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  • Locked thread
Lord Prinnington
Jul 20, 2010
This CYOA is based on Ars Magica 5th edition, and you'll be controlling a maga generated using the character creation rules in the core book. I'll do most of the work creating the character after some choices made in this thread, since the full creation of a maga is too complex to handle here without it taking a very long time. Questions into the nature of things will require passing Lore rolls, but if you have questions regarding the system I'll answer them.

quote:

This is your character:

Name:
Age: 25
Sex: Female
House: Tytalus

Confidence: 2
Warping: 0
Spell Sigil: Puff of smoke.

Characteristics:

Intelligence +3
Perception 0
Strength -1
Stamina +2
Presence -1
Communication 0
Dexterity 0
Quickness 0

Virtues and Flaws:
Major Virtues

Chthonic Magic (Hermetic) (Your magic is associated with the low powers, while not strictly Infernal you benefit from both Magic and Infernal auras and vis. You start with the ability Chthonic Magic 1, which may be substituted for your Magic Theory score when doing laboratory work. Your score in Chthonic Magic also denotes an extra amount of Infernal vis you may use in laboratory work. You have access to new Ranges, Durations and Targets, but using them in spells will make the spell obviously Infernal in nature. You may gain a bonus equal to your lowest art used in laboratory or casting rolls by performing a sinful act in conjuncture with the activity, but this also stains the activity with Infernalism. Infernalism is punishable by death in the Order of Hermes.)
Greater Immunity to Fire (Supernatural) (You are completely immune to fire.)

Minor Virtues

Latent Magical Ability (General) (You have some sort of magical ability that your master failed to discover or teach you about, waiting to one day manifest itself.)
Keen Vision (General) (You gain +3 to all rolls involving sight, except when using weapons.)
Clear Thinker (General) (You gain +3 to all rolls to resist lies or befuddlement.)
Aptitude for Lies (General) (You gain +3 to rolls to lie.)

Free Virtues

Hermetic Magi (Social) (Your social standing in this world is that of a wizard.)
The Gift (Special) (You have The Gift, and are capable of hermetic magic. Mundanes distrust you naturally, imposing penalties to social rolls associated with them.)

Major Flaws

False Power (Supernatural) (Some part of your being has darker origins, causing those who use divine or infernal means of detection to see your tenuous connection to the Infernal. Some of your abilities may be tainted and unable to be used in virtuous ways.)
Tragic Life (Story) (You will live a difficult life.)

Minor Flaws

Overconfident (Personality) (You refuse to admit failure, if you botch a roll you block out the real events from your memory in favor of a made-up story.)
No Tradition (General) (While your master was an Infernalist, you are not, and he never initiated you into his tradition. You do not have any Favored Infernal Abilities.)
Infamous (General) (Start with a bad Novgorod Reputation (Black Magics) 4.)
Infamous Master (Hermetic) (Start with a bad Hermetic Reputation (Infernalist) 3.

Abilities:
Brawl 2, Guile 2, Stealth 2, Awareness 3, Folk Ken 3

Russian 5, Latin 4

Veliky Novgorod Lore 4, Magic Lore 3

Artes Liberales 1, Magic Theory 3, Parma Magica 1, Code of Hermes 2, Chthonic Magic 1

Novgorod Reputation (Black Magics) 4, Hermetic Reputation (Infernalist) 3

Arts:
Creo 4, Perdo 4, Rego 4, Muto 4, Intellego 6

Animal 2, Aquam 2, Auram 2, Corpus 5, Herbam 2, Ignem 4, Imaginem 5, Mentem 4, Terram 1, Vim 1

Spells:
Shiver of the Lycanthrope
Intellego Animal 10
R: Per, D: Conc, T: Touch
You feel a sudden shiver if you are touching a person or beast that is actually a lycanthrope. Variants of this spell detect other types of shapechanger, but not Bjornaer with Heartbeasts.
(Base 4, +1 Concentration, +1 Touch)

Dignify the Unfortunate Bystander
Perdo Aquam 10 (Terram Requisite)
R: Touch, D: Mom, T: Ind
Dries a person and his or her clothes, as well as removing any dirt on them.
(Base 4, +1 Touch, +1 Terram Requisite)

Stench of the Twenty Corpses
Creo Auram 10
R: Voice, D: Diam, T: Ind
Makes the surrounding air stink horribly of rotting corpses. All those within fifty paces of the target point must make Stamina stress rolls of 6+ or act with a –3 penalty on all rolls.
Anyone who botches the roll vomits and is incapacitated for (10 – Stamina) rounds.
(Base 3, +2 Voice, +1 Diam)

The Inexorable Search
Intellego Corpus 20
R: Arc, D: Conc, T: Ind
Determines the location of a specific person. To cast the spell you need a map and an Arcane Connection. After casting the spell, you can move your finger over the map at the rate of one hour per square foot of map. When your finger passes over the person’s location as represented on the map, you sense the person’s presence. (If the person is not in the area covered by the map, no sensations result.) You can locate the person to within a thumb’s width on the map. A similar spell allows you to search for a dead body (Tracing the Trail of Death’s Stench).
(Base 3, +4 Arc, +1 Conc)

Disguise of the New Visage
Muto Corpus 15
R: Touch, D: Sun, T: Part
The target’s facial features are transformed to any approximately human configuration you choose. In Cralian of Tremere’s version of this spell, the new visage is always as unassuming as possible.
(Base 3, +1 Touch, +2 Sun, +1 Part)

Spasms of the Uncontrolled Hand
Rego Corpus 5
R: Voice, D: Conc, T: Ind
One of the target’s hands spasms, causing him to drop anything he is holding in it. It keeps spasming for as long as you concentrate.
(Base 2, +2 Voice, +1 Conc)

The Ear for Distant Voices
Intellego Imaginem 20
R: Arc, D: Conc, T: Room
You can hear what is happening in the place you designate. You must have an Arcane Connection with the place or with a person there.
(Base 1, +4 Arc, +1 Conc, +2 Room)

Perception of the Conflicting Motives
Intellego Mentem 15
R: Eye, D: Mom, T: Ind
You can detect the conflicting motives behind one target’s actions. Thus you might learn that a guard feels conflict between fear and duty. This spell is often used before application of a Muto or Rego spell, since it is usually easier to change a target’s emotions after you’ve sensed them than it is to create emotions.
(Base 10, +1 Eye)

Calm the Motion of the Heart
Perdo Mentem 15
R: Voice, D: Mom, T: Ind
Removes one emotion from the target until it appears again naturally. An angry person stops being angry, and a curious one stops being inquisitive. Many a magus finds this spell useful for keeping his apprentice’s nose out of his immediate business.
(Base 5, +2 Voice)

It is the year 1220 in mythic Europe. Lords of men and lords of magic live secluded from one another, with little knowledge of what occurs to the other side. Counts and dukes wage petty wars for land while wizened wizards look on from their winding towers. Faeries roam the woodlands, angels answer the prayers of the faithful, and demons seek to tempt the hearts of men. You are part of a centuries-old organization of European magi, the Order of Hermes, which helps maintain the world as it is. In its founding, Bonisagus the Founder delivered the ability to raise a shield against the magic of other wizards as a way to deter strife, as well as provide a tempting reason to join up. The name of this ability is known as Parma Magica, and all members are taught it. The purpose of your Order is not only to keep the disparate magi united, but also to keep them from bringing down the collected wrath of the mundanes upon all Gifted. To do this, your Order has a rather detailed collection of laws and rulings aimed at keeping men of power happy or ignorant. In truth, there is little a non-magi could do to stand against you, were it not for the ever-expanding aura of Dominion and the presence of God stifling all magic aimed at His devout followers. If the Pope were to issue a crusade on the Order, spurred to action by some enraged king, no amount of old graybeards and pointy hats would be able to hinder their march.



Well, what does this all have to do with you, a magi only recently graduated from apprenticeship and thrown into the world of magic? It's simple. You're here to enforce these laws. During the last tribunal gathering, wherein all the magi of your area came together to feast and settle disputes, you were sentenced to 7 years of service to the Order as a hoplite, an enforcer of sorts, for crimes you may or may not have committed. It was sort of a gray area.

Your first order of business has lead you deep into the Novgorod tribunal, encompassing much of the Russian and nearby lands, in search of a magi who has been known to disturb the locals to an untenable degree. From what you know, he's set several houses on fire and even scorched a field or two, bringing the nearby town to near-famine. Using a piece of cloth that supposedly once belonged to him, you have tracked the wizard by the name of Jacquin to his general area of residence. You'd rather just get this over with, find the guy and present the charges to him, then head back to... wait, where was it you lived again? Which House of Hermes did you belong to before all this began?

quote:

The twelve Houses fall into three groups. Four (Bonisagus, Guernicus, Mercere, and Tremere) are true lineages, made up of those trained by someone trained by someone (etc) trained by the founder of the House. It is not possibly to join those Houses later. Four (Bjornaer, Criamon, Merinita, and Verditius) are Mystery Cults, and magi can join those Houses by being initiated into the cult. Such initiations teach the Outer Mystery of the cult, the only cult ability that is not kept largely secret. The last four (Ex Miscellanea, Flambeau, Jerbiton, and Tytalus) are gatherings of magi with common interests. It is relatively easy to join these Houses after training, and magi who feel that they do not fit in to their old Houses often do. Ex Miscellanea, in particular, will take anyone with The Gift, a smattering of Latin and Magic Theory, and the ability to raise a Parma Magica — and many members will teach the last three to potential recruits.

House Bjornaer
Magi of Bjornaer (BYORE-nayr) concern themselves primarily with beasts and the animalistic side of human nature. Because of this emphasis in their training, each Bjornaer magus can take the form of an animal, known as his “heartbeast.” Understanding the heartbeast in particular and animals in general is considered more important than Hermetic magic by many in this House. Due to their nature, Bjornaer magi are unable to forge the necessary links to have a familiar, and the very concept is alien to them. Some Bjornaer deride magi who take familiars, which they call “substitute” heartbeasts. On the other hand, other magi are wary of followers of Bjornaer because of their fascination with the bestial. Furthermore, House Bjornaer is less respected than it might otherwise be because its founder was from a Germanic rather than a Roman magical tradition.
Effects: Starts with the ability to shapeshift into an animal. Has the ability to advance further into the Heartbeast mysteries once your hoplite years have passed.

House Bonisagus
Bonisagus (BOH-nee-SAH-goos) invented the Hermetic theory of magic, and his student, the maga Trianoma, masterminded the formation of the Order. House Bonisagus is a true lineage; all of its members can trace their heritage back to Bonisagus himself. House Bonisagus is split into two strands, the political and the theoretical. Theoretical Bonisagus magi concentrate on pushing back the boundaries of Hermetic magic, and are the undisputed masters of Magic Theory. Political Bonisagus magi, often called “Followers of Trianoma,” concentrate on keeping the Order together, and excel at politics.
Effects: Starts with improved aptitude in Magic Theory or Intrigue. Has the ability to steal the apprentice of any other magi.

House Criamon
This very secretive House is known for its obscure philosophy, its disdain for simple power, and its members’ habit of marking their faces and bodies with arcane symbols. Followers of Criamon (KREE-ah-mone) are an enigmatic and otherworldly group of magi, generally having little interest in the politics of the Order. Magi of Criamon seek the “Enigma,” which other magi characterize as some sort of mystical experience. For followers of Criamon, understanding the Enigma has a great deal to do with discovering the true nature of Wizards’ Twilight and of magic itself. .
Effects: Starts with the Enigma, knowledge that allows easier comprehension of mysteries mundane and magical. Has the ability to advance further into the Enigma once your hoplite years have passed.

House Ex Miscellanea
This is a large, diverse, and highly disorganized collection of magi. Though originally
founded by Pralix as a rival to the Order of Hermes, this association was accepted as a House of its own. It accepts wizards of all kinds, some only nominally Hermetic, whose magic comes from many disparate traditions. Magi Ex Miscellanea (EKS mis-kel-LAH-nayah) are often called “hedge wizards” by their many detractors within the Order, although most can use Hermetic magic just as well as any other magus. Magi of Ex Miscellanea have very little in common, belonging to many different traditions within the House, each tradition having its own strengths and weaknesses.
Effects: Starts with a random hedge magic ability. Starts with a bad Reputation (Hedge Maga)

House Flambeau
While most followers of Flambeau (flahmBOH) specialize in fire magic, some study spells of simple annihilation as a more subtle alternative. These aggressive and ferocious magi often cause trouble within the Order and frequently anger mundanes. However, their fearlessness and love of destruction make them invaluable when the Order requires the application of martial force. House Flambeau is a gathering of kindred spirits, and all of their house gatherings are filled with festivities and tournaments for glory.
Effects: Starts with improved aptitude in Ignem or Perdo, magical arts usually related to combat.

House Guernicus
House Guernicus (GWAIR-nee-kuss) is a true lineage, all its members descended from Guernicus the Founder, who believed that the Order needed strictly enforced rules if it was to survive. Members of this House are the judges of the Order, investigating wrongdoing and bringing cases against those who transgress the Code of Hermes and the Peripheral Code. They believe the Order will collapse through internal conflict without their fierce stewardship. The House is sometimes known informally as House Quaesitor (KWAE-see-tor), as “quaesitor” is the title of those magi empowered by the Order to investigate crimes. Although House Guernicus trains and inducts their own apprentices, other magi can also join the ranks of the quaesitores, and one of the highest honors in the Order is to be invited by the elders of House Guernicus to become a quaesitor. Such magi invariably retain membership in their original House. Quaesitors are sometimes asked to investigate possible crimes, or to mediate disputes between magi or covenants. While this does take time, the custom of the Order is that the Quaesitors be given a few pawns of vis as a gift, in return for their efforts.
Effects: Hoplite years may be reduced through serving the house.

House Jerbiton
House Jerbiton (YARE-bih-tahn) is interested in the mundane world, and sometimes assumes the duty of keeping the Order on good terms with the nobility and Church. This inclination in its members often stems from a noble background — apprentices are sometimes taken from the aristocracy, and these magi maintain ties afterwards. Other members are taken from skilled artists and craftsmen who have The Gift. Many members of other Houses believe that followers of Jerbiton are too closely bound to the mundane powers to be trusted. On the other hand, Jerbiton magi fear that members of the Order have become isolated from humanity, risking bloody conflict with the mundanes. They try energetically to heal this rift, and pursue aesthetic and Classical knowledge with a passion. Members of House Jerbiton are trained in mundane study, the arts, and politics, and the House is held together by these common interests.
Effects: Starts with the Gentle Gift, ignoring the usual social penalties magi have when dealing with the mundanes.

House Mercere
The founder of this House lost his magical powers but remained involved in the Order. He assumed a non-magical role valuable to other magi — that of messenger. His followers continue to fulfill that role. All members of House Mercere (mare-KAY-ray, or mare-SARE in vulgar Latin), regardless of whether they possess The
Gift, are officially recognized as magi of the Order. Even unGifted Mercere spend 15 years in apprenticeship like other magi. Followers of Mercere are more commonly known as “Redcaps” because of the headgear they wear as a badge of office. Redcaps are permitted to attend Hermetic Tribunals, but by convention they only vote if they have The Gift. House Mercere is a true lineage. Mercere trained two apprentices before he lost his Gift, and thus there is a small Gifted tradition in this House, which is composed almost entirely of blood descendants of Mercere.
Effects: Starts as a member of the Cult of Mercury, with the ability to perform powerful rituals but weaker formulaic magic.

House Merinita
This House is focused on the world of faeries, and its members tend to be just as strange as the creatures they study. Merinita (meh-rih-NEE-tah) magi frequently remain isolated, having little to do with the rest of the Order, except to defend faeries from the assaults of other magi. Those of this House eschew the merely mortal, and seek answers within the mysterious world of Arcadia. House Merinita is a Mystery Cult, and magi of Merinita are all initiated into the Outer Mystery of Faerie Magic.
Effects: Starts with the Faerie Magic ability. Has the ability to advance further into Faerie mysteries once your hoplite years have passed.

House Tremere
Members of House Tremere (tray-MAREay or tray-MARE) emphasize the importance of judgment, strategy, and detailed planning. They believe in the respect of superiors and in asserting authority over minions. Dignity is of the utmost concern. House Tremere is considered one of the more sensible and stable Houses, providing strength and courage when needed and refraining from action when peace better serves the Order. House Tremere is a true lineage. All of its members can trace a chain back through their masters and their masters’ masters, and so on, back to Tremere the Founder. It is not possible to join the House from outside.
Certamen, a magical duel to settle minor disputes, was invented by Tremere the Founder, and his House retains a great deal of interest in it. In addition, Tremere magi hold their filii’s voting sigils until the filius beats the parens in certamen, or until the parens dies. If a Tremere magus who does not hold his own sigil trains an apprentice, the new magus’s sigil is held by the parens of the training magus, assuming that that magus holds his own sigil. If he does not, the sigil is passed back up the chain until it reaches a magus who does hold his own sigil. As a result of this custom, House Tremere’s votes are concentrated in a very limited number of hands.
Effects: Starts with improved aptitude at Certamen. Cannot vote at tribunal until after defeating master in Certamen.

House Tytalus
The philosophy of Tytalus (TIE-tah-loos) magi is to master all forms of conflict. To this end, they promote innovation in all sorts of contests. They do not feel alive unless they are in a constant state of struggle, perpetually testing the strengths and weaknesses of others. House Tytalus is almost the opposite of House Tremere. Where the Tremere believe in stability and respect for elders, Tytalus magi believe in constant change, and in challenging your elders repeatedly until you can finally win. In their never-ending search for conflict, the leaders of House Tytalus went too far in the 10th century, falling prey to demonic machinations. Those masters of intrigue arrogantly believed they could master the dark forces, but despite their skill, were unable to outwit Hell. The leaders were executed for their crime of diabolism, and House Tytalus has been distrusted ever since.
Effects: Starts with double Confidence, an ability to gain a small boost to rolls during any situation. Has the ability to join secretive Tytalan Plots.

House Verditius
Magi of House Verditius (ware-DEE-teeoos) have unsurpassed skill at creating enchanted items, making them invaluable to other magi and non-Gifted persons. Almost all, unfortunately, have also inherited their founder’s magical Flaw, making them unable to cast Formulaic spells without the aid of casting tools. Followers of Verditius are sometimes considered inferior to other magi because of this weakness.
Effects: Starts with Verditius Magic. Starts with the inability to cast formulaic spells without using special tools.

Lord Prinnington fucked around with this message at 14:48 on Jul 25, 2015

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Toughy
Nov 29, 2004

KAVODEL! KAVODEL!

House Bonisagus, theoretical

Mr Apollo
Jan 1, 2013
House Flambeau

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
House Tytalus, because drat if we don't get into some demony goodness.

drat if we do, too.

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company
House Veriditus. Build magic items to give yourself increased abilities; sell excess magic items to other Magi, who will then owe you favors; very rarely sell magic items to non-magi in exchange for All The Money.

Rich, allied with other magi who treat you as an equal despite being more powerful than you, magic items for any contingency. Be Magic Batman.

Kellsterik
Mar 30, 2012
House Criamon, be a holistic detective that investigates wizard crimes as expressions of the Enigma.

Capfalcon
Apr 6, 2012

No Boots on the Ground,
Puny Mortals!

House Guernicus

If we're gonna be a Wizard PI, might as well be in the right house for it.

LLSix
Jan 20, 2010

The real power behind countless overlords

This is going to be awesome. Looking forward to it.

A_Bug_That_Thinks
Mar 16, 2011


ASK ME ABOUT HOW MUCH I LOVE BIG SAGGY POKEMON TITS
Raised House Tytalus before turning in our increasingly deranged paren for demonology (which we learned at his knee) and being forced to join House Criamon after being expelled from Tytalus.

Ceramic Shot
Dec 21, 2006

The stars aren't in the right places.
House Flambeau, perhaps delving deeper into the more subtle annihilatory magic.

Green Intern
Dec 29, 2008

Loon, Crazy and Laughable

House Ex Miscellanea. We are the discarded ragamuffin stepchild of magi society.

Lightning Lord
Feb 21, 2013

$200 a day, plus expenses

House Tremere, because :drac: - although that is another realm.

Nyaa
Jan 7, 2010
Like, Nyaa.

:colbert:
House Criamon. Crazy monk excellent adventure! :frogsiren:

Lord Prinnington
Jul 20, 2010
House Tytalus



Ah, of course. How could you ever forget? Your apprenticeship among the Tytalans was not an easy one. You were tricked, decieved and betrayed at every turn, and then of course there was also the matter of your criminal master. The Quaesitores discovered he had been practicing infernalism after some vis he had lost in a bet turned out to be Infernal in nature, after which you were forced to testify against him. Following last tribunal, he was executed on the spot, and you were sentenced to 7 years of service for being his accomplice. Only reason they didn't kill you outright was because of your cooperation in bringing down your master, and the fact that they couldn't find any outright traces of infernalism on you. Perhaps so because there were none, perhaps so because you hid them well.

Either way you are now at a rather difficult place when it comes to the House. You see, while the rest of the Order view the Tytalan Betrayal as the act of summoning demons, Tytalans view things a bit differently. The Betrayal was not infernalism, but rather, it was the act of revealing the infernalism to the other Houses. In House Tytalus you keep your mouth shut, no matter what the rest of the Order might think of your actions. It is all for the greater good, to make all magi stronger through experiments and conflicts. None of the other Houses understand that. It's a good thing the seat of power for your house, the Domus Magna, lies far away in Normandy and is itself in constant conflict between two leaders trying to both become the official Primus of House Tytalus. You've yet to be expelled from the House, but unless you prove yourself more capable than your predecessor, it is only a matter of time.

You've not only the task of serving the Order, but also the task of serving the Tytalan agenda. Once you return to your hermit home in Veliky Novgorod you are to meet with a gathering of anonymous Tytalans and lay down the plans for the tribunals future in most intricate and convoluted secretive plots. Moving forward you'll have to not only rely on your magical abilities, but also your more mundane knowledge. Speaking of, what is your magical profile? And in what realm did you specialize while studying?

Magical Profiles
    Generalist

    Combatant

    Healer

    Trickster

    Crafter

Study Specialization
    Faerie

    Magic

    Divine

    Infernal

Lord Prinnington fucked around with this message at 14:11 on Jul 24, 2015

Toughy
Nov 29, 2004

KAVODEL! KAVODEL!

Combatant, Magic

Nyaa
Jan 7, 2010
Like, Nyaa.

:colbert:
Infernal Healer

Capfalcon
Apr 6, 2012

No Boots on the Ground,
Puny Mortals!

Trickster, Divine

Conning people for Jesus!

Zybourne Clock
Oct 25, 2011

Poke me.
Crafter, Magic.

RandallODim
Dec 30, 2010

Another 1? Aww man...
Infernal Trickster, because demon pranks are the best pranks. Make someone only smell brimstone for weeks!

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.
Magic Trickster

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....
Infernal Crafter

Hell-engines best engines.

Zahrkon
Apr 2, 2010
Crafter,Magic

A_Bug_That_Thinks
Mar 16, 2011


ASK ME ABOUT HOW MUCH I LOVE BIG SAGGY POKEMON TITS
General Infernalist

No power like hidden power

Lord Prinnington
Jul 20, 2010
Trickster, Magic



You were taught primarily Magic Theory and Lore, knowledge pertaining to the realm of the elements and other magical entities. The skills you carry with you are the following:

Brawl 2
Guile 2
Stealth 2
Awareness 3
Folk Ken 3

Russian 5
Latin 4

Veliky Novgorod Lore 4
Magic Lore 3

Artes Liberales 1
Magic Theory 3
Parma Magica 1
Code of Hermes 2

The magical Arts you have skills in are the following:

Creo 4, Perdo 4, Rego 4, Muto 4, Intellego 6

Animal 2, Aquam 2, Auram 2, Corpus 5, Herbam 2, Ignem 4, Imaginem 5, Mentem 4, Terram 1, Vim 1

The spells your master imparted you with are the following:

Shiver of the Lycanthrope
Intellego Animal 10
R: Per, D: Conc, T: Touch
You feel a sudden shiver if you are touching a person or beast that is actually a lycanthrope. Variants of this spell detect other types of shapechanger, but not Bjornaer with Heartbeasts.
(Base 4, +1 Concentration, +1 Touch)

Dignify the Unfortunate Bystander
Perdo Aquam 10 (Terram Requisite)
R: Touch, D: Mom, T: Ind
Dries a person and his or her clothes, as well as removing any dirt on them.
(Base 4, +1 Touch, +1 Terram Requisite)

Stench of the Twenty Corpses
Creo Auram 10
R: Voice, D: Diam, T: Ind
Makes the surrounding air stink horribly of rotting corpses. All those within fifty paces of the target point must make Stamina stress rolls of 6+ or act with a –3 penalty on all rolls.
Anyone who botches the roll vomits and is incapacitated for (10 – Stamina) rounds.
(Base 3, +2 Voice, +1 Diam)

The Inexorable Search
Intellego Corpus 20
R: Arc, D: Conc, T: Ind
Determines the location of a specific person. To cast the spell you need a map and an Arcane Connection. After casting the spell, you can move your finger over the map at the rate of one hour per square foot of map. When your finger passes over the person’s location as represented on the map, you sense the person’s presence. (If the person is not in the area covered by the map, no sensations result.) You can locate the person to within a thumb’s width on the map. A similar spell allows you to search for a dead body (Tracing the Trail of Death’s Stench).
(Base 3, +4 Arc, +1 Conc)

Disguise of the New Visage
Muto Corpus 15
R: Touch, D: Sun, T: Part
The target’s facial features are transformed to any approximately human configuration you choose. In Cralian of Tremere’s version of this spell, the new visage is always as unassuming as possible.
(Base 3, +1 Touch, +2 Sun, +1 Part)

Spasms of the Uncontrolled Hand
Rego Corpus 5
R: Voice, D: Conc, T: Ind
One of the target’s hands spasms, causing him to drop anything he is holding in it. It keeps spasming for as long as you concentrate.
(Base 2, +2 Voice, +1 Conc)

The Ear for Distant Voices
Intellego Imaginem 20
R: Arc, D: Conc, T: Room
You can hear what is happening in the place you designate. You must have an Arcane Connection with the place or with a person there.
(Base 1, +4 Arc, +1 Conc, +2 Room)

Perception of the Conflicting Motives
Intellego Mentem 15
R: Eye, D: Mom, T: Ind
You can detect the conflicting motives behind one target’s actions. Thus you might learn that a guard feels conflict between fear and duty. This spell is often used before application of a Muto or Rego spell, since it is usually easier to change a target’s emotions after you’ve sensed them than it is to create emotions.
(Base 10, +1 Eye)

Calm the Motion of the Heart
Perdo Mentem 15
R: Voice, D: Mom, T: Ind
Removes one emotion from the target until it appears again naturally. An angry person stops being angry, and a curious one stops being inquisitive. Many a magus finds this spell useful for keeping his apprentice’s nose out of his immediate business.
(Base 5, +2 Voice)

All spells have two associated arts, one Technique and one Form, the techniques being Creo, Perdo, Rego, Muto, Intellego. They also all have a Range, a Duration and a Target, that help define the level of the spell. The main effect of the spell determines its Base level, and depending on the R/D/T the spell increases in level. Once a spell reaches level 5, each subsequent magnitude increases the spell's level by 5 instead of 1. As an example, Shiver of the Lycanthrope is a level 10 spell and not a level 6 spell.

Ranges: Personal, Touch/Eye +1, Voice +2, Sight +3, Arcane Connection +4
Durations: Momentary, Concentration/Diameter +1, Sun/Ring +2, Moon +3, Year +4
Targets: Individual/Circle, Part +1, Group/Room +2, Structure +3, Boundary +4

Eye refers to looking into the target's eyes, vision is within the vision of the caster. Diameter is 2 minutes. Ring is "until the target leaves a ring". Sun is a day, Moon is until the next full moon and new moon have set. The others are more obvious.

Spells require requisites if the spell goes beyond the limitations of two arts, and each requisite increases the spell magnitude by 1. When casting such spells, use the lowest two arts when rolling.


And your characteristics (or stats) are the following:

Intelligence +3
Perception 0
Strength -1
Stamina +2
Presence -1
Communication 0
Dexterity 0
Quickness 0

When presented with certain challenges, you'll have to roll one of your skills+relevant stat+exploding d10 against a threshold depending on the task. You may use your spells whenever you wish, and to do so you roll first art+second art+aura+stamina+exploding d10 against a threshold equal to the spell's level. To penetrate magical resistances, you compare the excess of your roll+penetration skill against the resistance of the target. Casting loudly and dramatically adds a +2 bonus, casting subtly imposes a -7 penalty, and without any gestures or words a -15 penalty.

And lastly, what is the best and worst sides of you, in general terms?

Nyaa
Jan 7, 2010
Like, Nyaa.

:colbert:
Good: Obsessive Compulsive
Bad: Obsessive Compulsive

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....
Good: A Perfect Little Angel
Bad: Actually kind of a twat

Zybourne Clock
Oct 25, 2011

Poke me.
Best - we're a social butterfly. Give us a minute with some random stranger and we'll make him spit up his life's story.
Worst - we prefer magical solutions over mundane ones, even in situations where the former might not be the best option.

RandallODim
Dec 30, 2010

Another 1? Aww man...
Best: Inquisitive Spirit
Worst: Poor Impulse Control

Capfalcon
Apr 6, 2012

No Boots on the Ground,
Puny Mortals!

Best: great socializer
Worst: completely untrusting

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Best: Perfect memory
Worst: Total twat

A_Bug_That_Thinks
Mar 16, 2011


ASK ME ABOUT HOW MUCH I LOVE BIG SAGGY POKEMON TITS
Best: We don't give a gently caress...
Worst: ...about anything.

Lightning Lord
Feb 21, 2013

$200 a day, plus expenses

Best: I am incredibly studious...
Worst: To the point of complete distraction.

Lord Prinnington
Jul 20, 2010
You hold many Virtues and Flaws as a person. Namely, you hold the following:

Major Virtues

Chthonic Magic (Hermetic) (Your magic is associated with the low powers, while not strictly Infernal you benefit from both Magic and Infernal auras and vis. You start with the ability Chthonic Magic 1, which may be substituted for your Magic Theory score when doing laboratory work. Your score in Chthonic Magic also denotes an extra amount of Infernal vis you may use in laboratory work. You have access to new Ranges, Durations and Targets, but using them in spells will make the spell obviously Infernal in nature. You may gain a bonus equal to your lowest art used in laboratory or casting rolls by performing a sinful act in conjuncture with the activity, but this also stains the activity with Infernalism. Infernalism is punishable by death in the Order of Hermes.)
Greater Immunity to Fire (Supernatural) (You are completely immune to fire.)

Minor Virtues

Latent Magical Ability (General) (You have some sort of magical ability that your master failed to discover or teach you about, waiting to one day manifest itself.)
Keen Vision (General) (You gain +3 to all rolls involving sight, except when using weapons.)
Clear Thinker (General) (You gain +3 to all rolls to resist lies or befuddlement.)
Aptitude for Lies (General) (You gain +3 to rolls to lie.)

Free Virtues

Hermetic Magi (Social) (Your social standing in this world is that of a wizard.)
The Gift (Special) (You have The Gift, and are capable of hermetic magic. Mundanes distrust you naturally, imposing penalties to social rolls associated with them.)

Major Flaws

False Power (Supernatural) (Some part of your being has darker origins, causing those who use divine or infernal means of detection to see your tenuous connection to the Infernal. Some of your abilities may be tainted and unable to be used in virtuous ways.)
Tragic Life (Story) (You will live a difficult life.)

Minor Flaws

Overconfident (Personality) (You refuse to admit failure, if you botch a roll you block out the real events from your memory in favor of a made-up story.)
No Tradition (General) (While your master was an Infernalist, you are not, and he never initiated you into his tradition. You do not have any Favored Infernal Abilities.)
Infamous (General) (Start with a bad Novgorod Reputation (Black Magics) 4.)
Infamous Master (Hermetic) (Start with a bad Hermetic Reputation (Infernalist) 3.)

Ranges: Crossroads +2
Durations: Cursed +2, Forsaken +4
Targets: Passion +2

Crossroads allows the caster to target anything on a road that intersects the road she is standing on. That is, you cannot target people on the same road as you. Cursed is a condition, allowing you to determine a trigger for the spell to go into effect. Spells with the Cursed duration require an extra duration to determine the actual length of the active spell. Forsaken spells are active for as long as the target is tainted with sin or infernalism, if the target repents the spell is nullified. Passion affects all who are inclined toward a certain vice or virtue in a group.


Your spell sigil is as such that when you cast any manner of spell, you also bring about a puff of thick smoke.



Now that you're all figured out, it's time to get to the matter at hand: Finding this magi and letting him know that he's been fined some vis. This small town, if it can even be called that, has a few homes to explore. Where do you begin your search?

Nyaa
Jan 7, 2010
Like, Nyaa.

:colbert:
Loot empty/burned house #2 first.

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....

Nyaa posted:

Loot empty/burned house #2 first.

I don't know. The peasants might start looking at us oddly if some random stranger just shows up in their village and starts picking at ruins without even bothering to introduce themselves.

Let's ask around first before looting the house so that we don't creep out the locals. Let's ask house number #1 first. We could even pretend to not be mages if we're feeling frisky, pretending to just be travelers intrigued by the ruins. This way we can hopefully avoid the negatives to social interaction due to our mage status and maybe get them to open up a bit more. Also we are adept liars.

Of course, that depends on how obvious our mage nature is to some random peasants in this setting.

A_Bug_That_Thinks
Mar 16, 2011


ASK ME ABOUT HOW MUCH I LOVE BIG SAGGY POKEMON TITS
Examine 2

We need to have the right questions to ask, and we might turn up a physical clue.

Spontaneous Intellego Vim, and let's see if we can get a very rough idea of what went down,

Lord Prinnington
Jul 20, 2010
Examine 2



You come across a scorched barn. This must be the one your Quaesitor mentioned. Oddly, it seems like the fire only briefly damaged the roof. While highly flammable, only the left part of the roof seems to have sustained any greater fire damage. It's possible the fire was put out very rapidly, but it seems unlikely. There is no well nearby, and the closest river is too far from here to accomplish such a feat. More likely than not it was either removed through magical means, or the fire itself was supernatural in nature. You cast a spontaneous Intellego Vim spell to detect magics of magnitude 3 or higher on the barn, but it reveals nothing. Whatever spells were flung here are long gone. You doubt you'd be able to cast a spontaneous spell powerful enough to discover traces of past magic.

Rolling awareness+perception+3+d10!

3+0+3+2=8

You stare at the barn for a good five minutes, but you can't seem to discern any obvious clues. Perhaps if you looked closer.

Magi can cast spontaneous spells, basically anything you can think of, but their casting total is halved making it very difficult to achieve any substantial effects.

Nyaa
Jan 7, 2010
Like, Nyaa.

:colbert:
Crawl in, start some non-burnable magic light if necessary and investigate.

A_Bug_That_Thinks
Mar 16, 2011


ASK ME ABOUT HOW MUCH I LOVE BIG SAGGY POKEMON TITS
Go in

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Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....

Nyaa posted:

Crawl in, start some non-burnable magic light if necessary and investigate.

Yeah sure why not.

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