Merlor

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Ars Magica: The Scilly Saga
ArM5LogoColor.jpg
GM
Mark
Game Start
Anno Domini MCCXX, hiems
A.D. 1220, winter
Game Year
Anno Domini MCCXX, aestas
A.D. 1220, summer
Magi of Leo
Eos of Tytalus
Llwyd of Bonisagus
Merlor of Flambeau
Rissa of Merinita
Lady Shona of Ex Miscelanea
Companions
Erne
Matteus de Taranto
Robert, the Steward
Other Characters
Grogs · Villagers
Languages Spoken
The Covenant
Covenant Library · Vis Sources
Magical Items · Mundane Wealth
Stonehenge Tribunal
Other
Scilly Saga Chargen Rules
Ars Magica House Rules
Player Resources (PDFs)
Experience Point Worksheet
Character Sheet (Variant 1)
Character Sheet (Variant 2)
Merlor of Flambeau

Like Eos and Shona, Merlor is a recently Gauntleted magus. Whatever impression and prejudices magi may have learned about Flambeau magi, he certainly breaks a few of them. Highly intelligent and interested in theory and the art of Terram, it's really quite amazing how he didn't get snatched up by a Bonisagus exercising his right to take apprentices. In his case, it was largely due to his master not trotting him out like a trophy at every opportunity. In any case, he proves to be an affable enough fellow and happy to discuss magic in all its forms. After his Gauntlet, he spent some time at Nova Semitae, because they didn't restrict which lab texts to study from, unlike his home covenant, which meant he was able to learn some of the higher-level spells.

He hails from the Normandy Tribunal, but is spending his post-Gauntlet time looking for a new opportunity. He doesn't like how vis-poor his home Tribunal is and hopes to find some place where he can focus on his studies with less of the politics (mundane and Hermetic) than he grew up with in Normandy. A remote island off the coast of England sounds right up his alley. At least, once they get there. He confesses he suffers from terrible travel sickness and that it took a day to recover from the relatively short journey across the English Channel.

Vitals

Name: Merlor of Flambeau
Formal Name: Merlor filius Fornax doctrinae Flambonis ab Requies Aeterna Flambeausymbol.jpg
Race/Nationality: Norman French
Place of Origin: Normandy Tribunal
Year of Birth/Age: 1193 (27)
Known Specialties: Terram
Familiar: None
Apprentices: None

Character Sheet

Characteristics

Intelligence +4 Presence -1
Perception +1 Communication +1
Strength +0 Dexterity +1
Stamina +2 Luck -1

Virtues & Flaws

Virtues

Hermetic Magus (Free)
The Gift (Free)
Puissant (Finesse) (Free, House Virtue)
Major Magical Focus (stone) (Major)
Affinity (Terram, Magic Theory)
Puissant (Terram, Magic Theory)
Great Intelligence
Improved Characteristics
Skilled Parens

Flaws

Twilight Prone (Major)
Driven (Major)
Incompatible Arts (PeCo/PeMe)
Deficient Aquam
Motion Sickness

Skills

Skill Specialty Score XP
Artes Liberales Ritual Magic 2 15
Athletics Running 2 15
Awareness Alertness 3 30
Brawl Dodge 2 15
Carouse Staying Sober 1 5
Craft Stonecarving Artwork 3 30
Finesse Precision 2+2 15
Lore: Home Covenant, Area Magi 2 15
Lore: Nova Semitae, Area Magi 1 6
Lore: Order of Hermes, Organization Old Covenants 1 5
Lore: House Flambeau, Organization Personalities 1 5
Magic Theory Terram 5+2 62->93
Parma Magica Mentem 3 30
Penetration Terram 1 5
Profession Scribe Copying 1 6
Single Weapon Short Sword 3 30
Speak English Conversational 1 5
Speak Welsh Conversational 1 7
Speak Langue D'oil Conversational 5 75
Speak Latin Hermetic Latin 4 50
Spell Mastery: The Stone Dart Fast Cast, Multiple Casting 2 15

Personality Traits

Mundane Qualities

Description

Known Languages

Language Dialect Specialization Score Fluency
Langue d'oil Norman Conversational 5 Fluent
Latin Hermetic Latin Hermetic Terms 4 Functional
Middle English Shrewsbury Conversational 1 Basic
Welsh Powys Wenwynwyn Conversational 1 Basic

Reputations

None

Combat

Fist: Initiative: +1, Attack: +3, Defense: +3, Damage: +0
Shortsword: Initiative: +3, Attack +2, Defense: +6, Damage: +5
Armour: Metal Reinforced Leather; Partial (Soak 2, Load 2), Full (Soak 4, Load 4)
Soak: Partial 4, Full 6

Magical Abilities, Equipment, Laboratory

Laboratory

NOTE: Lab has not yet actually been set up. This is the expected configuration once the lab has been configured.

Merlor's Lab is set in the sub-basement of the tower, beneath his living quarters. The lab is warm in the winter and cool in the summer.

See Laboratory Qualities for explanation of the stats.

Current Qualities

Size +1 Refinement +0 General Quality +0 Upkeep 0
Safety +4 Warping +0 Health +0 Aesthetics +3

Lab Specialization

Creo 0 Animal 0 Ignem +1
Intellego 0 Aquam 0 Imaginem +1
Muto 0 Auram 0 Mentem 0
Perdo 0 Corpus 0 Terram +1
Rego 0 Herbam 0 Vim 0
Vis Extraction 0 Texts +1 Items 0
Spells 0 Experimentation 0

Contributing Factors

  • Large: +1 Size
  • 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
  • Spacious: +2 Safety, +1 Aesthetics
  • Well Insulated: +1 Safety, +1 Aesthetics
  • Subterranean: -1 Health, -1 Aesthetics, +1 Te

Reputations

Secure underground sanctum 2 (15xp)

Arts

Creo 10 (58) Animal 1 (1) Ignem 2 (3)
Intellego 1 (1) Aquam 0 (0) Imaginem 1 (1)
Muto 1 (1) Auram 1 (1) Mentem 1 (1)
Perdo 1 (1) Corpus 10 (55) Terram 17+3 (102->153)
Rego 10 (55) Herbam 1 (1) Vim 4 (10)

Spells

Aquam

  • Cloak of the Duck's Feathers (ReAq 5), +6
R: Touch, D: Sun, T: Ind
Makes water run off the target; spell is broken if submerged in water

Corpus

  • Leap of the Homecoming (ReCo 35), +22
R: Personal, D: Mom, T: Ind
Transports Merlor to any place he has an Arcane Connection to

Terram

  • Filling the Exchequer's Chest (CrTe 30), +35
R: Touch, D: Mom, T: Ind, Ritual
Creates 200 Mythic Pounds of silver coins.
Base 15, Touch +1, size +1, complexity +1
  • Conjuring the Mystic Tower (CrTe 35), +45
R: Touch, D: Mom, T: Ind, Ritual
Creates a stone tower 8 stories high with 2 stories of foundation and basement
  • The Stone Dart (MuTe(Re) 10), +26, Mastered (Fast Cast, Multiple Cast)
R: Voice, D: Mom, T: Ind
A stone-based variant of The Crystal Dart. Does +10 damage, but must penetrate magic resistance
  • Unseem Arm (ReTe 5), +32
R: Voice, D: Conc, T: Ind
Moves a small, non-living thing that cannot be held
  • Unseen Porter (ReTe 15), +32
R: Voice, D: Conc, T: Ind
Can carry large objects, has equivalent Str +5

Vim

  • Aegis of the Hearth (ReVi 20), +19
R: Touch, D: Year, T: Bound, Ritual
The covenant's version of the Parma Magica, and more.

Personal Library

Untranslated Texts

  • Cloak of the Duck's Feathers (ReAq 5)
  • Leap of the Homecoming (ReCo 35)
  • Filling the Exchequer's Chest (CrTe 30)
  • Conjuring the Mystic Tower (CrTe 35)
  • The Stone Dart (MuTe(Re) 10)
  • Unseem Arm (ReTe 5)
  • Unseen Porter (ReTe 15)
  • Aegis of the Hearth (ReVi 15)

Translated Texts

None

Books

None

Personal Vis

None

Magical Enchantments

None

Warping

None

Companions

None

Seasonal Activities