[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