Fergus Ex Bjornaer

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

Character Description

Born: 1192 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:

  • Metal Reinforced Leather Half (-2.5)
  • Spear (-1.0)
  • Shortsword(-0.5)
  • Dagger (0.0)

Not in game, but as a meta-game issue, Fergus now has one token towards role playing experience.

General Traits

Characteristics

Intelligence: +1 (quick-witted)
Perception: 0
Strength: +2 (burly)
Stamina: +5 (indefatigable)
Dexterity: +1 (adroit)
Quickness: -2 (ponderous)
Presence: +1 (booming)
Communication: 0

Confidence: 3/3
Size: 0
Decrepitude: 0

Virtues

Follower of Bjornaer (Wild Boar) (2)
This Virtue is a combination of the effects listed below. Its cost is dependent upon the nature of your heart-beast. If your heart-beast is battleworthy (such as a wolf, a stag, or a bear), the cost of this Virtue is +2. Otherwise, it is +1. Some rare apprentices can take the shape of an inanimate object, called a “heartshape.” Heart-shapes are always natural objects, not manufactured or constructed objects. Possessing a heart-shape makes the basic cost of this Virtue +1.
  • Heart-Beast: You have a heart-beast, an animal form you can take at any time without casting a spell. Your master probed your heart to see what shape lay within, making it more a matter of your intrinsic nature than conscious choice. Over time, your human form takes on more and more aspects of your heart-beast, including personality and physical shape. You have a Personality Trait named after the form you take, starting at +1. The score may get higher as you go through the saga, at the storyguide’s discretion. The higher the score, the more closely attuned to the shape you are, and the more strongly you identify with it.:
  • Hidden Shape: Hermetic magi cannot perceive your heart-beast. Spells such as Sight of the True Form reveal your current form (whether your current form is your heart-beast or some other shape adopted through a spell) as though it were your natural shape. Magic of other kinds, such as faerie magic, might detect your heart-beast, at the storyguide’s discretion.
  • Will Over Form: This is a Talent unique to Bjornaer magi. You start with this Ability at level 1 and may raise it by spending experience points. It reflects your expertise at controlling the shape you take, and gives you a bonus to resist spells that change your appearance. When attempting to resist spells of transformation or when attempting to regain one of your normal shapes, roll a stress die + Stamina + Will Over Form. A roll of 9+ means you succeed.
  • No Familiar: Because of a flaw in your magic or nature, it is impossible for you to create the mystic cords that bind you to a familiar. Magi of houses other than Bjornaer may take this Flaw with the permission of the Storyguide.
Above Average (1)
Grants two pyramid points usable for buying characteristics.
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.
Mythic Stamina (5)
You raise your Stamina from +3 to +5, making it a score of epic proportions. In addition to this increase, once per day you may perform an incredible feat of limited duration (such as lifting an extreme weight, or using a bow to shoot a cherry out of someone's hand) related to that Characteristic, without having to make a roll. The Storyguide is the final arbiter of what is and what is not an incredible feat — kicking over amounting and inventing a spell in one day are outside the realm of even mythic characters. Magi with mythic Characteristics can never perform incredible feats of lab work.
Magical Affinity (Self Transformation) (1)
You are attuned to a specific kind of magic. This gives you a special Arcane Talent, Affinity with (Subject), at an initial score of 1. You may add your Affinity score to all spell rolls and Lab Totals involving that kind of magic. You may increase this rating just as you increase other Talents—by spending experience points. The cost of this Virtue depends on the kind of magic the Affinity applies to. +1 Magical Affinities are narrow or uncommon magical circumstances: demons, water creatures, ghosts and corpses, and selftransformation are examples. +2 Magical Affinities are more common or useful: healing, forests and forest animals, faerie, and rock are examples. +3 Magical Affinities can cover an entire Form—Terram or Mentem, for example. +4 Magical Affinities can apply to an entire Technique, such as Creo or Muto. The storyguide is the final arbiter of the cost of a proposed Magical Affinity.

Flaws

Enemies (Neighboring Clan) (-2)
Someone is causing trouble for you, such as a local baron or bishop, a band of outlaws, or a really nasty innkeeper. The enemy must be powerful enough to endanger you—this is best agreed on with the storyguide and the rest of the troupe. The value for a local enemy with moderate means is –1. Vastly powerful enemies with considerable means and spare time to spend making your life miserable are worth up to –4.
Fury (-3)
A violent temper sometimes overwhelms you, sending you into a destructive, uncontrollable rage. You are likely to be provoked by some sort of specific event, such as being insulted, being hurt, or hearing the Order of Hermes disparaged. Roll 9+ on a stress die to avoid flying into a rage when such an event occurs, with another roll every round to try to calm yourself should you fail the first. On a botch, you try to kill everyone around you. While enraged you get +3 to Damage, but –1 on all other scores and rolls.
Hatred (Rival Clan) (-1)
You are consumed with hatred for some person who is so powerful that exacting proper vengeance is impractical or impossible. Nevertheless, you constantly pursue opportunities to gain power over or hurt the object of your hatred, so much so that your reason is clouded.
Warped Magic (-1)
People nearby feel as though several small somethings are crawling on their skin. The number of perceived somethings increase with spell level.
Compulsion (Food and Drink) (-1)
You have an unfortunate urge that causes you problems. You may take this Flaw more than once.
Necessary Condition (-1)
In order for your magic to work, you must perform a specific action while casting any spell. This should be something simple, such as singing or spinning around three times. Fergus must take a swig of whiskey before casting a spell.
Bad Reputation (-1)
People in an area know of you and hold you in ill regard. Choose an appropriate Reputation, level 2, within that area

Abilities

Magic Theory (Inventing new spells) (4)
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)
Order of Hermes Lore (Personalities) (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)
Parma Magica (Ignem) (3)
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)
Scribe Latin (Copying) (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 language or alphabet you wish to be proficient in. (Intelligence)
Speak Latin (Hermetic) (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)
Speak Scottish Gaelic (4)
Speak English (3)
Leadership (Magi) (2)
Getting people to obey your orders and to follow you. Can also be used to inspire fear in others, cowing them into submission. (Presence)
Carouse (1) (Staying Sober)
The ability to enjoy oneself without suffering adverse effects. A person with this skill can, for example, consume prodigious amounts of alcohol without passing out. The skill also covers a familiarity with acceptable behavior, balancing enjoyment and moderation. With this Skill, a person is able to have fun and gain friends among the lower classes nearly anywhere, even among those of a different culture. Specialties: power drinking, drinking songs, games of chance, staying sober. (Stamina, Communication)
Will Over Form (1)
This is a Talent unique to Bjornaer magi. You start with this Ability at level 1 and may raise it by spending experience points. It reflects your expertise at controlling the shape you take, and gives you a bonus to resist spells that change your appearance. When attempting to resist spells of transformation or when attempting to regain one of your normal shapes, roll a stress die + Stamina + Will Over Form. A roll of 9+ means you succeed.
Animal Ken (1)
See Animal Ken virtue above.
Finesse (Precision) (2)
Manipulating spells and performing special feats with them. You would use this Ability to position objects delicately or to target spells. (Perception)
Penetration (Perdo) (3)
Getting your spell through the target's magic resistance. Generally, you add your Ability score to your spellcasting roll and compare the total to the target's magic resistance roll. (N/A)
Concentration (Spell Casting) (4)
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 (Corpus) (1)
Fighting magical duels. (Intelligence)
Affinity with Muto Corpus (Self Transformation) (1)
You are attuned to a specific kind of magic. This gives you a special Arcane Talent, Affinity with (Subject), at an initial score of 1. You may add your Affinity score to all spell rolls and Lab Totals involving that kind of magic. You may increase this rating just as you increase other Talents—by spending experience points.
Brawling (fist) (2)
Brawling covers fist fighting, using knives and daggers, and improvising weapons. It also covers the ability to dodge incoming blows.
Hunt (Tracking) (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)
Single Weapon (shortsword) (3)
Using clubs, maces, shortswords, and other one-handed weapons.
Longshaft Weapon (spear) (3)
These are spears, lances, and polearms which have long shafts and the killing point on one end.

Combat

Place a one-sentence description of your combat capabilities here.

Personality Traits

Stubborn (+3)
Foolhardy (+1)
Loyal (+2)
Lusty (+1)

Reputations

A dark practitioner (Clan mac Tyver) (2)

Hermetic Traits

Place a one-sentence description of your Hermetic strengths and focuses here.

Concentration: 3
Fast-Cast Speed: 0
Twilight Points: 0

Magic Arts

Wizard's Sigil

When Fergus casts a spell the shadows of people, animals and plants begin to shift form.
Describe your voting sigil.

Grimoire

Beast of Outlandish Size (MuAn 15) (18)
R: Reach/Near, D: Sun/Perm, T: Ind
Spell Focus: A Giant's Heart (+5)
Changes the Size of an animal by +1 or down to -2. If the beast grows, this change modifies Damage by +2, Soak by +1, and Defense by -1, and adds one Body level. If the beast shrinks, reverse the signs of these modifiers and apply them for each point of Size decrease. If enlarged, the new beast is of huge size, and looks much more impressive than its former self. Townspeople may run in fear of it, and there is little doubt among them that it is a creature of magic. If shrunk, the beast appears to be little more than a runt, unfit to live.
Agony of the Beast (PeAn 5) (17 + 3)
R: Sight/Arc, D: Conc, T: Ind
Spell Focus: Branch of Holly (+3)
Requisites: None
After you point at the beast and cast this spell, it begins lashing wildly about, upsetting any nearby objects, and howling in great pain. In order to do anything else, the beast must make a Stamina + Size stress roll of 9+ each round. Holly, believed by many to be a harmful plant, may be used in this spell to inflict pain. Note that a magus noticed with a twig of it, and with other obviously wizardly apparatus, may find villagers mistrust him or her and may blame im or her for any local problems.
Panic of the Elephant’s Mouse (ReAn 15) (19 + 2)
R: Eye/Near, D: Conc/Moon, T: Ind
Spell Focus: A mouse (+ 2)
Requisites: None
Makes an animal afraid of the target by preying upon its instinctive fears, causing it to attempt escape by the quickest, most feasible means possible. The animal may make a Size stress roll of 9+ to resist. The title refers to the elephant’s legendary fear of mice, and the mouse, being capable of engendering that fear, serves as focus to engender fear in all animals, through the Law of Sympathy.
Eyes of the Cat (MuCo 5) (19 + 3)
R: Touch, D: Sun/Year, T: Ind
Spell Focus: Hair from a Cat (+3)
Requisites:Animál
The target gains the eyes of a cat, which allow him or her to see in near darkness (but not in absolute darkness, such as a lightless subterranean cavern).
Disguise of the New Visage (MuCo 15) (20)
R: Touch/Near, D: Sun/Year, T: Ind
Spell Focus: A Chip from a Pooka's Hoof (+5)
The target's facial features are transformed to any approximately human configuration you choose.
Arm of the Infant (MuCo 20) (19 + 1)
R: Near/Sight, D: Sun/Year, T: Ind
Spell Focus: Lock of Hair from a Baby (+1)
Requisites: None
Shrinks a person’s arm to half its original length and makes it pudgy, like an infant’s.
Preternatural Growth and Shrinking (MuCo 20) (19)
R: Touch/Near, D: Sun/Year, T: Ind
Spell Focus: A Giant’s Heart (+5)
Requisites: None
Adds +1 to your normal Size or decreases it by up to 2 points. An extra Size point bestowed by this spell gives +1 Soak, +1 Strength, an extra Body level, and –1 Defense. Each point lost has the reverse effects.
Gift of the Bear’s Fortitude (MuCo 25) (19)
R: Personal/Touch, D: Sun/Year, T: Ind
Spell Focus: The Heart of a Black Faerie Bear (+3)
Requisites: Animál
Your flesh becomes resistant to physical damage. You get +10 to your Soak. If the duration is “Year” and you suffer a Soak botch, your resistance comes back after the next sunrise or sunset, whichever comes first. Your flesh is tough and insensitive; any rolls that involve a sensitive touch (such as for picking a lock) are at –3.
Endurance of the Berserkers (ReCo 15) (19)
R: Touch/Near, D: Conc/Sun, T: Ind
Spell Focus: Lock of Hair from a Berserker (+3)
Requisites: None
The target’s body acts as though it were unwounded and unfatigued for as long as you concentrate (or until sunrise or sunset if vis is used to increase duration). Keep track of the actual Body and Fatigue levels that the body loses while “berserk,” because as soon as the spell wears off, the target loses those levels. If the target runs out of Body levels at any time during the spell, the spell terminates immediately and the character dies. If the target runs out of Fatigue levels, the spell terminates immediately and the character falls unconscious. Consecutive castings on a character delay the end of the spell—that is, put off the time when accumulated wounds take effect—but a body can only take a number of consecutive castings equal to its Size + 2. Further castings have no effect.
Dance of the Staves (MuHe 15) (18 +1)
R: Near/Sight, D: Mom, T: Small
Spell Focus: A Small Twig (+1)
Requisites: None
Causes a pole, staff, haft, or any other long, thin, non-living wooden object to bend and lash about wildly for a few seconds and then stop suddenly, keeping its new, twisted shape. A whirling staff strikes its holder and does +4 Damage, with a possible bonus if the weapon at the head of the pole hits the person.
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