which can be as big as a structure, but is constrained by locked doors, so it uses to be just a room. The mirror produces a yearly harvest of 2 pawns of vis vim as colored mist around its borders. If it's Regio power is working, the Mist is place on the mirror's face inside the Regio, so it doesn't have to be actually accessible. (Based on Spirit's Presence common power). InIm 35 (base 2, +4 Arc, +2 Sun, +1 non-Hermetic effects)
InIm 30: Greater Power (-3 Might cost, Constant)
Reflection of the Mirror's Will: 0 point, Init 0 Penetration 42, Imaginem.
R: Per., D: Conc., T: Ind.
Creates images and sounds on the mirror's surface, actually changing its reflection to whatever the mirror wishes. To create a specific image or detail it must pass a Finesse roll. (Base 2, +1 Concentration, +2 changing images, +1 intricacy)
CrIm 10: Greater Power (-1 Might cost)
Prying Mirror: 1 point, Init 0 Penetration 37, Imaginem.
R: Touch, D: Conc., T: Structure
The mirror can reflect the inside of any other room from the structure he's installed in. (Base 1, +1 Touch, +1 Concentration, +3 Structure)
InIm 10: Personal Power
Peering into the Mortal Mind: 0 point, Init -3 Penetration 41, Mentem.
R: Eye, D: Conc., T: Ind.
The mirror can thoroughly probe and understand the contents of any target that looks at his reflection, including his or her immediate and long-term motives, personal strengths and weaknesses, and other pertinent information, and change the image it returns to display secenes of their fears and wishes. (Base 25, +1 Eye, +1 Concentration, +1 Imaginem requisite)
InMe(Im) 40: Greater Power (-4 Might cost)
Thoughts within Babble: 0 point, Init -2 Penetration 41, Mentem.
R: Per., D: Sun., T: Room
The mirror can understand the meaning of the speech of those within the target area, no matter what language they speak in. Perception or Communication stress rolls are needed for difficult exchanges or second meanings. (Base 5, +2 Sun, +2 Room)
InMe 30: Personal Power (-3 Might cost, Constant)
Mirror that Neither Breaks Nor Cracks: 1 point, Init -1 Penetration 36, Terram.
R: Per., D: Sun, T: Ind.
The mirror's magical nature makes it able to fix himself of cracks and breakings, which close themselves inmediatly unless the mirror is destroyed in one single blow. On game terms, only a fatal wound would destroy it. Lesser wounds are healed in as many rounds as their wound penalty. (CrTe 5, +2 Sun) (Slow Power)
CrTe 20: Greater Power (-1 Might cost, Constant)
The Spotless Silver Lake: 0 point, Init -1 Penetration 41, Terram.
R: Per., D: Sun., T: Ind.
The mirror's surface is always clean of dirt and stains. Dirt is repelled away, while stains dissolve into the reflection. (Base 5, +2 Sun)
ReTe 20: Personal Power (-2 Might cost, Constant)
Moonlight over the Mirror's Sight: 0 point, Init -1 Penetration 41, Ignem.
R: Touch, D: Sun, T: Room
The mirror may produce a light as strong as moonlight illuminating the room where it stands. He truly needs this light to avoid being hurt by his Warped Senses: Sensitive to Darkness flaw. (Base 1, +1 Touch, +2 Sun, +2 Room)
CrIg 15: Personal Power (-2 Might cost, Constant)
Black Mirror: 1 point, Init +1 Penetration 36, Mentem.
R: Eye, D: Mom., T: Ind.
The mirror can display an scene so disturbing that any target not passing a Stamina stress roll of 15+ will go completely insane (as Black Whisper in the corebook). (Base 15, +1 Eye)
PeMe 20: Greater Power (+2 Initiative, -1 Might cost)
Doorway to the Twilight Halls: 8 points, Init -29 Penetration 1, Vim.
R: Touch, D: Mom., T: Boundary
Upon using the power, a Magic regio forms inside the Mirror, shaped as the reflection of the space it controls through his Reflections' Brightest Pupil power at the moment of using this power. The regio has a single layer, which has a Magic aura 1 point higher than the current Magic aura (or an aura of 1 forms if there is no supernatural aura or a Divine, Faerie, or Infernal aura). This power can be used more than once to create additional layers to the regio; each additional layer has an aura 2 points stronger than the previous layer, up to a maximum of 10. The contents of each layer are determined by the mirror, but are always strongly related to its nature, so for example an opened door will lead to a one-more-time-reflection of the original room's inside. The mirror controls access to the different levels of the regio, and can make an effective trap or hiding place. Might points spent on this Ritual Power are permanently removed from the spirit’s Might Score as well as its Might pool. It can, however, dissolve these regio levels, regaining the spent Might. If it does so, all collapsed regio levels contents are dumped into the lower layer or mundane world. (Slow Power)
ReVi 75: Ritual Power (-7 Might cost)
Stasis: 5 points, Init -19 Penetration 16, Vim.
R: Touch, D: Mom., T: Boundary
The mirror can cause one of it regio (ot its upper level, if there are more than one level) to become so remote and closed off from the outside world that the passage of time itself is altered. A mortal resident here still makes Aging rolls as normal, using the Aura strength as a Living Conditions modifier. However, any aging points are applied to the character as Warping points instead. An aging result that results in either sufficient aging points to reach the next level of Decrepitude or a Crisis, instead inflicts sufficient Warping points to reach the next level of Warping Score. Magi must still check for Twilight if they suffer two or more Warping points as a result of aging in this manner. The character’s perception of the passing years and memories of his prior life gradually become hazy. Keep track of the total number of Warping points gained instead of aging (rather than from other sources); if 50 or more points are accumulated in this manner (equivalent to a Decrepitude of 4 or more), the character cannot leave a Magic aura without dying from the sudden accumulation of his missed years, but he can move from the protected area as long as he remains within a Magic aura. Might points spent on this Ritual-like power are permanently removed from the spirit’s Might Score as well as its Might pool. No Hermetic equivalent. (Slow Power)
ReVi 50: Ritual Power (-5 Might cost)

Notes: Current might score/pool is 15, because it already has built 2 regio levels (-8 points each) and used the Stasis power once on the regio deeper level (-5 might points), so its Tether Strenght Modifier is +1 (and +2 / +4 on its built regio levels).

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[size=150]Batuskh, a Really Big Dragon[/size]

Let's start with the probably less interesting dragon on this list, so we can move forward to the funny ones...

While reading The Divine, the big angels' stats impressed me; Azrael, Archangel of Death, with his poisoned spear, have Init +13, Atk +29, Def +27, Dam +22. St. Michael, Captain of the Lord's Host, have Init +12, Atk +31, Def +31, Dam +36. I thought that no creature in Mythic Europe wouldn't have a chance against any of them. No one? Doesn't the Magic Realm have anything at that level of raw power? So I thought about a big dragon (for dragon standards) which almost all of its qualities spent in raw physical power. Batuskh is the result of that experiment. Probably not something to use in a saga, anyway, but it's an example of how far can things go on the physical weapons' race. And if you want to get rid of a knight, you can always set him up to go hunting this pile of meat, scales, wings, fangs and fire!

Also, he still speaks Pictish; its might keep the language alive on his head when the Diedne pretty much erased it from the face of the world, so some Gruagach or even Dav'naellous could be looking for Batuskh.

Magic Might: 60 (Aninal)

Vis: 12 pawns, 1 Animal pawn on each fang (Batuskh have 8 fangs), 4 Ignem pawns in tongue

Characteristics: Int +3, Per 0, Pre +5, Com +2, Sta +2, Str +18, Dex +3, Qik -5

Size: +9

Season: Winter

Virtues & Flaws: Arcane Lore, Educated, Enduring Constitution, Greater Immunity (fire & poison) (Quality), Lightning Reflexes, Magic Animal, Magic Sensitivity (Quality), Magical Master (Quality), Piercing Gaze, Premonitions (Quality), Puissant Brawl, Puissant Entrancement, Puissant Premonitions, Second Sight (Quality), Strong-Willed, Tough, Ways of the Cave (Quality); Essential Flaw (major) (Avaricious (major)) (Inferiority), Infamous, Magical Air, Magical Monster, Mute (Free), No Hands (Free), Oversensitive

Magical Qualities & Inferiorities: Gift of Speech, Greater Power (x3), Improved Abilities (x5), Improved Attack: Constriction (x5), Improved Attack: Large Teeth (x6), Improved Damage: Large Teeth (x4), Improved Defense: Large Teeth (x10), Improved Fatigue (x4), Improved Initiative: Constriction (x2), Improved Initiative: Large Teeth (x3), Improved Powers (x4), Improved Soak (x10), Lesser Power (x2), Major Virtue: Greater Immunity, Major Virtue: Magical Master, Major Virtue: Ways of the [Land], Minor Virtue: Improved Characteristics (x12), Minor Virtue: Magic Sensitivity, Minor Virtue: Premonitions, Minor Virtue: Second Sight, Ritual Power (x2); Major Flaw: Essential Flaw (major), Reduced Might (x11), Susceptible to Deprivation

Personality Traits: Avaritious +6, Virulent +3, Forgiving -2

Reputations: Beast that can either melt your bones or eat you alive 4

Combat:
Dodge: Init -5, Attack —, Defense +5, Damage —
Large Teeth: Init +4, Attack +30, Defense +27, Damage +33
Constriction: Init +1, Attack +26, Defense +5
Large Claws: Init -5, Attack +18, Defense +8, Damage +22

Soak: +25

Fatigue Levels: OK, 0/0, 0/0, -2/-2, -4/-4, Unconscious

Wound Penalties: 0 (1 - 14), -2 (15 - 28), -4 (29 - 42), Incapacitated (43 - 56), Dead (57+)

Abilities: Area Lore #1 (caves) 5, Area Lore #2 (caves) 3, Brawl (Large Teeth) 8 + 2, Magic Sensitivity (auras) 5, Infernal Lore (demons) 4, Athletics (flying) 4, Leadership (agents) 4, Faerie Lore (wards) 4, Awareness (alertness) 4, Bargain (blackmailing) 3, Charm (first impressions) 3, Concentration (maintaining powers) 3, Guile (lying to men) 3, Hunt (airborne) 3, Intrigue (politics) 4, Living Language #1 (commanding) 5, Living Language #2 (commanding) 4, Stealth (in flight) 3, Magic Lore (dragons) 7, Order of Hermes Lore (house Tytalus) 2, Artes Liberales (astronomy) 3, Pictish (vocabulary) 5, Latin (clergy) 4, Entrancement (violent orders) 7 + 2, Premonitions (ambushes) 5 + 2, Second Sight (regio boundaries) 5

Equipment: a mountain of treasure.

Powers:
Battering the Wind: 0 point, Init -15 Penetration 60, Auram.
R: Voice, D: Mom., T: Ind.
Whenever Batuskh flaps his wings he whips up violent, swirling winds around him. Anyone in 15 paces around him or 50 paces below must make a stress Size roll of 15+ to remain standing. If the target is braced or holding onto some support, he may also make a Strength stress roll of 15+. If both rolls fail, the target is knocked in a random direction. The target may be damaged, depending on whether he strikes anything. (Base 3, +2 Voice, +2 unnatural, +1 Strenght)
CrAu 25: Lesser Power (-7 Might cost)
Breath of Foul Smoke: 0 point, Init -9 Penetration 60, Auram.
R: Touch, D: Sun, T: Structure
The breath of Batuskh is a thick, dark, sulfurous smoke, which soon fills any closed space he is in (like his lair). For each round anyone breathes the smoke, a Stamina stress roll of 3+ must be made or a Fatigue level is lost. Once a character is Unconscious, further failed rolls result in the character taking a Light Wound each time. The area around will be damaged: small plants wilt and die, and tree growth is stunted. A faint stench of sulfur clings for days to anything exposed to the smoke. (Base 3, +1 Touch, +2 Sun, +4 Target equivalent to Structure)
CrAu 35: Greater Power (-4 Might cost, Constant)
Strings of the Unwilling Marionette: 2 points, Init +1 Penetration 50, Corpus.
R: Eye, D: Conc., T: Ind.
As the spell of the same name, but also working with animals, Batuskh can control the physical movements of any person of animal who makes eye contact with him. (Base 10, +1 Eye, +1 Conc, +1 Requisite)
ReCo(An) 25: Greater Power (+8 Initiative, -1 Might cost)
Fiery Breath: 2 points, Init +1 Penetration 50, Ignem.
R: Voice, D: Conc., T: Ind.
Batuskh can belch forth a torrent of fire 50 paces long and 10 paces wide and sustain it while he concentrates. Anyone caught in its path takes a stress die +40 damage from the flames; a character may attempt to dodge with a Qik + Athletics roll; if the roll succeeds against an Ease Factor of 12, the character gets only +10 damage. If Batuskh keeps spitting fire for more than one round he can follow one target, who will be forced to try that dodging roll once per round or get the full blast. CrIg 50 (Base 35, +1 Conc, +2 Voice)
CrIg 50: Greater Power (+11 Initiative, -3 Might cost)
Corrosive Blood: 0 point, Init -8 Penetration 60, Aquam.
R: Touch, D: Diam., T:
Batuskh’s blood is highly corrosive. The chance of anyone wounding him of being splashed in blood are 10% for a light wound, 30% medium, 50% heavy, 80% incapacitating or lethal. These chances are halved for concusion weapons. Anyone hit by the blood takes +15 corrosion damage for a stress die number of rounds. (Base 15 +1 Touch, +1 Duration equivalent to diameter)
MuAq 30: Greater Power (-3 Might cost, Constant)

Appareance: With a lenght of 60' and a weight of 50 tons, winged, of bright red scales, Batuskh is an imposing figure. His limbs are so busy lifting his tremendous weight that his preferred attack is with his mouth. For any Incapacitating or lethal wound he inflicts, just asume that swallows the victim.

[size=150]Styggklodder, Mercenary Troll[/size]

Not much Might is required to pose a challenge for grogs (or magi, if they don't have extra sized corpus spells to deal with big human-ish enemies). This ugly creature can be the solution for the local lord. During a hunt he was whining to other nobles about these odd sorcerers on a tower inside his lands and how all attempts he tried to get them paying taxes had ended with his men coming back with their minds twisted, or turnt to pigs, or just seriously beaten, and a fellow mentioned him Styggklodder, a mercenary creature he had succesfully used time ago to deal with a similar problem. So the local lord had just hired the troll as a tax collector, and sent him to knock on the sorcerers' tower asking for his money.

Magic Might: 10 (Terram)

Vis: Styggklodder's jaw contains 2 pawns of Terram vis

Characteristics: Int -1, Per -1, Pre -3, Com -2, Sta +2, Str +9, Dex +3, Qik -1

Size: +3

Season: Summer

Virtues & Flaws: Affinity with Great Weapon, Berserk, Enduring Constitution, Magic Human, Puissant Brawl, Puissant Great Weapon, Puissant Single Weapon, Reserves of Strength, Tough, Warrior; Afflicted Tongue (Inferiority), Disfigured (battle scars), Essential Flaw (major) (Greedy) (Inferiority), Greater Malediction (-3 to all rolls under sunlight), Infamous, Nocturnal, Pack Follower (Inferiority), Slow Power (x2) (Inferiority), Stuck in His Ways, Uncontrollable Strength (Inferiority), Wrathful (major)

Magical Qualities & Inferiorities: Gigantic (x2), Improved Abilities (x3), Improved Fatigue (x2), Improved Powers, Improved Soak (x2), Lesser Power (x4), Terram Resistance; Major Flaw: Essential Flaw (major), Minor Flaw: Afflicted Tongue, Minor Flaw: Pack Follower, Minor Flaw: Slow Power (x2), Minor Flaw: Uncontrollable Strength, Monstrous Appearance (Free), Susceptible to Deprivation

Personality Traits: Greedy +6, Subtle -3, Obedient +2

Reputations: Reliant & ruthless warrior 4

Combat:
Dodge: Init -1, Attack —, Defense +4, Damage —
Fist: Init -1, Attack +9, Defense +5, Damage +9
Pole Axe: Init +0, Attack +19, Defense +10, Damage +20
Axe & Heater Shield: Init +0, Attack +16, Defense +11, Damage +15
Short Bow: Init -2, Attack +10, Defense +3, Damage +15
Throwing Axe: Init -1, Attack +8, Defense +2, Damage +15
Sharpened Rock: Init -1, Attack +7, Defense +4, Damage +12

Soak: +16 (+21 against metal & stone weapons, with a further +1 if they are slashing weapons)

Fatigue Levels: OK, 0/0, 0/0, -2, -4, Unconscious

Wound Penalties: 0 (1 - 8), -2 (9 - 16), -4 (17 - 24), Incapacitated (25 - 32), Dead (33+)

Abilities: Terram Resistance (slashing weapons) 5, Isle of Man Lore (ambush locations) 2, Athletics (running) 3, Awareness (combat) 1, Carouse (heavy drinking) 3, Guile (lying to sergeants) 3, Hunt (following tracks) 2, Profession: (Soldier) 1, Stealth (ambushing) 2, Survival (forests) 2, Brawl (Fist) 3 + 2, Single Weapon (Pole Axe) 6 + 2, Great Weapon (Axe) 8 + 2, Bows (Short Bow) 3, Thrown Weapon (Sharpened Rocks) 3

Equipment: Full Metal Scale, 2 Pole Axes, 3 Axes, Heater Shield, Short Bow, lots of dirty bandages & cloths covering his entire skin.

Encumbrance: 0

Powers:
Obliteration of the Castle Gates: 1 point, Init -11 Penetration 5, Terram.
R: Touch, D: Mom., T: Ind.
Styggklodder can charge against metal, stone or wood barriers up to 1 feet thick and shatter them appart. Those within one pace of the barrier, on the opposite side from you, take +10 Damage. As Obliteration Of The Metallic Barrier in the corebook, adding a Herbam requisite (Slow power: he needs to run one round towards the barrier before using this power). (Base 5, +1 Touch, +1 size, +2 Requisites)
Pe(Re)Te(He) 25: Lesser Power (-4 Might cost)
Talk to Sister Stone: 1 point, Init -13 Penetration 5, Terram.
R: Touch, D: Conc., T: Ind.
Styggklodder can talk to stones, as with the spell Stone Tell Of The Mind That Sits. (Base 20, +1 Touch, +1 Concentration)
InTe 30: Lesser Power (-5 Might cost)
Blow of Shattering: 1 point, Init -7 Penetration 5, Terram.
R: Touch, D: Mom., T: Ind.
Styggklodder's can destroy any metal or wood object up to a pace across that he strikes. He usually employs this power to get rid of bothering stuff like opponents' shields, weapons and armor, though if berserker he will use it only when striking with his fists. (Base 5, +1 Touch, +1 Herbam Requisite)
PeTe 15: Lesser Power (-2 Might cost)

Appareance: Styggklodder heights 12' and weights 1 ton, and is quite ugly (his name means “Ugly Boulder” in Norse).

Notes: he can charge through doors and barricades like they were made of straw. He was enlisted in Norway to fight a war in Man years ago, and since then had worked as a mercenary on the island. He is not only a temible foe, quite hard to damage and dangerous with a pole axe, but also easy to handle due to his follower mentality (well, at least when he isn't in berserk mode), so since his arrival to the Man he hadn't been unemployed for long.

He suffers when exposed to direct sunlight, so he uses to wrap himself in bandages and pieces of clothings like a giant lepper. Tales says that he would be turn to stone if exposed to direct sunlight, but that’s not true, though he would suffer a -3 penalty to all rolls under direct sunlight.

His flesh his flesh and bones are half made of stone, and he draws some powers from that Terram familiarity, like the abilities to break stuff or the ability to speak with stones.

[size=150]

[/size]I love him/her/it and I will endeavor to include it in a future game.

I'm glad you liked him/her/it/whatever. Chosing the right pronoun is becoming a nightmare.

[size=150]Chenney-Mooar, Politician Dragon[/size]

The last two issues of Hermes' Portal featured a two-piece article called Treasures of the Sea, depicting the Isle of Man as a scenario for Ars Magica. 5th edition was brand new back then, so some of the stats given to NPC there were a bit odd when compared with similar creatures on the current edition. This was quite obvious with dragons: the Isle of Man have three of them, and their sheets were quite underpowered, putting them more at the level of drakes than real dragons.

I will come back to that later, when dealing with the third dragon of the isle, so for now let's just say that there are three dragons on the island. Being such a small place (one can cross it merely walking in one day), it points one of my biggest concern when we have to mix an historical setting with the mythic one to use it into a Saga: historical events have the (otherwise obvious) tendency of ignoring the interaction with myths. But for me it seems impossible to think that the history of Mythic Europe in general and of Mythic Man in particular was impacted by its mythic components.

Whit that in mind, and the ability of Chenney-Mooar of taking human form, came this redesign. Chenney-Moar is at the small size of dragons, with size +7, but is still a serious beast. But he loves human affairs. In particular, politics. And he have the power to meddle with them and to interfere with them, and had been doing that for centuries. Now re-read the history of the island, and take a look at all the movements there; norse invaders, civil wars, kings crowned and overthrown... the idea is that Chenney-Mooar is always related into these struggles. Taking into account that such a creature lives in the island (and that, by his nature, he is hard to miss), and that he have powers useful for anyone aspiring to the throne, any contender to the throne's first step would probably be look for Chenney-Mooar, and get his support.

Doing that, the contender will gain some benefits: when Chenney-Mooar decides to give his blessings to someone, he does so by using one of his powers, which grants the virtue Death Prophecy upon the target. That costs Chenney-Mooar 5 points of might that won't be recovered until the prophecy is fulfilled (and the target thus dies), but also builds an Arcane Connection to the target of the power, that allow Chenney-Mooar to use a couple other powers to follow the progress of the target. The Arcane Connection work in both ways, so anyone wanting to reach the dragon could use this (though the best way to reach Chenney-Mooar is to look for a dark-skinned guy either in the court or around the taverns of the island, anyway).

For any hermetic magi traveling to the island Chenney-Mooar won't be the first priority, anyway; that would be the third dragon in the list. But if they get involved into the island politics, and they probably will (if only because any hermetic intrusion into the island will draw the attention of the hedge wizards, which have some influence in court), they will probably end entangled into Chenney-Mooar's political plans.

Magic Might: 45 (Aninal) (usually lowered to 40 if he is supporting someone though his powers; in politically convulse times, it can be just 35, if supporting two sides of a political struggle)

Vis: 4 Animal pawns on his fangs, 1 Ignem pawn on his tongue, 4 Mentem pawns on his eyes.

Characteristics: Int +4, Per +2, Pre +4, Com +3, Sta +2, Str +15, Dex +2, Qik -3

Size: +7

Season: Winter

Virtues & Flaws: Arcane Lore, Educated, Enduring Constitution, Entrancement (Quality), Greater Immunity (fire & flames) (Quality), Improved Characteristics (x13) (Quality), Inspirational, Magic Animal, Piercing Gaze, Puissant Brawl, Puissant Entrancement, Second Sight, Tough, Unaffected by The Gift (Quality), Warrior; Ambitious (major), Busybody, Dark Secret, Magical Monster, Mute (Free), No Hands (Free), Slow Power (Inferiority)

Magical Qualities & Inferiorities: Gift of Speech, Greater Power (x3), Improved Abilities (x4), Improved Attack: Large Claws (x1), Improved Damage: Large Claws (x1), Improved Defense: Large Claws (x4), Improved Fatigue (x2), Improved Initiative: Large Claws (x2), Improved Powers (x4), Improved Soak (x7), Lesser Power (x2), Major Virtue: Entrancement, Major Virtue: Greater Immunity, Minor Virtue: Improved Characteristics (x13), Minor Virtue: Unaffected by The Gift, Personal Power (x4), Ritual Power (x3); Minor Flaw: Slow Power, Reduced Might (x8), Susceptible to Deprivation

Personality Traits: Ambitious +6, Brave +4, Curious +3

Reputations: Wise counselor [Manx court] 4, Fearful Dragon [Isle of Man] 4

Combat:
Dodge: Init -3, Defense +5
Large Claws: Init +3, Attack +18, Defense +17, Damage +22
Large Fangs: Init -3, Attack +14, Defense +6, Damage +18
Constriction: Init -3, Attack +13, Defense +5
Dagger (in human form): Init -3, Attack +15, Defense +15, Damage +4
Long Sword (in human form): Init -1, Attack +14, Defense +13, Damage +7

Soak: +19

Fatigue Levels: OK, 0/0, 0/0, -2, -4, Unconscious

Wound Penalties: 0 (1 - 12), -2 (13 - 24), -4 (25 - 36), Incapacitated (37 - 48), Dead (49+)

Abilities: Anglo-Saxon (soldiers) 3, Artes Liberales (rethoric) 3, Athletics (flying) 4, Awareness (searching) 4, Bargain (favors) 3, Brawl (Large Claws) 6 + 2, Carouse (games of chance) 3, Charm (being witty) 4, Common Law (local laws) 3, Concentration (powers) 3, Dominion Lore (angels) 2, Entrancement (questionable orders) 4 + 2, Etiquette (Isle of Man customs) 5, Faerie Lore (Manx fae) 4, Folk Ken (nobility) 4, Gaelic (commanding) 5, Guile (disguises) 5, Infernal Lore (Manx demons) 4, Intrigue (politics) 6, Iris Sea Lore (coastlines) 1, Isle of Man Lore (towns & villages) 5, Latin (ecclesiastic) 3, Leadership (inspiration) 5, Magic Lore (magical beasts) 5, Nobility Lore (who is who) 2, Norse (nobility) 4, Ogham (poetry) 3, Philosophiae (moral philosophy) 3, Second Sight (invisible things) 4, Single Weapon (Long Sword) 4, Skye & the isles Lore (towns & villages) 3, Stealth (in human shape) 2, Teaching (children) 4

Equipment: When in human form he usually travels with fine clothes and carries a Long Sword and a Dagger. As most dragons he had gathered through the ages a sustancial treasure that keeps on his lair. As he had been meddling in politics for quite a while now, that treasure is substantially large, and sometimes he is willing to loan part of it to political allies.

Powers:
Human Shape: 3 points, Init -6 Penetration 30, Aninal.
R: Per., D: Sun, T: Ind.
Chenney-Mooar can take the form of a human of black hair and dark skin, allowing him to move through mundane society relatively unnoticed (relatively because, on one side, he looks like a foreigner from far south, and on the other because most people in the Isle of Man have heard about him and can guess who he is pretty clearly). Slow Power. (Base 10, +2 Size, +2 Sun)
MuAn(Co) 30: Personal Power
Broom of the Winds: 1 point, Init -11 Penetration 40, Auram.
R: Touch, D: Conc., T: Ind.
The wings flapping of Chenney-Mooar can whip up violent, swirling winds around and below him. Anyone The target must make a Size stress roll of 9+ to remain standing. If the target is braced or holding onto some support, he may also make a Strength stress roll of 9+. If both rolls fail, the target is knocked in a random direction. The target may be damaged, depending on whether he strikes anything. (Base 3, +1 Touch, +1 Conc, +2 unnatural, +1 Size)
CrAu 20: Lesser Power (-3 Might cost)
Fiery Breath: 2 points, Init +2 Penetration 35, Ignem.
R: Voice, D: Mom., T: Ind.
Chenney-Mooar can belch forth a torrent of fire 50 paces long and 10 paces wide. Anyone caught in its path takes a stress die +35 damage from the flames; a character may attempt to dodge with a Qik + Athletics roll; if the roll succeeds against an Ease Factor of 12, the character is only singed for a stress die +10 damage. CrIg 50 (Base 30, +2 Voice)
CrIg 40: Greater Power (+9 Initiative, -2 Might cost)
Aura of Ennobled Presence: 2 points, Init -5 Penetration 35, Imaginem.
R: Per., D: Sun, T: Ind.
Chenney-Mooar can alter his image to appear more forceful, authoritative, and believable, getting a +3 on rolls to influence, lead, or convince others, as in the spell of the same name of the corebook. He can use this power either as a dragon or a human. (Base 3, +2 Size, +2 Sun)
MuIm 15: Personal Power
Staring Into the Mortal Mind: 0 point, Init -7 Penetration 45, Mentem.
R: Sight, D: Mom., T: Ind.
As the spell on page 149 of ArM5, but Chenney-Mooar can read the mind of anyone he can see; the target does not need to make eye contact with him. (Base 25, +3 Sight)
InMe 40: Personal Power (-4 Might cost)
Words Of The Unbroken Silence: 2 points, Init -9 Penetration 35, Mentem.
R: Sight, D: Conc., T: Ind.
Lets Chenney-Mooar speak directly to the mind of a target. The target can recognize the dragon's voice and knows that the message is of supernatural origin. (Base 3, +1 Concentration, +3 Sight)
CrMe 15: Lesser Power (-1 Might cost)
Weight of a Thousand Hells: 3 points, Init -6 Penetration 30, Mentem.
R: Voice, D: Moon, T: Ind.
Chenney-Mooar can curse a target so he suffers the equivalent of the spell of the same name. He usually uses this power over anyone who bothers him while in human form to get rid of them. (Base 4, +2 Voice, +3 Moon, +1 complexity)
CrMe 30: Greater Power
Foresee the End of the Mighty King: 5 points, Init -23 Penetration 20, Vim.
R: Eye, D: Mom., T: Ind.
By looking into someone's eyes, the dragon can foresee the target death. This imposses on the target the Death Prophecy Major Virtue. The virtue is imposed permanently, until the prophecy is fulfilled (so it always lasts as long as the target's life). The Might points spent on this power are only recovered when the prophecy is fulfilled (i.e., when the target dies). The might invested in the target builds an Arcane Connection between the target and the dragon. (No hermetic equivalent)
CrVi 50: Ritual Power (-5 Might cost +10 Max Level)
Summon the Prophetised Vision: 0 point, Init -6 Penetration 45, Imaginem.
R: Arcane, D: Conc., T: Spec.
Chenney-Mooar can summon the image of these he have an arcane connection to. The image allows him to see and hear the target, and its immediate surroundings, but images are blurred two paces away, and sounds become too faded to be heard (Base 2, +4 Arcane, +1 Concentration, +2 Special target similar to room)
InIm 25: Greater Power (-3 Might cost)
Summon the Prophetised Dream: 1 point, Init -6 Penetration 40, Mentem.
R: Arcane, D: Conc., T: Ind.
Chenney-Mooar can insert a complete memory in the mind of these he have an arcane connection to. A Int roll of 9+ reveals the memory as false. When the duration expires, the memory fades, though the target remembers remembering it. Chenney-Mooar uses this power to communicate with these whose destiny had foreseen. (Base 5, +4 Arcane, +1 Concentration)
CrMe 30: Greater Power (-2 Might cost)
Oath-Swearing: 5 points, Init -13 Penetration 20, Vim.
R: Touch, D: Mom., T: Group
As the power in RoP:M page 39, the dragon can enforces the power of a solemnly-sworn oath between two or more parties. All parties must agree to the oath of their own free will, and it must Penetrate the Magic Resistance of all parties to take effect. If a participant in the oath tries to break it, he immediately becomes aware of this. If he carries on, then he is struck with the Minor Flaw Tainted with Evil. This Flaw can be removed by re-swearing the oath in front of the original participants, though Chenney-Mooar doesn't like to give second chances. This power persists until there is no further record of the oath, either in the memories of the participants or in written form. New participants may be added to the oath by swearing to it in the presence of Chenney-Mooar, and if it pays the original Might cost again. Unlike other Ritual powers, Might points spent on Oath-swearing regenerate normally. This power is priceless when signing peace treaties. (No Hermetic equivalent)
CrVi 25: Ritual Power

Appareance: Chenney-Mooar is a muscular, thickset, black scaled dragon, around 60 feet long and a weight of 12 tons, which lives on the mountain of Slieau Dhoo. It is Tharmaneagh's declared enemy. He is fascinated by humans, keeps an active network of agents, and takes also an active part in Manx polithics, sometimes as a first-seat watcher, but mostly favouring one side in quarrels and disputes. He does so mostly for fun, though he enjoys spending countless hours trying to find philosophical reasons for his choices and moves, but if he is interested in something he can be quite persuasive, either by mundane or magical means. Chenney-Mooar occasionally attends the hedge sorcerers Yule Hof-thing at Saurssgrove in his human form, making the other attendees rather nervous. He does not pledge to help defend the island, but he does enjoy hearing about the magical events of the last year. In exchange for this information, he often provides tidbits from his vast store of lore about Man and its environs. If he encounters Hermetic magi, Chenney-Mooar will surely be very curious about them.

When in human form he usually takes luxury items from his treasury. He have a nice collection of hight quality weapons and armor, though he have the tendency of preferring beauty over quality when selecting his gear. His human shape is crow-black haired and dark of skin, so people encountering him for the first time might take it as a foreign from far southeast.

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[size=150]Sloagh, Swamp Drake[/size]

Second dragon in the Isle of Man, and as Chenney-Mooar, small-sized for dragon standards, Sloagh is a huge serpent who lives in the swamp in the middle of the isle, predating on the travelers who cross the island and get away from the Kings' Path. If the three dragons of Man were Sergio Leone's characters, yesterday's Chenney-Mooar would be The Good, Sloagh would be The Ugly, and for The Bad I'm going to need two posts.

Sloagh is quite dangerous when on his usual area. Fortunately for travelers he is under a curse, so he cannot attack those who follow the Kings' Path through the swamp, and he is not clever enough to find many ways to lure his preys out of their ways, except by making small fires and wave them around them.

He is also quite coward, so unless extremely hungry he will probably avoid large parties with armed men. Also his treasure is known to consist mostly of bone remains of his former preys, so no one (except probably necromancers) is really interested in pursuing Sloagh (and he have a few tricks to hide away from those who dare). But he have the power to ask questions to these bones, which in return answer back to him, making Sloagh suddenly and for brief moments know strange and forgotten things.

Magic Might: 43 (Aninal)

Vis: 9 pawns, animal vis on his spine.

Characteristics: Int -2, Per +2, Pre -3, Com -3, Sta +3, Str +16, Dex +2, Qik -2

Size: +7

Season: Winter

Virtues & Flaws: Arcane Lore, Enduring Constitution, Improved Characteristics (x3) (Quality), Keen Smell, Lesser Immunity (acid & poison), Magic Animal, Premonitions (Quality), Puissant Brawl, Reserves of Strength, Tough, Ways of the Swamp; Baneful Circumstances (direct sunlight) (Inferiority), Enemies, Greedy (major), Infamous, Lesser Malediction (cursed to be away from the King's Road) (Inferiority), Magical Air (Inferiority), Magical Monster, Mute (Free), No Hands (Free), Restricted Power (Inferiority)

Magical Qualities & Inferiorities: Gift of Speech, Greater Power (x3), Improved Attack: Constriction (x3), Improved Attack: Large Fangs, Improved Damage: Large Fangs (x2), Improved Defense: Constriction (x4), Improved Defense: Large Fangs (x3), Improved Fatigue (x3), Improved Initiative: Constriction, Improved Initiative: Large Fangs, Improved Powers (x9), Improved Soak (x6), Lesser Power, Minor Virtue: Improved Characteristics (x3), Minor Virtue: Premonitions, Personal Power (x13); Major Flaw: Magical Air, Minor Flaw: Baneful Circumstances, Minor Flaw: Lesser Malediction, Minor Flaw: Restricted Power, Reduced Abilities (x4), Susceptible to Deprivation

Personality Traits: Greedy +6, Gluton +3, Coward +3

Reputations: Swamp moster [Isle of Man] 4

Combat:
Dodge: Init -2, Defense +5
Large Fangs: Init +1, Attack +15, Defense +12, Damage +25
Constriction: Init +1, Attack +19, Defense +14

Soak: +18

Fatigue Levels: OK, 0/0, 0/0, -2/-2, -4, Unconscious

Wound Penalties: 0 (1 - 12), -2 (13 - 24), -4 (25 - 36), Incapacitated (37 - 48), Dead (49+)

Abilities: Athletics (crawling) 4, Awareness (stalking) 6, Brawl (Constriction) 5 + 2, Concentration (maintaining powers) 5, English (begging) 1, Faerie Lore (swamp faeries) 2, Gaelic (begging) 3, Hunt (in swamps) 6, Infernal Lore (swamp demons) 1, Irish Sea Lore (coastline) 1, Isle of Man Lore (rivers & streams) 5, Magic Lore (dragons) 3, Norse (begging) 2, Premonitions (ambushes) 6, Stealth (swamps) 6, Survival (swamps) 5, Swamp Lore (ambush spots) 6, Swim (swamps) 5

Equipment: Quite small treasure for a dragon, mostly consisting in pieces of bones and remains of former victims.

Powers:
Mine Ears Food Hear: 0 point, Init -6 Penetration 43, Aninal.
R: Per., D: Sun, T: Hearing
As the Hunter's Sense spell on the corebook (p.118), Sloag can sense the shapes and primary motivations of all animals above a certain size that he can hear, or could hear if they were making a noise, as long as they are bigger than size -3. The “noise” of an animal’s shape is louder the larger it is, while the “noise” of its motivations increases depending on how intense the motivation is. A child fleeing from a wolf would sound fearful, very loudly. The wolf’s motivation might be fairly quiet, especially if recent hunting had been good. (Base 4, +2 Sun, +3 Hearing, +1 for shape and primary motivation)
InAn 35: Personal Power (-4 Might cost, Constant)
In Crackes and Holes Home Is: 3 points, Init -5 Penetration 28, Aninal.
R: Per., D: Conc., T: Ind.
Sloagh can shrink itself to size of -1. (Base 4, +2 Size up to +7, +2 Size ranks, +1 Concentration)
MuAn 25: Personal Power
Mine Eyes Shining Are: 2 points, Init +1 Penetration 33, Aninal.
R: Eye, D: Conc., T: Ind.
Sloagh can hold any animal or human rigid as long as they make eye contact with it. (Base 5, +1 Eye, +1 Concentration, +1 Mentem requisite)
ReAn(Me) 20: Lesser Power (+11 Initiative, -2 Might cost)
Mine Hug Foof Bones Soften and Break: 4 points, Init -7 Penetration 23, Corpus.
R: Touch, D: Mom., T: Ind.
When using this power, Sloagh constrict quite hard a human or animal victim up to size +4, which dies at once. (Restricted Power: must constric sucessfully first to use this power) (Base 30, +1 Touch, +1 Size, +1 Animal requisite)
PeCo(An) 45: Greater Power (-1 Might cost +5 Max Level)
Mine Forest Bows to Me: 0 point, Init -6 Penetration 43, Herbam.
R: Touch, D: Sun, T: Group
Sloagh can crawl through herbs and tress unmolested by them, as they twist aside to left room for it. To all practical purposes when it's between plants, no matter how thick, it acts as in open space. (Base 5, +1 Touch, +2 Sun, + 2 Group)
ReHe 35: Personal Power (-4 Might cost, Constant)
Mine Skin Beautifully Colored Is: 0 point, Init -3 Penetration 43, Imaginem.
R: Per., D: Sun, T: Ind.
Sloagh's skin colour changes to match its surroundings, making it quite hard to spot. He get a +3 bonus to stealth attempts when moving or +6 if still. (Base 1, +2 Size, +2 Sun)
MuIm 10: Personal Power (-1 Might cost, Constant)
Mine Skin Smooth Is: 0 point, Init -5 Penetration 43, Aquam.
R: Touch, D: Sun, T: Ind.
Sloagh exudates a poisnonous sweat that can inflict a medium wound to anyone or anything touching it. (Base 10, +1 Touch, +2 Sun)
CrAq 30: Personal Power (-3 Might cost, Constant)
Mine Breath Sweet Is: 3 points, Init 0 Penetration 28, Aquam.
R: Voice, D: Mom., T: Ind.
Sloagh can breathe a torrent of acid, which does +20 corrosion damage to anyone it hits; if the target have armor, double its soak bonus for that round, and right after that divide it by two, rounding down, as the armor gets ruined. Anyone hit by it must make a Strength + Size stress roll of 9+ or be sent flying back. (Base 20, +2 Voice)
CrAq 30: Greater Power (+5 Initiative)
Mine Lungs Swamp Water Breathe Can: 0 point, Init -5 Penetration 43, Aquam.
R: Touch, D: Sun, T: Part
As the spell on page 122 of the Corebook, Sloagh can breath water as well as air.
MuAq 25: Personal Power (-3 Might cost, Constant)
In Rocks and Stone Home Also Is: 4 points, Init -8 Penetration 23, Aninal.
R: Per., D: Sun, T: Ind.
Sloagh can move into and become part of a rock formation that’s at least twice its size. While in the stone, it can hear what’s going on around it, but he can’t use other senses. The power lasts until Sloagh comes out from the rock, and it must come out where it went in. Sloagh have no need for food or drink while in this state. Rolls to recover from Fatigue or wounds take twice as long to make while it is merged into the stone. (Base 25, +2 Sun, +2 Size, +1 for special effect)
MuAn(Te) 55: Personal Power (-2 Might cost +10 Max Level, Constant)
Mine Food Answers Can Give: 0 point, Init -6 Penetration 43, Mentem.
R: Arc., D: Conc., T: Ind.
Sloagh can ask questions to the ghosts of these he had eaten as long as he can touch an arcane connection to them. As he uses to keep mementos of his previous meals in his lair and this power doesn't require any might spenditure, if confronted in his lair he can pretend to be quite wise and know a lot of things, just because he can ask to many ghosts about almost any subject (eaten monks about theology, eaten peasants about area lore, and so on). (Base 15, +4 Arcane, +1 Concentration)
InMe 40: Greater Power (-4 Might cost)
Mine Skin Senses the Caress of Magic: 0 point, Init -3 Penetration 43, Vim.
R: Touch, D: Sun, T: Ind.
Sloagh always knows whether he is currently in a magic aura and its strength. (Base 2, +1 Touch, +2 Sun)
InVi 10: Personal Power (-1 Might cost, Constant)
Mine Nose Magical Paths Can Smell: 0 point, Init -4 Penetration 43, Vim.
R: Per., D: Sun, T: Smell
Sloagh can smell the boundaries of magical regiones, and therefore divine the path to the next level. (Base 3, +2 Sun, +2 Smell)
InVi 20: Personal Power (-2 Might cost, Constant)
Mine Nose Magical Tricks Can Smell: 0 point, Init -6 Penetration 43, Vim.
R: Per., D: Sun, T: Smell
Sloagh can smell spells and magical powers around things and people. The specific smell of the aura indicates the Form of the spell or power working on a subjectTis power also detects the residues of some spells and powers. (Base 5, +2 Sun, +2 Smell, +1 Forms)
InVi 35: Personal Power (-4 Might cost, Constant)
Home Smell Pleasant Is: 2 points, Init -7 Penetration 33, Aquam.
R: Touch, D: Moon, T: Group
As the Vile Water of Sterility spell on page 122 of the Corebook, Sloagh ruins any body of water he crosses up to the size of a small lake, making it unfit for natural habitation and consumption. The water becomes dark and murky, and noxious fumes emanate from it. Vegetation on the banks either dies or becomes corrupt. Nearby trees become gnarled and blackened, and land animals flee the area. The effect last for moon duration after he has left the area. (Base 4 (a very unnatural liquid), +1 Touch, +3 Moon, +2 Group, +2 size)
PeAq 45: Personal Power (-3 Might cost, Constant)

Appareance: Sloagh is a Magical Serpent, and thus lacks Wings or Limbs. His color changes to match these of the swamp.

You described Sloagh as much larger than Chenny-Mooar, yet they're both size +7, smaller than Stellatus in the core book. Was this intentional?

I'm still loving this thread. You put in so much work.

I must say the lack of magic things in the official books is disturbing.

My facorite one here is the magical mirror !

Ooops, my mistake. At first it was size +7. Then I thought that it should be not so small, so I switched it to size +8, and then was when I wrote that description. Then I reread the powers and realized that for the powers I was using the spell guidelines, adding size modifiers; they work on animals up to size +1, so to get them working on him, I had spent two extra magnitudes, which covered him with size +7, but to work with size +8 I needed another extra magnitude and a lot of reworking in powers (it gets a bit more messy because in our saga we have houseruled that Animal base target is size +2 instead of +1, so our Sloagh does have size +8, anyway).

I know: guidelines. I'm reading carefully that thread of you about them, but for these powers to be usable by anyone I think I should stick to them. And thanks! It's being fun, but I'm falling a bit behind schedule...

Well, RoP:M is quite crowded, so I guess they didn't get either the spotlight, the space or both. Also the rules can get strange results, like that tether bonus, that can get ridiculously high as soon as you put some might into the being.

And yeah, the mirror is cool, I'm glad you liked it. Magic things that can be put into labs are cool, and a nice source of stories that can hit magi where they feel safer, right at their sancta, or make the exploration of other magi's sanctae something memorable.

I still have two ghosts and Tharmanneagh, which will require two posts, to get rid of my fixation with the Isle of Man, the big bad dragon in there and the Schism War, but after that I'll go back into magic things, mirror style.

[size=150]Tharmaneagh, Hermetic Bane[/size]

Tharmaneagh is the third dragon in the Isle of Man and, by far, the most interesting and dangerous one: all attempts of hermetic settlement into the island had ended tragically; all covenants (except one) founded on the island were destroyed within 6 months; Rector Maris in 866, Rector Novus in 938, and Servus Maris in 1160 at first the Order of Odin was thought to be the reason, but Servus Maris left one survivor, who left the island with a message to the Order: "don't come back". The survivor's testimony confirmed that Tharmaneagh was the responsible of destroying not only Servus Maris, but all (except one) previous covenants founded in Man.

Tharmaneagh's hate to the Order comes from long ago; shortly after the Order's foundation one hermetic magus named Finn yn Droiadh settled on the island, and killed the dragon Snaefell, mate of Tharmaneagh. Tharmaneagh swore revenge, and not only against Finn but all of his kind. He was quite good spotting magic and it's origin, so he had since associated hermetic magic as that who killed Snaefell, and for centuries he killed every magi he saw on the island.

But let's go back to these "except one"-covenat of two paragraphs above: there was a covenant who lasted way longer than 6 months, and though it ended tragically as well, it wasn't destroyed by the dragon: the Caarjyn Arawn covenant. And guess what house what that covenant from? Diedne!, founded in 984, and destroyed by a party of Flambeau and Mercere magi in the early stages of the Schism War.

That's the official story, as long as it is presented in HtM and Treasures of the Sea, and it left me with two thoughts.

First of all, how did Caarjyn Arawn survived the dragon for two decades?

Second, how big must a creature be to be able to kept the Order of Hermes away for centuries. Tharmaneagh is wagging a centuries old war against the Order, and so far he is actually winning it. But that doesn't make many sense: the Order have quite decent specialists. A regular dragon is something that would be a menace up to the point of gaining the attention of a powerful specialist or experienced party of creature hunting magi. It can't be so hard to get an arcane connection, bring it back, and use it in a well planned attack. The rewards are just too big to be overlooked: on one side, the Partitio Moraviae would give anyone managing the right to choose which tribunal the island belongs to: Hibernia, Stonehenge or Loch Leglean (or even try to found a new one, which is where my saga is pointing to). The island is rich in magical treasures, unexplored and unclaimed. And Tharmaneagh is probably the widest known declared enemy of the order in 1220, and slaying him would put the name of its killer in the hall of fame next to Pralix.

So the question I spent some time thinking was: how comes this dragon is still alive?

I finally thought of an answer. But before going there we need Tharmaneagh's first draft, and two extra characters. A powerful dragon, able to identify magic, hating everything with the "hermetic" word on it (and Chenney-Mooar, by the way, as they had a long-standing fight over some hunting rights over one specific forests), and with a dangerous, though restricted, power against magi.

Magic Might: 50 (Aninal)

Vis: 4 pawns of Animal Vis in skull, 4 pawns of Ignem vis on its tongue, 2 pawns of Vim vis on his eyes.

Characteristics: Int +4, Per +3, Pre +4, Com -1, Sta +1, Str +17, Dex +3, Qik -3

Size: +8

Season: Winter

Virtues & Flaws: Affinity with Brawl, Arcane Lore, Berserk, Educated, Enduring Constitution, Greater Immunity (heat & fire) (Quality), Improved Characteristics (x8) (Quality), Magic Animal, Puissant Brawl, Tough, Warrior; Blatant Magical Air (Inferiority), Driven (major) (kill every hermetic magi who sets foot on Man) (Inferiority), Enemies (Order of Hermes), Infamous, Lost Love, Magical Air (Inferiority), Magical Monster (Inferiority), Mute (Inferiority) (Free), No Hands (Inferiority) (Free), Plagued by Supernatural Entity (Chenney-Mooar), Restricted Power (x3) (Inferiority), Slow Power (x1) (Inferiority)

Magical Qualities & Inferiorities: Animal Resistance, Gift of Speech, Greater Power (x3), Improved Attack: Large Fangs (x2), Improved Damage: Large Fangs (x2), Improved Defense: Large Fangs (x4), Improved Fatigue (x4), Improved Initiative: Large Fangs (x1), Improved Int, Pre, Qik (x2) (x4), Improved Might (x8), Improved Powers (x8), Improved Soak (x8), Major Virtue: Greater Immunity, Minor Virtue: Improved Characteristics (x8), Personal Power (x5), Ritual Power (x2), Vim Resistance; Major Flaw: Blatant Magical Air, Major Flaw: Driven (major), Major Flaw: Hatred (major), Major Flaw: Magical Air, Major Flaw: Magical Monster, Major Flaw: Mute, Major Flaw: No Hands, Minor Flaw: Restricted Power (x3), Minor Flaw: Slow Power (x1), Reduced Abilities (x8)

Personality Traits: Hateful +6, Violent +3, Proud +3, Curious +2, Patient -2

Reputations: Hermetic Bane [Order of Hermes] 4

Combat:
Dodge: Init -3, Defense +7
Large Fangs: Init +1, Attack +22, Defense +17, Damage +26
Large Claws: Init -3, Attack +18, Defense +10, Damage +21
Constriction: Init -3, Attack +16, Defense +7
Dagger (in human shape): Init -3, Attack +15, Defense +15, Damage +4
Long Sword (in human shape): Init -1, Attack +11, Defense +10, Damage +7
(When Berserk, +2 to Attack and -2 to Defense)

Soak: +20 / +22 when Berserk

Fatigue Levels: OK, 0/0, 0/0, -2/-2, -4/-4, Unconscious

Wound Penalties: 0 (1 - 13), -2 (14 - 26), -4 (27 - 39), Incapacitated (40 - 52), Dead (53+)

Abilities: Animal Resistance (hermetic spells) 4, Artes Liberales (rethoric) 1, Athletics (Flying) 3, Awareness (alertness) 3, Brawl (Large Fangs) 8 + 2, Carouse (courtly love) 4, Charm (potential victims) 4, Code of Hermes (Wizard War) 2, Dominion Lore (saints) 2, Etiquette (dragons) 4, Faerie Lore (faeric dragons) 3, Folk Ken (magi) 3, House Diedne Lore (who is who) 2, Hunt (humans) 5, Infernal Lore (Man's demons) 3, Isle of Man Lore (vis sources) 5, Latin (hermetic use) 4, Magic Lore (magical beasts) 4, Order of Hermes Lore (magi customs) 3, Profession: Scribe (letters) 2, Single Weapon (Long Sword) 3, Survival (coastline) 3, Vim Resistance (hermetic spells) 4

Powers:
The Reaper's Stare: 5 points, Init +2 Penetration 25, Corpus.
R: Eye, D: Mom., T: Ind.
If this power penetrates, Tharmaneagh can kill a human if they make eye contact. (Base 30, +1 Eye)
PeCo 35: Greater Power (+8 Initiative, --1 Might cost)
Human Shape: 2 points, Init -6 Penetration 40, Corpus.
R: Touch, D: Sun, T: Ind.
Tharmaneagh can transforms itself into the shape of a normal human being, allowing it to move through mundane society relatively unnoticed. He can only use this power when touching a human being. (Base 10, +2 Size, +2 Sun) Slow power, Restricted Power.
InCo(Me) 25: Personal Power (-1 Might cost, Constant)
Fiery Breath: 2 points, Init +1 Penetration 40, Ignem.
R: Voice, D: Mom., T: Ind.
Tharmaneagh can belch forth a torrent of fire 50 paces long and 10 paces wide. Anyone caught in its path takes a stress die +45 damage from the flames; a character may attempt to dodge with a Qik + Athletics roll; if the roll succeeds against an Ease Factor of 12, the character is only singed for a stress die +15 damage. CrIg 50 (Base 40, +2 Voice)
CrIg 50: Greater Power (+10 Initiative, -3 Might cost +10 Max Level)
Vision of Heat's Light: 0 point, Init -6 Penetration 50, Ignem.
R: Per., D: Sun, T: Vision
Tharmaneagh sees the heat of objects that are of human body temperature or hotter. (Base 2, +2 Sun, +4 Vision)
InIg 25: Personal Power (-3 Might cost, Constant)
Peering Into the Mortal Mind: 0 point, Init -6 Penetration 50, Mentem.
R: Sight, D: Mom., T: Ind.
As the spell on page 149 of ArM5, but Tharmaneagh can read the mind of anyone he can see; the target does not need to make eye contact with him. InMe 40 (Base 25, +3 Sight)
InMe 30: Greater Power (-4 Might cost)
Poison the Gift: 5 points, Init -23 Penetration 25, Vim.
R: Touch, D: Mom., T: Ind.
Imposes the Painful Magic Major Flaw upon a victim. Tharmaneagh can decide to bestow the Flaw permanently or temporarily. If permanent, the power is a ritual-like power and costs points from the creature’s Might score as well as Might pool (see Ritual Power, below). If temporary, the Might points spent on this power are only recovered when its effects are withdrawn. In order to activate this power, Tarmanneagh must be able to bite his victim (which actually makes this power quite less useful, as for the time he can use it, its victim will probably be dead). No Hermetic equivalent. Restricted Power.
CrVi 50: Ritual Power (-5 Might cost +10 Max Level)
Sight of the Lingering Magic: 0 point, Init -8 Penetration 50, Vim.
R: Per., D: Sun, T: Sight
Tharmaneagh can see, as "auras" around things, the presence of many magical residues, even from weak spells as well as giving the presence and power of active spells. He also knows which magical tradition originated the effect. (Base 15, +2 Sun, +4 Sight)
InVi 50: Personal Power (-5 Might cost +5 Max Level, Constant)
Poisonous Blood: 0 point, Init -6 Penetration 50, Aquam.
R: Touch, D: Mom., T: Ind.
Tharmaneagh's blood is highly corrosive. The chance of anyone wounding him of being splashed in blood are 10% for a light wound, 30% medium, 50% heavy, 80% incapacitating or lethal. These chances are halved for concusion weapons. Anyone hit by the blood takes +15 corrosion damage. Obviously he must be wounded to use this power. (Base 15 +1 Touch). Restricted Power.
MuAq 25: Personal Power (-3 Might cost, Constant)

Appareance: Tharmaneagh is the biggest dragon in Man. He is covered in shimmering green scales that are has hard as iron. His large wings were strong enough to lift his weight and allow flying. He lairs in a cave in Slieau Curn, and his treasure contains an unusual percentage of magical treasure buried between coins and mundane treasure (he had looted a few covenants, and killed some magi, after all). He also keeps the dragon eggs laid by his deceased mate, Snaefell.

Fun fact, I wrote the sentient cloak at the very last minute, because I realized there weren’t any other magic object-things in the book. I am sure I had to cut something else to fit it in, but I don’t remember what it was.

I really love the magic mirror. Great job!

For Tharmaneagh's Peering into the Mortal Mind ability you have the effect at range touch but the description says anyone who he can see. Which did you intend?

Well, thanks you. I already mentioned that that cloak was some kind of epiphany for me. If a cloak can be magic (not rings, not swords: a cloak) then anything can. I love that book (it should be quite obvious by now), and the first time I thought it was lacking of some characters I'd love to see more represented. But then again, the rules are there, they were a lot and consumed a lot of space, and the page limit is the page limit.

Anyway I particularly love magical things. Once I'm done with a few ghosts, I'll go back with them.

As for the mirror I'm starting to feel like a proud dad, you all like it. It was so fun to do (let's stop thinking on the dad comparison right now...). And after that, I had been thinking in ways in putting it into action. It could be even work as a portable lab, a mobile aura...

Ooops, my bad. It is R: Touch, it is designed as R: Touch, the numbers add up only for R: Touch... but it really should be R: Sight.

It's edited; Init improvement for claws dropped by 2 points (it's ok to be slow, he's huge after all), the free Q&I slot spent into Improved Powers, which free spell levels to raise that power to R: Sight, reduce the new cost back to 0, and I even had one extra point to rise his fiery breath init by +1.

[size=150]Ghost of Rubrus Ignem ex Flambeau[/size]

Let's leave Tharmaneagh back and tell a little ghost-war-love story in three characters.

The first was Rubrus Ignem, along a squad of Flambeau & Tremere magi --and a group of Flambeau beast hunters, who were there to take Tarmaneagh down--, raided a handful of Diedne covenants in the early years of the Schism War, and disappeared during the attack of the covenant of Caarjyn Arawn, while fighting a diedne maga (which will follow tomorrow).

Now he is an apparition, trapped in the regio where he pursued the last Diedne of Caarjyn Arawn. He thinks he is still alive, and that puzzles him a lot when he does something he obviously couldn't do when alive, like accidentally crossing a wall, though ghost have short memories and the puzzling fades quickly. He is unable to take corporeal form, so his sword skills work only against other incorporeal beings, though his fire is quite real, and he is as skilled with is a ghost as he was back when he was alive.

He have the Blackmail flaw, which means that, if someone investigates him with his cooperation, he may have some useful information. The range of that information may vary tremendously from saga to saga: it can be something regarding a magus died long ago nobody cares about anymore, or it could be some unknown or hidden fact regarding the Schism War itself.

While he still retains most of his arcane abilities some of them are useless for him already, specifically Parma Magica, which he cannot use, not having the Gift anymore. Anyway, as he thinks he is alive and is a bit paranoid, when dawn or dusk comes close he will recreate the ritual quite nervous: he is at war against magi, and he must be extremely careful not to be caught off guard.

The knowledge of Parma could be source of a different story: if any hedge wizard from Man knew about Rubrus, finding him, being very patient and coerced or persuaded, he could teach Parma Magica even to a hedgie (Pralix did exactly that, after all, for the greater good).

Magic Might: 30 (Mentem)

Vis: if destroyed, the ghost leaves behind the rusted, still smoking hot long sword covered in ash that was once his Talisman. The sword then colds naturally. it contains 3 pawns of Mentem vis, and the ashes 3 paws of Ignem vis, but they must be collected or transferred before the sword gets cold: if it does it crumbles down to ashes, and the vis is lost.

Characteristics: Int +2, Per 0, Pre -2, Com -3, Sta +3, Str +2, Dex +2, Qik +1

Size: N/A (0)

Season: Fall

Virtues & Flaws: Affinity with Penetration, Arcane Lore, Educated, Greater Immunity (fire & heat), Hermetic Magus, Magic Spirit, Natural Leader, Puissant Penetration, Tough, Warrior; Blackmail, Bound to Magic, Delusion (thinks he is still alive), Disfigured (deathly scars across his face and neck), Magical Air (Free), Magical Monster (Inferiority), Plagued by Supernatural Entity (his last Diedne rival ghost) (Inferiority), Wrathful (major)

Magical Qualities & Inferiorities: Focus Power (x3), Greater Power (x6), Improved Abilities (x1), Improved Attack: Long Sword (x2), Improved Powers (x4); Major Flaw: Magical Monster, Major Flaw: Plagued by Supernatural Entity

Personality Traits: Brave +3, Wrathful +3, Paranoid +2

Reputations: magus who took part in raids against Diedne covenants in the British Isles during the Schism War 1 (hermetic), Filius of Ramius (House Flambeau) 2

Combat:
Dodge: Init +1, Defense +3
Long Sword: Init +3, Attack +15, Defense +7, Damage +8

Soak: +12

Fatigue Levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (N/A), -3 (N/A), -5 (N/A), Incapacitated (N/A), Dead (N/A+)

Abilities: Artes Liberales (logic) 2, Awareness (in combat) 2, Brawl (dagger) 2, Code of Hermes (tribunal mechanics) 2, Concentration (in combat) 3, Faerie Lore (taboos) 1, Finesse (Ignem) 2, French (insults) 5, Gaelic (insults) 2, Guile (lying to magi) 3, Home Tribunal Lore (covenants) 2, Infernal Lore (demons) 2, Intrigue (plotting) 1, Isle of Man Lore (Diedne covenants) 4, Latin (hermetic use) 4, Leadership (grogs) 3, Magic Lore (magical beasts) 2, Magic Theory (Ignem) 6, Order of Hermes Lore (Wizard's War) 3, Parma Magica (Ignem) 5, Penetration (Ignem) 8 + 2, Profession: Sribe (hermetic texts) 1, Single Weapon (Long Sword) 4, Spanish (insults) 2, Stealth (ambushing) 2, Stonehenge Lore (covenants) 1, Survival (forests) 2

Equipment: Chain Mail, Long Sword

Encumbrance: 0

Powers:
Crafter of Ignem: 1-7 points, Init 0, Ignem.
R: Varies, D: Varies, T: Varies
Rubrus Ignem can duplicate any of a range of non-Ritual Creo or Rego Ignem spell up to 7th magnitude at a cost of 1 Might point per magnitude of the effect.
CrIg / ReIg 35: Focus Power (+6 Initiative +50 Max Level)
Master of Ignem: 1-5 points, Init 0, Ignem.
R: Varies, D: Varies, T: Varies
Rubrus Ignem can duplicate any of a range of non-Ritual Muto or Perdo Ignem spells up to 5th magnitude at a cost of 1 Might point per magnitude of the effect.
MuIg / PeIg 25: Focus Power (+4 Initiative)
Pilum of Fire: 1 point, Init +2 Penetration 36, Ignem.
R: Voice, D: Mom., T: Ind.
As the spell in the corebook.
CrIg 20: Greater Power (+3 Initiative, -1 Might cost)
Ball of Abysmal Flame: 2 points, Init +2 Penetration 31, Ignem.
R: Voice, D: Mom., T: Ind.
As the spell in the corebook.
CrIg 35: Greater Power (+4 Initiative, -2 Might cost)
Arc of Fiery Ribbons: 2 points, Init +2 Penetration 31, Ignem.
R: Voice, D: Mom., T: Group
As the spell in the corebook.
CrIg 25: Greater Power (+3 Initiative, -1 Might cost)
—Eidolon: 0 point, Init -1 Penetration 40, Imaginem.
R: Touch, D: Conc., T: Ind.
As the power in RoP: M p. 102, Rubrus Ignem can create a visible image of himself.
CrIm 15: Greater Power (-2 Might cost)
—Presence: 4 points, Init -3 Penetration 20, Imaginem.
R: Arc, D: Sun, T: Ind.
Grants awareness of everything that happens within the bounds of the structure of the covenant where the ghost lives. In essence, the spirit is coterminous with its associated landscape feature, so it is present simultaneously everywhere within its boundaries. This makes his Tether Strenght to be of +6. The area controlled by the ghost can produce a yearly harvest of 3 pawns of Mentem vis, which manifests as phantasmal ashes within the controlled region. Harvesting this vis does not erode the spirit’s Might. InIm 35 (base 2, +4 Arc, +2 Sun, +1 non-Hermetic effects)
InIm 35: Greater Power (Constant)
Command the Grogs' Pack: 3 points, Init +2 Penetration 25, Mentem.
R: Voice, D: Conc., T: Group
As the Control Human power in RoP:M p. 101, but extended to R: Voice and T: Group
ReMe 45: Greater Power (+5 Initiative, -2 Might cost)
Summon the Incorporeal Enemy: 2 points, Init -3 Penetration 30, Mentem.
R: Arc, D: Conc., T: Ind.
Rubrus Ignem can summon the spirit of anyone he have an Arcane Connection to. He uses this power to fight his archenemy over and over again, being both in the place they died, and serving that place as an arcane connection to his victim.
ReMe 40: Greater Power (-2 Might cost)

Appareance: Rubrus was filius of Ramius, quite skilled with the sword, and was armored. His ghost resembles more the translucent figure of a warrior more than a magus, which can be dangerous, as one can get caught under a rain of ghostly but burning Pilums of Fire before realizing what he really is.

[size=150]Ghost of Gwalltgwyn ex Diedne[/size]

Around two decades before the Schism War heat against House Diedne was already high. So some diedne mastermind had the idea of settling safe posts in sites out of the Order's reach. The Isle of Man was excellent for that task: near Hibernia, Loch Leglean and Stonehenge, hermetically deserted, free to occupy. There was that issue of a dragon burning and eating any magi who set foot on the island, of course, so they came up with the plan of sending there an ambassador of the House: Gwalltgwyn.

By the time she was a pretty unknown diedne maga. She was just quite beautiful, had a knack dealing with magical creatures, and wasn't so relevant in the House to miss her loss too much, so she sailed to Man and started looking for Tharmaneagh.

When she found it, the plan succeeded in a unexpected way: they fell in love.

She was able to convince the dragon that House Diedne had nothing to do with the rest of the Order, and so made possible the formation of Caarjyn Arawn. For twenty years, Diedne magi dwelled into the island, looking for unknown regios to serve as possible hideouts, anticipating the oncoming war. Meanwhile the maga and the dragon had their love story.

Such a romance was impossible to keep secret, obviously, and news reached Stonehenge, and there some of the magi who when war started begun raiding diedne covenants on the British Islands (one of them being Rubrus Ignem). When they finally landed in Man to attack Caarjyn Arawn, they enlisted a party of beast hunting specialists among them to deal with the dragon, while the rest of the party attacked the covenant itself. Gwalltgwyn run for her life, chased by Rubrus Ignem, and hide into one of the unknown regios, but Rubrus was able to follow her tracks, and there they fought until they both died. But the high aura and a couple of spectacular botches resulted in both magi death, and their ghosts left behind to keep fighting one each other for centuries, on an endless match.

She is not as skilled in combat as Rubrus is, but she actually knows she is an Apparition, and knows some Mentem magic to fight Rubrus back. Unfortunately her powers, and Rubrus higher might, doesn't let her banish Rubrus completely. Her best shot was her knowledge of a spell to break Parma Magica. She keeps that power now that she is a ghost, and that, mixed with her mentem & vim powers, can make her quite dangerous for hostile magi, specially if they look tremere-ish or flambeau-ish to her.

As a sidenote, she had a few Crafter of Art & Master of Art powers, to reflect what she can still pull from her skills in spontaneous magic. Including among these are Crafter of Vim and Master of Vim. But if in your saga Diedne were actually evil (or at least some of them), a nice touch to avoid turning Gwalltgwyn into a poor-mistress-in-distress plain character is to replace these two powers with two combinations of Method & Powers from The Maleficia in RoP:I. Then her Delusion flaw comes in full strength, as she doesn't realize the infernal nature of these powers, and her ghost becomes more complex, as a crossbreed between a magical being and an infernal one.

Magic Might: 30 (Mentem)

Vis: 6 Mentem pawns on translucent blood pool

Characteristics: Int +2, Per -1, Pre +2, Com +1, Sta +2, Str 0, Dex +1, Qik +2

Size: N/A (0)

Season: Fall

Virtues & Flaws: Alluring to Magical Beings, Arcane Lore, Hermetic Magus, Improved Characteristics (x2), Innofensive to Magical Beings, Magic Spirit, Magical Champion (Quality), Venus’ Blessing; Bound to Magic, Delusion (convinced of the goodness of House Diedne), Disfigured (open deadly wound across chest), Hallucinations (Inferiority), Magical Air (Free), Plagued by Supernatural Entity (Inferiority), Visions

Magical Qualities & Inferiorities: Focus Power (x7), Greater Power (x2), Improved Powers (x2), Lesser Power, Magical Meditation, Minor Virtue: Magical Champion; Major Flaw: Plagued by Supernatural Entity, Minor Flaw: Hallucinations

Personality Traits: Brave +3, Curious +2, Loyal +2

Reputations:

Combat:
Dodge: Init +0, Defense +3
Long Spear: Init +3, Attack +9, Defense +8, Damage +7
Dagger: Init +0, Attack +5, Defense +4, Damage +3

Soak: +4

Fatigue Levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (N/A), -3 (N/A), -5 (N/A), Incapacitated (N/A), Dead (N/A+)

Abilities: Artes Liberales (ceremonial casting) 1, Awareness (alertness) 3, Brawl (dagger) 1, Charm (men) 2, Code of Hermes (tribunal mechanics) 1, Concentration (in combat) 2, Current Covenant Lore (auras) 1, English (insults) 4, Faerie Lore (Isle of Man faes) 2, Finesse (Auram) 3, Gaelic (insults) 3, Great Weapon (Long Spear) 4, Guile (lying to magi) 1, House Diedne Lore (initiations) 4, Infernal Lore (demons) 4, Isle of Man Lore (covenants) 4, Latin (hermetic use) 3, Magic Lore (Isle of Man auras) 4, Magic Theory (spells) 5, Magical Meditation (maintaining concentration) 2, Norse (insults) 1, Order of Hermes Lore (Wizard's War) 1, Parma Magica (Ignem) 4, Penetration (Auram) 4, Philosophiae (ceremonial casting) 2, Profession: Sribe (hermetic texts) 1, Stealth (hiding) 2, Stonehenge Tribunal Lore (covenants) 2, Survival (forests) 3

Equipment: Metal Reinforced Leather, Long Spear

Encumbrance: 2

Powers:
Crafter of Auram: 1-7 points, Init -4, Auram.
R: Varies, D: Varies, T: Varies
Gwalltgwyn can duplicate any of a range of non-Ritual Creo or Rego Auram spell up to 7th magnitude at a cost of 1 Might point per magnitude of the effect. CrHe or ReHe 30
Cr(Re)Au 35: Focus Power (+1 Initiative +50 Max Level)
Crafter of Herbam: 1-6 points, Init -4, Herbam.
R: Varies, D: Varies, T: Varies
Gwalltgwyn can duplicate any of a range of non-Ritual Creo or Rego Herbam spell up to 6th magnitude at a cost of 1 Might point per magnitude of the effect. CrHe or ReHe 30
Cr(Re)He 30: Focus Power ( +25 Max Level)
Presence: 0 point, Init -2 Penetration 34, Imaginem.
R: Arc, D: Sun, T: Ind.
Grants awareness of everything that happens within the bounds of the structure of the covenant where the ghost lives. In essence, the spirit is coterminous with its associated landscape feature, so it is present simultaneously everywhere within its boundaries. This makes his Tether Strenght to be of +6. The area controlled by the ghost can produce a yearly harvest of 3 pawns of Mentem vis, which manifests as phantasmal ashes within the controlled region. Harvesting this vis does not erode the spirit’s Might. InIm 35 (base 2, +4 Arc, +2 Sun, +1 non-Hermetic effects)
InIm 35: Greater Power (-4 Might cost, Constant)
Eidolon: 0 point, Init +1 Penetration 34, Imaginem.
R: Touch, D: Conc., T: Ind.
As the power in RoP: M p. 102, Gwalltgwyn can create a visible image of herself.
CrIm 15: Greater Power (-2 Might cost)
Master of Mentem: 1-6 points, Init +1, Mentem.
R: Varies, D: Varies, T: Varies
Gwalltgwyn can duplicate any of a range of non-Ritual Muto or Perdo Mentem spell up to 6th magnitude at a cost of 1 Might point per magnitude of the effect. MuMe or PeMe 30
Mu(Pe)Me 30: Focus Power (+5 Initiative +25 Max Level)
Crafter of Vim: 1-5 points, Init -1, Vim.
R: Varies, D: Varies, T: Varies
Gwalltgwyn can duplicate any of a range of non-Ritual Creo or Rego Vim spell up to 5th magnitude at a cost of 1 Might point per magnitude of the effect. CrVi or ReVi 25
Cr(Re)Vi 25: Focus Power (+2 Initiative)
Master of Vim: 1-4 points, Init +3, Vim.
R: Varies, D: Varies, T: Varies
Gwalltgwyn can duplicate any of a range of non-Ritual Muto or Perdo Vim spell up to 4th magnitude at a cost of 1 Might point per magnitude of the effect. MuVi or PeVi 20
Mu(Pe)Vi 20: Focus Power (+5 Initiative)
Break the Shield: 1 point, Init +2 Penetration 29, Vim.
R: Touch, D: Mom., T: Ind.
This power dispels the Parma Magica of the target. The target’s Parma Magica Score must be less than (25 + stress die) divided by 5. The target can, of course, recast his Parma Magica in subsequent rounds, but the target may not notice that his Parma Magic has been dispelled until it is too late.
PeVi 10: Greater Power (+1 Initiative)
Donning the Corporeal Veil: 4 points, Init -8 Penetration 14, Corpus.
R: Touch, D: Sun, T: Ind.
Produces and animates a body of flesh. Gwalltgwyn has a single corporeal form that it can adopt, her own. The body created with this power has the same physical statistics as the ghost form. A spirit may maintain the body indefinitely, recreating it every time the duration expires, but it is subject to aging, disease, and deprivation (but not fatigue) just like a living being. The body lasts until slain or dissolved by her. If slain in material form, Gwalltgwyn is also destroyed, and the body will contain pawns of vis equal to that within the ghost’s spiritual form. If sorely injured she dissolves it to prevent her final death. Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite)
Cr(Re)Co 25: Lesser Power (-1 Might cost)

Appareance: at the time of her death, Gwalltgwyn resembled a wood ranger geared for war, with a spear and a metal and leather light armor. After her death, she looks mostly the same, except for the wound that crosses her chest, and that keeps pouring blood al over her belly and legs, and forming a pool if she stands still for a while. The blood, anyway, is purely cosmetic and incorporeal, so it cannot be used as an arcane connection.

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