Varian ex Flambeau

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Varian ex Flambeau
Born in 1196
Parens Fatum ex Flambeau
Covenant Cinereo Calvariam
Played by Bruno
Race/Nacionality French
Domus Magna  ?
Primus  ?
Confidence 1 (8)
Age 31
Warping 0[0]
Information
Characteristics Int +3, Per +1, Str -1, Sta +2, Pre -3, Com +1, Dex 0, Qik +2
Virtues Puisant (Perdo +3), Berserk, Clear Thinker, Elemental Magic (Ignem, +1 Study), Arcane Lore, Fast Caster, Harnessed Magic, Quiet Magic, Second Sight
Flaws Visions, Infamous Master, Diabolic Past, Compassionate, Black Sheep, Warped Magic
Abilities Brawl (Dodge) 3
Guile 3
Native Language (French) 5
Stealth (Urban Areas) 3
Ride 1
Awareness 3
Carouse 2
Concentration 3
Survival (Street) 3 +2xp
Infernal Lore 1
Penetration 4 +2xp
Latin 4
Magic Theory 3 +12xp
Artes Liberales 1
Parma Magica 1
Second Sight 1
Personality Traits Cold +3
Talkative +1
Brave +2
Arts Creo 5
Intellego 2
Muto 2
Perdo 5 +3 Puissant
Rego 5

Animal 0
Aquam 4
Auram 4
Corpus 1
Herbam 1
Ignem 7
Imaginem 1
Mentem 2
Terram 4
Vim 4

Early Life

Yves nasce em Dijon no ano de 1193, filho de uma família próspera e rica. A prosperidade da família esconde um relacionamento extremamente conturbado entre pai e mãe - o que os torna distante do menino, que cresce nutrido apenas do pouco carinho permitido pela etiqueta dos escravos da mansão. O pai morre quando Yves tem 7 anos, e isso influencia negativamente no comportamento de sua mãe que a partir desse ano passa a se tornar extremamente perturbado e, gradativamente, perde o pouco interesse que nutria por Yves. O menino cresce com doses apáticas de carinho, mas nutrindo uma grande necessidade e um grande vazio por afetos (jamais atendidos por sua mãe). Aos 13 anos, a mãe fica grávida em um escandaloso caso com um dos escravos. Durante o período de gravidez, percebe que sua mãe torna-se extremamente carinhosa com sua futura cria, o que o torna ciumento, mas que também o faz perder a vontade de continuar naquele lugar. Finalmente na ocasião do parto, a criança morre e a mãe de Yves o culpa pela morte do irmão - embora o sentimento de Yves jamais tenha passado de um simples ciúmes infantil nos primeiros meses. No meio das acusações e loucuras, a mãe expulsa Yves de casa - fato que ninguém leva a sério por conta do estado mental da mulher, mas que Yves decide que é realmente a melhor coisa a se fazer por já não aguentar aquele local. Abdica da riqueza e do fogo quente da mansão em uma Dijon afundada no inverno.

Vai viver nas ruas com outros meninos e aprende a resistir ao frio ao seu melhor modo. Até que é recolhido, enfim, por seu Parens na ocasião em que ele percebe uma certa predileção do garoto com o Dom.

Desde o abandono de sua casa, graças às constantes maldições de sua mãe enlouquecida (que mais velho Yves, já Varian, compreende ser obra de coisas ocultas) - Varian é constantemente atormentado por sonhos terríveis, embora seja discreto sobre isso ainda mesmo enquanto encontros recorrentes junto a seu mestre.

Mais velho, logo após o Gauntlet (que consistiu, basicamente em uma terrível destruição frente à demônio menor) percebe que fora recolhido da rua por seu parens justamente pela proximidade do jovem com visões e tormentas obscuras - pelo qual nutriu um terrível ódio por seu mestre. A quem abandonou logo após, fugido e amaldiçoando a alma de seu antigo Parens, não sem levar consigo as tormentas de muitos anos expostos a estudos pouco bem vistos de um tecido escuro demais para magos herméticos.

Covenant: Cufin

Virtues

Berserk: You are capable of entering a blinding rage when in combat or frustrating situations. You automatically gain the Personality Trait Angry +2 (or more, at your option). Any time you lose a Body level or wound an enemy, roll a stress die and add your Angry score. A roll of 9+ means you go berserk. The storyguide can also call for a roll when you are strongly frustrated. You may deliberately try to go berserk. In this case, you only need a 6+ when you lose a Body level or wound an enemy, or a 9+ if you have not been wounded or caused a wound. While berserk, you get +2 to Attack, Soak, and Fatigue scores, but suffer a –2 penalty to Defense. While berserk, you cannot retreat, hesitate to attack, or give quarter. If you are still berserk when there are no enemies present, you attack your friends. You may roll once per round to calm down if you desire, requiring a stress die + Perception – Angry to be a 6+.

Clear Thinker: You think logically and rationally. You get a +3 bonus on all rolls to resist lies, confusion, befuddlement, and subterfuge—whether magical or mundane.

Arcane Lore: You are privy to Hermetic knowledge, so you can choose Arcane Knowledges (which are normally restricted to magi) as beginning abilities. AM

Fast Caster: Your magic takes less time to perform than that of other magi. You gain no advantages for casting spells at the normal rate, but you gain +3 on all fast cast rolls you make with spontaneous spells, and your formulaic spells go off before those of all other formulaic spells (though they still go off at the end of the round, after other actions). Ritual spells take you only 10 minutes to cast per rank (5 levels) of the spell. DM

Quiet Magic: Your spells require only soft verbal components, so you may cast them using only a soft voice at no penalty, and you are only at a -5 penalty if you use no voice at all. You gain no benefits for using your voice fully, though you may take that as a Special Circumstance (Common). DM

Second Sight: You are able to see ghosts, demons, and other invisible spirits. A roll of 9+ on Second Sight + Perception is usually successful, but your target may be higher or lower at the storyguide’s discretion. Choosing this Virtue confers the Talent Second Sight 1, which can be improved as other Talents.

Flaws

Visions: You often see images related to emotionally or magically laden events. A vision might be of the past, a possible future, or a distant occurrence, and is often symbolic or confusing. Visions usually come to you at quiet times in places connected with a powerful emotional or magical event, such as the site of a patricide or diabolic sacrifice. Choosing this Virtue confers the Talent Visions 1, which can be improved with experience points. When you wish to use this Talent, you tell the storyguide what specifically you would like to have a vision regarding. The storyguide assigns an ease factor based on the difficulty of gaining information about the topic. The storyguide should then make the roll in secret—on a botch, incorrect information is divulged.

Infamous Master: Your master was a diabolist, bumbler, fool, widely despised, or held in contempt for some other reason. Most magi expect little better from you. Even if you’ve done nothing wrong, you are treated as though you don’t deserve to be a member of the Order. You have a bad Reputation of the appropriate type at level 3 among magi.

Diabolic Past: Your parents were diabolists, and though you have escaped their evil ways, you are still haunted by your upbringing and the memory of acts best left unspoken. Thoughts of demons plague you, and you live in a constant state of dread and hatred. The powers of Hell might have a special interest in your soul. You may purchase the Knowledge Occult Lore, even if you are normally not permitted to buy Arcane Knowledges.

Black Sheep: You come from a prestigious family, but you have somehow estranged yourself from your relatives. They have nothing to do with you, unless they wish to punish you somehow. Those who resent your family’s power can take safe revenge by assaulting you. You begin the game with a bad Reputation of your choice at level 2, among those who respect your family

Warped Magic: Your magic is accompanied by some unpleasant side effect that always manifests itself the same way, but with increasing intensity according to the level of the spell. Examples include nearby items become hot or nearby plant matter becomes shriveled and wilted. This effect may cause trouble from time to time, but is usually just annoying.

Missing Hand: Climbing, combat and other activities normally requiring both hands are at a penalty of -3 or greater.

Waster of Vis: Major, Hermetic When you use raw vis you waste one quarter (rounded up) of the pawns you apply. The lost raw vis does not apply to the magical effect being enacted but does count toward the total number of botch dice you must roll if you roll a zero. You must use a third again as many pawns as usual when casting a ritual spell, and if you want to improve an Art score by studying raw vis, you must use a third again as many pawns as usual. This Flaw applies to all occasions on which you use vis, including certamen, laboratory work, and boosting penetration. Wasted pawns count toward the maximum number you can use at one time.

For example, if you would normally use 12 pawns, you must use 16, and 4, one quarter of those you use, are wasted. If you would normally need 10 pawns, you must use 14, because 4 pawns are wasted..

Training

A definir.

Cinereo Calvariam

No Covenant

Summer 1225: Entrei em Twilight por 2 minutos a fui pro plano da água aprendendo algumas coisas e ganhando um Twilight scar e não sinto mais sede.
Summer 1228: Perdi o braço no desafio para entrar em Fudarus, no final do tribunal fui posto inconsciente por Rotgiers e acordei sob os cuidados de Guerlaug ex-Flambeau que retorna sua capacidade de viver por um pedaço do seu gift e um Major Flaw futuro. Eu aceito, e retorno ao Covenant com a ajuda de Fenrir. Autumn 1228: Descobri minha Major Flaw, Waster of Vis.

Magias

Wizard Sigil: Sempre que Varian conjura alguma magia, a área ou o alvo escutam um som de gelo trincando muito baixo (mesmo quando a magia é de fogo).

Warped Magic: Sempre que Varian conjura alguma magia, acontece uma precipitação de cristais de gelo na proporção da magia utilizada. Em caso de magia de fogo utilizada, proliferam alguns cristais de fogo no chão perto do local em que a magia foi utilizada - sempre de acordo com a proporção da magia utilizada.


Winter's Icy Touch (Perdo Ignem Lv 10)
Range: Voice Duration: Mom Target: Ind
Causes the target to feel a chill and lose body heat. The target loses a Fatigue level.
Varian's Sigil: The target hears the crack of ice in very low volume.
(Base 4, +2 Voice)

Gloom of Evening (Perdo Ignem Lv 10)
Range: Touch Duration: Diam Target: Room
The level of light in the target room drops substantially, making the room gloomy, with deep shadows everywhere.
Varian's Sigil: Everyone in the area hears a very low volume sound of ice cracking.
(Base 2, +1 Touch, +2 Room

Palm of Flame (Creo Ignem Lv 5)
Range: Touch Duration: Conc Target: Ind
A flame leaps up in your palm, which must be upturned for the spell's duration. The flame casts light like a torch, and can ignite very flammable items. It does no damage, and does not burn the caster.
Varian's Sigil: Slight before the flame appears on the palm, everyone near hear the sound of ice cracking very softly.
(Base 3, +2 Touch, +1 Conc)

Creeping Oil (Creo Aquam Lv 15)
Range: Voice Duration: Sun Target: Ind
Saturates a porous material with flammable oil. When casting this spell, you make a flicking motion with your index finger and thumb, as if propelling something at the target. A dot of oil appears on the target after the spell is finished, and slowly spreads over the target, saturating enough cloth to cover a person. If used on a person's clothes and ignited, the oil does +12 damage the first round, +6 the second, and +0 the third.
Varian's Sigil: The target hears, after the flicking motion, a low volume sound of ice cracking.
(Base 3, +2 Voice, +2 Sun)

Breath of Winter (Rego Aquam Lv 15)
Range: Touch Duration: Sun Target: Part
Turns a circle of water up to five paces across into snow.
Varian's Sigil: Everyone near the area, hears a smooth crack of ice sound.
(Base 3, +1 Touch, +2 Sun, +1 Part)

Leap of The Fire (Rego Ignem Lv 10)
Range: Voice Duration: Mom Target: Ind
Causes a bonfire to make a leap of up to 10 paces in any direction, where it catches if there is fuel, or burns out if there is none. Make a Targeting roll to hit a target; the flames do +10 damage.
Varian's Sigil: The sound of ice cracking in low volume when the fire leaps.
(Base 3, +2 Voice, +1 size)

Discern Own Illusions (Intellego Imaginem Lv 15)
Range: Per Duration: Sun Target: Vision
This spell makes your own illusions largely transparent, but still discernible.
Varian's Sigil: Whenever I use, I can hear the low volume ice cracking.
(Base 1, +2 Sun, +4 Vision)

Illusion of Cool Flames (Perdo Imaginem Lv 10)
Range: Voice Duration: Sun Target: Ind
A source of heat, such as a fire, seems to lose its heat and drop to the surrounding temperature. It still, however, has its normal beneficial and harmful effects (that is, glowing coals still cook meat or burn a person's hand, though they do not feel hot).
Varian's Sigil: Sound of ice cracking very low whenever the effect takes place (example: if someone is burned by the cool flames, the person hears the sound).
(Base 2, +2 Voice, +2 Sun)

Calm The Motion of The Heart (Perdo Mentem Lv 15)
Range: Voice Duration: Mom Target: Ind
Removes one emotion from the target until it appears again naturally. An angry person stops being angry, and a curious one stops being inquisitive. Many a magus finds this spell useful for kee nose out of his immediate business.
Variana's Sigil: As soon as the person is strike with the magic, it hears a low volume sound of ice cracking.
(Base 5, +2 Voice)

Ball of Awesome Fire (Creo Ignem Lv 15)
Range: Voice Duration: Mom Target: Ind
Bola de fogoooo
Variana's Sigil: As soon as the person is strike with the magic, it hears a low volume sound of ice cracking.
(Base 5, +2 Voice)

Talismã

Laboratório

Maior laboratório do Covenant.

Size +1

Lesser Feature: +1 de Ignem (Fogareiro)

Lab Total

Superior Equipments: +1 General Quality (+1 Lab Total, Aumenta +1Safety, +1 Vis Extraction, +2 Upkeeping)

Vis Extraction

Vis Limit

Longevity Ritual

Reputations

Combat

Certamen

Objetivos/Planos

  • Compreender o que Guirlaug pode fazer com pedaço do meu Gift e agir sobre. Ideias: falar com Augustus, Ackbar e o Demônio da Caveira
  • Buscar uma forma de recuperar meu braço. Ideias: falar com Augustos, o Demônio e Ash.
  • Escrever minhas magias
  • Soltar raios de gelo
  • Criar um item que controle/crie Fogo e Água/Gelo

Bastão curto - small - x2 wood - base 2 Jade - +4 aquam Peter Rock/s Magma Rock - +4 fire related effect

4 pawns de vis

Creo Ignem - criar fogo - Level 4 Creo Ignem - criar agua - Level 4

  • Ter um Companion
  • Criar um Talismã
  • Matar seu Mestre;

Registro de Estações

  • Spring 1220: Ida até o terreno do Covenant.
  • Summer 1220: Estudo da Suma de Penetration.
  • Autumn 1220: Estudo da Suma de Penetration.
  • Winter 1220: Estudo da Suma de Magic Theory.
  • Spring 1221: Estudo da Suma de Magic Theory.
  • Summer 1221: Estudo da Suma de Magic Theory.
  • Autumn 1221: Estudo do Tratado de Perdo
  • Winter 1221: Arrumar Laboratório
  • Spring 1222: Estudo da Suma de Penetration
  • Summer 1222: Estudo da Suma de Rego
  • Autumn 1222: Estudo da Suma de Intellego
  • Winter 1222: Estudo da Suma de Rego
  • Spring 1223: Instalar um Fogareiro para Ganhar Bônus
  • Summer 1223: Estudar Suma de Magic Theory
  • Autumn 1223: Estudo da Suma de Intellego
  • Winter 1223: Estudo da Suma de Intellego
  • Spring 1224: Conexão Arcana com o Ferimento do Ganso (ou Seja, Totó)
  • Summer 1224: Estudo da Suma de Rego
  • Autumn 1224: Estudo da Suma de Magic Theory
  • Winter 1224: Fazer o Item para Lord Marton, Gera o Texto do Item (mas precisa traduzir):

Base 3 Torch Range: Touch +1 Duration: Sun + 2 Target: Ind Quantas Vezes? 1 Penetration? Não Concentration? Não Duração? 7 anos Shaped Material Bonus: +4 1 Pound de Vis

Magia de nível 10

Varian's Lamp of Touch Light

  • Spring 1225: Escrever Minhas Magias:

Calm The Motion of The Heart (Perdo Mentem Lv 15) Discern Own Illusions (Intellego Imaginem Lv 15) Breath of Winter (Rego Aquam Lv 15) Creeping Oil (Creo Aquam Lv 15) Gloom of Evening (Perdo Ignem Lv 10) Illusion of Cool Flames (Perdo Imaginem Lv 10)

  • Summer 1225: Escrever

Padronizar o Texto do Item Calm The Motion of The Heart (Perdo Mentem Lv 15) Breath of Winter (Rego Aquam Lv 15) Creeping Oil (Creo Aquam Lv 15) Gloom of Evening (Perdo Ignem Lv 10)

  • Autumn 1225: Estudar Suma de Intellego
  • Winter 1225: Arrumar o Laboratório - +1 de Refinament
  • Spring 1226: Estudo Suma de Intellego
  • Summer 1226: Estudo Suma de Magic Theory
  • Autumn 1226: Estudo Suma de Magic Theory
  • Winter 1226: Estudo Suma de Magic Theory
  • Spring 1227: Estudo Suma de Magic Theory
  • Summer 1227: Fui para o Tribunal, perdi o braço =/ Volto todo zuado
  • Autumn 1227: Estudo de Suma de Magic Theory
  • Winter 1227: Estudo de Suma Magic Theory
  • Spring 1228: Estudo de Suma Magic Theory
  • Summer 1228: Estudo de Suma Magic Theory
  • Autumn 1228: Decidir com base nos descobrimentos sobre a parte do Gift
  • Winter 1228: Cair em cima do braço pra recuperar: Ir falar com ela Myrina, Mandar carta para Eulogious FUTURO
  • Summer 1229: Primeiro Tribunal Lotaríngio
  • Spring 1235: Aurora Returns! Or not.
  • Summer 1236: Segundo Tribunal Lotaríngio

Próximo visual: http://ymstr.deviantart.com/art/I-know-196591317

Futuro: borderhouseblog.com/wp-content/uploads/2011/12/the-witcher-magic.jpg