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.