Edmund Ex Miscellanea

Put a short one-sentence description of your mage here.

Character Description

Born: 1196 A.D.

Background

Place your character's background here, including a physical description.

Possessions

Put any possessions beyond the clothes on your back here in a list, noting Load where appropriate:

  • Armor (Load)
  • Weapon (Load)
  • Personal Vis
  • Magic Items (possibly with Load, compare to weapons for rough estimates)

General Traits

Characteristics

Intelligence: 3
Perception: 1
Strength: 0
Stamina: 0
Dexterity: 0
Quickness: 0
Presence: 0
Communication: 0

Confidence: 3/3
Size: 0
Decrepitude: 0

Virtues

Animal Ken (+1)
You have a profound empathy with animals that allows you to understand their motivations and feelings. This engenders a solemn love and respect for beasts of all kinds. If you have the Gift, animals are not bothered by your presence. By stroking and speaking softly to a wild (but not enraged) animal, you can tame it to your touch in a matter of minutes by successfully rolling Animal Ken + Perception against an ease factor of 9. In addition, you may apply one third (rounded up) of your Animal Ken score to Animal Handling rolls. Choosing this Virtue confers the Talent Animal Ken 1, which can be improved as any other Talent.
Magical Affinity with Auram (+3)
You are attuned to a Auram magic. This gives you a special Arcane Talent, Affinity with Auram, at an initial score of 1. You may add your Affinity score to all spell rolls and Lab Totals involving Auram. You may increase this rating just as you increase other Talents—by spending experience points.
Gentle Gift (+1)
Unlike other magi, whose Magical nature disturbs normal people and animals, your Gift is subtle and quiet. You do not suffer the usual penalties on rolls for interacting with people and animals.
Extra Arts x2 (+2)
You start with 20 extra points to purchase Magical Arts.
Close Family Ties (+1)
Your family is one of the most important things in your life, and still supports and aids you whenever possible, even at personal risk. Family members do not hesitate to do you any favor that is within their power, and can call on their friends and neighbors to help you. It works both ways, however; your family may require help from you some day.
Weather Sense (+1)
You are in tune with the subtle nuances of the weather. On a roll of Weather Sense + Perception of 9+, you can sense what the weather will be like the next day, or sooner if conditions are rapidly changing. Choosing this Virtue confers the Talent Weather Sense 1, which can be improved as other Talents.
Well Known (+1)
You have a good Reputation, level 2, in a particular area near the covenant, and are generally well liked.

Flaws

Minor Magical Deficiency with Vim (-2)
You have trouble casting with the Form of Vim. Your Vim score is divided in half when used for any purpose other than studying Vim.
Major Deleterious Circumstance (On religious grounds) (-2)
Your magic is restricted while on religious grounds. Your magic totals (spellcasting rolls and Lab Totals) are halved when in this situation.
Poor (-2)
You have almost no wealth, and for some reason you can never seem to hang onto the valuables you do gain. You automatically begin the game with inexpensive arms and armor, and whenever you put your hands on something of value, you can bet you won’t have it for long.
Soft-Hearted (-1)
You cannot bear to witness suffering, and causing it brings you sleepless nights. Even the deaths of enemies are painful for you. You avoid danger and try to keep your friends out of it as well. Life and health mean so much that you would rather give up important goals than let another person risk combat. You are easily moved by song and story.
Sheltered Upbringing (-2)
You grew up completely separated from society, knowing only your parents or mentor. Recently you have been introduced to a wondrous new world of strangers, and you are overwhelmed. Depending on your personality, you might react with contempt, fear, or wonder. You are unable to function normally because you cannot understand most human customs. You suffer a penalty of –3 to most tasks involving social interaction, and you may have no Social Talents or Skills as beginning Abilities. Eventually you may overcome your upbringing.
Low Self-Esteem (-1)
You have a deflated opinion of your own self-worth. You begin the game with only 2 Confidence points.

Abilities

Speak Latin (??) (3)
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)
Parma Magica (??) (5)
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 (Aurum) (4)
Manipulating spells and performing special feats with them. You would use this Ability to position objects delicately or to target spells. (Perception)
Affinity with Auram (??) (5)
Magic Theory (??) (3)
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 ArM4, pg. 191) (Intelligence)
Scribe Latin (??) (2)
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 alphabet you wish to be proficient in. (Intelligence)
Organization Lore: Order of Hermes (??) (1)
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)
Occult Lore (Demons) (3)
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)
Area Lore: ?? (??) (3)
Knowledge of one particular region, covenant, or even a village. It includes knowing where things are in the immediate area, local history and legends, and the centers of power in the region. (Intelligence)
Craft: Farming (?) (1)
A general term for countless skills, all dealing with handiwork of some type. You may purchase Craft more than once, choosing a different one each time. Skill in one Craft does not imply skill in any others. (Intelligence, Dexterity)
Animal Ken (Sheep) (1)
Animal Handling (Sheep) (2)
Care and use of animals, including raising, tending, grooming, and healing them. (Intelligence, Perception)
Hunt (??) (1)
Setting snares, choosing appropriate hunting spots, and following and identifying the spoor of creatures of all varieties. This Ability also lets you cover your tracks or not leave any in the first place. (Perception)
Survival (??) (1)
Finding food, water, shelter, a direct route, and relative safety in the wilderness (a very dangerous place in Mythic Europe). This Ability covers such mundane tasks as building a fire and cooking food without implements. (Perception, Intelligence)
Weather Sense (??) (2)
Church Lore (Demons) (2)

Combat

Edmund is unfamiliar with mundane combat.

Encumbrance: 0
Soak: 0

Personality Traits

Personality Trait (Specialization) (Level)

Reputations

Reputation (Target — among whom do you have this rep?) (Level)

Hermetic Traits

Edmund is highly focused in Creo Auram.

Concentration: 1
Fast-Cast Speed: 0
Twilight Points: 0

Magic Arts

Wizard's Sigil

Edmund's casting sigil is the sound of flapping wings and screaming of birds.
Describe your voting sigil.

Grimoire

You may place a general comment about your spell collection here.

Charge of the Angry Winds (CrAu 15) (27 + Focus Bonus)
R: Near, D: Concentration, T: Special
Spell Focus: An Agate (+ 1)

A wall of wind roars away from you, starting up to 10 paces away
and continuing up to 30 paces. The wind is 5 paces wide. All within
the area must make a Dexterity + Size stress roll of 9+ or fall down and
be blown along by the winds. The rolls must be made at the start of
the gale and each subsequent round that the wind is maintained. You
must concentrate on the gale, but you may only maintain it for a maximum
of five rounds. Missile fire into or out of the gale is futile, and
marching against the gale requires a Strength + Size stress roll of 15+.
Failure in this attempt mandates another Dexterity + Size stress roll of
12+ to keep from falling._

Clouds of Rain and Thunder (CrAu 25) (27 + Focus Bonus)
R: Sight, D: Concentration, T: Boundary
Spell Focus: The Essence of an Air Elemental (+ 1)

Creates a severe rainstorm, including lightning and winds. It
takes half an hour for the clouds to form and start raining, during
which the magus must maintain concentration. The storm rages on for
ten minutes after the caster ceases to concentrate on it, and calms
down to nothing over the next twenty minutes.

Incantation of Lightning (CrAu 35) (27 + Focus Bonus)
R: Near/Sight, D: Momentary, T: Special
Aimed: -3
Spell Focus: An Oak Wand (+ 3)

A lightning bolt shoots forth from your outstretched hand in the
direction you are pointing, doing +45 damage to a single target it hits.
Those near the target must make Size stress rolls of 6+ to remain
standing. The oak wand need not be magical, but must be from a tree
struck three times by lightning._

Circling Winds of Protection (ReAu 15) (24 + Focus Bonus)
R: Personal/Touch, D: Special/Sun, T: Room
Spell Focus: Bottled Breath of a Zephyr (+ 5)

Surrounds you with winds that circle at great speed. Since the
wind picks up dust and other small, loose objects, you may be
obscured. Anyone standing near enough to attack you with a hand
weapon must make a Size stress roll of 9+ at the beginning of each
round or be blown back. Melee Attack rolls against you are at –3, and
missile or thrown attacks are at –9. The wind blows while you concentrate,
and then continues for five rounds after you stop. The
zephyr’s breath is released to encourage winds to blow faster.

Wings of the Soaring Wind (ReAu 20) (24 + Focus Bonus)
R: Personal, D: Concentration/Sun, T: Individual
Spell Focus: A Feather from a Bird of Legendary Size (+ 3)

Generates a massive gust of air around you that supports and
pushes you along through the air at speeds up to 40 miles per hour.
Hovering in place is difficult, and requires a Finesse roll of 9+ per
round. It is dangerous for extended travel, because if you lose concentration,
you are likely to sustain serious injuries (+15 damage)._

True Sight of the Air (InAu 15) (24 + Focus Bonus)
R: Personal/Touch, D: Concentration/Moon, T: Room
Spell Focus: A Four-Leaf Clover (+ 1)

Lets you see clearly through all manner of obfuscation in the air
nearby, including smoke, fog, and dust, even if the obfuscation is magical.
The clover is said to help you see through deceptions and obstructions._

Whispering Winds (InAu 15) (24 + Focus Bonus)
R: Sight, D: Concentration/Moon, T: Special
Spell Focus: Three Leaves from an Oak Tree (+ 1)

The winds bear their tidings to your ears, allowing you to hear
words spoken by any group of people within your line of sight, provided
no solid barrier (including glass) intervenes.

Words of the Unbroken Silence (CrMe 5) (6 + Focus Bonus)
R: Near/Sight, D: Momentary, T: Individual
Spell Focus: A Clear Crystal (+2)

Lets you say two words directly to the mind of a target. The target can recognize your voice and knows that the message is of supernatural origin._

Palm of Flame (CrIg 5) (6+ Focus Bonus)
R: Touch, D: Concentration, T: Small
Spell Focus: A Piece of Flint (+1)
A flame leaps up in your palm, which must be upturned for the spell's duration. The flame does +10 damage to anyone else that touches it.
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License