Nuala filia Xylia of House Ex Miscellanea
Sigil: Harp Sounds
Age: 28 (in 1226, born 1198)
Size: -1
Confidence: 1 (10)
Warping Score: 0 (2)
Virtues: Enchanting Music (+1), Gentle Gift (+3), Hermetic Maga (0), Improved Characteristics(+1), Inspirational (+1), Minor Magical Focus: Contentment (0), Performance Magic (+1), Siren Song (0), Skilled Parens (+1), Subtle Magic (+1), The Gift (0), Well-Traveled (+1)
Flaws: Compassionate (-3), Deleterious Conditions (Alone) (-1), Necessary Condition: All Spells Must Be Sung (0), Small Frame (-1), Lecherous (-1), Pagan (-3), Warped Magic: Causes Drowsiness (-1), Geas: Never use an axe (-1)
Characteristics: Int +2, Per 0, Str -1, Sta +1, Com +3, Pre +2, Qik -1, Dex -1
Abilities: Area Lore: Hibernia (Magi) 2, Artes Liberales (Music) 2, Awareness 2, Charm (Seduction) 2, Concentration (Spellcasting) 1, Enchanting Music (Lust) 3, Entrancement (Dangerous) 3, Etiquette 0, Folk Ken (Discerning Lies) 2, Gaelic (Irish) 5, Latin (Hermetic Usage) 5, Magic Lore (Giants) 1, Magic Theory (Mentem) 3, Mastery [Lay to Rest (Multiple casting), Rage of the Wolverine (Multiple casting)] 1, Music (Sing) 3, Order of Hermes Lore (Hibernia) 1, Parma Magica (Mentem) 1, Penetration (Mentem) 2, Profession: Scribe (Copying) 1, Stealth 0, Survival (Winter) 2
Personality: Compassionate +2, Lecherous +2, Blane +3, Loyal to Nanuk +3, Fastidiously Clean +3, Brat +1, A Riot Waiting to Happen +1
Reputation: Healer 1, Seductive 2, Leanan Sidhe 1
Arts Cr 11, In 5, Mu 7, Pe 5, Re 5, An 0, Aq 0, Au 0, Co 6, He 0, Ig 6, Im 5, Me 14, Te 0, Vi 6
Spells:
Purification of the Festering Wounds +18 (CrCo 20) [R: Touch, D: Moon, T: Ind] Target gains +9 to Recovery rolls to recover from injury or disease, as long as he has been under the influence of this spell for the whole of the recovery interval.
Rising Ire +26 (CrMe 15) [R: Eye, D: Sun, T: Ind] Target furious at someone/thing (must pass stress roll 9+ using appropriate personality trait to hold anger in check)
Rage of the Wolverine +26 (CrMe 20) [R: Voice, D: Sun, T: Ind] Target furious at someone/thing (must pass stress roll 9+ using appropriate personality trait to hold anger in check)
Memory of the Distant Dream +26 (CrMe 20) [R: Eye, D: Sun, T: Ind] Full and complete memory into a person’s mind. (Int 9+ roll to reveal as false)
Pains of the Perpetual Worry +26 (CrMe 20) [R: Eye, D: Moon, T: Ind] A recurrent sense of anxiety, fear of something target doesn’t know
Prying Eyes +11 (InIm 5) [R: Touch, D; Conc, T: Room] See inside a room, as long as touch one of its walls, light dependent
Frosty Breath of the Spoken Lie +20 (InMe 20) [R: Eye, D: Conc, T: Ind] Target exhales a misty breath with each spoken lie (Com + Guile stress roll of 15+ to tell if lie successful)
Aura of Ennobled Presence +13 (MuIm 10) [R: Touch, D: Sun, T: Ind] Target gains leadership bonus
Lay to Rest the Haunting Spirit +20 (PeMe 10) [R: Voice, D: Mom, T: Ind] If penetrates, target spirit loses points from Might equal to spell level
Trust of Childlike Faith +20 (PeMe 10) [R: Eye, D: Diam, T: Ind] Target loses judgment and becomes gullible (Int stress roll of 6+ is allowed to resist)
Enchantment of Detachment +20 (PeMe 15) [R: Eye, D: Sun, T: Ind] Calms and greatly lowers the intensity of target’s current emotion
The Call to Slumber +20 (ReMe 10) [R: Voice, D: Mom, T: Ind] Target becomes sleepy and falls asleep within seconds
Confusion of the Numbed Will +20 (ReMe 15) [R: Eye, D: Sun, T: Ind] Int stress roll to take any direct action 12+ ends spell, 9+ intended action happens but spell remains, lower rolls character is confused and takes other type of action; in combat character strikes last and gets at least -1 on all attacking and defending rolls)
Incantations:
Slippery Like the Eel +12 (CrAq 5) [R: Personal, D: Sun, T: Individual] The target is covered with a greasy oil that makes grappling difficult. He has a +3 bonus to avoid being grappled.
Ease the Warrior's Suffering +18 (CrCo 5) [R: Touch D: Moon T: Individual] The target’s wounds are treated as if they are one category less serious for the purposes of activities while injured. This does not reduce the Wound Penalty, but it does allow a heavily wounded individual to walk.
Satyr's Stare +18 (CrCo 5) [R: Eye D: Concentration T: Individual] Target becomes physically aroused while eye contact is maintained. This does not affect what the target thinks of the caster mentally.
The Immovable Blindfold +17 (CrIm 5) [R: Voice, D: Diam, T: Ind] Creates a visual illusion of a blindfold covering the targets eyes. Unless they have some way to pierce the illusion, this effectively renders the target blind.
Sense the State of Mind +20 (InMe 5) [R: Eye, D: Momentary, T: Individual] This spell tells what the target's relative mood is and his degree of lucidity.
The Tiro's Disguise +13 (MuIm 4) [R: Personal, D: Sun, T: Individual] The caster changes his appearance and voice into that of another person. To impersonate a specific individual, roll Perception + Finesse according to the rules in ArM5, p.145
A Better First Impression +22 (MuMe 3) [R: Eye, D: Concentration T: Individual] Make a minor change to a person’s memory of an event, such as what someone wore or how a particular question was answered. The change in memory persists only so long as you concentrate.
The Evil Eye +12 (PeCo 5) [R: Eye, D: Momentary, T: Individual] You meet the gaze of your victim and cause a moment of excruciating pain. There is no actual damage, but it can force a Concentration roll. The caster's eyes flash a vibrant blue.
The Immaculately Groomed Magus +12 (PeCo 5) [R: Personal, D: Momentary, T: Part] This spell grooms the caster's hair and beard (if he has one), grooming him to perfection. It can be used on any part of the body as needed, can trim or shave, and always leaves them looking neat (add +3 if any Finesse roll is required for style).
Hide in Plain Sight +11 (PeIm 5) [R: Personal, D: Concentration, T: Individual] The caster is invisible for as long as she concentrates and stands still. Moving breaks the illusion.
99 Problems But Britches Ain't One +6 (ReAn 5) [R: Sight, D: Diam, T: Ind] A pair of trousers, or other leg coverings, will spend the next two minutes attempting to remove themselves from their wearer.
The Well Aimed Turnip +6 (ReHe 3) [R: Touch, D: Mom, T: Ind] Commonly used as a practicing exercise for the Finesse of young magi, this spell propels an object of Herbam origin from the casters hand. They may make an attack roll with that object using Perception+Finesse-3 in place of the usual dexterity+weapon skill, in order to direct it at the correct target. If used with javelins or similar items designed as thrown weapons their attack bonus does apply, as there is no magical guidance beyond the moment of throwing
No Time to Slumber +20 (ReMe 5) [R: Per, D: Diam, T: Ind] For the duration of this spell you remain perfectly aware and clearheaded, regardless of your level of tiredness or confusion.
Bonuses
Artes Liberales: Is literate. Alphabets known: Latin. May learn 1 additional alphabet.
Enchanting Music: Can influence people or animals through song. Comm 3 + Enchanting Music 3 (4 if lust is desired emotion) + stress die vs. ease factor 9+. A 9 will calm the upset, 12 will win someone's love, 15 will incite a riot, and 24 could replicate Orpheus's feat.
Gentle Gift: Does not suffer the negative social effects of the Gift when interacting with people or animals.
Inspirational: Can urge people to great efforts, granting a +3 bonus to rolls for appropriate Personality Traits.
Minor Magical Focus - Contentment: Adds lowest applicable Art twice to lab or casting totals when using magic relating to the emotion of contentment.
Performance Magic: May use music or singing to replace Hermetic words and playing of an instrument to replace gestures in spellcasting. Musical instruments extend her Voice range spells. She gains the bonuses for loud words or exaggerated gestures as usual, should she wish to use them. The Ease Factor of recognizing her magic for fast casting counter-spells is 3 higher than normal. She may also design or learn spells with the Duration of Performance (+1), which lasts as long as she produces music (automatically succeeding on Concentration rolls while using such spells). Using Performance Duration spells requires a roll of Dex/Com + Music 3 (4 if singing) vs. Ease Factor 3 (fails or botches apply to the spellcasting as well).
Siren Song: Can issue commands to any individual or group who hears her music. She rolls Comm 3 + Music 3 (4 if singing) + stress die vs. the target's Stamina + stress die. The effect lasts as long as she produces music. Changing or issuing new commands requires a new roll. The song need not include lyrics relating to the command and the target does not know precisely why it is following the command (only that it has something to do with the music). The target gets a bonus to the resistance roll based on how extreme the command is: innocent (ex. "listen to the song") +0, questionable (ex. "come to me") +3, dangerous (ex. "follow me out of town") +6, heinous (ex. "kill your fellows") +9, suicidal (ex. "crash your ship upon the rocks") +12. The Siren Song can work with Enchanting Music, making the victim more susceptible and the effect last longer.
Subtle Magic: May cast spells without using gestures at no penalty.
Form Bonus - Animal (0): +0 to Soak against animal attacks and rolls to resist animal poisons.
Form Bonus - Aquam (0): +0 to Soak against water attacks (jets, waves, etc.) and to resist drowning and thirst.
Form Bonus - Auram (0): +0 to Soak against weather attacks (lightning, wind, etc.) and to resist suffocation (including drowning).
Form Bonus - Corpus (6): +2 to Soak against human unarmed attacks and to resist disease.
Form Bonus - Herbam (0): +0 to Soak against wooden weapons and to rolls to resist herbal poisons or to resist starvation.
Form Bonus - Ignem (6): +2 to Soak against fire and cold.
Form Bonus - Imaginem (5): +1 to rolls to resist confusion, deafening, or nausea caused by sights, sounds, smells, or tastes.
Form Bonus - Mentem (14): +3 to rolls to resist mundane persuasion, deception, or temptation.
Form Bonus - Terram (0): +0 to Soak against metal or stone weapons or to rolls to resist mineral poisons.
Form Bonus - Vim (6): +2 to rolls to resist Twilight (but not to comprehend it) and to Soak against damage caused by own spellcasting.
Golden Cord (+2): 2 fewer botch dice when using magic (minimum 1 for non-mastered spells).
Bronze Cord (+2): +2 bonus to Soak, deprivation, healing, and aging rolls.
Silver Cord (+2): +2 bonus to Personality Trait rolls, magical and mundane mental influence (trickery, mental magic, intimidation, etc.). Once per day, Nanuk can try to break supernatural influence over her mind with a stress die +2 vs. an Ease Factor of 9.
Penalties
Deleterious Conditions: Her casting and lab totals are halved when she is completely alone.
Geas: May not use an axe without fear of provoking ill fate.
Necessary Condition: Must sing all of her songs.
Pagan: She is a pagan and may not receive the benefits that Christian characters enjoy from interactions with the Divine. May not pass as/pretend to be Christian.
Small Frame: Size is -1, granting 4-point wound increments.
Warped Magic: Spells cause drowsiness to those around her.
Combat
Soak: +6 (Stamina 1 + Cord 2 + Doublet 3)
Evasion: Init -1, Atk N/A, Dfn -1, Dam N/A
Kick: Init -2, Atk -1, Dfn -2, Dam +2
Punch: Init -1, Atk -1, Dfn -1, Dam -1
Fatigue: OK, 0, -1, -3, -5, Incapacitated
Wounds: -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (13-16), Dead (17+)
Certamen
Init: Qik -1 + Fin 0
Atk: Pre 2 + Art
Dfn: Per 0 + Art
Weakening: Int 2 + Pen 2 + Attack Advantage
Resistance: Sta 1 + Parma 1
Nuala and Sir Blane
Possessions: Harp, Sander's Red Coral Wand of the Un-Quiet Exorcism, Doublet of Impenetrable Silk, Bookstand of Hespera (in lab)
Harp
Magic Harp
Season: Summer
Magic Might: 7 (Imaginem)
Characteristics Int 0, Per 0, Pre +1, Com +5, Str 0, Sta 0, Dex -3, Qik 0
Size -3
Virtues & Flaws: Magical Thing; Enchanting Music, Great Communication x2; Poor Characteristics x2, Proud
Magical Qualities & Inferiorities: Improved Might x4, Improved Powers, Lesser Power x3, No Fatigue, Puissant Enchanting Music, Puissant Music; Lame, Limited Speech, No Hands, Temporary Might
Personality Traits Proud +3
Combat
Soak 0
Wound Penalties -1 (1-2), -3 (3-4), -5 (5-6), Incapacitated (7-8), Destroyed (9+)
Abilities Awareness 3 (hearing), Concentration 4 (while playing), Enchanting Music 6+2 (sleep), Gaelic 5, Music 7+2 (harp)
Powers
Notes of Fire (Cost 2): With a furious burst of music, the harp sets one object or creature aflame, inflicting +5 damage every round. Based on Coat of Flame but change duration to Performance. -3 Might Cost.
Compel Truth (Cost 1): So long as the harp plays, no one who hears it can tell a lie. Base 5, +1 Performance, +3 Sound. -4 Might Cost.
Calm the Waves (Cost 2): As long as the harp plays, waves become calm for 30 paces in all directions. Based on Break the Oncoming Wave, +1 Magnitude for size, change duration to Performance. -1 Might Cost.
Vis: 1 Imaginem in strings
Sander's Red Coral Wand of the Un-Quiet Exorcism
This iron rod is tipped with a bird talon holding a piece of red coral. Carved along its length are the runes for "Need" and "God." The command word for activating the wand is "NOW-Thur-AHSS" which unleashes a Demon’s Eternal Oblivion Effect (Level 10, Penetration +22, 6 uses/day). As a side-effect from the experiment, the wand also emits an ear-piercing shriek when used.
Nanuk "little bear"
Magical Animal
Magic Might 8
Lab:
Size: -2
Personality Traits: Angry +2, Fascinated by Music +2, Gluttonous +1, Grumpy +2, Stubborn +4, Wolverine +6
Ferocity: 1 (3)
Characteristics (7): Int +1, Per +2, Pre -1, Com -5, Str -1, Sta +3, Dex 0, Qik +4
Virtues (+2): Essential Virtue: Berserk (0), Ferocity (+1), Magic Animal (0), Tough (+1), True Friend: Nuala (0)
Flaws (-2): Greedy (-1), Pungent Odor (-1), Wrathful (Minor, 0)
Mundane Qualities: Aggressive, Grapple, Hardy, Keen Sense of Smell, Large Teeth, Pursuit Predator, Thick Fur, Tough Hide; Limited Gestures, Mute
Magical Qualities (+11, 6 from Magic Might, 5 from Inferiorities): Animal Resistance (+1), Improved Soak (+1), Major Virtue: Ways of the Forest (+3), No Fatigue (+3), Personal Power (x3)
Magical Inferiorities (-5): Minor Flaw: Craving for Travel (-1), Minor Flaw: Weakness for Music (-1), Susceptible to Deprivation (-3)
Abilities: Animal Resistance (Animal Attacks) 1, Artes Liberales 1, Athletics (Endurance) 4, Awareness (Predators) 3, Brawl (Bite) 5, Hunt (Prey) 4+2, Magic Theory (Mentem) 2, Stealth 0 (5), Survival (Forests) 5
Combat:
Teeth: Init +4, Atk +11*, Dfn +11*, Dmg +2
Soak: +13 (Base 11 + Cord 2, +14 vs. Animal spell effects, +15 vs. animal natural weapons)
Fatigue Levels: N/A (No Fatigue, per Magical Quality)
Wound Penalties: -1 (1-3), -3 (4-6), -5 (7-9), Incapacitated (10-12), Dead (13+)
*+3 to rolls to defend Nuala (from True Friend virtue)
Powers: (75 points)
Guide: 3 points, Init +4, Mentem
R: Voice, D: Conc, T: Group
Effect: Nanuk may subtly influence a group of beings toward a specific course of action for a day, usually toward rash or violent actions. He usually uses the power to taunt, but can also use it for limited indirect communication. No Penetration (Might 8 - Cost 15). ReMe 30 (base 5, +2 Voice, +1 Conc, +2 Group)
Master of the Forest: 2 points, Herbam
R: Touch, D: Sun, T: Group
Effect: A variant of Intuition of the Forest (ArM5, pg. 136), Nanuk can commune with the forest around him to gain +3 to nature-related rolls. InHe 10 (Base 1, +1 Touch, +2 Sun, +2 Group).
Stand Your Ground: 4 points, Init -2, Animal
R: Per, D: Sun, T: Ind
Effect: Nanuk gains a +5 bonus to his Soak totals for Sun Duration. MuAn 35 (Base 25, +2 Sun)
Vis: 2 Animal in hide
Advancement:
Bound Spring 1226 with a lab total of 45, Familiar Bonding Level: 23
Cords Gold +2, Silver +2, Bronze +2
Laboratory
Size +1 Refinement +1 General Quality +2 Upkeep +2 Safety +3 Warping 0 Health +1 Aesthetics +5
Specializations: Cr +1, Me +8; Vis Extraction +1
Virtues (+4): Elevated (0), Highly Organized (0), Lesser Feature: Mirror (+1), Major Expansion: Summoning Circle [Mentem] (+3), Spotless (0), Superior Construction (0)
Flaws (-3): Greater Focus: Summoning Circle [Mentem] (-3), Missing Ingredients: All Forms but Mentem and Vim (0)
Bookstand of Hespera (+2 to lab texts)