Diarmud Sucach

From RPGnet
Revision as of 04:29, 28 March 2018 by Meriss (talk | contribs) (Virtues)
Jump to: navigation, search

Return to the game page.

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: 26 (26)
  • Decrepitude: 0
  • Warping Score: 0
  • Confidence:
  • Sigil:
Characteristics Score
Int 2
Per 1
Pre 2
Com 0
Str 0
Sta 0
Dex 0
Qik 0
Personality Reputation
Carefree
Driven
Social

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. Mythic Blood (Major, Hermetic) You are a blood descendant of either a wizard of legend (possibly one of the Twelve Founders, or some other ancient and powerful sorcerer) or a supernatural being (such as adragon). Your potent Gift means that you do not lose Fatigue levels if your Casting Total falls short of the level of a formulaic spell by less than ten points, although you do lose Fatigue if the spell fails completely. You must expend Fatigue normally to cast spontaneous magic, and if you fail to cast a formulaic spell you lose the normal number of Fatigue levels. Additionally, you may choose one special magic feat which you can invoke at will and cancel at will, as often as you like. Invoking this feat takes as long as fast-casting a mastered formulaic spell (see page 87), and requires the same level of concentration. The effect should be designed as a Hermetic effect, with a level + Penetration limited as below. The Penetration of the effect is not modified by the magus’s Penetration Ability score, and cannot be negative, so that the highest possible level of the effect is 30. Invocation: Level + Penetration Speak and Gesture: 30 Speak: 25 Gesture: 20 Neither Speak nor Gesture: 15 This Virtue includes a Minor Magical Focus in an area related to your legendary ancestor and a hereditary Minor Personality Flaw (both at no extra cost). Mythic Blood is not particularly uncommon in the Order of Hermes, so this Virtue does not grant any Reputation. (Valkerie) Minor Magical Focus (Minor, Hermetic) Your magic is particularly attuned to some narrow field, such as self-transformation, birds of prey, or healing. In general, the field should be slightly narrower than a single Technique and Form combination, although it may include restricted areas of several such combinations. Healing, for example, is a partof Creo Corpus, Creo Animal, and possibly Creo Herbam. You cannot be focused on a laboratory activity, such as creating charged items, although a focus does apply to laboratory activities. When you cast a spell or generate a Lab Total within your focus, add the lowest applicable Art score twice, as for a Major Magical Focus (page 45). A magus may only have one Magical Focus, whether major or minor, regardless ofthe source of the focus. (Ghosts) (from Mythic Blood) Fast Caster (Minor, Hermetic) Your magic takes less time to perform than that of other magi. You gain +3 to Initiative to cast spells in combat. (Free from House) Ways of the (Grasslands) (Major, General) You have a deep understanding of a type of terrain, feeling more natural and at home there than anywhere else. Examples include Ways ofthe Forest, Ways of the Mountain, Ways of the Steppe or Ways of the Town. You get a +3 bonus to all rolls, including combat, that directly involve that area and its inhabitants; mundane, magical, or faerie. In addition, you roll one fewer botch die than normal (which may mean you roll no botch dice) in rolls that pertain to your area of understanding. You are not normally molested by animals of the terrain, and though particularly vicious creatures may still attack you, at least they’ll accord you proper respect. (For Ways of the Town, this still applies to town animals, of which there are plenty in the medieval world, rather than people. The +3 bonus does apply to people.) You may choose this Virtue multiple times, for different types of terrain.(free from House)

Flaws

Carefree (Minor, Personality) You are unshakably cheerful and happy in all 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. (Student of Diedne magic) 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. Driven (Major, Personality) You have some goal which you are determined to bring about. This has to be the sort of big goal that could shape an entire life, but if you do accomplish it you will immediately turn to a new project. (Be the greatest bard in Eire) Weak Enchanter (Minor, Hermetic) Your Gift is ill attuned to creating enchanted devices. Halve your Lab Total whenever you create or investigate an enchanted item. If you have a Deficiency that counts as part of the Lab Total, apply the Deficiency first and then halve the remaining total. Cyclic Magic (Negative) (Minor, Hermetic) As with the Hermetic Virtue, your magicis attuned to some cycle of nature and is less potent at specific times. You have a –3 penalty to all Lab Totals and Casting Totals during that time. The length of time during which you are at a disadvantage must be equal to the time when there is no penalty. (Lunar cycle) Chaotic Magic (Major, Hermetic) Your magic is very wild. When you cast a spontaneous spell, you must specify a desired level of effect. If you fall short of or exceed that target by more than one level, the spell still works, but its effects are beyond your control — the story guide decides the results. The level of effect includes any levels you assign to Penetration.

Abilities

Name Speciality Score XP
Profession Poet 5
Charm 2
Area Lore local 5
Folk Ken magi 2
Guile 2
Native Language (Irish) storytelling 5
Artes Liberals 1
Dead Language (Latin) 4
Code of Hermes
Magic Theory inventing spells 3
Parma Magica Mentem 1

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