Difference between revisions of "Diarmud Sucach"

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(Flaws)
(Flaws)
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'''Carefree''' (Minor, Personality) You are unshakably cheerful and happy inall circumstances.
 
'''Carefree''' (Minor, Personality) You are unshakably cheerful and happy inall circumstances.
 
'''Dark Secret''' (Major, Story) You are haunted by something that would lead to shame, rejection, and possibly revenge if discovered. Hints about the secret continually arise, and there might be others who know itand could betray you. This makes you avoid certain places, dislike certain people, or fear certain things.
 
'''Dark Secret''' (Major, Story) You are haunted by something that would lead to shame, rejection, and possibly revenge if discovered. Hints about the secret continually arise, and there might be others who know itand could betray you. This makes you avoid certain places, dislike certain people, or fear certain things.
'''Weird Magic'''(Minor, Hermetic) Your control over magic is somewhat loose, perhaps due to Twilight effects or idiosyncratic training. Roll one extra botch die when you roll a zero on stressed spell casting rolls, apart from your other botch dice. Botches from this die should be strange or bizarre rather than dangerous, and if the Weird Magic botch occurs along with a regular botch, the results could be truly spectacular.
+
'''Weird Magic''' (Minor, Hermetic) Your control over magic is somewhat loose, perhaps due to Twilight effects or idiosyncratic training. Roll one extra botch die when you roll a zero on stressed spell casting rolls, apart from your other botch dice. Botches from this die should be strange or bizarre rather than dangerous, and if the Weird Magic botch occurs along with a regular botch, the results could be truly spectacular.
 +
'''Unstructured Caster''' (Major, Hermetic) You have never quite mastered the intricacies of spellcasting, and are unable to perform formulaic magic without extreme effort. You cast all formulaic spells as though they were ritual spells (including the need for vis), and you may not learn ritual spells at all. You cast spontaneous spells normally.
  
 
== Abilities ==
 
== Abilities ==

Revision as of 18:14, 14 March 2018

Story Record Grimoire Laboratory

Diarmud was last born of his family so had no expectations put upon him but to marry well and bring honor to his family. The young man went to The Uí hUiginn School in Ceall Cluaine. There he discovered the true power of tales. Enraptured by the ancient druids he sought out an old man of that line who taught him the ways of magic.

Vital Statistics

  • Size: 0
  • Age: 25 (25)
  • Decrepitude: 0
  • Warping Score: 0
  • Confidence:
  • Sigil:
Characteristics Score
Int
Per
Pre
Com
Str
Sta
Dex
Qik
Personality Reputation
Mischievous
Overconfident
Sociable

Virtues and Flaws

Virtues

The Gift (free) Hermetic Maga (free, social) Master Bard (Major, Social Status) The character has spent at least nine years of study at a bardic school and is a master of the trade, called an Anruth. He has a teaching position at a prestigious school, or else an official position with an Irish clan chief; either way this earns him a Local Reputation at level 3. If resident at a school, he has an obligation to teach for at least two seasons a year; if he works for a lord, two seasons are instead spent composing praise poems and stories for his patron. The character should be at least 25 years old, and must have a Profession: Storyteller or Poet of at least 5, and also a 5 in at least one of Area Lore, Organization Lore, Faerie Lore, or Magic Lore. You can spend experience points on Arcane Abilities at character creation, and have an extra 240 experience points to spend on Art of Memory, Profession: Storyteller, Profession: Poet, any Area Lore, any Organization Lore, Faerie Lore, or Magic Lore. (This is the Irish equivalent of the Magister in Artibus Virtue) (from the Contested Isle) Common Sense (Minor, General) Whenever you are about to do something contrary to what is sensible in the game setting,common sense (the story guide) alerts you to the error. This is an excellent Virtue for a beginning player, as it legitimizes any help the story guide may give.Diedne Magic (Major, Hermetic)Your magic lineage and traditions are from the druids and the vanquished former house of Diedne, making you especially skilled with spontaneous magic. When you cast a spontaneous spell without expending fatigue, you may choose to divide by five or by two. If you choose to divide by five, you need not roll a stress die, and cannot botch, just as normal. If you choose to divide by two, you must roll astress die, and may botch. When you expend fatigue on casting a spontaneous spell, the lowest applicable Art is doubled before the whole total is divided by two. You still roll a stress die, and may botch. You must keep your lineage hidden from the Order, giving you the Major Story Flaw Dark Secret. This is in addition to your normal allowance of Flaws, and does not grant you any points with which to buy Virtues.

Flaws

Carefree (Minor, Personality) You are unshakably cheerful and happy inall circumstances. Dark Secret (Major, Story) You are haunted by something that would lead to shame, rejection, and possibly revenge if discovered. Hints about the secret continually arise, and there might be others who know itand could betray you. This makes you avoid certain places, dislike certain people, or fear certain things. Weird Magic (Minor, Hermetic) Your control over magic is somewhat loose, perhaps due to Twilight effects or idiosyncratic training. Roll one extra botch die when you roll a zero on stressed spell casting rolls, apart from your other botch dice. Botches from this die should be strange or bizarre rather than dangerous, and if the Weird Magic botch occurs along with a regular botch, the results could be truly spectacular. Unstructured Caster (Major, Hermetic) You have never quite mastered the intricacies of spellcasting, and are unable to perform formulaic magic without extreme effort. You cast all formulaic spells as though they were ritual spells (including the need for vis), and you may not learn ritual spells at all. You cast spontaneous spells normally.

Abilities

Name Speciality Score XP
Awareness alertness
Charm first impressions
Concentration spells
Folk Ken magi
Intrigue plotting
Native Language (Irish) storytelling
Stealth sneaking
Artes Liberals Rhetoric
Dead Language (Latin) hermetic usage
Code of Hermes mundane relations
Magic Theory inventing spells
Parma Magica Mentem

Magic

Arts

Art Score XP
Creo 08 36
Intelligo 00 00
Muto 03 06
Perdo 00 00
Rego 09 45
Animal 00 00
Aquam 00 00
Auram 00 00
Corpus 00 00
Herbam 00 00
Ignem 00 00
Imaginem 16 93/139.5
Mentem 00 00
Terram 00 00
Vim 00 00

Spells

Summary of Diarmud's spells below. See his grimoire for the full spell descriptions.

Corpus Spells

Name CT Level Range Duration Target Mastery Short Description
Blink Step +12 ReCo 10 Personal Momentary Individual 1 (Still Casting) Teleport 5 paces away
Freedom From the Earth +12 ReCo 15 Personal Sun Individual 1 (Still Casting) Fly as you will as fast as smoke can rise

Imaginem Spells

Name CT Level Range Duration Target Mastery Short Description
Aura of Ennobled Presence +22 MuIm 10 Touch Sun Individual 1 (Quiet Casting) +3 to influence, lead or convince others
Disguise of the Transformed Image +22 MuIm 15 Touch Sun Individual 1 (Quiet Casting) Disguise a person as another person
Image from the Wizard Torn +19 ReIm 30 Sight Concentration Individual 1 (Quiet Casting) Astral projection!
Merry Band of the Blind +27 CrIm 15 Voice Diameter Group 1 (Fast Casting) Conjure illusory blindfolds upon a group of people
Summoning the Distant Image +19 InIm 25 AC Concentration Room 1 (Penetration) Scry upon a distant place
Veil of Invisibility +19 PeIm 15 Touch Sun Individual 1 (Quiet Casting) Turn a person invisible – apart from their shadow

Terram Spells

Name CT Level Range Duration Target Mastery Short Description
Unseen Porter +12 ReTe 10 Voice Concentration Individual 1 (Silent Casting) Move an inanimate object as if a very strong person was carrying it

Possessions

Vis