Theandric Saga OOC

Initiative

Yair,

How exactly are you handling Initiative? The initiative order you posted in the IC thread is just the raw die rolls for Volkmar, Puck, and Valeria, not the modified scores for their Quickness and/or Weapon Skills. Was that an oversight, or are you doing something different?
 

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Nzld said:
Yair,

How exactly are you handling Initiative? The initiative order you posted in the IC thread is just the raw die rolls for Volkmar, Puck, and Valeria, not the modified scores for their Quickness and/or Weapon Skills. Was that an oversight, or are you doing something different?
I'm handling it wrong.
Sorry, I misread your post when I wrote down all the inits for myself. I'll correct my post's OOC section... and add it to the Characters At The Scene post, too.
 
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After some work, I've finished up my Companion, Erich Waldst, a highwayman fleeing persecution in the Alsace-Lorraine area of Germany.

[sblock]Erich Waldst
Highwayman, on the run from the Alsace-Lorraine
Age: 25

Characteristics: Int +1, Per +1, Str +1, Sta +1, Pre 0, Com 0, Dex +2, Qik +2

Flaws: Outlaw (major), Enemies (major, German nobles from the Alsace-Lorraine) Ability Block (illiterate), Missing Eye
Virtues: Common Sense, Improved Characteristics, Lightning Reflexes, Luck, Puissant Guile, Puissant Stealth, Self Confident, Sharp Ears
Personality Traits: Wise (clever) +2, Brave (flexible ethics/morals) -3, Strong (practical) +3

Reputation: Highwayman 2
Confidence: 2 (5)

Abilities: Brawl (punches) 2, Folk Ken (thieves and scoundrels) 3, German (slang) 5, Guile (extravagant stories) 2, Intrigue (plotting) 3, Ledgermain (filching) 2, Ride (speed) 2, Single Weapon (short sword) 4, Stealth (hide) 5

Equipment: short sword (+1 Init, +3 Atk, +1 Dfn, +5 Dam, -1 Str), heavy leather jerkin (2 Prot)

Background: Born poor in the southwestern part of Germany, Erich grew up a bit of a rogue and a scoundrel, running away at a young age. He survived on whatever he could steal, eventually falling in with some notorious thieves and scoundrels that terrorized peasants, pilgrims, and merchants travelling through the Alsace-Lorraine. Years of success eventually caught up with him, as he ended up robbing a few nobles by accident and only barely escaping them as he fled to Pomerania. The road eventually led to Fengheld, where he's subsided on odd jobs and occasional physical labor. He longs for a reasonably safe place where he could put some of his skills to work in a semi-honest fashion. figuring that his theoretical patron may be willing to stand in between the past and him.[/sblock]
 

Character thus far.... Extremely Rego....

Sheet:[sblock]
Characteristics[sblock]
Strength +0 Stamina +0
Intelligence +1 Perception +0
Quickness +2 Dexterity +2
Presence +0 Communication +0[/sblock]

Virtues and Flaws[sblock]
Virtues
  • Major
    • Flawless Magic
    • Strong Faerie Blood (Sylph)
  • Minor
    • Educated
    • Puissant Rego
    • Quiet
    • Quiet
    • Fairy Magic (Free from House)

Flaws
  • Major
    • Weak Spontaneous Magic
    • Waster of Vis
  • Minor
    • Magical Animal Companion (Talking Hawk)
    • Soft Hearted
    • Weak Magic
    • Warped Magic (Gusts of Wind)
[/sblock]

Personality Traits
  • Distracted +1
  • Friendly +2
  • Wanderer +2

Reputation Apprentice of Stentorius, Master of Rego +3

Skills[sblock]
  • Athletics (Grace): 2
  • Artes Liberales (Logic): 2
  • Awareness (Alertness): 2
  • Brawl (Dodging): 2
  • Concentration (Spells): 4
  • Code of Hermes (Mundanes): 1
  • English (StoryTelling): 5
  • Faerie Lore (Sylphs): 1
  • Finesse (Terram): 4
  • Latin (Magic Use): 4
  • Legerdemain (Magic Tricks): 1
  • Magic Lore (Rego): 1
  • Magic Theory (Rego): 3
  • Order of Hermes Lore (History): 1
  • Parma Magica (Corpus): 1
  • Ride (Speed): 1
  • Second Sight (Invisible): 2
  • Stealth (Sneaking): 4
  • Swim (Underwater): 1
[/sblock]

Arts[sblock]
  • Techniques
    • Creo: 1
    • Intelligo: 1
    • Muto: 1
    • Perdo: 1
    • Rego: 10
  • Forms
    • Animal: 4
    • Aquam: 4
    • Auram: 4
    • Corpus: 4
    • Herbam: 4
    • Ignem: 0
    • Imagonem: 1
    • Mentem: 0
    • Terram: 4
    • Vim: 0
[/sblock]

Spells[sblock]
  • Wind at the Back ReAu: 5
    • Base: 2 +1 Touch +2 Sun
    • Mastery: 1 (Still)
    • As the Book
  • Air's Ghostly Form CrAu: 10
    • Base: 2 +1 Touch +2 Sun +1 UnNatural
    • Mastery: 1 (Still)
    • As the Book, longer Duration
  • Chamber of Spring Breezes CrAu: 10
    • Base: 1 +1 Touch +2 Room +2 Sun
    • Mastery: 1 (Still)
    • As the Book (just Calc'd more understandably)
  • FarHands ReTe(Au/*): 15
    • Base: 3 +3 Sight +1 Conc
    • Mastery: 1 (Still)
    • This spell works like Unseen Porter, but with a greater range. It can be taken with an Auram requisite to overcome the '6 feet above the ground' limitation that Unseen Porter has. Other than that it works exactly like Unseen Porter, providing a Strength +5 ability to move and lift things. Must be cast with appropriate requisites for certain objects.
  • Flight of the Magus ReCo: 20
    • Base: 15 +1 Conc
    • Mastery: 1 (Still)
    • This is a method of movement through the air that is roughly the same speed as a flying bird. It effects only the Magus. It is important that the Magus does not lose his concentration, or he will fall, taking +15 damage in the process, Armour does not help soak this damage. The spell can be increased by 1 magnitude (must be learned as a seperate spell), to have a 'Safety Net' upon losing concentration, offering 1 Diam to return to the ground after Concentration is lost.
  • Flock of Birds ReCo(Au): 20
    • Base: 4 +1 Conc +1Touch +2 Group
    • Mastery: 1 (Still)
    • This spell allows the Magus, and anyone touching his person (which could include his clothing, or items carried, such as a staff) to rise into the air at the speed smoke would travel. Although the group can not fully move horizontally, if cast with an Auram requisite, the group can be pushed by the wind in 1 direction only for about 10 feet, thus allowing them to get on a roof or cliff top.
  • Lift the Dangling Puppet ReCo(An): 20
    • Base: 4 +3 Sight +1 Conc
    • Mastery: 1 (Still)
    • As per the book, but increased range (since his magic is Silent)
  • Movement of the Mind ReTe(*): 20
    • Base: 2 +3 Sight +1 Conc +2 Group
    • Mastery: 1 (Still)
    • This spell works like Unseen Arm, except extended range (since his magic is Silent), and effects multiple objects at once.
[/sblock][/sblock]

Background[sblock]
Born in the Celtic lands near a rather swamp-like area, Dylan was the source of demonic rumours. At the age of 8, the village had decided that he was definitely possessed by demonic spirits, for everytime he entered a room, anything not weighted down had a tendency to move about, or float in the air. He was imprisoned in the Crypt beneath a church to be ether excorcised or burned when Stentorius happened across the village. Stentorius had been in search of the Faerie effected version of Will O' Wisp, and the swamplands of the Celtic area were the most likely source, and evidence indicated that the area nearby was the most likely place to find it.

Stentorius heard of the demonic-child that could 'move things' with poltergeist arms, and became immediately interested in this possible Apprentice, or source of Rego Vis. It didn't take long for Stentorius to realize the potential of the boy, and depart the village with the boy in tow. The uneducated child was too young to learn magic yet, but not too young to go untrained in required learning. Stentorius had the child sent to a teacher who helped the covenant, and taught Latin as well as basic reading and writing, as well as on how to control his supernatural exhibitions through concentration.

By the age of 12 Dylan was inducted into apprenticeship with Sentorius, and trained in the arts of magic. The quiet boy proved a most apt student to Sentorius, able to do things that even the Rego Master was surprised at. The boy was the perfect Rego apprentice, and once he'd learned a new trick with the Arts, especially Rego, seemed to master it to perfection.

By the age 28 (1 year longer than most apprenticeships), Dylan passed the Ganntlet, and is now attempting to integrate himself in with the other Magi in the Covenant.[/sblock]

Goals[sblock]
Currently working on a spell to allow him to see through Fog, allowing his Fog spell to be a bit more useful (if he can see out and others can't see in). However it seems that it's currently outside the realm of possibility until he learns more about Intelligo and Auram.[/sblock]

Companion in the works.... just trying to come up with a concept. :P
 
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Setting Up an Ars Magica Wiki

I'm setting up an Ars Magica wiki for spells. Nzld, I hope you don't mind me posting my spells with your corrections, or your own castle-razing spell?
It is at http://arsmagica.pbwiki.com/, just a rough version for now.

I'll go over your characters this evening guys.
 

And the Companion (so far), a Scout (Name ForthComing)

[sblock]

Characteristics[sblock]
  • Perception +5
  • Intelligence +0
  • Speed +1
  • Dexterity +1
  • Strength+1
  • Stamina +1
  • Communication +0
  • Presence +0
[/sblock]

Virtues/Flaws[sblock]
  • Virtues
    • Great Characteristic (x2, Perception)
    • Improved Characteristics
    • Inoffensive to Animals (Magical Air Flaw)
    • Keen Vision
    • Premonitions
    • Puissant Awareness
    • Second Sight
    • Sharp Ears
    • Wilderness Sense
  • Flaws
    • Feral Upbringing
    • Incomprehensible
    • Magical Air
    • Poor Student
    • Visions
    • Weakness, Wolves
    • Wolf Companion, Magical
[/sblock]

Abilities[sblock]
  • Animal Handling (Wolves): 1
  • Athletics (Running): 3
  • Awareness (Alert): 4
  • Brawl (Dodging): 4
  • German (Sign Language): 1
  • Hunt (Tracking): 3
  • Stealth (Sneaking): 4
  • Survival (Woodland): 3
  • Swim: 3
  • Premonitions (Self): 1
  • Second Sight (Invisible Things): 1
  • Wilderness Sense (Resources): 1
[/sblock]

Personality: Cunning: +2 Civilized: -3 Cautious: +1

BackGround:[sblock]Not alot known of his childhood, raised by wolves until he was 16, he never even saw humans until they wiped out his entire pack, all except his brother. His brother remains his companion, a huge black wolf that seems to forever be by the boy's side when he's in the Covenant area. He was brought here when the hunters brought their forages and pelts to sell. He's learned the basics of the German language from the locals, but has only recently realized that not all humans are out to murder his brethren, and therefore began to trust the humans of the covenant. Having been raised as part of a pack, he's been quick to adopt the human pack as his own, and has surprised people a few times by stepping out of the forests to point them away from dangers ahead. With his companion, he's one of the, if not the very best scout the Covenant has ever had within its walls. His senses surpassing even that of his brother wolf. It is not surprising to see him with nose on the ground, following the trail of something that's passed by, though his manners have greatly changed/improved since the early days when he was brought to the covenant.[/sblock]

[/sblock]
 
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