Editing Urien Mab Carreg of House Jerbiton

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'''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)
  
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*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.
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**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.
  
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'''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.
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THE MINER’S KEEN EYE
 
THE MINER’S KEEN EYE
 
 
R: Per, D: Conc, T: Vision
 
R: Per, D: Conc, T: Vision
  
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WALL OF PROTECTING STONE
 
WALL OF PROTECTING STONE
 
 
R: Voice, D: Sun, T: Ind
 
R: Voice, D: Sun, T: Ind
  
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HANDS OF THE GRASPING EARTH
 
HANDS OF THE GRASPING EARTH
 
 
R: Voice, D: Diam, T: Part
 
R: Voice, D: Diam, T: Part
  
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THE CRYSTAL DART
 
THE CRYSTAL DART
 
 
R: Voice, D: Mom, T: Ind
 
R: Voice, D: Mom, T: Ind
  
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THE UNSEEN PORTER
 
THE UNSEEN PORTER
 
 
R: Voice, D: Conc, T: Ind
 
R: Voice, D: Conc, T: Ind
  
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CREST OF THE EARTH WAVE
 
CREST OF THE EARTH WAVE
 
 
R: Voice, D: Mom, T: Part
 
R: Voice, D: Mom, T: Part
  
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GROWTH OF THE CREEPING THINGS
 
GROWTH OF THE CREEPING THINGS
 
 
R: Touch, D: Sun, T: Ind
 
R: Touch, D: Sun, T: Ind
  
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DISGUISE OF THE PUTRID AROMA
 
DISGUISE OF THE PUTRID AROMA
 
 
R: Voice, D: Conc, T: Ind
 
R: Voice, D: Conc, T: Ind
  

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