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<br />His talents and background made him a natural Veriditus, and Bertran took to magic like a duck to water. Clara (not a member of the Cotes-du-Vent Covenant, but not too far away) made sure to also increase his Crafting abilities, though, in true Veriditus fashion, and Bertran also took time to learn the intricacies of making things with magic. After his Gauntlet, he took the name Varius
 
<br />His talents and background made him a natural Veriditus, and Bertran took to magic like a duck to water. Clara (not a member of the Cotes-du-Vent Covenant, but not too far away) made sure to also increase his Crafting abilities, though, in true Veriditus fashion, and Bertran also took time to learn the intricacies of making things with magic. After his Gauntlet, he took the name Varius
  
Varius is a short but not diminutive man with close cropped brown hair and black eyes. His face is clean shaven but would probably benefit from a beard. Varius tends to hunch in on himself and does not easily open up to others, being too used to being by himself, but is well-spoken enough if you can get past that. His epithet comes from the open-fingered iron chainmail gauntlet he wears on his right hand at all times. Although it has leather padding, it is designed so that iron touches his skin directly at numerous points.
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Varius is a short but not diminutive man with close cropped brown hair and black eyes. His face is clean shaven but would probably benefit from a beard. Varius tends to hunch him on himself and does not easily open up to others, being too used to being by himself, but is well-spoken enough if you can get past that. His epithet comes from the open-fingered iron chainmail gauntlet he wears on his right hand at all times. Although it has leather padding, it is designed so that iron touches his skin directly at numerous points.
  
 
== Basic Stats ==
 
== Basic Stats ==
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<br />'''Warping Score:''' 0 (0)''Twilight Scars:'' None
 
<br />'''Warping Score:''' 0 (0)''Twilight Scars:'' None
 
<br />'''Confidence Score:''' 1 (3)
 
<br />'''Confidence Score:''' 1 (3)
<br />'''Virtues and Flaws:'''Affinity for Rego, Affinity for Magic Theory, Apt Student, Faerie Blood (Dwarf), The Gift*, Hermetic Magus*, Inventive Genius, Puissant Craft:Blacksmith, Puissant Finesse, Puissant Magic Theory, Skilled Parens, Veriditus Magic*, Vulcan's Blessing[[#Notes|(1)]], Deficient Technique (Perdo), Driven (major, pushing the boundaries of magical item crafting), Generous (minor), Restriction (must be touching iron)
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<br />'''Virtues and Flaws:'''Affinity for Rego, Affinity for Magic Theory, Faerie Blood (Dwarf), The Gift*, Hermetic Magus*, Independent Study[[#Notes|(1)]], Inventive Genius, Puissant Craft:Blacksmith, Puissant Finesse, Puissant Magic Theory, Skilled Parens, Veriditus Magic*, Vulcan's Blessing[[#Notes|(2)]], Deficient Technique (Perdo), Driven (major, pushing the boundaries of magical item crafting), Generous (minor), Restriction (must be touching iron)
<br />'''Personality Traits:''' Curious +3, Organized +3, Helpful +2
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<br />'''Personality Traits:''' Curious +3, Organized +3, Generous +2
 
<br />'''Reputations:''' None
 
<br />'''Reputations:''' None
  
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== Abilities ==
 
== Abilities ==
  
Artes Liberales 1 (geometry)
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Artes Liberales 1 (geometry), Athletics 1 (endurance), Awareness 2 (flaws in crafting), Brawl 1 (gauntlet), Catalan 5 (talking about crafting), Catalonia Lore 1 (geography), Concentration 2 (crafting), Craft:Blacksmith 4+2 (tools), Craft:Leatherworker 2 (armor), Craft:Woodworker 2 (staves and wands), Craft: Weaver 1 (clothes), Craft:Glassblower 1 (Hermetic Equipment), Faerie Lore 2 (dwarfs), Finesse 3+2 (crafting spells), Latin 4 (Hermetic usage), Magic Theory 4+2 (enchanting items), Parma Magica 1 (Mentem), Philosophiae 1 (Veriditus Runes), Survival 1 (hills)
<br />Athletics 1 (endurance)
 
<br />Awareness 2 (flaws in crafting)
 
<br />Brawl 1 (gauntlet)
 
<br />Catalan 5 (talking about crafting)
 
<br />Catalonia Lore 1 (geography)
 
<br />Concentration 2 (crafting)
 
<br />Craft:Blacksmith 4+2 (tools)
 
<br />Craft:Leatherworker 2 (armor)
 
<br />Craft:Woodworker 2 (staves and wands)
 
<br />Craft: Weaver 1 (clothes)
 
<br />Craft:Glassblower 1 (Hermetic Equipment)
 
<br />Faerie Lore 2 (dwarfs)
 
<br />Finesse 3+2 (crafting spells)
 
<br />Latin 4 (Hermetic usage)
 
<br />Magic Theory 4+2 (enchanting items)
 
<br />Parma Magica 1 (Mentem)
 
<br />Philosophiae 1 (Veriditus Runes)
 
<br />Survival 1 (hills)
 
  
 
== Arts ==
 
== Arts ==
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<br />An 1, Aq 0, Au 0, Co 0, He 6, Ig 4, Im 0, Me 0, Te 6, Vi 1
 
<br />An 1, Aq 0, Au 0, Co 0, He 6, Ig 4, Im 0, Me 0, Te 6, Vi 1
  
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== Notes ==
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1: Independent Study (Minor, General)
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<br />The character develops new skills extremely quickly on his own. When he is studying through Practice, add two to the Source Quality, and add three to the Source Quality of his Adventure experience.
  
== Spells ==
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2: Vulcan's Blessing (Minor, General)
Varius' sigil is that his spells are often accompanied by the sound of tools being used. This is typically hammers striking in the distance, but often modified by the spell. For instance, a ReAn spell that controls animals (not animal products) would likely be accompanied by the sound of a cracking whip.
 
 
 
 
 
[AM118] ''Doublet of Impenetrable Silk'' (MuAn 15) +9
 
 
 
[AM140, Powered up Variant] ''Heat of the Glowing Forge'' (CrIg 15) +14
 
<br />R: Voice; D: Mom; T: Ind
 
<br />Heats a piece of metal so that it glows red hot. Varius mostly uses this as part of his crafting, as a substitute for the, you know, actual heat of an actual forge. The fact that it can also target metal armor (as the Heat of the Searing Forge spell, except with +10 damage instead of +5) is actually mostly incidental. No, really. If cast multiple times on the same piece of metal, it is likely to melt: again, for Varius that is often the point.
 
<br />(Base 5, +2 Voice)
 
 
 
[AM186, powered up variant] ''Unseen Servant'' (ReTe 15) +19, but Requisites can push that down to as low as +13
 
<br />This spell functions like Unseen Porter, but is more precise. It can move small objects quite quickly, and the Finesse stress rolls for delicate work are easier (typically 9+).
 
<br />(Base 3, +2 Voice, +1 Conc, +1 precision)
 
 
 
[Custom] ''The Instant Cavern'' (ReTe 25) +19
 
<br />R: Voice; D: Mom; T: Part
 
<br />This spell excavates about ten cubic paces worth of earth and stone and stacks it in crude blocks next to the created pit or cavern. If you use it to create a ten yard deep pit under someone's feet they get a Quickness roll of 9+ to avoid it, and take +10 damage if they fall. Creating a wider pit can catch two or more people and increases the Quickness roll Ease Factor to 12+, but reduces the damage to +5 and makes the pit easy to climb out of. The created blocks are simply stacks of dirt and/or crudely quarried stone. A Perception+Finesse roll of 6+ can produce blocks suitable for building.
 
<br />(Base 3, +1 affects stone, +2 Voice, +1 Part, +1 Size, +1 sculptable)
 
 
 
[HoH:Soc38, powered up variant] ''Invisible Catapult of Vilano'' (ReTe 20) +19
 
<br />R: Voice; D: Mom; T:Ind
 
<br />This spell picks up a nearby rock (from a pebble up to the size of a fist) and flings it at a designated target as though it were shot from a sling or a tiny catapult. It does up to +10 Damage. The rock is fired as though it was a projectile, so only it's initial motion is magical. Thus, while it needs to be aimed (Per+Finesse roll, Range increment of 20 paces), it does not need to Penetrate Magical Resistance. Of course, it is of little use if there are no convenient pebbles nearby.
 
<br />(Base 10, +2 Voice)
 
 
 
[Cov51] ''The Phantom Blacksmith'' (ReTe 20) +19
 
<br />R:Touch; D:Mom; T:Group
 
<br />This spell transforms iron bars (or other ready iron) into a crafted result, as though a blacksmith had worked on it. A Per+Finesse roll is substituted for the Craft:Blacksmith roll, and the Ease Factor is increased by three over what it would normally be. Failure results in a product that doesn't function or is useless at its intended purpose (eg. A blunt and unwieldy sword), while a botch results in an item that looks fine but has hidden flaws.
 
<br />(Base 2, +2 Metal, +1 Touch, +2 Group, +1 Flexibility)
 
 
 
[Cov51] ''The Mystical Carpenter'' (ReHe 25) +19
 
<br />R:Touch; D:Mom; T:Group
 
<br />This spell transforms a pile of wood into a final form, splitting, carving and joining the wood as necessary. Any nails needed must be provided (adding a Terram requisite), but wooden dowels can be formed from the supplied wood. Usual magical crafting rules apply: Finesse instead of Craft, +3 to Ease Factor, etc.
 
<br />(Base 5, +1 Touch, +2 Group, +1 Flexibility)
 
 
 
[Custom] ''The Ghostly Leatherworker'' (ReAn 15) +14
 
<br />R:Touch; D:Mom: T:Group
 
<br />This spell transforms cured and prepared hide or leather into a finished crafted result, rules as above.
 
<br />(Base 3, +1 Touch, +2 Group, +1 Flexibility)
 
 
 
== Notes ==
 
1: Vulcan's Blessing (Minor, General)
 
 
<br />The character is adept at all forms of Craft. All Study totals for any Craft are increased by a quarter, as are all experience points spent at character creation.
 
<br />The character is adept at all forms of Craft. All Study totals for any Craft are increased by a quarter, as are all experience points spent at character creation.

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