Dalton Ex Guernicus

Dalton is a Guernicus mage who is currently undergoing the final stage of his Quaesitoris exam. His unorthodox methods draw some criticism, but his flashes of insight can impress even his most vocal critics.

Memory of Dalton

Experience: 0.5

Character Description

Born: March 14th, A.D. 1191

Background

Dalton began life as the son of a soldier grog and a weaver. From an early age, he was extraordinarily bright, teaching himself to read by sneaking into the covenant library to watch scribes and study the beautiful illuminated manuscripts. When he was ten years old, he was caught in the library by Lucien ex Guernicus while he was reading a text on Magic Theory. Impressed, the magus decided to take Dalton on as an apprentice. Dalton was a brilliant student, although he was unfocused and could not choose a single area of expertise. Dalton was skilled in improvisation and experimentation, and he seemed to know exactly what Lucien expected to hear when asked about the Code.

Dalton's dark brown hair is a wild mess, and seems to blow in a wind only it can feel. He is occasionally bothered by his companion, Marsilia de Palermo to bathe.

Possessions

Dalton usually wears a studded leather armor cuirass over his garments when he leaves the covenant. He also carries a short sword as a last line of protection, just in case.

General Traits

Characteristics

Intelligence 2 (Encyclopedic)
Perception 2 (Details)
Strength: 1 (Conditioned)
Stamina: 1 (Driven)
Dexterity 1 (Good with Hands)
Quickness 1 (Alert)
Presence: -2 (Unkept)
Communication: 0

Confidence: 2/3
Size: 0
Decrepitude: 0

Virtues

Inventive Genius (1)
Invention comes naturally to Dalton. He receives +3 on Lab Totals when he invents new spells, craft magic items, and make potions. If he experiments, he gets an epic +6.
Fast Caster (1)
Dalton's grasp of magic allows him to cast spells faster than other mages. He gains +3 to his initiative in engagement contests.
Quaesitor (1)
Be awesome.
Adept Student (1)
Dalton groks the teachings of others with ease. He gains +6 to lab totals when learning spells or working from the lab texts of others.

Flaws

Dutybound (-1)
Dalton doesn't care much for the Code. He follows and enforces the letter of the code, although he would much rather be experimenting in his lab. Recently this reticence has been severely tested.
Blatant Gift (-1)
Dalton's physical appearance is unearthly - his hair stands nearly straight on end and blows in winds of aether that no one else can feel. Mundane humans and animals mistrust him and he suffers a -6 penalty when interacting with them socially. Because mundanes and animals rarely make their way into his lab, he does not usually see this as a serious problem and has done little to alleviate this.
Compulsion (-1)
Dalton enjoys booze far more than is healthy for him. He becomes irritable if alcohol is unavailable for more than a couple days, and tends to go on a bender after long dry periods.
Driving Goal (-1)
Dalton wants arcane knowledge. He wants it to the point that he ignores other important parts of his life such as eating, socializing, or bathing for extended periods. This has been a regular stumbling block in his Quaesitor training.

Abilities

Speak Latin (Hermetic) (5)
This skill is similar to all other Speak (Language) skills, but it is only available to educated characters. Characters who have associated with magi for long periods of time may have picked up Speak Latin with the Storyguide's permission. All educated characters know Latin, since without it you cannot learn any Academic Knowledges. In other areas of the world, Greek and Hebrew may fill similar functions. Characters with foreign backgrounds may choose either of these instead of Latin. (Intelligence)
Speak English (4)
Fluency in a particular language. Rather than roll a die modifier, your score in this language measures your ability to communicate. When two people speak to each other, the lower Ability score determines how well they communicate. Characters who speak related languages can communicate at a penalty to their scores (assigned by the Storyguide) depending on how closely related the two languages are. Speak Latin (and Greek and Hebrew) cannot be chosen with this Knowledge — it is a separate Academic Knowledge. (Intelligence)
Guile (1)
Telling convincing lies, as well as feigning emotion, belief, or frame of mind. If you understand the person you are attempting to decieve (roll 9+ on Perception + Folk Ken), you may gain a bonus to your Guile roll. (Communication, Perception)
Awareness (Details) (3)
Noticing things, be they things you are looking for or things you are not aware of. It is also used to see how alert you are in circumstances that require watchfulness. (Perception)
Parma Magica (Mentem) (4)
Protection from magic. This is a special ritual (not a ritual spell) that takes about a minute to perform. It lets you add 5 times your Parma Magica score to magic resistance rolls until the next sunrise or sunset, whichever comes first. You may also protect one other person for each point of Parma Magica, but the score is effectively modified by -3 (so you need a score of 4+ to do any good at all). You may cancel the effect at will. (N/A)
Finesse (Precision) (2.1)
Manipulating spells and performing special feats with them. You would use this Ability to position objects delicately or to target spells. (Perception)
Concentration (Lab work) (2)
Focusing your mental faculties on one task, particularly for extended periods of time. If you are attempting a feat that demands your extra attention, or if you have just failed an action and are trying again, the Storyguide can call for a Concentration roll before you can make the attempt. This Ability is especially important for magi because it helps them maintain concentration on spells despite distractions. (Stamina, Intelligence)
Certamen (Mentem) (1)
Fighting magical duels. (Intelligence)
Magic Theory (Experimentation) (5)
Knowledge of what magic is and how it works, used primarily in the laboratory. Magic Theory deals primarily with Hermetic magic, though higher scores might indicate some knowledge of other traditions. You can sometimes gain experience through experimentation (see AM4, pg. 191) (Intelligence)
Scribe Latin (Spells) (5)
The Scribe skill covers the basic ability to read and write, and also the ability to compose a letter, charter, or book. In Western Europe, the Roman alphabet is used for most languages. Greek, Hebrew, and Arabic script are used in other areas. Scribe skill must be purchased separately for each language or alphabet you wish to be proficient in. (Intelligence)
Order of Hermes Lore (House Guernicus) (2)
Knowledge of the structure, operation, and goals of the specified organization. Organizations can be as large as the Church, or as small as a local craft guild. The smaller the organization, the more detailed your knowledge. (Intelligence)
Hermetic Law (Tribunal Procedures) (2)
Judging events according to the Code of Hermes and the Peripheral Code. In addition to memorizing important precedents, this knowledge includes the practical side of enforcing Hermetic law—for example, knowing when to push for a vote or how to present an argument. (Intelligence, Communication, Presence)
Occult Lore (Demons) (1)
An understanding and familiarity with the sinister side of the world. Includes knowledge of demons and their habits and weaknesses, undead and their habits and weaknesses, and the power of curses. (Intelligence)
Faerie Lore (Faerie Forests) (1)
Familiarity with faerie powers, weaknesses, motivations, and areas. (Intelligence)
Brawling (Dodge) (1)
Fist fighting, using knives and daggers, and improvising weapons. The ability to dodge incoming blows.
Single Weapon (Short Sword) (2)
Using clubs, maces, shortswords, and other one-handed weapons.

Personality Traits

Reputations

+3 Quaesitor

Hermetic Traits

Dalton is a generalist who has some capability in nearly every art. He was less interested in Animal, as he does not like animals. Animals are for eating.

Concentration: 4
Fast-Cast Speed: 6 (or 5 in armor)
Twilight Points: 0

Magic Arts

Creo
5.1
Intellego
6
Muto
5.1
Perdo
5
Rego
5
Animal
1
6 7 6 6 6
Aquam
2
7 8 7 7 7
Auram
5.2
8 9 8 8 8
Corpus
5
10 11 10 10 10
Herbam
2
7 8 7 7 7
Ignem
2
7 8 7 7 7
Imaginem
2
7 8 7 7 7
Mentem
5
10 11 10 10 10
Terram
4
9 10 9 9 9
Vim
4
9 10 9 9 9

Wizard's Sigil

Dalton's sigil is a zephyr with tiny glowing embers on it.
Dalton's voting sigil is a balanced scale.

Grimoire

Dalton's experimental streak has not fully expressed itself at this stage of his training, however he has already developed one spell through experimentation - Inquisitor's Flame. Lucien was not amused.

Physician's Eye (InCo 5) (11)
R: Sight, D: Mom, T: Ind
Spell Focus: Garnet (+1)
Determines the general health of a single person. Specific afflictions appear to you as areas of yellow coloration on the person's body. A Perception + Medicine stress roll is required to identify unusual diseases. The ease factor is determined by the rarity of the disease.
Pit of the Gaping Earth (PeTe 15) (11)
R: Near/Sight, D: Mom, T: Spec
Spell Focus: Earth Taken from a Deep Cavern (+1)
The dirt in circle 6 paces across recedes into the ground, leaving a pit 9 feet deep.
The Wound That Weeps (PeCo 15) (11)
R: Near/Sight, D: Mom, T: Ind
Aimed: +1
Spell Focus: A Branch of Holly (+1)
When casting this spell, you point at the victim, possibly with a branch of holly, and a large wound opens on his or her body. The wound is not a deep one, but it bleeds profusely.
The target must make a Stamina stress roll every round. If the result is a botch, he loses two Fatigue levels. If the result is 2 or less, one Fatigue level is lost. If the result is 3 to 8, no level is lost. If the roll is 9+, the bleeding stops. An unconscious target loses Body levels instead of Fatigue levels. A target who is active suffers a -3 penalty to these Stamina rolls, and a completely still target receives a +1 bonus. Of course, accumulated Fatigue and wound penalties apply to all rolls. If outside help is received, a Chirurgy stress roll of 6+ stops the bleeding.
Spasms of the Uncontrolled Hand (ReCo 5) (11)
R: Far/Sight, D: Mom, T: Ind
Spell Focus: A Branch of Holly (+3)
MASTERED - The target must make a Stamina stress roll of 6+ or drop anything held in the target hand.
Gift of the Frog's Legs (ReCo 10) (11)
R: Touch/Near, D: Spec, T: Ind
Spell Focus: Legs of Frog (+1)
Allows the target to leap up to 15 feet vertically or 15 horizontally (2 feet less for every Encumbrance point). The person must make a Dexterity — Encumbrance roll of 6+ to land without injury. A miss indicates the loss of one Body level, and a botch indicates a broken ankle or other crippling injury. The target can only leap once for each casting of the spell, and that leap must be made within ten seconds. As with a frog's leap, a running start does not improve the leap.
Perception of Conflicting Motives (InMe 15) (12)
R: Eye/Near, D: Mom, T: Ind
Spell Focus: A Sapphire (+3)
You can detect the conflicting motives behind one target's actions. Thus you might learn that a guard feels conflict between fear and duty. This spell is often used before application of a Muto spell, since it is usually easier to change a target's emotions after you've sensed them than it is to create emotions.
Frosty Breath of the Spoken Lie (InMe 20) (12)
R: Eye/Sight, D: Conc, T: Ind
Spell Focus: An Almond (+1)
Requisite: Auram
For as long as you maintain this spell, the target exhales a misty breath with each spoken lie. Small bits of ice form on the person's lips if the lie is particularly severe. In winter, when breath is visible anyway, lies produce a greater than normal amount of mist (the mist actually billows out). A target who makes a Communication + Guile stress roll of 15+ can determine whether any given statement will be taken by the spell as a lie. The spell can be defeated through extensive and judicious application of Creo Auram and Perdo Auram spells, and a demon is able to manipulate it in any way it wishes, as demons are the embodiment of deception and are never caught in a lie if they do not wish to be. If the spell focus of an almond is used, it must be crushed during the casting of the spell.
House Quaesitor brought the Order this spell, and it is a very poor quaesitor who is without it.
Posing the Silent Question (InMe 20) (12)
R: Eye/Sight, D: Mom, T: Ind
Spell Focus: A Sapphire (+1)
You can ask one silent mental question of the target, then detect the answer. The truth of the answer is limited by the knowledge of the target. Questions to the effect of "What would you do if…?" often receive inaccurate replies. You are likely to get what the target thinks he would do, not necessarily what he would really do. The target of the spell does not notice the questioning unless he or she makes a magic resistance roll.
Trust of Childlike Faith (PeMe 10) (11)
R: Eye/Sight, D: Diam/Sun, T: Ind
Spell Focus: A Lock of Child's Hair (+3)
The target loses judgment and believes almost any passable lie for the duration of the spell. An Intelligence stress roll of 6+ is allowed to resist. Truly incredible lies allow easier resistance rolls.
Confusion of the Numbed Will (ReMe 15) (11)
R: Eye/Sight, D: Sun/Moon, T: Ind
Spell Focus: A Speck of Alcohol (+1)
Confuses a person, who must make an Intelligence stress roll to take any direct action. A roll of 12+ ends the spell, while a roll of 9+ lets the character take the intended action, but the spell remains in effect. Any lower roll means the character is confused and takes some other type of action. When it is imperative for the victim to take an action, the Storyguide should allow an appropriate modifier to the roll. While under this spell, a character always strikes last in combat and gets at least -1 on all attacking and defending rolls.
Inquisitor's Flame (CrIg 15) (8.1)
R: Far, D: Mom, T: Ind
Spell Focus: A Piece of Flint (+1)
Directs a blast of fire at a target within range. Deals +10 damage as the target bursts into flames.
Rise of the Feathery Body (ReCo 10) (11)
R: Touch/Near, D: Conc/Moon, T: Ind
Spell Focus: The Feather of an Eagle (+3)
MASTERED - Allows the target to float vertically to any height, carrying up to 50 pounds, and rising as fast as smoke rises, slower if carrying a heavy load. The target cannot move horizontally through this spell.
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