Merlor
Ars Magica: The Scilly Saga | |
---|---|
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) |
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
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) |
Flaws Twilight Prone (Major) |
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 | 68->102 |
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 |
Speak Cornish | Conversational | 0 | 2 |
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 |
Cornish | Scilly Isles | Conversational | 0 | Point and grunt |
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