Geoffroy de Dreux
Vitals
*Based on aging roles since 16
Character Sheet
Characteristics
Intelligence | +3 | Presence | +1 |
Perception | +0 | Communication | +1 |
Strength | +0 | Dexterity | +1 |
Stamina | +1 | Luck | +0 |
Virtues & Flaws
Virtues The Gift (Special)
Gentle Gift (Major, Hermetic) |
Flaws True Love (Major) |
Skills
Skill | Specialty | Score | XP |
Area Lore | Confluensis - Normandy | 2 | 15 |
Area Lore | Nova Semitae | 2 | 15 (1) |
Charm | First Impressions | 2 | 15 (2) |
Etiquette | Nobility | 4 | 50 |
Faerie Lore | Faerie Forests | 1 | 5 |
Folk Ken | Nobility | 4 | 50 |
Concentration | Spells | 2 | 15 |
Guile | Elaborate Lies | 1 | 5 |
Speak Language Francien | Noble Talk | 5 | 75 |
Speak Welsh | Expansive Vocabulary | 4 | 50(20) |
Speak English | Expansive Vocabulary | 2 | 15 |
Ride | Battle | 1 | 5 |
Swim | Long Distance | 1 | 5 |
Artes Liberales | Grammar | 2 | 15 |
Speak Latin | Academic Use | 4 | 50 |
Philosophiae | Ritual Magic | 1 | 5 |
Penetration | Rego | 2 | 15 |
Parma Magica | Ignem | 3 | 30 |
Magic Theory | Inventing Spells | 5 | 75 |
Single Weapon | Longsword | 1 | 5 |
Craft (Sculpting) | Stone | 1 | 5 |
Leadership | inspiration | 1 | 5 |
Finesse | percision | 3 | 30 |
Carouse | Staying Sober | 1 | 5 |
Intrigue | Gossip | 2 | 15 |
Profession Scribe | 1 | 5 | |
Teaching | 3 | 30(11) |
Personality Traits
- Charming +3
- Proud +2
- Chivalrous +2
Mundane Qualities
Description
Known Languages
Language | Dialect | Specialization | Score | Fluency | |
Langue d'Oil | Francien | 5 | Fluent | ||
Latin | Hermetic Latin | ||||
Welsh | Expansive Vocabulary | 4 | Near fluent | ||
English | Expansive Vocabulary | 2 | Beginner |
Reputation
None
Magical Abilities, Equipment, Laboratory
Laboratory
See Laboratory Qualities for explanation of the stats.
Current Qualities
Size +0 | Refinement +0 | General Quality +0 | Upkeep +1 |
Safety +1 | Warping +0 | Health +1 | Aesthetics +6 |
Lab Specialization
Creo | 0 | Animal | +3 | Ignem | +1 |
Intellego | +2 | Aquam | 0 | Imaginem | +2 |
Muto | 0 | Auram | +3 | Mentem | +1 |
Perdo | 0 | Corpus | 0 | Terram | 0 |
Rego | 0 | Herbam | 0 | Vim | +2 |
Vis Extraction | 0 | Texts | +1 | Items | 0 |
Spells | 0 | Experimentation | 0 |
Contributing Factors
- Magical Heating: +1 Health, +1 Aesthetics, +1 Ig
- Magical Lighting: +1 Aesthetics, +1 Texts, +1 Im
- Superior Construction (from Conjuring the Mystic Tower): +1 Safety, +1 Aesthetics
- Auspicious Shape: +1 Aesthetics, +1 Vi
- Elevated: +1 Aesthetics, +1 Au
- Menagerie (Birds): +1 Upkeep, -1 Safety, -1 Aesthetics, +2 An
- Magical Servant: +1 Safety, +1 Aesthetics
- Servant (Tenney): +1 Safety, +1 Aesthetics, +1 Me
- Lesser Feature:
- Balcony: Spells, Au
- Lofty Ceiling: Au
- Large Windows: In, Au, Im
- Astronomical Device: In, Vi
Reputations
Magnificent aerie 3 (30 xp)
Arts
Creo | 13 | 91 | Animal | 5 | 15 | Ignem | 5 | 15 |
Intellego | 5 | 15 | Aquam | 5 | 15(1) | Imaginem | 5 | 15(1) |
Muto | 5 | 15(2) | Auram | 5 | 15 | Mentem | 5 | 15(1) |
Perdo | 5 | 15(1) | Corpus | 12 | 78(7) | Terram | 13 | 91 |
Rego | 13 | 91(1) | Herbam | 9 | 45 | Vim | 6 | 21 |
Spells
Corpus
Spasms of the Uncontrolled Hand (ReCo 5/+23)
- 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.
- Mastery 0 (1)
Curse of the Unruly Tongue (ReCo 5/+23)
- Causes the target to stutter and slur words. Communication rolls are at -3. Spoken spells are at -6 to the spell casting roll, and there is an extra botch die.
- Mastery 0 (3)
Bind Wound (CrCo 10/+17)
- Stops a wound from bleeding
- Mastery 0 (2)
Rise of the Feathery Body (ReCo 10/+23)
- Floats a body as fast as smoke rises
- Mastery 0 (3)
The Leap of Homecoming (ReCo 35/+23)
- Transports you to any place to which you have an Arcane Connection. Most magi use this to return to their laboratories.
- Mastery 1 (12)
Mass Teleport (Name TBD) (ReCo 35)
- Transports group to any place the caster has an Arcane Connection to.
Terram
Crest of the Earth Wave (ReTe 20/+25(+37))
- Creates a wave in the earth that starts at your feet and travels out to the range of your Voice in a designated direction. It starts as a narrow ripple and within 5 paces reaches its full size of 5 feet high and 30 paces wide. It moves about 50 paces per round. Those caught in its path must make Dexterity stress rolls of 12+ to leap over the wave, or they are tossed aside and take +10 Damage. The wave overturns trees and damages buildings in its path.
- Mastery 0 (2)
Hands of the Grasping Earth (ReTe 15/+15(+18))
- Earthen hands from beneath the target rise out of the ground, and grasp the target's ankles. To break free requires a Strength stress roll of 15+. (One attempt is allowed per round, and each requires a Fatigue roll.) Each hand can be destroyed by beating its +25 Soak roll (hacking weapons do double normal damage) and inflicting a Light Wound.
- Mastery 0 (2)
Wielding the Invisible Sling (ReTe 10/+25(+37))
- Hurls any nearby object that could normally be thrown by a person at any target within range. The object must not be held down or otherwise restrained. Damage depends on the object thrown, up to +5 for a fist-sized stone. Casting requisites of an appropriate Form for the target are required.
- Mastery 0 (2)
Unseen Arm (ReTe 5/+25(+37))
- Slowly moves a nonliving thing, like a mug, instrument, or small pouch of coins; it cannot oppose intentional resistance. Magi use this spell to manipulate things at a distance, but the spell cannot be used to pull something from a person's hand or to move something that is held. Casting requisites of an appropriate Form for the target are required.
- Mastery 0 (3)
Polish Stone (ReTe 5)
- Polishes a section of stone to a glossy shine
- Rego Terram 5, Base 1, +1 stone, R: Touch, D: Concentration, T: Part
Create Likeness in Stone (ReTe 15)
- Creates the likeness of a person in stone.
- Rego Terram 15, Base 2, +1 Stone, R: Touch, D: Mom, T: Part
Ball of Burning Lava
- A ball of lava covers a small area within range. This inflicts +15 damage to items and people splashed by the lava. This spell creates 1 cubic foot ball of lava.
- Creo Terram 15, R: Voice, D: Momentary, T: Individual
- Mastery 0 (2)
Conjuring the Nobleman's Manor (CrTe 35), [Justinius of Tremere]
- Creo Terram 35, R: Touch, D: Momentary, T: Individual, Ritual
- (Base 3 to create stone, +1 Touch, +4 additional size, +3 elaborate design)
Fill the quarry full of cut stone (CrTeRe 30) [Geoffroy]
- Creates 1 million cubic paces of igneous stone, which is sufficient for a wall 30 paces high, 2 paces thick and just under 9.5 miles in length. The Rego requisite allows for the making of stone blocks. A finesse roll would need to be made to make some blocks of different sizes.
- Mastery 0 (0)
Auram
Charge of the Angry Winds (CrAu 15/+11)
- A wall of wind roars away from you, starting up to 10 paces away and continuing until it dissipates naturally. The wind is confined by any existing barriers, but if unconfined it can be up to a hundred paces wide. All within the area must make a Dexterity + Size stress roll of 9+ or fall down and be blown along by the winds. The rolls must be made at the start of the gale and each subsequent round that the wind is maintained. You must concentrate on the gale. Missile fire into or out of the gale is futile, and marching against the gale requires a Strength + Size stress roll of 15+. Failure in this attempt mandates another Dexterity + Size stress roll of 12+ to keep from falling.
- Mastery 0 (2)
Imaginem
Prying Eyes (InIm 5/+10)
- You can see inside a room, as long as you can touch one of its walls. If the room is unlit or poorly lit, you can only see as much as you could if you were inside, but magical enhancements of your senses do apply. You may change your viewpoint within the room throughout the duration of the spell.
- Mastery 0 (3)
Awaken the Painted Image (InIm(Mu) 5/+10)
R: Touch, D: Concentration, T: Individual
- A painting become animate and tells a short story to those present. One can see and hear the picture as the artist felt it and expressed it. A master painter's work can tell an in-depth story but a child's scribble may just express a single word. The spell does not look back in time but rather it keenly interprets the painted image.
Awareness of the Road (InIm(Mu) 5/+10)
R: Road, D: Conc, T: Individual
- The caster can hear and see from any point on a road, and must concentrate to move their point perception.
A Day Saved for the Future (InIm 3/+10)
R:Personal, D: Sun, T: Individual
- The caster’s memories during the duration of the spell are complete in every detail that the caster’s senses perceive even if the caster does not notice each detail (and they almost certainly won’t). Memories created by this spell will fade at a normal rate. Use of this spell with a Creo Mentem spell similar to “By His Works” or “The good Witness” (both from HoH True lineages p. 73) will allow the caster to make further observations regarding what he experienced during the duration of “A Day Saved for the Future” as if the caster were back in the time and place where the memories were created.
Vim
Walking the Path through the Magical Veil, InVi(CrIm) 20
- R: Personal, D: Concentration, T: Vision
- This is a variant of Piercing the Faerie Veil that creates a visible path to help guide the magus and any companions through the regio boundary.
Sense of Magical Power (InVi 5)
- Mastery 0 (3)
Personal Library
Untranslated Texts
None
Translated Texts
None
Books
None
Personal Vis
- 3 Corpus
- 2 Rego
- 2 Creo
- 7 Terram
- 1 Intéllego
- 2 Imáginem
- 1 Ignem
Traded 2 Perdo for 2 Terram in 1230 + 4 Corpus vis for payment + 4 Terram vis for a copy of the Rego tractatus when done (Spring 1227) (delivered) + 1 Corpus salary 1229 + 3 Perdo (turned into Terram) (Salary 1231) + 2 Corpus (Salary 1231)
Spent 5 pawns of vim vis on breeding pair of Cockatoos
Spent 2 pawns for the roads
Spent 2 pawns of Rego, Aquam and Aurum for a total of 6 so a magus will go around Wales looking for information about dragon(s)
Spent 7 pawns of Terram on longevity ritual
Spent 6 pawns of Corpus for Angharad's longevity ritual
Spent 3 pawns of Ignem for use of lab (1 personal and 2 from 1233 and 1234 salary) NOTE: Not recorded yet
Magical Enchantments
None
Warping
Twilight points earned: 2
Aging totals
Magus (+2), Aura (+1), Sanctum (+1), Location/Wealth (+2), Longevity Ritual (+0) = +6
Companions
None
Seasonal Activities
Geoffroy's Seasonal Activities
Adventure Experience
Current Total Unspent
15 (includes time in Russia)
Spent Experience
- 1 points on Rego
- 10 points on Terram
- 23 points on Creo
- 15 points in Finesse
- 10 points in Intrigue
- 5 points in Fairy Lore
- 3 points in Magic Theory