User talk:Andronicus
Magic!
Mages (Training) (Upkeep)
- Archmage (Badass; these'll be expensive) (#Books, #Gold) (#Books, #Gold, #Mana)
- Master (# Books, # Gold)(#Books, #Gold, #Mana)
- Adept (# Books, # Gold)(#Books, #Gold, #Mana)
Magic Ideas
Each magic effect has a level of power and a level of scale which determines cost. The levels scale from easy, simple, or weak to complex, powerful and large-scale. Take a simple fireball. Base power its a level two spell. But it has a scale of "small group" thus increasing it to a total level of three. A fireball with the scale of "large" would be a level four, "huge" level five.
Possible Levels
- Level 4 - Missile Swarm
- Level 3 - Fireball.
- Level 2 - Burning hands.
- Level 1 - Ray of frost.
Mage/Magic Limits
A Mage can only memorize, prepare for, and carry around so many books which limits the number of spells they can have on-hand. For example a Adept might have a max of ten effect levels onhand, a master twenty-five, and a Archmage a whopping fifty. Additionaly spells have a cost in books and mana to prepare.
http://dl.dropbox.com/u/991838/VodeAn_BrothersAll.mp3
http://dl.dropbox.com/u/991838/OneHeartofJustice.mp3
http://www.inisfail.com/bfg/bfg-latin-imperial-names.html
Warlach
Vital Statistics
Craft Name: Aeronwy C. Warlach
Shadow Name:
Player: Rex290/Andronicus
Affiliation:
Hermetic House: House Verditius
Avatar:
Demeanor:
Nature:
Arete: 3
Willpower: 5/5
Quint: 0/0
Initiative: 0
Paradox: 0
Chantry:
Health:
- Bruised (-0) [ ]
- Hurt (-1) [ ]
- Injured (-1) [ ]
- Wounded (-2) [ ]
- Mauled (-2) [ ]
- Crippled (-5) [ ]
- Incapacitated [ ]
Movement:
- Regular Speed: 16 yards
- Running Speed: 32 yards
Standing Spells
Attributes
- Physical (32XP)
- Strength: 2
- Dexterity: 4
- Stamina: 2
- Social (24XP)
- Charisma: 3
- Manipulation: 1
- Appearance:3
- Mental (56XP)
- Perception: 3 -12
- Intelligence: 5 -40
- Wits: 2 -4XP
Abilities
- Abilities (80XP)
- Alertness: 0
- Athletics: 0
- Awareness: 0
- Brawl: 0
- Dodge: 0
- Disguise: 0
- Intimidation: 0
- Firearms: 0
- Meditation: 0
- Melee: 0
- Technology: 0
- Stealth: 0
- Subterfuge: 0
- Linguistics: 0 (Native: English) (xxx)
- Occult: 0
- Field Abilities (0)
- Academics
- Enochian
- Cosmology
- Crafts: 0
- Performing:
- Lore:
- Academics
Backgrounds
- Avatar: 5 (-15XP)
- Library: 3
- Resources: 2 (Money stops being a trouble with basic transmutation)
- Throwback: 2 (+6XP)
Ars Hermetici, The Royal Path
The Foundation, Modus: ***
Ars Animae (The Refining Fire): 0
Ars Conjunctionis (Similitude): 0
Ars Essentiae (The Gateway): 2 (-18XP)
Ars Fati (Venom): 0
Ars Manium (The Pharaoh's Army): 0
Ars Materiae (Clay): 3 (-31XP ) (Specialty)
Ars Mentis (The Watcher): 0
Ars Temporia (All Men Know): 0
Ars Vis (the South): 2 (-16XP -2FB XP)
Paradigm
General Foci: Runes (Enochian), Sympathetic Laws, Geometric Designs, sometimes themed with Ma'at. Theurgy, power over and of the godforms.
Ars Animae: Drawn pentagram, or words of power. The numbers 3 and 11.
Ars Essentiae: The Iron Key of the Elements. The number 8.
Ars Manium: Hood, black eyebands, spirit pentacles. The number 5 and 6.
Ars Mentis : Nothung, Enochian runed sword. Unique for Ars Mentis via Sword Forms. The key element is truth and the cutting towards it. The number 14
Ars Vis: Tree of Life, Liquids prepared or not to represent the flow of magick (Waters of Magic/Life), geometric designs, or sword forms (which are akin to the Forms of Truth). The number 1.
Magickal Form
Magickal Panoply
Regular Weapons
Misc
Character
Merits and Flaws
Biography
Experience
Freebie XP (50 XP)
- 2XP for spheres
Solid Needs