Age 30 (Born 1197)
House Guernicus
Confidence 1 (8)
Size 0
Warping 0 (1, Infernal)
Sigil Seasonal effects (leaves turning color, spring showers, summer breezes, snowfall)
Virtues (+11) The Gift; Apt Student (+1), Book Learner (+1), Revised Elemental Magic (+3), Great Intelligence (+1), Hermetic Prestige (0), Improved Characteristics (+3), Personal Vis Source: Hair generates 1 Muto/season (+1), True Friend: Hermeline (+1)
Flaws (-10) Curse of Venus (-3), Driven to Uncover and Prosecute High Crimes (-3), Study Requirement (-3), Wrathful (-1)
Int +4, Per +1, Pre +2, Com 0, Str +1, Sta +2, Dex +1, Qik +1
Abilities Alps Lore 1 (Magi), Art of Memory 5 (crime scenes), Artes Liberales 4 (debate), Athletics 2 (run), Awareness 3 (5) (search), Brawl 2 (kick), Charm 1 (debate), Code of Hermes 5 (Hibernian Peripheral Code), Concentration 3 (spells), English 5, Etiquette 1 (magi), Faerie Lore 1 (house magic), Finesse 2 (targeting spells), Folk Ken 3 (suspicious), German 3 (reading books), Hibernia Lore 1 (navigation), Icy North 1 (escaping), Infernal Lore 1 (Slavic), Intrigue 3 (plots), Latin 5 (Hermetic usage), Leadership 2 (debate), Magic Lore 1 (magic beasts), Magic Theory 6 (33) (vis), Order of Hermes Lore 2 (3) (Tribunal Meetings), Parma Magica 3 (4) (Mentem), Penetration 2 (Ignem), Philosophiae 4 (rituals), Profession: Scribe 1 (copying), Ride 3 (jennets), Single Weapon 3 (5) (long sword), Stealth 2 (hide), Survival 2 (forests)
Reputations Alpine Apprentice 3, Quaesitor 4, Expansive Lab 3, Violent 2, Snitch 2 (5), Champion of Cor Draconis (Certamen) 1, Object of Lust 1
Personality Traits Driven +6, Wrathful +3, Loyal: Hermeline +3, Self-Loathing +2
Arts Cr 9, In 7, Mu 7, Pe 7, Re 9 (1); An 6, Aq 13 (4), Au 13 (4), Co 7, He 6 (4), Ig 13 (4), Im 7 (2), Me 8, Te 13 (4), Vi 7
Lab Total Tech + Form + 29 (Int 4 + Magic Theory 7 + Aura 5 + Lab Quality 5 + Familiar 9) + specializations: +1 Auram, +1 Ignem, +1 Mentem, +2 Spells, +2 Texts, +1 Items (all from lab), +1 Vis (personal), another +1 Mentem (Hermeline)
Spells
Determine the Location of the Absent Volume +15 (InAn 25) Cov p100
Binding the Mundane Codex +17 (ReAn 5) Cov p97
Roderick's Turncoat (ReAn 10) +17
A Simple Charm for the Recovery of Misfiled Books +17 (ReAn 10) Cov p100
Footsteps of Slippery Oil +24 (CrAq 5) ArM p121
Mighty Torrent of Water +24 (CrAq 20) ArM p121
Touch of the Pearls +22 (InAq 5) ArM p122
Glimpse the Coat or Crest +15 (InAn[He] 5)
Air's Ghostly Form +24 (CrAu 5) ArM p125
Charge of the Angry Winds +24 (CrAu 15) ArM p125
True Sight of the Air +22 (InAu 15) ArM p127
Whispering Wind +22 (InAu 15) ArM p127
Whispers Through the Black Gate +16 (InCo[Me] 15) ArM p130
The Inexorable Search +16 (InCo 20) ArM p131
The Whole from the Part +16 (InCo 20) HoH:TL 72
Eyes of the Hawk +15 (MuCo[An] 4) Proj 87
Eyes of the Cat +15 (MuCo[An] 5) ArM
The Immaculately Groomed Maga +15 (Pe[Re]Co 5)
In Christ's Footsteps +18 (ReCo 5)
Wizard's Leap +19 (ReCo 10); Mastery 1: Fast-Cast. HoH:S 36
The Conjuration of Bread (CrHe 35, Ritual) +27; Mastery 1; LoM
Shriek of the Impending Shafts +15 (InHe 15) ArM p136
To Light A Fire +24 (CrIg 5)
Pilum of Fire +25 (CrIg 20); Mastery 1: Multiple Castings ArM p140
The Many-Hued Conflagration +22 (MuIg 5) ArM p141
A Day Saved for the Future +16 (InIm 3)
Aura of Ennobled Presence +16 (MuIm 10)
Wizard's Sidestep +18 (ReIm 10) ArM p147
The Good Witness +19 (CrMe 25) HoH:TL
Liar's Chime +17 (InMe 20)
Posing the Silent Question +17 (InMe 20) ArM p149
Loss of But a Moment's Memory +17 (PeMe 15) ArM
The Penitent's Confession +20 (ReMe 30) Mastery 1: Quiet Casting. HoH:TL 73
Wall of Protecting Stone +24 (CrTe 25) ArM p153
Pit of the Gaping Earth +22 (PeTe 15) ArM p155
Unseen Arm +24 (ReTe 5) ArM p155
Ominous Levitation of the Weighty Stone +24 (ReTe 15) HoH:S 38
Sense of Infernal Power +16 (InVi 2) ArM p157
Scales of the Magical Weight +16 (InVi 5) ArM p158
Sense the Nature of Vis +16 (InVi 5) ArM p158
Day of Communion +25 (MuVi 20, Ritual)
Demon's Eternal Oblivion +17 (PeVi 10); Mastery 1: Multiple Castings ArM p160
Gather the Essence of the Beast +18 (ReVi 15) ArM p162
Revised Elemental Magic
Alfeva's version of Elemental Magic differs from the text in AM5.
You have been trained in the ability to manipulate raw elemental forms (Ignem, Auram, Terram and Aquam), and view them as a connected whole rather than four separate Arts. Whenever (including during character creation) you increase or decrease your experience total in any one of the elemental Arts, you automatically increase or decrease the other three by exactly the same amount, at no extra cost. Because of your holistic understanding, this Virtue is incompatible with any Virtue or Flaw that would only apply to some, but not all, the elemental forms. For example, you cannot take an Affinity in any elemental form (since a magus is limited to two Art Affinities), or a Minor Focus in creating metals, but you could take Incompatible Arts four times to represent your inability to use a particular technique with any of the elemental forms.
Possessions: Toga, bulla, dagger, green dress, embroidered fur cloak, silk undergarments enchanted with Doublet of Impenetrable Silk, Fulminata, Bracelet of Clandestine Insignificance, Broom of Flying, 13£.
Vis: Muto -- 36 pawns in a belt of her own hair. Creo -- 4 pawns in bone tokens. Animal -- 3 pawns in chess tokens. Corpus -- 18 pawns in skeletal fingers. Herbam - 1 pawn in gorse flowers. Ignem -- 3 pawn in ash. Terram -- 1 pawn in elf shot, 2 pawns in troll fingers.
Fulminata Init +3, Atk +17, Def +10, Dmg +7
Evasion Init +1, Def +3
Punch Init +1, Atk +3, Def +3, Dmg +1
Kick Init 0, Atk +4, Def +3, Dmg +4
Dagger Init +1, Atk +5, Def +3, Dmg +4
Soak +6 (2 Sta + 3 Undergarments of Impenetrable Silk + 1 Bronze Cord)
Certamen
School: Retiarus -- Alfeva can add a bonus up to her Finesse (2) to Initiative, but she subtracts this same amount from her Attack for the first three rounds. If she hits with an attack but chooses to inflict no damage, she can seize the Initiative.
Initiative: +3 (Qik + Finesse)
Attack: +2 (Pre + Form or Tech)
Defense: +1 (Pre + Form or Tech)
Weakening: +6 (Ignem; Int + Penetration)
Resistance: +5 (Mentem; Sta + Parma)
Record: 4 wins (Eva, Victor, Innocentius, Cernunnos), 1 loss (Breandan)
Zephyra, a Magical Horse
Alfeva purchased a Magic jennet, a riding mare with good temperment, from the covenant of Lambaird. Zephyra has Magic Might 3 (Base 3 - 2 Size + 2 for Increased Might. One Magic Quality is spent on Unaffected by the Gift). She has 1 pawn of Animal in her hooves.
Broom of Flying
This is a simple, stoutly-made broom which has been enchanted to fly. It can support only a single person and is controlled with Dex + Finesse. Its maximum speed is 40 miles an hour. Athena made this broom for her filia in a single season soon after Mircalla nearly killed her. Athena felt a little guilty for not paying more attention to her apprentice. (But only a little guilty.) See Transforming Mythic Europe for more examples of flying items.
Fulminata
While not technically magical, Alfeva's sword is worthy of note. It is an Excellent (+4) quality longsword crafted by Styrbjorn of Verditius and made an Item of Quality with a +4 bonus to harm humans and animals. Alfeva wears it from a scabbard hung from her belt of hair.
Bracelet of Clandestine Insignificance
Alfeva acquired this silver bracelet to make her Quaesitorial investigations easier, especially around mundanes. As long as the wearer of the bracelet acts in a non-threatening manner and draws no attention to herself, no one will pay her the slightest notice. Their attention simply glides off Alfeva as being mundane and insignificant. With this bracelet, Alfeva can walk through a crowded room and no one will notice her passing. For the illusion to work, the victim must fail a Perception roll against an Ease Factor of 9 + 3 (Alfeva's Perception + Finesse) + the victim's Inattentive (or similar) Personality trait. The victim must exceed the Ease Factor by 3 or more to reveal the illusion as false. See HoH:S 65-66 for more on anamorphic illusions. Alfeva does not wear the bracelet in the presence of magi, since she could be accused of scrying through the use of magic. Base 2, +1 Touch, +1 Conc, +5 item maintains concentration, +5 24/day. See MoH 93.
Choker, a Magical Thing
Choker was recovered from the Haunted Covenant. He is a beautiful copper torque in the shape of a serpent devouring its own tail. Its eyes are emeralds. It has become alive, and is a Magical Thing. Choker is predatory, and has the power to compel an observer to don itself, from which position it uses Reserves of Strength to strangle the victim. Alfeva spent a season taming it, and now wears Choker around the neck, especially when leaving the covenant. Choker has Loyal: Alfeva +0. It will obey her simple commands, including strangling someone.
Choker
Season Spring
Magic Might 6 (Terram)
Characteristics Cun 0, Per 0, Pre +2, Com -3, Str +2, Sta 0, Dex +3, Qik +1
Size -5
Virtues & Flaws Magical Thing; Reserves of Strength; Envious
Magical Qualities & Inferiorities Improved Power: Covet, Improved Soak x3, Lesser Power: Covet, No Fatigue, Tough; Limited Gestures, Mute, Temporary Might
Personality Traits Envious +3
Combat
Grapple Init +1, Atk +9, Def +7, Dmg +5 (includes bonus from Reserves of Strength)
Soak +9
Wound Penalties -1 (1), -3 (2), -5 (3), Incapacitated (-4), Dead (5+)
Abilities Brawl 5 (Grapple), Penetration 1 (Mentem), Stealth 4 (Escaping)
Powers
Covet (0 Might): The target desires Choker and is compelled to put it on. Mentem, Base 5, +2 Sight, +1 Diam, -4 Might Cost, Penetration 8.
Vis 2 Terram in Eyes