Ars Magica Digital Codex

Petrus, Magus ex Bonisagus

Guild affiliation: Ash Guild Hermetic status: Archmage

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

Size: 0 Age: 102 (77) Decrepitude: 0 (4) Warping: 5 (26)

Virtues and Flaws: The Gift; Hermetic Magus; Flawless Magic; Affinity with Corpus, Affinity with Vim, Deft Corpus, Hermetic Prestige, Inventive Genius, Puissant Magic Theory, Quiet Magic, Sense Holiness and Unholiness; Driven (Harmonize Magic and the Divine), Enemies (Political opponents), Study Requirement; Limited Magic Resistance (Auram).

Personality Traits: Driven (Soterist cause) +3, Patient +3, Pious +2, Proud +3

Reputations: Brilliant Scholar (The Order) 3

Combat:

Dodge: Init +0, Attack n/a, Defense +0, Damage n/a

Soak: +0

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

Abilities: Artes Liberales 5 (rhetoric), Civil and Canon Law 3 (France), Code of Hermes 4 (dealing with the Church), Concentration 5 (long time), Etiquette 5 (French), Finesse 4 (details), French 5 (nobility), Guile 4 (Church matters), Intrigue 4 (clergy), Latin 5 (Hermetic), Magic Lore 5 (auras), Magic Theory 10+2 (Vim), Organization Lore: The Church 5 (weak willed clergy), Organization Lore: House Bonisagus 3 (breakthroughs), Organization Lore: Order of Hermes 6 (Latin Houses), Parma Magica 5 (Mentem), Penetration 5 (Corpus), Philosophiae 5 (ceremonial casting), Sense Holiness and Unholiness 5 (locations), Theology: Christianity 4 (debate)

Arts: Cr 26, In 15, Mu 8, Pe 12, Re 18, An 6, Aq 7, Au 15, Co 30, He 5, Ig 6, Im 8, Me 13, Te 9, Vi 27

Twilight Scars: Faint, distant sounds of wind chimes. Surrounded by cool, fresh air.

Appearance: A wise, elderly man with prominent brow. Bald head and heavy eyebrows.

Equipment: Fine robes, too academic for a merchant and too exotic for a churchman. A reasonable amount of vis from any Art.

Encumbrance: 0 Spells known:

Charge of the Angry Winds (CrAu15/+48) Mastery 1 (Penetration)

The Incantation of Lightning (CrAu35/+50) Mastery 3 (Penetration, Multicasting, Resistance)

Bind Wound (CrCo10/+65) Mastery 1 (Still casting)

Gentle Touch of the Purified Body (CrCo20/+76), Ritual, Mastery 1 (Still casting)

The Chirurgeon's Healing Touch (CrCo20/+76), Ritual, Mastery 1 (Still casting)

The Severed Limb Made Whole (CrCo25/+76), Ritual, Mastery 1 (Still casting)

Cheating the Reaper (CrCo30/+76), Ritual, Mastery 1 (Still casting)

Incantation of the Body Made Whole (CrCo40/+76), Ritual, Mastery 1 (Still casting)

Physician's Eye (InCo5/+54) Mastery 1 (Still casting)

Revealed Flaws of Mortal Flesh (InCo10/+54) Mastery 1 (Still casting)

The Inexorable Search (InCo20/+54) Mastery 1 (Penetration)

Sight of the True Form (InCo25/+54) Mastery 1 (Penetration)

The Wound that Weeps (PeCo15/+52) Mastery 2 (Penetration, Multicasting)

Grip of the Choking Hand (PeCo25/+52) Mastery 1 (Penetration)

Clenching Grasp of the Crushed Heart (PeCo40/+52) Mastery 1 (Penetration)

Veil of Invisibility (PeIm20/+52) Mastery 1 (Still casting)

Demon's Eternal Oblivion (PeVi20/+48) Mastery 1 (Penetration)

Circular Ward against Demons (ReVi25/+54) Mastery 1 (Penetration)

Circular Ward against Faeries (ReVi25/+54) Mastery 1 (Penetration)

Normandy Tribunal

No significant changes necessary since his concept defines him as reared in these parts. He does not have a guild affiliation or rank.

Thebes Tribunal

He does not have a guild affiliation or rank. He has spent enough time here to familiarize himself with the order of things, but need not be a polites.

Petrus is the senior active agent in Relisius' plans, and although he wholeheartedly believes in the cause and was central in defining the philosophy and plans with Relisius, he is definitely playing second fiddle here. Perhaps his level of ambition is less than his old friend's, or perhaps he is more realistic in his view of the troubles they are facing. Petrus' and Relisius' masters were close friends, and they were both fostered for a while to the other master. Many of their ambitions stem from their youth, where the sky was the limit. Although Petrus traveled and lived far from Relisius for many years, their paths did seem to cross often enough to discuss their old plans. And now, at last, the gears are in motion.

one or the other side, and the more sympathy and the greater numbers he can muster, the more likely he is to win the bulk of them over. In Normandy Tribunal, there are no changes necessary. If set in Thebes Tribunal, Relisius is a polites and has spent many years here. He is not currently an arche, but may have served with distinction as one previously.

Prior to these events he has been testing many of his methods on a smaller scale and against weak opponents in another Tribunal. Unfortunately for his cause, Relisius has such great confidence in his own abilities that he now starts to act on a much larger scale. His active plans for the village serve as a dress rehearsal for even grander plans; when he sees that this method works, his deputies repeat it elsewhere. His point is that if even a reasonably powerful covenant cannot withstand the inevitable encroachment, harmonization is the only way. With each successful expansion of mundane settlements, more and more magi should fall into line with his cause, and in the end there really is no choice but to harmonize. Once the entire Order works for one cause, brilliant individuals — now free to focus on this pursuit — are bound to break the Hermetic limits of the Divine, as well as use all the positive and useful elements of the Divine powers to strengthen Hermetic magic. Rumors circulate about the design of a Holy Parma Magica or a Holy Aegis of tremendous power to be used against heretics and unbelievers. Relisius cares little about what or whom he may have to sacrifice to attain his goals; he has absolute confidence in his own power and support of his cause.

Relisius himself is the kingpin, the power behind the scenes. He relies on his old comrade in arms Petrus for the practical implementation of his plan, along with other agents and sympathizers. Full game statistics are given here for Petrus. Short notes primarily for inspiration and roleplaying guidance are given afterward for additional Soterists.

Additional Soterists

Relisius and Petrus are backed up by quite a few other magi in the Soterist circle, all of whom support Relisius' philosophy. They're not all involved in his current plan; about a dozen select magi know of it — and they only know what Relisius believes they need to know. These additional magi are his underlings and are younger and less experienced in Hermetic terms than him. Rather than including full stats for a lot of magi who may or may not be used in this story, the following section outlines magi he is likely to have included in his plans and suggests how to create them.

With the Soterist movement being most popular among the Latin Houses, the magi are most likely to be from the Houses Bonisagus, Jerbiton, and Guernicus. They could also include some Flambeau who want their religion spread with force, or Tytali who are in it for the conflict and challenges. The storyguide should prepare some of these magi for use in certain events and confrontations during the course of the story. She can use the magus templates from ArM5, pages 24–28, as a base, and then advance them 30–50 years post-Gauntlet. This involves quite a bit of work, but if Magi of Hermes is available, statistics for magi of suitable ages can be taken from that book. Bear in mind that statistics are not needed unless the player characters directly confront an agent, so you need not generate all magi in advance.

Relisius has made sure he is well covered for most contingencies and has done his recruiting accordingly. He has included magi able to work craft magic with wood and stone, as well as for engineering and affecting the earth and terrain. Much depends on secrecy, on delicately executed plans, and on control and knowledge of the human mind, so he employs specialists in Mentem and Imaginem magic. Control of the weather and other elements of nature is also vital, as is the ability to heal people or animals and ensure their comfortable and healthy lives. In order for the magi to function as a coherent group and allow for communication of reports back to Relisius and orders from him they need at least one magus with Leap of Homecoming, Haunt of the Living Ghost, or a similar spell. Ideas for a few such magi are given here.

Magnus von Schwarzwald, Follower of Guernicus (Oak Guild)

Age: 48 (Master)

Personality Traits: Silent +3, Loyal to Relisius +2, Support for Soterist cause +1, Integrity (Guernicus) +1

Magnus is a Quaesitor who recently gained the status of Master in the Rhine Tribunal. He is quiet and observant, taking everything in with his dark eyes, furrowing his brow, and always looking like he is about to explode. Occasionally he sits bolt upright or springs to his feet, as suddenly as a flash of lightning. Even though they half expect it, people are usually stunned and wait in silence for his booming voice. Sometimes, he deliberately heightens the tension by pausing before opening his mouth. Then, like a thunderclap, he speaks, always in the shortest possible words and sentences, always sounding well thought through. His voice echoes in the silence created by his personality and his methods. Much of this is due to his Twilight scars, effects that he uses almost shamefully often.

In reality, he is not very bright, persuasive, or skilled in Hermetic law. He lives on his reputation and his skills at intimidation. Within the Soterist cause, he is the most well known Quaesitor, as well as being a close friend of Relisius. He isn't as fanatically pro-Soterist as many supporters, but he hates to lose or be wrong. His magical powers are not great, but adequate and mainly specialized in typical Quae-

sitorial Mentem magic: discerning the truth, interrogating witnesses, and determining whether memories or emotions have been altered or controlled. These spells are heavily augmented by masteries, with House Guernicus' abilities put to good use.

Augustijn van Eelderwolde, Follower of Jerbiton (Ash Guild)

Age: 46 (Journeyman)

Personality Traits: Builder +3, Support of Soterist cause +1, Desire to inherit +3

Augustijn was born in the Netherlands to a noble family of moderate power and considerable wealth, by his father's second wife. With several half brothers at least a decade older than him, he was far down the line as heir to the estate. Upon entering his apprenticeship to become a magus, his deep wishes to inherit land and titles began to seem more possible. The Soterist cause appeals as a way to achieve his goal, and as such he sympathizes with Relisius' political views. Concerning magic, Augustijn's mater quickly spotted that the child had a knack for working with stone and wood. This formed the basis of his education in craft magic, which was supplemented by an impressive array of mundane skills. The end result was a skilled architect and engineer, able to build houses, infrastructure, and even whole towns by means of magic ranging from the discreet to the wondrously instant, supplemented by knowledge and planning skills from the mundane world.