Nioclás of Ex Miscellanea

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Game: Ars Magica - By Hook or By Crook

[Inspirational Image by Camila Vielmond]


Many years ago, a Sidhe who fancied herself a faerie queen took a liking to a humble fisherman. She courted him and wooed him and disappeared, leaving him only with a swaddled baby. This child did not cry as normal children did, and his skin shimmered with a pearlescent sheen.

The fisherman's sister raised the child as his own after the fisherman swore he would have nothing to do with the changeling whelp. He was named Ciaran, and he was absolutely hopeless at the crafts of the fishing village. Instead, he learned to wheedle and whine and charm and lie. He had an angelic face that very few could resist, and often got out of trouble that he had gotten himself into.

Strange, beautiful ladies often came to visit Ciaran in the moments that he was unattended, setting out lavish teatimes and telling him strange stories. He did not know the meaning of these visits. At first, he enjoyed them, but as he grew older he found himself unsettled by these ladies who would not speak sense.

Strange things also began to happen around Ciaran, with things going missing around him and turning up in strange places. The strangest was a gardener's spade appearing in the belly of a freshly caught fish.

At the age of 10, a magus came to their town. Rumours had spread of this strange faerie child and the strange things that happened around him. This magus was from the house of Merinita, and had hoped to induct Ciaran into his house. However, in the middle of his visit, she and Ciaran were interrupted by a strange music.

A powerful Faerie had come to the village. This was a true Queen, the one whose court was where Ciaran's mother had served. She had decided to claim Ciaran for herself, perhaps on a whim or perhaps seeking a knight for her court.

There was a clash of minds and magic. In the end, the magus declared that it was up for the child to choose and turned to Ciaran.

Scared of the magus but even more scared of the Faerie Queen who had sent those strange ladies, Ciaran opted to go with the magus. The Queen merely laughed, stating that one day, Ciaran will serve in her court.

So, Ciaran came with the magus to his covenant, where the young child drew the attention of old Tiffany of Ex Miscellanea. Ciaran admitted to the Merinita that he did not wish to learn the faerie arts, instead wanting to distance himself from the fae. Tiffany backed him up, and the Merinita magus conceded.

Tiffany was an old English maga who herself was taught by a Germanic mage, who had been dedicated to recreating the lost art of the tempestarii, those weather mages who could summon storms. Tiffany herself was old and almost fading away, wishing to pass on the knowledge of the arts of water and wind. Ciaran took to this art like a duck to water, showing a surprising mastery.

He renamed himself Nioclás, and now, fifteen years later, he has finished his training. He is a charismatic and beautiful young man whose kindness and compassion is matched by his anger and wrath when said kindness is taken advantage of.

Recently, Nioclás' mother has emerged from the faerie realms, scarred and injured. She bore a gift of a strange, small dog from Wales, an intelligent talking corgi who, despite himself and his antipathy towards the fae, Nioclás quite enjoys the company of. Nioclás' mother is quite overbearing and protective, trying to become close to the son she never had. Nioclás claims that he does not trust her at all, and that this is a trick of the Faerie Queen, but he finds himself spending more time in her presence than he ought to.


Characteristics:
Int +3, Per 0, Pre +3, Com +2, Str -3, Sta +2, Dex -2, Qik +1

Size: 0

Age: 25

Decrepitude: None

Warping Score: 0 (0)

Confidence Score: 3

Virtues and Flaws:
Hermetic Magus
Skilled Parens, Strong Faerie Blood, Gentle Gift, Cautious Sorcerer, Magical Memory, Mastered Spells, Common Sense, Intuition, Free Study, Venus' Blessing, Second Sight
Twilight Prone, Compassionate, Wrathful (Major), Faerie Heritage, Faerie Friend, Magical Animal Companion, Faerie Metamorphosis
see end of page on details

Personality Traits: Charismatic +2, Passionate +3, Vengeful +3

Reputations: None

Combats: Dodging: Init +1, Attack n/a, Defense +1, Damage: n/a

Soak: +2

Fatigue Levels: OK, 0, –1, –3, –5, Unconscious

Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20)

Abilities:
Second Sight 1 (illusory disguises)
Gaelic 5 (poetry), Folk Ken 2 (townsfolk), Charm 2 (first impressions), Guile 2 (elaborate lies),
Carouse 1 (staying sober), English 3 (slang), Brawl 1 (fisticuffs), Music 2 (singing), Faerie Lore 1 (relatives), Bargain 2 (hard sell), Etiquette 1 (faeries)
Artes Liberales 2 (Rhetoric), Latin 5 (Hermetic usage), Magic Theory 4 (Creo), Parma Magica 1 (Auram)
Order of Hermes Lore 1, Magic Lore 1 (creatures), Finesse 2 (grace), Penetration 2 (Creo), Profession (Scribe) 2, Concentration 2 (spell concentration)
Arts:
Creo 10 (55XP), Rego 4 (10xp), Auram 5 (15xp), Aquam (15xp)

Twilight Scars: None (yet)

Equipment: Wizard clothes

Encumbrance: 0 (0)

Spells Known:
Air’s Ghostly Form (CrAu 5) - Mastery 1
Jupiter’s Tears (CrAu 5)
Chamber of Spring Breezes (CrAu 5)
Jupiter's Resounding Blow (CrAu 10) - Mastery 2
Broom of the Winds (CrAu 15) - Mastery 1
Circling Winds of Protection (CrAu 20)
True Sight of the Air (InAu 15)
Dagger of Ice (Cr(Re)Aq 10) - Mastery 1
Column of the Deluge (CrAq 10) - Mastery 2
Wall of Protecting Ice (CrAq 15)
Mighty Torrent of Water (CrAq 20)
Distill Water (ReAq 5)
Cloak of the Duck’s Feathers (ReAq 5) - Mastery 1
Clear Sight of the Naiad (InAq 5)
Comfort of the Drenched Traveller (PeAq 5)

Sigil: Nioclás' sigil that marks all of his spells is a rainbow shimmer, which is quite at odds with the storms he conjures. All of his wind spells gleam in the light. Voting Sigil: His voting symbol is a splash of water with a rainbow coming out.


Air's Ghostly Form
CrAu 5
R: Touch, D: Diam, T: Ind
A thick fog forms around the magus, extending outwards for several paces. A breeze can push the fog around. The fog dissipates at its natural rate, and may be too thin to restrict sight within a minute. Nioclás' sigil causes this fog to shimmer iridescent. (Base 2, +1 Touch, +1 Diam, +1 unnatural (the spell can be cast indoors))
Jupiter’s Tears
CrAu 5
R: Sight, D: Conc, T: Ind
This spell makes a single cloud on an overcast day release its moisture, causing a light drizzle. (Base 1, +1 Conc, +3 Sight)
Chamber of Spring Breezes
CrAu 5
R: Touch, D: Sun, T: Ind
Creates a breeze of fresh air that continually moves throughout a room, keeping the air continuously breathable even if the room is airtight. The breeze can be created outdoors, but there it has little effect. (Base 1, +1 Touch, +2 Sun, +1 unnatural)
Jupiter's Resounding Blow
CrAu 10
R: Voice, D: Mom, T: Ind
Creates a thunderclap; anyone directly underneath must make a Stamina stress roll of 9+ or be deafened. If deafened, the target gets another Stamina simple roll each minute and recovers with a roll of 9+. If the first roll botches, the victim is rendered deaf for a month. (Base 3, +2 Voice, +1 unnatural (the spell functions indoors))
Broom of the Winds
CrAu 15
R: Voice, D: Mom, T: Ind
Whips up violent, swirling winds around the target. The target must make a Size stress roll of 9+ to remain standing. If the target is braced or holding onto some support, he may also make a Strength stress roll of 9+. If both rolls fail, the target is knocked in a random direction. The target may be damaged, depending on whether he strikes anything. (Base 3, +2 Voice, +2 unnatural)
Circling Winds of Protection
CrAu 20
R: Touch, D: Conc, T: Ind Req: Rego
Surrounds you with winds that circle at great speed. Since the wind picks up dust and other small, loose objects, you may be obscured. Anyone standing near enough to attack you with a hand weapon must make a Size stress roll of 9+ at the beginning of each
True Sight of the Air
InAu 15
R: Per, D: Sun, T: Vision Lets you see clearly through all manner of obfuscation in the air nearby, including smoke, fog, and dust, even if the obfuscation is magical. (Base 1, +2 Sun, +4 Vision)
Dagger of Ice
Cr(Re)Aq 10
R: Voice, D: Mom, T: Ind
Creates a foot-long, sharp icicle and hurls it at a target. The icicle always hits, provided it penetrates Magic Resistance. It inflicts +5 damage (partly because of its sharp point). After impact, the icicle shatters to tiny fragments, which promptly disappear. (Base 3, +2 Voice, +1 Rego requisite)
Column of the Deluge
CrAq Level 10
R: Voice D: Momentary T: Individual
Creates 700 gallons of water suspended in the air, in the shape of a column, 1 pace across and 30 paces high which then will rush to the ground with great force. This will destroy unfortified small buildings, and cause some damage to larger ones, especially to their contents. If created over a human sized target, a Finess + Per roll is required vs the target's defense. Such a target is delt +10 damage. The target, and any persons within 5 paces of the impact site must make Dex + Athletics rolls of 6+ or be knocked down suffering +0 damage. (Base 4, +2 Voice)
Wall of Protecting Ice
Creo Aquam 15, R: Touch, D: Diameter, T: Wall
This spell conjures a wall of ice in a simple shape and orientation chosen by the caster. The ritual will create 5600 cubic feet of liquid; akin to a wall roughly 6 feet tall, 3 feet thick, and 300 feet long (roughly 90 yards); for the duration. The wall contains simple crenellations atop for improved defence.
(Base 3, +1 Touch, +1 Diameter, +1 Wall, +1 size)
Mighty Torrent of Water
CrAq 20
R: Voice, D: Mom, T: Ind
A 3-foot-diameter jet of water sprays from your outstretched arms towards your target. The target of this gusher of water takes +10 damage and must make a Strength + Size stress roll of 9+ or be sent flying back. Nioclás' version of this spell creates rainbows in the spray. (Base 10, +2 Voice)
Distill Water
Rego Aquam 5,
R: Voice, D: Momentary, T: Individual
This spell instantly performs the work of manually distilling fresh water from either saltwater or an impure source. The spell emulates the work of evaporation, which will remove almost all sizeable contaminants and salt.
To be effective the caster must succeed a moderate Finesse check vs 9. (Base 3, +2 Voice)
Cloak of the Duck's Feathers
Rego Aquam 5
R: Touch, D: Sun, T: Ind Makes water run off one object or creature, protecting the target and the target’s apparel from dampness. The spell is broken if the target is submerged in water. (Base 1, +1 Touch, +2 Sun, +1 for slightly unnatural control)
Clear Sight of the Naiad
InAq 5
R: Per, D: Mom, T: Vision You can see as clearly through water as through air, for a single moment. (Base 1, +4 Vision)
Comfort of the Drenched Traveller
PeAq 5
R: Touch, D: Mom, T: Ind Dries a person and his or her clothes. (Base 4, +1 Touch)

Sidhe Blood
You are descended from one of the noble fay who rule the lands of Summer and sunlight. Because of the striking and unusual qualities of your nature add +1 to your Presence, but not to more than +3. Many mortals may consider you fascinating or alluring.
Faerie Heritage
This Flaw can only be taken by characters with Faerie Blood or Strong Faerie Blood. Your birth was intentionally engineered by a highly cognizant faerie to fulfill some aspect of his or her glamour. You have a role to play in the story of your faerie stepfather or stepmother, although you may be initially unaware of the interest in your life. Before she involves you in her schemes, your “patron” is likely to test your suitability as her champion with a series of trials. You can expect to receive no assistance from your “patron.”
Faerie Metamorphosis
This Flaw can only be taken by characters with The Gift (as a Hermetic Flaw) or the faerie equivalent (as a Supernatural Flaw), such as a Mythic Companion Virtue. When the character’s Warping score reaches 1, he develops a glamour as described under Faerie Warping. The Reputation granted by this glamour progresses just like a character suffering Faerie Warping, although he does not develop further Flaws or Virtues as a result of Warping. The character continues to experience Twilight (if a Hermetic magus) or Faerie Calling (if a faerie magician).