Name:  Viola of Merinita                            Gender:  Female

Player:  Scott Orr                              Age:  20 (appears 14)

Covenant:  Haunted Springs                        Year of Birth: 1184

Saga:  Purification through Fire            Current Year: 1204

Character Type:  Maga                Size: -1             

Size: -1              

Confidence:  1 (3)

Decrepitude:  0

Warping:  0

 

Description:  Pale skin, bright violet eyes, very thin but not short, an eerie beauty. Her hair changes with the seasons, deepening from the palest blonde at the beginning of spring to a rich, pure gold at harvest time, then shading through a strawberry blonde to bright red and finally auburn, which fades quickly to white as the leaves fall.

Background:  Daughter of a human and a faerie lord, raised after the age of three in her father’s court. Her affinity with violets derives from the flowers that grow in her father’s land and in the regio connecting it with the mundane world. Her pater, in Stonehenge Tribunal, is Salignus.

In 1204, Viola passed her gauntlet, and, seeking to be independent from her pater, wandered down a random faerie trod, turning up on the southern slope of the Crimean mountains.  She soon met another newly gauntled maga, Auriane of Flambeau, and they were joined by other young magi fleeing from a pair of senior magi in Constantinople whom they’d witnessed in a very blatant attempt to interfere with the mundane attack on the city during the 4th Crusade.

 

 

CHARACTERISTICS

 

Intelligence:  +4 (Precocious)                            Perception:  +2 (Curious)

Communication:  -2 (Incomprehensible)            Presence:  +3 (Eerily beautiful)

Strength:  -3 (Insubstantial)                         Stamina:  +2 (Resilient)

Dexterity:   0                                                   Quickness:  +1 (Agile)

 

 

VIRTUES AND FLAWS

 

Free Virtues

            The Gift

            Hermetic Maga

            Faerie Magic

 

Major Virtues

            Strong Faerie Blood

                        Sidhe Beauty (+1 Presence, Eerie Beauty)

                        Natural Longevity (aging rolls start at 50 at -3)

                        Faerie Eyes (see in dark, Second Sight, strange eye color)

                        Access to Faerie Lore

            Innate Spontaneous Magic (divide non-fatiguing sponts by 2)

 

Minor Virtues

            Book Learner (+3 to book Study Totals)

            Free Expression (+3 to rolls for new works of art)

            Great Intelligence (+1 to Intelligence)

            Inventive Genius (+3/+6 to Lab Totals for new creations)

            Study Bonus (+2 to Art book and vis Study Totals)

 

Major Flaws

            Favors (to faeries in father’s family)

            Study Requirement

 

Minor Flaws

            Driven (saving nature from the advance of man)

            Faerie Upbringing

            Loose Magic

            Small Frame (-1 to Size, 4-point wound increments)     

            Weird Magic (special botch die)

 

 

ABILITIES

 

Ability                                     Specialty                     Score               XP

 

Centrum (covenant) Lore     people                         1                      5

Mercia Lore                            faerie sites                 1                      5

Violet Regio Lore                 manor house               1                      5

Awareness                                       alertness                           1                      5

Brawl                                          dodging                             1                      5

Concentration                                   spells                              2                      15

Craft (Illumination)                            nature subjects                     1                      5

Etiquette                                       faeries                             1                      5

Folk Ken                                 peasants                      1                      5

Intrigue                                    plotting                        1                      5

English                                            Mercian                             5                      75

Order of Hermes Lore                House Merinita                      1                      5

Swim                                       underwater maneuv.            1                      5

 

Artes Liberales                                 logic                               1                      5

Latin                                                Hermetic usage                      4                      50

Philosophiae                           moral philosophy            1                      5

 

Faerie Lore                                     faerie lords                        1                      10

Finesse                                         precision                           1                      5

Magic Theory                                    enchanting items                    3                      30

Parma Magica                         Mentem                     1                      5

Penetration                                     Rego                                1                      5

 

Second Sight                           regiones                      1                      5

 

 

PERSONALITY TRAITS

 

Altruistic +2

Honorable +3

Independent +3

Machiavellian +1

Trusting +1

Vengeful +3

 

 

REPUTATIONS

 

 

COMBAT

 

Weapon                              Init.             Atk.    Dfn.     Dam.            Str.            Load

 

Dodge                          1            n/a            3            n/a            n/a            0

Fist                              1            1            2            -3            n/a            0

Kick                            0            1            1            0            n/a            0

 

Armor:  None

Soak:  2

 

Fatigue Levels:  Fresh / Winded / Weary (-1) / Tired (-3) / Dazed (-5) / Unconscious

 

 

EQUIPMENT

 

Total Load:  0                         Burden:  0

Encumbrance:  0

 

 

MAGIC ARTS

 

Technique            Score               XP      

 

Creo                1                      1         

Intellego            6                      21       

Muto                5                      15       

Perdo               1                      1         

Rego                5                      15       

 

Form                Score               XP

 

Animal             3                      6

Aquam             1                      1

Auram             1                      1

Corpus             1                      1

Herbam            5                      15

Ignem               0                      0

Imaginem            3                      6

Mentem            3                      6

Terram             1                      1

Vim                 4                      10

 

 

WIZARD’S SIGIL

 

All spells include a manifestation of violets—the flowers, the scent, or the color.

 

 

GRIMOIRE

 

InAn20 The Counsel of Animals (CT +11)

R:  Touch, D:  Conc, T:  Ind

Allows speech with the target animal

(Base 10, +1 Touch, +1 Conc)

 

InHe25 Converse with Plants and Trees (CT +13)

R:  Touch, D:  Conc, T:  Ind

Allows speech with the target plant

(Base 15, +1 Touch, +1 Conc)

 

CrMe15 The Wise Fool (CT +6)

R:  Eye, D:  Sun, T:  Ind

Plants an absurd thought in the target’s mind. The more absurd the notion, the easier it is to convince them they are wrong. However, they continue believing this foolishness until someone or something challenges it.

(Base 4, +1 Eye, +1 Sun)

 

MuIm20 Image Phantom (CT +10)

R:  Touch, D:  Sun, T:  Ind

Complete changes the image of one thing for all senses save touch.

(Base 5, +1 Touch, +2 Sun)

 

MuTe(Aq)20 Eye of the Wizard’s Swamp (CT +8)

R:  Sight, D:  Sun, T:  Part

Turns 10 cubic paces of earth into quicksand.

(Base 3, +2 Voice, +2 Sun, +1 Part, requisite necessary for effect)

 

InVi20 Piercing the Faerie Veil (CT +13)

R:  Per, D:  Conc, T:  Vision

Potency +1 (violet sapphire)

Allows sight between levels of a regio.

(Base 3, +1 Conc, +4 Vision)

 

 

CERTAMEN

 

School:  Gladiator

Familiarity:  Bone-biting

 

 

Innate Spontaneous Magic

Major Hermetic Virtue

            To qualify for this Virtue you must have an extremely strong faerie nature. Examples include Faerie Blood, substantial Warping from a Faerie source, being bound by a Faerie Familiar, or the Inner Mystery of Becoming. All script variations for this mystery have one or more of these as a prerequisite. This and other new Arcadian Mysteries are available to Faerie magi outside of this group as well. 

            This Mystery taps into the power inherit in your Faerie nature, allowing you to handle magic with greater fluidity.  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 a stress die, and can botch.