Ars Magica Digital Codex

Mari Amwithig of Merinita

by Neil Taylor

Characteristics: Int +3, Per +1, Pre +1, Com 0, Str - 2, Sta +2, Dex -1, Qik 0

Size: 0

Age: 28 (23*)

* LP made as a Favour by her parens –14 to Aging (CrCo lab total 20+25+3+7+5 + Mari's 3+4 = 67)

Decrepitude: 0

Warping Score: 1 (6*)

(* her parens had to inflict a warping point on her in order to teach her Faerie Magic)

Confidence Score: 1 (3)

Virtues and Flaws: The Gift; Hermetic Maga; Affinity with Perdo, Book Learner, Cyclic Magic (+3 at night), Faerie Magic (free Virtue), Life Boost, Mastered Spells, Puissant Art (Perdo), Special Circumstances: touching, Subtle Magic; Driven: prove herself better than the Faerie Blooded magi, Favors (her parens, for LP); Cyclic Magic (-3 by day), Short Lived Magic

Personality Traits: Jealous of Faerie Blood magi +3, Vain +2, Spiteful +1

Combat: Fist: Init 0, Attack 0, Defense +1, Damage -2

Soak: +2

Fatigue levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)

Abilities: Artes Liberales 2 (ceremonial casting), Awareness 1 (searching), Code of Hermes 1 (faerie matters), Concentration 1 (spells), Covenant Lore 1 (rules), Faerie Lore 2 (dark winter), Faerie Magic 1 (showy effects), Finesse 1 (precision), Latin 4 (Hermetic usage), Leadership 1 (shield grogs), Living Language 5 (wide vocabulary), Magic Theory 4 (invent spells), Order of Hermes Lore 1 (who's who), Parma Magica 2 (Corpus), Penetration 3 (Perdo), Philosophiae 2 (ritual spells), Profession: Scribe 1 (copying), Stealth 0+1 (sneaking), Survival 0+1 (woods)

Agony of the Beast 1 (dogs), Eyes of the Cat 1 (at night), Grip of the Choking Hand 2 (warriors), Lift the Dangling Puppet 1 (warriors), Curse of the Rotted Wood 1 (doors), Invisibility of the Standing Wizard 1 (inside), Obliteration of the Metallic Barrier 1 (doors), Wind of Mundane Silence 1 (against faerie magic)

Arts: Cr 0, In 0, Mu 5, Pe 15(*), Re 6; An 7, Aq 0, Au 0, Co 7, He 4, Ig 0, Im 0, Me 4, Te 4, Vi 0

(* Includes +3 for Puissant Art)

Equipment: robes, an impressive looking carved staff, elaborate finger rings

Encumbrance: 0 (0)

Spells Known:

Agony of the Beast (PeAn 15/+25), Mastery 1 (Penetration)

Eyes of the Cat (MuCo 5/+18@), Mastery 1 (Multiple Casting)

Grip of the Choking Hand (PeCo 25/+26), Mastery 2 (Fast Casting, Penetration)

Slay the Innocent* (PeCo(An) 30/+24)

Lift The Dangling Puppet (ReCo 15/+16), Mastery 1 (Penetration)

Curse of the Rotted Wood (PeHe 5/+25@), Mastery 1 (Still Casting)

Palm of Flame (CrIg 10/+5@)

Invisibility of the Standing Wizard (PeIm 15/+21@), Mastery 1 (Still Casting)

Touch of Shattering* (PeTe 5/+24@)

Obliteration of the Metallic Barrier (PeTe 20/+25@), Mastery 1 (Penetration)

Obliteration of the Traveler's Barrier* (PeTe(He) 20/+21)

Grasp the Distant Slingstone* (ReTe 10/+12)

Wielding the Invisible Sling (ReTe 10/+12)

Wind of Mundane Silence (PeVi 20/+18), Mastery 1 (Penetration)

(@ These spells have Touch range, so include the +3 "Special Circumstances: Touching" bonus)

(* New spell)

New Spells:

SLAY THE INNOCENT

PeCo(An) 30

R: Voice, D: Mom, T: Ind

This spell slices open the unfortunate victim, leaving them grievously and horribly wounded: companions of the victim may be horror-struck at the sight of such a happening. The name reflects the likelihood

that an unaided victim will die soon after incapacitation.

(Base 20, +2 Voice)

Touch of Shattering - PeTe 5: ("Fist of Shattering", reduced to Touch range). The appropriate Form for the target is a casting requisite.

OBLITERATION OF THE TRAVELER'S BARRIER

PeTe(He) 20

R: Road (Faerie Range), D: Mom, T: Ind

Using the Faerie "Road" range carries the spell beyond the range of the caster's voice (useful if casting quietly!) so long as there is a path directly to the object. A barrier laid across a road is the most obvious example of such, hence the name of the spell, although the spell can destroy any object (up to 10 Individuals in size) of wood, stone, metal or similar material, not just a barrier.

(Base 5, +2 Road, +1 size) (cf Obliteration of the Metallic Barrier)

GRASP THE DISTANT SLINGSTONE

ReTe 10

R: Voice, D: Mom, T: Ind (based on Wielding the Invisible Sling)

The spell "grabs" a nearby object that could be thrown by a normal person (provides it is not held or fastened down), and moves it rapidly to the hand of the caster. Although the title suggests a sling-stone, an alternative use is to attempt to grab a small, shed, portion of an opponent – so that the caster may obtain an Arcane Connection to said opponent. It may help if an obliging shield grog can make the target shed a drop of blood(e.g. nicking it with a weapon). The Arcane Connection can then be used to boost Penetration of spells cast against the opponent.

(Base 4, +2 Voice)

Vis: none, alas.

Appearance: A striking young woman with pale skin and raven black hair, which never seems to stay where it should (a mundane problem, which Mari could solve with magic, but does not). While quite given to sneaking around, hooded and cloaked, in dark places, she much prefers company where she can let her good looks show.

She is often found in the company of assorted night Faeries, goblin and redcaps and the like, which dayfolk consider unsavory…

Recruited by her Merinita parens for her intelligence and magical Gift, she nevertheless has no trace of faerie blood in her veins. It was a source of minor shame to her parens that he had to inflict a small warping spell in order to initiate her into the faerie Mysteries.

She is pale and raven haired, in contrast to the ruddy blond, Sidhe-blooded magi around her as she was trained. She is deeply jealous of her sodales in the House, of their ease and grace and good looks, and the common assumptions that faeries are light and fluffy and that Merinita magi should be like that too. She found a strength in the darkness, and discovered more about the dark fae, and the destructive aspects of magic.

She is determined to make herself better than those who have the easy option of faerie blood: she studies spells, arts and skills to wield raw power, and even nagged her parens to devise a longevity ritual for her before she even finished her apprenticeship. Having this potion (combined with her genuine youth) has made her seem not to have aged since her gauntlet.

[In game terms, she makes her aging rolls as normal, but ignores all results other than "no apparent aging (2 or less)" or "apparent age increases by one year (3 or more)"; she will start to make aging rolls normally after she turns 35.]

In her drive, she has also learnt tricks to make herself seem more powerful: elder magi may be so suffused with aspects of their Art as to radiate involuntary effects, and she tries to make it seem as though she does, too. She has learnt minor spells of destruction, and mastered them, so that she might cast them without seeming - one of her favorite tricks is to flounce out "through" a door, shattering it into pieces; or to make plants wilt around her. She also carries an ornately carved staff, which other may take for a talisman, or enchanted device, but which is in truth nothing more than a "stage prop"!

If a cast spell is blocked by the magic resistance of an opponent, she will try to obtain a small item, drop of blood, or fallen hair, using her spell Grasp the Distant Slingstone, and using that to boost her Penetration total. If that is not enough, she will draw on reserves of inner strength, and use her own life force to boost the spell casting. So far, this has always proved enough… she may yet fail! She also desires to improve her Penetration ability by study and practice.

Her vain desire to remain young, like the faeries, by the artificial means of a powerful longevity ritual, mean that she began her magical career owing a large favor to her parens, above the normal debt of any filia to parens. She has sent small gifts of raw Vis whenever she has managed; should he ask her to perform some task she knows she must obey even though it inconvenience her considerably.

Moratamis

Follower of Cuernicus

by Erik Dahl

Characteristics: Int +2, Per +3, Pre +2, Com +1, Str -2, Sta +1, Dex -2, Qik -1

Size: 0

Age: 44 (30)

Decrepitude: 0

Warping Score: 2 (15)

Confidence Score: 2 (5)

Virtues and Flaws: The Gift; Hermetic Magus; Skilled Parens, Hermetic Prestige (free Virtue), Mastered Spells, Quiet Magic (x2), Subtle Magic; Educated, Famous, Piercing Gaze, Self-Confident; Driven (justice); Warped Magic, Creative Block, Deleterious Circumstances (target unaware); Visions; Weakness (women)

Personality Traits: Careful +3, Just +3, Indulgent +1

Reputations: Fair 4 (Hermetic), Knowledgeable Quaesitor 3 (Hermetic)

Soak: +1

Fatigue levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)

Abilities: Artes Liberales 4 (logic), Awareness 6 (search- ing), Charm 2 (pleasantries), Civil and Canon Law 3 (French), Code of Hermes 6 (relations), Concentration 3 (spell concentration), Etiquette 4 (the Order), Faerie Lore 1 (customs), Finesse 2 (Mentem), Folk Ken 3 (women), Guile 1, Intrigue 3 (alliances), Magic Theory 4 (inventing spells), Norman Lore 2 (personalities), Order of Hermes Lore 3 (personalities), Parma Magica 5 (Corpus), Penetration 3 (Mentem), Profession: Scribe

2 (legal documents), Speak Latin 5 (academic usage), Speak Langue d'Oc 5 (written), Speak Langue d'Oil 2 (official documents)

Arts: Cr 1, In 12, Mu 1, Pe 7, Re 8; An 5, Aq 0, Au 0, Co 5, He 0, Ig 0, Im 10, Me 13, Te 0, Vi 5

Spells Known:

Opening the Tome of the Animal's Mind (InAn25/+18)

Prying Eyes (InIm5/+23)

The Ear for Distant Voices (InIm20/+23)

Summoning the Distant Image (InIm25/+23)

Invisibility of the Standing Wizard (PeIm15/+20), Mastery 2 (Fast Casting, Multiple Casting)

Veil of Invisibility (PeIm20/+18)

Frosty Breath of the Spoken Lie (InMe20/+28), Mastery 2 (Penetration, Magic Resistance)

Posing the Silent Question (InMe20/+29), Mastery 3 (Fast Casting, Magic Resistance, Penetration)

Loss of But a Moment's Memory (PeMe15/+24), Mastery 2 (Magic Resistance, Multiple Casting)

The Call to Slumber (ReMe10/+24), Mastery 2 (Penetration, Multiple Casting)

Aura of Rightful Authority (ReMe20/+23), Mastery 1 (Penetration)

Piercing the Faerie Veil (InVi20/+18)

Appearance: Moratamis is a tall, handsome woman apparently in her early thirties. She has dark hair that hangs below her waist and is typically plaited with ribbons or held back in a long veil parted over her shoulders, worn under a copper circlet inscribed with the symbol of House Guernicus. She favors blue gowns and skirts with flared voluminous lower sleeves of finely pleated fabric, tied with a double belt and a sash in the French style. While she rarely needs to keep her hands free, instead letting them hang comfortably and decorously at her sides, she ensures that her face is always uncovered. Her eyes are quick and piercing, and while her look may be friendly and welcoming, there is clearly steel beneath her gaze, and she misses little.

Moratamis is a Quaesitor, a follower of House Guernicus, and as such she represents the Order of Hermes in everything she does. Because of this, she is mindful of her actions at all times, and careful to do nothing that would bring embarrassment upon her, her covenant, or her House. She is a great student of lore and etiquette, and believes that by observing the graces that make others comfortable, she better understands the motivations of those around her. While driven to bring about justice for all, as part of this she is interested in bringing about equality between mundane men and women, in as much as rights and status are concerned. However, she recognizes the inherent good in the traditional system, and does not generally rebel against it as an institution.

Moratamis never knew her parents, for she was born out of wedlock and left to the abbey of Fontrevault in 1125. She was later apprenticed to a wandering maga named Empistula, who had close ties to the nunnery, and completed most of her magical training under her tutelage. Before they finished, her mistress died under suspicious circumstances, and Moratamis was left to make her way across France alone. At some point on her journey she became lost, and found shelter in a faerie palace. She spent forty days there, during which time she copied strange legal documents for the faerie lord to pay her keep. Armed with his directions, she left the regio and eventually reached the largest covenant in the tribunal, where she learned her journey had somehow taken her forty years, though to her it seemed less than a year. The presiding quaesitor recognized her, and a wizard of House Bonisagus agreed to help her complete the few years of apprenticeship still remaining to her. She was allowed to

swear the Oath as a follower of House Guernicus and Empistula's filia.

Now, twenty years later, she maintains correspondence with many friends and associates throughout the Order of Hermes, and often gives advice to those who write to her with legal questions or questions of custom and tradition. When interpreting the Code, Moratamis is a Traditionalist, meaning that she tends to rule by precedent rather than by circumstances. Her special interest is in the Order's relations with others; she believes magi should strive to observe but not interfere with mundanes, faeries and other groups. In her opinion, the best way to achieve this is through the mind; by studying or removing memories she makes sure that only those with need know the truth about the Order.

Her Wizard's Sigil is a sense of propriety, which manifests in her target or those who interact with her target. For example, if she were to cause a man to forget his conversation with her, he might retain the satisfaction of a job well done, though he might not recall what it was that caused him this feeling. Because of her Binding Sigil, that man would remain an arcane connection to Moratamis for a period of time, perhaps as long as he could recall the feeling of her spell.

She usually performs her magic by looking people in the eye, and in fact has grown dependent on this method since she does not use her voice or gestures unless she is casting spells of great range. Her magic is weaker when her targets are not aware of her, and so while she may cast spells to hide herself from danger, she doesn't use her Arts to spy on others without very good reason. She has learned to follow her hunches, though, as she often has a strange sense for trouble (Visions).

Moratamis is a stern judge, but she does have a soft spot for luxurious living. She enjoys good food and good wine, and does her best to ensure that the covenant has access to such amenities. She also sympathizes with women, especially young women in trouble, and may go out of her way to offer them her assistance. Otherwise, everyone who knows her is aware that she does not think highly of trickery and deceit, and will not hesitate to see those who bend the rules brought to justice.

Tillitus

of House Bonisagus

by Matt Ryan

Characteristics: Int +5, Per +1, Str -2, Sta +1, Prs +1, Com +2, Dex -2, Qik +1

Size: -1

Age: 35 (Apparent Age 35)

Decrepitude: 0

Warping Score: 0 (0 points)

Confidence Score: 0 (0 points)

Virtues and Flaws: The Gift; Hermetic Magus; Secondary Insight; Affinity with Latin, Free Study, Great Intelligence (twice), Premonitions, Puissant Ability (Magic Theory) (free Virtue), Special Circumstances (casting while tipsy); Low Self-Esteem, Driven; Clumsy Magic, Lesser Malediction (unlucky), Small Frame

Personality Traits: Hesitant +2, Modest +2, Self-

centered +1

Reputations: None

Combat: Fist: Init +1, Attack 0, Defense +3, Damage -2

Soak: -2

Fatigue levels: OK, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-4), -3 (5-8), -5(9-12),

Incapacitated (13-16)

Abilities: Awareness 1 (dark corners), Brawl 2 (dodging), Breton 5 (city dweller's slang), Brittany Area Lore 2 (urban centers), Carouse 2 (begging drinks), Chirurgy 2 (self-treatment), Code of Hermes 1 (Normandy Tribunal magi), Concentration 3 (under

duress), Finesse 1 (Auram), Folk Ken 2 (lower classes), French 3 (barroom cant), Guile 2 (disavowing responsibility), Latin 5 (Hermetic usage), Magic Theory 3+2 (extracting Vis), Order of Hermes Lore 1 (Normandy Tribunal magi), Paris Lore 2 (students' quarters), Parma Magica 2 (Ignem), Penetration 1 (Auram), Premonitions 2 (personal rejection), Stealth 2 (hiding), Survival 2 (city streets)

Arts: Cr 5, In 5, Mu 4, Pe 4, Re 5; An 3, Aq 2, Au 3, Co 2, He 2, Ig 0, Im 2, Me 3, Te 0, Vi 5

Twilight Scars: None

Equipment: Wizardly robes.

Encumbrance: 0

Spells Known:

Panic of the Elephant's Mouse (ReAn 15/+9)

Broom of the Winds (CrAu 15/+9)

The Chirurgeon's Healing Touch (CrCo 20/+8)

The Gift of Vigor (ReCo 20/+8)

Trap of the Entwining Vines (CrHe 15/+8)

Discern the Images of Truth and Falsehood (InIm 15/+8)

Panic of the Trembling Heart (CrMe 15/+9)

Sense the Nature of Vis (InVi 5/+11)

While Tillitus might be the typical sort of magus from House Bonisagus, he is not the typical magus just leaving apprenticeship. He is much older than his peers, younger men and women also starting on the long road of a magi's life. This difference is readily apparent and Tillitus is acutely aware of it, so much so that it has become a liability more than a strength.

In public with his peers he is clumsy and awkward, tongue-tied when he speaks and fumbling when he casts spells. In private he is much more confident, at ease with magical research and innovative when inventing spells or undertaking other arcane ventures. He is strongly driven to overcome his public failings, and constantly pushes himself to reattempt and succeed at his past mistakes. Unfortunately, his second effort usually fares as poorly as his first. Tillitus is the hermetic embodiment of the idea that if you fail, you should try, try again.

In Tillitus's case, you should try, try, try, try . . . you get the picture.

Background

Tillitus doesn't remember his mother or father, nor does he know the circumstances of his birth. He grew up with the village wise woman, the only woman in the village interested in aiding the abandoned child. During his birth he was cursed with ill luck by an unknown assailant, which so deeply affected him that it became part of his essential nature.

As a child growing up in Brittany, Tillitus had talent, a wizardly knack for finding things. Many of his

neighbors thought the annually visiting maga would select the boy for apprenticeship, but it was not to be; a clever young girl was chosen instead. Better luck next time, they said.

Tillitus had a flair that bordered on the fantastic for combining tinctures and herbal remedies, but as a teenager wandering behind the village wise woman, he felt his life lacking. He waited again, holding his breath, as the Russian magus eyed him over, judging him against a precocious albino boy. Tillitus failed to pass the magus's muster and was again passed over for another.

The magisters of the University of Paris were surprised when Tillitus stood before them, requesting admission to their academy. Although the young man impressed them with his erudition and selftaught Latin skills, there was something unsettling about the rustic. At twenty, he was a tad too old to begin academic studies, so he was refused, passed over again.

Tillitus went to an inn and, pestering the inn-keeper until he was sold a tankard of ale, drowned his sorrows with the bitter tasting brew. He then bought another, and another, until he had become quite drunk and was thrown out into the street. Naturally, thought Tillitus, it was raining.

And that is precisely where his soon-to-be mater found him, laying stinking drunk in the gutter, the rats and cut-purses avoiding the bedraggled young man. Some whisper Maga Countenance adopted Tillitus on a dare, others mused it was to win a bet, but for whatever reason she, one of the Order's most prestigious and inventive magi, accepted Tillitus as her apprentice.

Tillitus's ill-luck continued throughout his apprenticeship. While he quickly learned his arcane studies, and effortlessly mastered many minor cantrips, he always seemed to be in the wrong place at the wrong time. Bad luck followed him like a black rain cloud, making for many adventures. Finally, fifteen years later - although Countenance swears it felt like thirty - Tillitus was gauntleted and awarded the title of Magus of House Bonisagus.

With a final parting gift and many more words of advice, Countenance hustled her protégé out the door. As a final act of kindness, she had procured a place for him among a distant Covenant. Tillitus left, with a smile on his face and a newly worn hole in his coin purse, spilling pennies in his wake. Countenance smiled, waved good-bye, and moved house once he had traveled out of sight.

Role-playing Tillitus

Tillitus's curse is such an integral part of his nature that he doesn't realize he is cursed. Instead he assumes that his failings are his fault and not a magical malady of any sort. While this has crushed his self-esteem, it has also driven him to surmount his own perceived shortcomings. He is not depressed, possessing a thriving spirit, but he is shy and a tat embarrassed. He has learned that alcohol will bolster his confidence, especially when spell casting, and will knock back a few drinks before especially important situations. He is

intelligent enough to realize the consequences of his behavior if he were to abuse it.

Tillitus is shy and outwardly nervous. He often stands in the back of a group, wringing his hands, looking for the opportunity to leap to the fore to impress his fellows. This ploy rarely works, and Tillitus resumes his place at the back of the pack.

Tillitus isn't very interested in his personal background and would most likely disbelieve anyone who told him about his birth. Information about his past might draw him into a story, but he is more interested in proving who is, rather than discovering who he was. Removing Tillitus's curse would have serious ramifications, and might even quench his Gift.

In play, the curse manifests itself as the opposite of the Minor General Virtue: Luck. Rather than giving Tillitus a penalty on die rolls that involve luck more than skill, the storyguide should play up the failings of the magus, making him roll more botch dice during spell casting is a good example. Tooling up the negative social aspects of Tillitus's Gift is another.

Semita Errabunda –Virgil the Magical Cat

Magic Might: 13 (Animal)

Characteristics: Int +1, Per +1, Pre -2, Com –2, Str -5, Sta +1, Dex +3, Qik +5

Size: -3 Age: 2 (2)

Confidence Score: 2 (3)

Virtues and Flaws: Magic Animal [see Note 1 below], Magical Covenfolk [free Social Status Virtue; he is generally accepted by the people in the covenant as an equal but does not command any special respect because of his magical nature and those outside the covenant treat him as a regular cat], Perfect Balance, Puissant Awareness, Sharp Ears; Covenant Upbringing, Delusion (must supervise grog activities in the covenant)

Magical Qualities and Inferiorities: Magical Meditation [allows him to recover Might faster from a Magic aura and to resist the effects of Acclimation (see Note 4 below)], Lesser Power (x3), Minor Virtue (x2) (Second Sight, Self-Confidence), Personal Power (x2), Reduced Attack (teeth) [Attack bonus reduced by 2], Susceptible to Deprivation [needs to breathe, eat and drink]

Personality Traits: Curious +4, Cat +3* [Essential Trait], Timid +1, Interfering +1

Reputations: Nuisance 2 (covenant)

Combat:

Claws: Init +3, Attack +8, Defense +11, Damage -3 Teeth: Init +4, Attack +6, Defense +8, Damage –4

Soak: +2

Fatigue Levels: OK, 0, –1, –3, –5, Unconscious Wound Penalties: –1 (1–2), –3 (3–4), –5 (5–6), Incapacitated (7–8), Dead (9+)

Abilities [see Notes 2 and 3 below]: Area Lore: Covenant 3 (kitchens), Athletics 3 (jumping)*, Awareness 4 (at night)**, Brawl 2 (claws), Charm 2 (grogs), Concentration 1 (prey), Dead Language: Latin 1 (reprimands) [understanding not speaking, see Note 1 below], Etiquette 1 (coven folk), Folk Ken 3 (kitchen staff), Guile 2 (begging for food), Hunt 4 (rodents), Intrigue 2 (covenant), Living Language: Local 3 (kitchen talk) [understanding not speaking, see Note 1 below], Magical Meditation (maintaining concentration) 1, Penetration 3 (Mentem) [gained by using excess level points from the Powers, see Note 3], Second Sight 1 (invisible things), Stealth 4 (stalking), Survival 3 (covenant)

*Cats gain a +3 bonus on rolls to climb and jump, due to their Perfect Balance Virtue.

**Cats have excellent night vision.

Powers:

Everywhere at Once, 0 points, Init: Qik-1, Animal

R:Per, D: Mom, T: Ind

Based on the ReCo guideline level 15, transport the target up to 50 paces (ArM5 page 134).

ReAn15 (Base 15); Personal Power (15 levels, +1 Initiative, -1 Might cost) [See Note 3]

Feigned Innocence, 0 points, Init: Qik, Mentem

R: Eye, D: Mom, T: Group

This causes a Group of people to forget something the cat did, much as the spell Loss of But A Moment's Memory does (ArM5, page 151).

PeMe15 (Base 1, +1 Eye, +1 Group); Lesser Power (15 levels, +1 Initiative, -1 Might cost)

Inconspicuousness, 0 points, Init: Qik–1, Imaginem

R: Per, D: Sun, T: Ind

A Personal version of Invisibility of the Standing Wizard (ArM5, page 146)

PeIm20 (Base 4, +2 Sun); Personal Power (20 levels, -1 Might cost)

Pass the Unyielding Portal, 0 points; Init: Qik –1, Herbam R: Touch, D: Diam, T: Ind

A version of the spell of the same name, used when no humans are available to open doors. (ArM5, page 137)

MuHe5 (Base 3, +1 Touch +1 Diameter): Lesser Power (5 levels, -1 Might cost, 15 xp Penetration)

Prying Eyes, 0 points, Init: Qik –1, Imaginem

R: Touch, D: Conc, T: Room

This effect is used to look inside buildings and rooms while patrolling a house or town. Note that a cat touching the roof of a room can see inside it. (ArM5, page 144).

InIm5 (Base 1, +1 Touch, +1 Conc +2 Room); Lesser Power (5 levels, -1 Might cost, 15 xp Penetration)

Natural Weapons: Claws: Init –1, Attack +2, Defense +3, Damage +2. Teeth: Init 0,

Attack +3, Defense +1, Damage +1. The cat's dense fur gives it a Protection of +1.

Vis: 2 pawns, Animal, in eyes. (Might / 5, rounded up)

Appearance: Virgil is a slim, two year-old black cat, with eyes of olive-green.

Virgil was born in the covenant and grew up there, playing and learning about life with several siblings and a number of cousins, but he always knew he was special. While the other kittens filled their young lives with play, sleep and milk, he was learning his way around the stables and ingratiating himself with the other residents. As soon as he was old enough to take on duties, he made himself useful and quickly became familiar with every part of the covenant, inside and out.

He enjoys patrolling and specializes in hunting down vermin but he feels his primary role is in supervision, keeping an eye on all the activities that make up covenant life to ensure things are done properly. While he could be found just about anywhere in the covenant, he seems to turn up most frequently in the vicinity of the kitchen. Most of the people who work there are friendly towards him, and he knows how to get round them for attention and tidbits. Another favorite haunt is the library; any pile of books may be treated by Virgil as a convenient vantage point. Any piece of parchment laid down and unattended is likely to be sat upon, with the inevitable consequences if there is wet ink on it.

While not afraid of the magi, he does not find them congenial company so tends to keep out of their way. Where the covenfolk are concerned, he seems to be able to predict what they are going to do, since they often find him in the way, underfoot, in the basket, on the table, or where-ever else is inconvenient. Of course, from Virgil's point of view, he is just keeping a very close eye on them. It is as well for him that he remains popular with many, and tolerated by almost all the rest.

Notes

    1. The Magical Animal Virtue include the No Hands Flaw and also Mute; that is, the character cannot use human speech but is able to communicate like any other animal of its species.
    1. Virgil is a Summer Season character and thus has 360 experience points to spend.
    1. Excess points from the Personal Powers and Lesser Powers are used to reduce the Might Point cost to 0 for all of them, and to improve the Penetration Ability.
    1. Magic characters are nurtured by the power of Magic and they rely on it to survive. Over time, those magic characters that do not maintain a connection to the realm of Magic slowly lose some of their magical power. This process is called Acclimation: the character becomes less magical as it becomes more conditioned to the mundane world and more distant from the Magic Realm.