Editing Urien Mab Carreg of House Jerbiton
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 10: | Line 10: | ||
'''Characteristics:''' | '''Characteristics:''' | ||
− | |||
Int +3, Per +1, Pre -3, Com +1, Str 0, Sta +1, Dex +1, Qik +2 | Int +3, Per +1, Pre -3, Com +1, Str 0, Sta +1, Dex +1, Qik +2 | ||
− | |||
'''Size:''' 0 | '''Size:''' 0 | ||
− | |||
'''Age:''' 25 (20) | '''Age:''' 25 (20) | ||
− | |||
'''Decrepitude:''' None | '''Decrepitude:''' None | ||
− | |||
'''Warping Score:''' 0 (0) | '''Warping Score:''' 0 (0) | ||
− | |||
'''Confidence Score:''' 1 | '''Confidence Score:''' 1 | ||
− | |||
'''Virtues and Flaws:''' | '''Virtues and Flaws:''' | ||
− | |||
Hermetic Magus (free social status) | 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) | 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), | + | Warped Magic: Stone/dirt warps towards him (Minor Hermetic), Feral Upbringing (Minor General), Optimistic (Major Personality), Judged Unfairly (Minor Personality), Vow (Minor Personality), Pagan (Major Story) |
Line 35: | Line 27: | ||
*Magical Blood | *Magical Blood | ||
− | |||
Minor, Supernatural | 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’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. | 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. | ||
Line 43: | Line 33: | ||
**Ritual Power | **Ritual Power | ||
− | |||
Major, Supernatural | 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. | 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. | ||
− | |||
− | |||
Enliven the gross (Terram) | Enliven the gross (Terram) | ||
− | |||
4 points, Init equal to (Qik – 10), appropriate elemental Form | 4 points, Init equal to (Qik – 10), appropriate elemental Form | ||
− | |||
Costs 1 fatigue points + 4 confidence points | Costs 1 fatigue points + 4 confidence points | ||
− | |||
R: Touch, D: Mom, T: Ind, Ritual | 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. | 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 | CrTe 25 | ||
---- | ---- | ||
Line 66: | Line 47: | ||
'''Personality Traits:''' Resourceful +2 Introverted +3 Devoted +2 | '''Personality Traits:''' Resourceful +2 Introverted +3 Devoted +2 | ||
− | |||
'''Reputations:''' None | '''Reputations:''' None | ||
− | |||
'''Combats:''' Attack +0, Defense +0, Damage: n/a | '''Combats:''' Attack +0, Defense +0, Damage: n/a | ||
− | |||
'''Soak:''' 0 | '''Soak:''' 0 | ||
− | |||
'''Fatigue Levels:''' OK, 0, –1, –3, –5, Unconscious | '''Fatigue Levels:''' OK, 0, –1, –3, –5, Unconscious | ||
− | |||
'''Wound Penalties:''' –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20) | '''Wound Penalties:''' –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20) | ||
− | |||
'''Abilities:''' | '''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) | 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:''' | '''Arts:''' | ||
− | |||
Creo 6 (21EXP) | Creo 6 (21EXP) | ||
− | |||
Intellego 5 (15EXP) | Intellego 5 (15EXP) | ||
− | |||
Muto 6 (21EXP) | Muto 6 (21EXP) | ||
− | |||
Rego 6 (21EXP) | Rego 6 (21EXP) | ||
− | |||
Animal 4 (10EXP) | Animal 4 (10EXP) | ||
− | |||
Terram 7 (32 EXP) | Terram 7 (32 EXP) | ||
'''Twilight Scars:''' None | '''Twilight Scars:''' None | ||
− | |||
'''Equipment:''' Wizard robes | '''Equipment:''' Wizard robes | ||
− | |||
'''Encumbrance:''' 0 (0) | '''Encumbrance:''' 0 (0) | ||
− | |||
'''Spells Known:''' | '''Spells Known:''' | ||
− | |||
The Miner’s Keen Eye (InTe 20) | The Miner’s Keen Eye (InTe 20) | ||
− | |||
Wall of Protecting Stone (CrTe 25) | Wall of Protecting Stone (CrTe 25) | ||
− | |||
Hands of The Grasping Earth (ReTe 15) | Hands of The Grasping Earth (ReTe 15) | ||
− | |||
The Crystal Dart (CrTe 10) | The Crystal Dart (CrTe 10) | ||
− | |||
The Unseen Porter (ReTe 10) | The Unseen Porter (ReTe 10) | ||
− | |||
Crest of The Earth Wave (ReTe 20) | Crest of The Earth Wave (ReTe 20) | ||
− | |||
Growth of The Creeping Things (MuAn 15) | Growth of The Creeping Things (MuAn 15) | ||
− | |||
Disguise of The Putrid Aroma (ReAn 5) | 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. | 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. | ||
Line 124: | Line 80: | ||
---- | ---- | ||
− | |||
THE MINER’S KEEN EYE | THE MINER’S KEEN EYE | ||
− | |||
R: Per, D: Conc, T: Vision | R: Per, D: Conc, T: Vision | ||
− | |||
You can see any one type of mineral | 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. | (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) | (Base 2, +1 Conc, +4 Vision, +1 see through intervening material) | ||
− | |||
WALL OF PROTECTING STONE | WALL OF PROTECTING STONE | ||
− | |||
R: Voice, D: Sun, T: Ind | R: Voice, D: Sun, T: Ind | ||
− | |||
Makes a wall of granite up to 25 paces | 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. | 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) | (Base 3, +2 Voice, +2 Sun, +2 size) | ||
− | |||
HANDS OF THE GRASPING EARTH | HANDS OF THE GRASPING EARTH | ||
− | |||
R: Voice, D: Diam, T: Part | R: Voice, D: Diam, T: Part | ||
− | |||
Req: Muto | Req: Muto | ||
− | |||
Earthen hands from beneath the target | 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. | 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, req- uisite free) | |
− | (Base 3, +2 Voice, +1 Diam, +1 Part, | ||
− | |||
THE CRYSTAL DART | THE CRYSTAL DART | ||
− | |||
R: Voice, D: Mom, T: Ind | R: Voice, D: Mom, T: Ind | ||
− | |||
Req: Rego | Req: Rego | ||
− | |||
A 10-inch crystal dart rises from the | 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 | 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. | hits its target, although it must penetrate Magic Resistance to have any real effect. | ||
− | |||
(Base 3, +2 Voice, +1 Rego requisite) | (Base 3, +2 Voice, +1 Rego requisite) | ||
− | |||
THE UNSEEN PORTER | THE UNSEEN PORTER | ||
− | |||
R: Voice, D: Conc, T: Ind | R: Voice, D: Conc, T: Ind | ||
− | |||
Like Unseen Arm (ReTe 5), but it can carry | 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. | 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) | (Base 3, +2 Voice, +1 Conc) | ||
− | |||
CREST OF THE EARTH WAVE | CREST OF THE EARTH WAVE | ||
− | |||
R: Voice, D: Mom, T: Part | R: Voice, D: Mom, T: Part | ||
− | |||
Creates a wave in the earth that starts at | 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. | 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) | (Base 3, +2 Voice, +1 Part, +2 size) | ||
− | |||
GROWTH OF THE CREEPING THINGS | GROWTH OF THE CREEPING THINGS | ||
− | |||
R: Touch, D: Sun, T: Ind | R: Touch, D: Sun, T: Ind | ||
− | |||
Causes an insect, mouse, toad, or other | 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. | 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) | (Base 4, +1 Touch, +2 Sun) | ||
− | |||
DISGUISE OF THE PUTRID AROMA | DISGUISE OF THE PUTRID AROMA | ||
− | |||
R: Voice, D: Conc, T: Ind | R: Voice, D: Conc, T: Ind | ||
− | |||
The target takes no interest in you as long | 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. | 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) | (Base 2, +2 Voice, +1 Concentration) |