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	<updated>2026-05-15T05:49:21Z</updated>
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		<id>https://wiki.rpg.net/index.php?title=Kaito_Miwa&amp;diff=388567</id>
		<title>Kaito Miwa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kaito_Miwa&amp;diff=388567"/>
		<updated>2020-09-21T20:58:09Z</updated>

		<summary type="html">&lt;p&gt;Heritage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:kaitoshrinekeeper.png|445px]]&lt;br /&gt;
&lt;br /&gt;
Name: Kaito Miwa&amp;lt;br&amp;gt;&lt;br /&gt;
Gender: Cisgender Female&amp;lt;br&amp;gt;&lt;br /&gt;
Age: 18 years&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance and Demeanor: Miwa is a slender, willowy young woman with a pretty, expressive face, large eyes, and just the hint of a tan. Her long hair is bound up properly, but a few loose strands nonetheless dance around her face. When on the road, she sometimes favors traveling clothes over her sanctified robes, both to keep them clean and not make peasants nervous about the presence of a priestly person.&lt;br /&gt;
== Twenty Questions ==&lt;br /&gt;
&lt;br /&gt;
1.    Clan: Phoenix (+1 Void, + 1 Theology, Status: 30)&amp;lt;br&amp;gt;&lt;br /&gt;
2.    Family: Kaito (+ 1 Air, +1 Fitness, +1 Theology, Glory: 40, wealth: 4 koku)&amp;lt;br&amp;gt;&lt;br /&gt;
3.    School: Kaito Shrine Keeper, monk (+1 Air, +1 Water, +1 Fitness, +1 Martial Arts (Ranged) +1 Meditation, +1 Theology, Honor: 45)&amp;lt;br&amp;gt;&lt;br /&gt;
4.    How does your character stand out?: Adaptability (+1 Water)&amp;lt;br&amp;gt;&lt;br /&gt;
5.    Giri: Miwa serves her daimyo, Kaito Hironori, who has tasked her to protect the sacred places of the clan, as her school has been charged.&amp;lt;br&amp;gt;&lt;br /&gt;
6.    Ninjo: Miwa wishes to travel the world, especially by ship, and protect people from supernatural dangers.&amp;lt;br&amp;gt;&lt;br /&gt;
7.    Relationship with Clan: Miwa does respect the Phoenix in most aspects, and tries her hardest to live up to those ideals. (+5 Glory)&amp;lt;br&amp;gt;&lt;br /&gt;
8.    Views on Bushido: Unorthodox. Miwa&#039;s uncle has on more than one occasion suggested to her that sometimes one must be less than sincere to serve the Emperor faithfully. (+1 Seafaring)&amp;lt;br&amp;gt;&lt;br /&gt;
9.    Greatest Accomplishment: Miwa once saved her parents&#039; lives by slipping free of her bonds when her uncle&#039;s ship was boarded by rival pirates. (Distinction: Flexibility)&amp;lt;br&amp;gt;&lt;br /&gt;
10.    What holds your character back?: Miwa has never been good with money, and often gets bilked by merchants. (Adversity: Daikoku&#039;s Curse)&amp;lt;br&amp;gt;&lt;br /&gt;
11.    What brings your character peace? Miwa loves to visit new places, see new things and meet new people. (Passion: Travel)&amp;lt;br&amp;gt;&lt;br /&gt;
12.    Trouble: Young Miwa may have spent too many evenings in the company of Mantis sailors, thrilled to watch them play games of chance. (Addiction: Gambling)&amp;lt;br&amp;gt;&lt;br /&gt;
13.    Mentor: Miwa&#039;s uncle Aito taught her the value of moving like water, which passes over all obstacles and always seeks its level. (Distinction: Keen Balance)&amp;lt;br&amp;gt;&lt;br /&gt;
14.    Personality, Quirks and Habits: Miwa&#039;s clothing never seems to fit quite right; the cut seems too loose, but the sleeves nonetheless too short. She often sits in somewhat odd positions that would appear to be uncomfortable, but never seem to bother her. When in court or in a temple, her steps are small and proper, but on the open road, she has a somewhat rolling gait&amp;lt;br&amp;gt;&lt;br /&gt;
15.    Personality, Quirks and Habits: Miwa will let out a high-pitched yelp if her emotions get the best of her.&amp;lt;br&amp;gt;&lt;br /&gt;
16.    Relationships: Miwa’s grandmother, Kaito Mio, was a much sought after bride from the Doji family. Despairing over her granddaughter&#039;s awkward appearance, she sought out a Crane artisan to make her a magnificent set of robes in Phoenix colors. It&#039;s the one garment she owns that fits perfectly. (Equipment: Ceremonial Robe)&amp;lt;br&amp;gt;&lt;br /&gt;
17.    Relationships: Miwa’s parents would describe her as both spirited and capable. Her father, Kaito Kuro, admires her courage and devotion to the Kami, but worries she spent too much time listening to her uncle&#039;s pirate tales. Her mother Sora realizes she may have been too indulgent of a parent, but is very proud of Miwa resourcefulness. To further improve her skills as a Shrine Keeper, Miwa has practiced diligently with her yumi.  (+1 Martial Arts [Ranged])&amp;lt;br&amp;gt;&lt;br /&gt;
18.    Heritage: Sora told her young daughter proudly about her ancestor Miwa, a feared pirate captain who ruled the Imperial coast. However, she didn&#039;t share all the details with her husband, who was somewhat dismayed after the naming ceremony. Ruthless Victor, Miwa of the Mantis (-5 Honor, +1 Martial Arts)&amp;lt;br&amp;gt;&lt;br /&gt;
19.    Personal Name: Miwa&amp;lt;br&amp;gt;&lt;br /&gt;
20.    Death: Drowning at sea while saving another&#039;s life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rings ==&lt;br /&gt;
&lt;br /&gt;
Air (Grace/ Cunning): 3&amp;lt;br&amp;gt;&lt;br /&gt;
Earth (Resilience): 1&amp;lt;br&amp;gt;&lt;br /&gt;
Fire (Quickness/Passion): 1&amp;lt;br&amp;gt;&lt;br /&gt;
Void (Flow/ Wisdom): 2&amp;lt;br&amp;gt;&lt;br /&gt;
Water (Adaptability/ Flexibility): 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Derived Stats ==&lt;br /&gt;
&lt;br /&gt;
Endurance: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Composure: 8&amp;lt;br&amp;gt;&lt;br /&gt;
Focus: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Vigilance: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
Fitness: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts (Melee): 1&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts (Ranged): 2&amp;lt;br&amp;gt;&lt;br /&gt;
Meditation: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Seafaring: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Theology: 3&lt;br /&gt;
&lt;br /&gt;
== Social Standing ==&lt;br /&gt;
&lt;br /&gt;
Glory: 45&amp;lt;br&amp;gt;&lt;br /&gt;
Honor: 40&amp;lt;br&amp;gt;&lt;br /&gt;
Status: 30&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
•    Distinction: Flexibility (Water): Can fit into tight spaces.&amp;lt;br&amp;gt;&lt;br /&gt;
•    Passion: Travel (Water): Comfortable in nearly any location.&amp;lt;br&amp;gt;&lt;br /&gt;
•    Adversity: Daikoku&#039;s Curse (Water): Always comes out worse when trying to make deals or gamble.&amp;lt;br&amp;gt;&lt;br /&gt;
•    Anxiety: Addiction to Gambling (Earth): Going more than three days without playing a game of chance leads to physical discomfort.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
&lt;br /&gt;
•    Kata&amp;lt;br&amp;gt;&lt;br /&gt;
o    Hawk&#039;s Precision (Ranged, Rank 1): Extends the range of a missile weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
•    Invocations&amp;lt;br&amp;gt;&lt;br /&gt;
o    Howl of Isora [Tempest of Air] (Air, Rank 1): A blast of wind strikes several targets.&amp;lt;br&amp;gt;&lt;br /&gt;
•    Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
o    Cleansing Rite: Remove spiritual contamination&amp;lt;br&amp;gt;&lt;br /&gt;
o    Threshold Barrier:  Blocks an entryway to intruders&amp;lt;br&amp;gt;&lt;br /&gt;
•    School Ability&amp;lt;br&amp;gt;&lt;br /&gt;
o    Sacred Arrows: As an action, you may augment one of your arrows with a prayer to the kami. An invocation you know is placed in it, and it takes on the Sacred property.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
Sanctified Robes&amp;lt;br&amp;gt;&lt;br /&gt;
Traveling Clothes&amp;lt;br&amp;gt;&lt;br /&gt;
Wakizashi&amp;lt;br&amp;gt;&lt;br /&gt;
Yumi&amp;lt;br&amp;gt;&lt;br /&gt;
Quiver of Arrows&amp;lt;br&amp;gt;&lt;br /&gt;
Bo staff&amp;lt;br&amp;gt;&lt;br /&gt;
Scroll Satchel&amp;lt;br&amp;gt;&lt;br /&gt;
Traveling Pack&amp;lt;br&amp;gt;&lt;br /&gt;
• Blanket&amp;lt;br&amp;gt;&lt;br /&gt;
• Bowl&amp;lt;br&amp;gt;&lt;br /&gt;
• Calligraphy set&amp;lt;br&amp;gt;&lt;br /&gt;
• Chopsticks&amp;lt;br&amp;gt;&lt;br /&gt;
• Dice and cup&amp;lt;br&amp;gt;&lt;br /&gt;
• Flint and tinder&amp;lt;br&amp;gt;&lt;br /&gt;
• Four days&#039; rations&amp;lt;br&amp;gt;&lt;br /&gt;
• Pillow book of pirate tales&amp;lt;br&amp;gt;&lt;br /&gt;
• Sake cup&amp;lt;br&amp;gt;&lt;br /&gt;
• Tent (small)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Kaito Miwa was born into the Phoenix Clan, the daughter of Kaito Kuro and his wife, Sora of the Mantis. Like most marriages in Rokugan, it was an arranged one, and not a particularly favorable one, but both samurai knew their duties and accepted their fates without question. The lively and headstrong Mantis struggled to maintain a land-locked household in the quiet and contemplative Phoenix lands, and as a result young Miwa had an unusual amount of freedom. Of even more concern were the frequent visits from her brother Auto, a rough and tumble sailor of dubious repute, who frequently played with his impish niece, as well as telling her tall tales of his adventures at sea.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Shortly before she began her temple training, Miwa travelled with her parents on her uncle&#039;s ship to visit the Mantis isles. During the voyage, the ship was attacked and boarded by a rival captain&#039;s ship, and all the samurai captives were tied up on the deck, waiting for execution. Lithe little Miwa managed to slip out of her bonds, stealthily free her parents and the crew, allowing them to retake the vessel.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Saying good-bye to her free-spirited kin, young Miwa entered the Kaito temple to begin her training, but her heart still wanders the sea..&lt;/div&gt;</summary>
		<author><name>Heritage</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Kaitoshrinekeeper.png&amp;diff=388566</id>
		<title>File:Kaitoshrinekeeper.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Kaitoshrinekeeper.png&amp;diff=388566"/>
		<updated>2020-09-21T18:58:23Z</updated>

		<summary type="html">&lt;p&gt;Heritage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Heritage</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kaito_Miwa&amp;diff=388565</id>
		<title>Kaito Miwa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kaito_Miwa&amp;diff=388565"/>
		<updated>2020-09-21T18:45:58Z</updated>

		<summary type="html">&lt;p&gt;Heritage: Created page with &amp;quot;  Name: Kaito Miwa&amp;lt;br&amp;gt; Gender: Cisgender Female&amp;lt;br&amp;gt; Age: 18 years&amp;lt;br&amp;gt; Appearance and Demeanor: Miwa is a slender, willowy young woman with a pretty, expressive face, large eye...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Name: Kaito Miwa&amp;lt;br&amp;gt;&lt;br /&gt;
Gender: Cisgender Female&amp;lt;br&amp;gt;&lt;br /&gt;
Age: 18 years&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance and Demeanor: Miwa is a slender, willowy young woman with a pretty, expressive face, large eyes, and just the hint of a tan. Her long hair is bound up properly, but a few loose strands nonetheless dance around her face. When on the road, she sometimes favors traveling clothes over her sanctified robes, both to keep them clean and not make peasants nervous about the presence of a priestly person.&lt;br /&gt;
== Twenty Questions ==&lt;br /&gt;
&lt;br /&gt;
1.    Clan: Phoenix (+1 Void, + 1 Theology, Status: 30)&amp;lt;br&amp;gt;&lt;br /&gt;
2.    Family: Kaito (+ 1 Air, +1 Fitness, +1 Theology, Glory: 40, wealth: 4 koku)&amp;lt;br&amp;gt;&lt;br /&gt;
3.    School: Kaito Shrine Keeper, monk (+1 Air, +1 Water, +1 Fitness, +1 Martial Arts (Ranged) +1 Meditation, +1 Theology, Honor: 45)&amp;lt;br&amp;gt;&lt;br /&gt;
4.    How does your character stand out?: Adaptability (+1 Water)&amp;lt;br&amp;gt;&lt;br /&gt;
5.    Giri: Miwa serves her daimyo, Kaito Hironori, who has tasked her to protect the sacred places of the clan, as her school has been charged.&amp;lt;br&amp;gt;&lt;br /&gt;
6.    Ninjo: Miwa wishes to travel the world, especially by ship, and protect people from supernatural dangers.&amp;lt;br&amp;gt;&lt;br /&gt;
7.    Relationship with Clan: Miwa does respect the Phoenix in most aspects, and tries her hardest to live up to those ideals. (+5 Glory)&amp;lt;br&amp;gt;&lt;br /&gt;
8.    Views on Bushido: Unorthodox. Miwa&#039;s uncle has on more than one occasion suggested to her that sometimes one must be less than sincere to serve the Emperor faithfully. (+1 Seafaring)&amp;lt;br&amp;gt;&lt;br /&gt;
9.    Greatest Accomplishment: Miwa once saved her parents&#039; lives by slipping free of her bonds when her uncle&#039;s ship was boarded by rival pirates. (Distinction: Flexibility)&amp;lt;br&amp;gt;&lt;br /&gt;
10.    What holds your character back?: Miwa has never been good with money, and often gets bilked by merchants. (Adversity: Daikoku&#039;s Curse)&amp;lt;br&amp;gt;&lt;br /&gt;
11.    What brings your character peace? Miwa loves to visit new places, see new things and meet new people. (Passion: Travel)&amp;lt;br&amp;gt;&lt;br /&gt;
12.    Trouble: Young Miwa may have spent too many evenings in the company of Mantis sailors, thrilled to watch them play games of chance. (Addiction: Gambling)&amp;lt;br&amp;gt;&lt;br /&gt;
13.    Mentor: Miwa&#039;s uncle Aito taught her the value of moving like water, which passes over all obstacles and always seeks its level. (Distinction: Keen Balance)&amp;lt;br&amp;gt;&lt;br /&gt;
14.    Personality, Quirks and Habits: Miwa&#039;s clothing never seems to fit quite right; the cut seems too loose, but the sleeves nonetheless too short. She often sits in somewhat odd positions that would appear to be uncomfortable, but never seem to bother her. When in court or in a temple, her steps are small and proper, but on the open road, she has a somewhat rolling gait&amp;lt;br&amp;gt;&lt;br /&gt;
15.    Personality, Quirks and Habits: Miwa will let out a high-pitched yelp if her emotions get the best of her.&amp;lt;br&amp;gt;&lt;br /&gt;
16.    Relationships: Miwa’s grandmother, Kaito Mio, was a much sought after bride from the Doji family. Despairing over her granddaughter&#039;s awkward appearance, she sought out a Crane artisan to make her a magnificent set of robes in Phoenix colors. It&#039;s the one garment she owns that fits perfectly. (Equipment: Ceremonial Robe)&amp;lt;br&amp;gt;&lt;br /&gt;
17.    Relationships: Miwa’s parents would describe her as both spirited and capable. Her father, Kaito Kuro, admires her courage and devotion to the Kami, but worries she spent too much time listening to her uncle&#039;s pirate tales. Her mother Sora realizes she may have been too indulgent of a parent, but is very proud of Miwa resourcefulness. To further improve her skills as a Shrine Keeper, Miwa has practiced diligently with her yumi.  (+1 Martial Arts [Ranged])&amp;lt;br&amp;gt;&lt;br /&gt;
18.    Heritage: Sora told her young daughter proudly about her ancestor Miwa, a feared pirate captain who ruled the Imperial coast. However, she didn&#039;t share all the details with her husband, who was somewhat dismayed after the naming ceremony. Ruthless Victor, Miwa of the Mantis (-5 Honor, +1 Martial Arts)&amp;lt;br&amp;gt;&lt;br /&gt;
19.    Personal Name: Miwa&amp;lt;br&amp;gt;&lt;br /&gt;
20.    Death: Drowning at sea while saving another&#039;s life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rings ==&lt;br /&gt;
&lt;br /&gt;
Air (Grace/ Cunning): 3&amp;lt;br&amp;gt;&lt;br /&gt;
Earth (Resilience): 1&amp;lt;br&amp;gt;&lt;br /&gt;
Fire (Quickness/Passion): 1&amp;lt;br&amp;gt;&lt;br /&gt;
Void (Flow/ Wisdom): 2&amp;lt;br&amp;gt;&lt;br /&gt;
Water (Adaptability/ Flexibility): 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Derived Stats ==&lt;br /&gt;
&lt;br /&gt;
Endurance: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Composure: 8&amp;lt;br&amp;gt;&lt;br /&gt;
Focus: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Vigilance: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
Fitness: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts (Melee): 1&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts (Ranged): 2&amp;lt;br&amp;gt;&lt;br /&gt;
Meditation: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Seafaring: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Theology: 3&lt;br /&gt;
&lt;br /&gt;
== Social Standing ==&lt;br /&gt;
&lt;br /&gt;
Glory: 45&amp;lt;br&amp;gt;&lt;br /&gt;
Honor: 40&amp;lt;br&amp;gt;&lt;br /&gt;
Status: 30&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
•    Distinction: Flexibility (Water): Can fit into tight spaces.&amp;lt;br&amp;gt;&lt;br /&gt;
•    Passion: Travel (Water): Comfortable in nearly any location.&amp;lt;br&amp;gt;&lt;br /&gt;
•    Adversity: Daikoku&#039;s Curse (Water): Always comes out worse when trying to make deals or gamble.&amp;lt;br&amp;gt;&lt;br /&gt;
•    Anxiety: Addiction to Gambling (Earth): Going more than three days without playing a game of chance leads to physical discomfort.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
&lt;br /&gt;
•    Kata&amp;lt;br&amp;gt;&lt;br /&gt;
o    Hawk&#039;s Precision (Ranged, Rank 1): Extends the range of a missile weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
•    Invocations&amp;lt;br&amp;gt;&lt;br /&gt;
o    Howl of Isora [Tempest of Air] (Air, Rank 1): A blast of wind strikes several targets.&amp;lt;br&amp;gt;&lt;br /&gt;
•    Rituals&amp;lt;br&amp;gt;&lt;br /&gt;
o    Cleansing Rite: Remove spiritual contamination&amp;lt;br&amp;gt;&lt;br /&gt;
o    Threshold Barrier:  Blocks an entryway to intruders&amp;lt;br&amp;gt;&lt;br /&gt;
•    School Ability&amp;lt;br&amp;gt;&lt;br /&gt;
o    Sacred Arrows: As an action, you may augment one of your arrows with a prayer to the kami. An invocation you know is placed in it, and it takes on the Sacred property.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
Sanctified Robes&amp;lt;br&amp;gt;&lt;br /&gt;
Traveling Clothes&amp;lt;br&amp;gt;&lt;br /&gt;
Wakizashi&amp;lt;br&amp;gt;&lt;br /&gt;
Yumi&amp;lt;br&amp;gt;&lt;br /&gt;
Quiver of Arrows&amp;lt;br&amp;gt;&lt;br /&gt;
Bo staff&amp;lt;br&amp;gt;&lt;br /&gt;
Scroll Satchel&amp;lt;br&amp;gt;&lt;br /&gt;
Traveling Pack&amp;lt;br&amp;gt;&lt;br /&gt;
• Blanket&amp;lt;br&amp;gt;&lt;br /&gt;
• Bowl&amp;lt;br&amp;gt;&lt;br /&gt;
• Calligraphy set&amp;lt;br&amp;gt;&lt;br /&gt;
• Chopsticks&amp;lt;br&amp;gt;&lt;br /&gt;
• Dice and cup&amp;lt;br&amp;gt;&lt;br /&gt;
• Flint and tinder&amp;lt;br&amp;gt;&lt;br /&gt;
• Four days&#039; rations&amp;lt;br&amp;gt;&lt;br /&gt;
• Pillow book of pirate tales&amp;lt;br&amp;gt;&lt;br /&gt;
• Sake cup&amp;lt;br&amp;gt;&lt;br /&gt;
• Tent (small)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Kaito Miwa was born into the Phoenix Clan, the daughter of Kaito Kuro and his wife, Sora of the Mantis. Like most marriages in Rokugan, it was an arranged one, and not a particularly favorable one, but both samurai knew their duties and accepted their fates without question. The lively and headstrong Mantis struggled to maintain a land-locked household in the quiet and contemplative Phoenix lands, and as a result young Miwa had an unusual amount of freedom. Of even more concern were the frequent visits from her brother Auto, a rough and tumble sailor of dubious repute, who frequently played with his impish niece, as well as telling her tall tales of his adventures at sea.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Shortly before she began her temple training, Miwa travelled with her parents on her uncle&#039;s ship to visit the Mantis isles. During the voyage, the ship was attacked and boarded by a rival captain&#039;s ship, and all the samurai captives were tied up on the deck, waiting for execution. Lithe little Miwa managed to slip out of her bonds, stealthily free her parents and the crew, allowing them to retake the vessel.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Saying good-bye to her free-spirited kin, young Miwa entered the Kaito temple to begin her training, but her heart still wanders the sea..&lt;/div&gt;</summary>
		<author><name>Heritage</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=L5R:Desire_and_Duty&amp;diff=388564</id>
		<title>L5R:Desire and Duty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=L5R:Desire_and_Duty&amp;diff=388564"/>
		<updated>2020-09-21T15:15:56Z</updated>

		<summary type="html">&lt;p&gt;Heritage: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Desire and Duty=&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[Kitsu_Aikiro|Kitsu Aikiro]], Kitsu Medium (Lion Clan shugenja)&lt;br /&gt;
&lt;br /&gt;
[[Hida Chuai|Hida Chuai]], Towering Warrior, (Crab Clan bushi)&lt;br /&gt;
&lt;br /&gt;
[[Daidoji Yuri|Daidoji Yuri]], Daidoji Iron Warrior (Crane Clan bushi)&lt;br /&gt;
&lt;br /&gt;
[[Doji Natsumi]], Doji Diplomat (Crane Clan courtier)&lt;br /&gt;
&lt;br /&gt;
[[Utaku Alexandra]], Utaku Battle Maiden (Unicorn Clan Bushi)&lt;br /&gt;
&lt;br /&gt;
[[Akodo Hak]], Akodo&#039;s Shadow (Lion Clan Shinobi)&lt;br /&gt;
&lt;br /&gt;
[[Kaito Miwa]], Kaito Shrine Keeper (Phoenix Clan Monk)&lt;br /&gt;
&lt;br /&gt;
==NPC&#039;S==&lt;br /&gt;
[https://wiki.rpg.net/index.php/L5R:DesireandDuty_Bayushi_Hina/ Bayushi Hina]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/L5R:DesireandDuty_Doji_Ryosei/ Doji Ryosei]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/L5R:DesireandDuty_Ikoma_Tojashi/ Ikoma Tojashi]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/L5R:DesireandDuty_Akodo_Takeru/ Akodo Takeru]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/L5R:DesireandDuty_Utaku_Shizuka/ Utaku Shizuka]&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
==Combat Tracker==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
 [https://forum.rpg.net/index.php?threads/legends-of-the-five-rings-fifth-edition-desire-and-duty.867064/ OOC Thread]&lt;br /&gt;
 [https://forum.rpg.net/index.php?threads/interest-recruitment-legend-of-the-five-rings-5e.866225/ Recruitment Thread]&lt;br /&gt;
 [https://forum.rpg.net/index.php?threads/legend-of-the-five-rings-fifth-edition-desire-and-duty.867364/ IC Thread]&lt;/div&gt;</summary>
		<author><name>Heritage</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nova_Astrum&amp;diff=45212</id>
		<title>Nova Astrum</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nova_Astrum&amp;diff=45212"/>
		<updated>2007-03-03T17:54:49Z</updated>

		<summary type="html">&lt;p&gt;Heritage: /* Mages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ars Magica]][[Category:PBP]][[Category:L&#039;Orphelin Saga]][[Category:Covenant]]&lt;br /&gt;
[[Image:NovaAstrum.jpg|left]]&lt;br /&gt;
Nova Astrum is the primary covenant for [[L&#039;Orphelin Saga]]&lt;br /&gt;
&lt;br /&gt;
=== La Nouvelle Étoile ===&lt;br /&gt;
The Covenant of the New Star, founded as a daughter covenant of Ad Astra Per Aspera some five years ago. Its purpose is to harvest vis resources in the New World, as well as to explore the magical potential of the region and establish a strong presence should AAPA eventually decide to move there wholescale. AAPA is a strong Autumn covenant, drifting, like most European covenants, into Winter. It was formally located in the French forests, but deforestation and settlement forced it, a century or more ago, to forcibly relocate into a regio, formally belonging to a powerful and ancient dragon. The dragon was slain by the magi of the day, and the covenant relocated to the regio, although they keep mundane houses in Paris and Marseilles.&lt;br /&gt;
&lt;br /&gt;
Nova Astrum is based in a substantial town house - almost a manor house - on the edge of Schenectady, a settlement of around six thousand people. Beneath the house is a network of tunnels, some of which extend almost ten miles to hidden exits - including one in the town, one near the river, and one in the woods. The tunnels were partially built by the founding magi (visitors from Europe) using Terram, but based upon an existing network built by unknown hands. Strange pictograms can be found on some of the tunnel walls, and their full extent is unknown. Grogs patrol the tunnels on a regular basis, just in case. The tunnels have a Magic aura of 3.&lt;br /&gt;
&lt;br /&gt;
== Inhabitants ==&lt;br /&gt;
===Mages===&lt;br /&gt;
*[[Vittorio Arosa]]&lt;br /&gt;
*[[Thomas Crabb]]&lt;br /&gt;
*[[Athenais]]&lt;br /&gt;
*[[Mary MacKenzie]]&lt;br /&gt;
*[[John Williamson]]&lt;br /&gt;
&lt;br /&gt;
===Companions===&lt;br /&gt;
*[[Red Sam]]&lt;br /&gt;
*[[John Greene]]&lt;br /&gt;
===Grogs===&lt;br /&gt;
*[[Oronhyatekha]]&lt;br /&gt;
*[[Jean Durand]]&lt;br /&gt;
*[[Giuseppa Cimino]]&lt;br /&gt;
*[[Clement Panaut]]&lt;br /&gt;
*[[English speaking Turb]]&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
[[Image:NovaStar.jpg|right]]&lt;br /&gt;
=== Vis ===&lt;br /&gt;
&lt;br /&gt;
The walls of the tunnels produce a rook (10) of Terram vis each year. Another source is the charred remains of part of the former Shenectady settlement, destroyed at the turn of the century, which produce 5 pawns of Ignem vis every spring. Unfortunately, they exist near an Infernal regio, which sometimes causes problems. A full rook of mixed Auram and Intellego vis can be derived from one of the Mohawk sacred sites, dedicated to divination, by gathering the smoke from the sacred fires there and processing it; a cautious agreement has been struck with the Mohawk to collect this. Finally, 5 pawns of Rego vis are derived from a mighty oak, overshadowing the other trees, located deep in the nearby forests. &lt;br /&gt;
&lt;br /&gt;
Roughly two-thirds of this vis is sent back to Europe each year. &lt;br /&gt;
&lt;br /&gt;
=== The Turb ===&lt;br /&gt;
&lt;br /&gt;
The covenant has a turb of twenty grogs. This many men would draw undue attention if they all lived in the house, so some have dwellings in town. Since the covenant runs several secondary businesses, including a printing press, many of the grogs also work at these businesses - the turb leader worries this has led them to neglect their martial skills. The businesses produce just enough money to support the covenant, but currently the magi live a moderately luxurious lifestyle thanks to regular shipments of cash from AAPA. &lt;br /&gt;
&lt;br /&gt;
=== Library ===&lt;br /&gt;
The Covenant library - note that compared to a covenant in the middle ages, we&#039;re rather better off, thanks to printing! &lt;br /&gt;
&lt;br /&gt;
We have a large library of printed mundane books, effectively acting as a Summa on Artes Liberales, Civil and Canon Law, Latin, Greek, Common Law, Philosophaie, Natural Philosophy, Medicine and Theology of level 4, quality 7. There are also roughly three tractatus for each Academic ability, with quality 8. (Incidentally, Civil and Canon Law applies to French and Spanish parts of the New World, whereas Common Law applies to the British parts.) We also have &#039;&#039;An Introduction to the Language of the Ancient Israelities, Known As Hebrew, and A Delineation of Its Major and Minor Portions&#039;&#039;, which is a summa on Hebrew, level 2, quality 5, a copy of The Prince, which is a tractatus on Leadership and Guile, quality 10, various books about the Americas and the Indians, collectively acting as a Summa of level 2, quality 6 for Indian Lore or Area Lore (New World).&lt;br /&gt;
&lt;br /&gt;
In the Hermetic library, we have &#039;&#039;The Wisdom of Bonisagus&#039;&#039;, the standard text of the Order, printed privately in five hundred copies in Geneva in 1705, and based on three decades&#039; work by several members of House Bonisagus. It acts as a Summa for all the Arts, level 10, quality 10, and also contains laboratory notes for every spell in the basic 5th edition rulebook, up to the seventh magnitude (level 35.) and notes towards their Mastery. (Acting as tractatus, quality 6, for the Mastery ability of each rulebook spell.) It comes in thirty-five massive volumes, one for each Art plus one for the spells related to each Form, plus one for Mastery of each of the spells. (So, for instance, two different magi couldn&#039;t both learn a Terram spell in the same season, but one could study Terram and the other learn a spell.) Less intimidating is Notatus of Tremere&#039;s &#039;&#039;On the Techniques: An Introduction&#039;&#039;, which is a Summa for all 5 techniques, level 5, quality 14. A prized possession is &#039;&#039;The Full Understanding of the Senses&#039;&#039;, a fourteenth century text given to us by our parent covenant, which is a summa on Imaginem of level 15, quality 12. We also have &#039;&#039;The Fluctuations of the Cosmos&#039;&#039;, a Vim summa of level 12, quality 18. &lt;br /&gt;
&lt;br /&gt;
We also have some tractatus. &#039;&#039;Burn, My Pretties, Burn&#039;&#039; (Ignem, quality 5), &#039;&#039;Some Notes Towards A Clearer Understanding of the Properties of Gems&#039;&#039; (Terram, quality 9), &#039;&#039;Techniques of Control&#039;&#039; (Rego, quality 11), &#039;&#039;The Anatomy of Fears, Panics, Night Terrors, and Other Horrors&#039;&#039; (Mentem, quality 8), &#039;&#039;Twenty-Two Tree&#039;&#039;s (Herbam, quality 8). &lt;br /&gt;
&lt;br /&gt;
We also have &#039;&#039;On the Code&#039;&#039;, a summa on Code of Hermes (level 3, quality 9), &#039;&#039;The Fay of the Courts of Winter&#039;&#039;, a tractatus on Faerie Lore (quality 7), &#039;&#039;The Shield Against All Ills&#039;&#039;, a tractatus on Parma Magica (quality 10), &#039;&#039;Striking At the Enemy&#039;s Heart&#039;&#039;, a tractatus on Penetration (quality 5), and &#039;&#039;On the Stranger Inhabitants of the New Lands&#039;&#039;, a tractatus on Magic Lore, quality 8.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
Relationships with the local town are a little tricky, thanks to the linguistic divide, but since many of the locally recruited grogs are Anglo, things are becoming easier. Relationships with various Mohawk leaders are well established, and the Indians sometimes come to the covenant for help.&lt;/div&gt;</summary>
		<author><name>Heritage</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mary_MacKenzie&amp;diff=45211</id>
		<title>Mary MacKenzie</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mary_MacKenzie&amp;diff=45211"/>
		<updated>2007-03-03T17:42:05Z</updated>

		<summary type="html">&lt;p&gt;Heritage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ars Magica]][[Category:PBP]][[Category:L&#039;Orphelin Saga]][[Category:Player character]]&lt;br /&gt;
[[Image:015 crop.jpg|right]]&lt;br /&gt;
Mary MacKenzie is a Maga Ex Miscellanea, part of [[Nova Astrum]] in the [[L&#039;Orphelin Saga]]&lt;br /&gt;
== Background ==&lt;br /&gt;
Mary Mackenzie comes from the Highlands, where every few generations a so-called &#039;changeling&#039; is born, a seemingly human child with mysterious properties; sadly these children usually face tragic fates when there frightened parents leave the defenseless babe out in a barren place, to either die or be &#039;taken back&#039; by the &#039;Good Folk&#039;. However Mary was lucky; her great-great-grandmother Maeve, ancient beyond all reason, interceded and took the child as her own, and taught her the &#039;old ways&#039; as she herself once was so many years ago when she was saved.&lt;br /&gt;
&lt;br /&gt;
Unlike true faeries, these changelings are mortal and will eventually die, though their lifespan is much longer than mundane humans (200+ years in very rare cases). Since the &#039;old blood&#039; runs so strongly in their veins, they have access to true faerie magic and attributes, but possessing souls they are far less wicked than their distant ancestors, though they are still prone to a mischievous temperament.&lt;br /&gt;
&lt;br /&gt;
Maeve had access to large amount of Animal vis, and frequently traded with other covenants and magi throughout the British Isles and the Continent; sometimes she relied on redcaps, but as Mary got older she sent her instead, so that she might practice her powers among the mundanes. While traveling alone, Mary found the best way to avoid attention was to be male rather than female, and so she has taken to wearing men’s clothing and using her faerie magic to facilitate this; she also learned to enjoy spending time in taverns, and won, lost and spent a lot of silver pennies in them over the next few years.&lt;br /&gt;
&lt;br /&gt;
On one of her missions, she endured a miserable crossing to Normandy to trade vis with Ad Astra Per Aspera; while there, she made a brief acquaintance with a Verditius magus by the name of Vittorio, who offered to make her a pair of bronze pistols after she had expressed some interest in his talents. On a subsequent visit, he duly presented them to her, much to her delight. &lt;br /&gt;
&lt;br /&gt;
&#039;Grandmamma Maeve&#039; finally began to succumb to the ravages of age, but she told her young adopted child that it was because the magic was leaving the Old World; it was sick and full of metal man-forged things, and all the wild places were being cut down, plowed and populated. Mary should go to the New World, where magic was strong and the forests were alive; the young changeling vowed to do so, and boarded a Scottish colony ship bound for Philadelphia. From there, she headed north, following tales overheard in roadside inns until she reached the magnificent Hudson River Valley; it was here she found Vittorio living in a house full of extraordinary individuals, which almost feels like home.&lt;br /&gt;
&lt;br /&gt;
Mary prefers the less confining fit of male clothing and wears it much of the time, though it hangs a bit loose on her. She owns some very nice ladies&#039; things, and will wear them on special occasions (though in truth her manners are somewhat lacking), or when she is working at the Red Stag Inn as ‘Meg Maclean’.&lt;br /&gt;
&lt;br /&gt;
She is very proud to belong to the Order of Hermes, and works very hard to contribute to her covenant’s well being; however, her lack of the Gift and odd ways make her somewhat self-conscious, so sometimes she tries too hard to help. On the other end of the spectrum, her wild and mischievous nature makes her a bit restless and meddlesome, but she usually leaves her fellow magi in peace, and focuses on the other covenfolk. &lt;br /&gt;
&lt;br /&gt;
Mary has recently become fascinated by the Indians, and wishes to learn more about them and their close link with nature; she has considered using her powers to move among them, but has held off for the moment.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Year Born&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;1709&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Current Season&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Winter 1735&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Apparent Age&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
=== Attributes ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Intelligence&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Perception&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Communication&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Presence&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4(+2*)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Strength&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stamina&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dexterity&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Quickness&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Personality ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Curious&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Playful&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vengeful&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reputations ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Order of Hermes (hedge wizard)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Animal Handling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cattle)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Athletics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(running)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Awareness&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(keeping watch)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bargain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(innkeepers)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brawling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cheap shots)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carouse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(drinking songs)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Charm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(flirting with customers)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chirurgy&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(binding wounds)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Folk Ken&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(commoners)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guile&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;( disguise)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Highlands Lore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(geography)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Legerdemain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(filching)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Native Language (Gaelic) &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cursing)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Living Language (English) &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(drink orders)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Living Language (Mohawk) &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(animal names)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Music&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(singing)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stealth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(natural areas)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Survival&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(Highlands)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swim&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(lochs)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Dead Language (Latin)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(councils)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Lore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(Unseelie Court)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Magic Resistance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(hexes)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Magic Theory&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(potions)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Firearms&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(rifle)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Single Weapon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(saber)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Animal Ken&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cattle)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Change&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(men)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Sight&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(penetrating glamours)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Glamour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(natural forms)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
=== Virtues and Flaws ===&lt;br /&gt;
Minor Virtues&lt;br /&gt;
*Cyclic Magic (at night)             &lt;br /&gt;
*Gossip                            &lt;br /&gt;
*Improved Characteristics              &lt;br /&gt;
*Keen Vision                          &lt;br /&gt;
*Light Touch                        &lt;br /&gt;
*Perfect Balance                      &lt;br /&gt;
*Sharp Ears                              &lt;br /&gt;
Major Virtues&lt;br /&gt;
*Death Prophecy (‘Beware the falling star’)&lt;br /&gt;
Minor Flaws&lt;br /&gt;
*Fear (dogs)                          &lt;br /&gt;
*Hedge Wizard (non-Hermetic)           &lt;br /&gt;
*Motion Sickness                  &lt;br /&gt;
*Nocturnal                    &lt;br /&gt;
*Oversensitive (cruelty to animals)   &lt;br /&gt;
*Small Frame                           &lt;br /&gt;
*Susceptibility to Divine Power&lt;br /&gt;
Major Flaws: &lt;br /&gt;
*Bard’s Tongue&lt;br /&gt;
=== Changeling Traits ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Discomfort from Iron&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Eyes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Sight&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fast Healing&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Way of the Woods&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changeling Powers ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Change (*used to alter her Prescence)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Greater Glamour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Improved Statistic (+4)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Speak with Animals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Equipment of Note ===&lt;br /&gt;
[[Image:hm4_1_102_4_big.jpg|right]]&lt;br /&gt;
*Bronze cavalry saber&lt;br /&gt;
*Bronze long rifle&lt;br /&gt;
*Pair of bronze pistols &lt;br /&gt;
*Traveling pouch &lt;br /&gt;
*Men’s traveling clothes&lt;/div&gt;</summary>
		<author><name>Heritage</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Hm4_1_102_4_big.jpg&amp;diff=45210</id>
		<title>File:Hm4 1 102 4 big.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Hm4_1_102_4_big.jpg&amp;diff=45210"/>
		<updated>2007-03-03T17:40:16Z</updated>

		<summary type="html">&lt;p&gt;Heritage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Heritage</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mary_MacKenzie&amp;diff=45209</id>
		<title>Mary MacKenzie</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mary_MacKenzie&amp;diff=45209"/>
		<updated>2007-03-03T17:39:38Z</updated>

		<summary type="html">&lt;p&gt;Heritage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ars Magica]][[Category:PBP]][[Category:L&#039;Orphelin Saga]][[Category:Player character]]&lt;br /&gt;
[[Image:015 crop.jpg|right]]&lt;br /&gt;
Mary MacKenzie is a Maga Ex Miscellanea, part of [[Nova Astrum]] in the [[L&#039;Orphelin Saga]]&lt;br /&gt;
== Background ==&lt;br /&gt;
Mary Mackenzie comes from the Highlands, where every few generations a so-called &#039;changeling&#039; is born, a seemingly human child with mysterious properties; sadly these children usually face tragic fates when there frightened parents leave the defenseless babe out in a barren place, to either die or be &#039;taken back&#039; by the &#039;Good Folk&#039;. However Mary was lucky; her great-great-grandmother Maeve, ancient beyond all reason, interceded and took the child as her own, and taught her the &#039;old ways&#039; as she herself once was so many years ago when she was saved.&lt;br /&gt;
&lt;br /&gt;
Unlike true faeries, these changelings are mortal and will eventually die, though their lifespan is much longer than mundane humans (200+ years in very rare cases). Since the &#039;old blood&#039; runs so strongly in their veins, they have access to true faerie magic and attributes, but possessing souls they are far less wicked than their distant ancestors, though they are still prone to a mischievous temperament.&lt;br /&gt;
&lt;br /&gt;
Maeve had access to large amount of Animal vis, and frequently traded with other covenants and magi throughout the British Isles and the Continent; sometimes she relied on redcaps, but as Mary got older she sent her instead, so that she might practice her powers among the mundanes. While traveling alone, Mary found the best way to avoid attention was to be male rather than female, and so she has taken to wearing men’s clothing and using her faerie magic to facilitate this; she also learned to enjoy spending time in taverns, and won, lost and spent a lot of silver pennies in them over the next few years.&lt;br /&gt;
&lt;br /&gt;
On one of her missions, she endured a miserable crossing to Normandy to trade vis with Ad Astra Per Aspera; while there, she made a brief acquaintance with a Verditius magus by the name of Vittorio, who offered to make her a pair of bronze pistols after she had expressed some interest in his talents. On a subsequent visit, he duly presented them to her, much to her delight. &lt;br /&gt;
&lt;br /&gt;
&#039;Grandmamma Maeve&#039; finally began to succumb to the ravages of age, but she told her young adopted child that it was because the magic was leaving the Old World; it was sick and full of metal man-forged things, and all the wild places were being cut down, plowed and populated. Mary should go to the New World, where magic was strong and the forests were alive; the young changeling vowed to do so, and boarded a Scottish colony ship bound for Philadelphia. From there, she headed north, following tales overheard in roadside inns until she reached the magnificent Hudson River Valley; it was here she found Vittorio living in a house full of extraordinary individuals, which almost feels like home.&lt;br /&gt;
&lt;br /&gt;
Mary prefers the less confining fit of male clothing and wears it much of the time, though it hangs a bit loose on her. She owns some very nice ladies&#039; things, and will wear them on special occasions (though in truth her manners are somewhat lacking), or when she is working at the Red Stag Inn as ‘Meg Maclean’.&lt;br /&gt;
&lt;br /&gt;
She is very proud to belong to the Order of Hermes, and works very hard to contribute to her covenant’s well being; however, her lack of the Gift and odd ways make her somewhat self-conscious, so sometimes she tries too hard to help. On the other end of the spectrum, her wild and mischievous nature makes her a bit restless and meddlesome, but she usually leaves her fellow magi in peace, and focuses on the other covenfolk. &lt;br /&gt;
&lt;br /&gt;
Mary has recently become fascinated by the Indians, and wishes to learn more about them and their close link with nature; she has considered using her powers to move among them, but has held off for the moment.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Year Born&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;1709&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Current Season&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Winter 1735&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Apparent Age&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
=== Attributes ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Intelligence&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Perception&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Communication&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Presence&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4(+2*)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Strength&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stamina&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dexterity&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Quickness&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Personality ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Curious&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Playful&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vengeful&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reputations ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Order of Hermes (hedge wizard)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Animal Handling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cattle)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Athletics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(running)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Awareness&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(keeping watch)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bargain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(innkeepers)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brawling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cheap shots)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carouse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(drinking songs)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Charm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(flirting with customers)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chirurgy&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(binding wounds)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Folk Ken&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(commoners)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guile&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;( disguise)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Highlands Lore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(geography)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Legerdemain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(filching)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Native Language (Gaelic) &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cursing)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Living Language (English) &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(drink orders)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Living Language (Mohawk) &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(animal names)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Music&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(singing)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stealth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(natural areas)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Survival&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(Highlands)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swim&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(lochs)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Dead Language (Latin)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(councils)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Lore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(Unseelie Court)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Magic Resistance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(hexes)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Magic Theory&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(potions)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Firearms&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(rifle)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Single Weapon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(saber)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Animal Ken&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cattle)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Change&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(men)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Sight&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(penetrating glamours)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Glamour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(natural forms)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
=== Virtues and Flaws ===&lt;br /&gt;
Minor Virtues&lt;br /&gt;
*Cyclic Magic (at night)             &lt;br /&gt;
*Gossip                            &lt;br /&gt;
*Improved Characteristics              &lt;br /&gt;
*Keen Vision                          &lt;br /&gt;
*Light Touch                        &lt;br /&gt;
*Perfect Balance                      &lt;br /&gt;
*Sharp Ears                              &lt;br /&gt;
Major Virtues&lt;br /&gt;
*Death Prophecy (‘Beware the falling star’)&lt;br /&gt;
Minor Flaws&lt;br /&gt;
*Fear (dogs)                          &lt;br /&gt;
*Hedge Wizard (non-Hermetic)           &lt;br /&gt;
*Motion Sickness                  &lt;br /&gt;
*Nocturnal                    &lt;br /&gt;
*Oversensitive (cruelty to animals)   &lt;br /&gt;
*Small Frame                           &lt;br /&gt;
*Susceptibility to Divine Power&lt;br /&gt;
Major Flaws: &lt;br /&gt;
*Bard’s Tongue&lt;br /&gt;
=== Changeling Traits ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Discomfort from Iron&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Eyes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Sight&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fast Healing&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Way of the Woods&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changeling Powers ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Change&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Greater Glamour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Improved Statistic (+4)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Speak with Animals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Equipment of Note ===&lt;br /&gt;
[[Image:hm4_1_102_4_big.jpg|right]]&lt;br /&gt;
*Bronze cavalry saber&lt;br /&gt;
*Bronze long rifle&lt;br /&gt;
*Pair of bronze pistols &lt;br /&gt;
*Traveling pouch &lt;br /&gt;
*Men’s traveling clothes&lt;/div&gt;</summary>
		<author><name>Heritage</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:015_crop.jpg&amp;diff=45203</id>
		<title>File:015 crop.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:015_crop.jpg&amp;diff=45203"/>
		<updated>2007-03-03T17:13:38Z</updated>

		<summary type="html">&lt;p&gt;Heritage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Heritage</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mary_MacKenzie&amp;diff=45202</id>
		<title>Mary MacKenzie</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mary_MacKenzie&amp;diff=45202"/>
		<updated>2007-03-03T17:13:22Z</updated>

		<summary type="html">&lt;p&gt;Heritage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ars Magica]][[Category:PBP]][[Category:L&#039;Orphelin Saga]][[Category:Player character]]&lt;br /&gt;
[[Image:015 crop.jpg|right]]&lt;br /&gt;
Mary MacKenzie is a Maga Ex Miscellanea, part of [[Nova Astrum]] in the [[L&#039;Orphelin Saga]]&lt;br /&gt;
== Background ==&lt;br /&gt;
Mary Mackenzie comes from the Highlands, where every few generations a so-called &#039;changeling&#039; is born, a seemingly human child with mysterious properties; sadly these children usually face tragic fates when there frightened parents leave the defenseless babe out in a barren place, to either die or be &#039;taken back&#039; by the &#039;Good Folk&#039;. However Mary was lucky; her great-great-grandmother Maeve, ancient beyond all reason, interceded and took the child as her own, and taught her the &#039;old ways&#039; as she herself once was so many years ago when she was saved.&lt;br /&gt;
&lt;br /&gt;
Unlike true faeries, these changelings are mortal and will eventually die, though their lifespan is much longer than mundane humans (200+ years in very rare cases). Since the &#039;old blood&#039; runs so strongly in their veins, they have access to true faerie magic and attributes, but possessing souls they are far less wicked than their distant ancestors, though they are still prone to a mischievous temperament.&lt;br /&gt;
&lt;br /&gt;
Maeve had access to large amount of Animal vis, and frequently traded with other covenants and magi throughout the British Isles and the Continent; sometimes she relied on redcaps, but as Mary got older she sent her instead, so that she might practice her powers among the mundanes. While traveling alone, Mary found the best way to avoid attention was to be male rather than female, and so she has taken to wearing men’s clothing and using her faerie magic to facilitate this; she also learned to enjoy spending time in taverns, and won, lost and spent a lot of silver pennies in them over the next few years.&lt;br /&gt;
&lt;br /&gt;
On one of her missions, she endured a miserable crossing to Normandy to trade vis with Ad Astra Per Aspera; while there, she made a brief acquaintance with a Verditius magus by the name of Vittorio, who offered to make her a pair of bronze pistols after she had expressed some interest in his talents. On a subsequent visit, he duly presented them to her, much to her delight. &lt;br /&gt;
&lt;br /&gt;
&#039;Grandmamma Maeve&#039; finally began to succumb to the ravages of age, but she told her young adopted child that it was because the magic was leaving the Old World; it was sick and full of metal man-forged things, and all the wild places were being cut down, plowed and populated. Mary should go to the New World, where magic was strong and the forests were alive; the young changeling vowed to do so, and boarded a Scottish colony ship bound for Philadelphia. From there, she headed north, following tales overheard in roadside inns until she reached the magnificent Hudson River Valley; it was here she found Vittorio living in a house full of extraordinary individuals, which almost feels like home.&lt;br /&gt;
&lt;br /&gt;
Mary prefers the less confining fit of male clothing and wears it much of the time, though it hangs a bit loose on her. She owns some very nice ladies&#039; things, and will wear them on special occasions (though in truth her manners are somewhat lacking), or when she is working at the Red Stag Inn as ‘Meg Maclean’.&lt;br /&gt;
&lt;br /&gt;
She is very proud to belong to the Order of Hermes, and works very hard to contribute to her covenant’s well being; however, her lack of the Gift and odd ways make her somewhat self-conscious, so sometimes she tries too hard to help. On the other end of the spectrum, her wild and mischievous nature makes her a bit restless and meddlesome, but she usually leaves her fellow magi in peace, and focuses on the other covenfolk. &lt;br /&gt;
&lt;br /&gt;
Mary has recently become fascinated by the Indians, and wishes to learn more about them and their close link with nature; she has considered using her powers to move among them, but has held off for the moment.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Year Born&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;1709&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Current Season&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Winter 1735&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Apparent Age&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
=== Attributes ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Intelligence&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Perception&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Communication&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Presence&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4(+2*)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Strength&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stamina&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dexterity&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Quickness&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Personality ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Curious&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Playful&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vengeful&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reputations ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Order of Hermes (hedge wizard)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Animal Handling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cattle)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Athletics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(running)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Awareness&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(keeping watch)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bargain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(innkeepers)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brawling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cheap shots)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carouse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(drinking songs)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Charm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(flirting with customers)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chirurgy&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(binding wounds)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Folk Ken&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(commoners)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guile&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;( disguise)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Highlands Lore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(geography)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Legerdemain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(filching)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Native Language (Gaelic) &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cursing)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Living Language (English) &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(drink orders)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Living Language (Mohawk) &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(animal names)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Music&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(singing)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stealth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(natural areas)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Survival&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(Highlands)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swim&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(lochs)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Dead Language (Latin)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(councils)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Lore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(Unseelie Court)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Magic Resistance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(hexes)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Magic Theory&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(potions)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Firearms&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(rifle)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Single Weapon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(saber)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Animal Ken&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cattle)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Change&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(men)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Sight&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(penetrating glamours)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Glamour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(natural forms)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
=== Virtues and Flaws ===&lt;br /&gt;
Minor Virtues&lt;br /&gt;
*Cyclic Magic (at night)             &lt;br /&gt;
*Gossip                            &lt;br /&gt;
*Improved Characteristics              &lt;br /&gt;
*Keen Vision                          &lt;br /&gt;
*Light Touch                        &lt;br /&gt;
*Perfect Balance                      &lt;br /&gt;
*Sharp Ears                              &lt;br /&gt;
Major Virtues&lt;br /&gt;
*Death Prophecy (‘Beware the falling star’)&lt;br /&gt;
Minor Flaws&lt;br /&gt;
*Fear (dogs)                          &lt;br /&gt;
*Hedge Wizard (non-Hermetic)           &lt;br /&gt;
*Motion Sickness                  &lt;br /&gt;
*Nocturnal                    &lt;br /&gt;
*Oversensitive (cruelty to animals)   &lt;br /&gt;
*Small Frame                           &lt;br /&gt;
*Susceptibility to Divine Power&lt;br /&gt;
Major Flaws: &lt;br /&gt;
*Bard’s Tongue&lt;br /&gt;
=== Changeling Traits ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Discomfort from Iron&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Eyes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Sight&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fast Healing&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Way of the Woods&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changeling Powers ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Change&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Greater Glamour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Improved Statistic (+4)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Speak with Animals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Equipment of Note ===&lt;br /&gt;
[[Image:vflintlock.gif|right]]&lt;br /&gt;
*Bronze cavalry saber&lt;br /&gt;
*Bronze long rifle&lt;br /&gt;
*Pair of bronze pistols &lt;br /&gt;
*Traveling pouch &lt;br /&gt;
*Men’s traveling clothes&lt;/div&gt;</summary>
		<author><name>Heritage</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mary_MacKenzie&amp;diff=45199</id>
		<title>Mary MacKenzie</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mary_MacKenzie&amp;diff=45199"/>
		<updated>2007-03-03T17:07:46Z</updated>

		<summary type="html">&lt;p&gt;Heritage: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ars Magica]][[Category:PBP]][[Category:L&#039;Orphelin Saga]][[Category:Player character]]&lt;br /&gt;
[[Image:VittorioArosa.jpg|right]]&lt;br /&gt;
Mary MacKenzie is a Maga Ex Miscellanea, part of [[Nova Astrum]] in the [[L&#039;Orphelin Saga]]&lt;br /&gt;
== Background ==&lt;br /&gt;
Mary Mackenzie comes from the Highlands, where every few generations a so-called &#039;changeling&#039; is born, a seemingly human child with mysterious properties; sadly these children usually face tragic fates when there frightened parents leave the defenseless babe out in a barren place, to either die or be &#039;taken back&#039; by the &#039;Good Folk&#039;. However Mary was lucky; her great-great-grandmother Maeve, ancient beyond all reason, interceded and took the child as her own, and taught her the &#039;old ways&#039; as she herself once was so many years ago when she was saved.&lt;br /&gt;
&lt;br /&gt;
Unlike true faeries, these changelings are mortal and will eventually die, though their lifespan is much longer than mundane humans (200+ years in very rare cases). Since the &#039;old blood&#039; runs so strongly in their veins, they have access to true faerie magic and attributes, but possessing souls they are far less wicked than their distant ancestors, though they are still prone to a mischievous temperament.&lt;br /&gt;
&lt;br /&gt;
Maeve had access to large amount of Animal vis, and frequently traded with other covenants and magi throughout the British Isles and the Continent; sometimes she relied on redcaps, but as Mary got older she sent her instead, so that she might practice her powers among the mundanes. While traveling alone, Mary found the best way to avoid attention was to be male rather than female, and so she has taken to wearing men’s clothing and using her faerie magic to facilitate this; she also learned to enjoy spending time in taverns, and won, lost and spent a lot of silver pennies in them over the next few years.&lt;br /&gt;
&lt;br /&gt;
On one of her missions, she endured a miserable crossing to Normandy to trade vis with Ad Astra Per Aspera; while there, she made a brief acquaintance with a Verditius magus by the name of Vittorio, who offered to make her a pair of bronze pistols after she had expressed some interest in his talents. On a subsequent visit, he duly presented them to her, much to her delight. &lt;br /&gt;
&lt;br /&gt;
&#039;Grandmamma Maeve&#039; finally began to succumb to the ravages of age, but she told her young adopted child that it was because the magic was leaving the Old World; it was sick and full of metal man-forged things, and all the wild places were being cut down, plowed and populated. Mary should go to the New World, where magic was strong and the forests were alive; the young changeling vowed to do so, and boarded a Scottish colony ship bound for Philadelphia. From there, she headed north, following tales overheard in roadside inns until she reached the magnificent Hudson River Valley; it was here she found Vittorio living in a house full of extraordinary individuals, which almost feels like home.&lt;br /&gt;
&lt;br /&gt;
Mary prefers the less confining fit of male clothing and wears it much of the time, though it hangs a bit loose on her. She owns some very nice ladies&#039; things, and will wear them on special occasions (though in truth her manners are somewhat lacking), or when she is working at the Red Stag Inn as ‘Meg Maclean’.&lt;br /&gt;
&lt;br /&gt;
She is very proud to belong to the Order of Hermes, and works very hard to contribute to her covenant’s well being; however, her lack of the Gift and odd ways make her somewhat self-conscious, so sometimes she tries too hard to help. On the other end of the spectrum, her wild and mischievous nature makes her a bit restless and meddlesome, but she usually leaves her fellow magi in peace, and focuses on the other covenfolk. &lt;br /&gt;
&lt;br /&gt;
Mary has recently become fascinated by the Indians, and wishes to learn more about them and their close link with nature; she has considered using her powers to move among them, but has held off for the moment.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Year Born&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;1709&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Current Season&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Winter 1735&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Apparent Age&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
=== Attributes ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Intelligence&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Perception&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Communication&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Presence&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4(+2*)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Strength&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stamina&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dexterity&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Quickness&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Personality ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Curious&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Playful&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vengeful&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reputations ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Order of Hermes (hedge wizard)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Animal Handling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cattle)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Athletics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(running)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Awareness&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(keeping watch)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bargain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(innkeepers)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brawling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cheap shots)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carouse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(drinking songs)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Charm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(flirting with customers)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chirurgy&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(binding wounds)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Folk Ken&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(commoners)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guile&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;( disguise)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Highlands Lore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(geography)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Legerdemain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(filching)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Native Language (Gaelic) &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cursing)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Living Language (English) &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(drink orders)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Living Language (Mohawk) &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(animal names)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Music&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(singing)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stealth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(natural areas)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Survival&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(Highlands)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swim&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(lochs)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Dead Language (Latin)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(councils)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Lore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(Unseelie Court)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Magic Resistance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(hexes)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Magic Theory&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(potions)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Firearms&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(rifle)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Single Weapon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(saber)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Animal Ken&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cattle)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Change&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(men)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Sight&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(penetrating glamours)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Glamour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(natural forms)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
=== Virtues and Flaws ===&lt;br /&gt;
Minor Virtues&lt;br /&gt;
*Cyclic Magic (at night)             &lt;br /&gt;
*Gossip                            &lt;br /&gt;
*Improved Characteristics              &lt;br /&gt;
*Keen Vision                          &lt;br /&gt;
*Light Touch                        &lt;br /&gt;
*Perfect Balance                      &lt;br /&gt;
*Sharp Ears                              &lt;br /&gt;
Major Virtues&lt;br /&gt;
*Death Prophecy (‘Beware the falling star’)&lt;br /&gt;
Minor Flaws&lt;br /&gt;
*Fear (dogs)                          &lt;br /&gt;
*Hedge Wizard (non-Hermetic)           &lt;br /&gt;
*Motion Sickness                  &lt;br /&gt;
*Nocturnal                    &lt;br /&gt;
*Oversensitive (cruelty to animals)   &lt;br /&gt;
*Small Frame                           &lt;br /&gt;
*Susceptibility to Divine Power&lt;br /&gt;
Major Flaws: &lt;br /&gt;
*Bard’s Tongue&lt;br /&gt;
=== Changeling Traits ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Discomfort from Iron&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Eyes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Sight&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fast Healing&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Way of the Woods&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changeling Powers ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Change&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Greater Glamour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Improved Statistic (+4)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Speak with Animals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Equipment of Note ===&lt;br /&gt;
[[Image:vflintlock.gif|right]]&lt;br /&gt;
*Bronze cavalry saber&lt;br /&gt;
*Bronze long rifle&lt;br /&gt;
*Pair of bronze pistols &lt;br /&gt;
*Traveling pouch &lt;br /&gt;
*Men’s traveling clothes&lt;/div&gt;</summary>
		<author><name>Heritage</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mary_MacKenzie&amp;diff=45198</id>
		<title>Mary MacKenzie</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mary_MacKenzie&amp;diff=45198"/>
		<updated>2007-03-03T17:07:10Z</updated>

		<summary type="html">&lt;p&gt;Heritage: /* Changeling Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ars Magica]][[Category:PBP]][[Category:L&#039;Orphelin Saga]][[Category:Player character]]&lt;br /&gt;
[[Image:VittorioArosa.jpg|right]]&lt;br /&gt;
Mary MacKenzie is a Maga Ex Miscellanea, part of [[Nova Astrum]] in the [[L&#039;Orphelin Saga]]&lt;br /&gt;
== Background ==&lt;br /&gt;
Mary Mackenzie comes from the Highlands, where every few generations a so-called &#039;changeling&#039; is born, a seemingly human child with mysterious properties; sadly these children usually face tragic fates when there frightened parents leave the defenseless babe out in a barren place, to either die or be &#039;taken back&#039; by the &#039;Good Folk&#039;. However Mary was lucky; her great-great-grandmother Maeve, ancient beyond all reason, interceded and took the child as her own, and taught her the &#039;old ways&#039; as she herself once was so many years ago when she was saved.&lt;br /&gt;
Unlike true faeries, these changelings are mortal and will eventually die, though their lifespan is much longer than mundane humans (200+ years in very rare cases). Since the &#039;old blood&#039; runs so strongly in their veins, they have access to true faerie magic and attributes, but possessing souls they are far less wicked than their distant ancestors, though they are still prone to a mischievous temperament.&lt;br /&gt;
Maeve had access to large amount of Animal vis, and frequently traded with other covenants and magi throughout the British Isles and the Continent; sometimes she relied on redcaps, but as Mary got older she sent her instead, so that she might practice her powers among the mundanes. While traveling alone, Mary found the best way to avoid attention was to be male rather than female, and so she has taken to wearing men’s clothing and using her faerie magic to facilitate this; she also learned to enjoy spending time in taverns, and won, lost and spent a lot of silver pennies in them over the next few years.&lt;br /&gt;
On one of her missions, she endured a miserable crossing to Normandy to trade vis with Ad Astra Per Aspera; while there, she made a brief acquaintance with a Verditius magus by the name of Vittorio, who offered to make her a pair of bronze pistols after she had expressed some interest in his talents. On a subsequent visit, he duly presented them to her, much to her delight. &lt;br /&gt;
&#039;Grandmamma Maeve&#039; finally began to succumb to the ravages of age, but she told her young adopted child that it was because the magic was leaving the Old World; it was sick and full of metal man-forged things, and all the wild places were being cut down, plowed and populated. Mary should go to the New World, where magic was strong and the forests were alive; the young changeling vowed to do so, and boarded a Scottish colony ship bound for Philadelphia. From there, she headed north, following tales overheard in roadside inns until she reached the magnificent Hudson River Valley; it was here she found Vittorio living in a house full of extraordinary individuals, which almost feels like home.&lt;br /&gt;
Mary prefers the less confining fit of male clothing and wears it much of the time, though it hangs a bit loose on her. She owns some very nice ladies&#039; things, and will wear them on special occasions (though in truth her manners are somewhat lacking), or when she is working at the Red Stag Inn as ‘Meg Maclean’.&lt;br /&gt;
She is very proud to belong to the Order of Hermes, and works very hard to contribute to her covenant’s well being; however, her lack of the Gift and odd ways make her somewhat self-conscious, so sometimes she tries too hard to help. On the other end of the spectrum, her wild and mischievous nature makes her a bit restless and meddlesome, but she usually leaves her fellow magi in peace, and focuses on the other covenfolk. &lt;br /&gt;
Mary has recently become fascinated by the Indians, and wishes to learn more about them and their close link with nature; she has considered using her powers to move among them, but has held off for the moment.&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Year Born&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;1709&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Current Season&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Winter 1735&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Apparent Age&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
=== Attributes ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Intelligence&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Perception&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Communication&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Presence&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4(+2*)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Strength&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stamina&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dexterity&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Quickness&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Personality ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Curious&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Playful&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vengeful&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reputations ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Order of Hermes (hedge wizard)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Animal Handling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cattle)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Athletics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(running)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Awareness&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(keeping watch)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bargain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(innkeepers)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brawling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cheap shots)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carouse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(drinking songs)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Charm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(flirting with customers)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chirurgy&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(binding wounds)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Folk Ken&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(commoners)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guile&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;( disguise)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Highlands Lore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(geography)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Legerdemain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(filching)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Native Language (Gaelic) &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cursing)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Living Language (English) &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(drink orders)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Living Language (Mohawk) &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(animal names)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Music&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(singing)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stealth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(natural areas)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Survival&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(Highlands)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swim&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(lochs)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Dead Language (Latin)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(councils)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Lore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(Unseelie Court)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Magic Resistance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(hexes)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Magic Theory&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(potions)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Firearms&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(rifle)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Single Weapon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(saber)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Animal Ken&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cattle)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Change&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(men)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Sight&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(penetrating glamours)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Glamour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(natural forms)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
=== Virtues and Flaws ===&lt;br /&gt;
Minor Virtues&lt;br /&gt;
*Cyclic Magic (at night)             &lt;br /&gt;
*Gossip                            &lt;br /&gt;
*Improved Characteristics              &lt;br /&gt;
*Keen Vision                          &lt;br /&gt;
*Light Touch                        &lt;br /&gt;
*Perfect Balance                      &lt;br /&gt;
*Sharp Ears                              &lt;br /&gt;
Major Virtues&lt;br /&gt;
*Death Prophecy (‘Beware the falling star’)&lt;br /&gt;
Minor Flaws&lt;br /&gt;
*Fear (dogs)                          &lt;br /&gt;
*Hedge Wizard (non-Hermetic)           &lt;br /&gt;
*Motion Sickness                  &lt;br /&gt;
*Nocturnal                    &lt;br /&gt;
*Oversensitive (cruelty to animals)   &lt;br /&gt;
*Small Frame                           &lt;br /&gt;
*Susceptibility to Divine Power&lt;br /&gt;
Major Flaws: &lt;br /&gt;
*Bard’s Tongue&lt;br /&gt;
=== Changeling Traits ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Discomfort from Iron&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Eyes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Sight&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fast Healing&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Way of the Woods&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changeling Powers ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Change&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Greater Glamour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Improved Statistic (+4)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Speak with Animals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Equipment of Note ===&lt;br /&gt;
[[Image:vflintlock.gif|right]]&lt;br /&gt;
*Bronze cavalry saber&lt;br /&gt;
*Bronze long rifle&lt;br /&gt;
*Pair of bronze pistols &lt;br /&gt;
*Traveling pouch &lt;br /&gt;
*Men’s traveling clothes&lt;/div&gt;</summary>
		<author><name>Heritage</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mary_MacKenzie&amp;diff=45197</id>
		<title>Mary MacKenzie</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mary_MacKenzie&amp;diff=45197"/>
		<updated>2007-03-03T17:05:59Z</updated>

		<summary type="html">&lt;p&gt;Heritage: added page for Mary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ars Magica]][[Category:PBP]][[Category:L&#039;Orphelin Saga]][[Category:Player character]]&lt;br /&gt;
[[Image:VittorioArosa.jpg|right]]&lt;br /&gt;
Mary MacKenzie is a Maga Ex Miscellanea, part of [[Nova Astrum]] in the [[L&#039;Orphelin Saga]]&lt;br /&gt;
== Background ==&lt;br /&gt;
Mary Mackenzie comes from the Highlands, where every few generations a so-called &#039;changeling&#039; is born, a seemingly human child with mysterious properties; sadly these children usually face tragic fates when there frightened parents leave the defenseless babe out in a barren place, to either die or be &#039;taken back&#039; by the &#039;Good Folk&#039;. However Mary was lucky; her great-great-grandmother Maeve, ancient beyond all reason, interceded and took the child as her own, and taught her the &#039;old ways&#039; as she herself once was so many years ago when she was saved.&lt;br /&gt;
Unlike true faeries, these changelings are mortal and will eventually die, though their lifespan is much longer than mundane humans (200+ years in very rare cases). Since the &#039;old blood&#039; runs so strongly in their veins, they have access to true faerie magic and attributes, but possessing souls they are far less wicked than their distant ancestors, though they are still prone to a mischievous temperament.&lt;br /&gt;
Maeve had access to large amount of Animal vis, and frequently traded with other covenants and magi throughout the British Isles and the Continent; sometimes she relied on redcaps, but as Mary got older she sent her instead, so that she might practice her powers among the mundanes. While traveling alone, Mary found the best way to avoid attention was to be male rather than female, and so she has taken to wearing men’s clothing and using her faerie magic to facilitate this; she also learned to enjoy spending time in taverns, and won, lost and spent a lot of silver pennies in them over the next few years.&lt;br /&gt;
On one of her missions, she endured a miserable crossing to Normandy to trade vis with Ad Astra Per Aspera; while there, she made a brief acquaintance with a Verditius magus by the name of Vittorio, who offered to make her a pair of bronze pistols after she had expressed some interest in his talents. On a subsequent visit, he duly presented them to her, much to her delight. &lt;br /&gt;
&#039;Grandmamma Maeve&#039; finally began to succumb to the ravages of age, but she told her young adopted child that it was because the magic was leaving the Old World; it was sick and full of metal man-forged things, and all the wild places were being cut down, plowed and populated. Mary should go to the New World, where magic was strong and the forests were alive; the young changeling vowed to do so, and boarded a Scottish colony ship bound for Philadelphia. From there, she headed north, following tales overheard in roadside inns until she reached the magnificent Hudson River Valley; it was here she found Vittorio living in a house full of extraordinary individuals, which almost feels like home.&lt;br /&gt;
Mary prefers the less confining fit of male clothing and wears it much of the time, though it hangs a bit loose on her. She owns some very nice ladies&#039; things, and will wear them on special occasions (though in truth her manners are somewhat lacking), or when she is working at the Red Stag Inn as ‘Meg Maclean’.&lt;br /&gt;
She is very proud to belong to the Order of Hermes, and works very hard to contribute to her covenant’s well being; however, her lack of the Gift and odd ways make her somewhat self-conscious, so sometimes she tries too hard to help. On the other end of the spectrum, her wild and mischievous nature makes her a bit restless and meddlesome, but she usually leaves her fellow magi in peace, and focuses on the other covenfolk. &lt;br /&gt;
Mary has recently become fascinated by the Indians, and wishes to learn more about them and their close link with nature; she has considered using her powers to move among them, but has held off for the moment.&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Year Born&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;1709&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Current Season&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Winter 1735&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Apparent Age&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
=== Attributes ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Intelligence&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Perception&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Communication&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Presence&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+4(+2*)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Strength&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stamina&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dexterity&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Quickness&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Personality ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Curious&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Playful&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vengeful&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reputations ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Order of Hermes (hedge wizard)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Animal Handling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cattle)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Athletics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(running)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Awareness&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(keeping watch)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bargain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(innkeepers)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brawling&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cheap shots)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carouse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(drinking songs)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Charm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(flirting with customers)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chirurgy&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(binding wounds)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Folk Ken&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(commoners)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guile&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;( disguise)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Highlands Lore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(geography)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Legerdemain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(filching)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Native Language (Gaelic) &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cursing)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Living Language (English) &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(drink orders)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Living Language (Mohawk) &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(animal names)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Music&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(singing)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stealth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(natural areas)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Survival&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(Highlands)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swim&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(lochs)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Dead Language (Latin)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(councils)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Lore&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(Unseelie Court)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Magic Resistance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(hexes)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Magic Theory&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(potions)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Firearms&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(rifle)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Single Weapon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(saber)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Animal Ken&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(cattle)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Change&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(men)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Sight&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(penetrating glamours)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Glamour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;sub&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;(natural forms)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
=== Virtues and Flaws ===&lt;br /&gt;
Minor Virtues&lt;br /&gt;
*Cyclic Magic (at night)             &lt;br /&gt;
*Gossip                            &lt;br /&gt;
*Improved Characteristics              &lt;br /&gt;
*Keen Vision                          &lt;br /&gt;
*Light Touch                        &lt;br /&gt;
*Perfect Balance                      &lt;br /&gt;
*Sharp Ears                              &lt;br /&gt;
Major Virtues&lt;br /&gt;
*Death Prophecy (‘Beware the falling star’)&lt;br /&gt;
Minor Flaws&lt;br /&gt;
*Fear (dogs)                          &lt;br /&gt;
*Hedge Wizard (non-Hermetic)           &lt;br /&gt;
*Motion Sickness                  &lt;br /&gt;
*Nocturnal                    &lt;br /&gt;
*Oversensitive (cruelty to animals)   &lt;br /&gt;
*Small Frame                           &lt;br /&gt;
*Susceptibility to Divine Power&lt;br /&gt;
Major Flaws: &lt;br /&gt;
*Bard’s Tongue&lt;br /&gt;
=== Changeling Traits ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Discomfort from Iron&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Eyes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faerie Sight&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fast Healing&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Way of the Woods&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changeling Powers ===&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Change&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Greater Glamour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Improved Statistic (+4)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Speak with Animals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Equipment of Note ===&lt;br /&gt;
[[Image:vflintlock.gif|right]]&lt;br /&gt;
*Bronze cavalry saber&lt;br /&gt;
*Bronze long rifle&lt;br /&gt;
*Pair of bronze pistols &lt;br /&gt;
*Traveling pouch &lt;br /&gt;
*Men’s traveling clothes&lt;/div&gt;</summary>
		<author><name>Heritage</name></author>
	</entry>
</feed>