Urien Mab Carreg of House Jerbiton

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A child was once found alone in a forested mountainous area. The magi found him when he was young, the boy was feral. He lived among stone monuments built by mages past. How he had survived out there during his youth the Maga knew not. When she tried to speak to the boy he just looked at her blankly and when she tried to take him to civilization he resisted greatly. It was only when he spoke to her familiar, in the tongue of animals did she start to wonder. Did he have the gift? She decided to try, to see, if nothing else he could be a great study on the effects of a feral uprbringing.

She told her familiar to ask him if he would go. He refused. As she was about to put the boy to sleep she saw him lean his head against a stone pillar, the rock seemed to shift and groan. He walked towards her and gestured, she interpreted that as his willingness to leave.

She took him on as an apprentice, an apt student he appeared to be, grasping magical concepts and Theory easily. Though it was difficult having to relay her teachings through her familiar, and he seemed to grasp Latin better than he did English, he still succeeded as a pupil, eventually leaving his apprenticeship to discover more.

Little did the Maga know that the boy, who she had Christened Urien, had actually been in the service of an ancient spirit for the beginning years of his life. The spirit provided for him and protected him, in return he acted as a devout follower, maintaining her ancient monoliths as well as completing any rituals she needed done. He came to worship her as a God. So, when the Maga came for him he was reluctant to go, before his spirit spoke to him, telling him he should go, only if to promise to spread her word, to always be devout and to gain enough power to strengthen her for years to come. This, he promised. In return she blessed him, giving him her gifts of power,


Characteristics:

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

Size: 0

Age: 25 (20)

Decrepitude: None

Warping Score: 0 (0)

Confidence Score: 1

Virtues and Flaws:

Hermetic Magus (free social status)

Affinity with Ability: Magic Theory (House Virtue), Gentle gift (Major Hermetic), Animal Ken (Minor Supernatural), Clear Thinker (Minor General), Greater Power (Major Supernatural)**, Magical Spirit Blood: Wilderness Sense (Minor Supernatural)*, Quiet Magic (Minor Hermetic)

Warped Magic: Stone/dirt warps towards him (Minor Hermetic), Feral Upbringing (Minor General), Optimistic (Major Personality), Judged Unfairly (Minor Personality), Social Handicap:Unaccustomed (Minor General), Pagan (Major Story)



  • Magical Blood

Minor, Supernatural

The character’s essential nature has been improved through exposure to the Magic realm, often from a magic being, which gives her true form special supernatural properties. This typically changes the character’s appear- ance enough that others can recognize that there is something unusual about her, and people might say that she has magical blood — or “faerie blood” (since many people in Mythic Europe do not understand the differ- ences between the Magic and Faerie realms). The character may learn Magic Lore during character creation, and is resistant to aging, receiving a –1 bonus to all of her Ag- ing rolls. In addition, she receives a minor physical advantage appropriate to one of the four different types of magic beings (magic animals, magic humans, magic spirits, and magic things), the one that is associated with the character’s background. Some examples are below, or you can make up your own. Magic Spirit: The character gains an appropriate Supernatural Ability (one asso- ciated with a Minor Virtue), such as Magic Sensitivity, Premonitions, Second Sight, or Wilderness Sense, with an initial score of 1, though whenever the character uses this Ability, her appearance becomes obviously supernatural. For example, her eyes might turn black, she might rise a foot from the ground, or her hair might be blown about by a wind no one else can feel

    • Ritual Power

Major, Supernatural

The character has a magical power that he can activate at will. This is designed like a Ritual Power as described under Major Qualities above (25 points to spend), but since the character does not have a Might Score, activating it always costs him a number of Fatigue levels equal to (the effect’s Might Point cost divided by 5, rounded up). In addition, activating the power costs a number of Confidence Points equal to the Might Point cost of the power. This Virtue may be taken more than once. You may trade in levels for Mastery Points, as normal, and use them to reduce the Might Point cost, and thus Fatigue cost. You may also spend levels one-for-one to give the power Penetration; otherwise, it has a Penetration of zero, as the character has no Might Score.

Power:

Enliven the gross (Terram)

4 points, Init equal to (Qik – 10), appropriate elemental Form

Costs 1 fatigue points + 4 confidence points

R: Touch, D: Mom, T: Ind, Ritual

This ritual-like power rareifies (creates) an elemental of the appropriate type (see Chapter 8: Magic Things, Elementals) from a sufficient amount of raw elemental matter. The elemental can have any Might less than the user’s Elemental (Terram) form. The elemental is automatically under the control of the creature; this power can also be used to control elementals which are not of the creature’s own making, but in this case must Penetrate the elemental’s Might. When the creature has no further use for the elemental, its control lapses but the elemental remains.

CrTe 25



Personality Traits: Resourceful +2 Introverted +3 Devoted +2

Reputations: None

Combats: Attack +0, Defense +0, Damage: n/a

Soak: 0

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

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

Abilities:

Mountain Lore 2 (Geography), Animal Handling 2 (Falconry), Athletics 2 (Running), Brawl 2 (Dodging), English 3 (Being Descriptive), Stealth 3 (Natural Areas), Survival 2 (Mountains), Swim 2 (Underwater Maneuvering), Artes Liberales 1 (Ritual Magic), Latin 4 (Hermetic Usage), Finess 1 (Terram), Magic Lore 2 (Creatures), Magic Theory 3 (Inventing Spells), Parma Magica 1 (Terram), Penetration 1 (Terram), Animal Ken 3 (Deer), Wilderness Sense 3 (Hazards)

Arts:

Creo 6 (21EXP)

Intellego 5 (15EXP)

Muto 6 (21EXP)

Rego 6 (21EXP)

Animal 4 (10EXP)

Terram 7 (32 EXP)

Twilight Scars: None

Equipment: Wizard robes

Encumbrance: 0 (0)

Spells Known:

The Miner’s Keen Eye (InTe 20)

Wall of Protecting Stone (CrTe 25)

Hands of The Grasping Earth (ReTe 15)

The Crystal Dart (CrTe 10)

The Unseen Porter (ReTe 10)

Crest of The Earth Wave (ReTe 20)

Growth of The Creeping Things (MuAn 15)

Disguise of The Putrid Aroma (ReAn 5)


Sigil: Shards of glittering rock and metal appear when casting spells, when creating or manipulating something they appear in whatever Urien has created or is controlling. When using Intellego or Perdo it appears as plumes of glittering dust.




THE MINER’S KEEN EYE

R: Per, D: Conc, T: Vision

You can see any one type of mineral (gold, diamond, sand), specified at the time of casting, through up to 3 paces of intervening material. You have a good idea of how much is there and how pure it is, if appropriate.

(Base 2, +1 Conc, +4 Vision, +1 see through intervening material)


WALL OF PROTECTING STONE

R: Voice, D: Sun, T: Ind

Makes a wall of granite up to 25 paces wide, 4 paces high, and 1 pace thick. One needs miner’s tools to break through it, though it can be toppled if it is not connected to a support on its side or top.

(Base 3, +2 Voice, +2 Sun, +2 size)


HANDS OF THE GRASPING EARTH

R: Voice, D: Diam, T: Part

Req: Muto

Earthen hands from beneath the target rise out of the ground, and grasp the target’s ankles. To break free requires a Strength stress roll of 15+. (One attempt is allowed per round, and each requires a Fatigue roll.) Each hand can be destroyed by beating its +25 Soak roll (hacking weapons do double normal damage) and inflicting a Light Wound.

(Base 3, +2 Voice, +1 Diam, +1 Part, requisite free)


THE CRYSTAL DART

R: Voice, D: Mom, T: Ind

Req: Rego

A 10-inch crystal dart rises from the ground at your feet, floats into the air, and speeds off like an arrow at a target that is with- in Voice range. It does +10 damage, and always hits its target, although it must penetrate Magic Resistance to have any real effect.

(Base 3, +2 Voice, +1 Rego requisite)


THE UNSEEN PORTER

R: Voice, D: Conc, T: Ind

Like Unseen Arm (ReTe 5), but it can carry large objects such as crates. Roughly speaking, it has the capabilities of a very strong person (Str +5). The heavier the object is, the slower the unseen porter moves. If delicacy is required, high Finesse stress rolls (12+ or so) are needed. The spell can only carry inanimate objects, and cannot carry you. It also cannot lift things more than 6 feet above the ground. Casting requisites of an appropriate Form for the target are required.

(Base 3, +2 Voice, +1 Conc)


CREST OF THE EARTH WAVE

R: Voice, D: Mom, T: Part

Creates a wave in the earth that starts at your feet and travels out to the range of your Voice in a designated direction. It starts as a narrow ripple and within 5 paces reaches its full size of 5 feet high and 30 paces wide. It moves about 50 paces per round. Those caught in its path must make Dexterity stress rolls of 12+ to leap over the wave, or they are tossed aside and take +10 Damage. The wave overturns trees and damages buildings in its path.

(Base 3, +2 Voice, +1 Part, +2 size)


GROWTH OF THE CREEPING THINGS

R: Touch, D: Sun, T: Ind

Causes an insect, mouse, toad, or other small (Size –9) creature to grow to four times its normal size. If it was poisonous before, it is even more poisonous now. Semi-poisonous creatures, like most spiders, have poison with an Ease Factor of 6 that does a Light Wound.

(Base 4, +1 Touch, +2 Sun)


DISGUISE OF THE PUTRID AROMA

R: Voice, D: Conc, T: Ind

The target takes no interest in you as long as you continue to concentrate, and do not threaten it. A carnivore treats you as if you were simply something it does not eat. It retains normal interest, however, in anyone else nearby.

(Base 2, +2 Voice, +1 Concentration)