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Project: Redcap; the crossroads of the Order

Death (Template)

From Project: Redcap


You are a magus of House Flambeau, in the School of Aprormor - specializing in Perdo magic and combat. This template is identical to the character of Darius in the core rulebook, except for not adding his progress in Later Life.

Death
  • Characteristics: Int 3, Per +1, Pre -3, Com -1, Str +2, Sta 0, Dex +1, Qik +2
  • Free Virtues: The Gift, Hermetic Magus, Puissant Perdo
  • Major Virtues: Flawless Magic
  • Minor Virtues: Affinity with Perdo, Enduring Constitution, Fast Caster, Hermetic Prestige, Second Sight, Strong-Willed
  • Free Flaws: -
  • Major Flaws: Driven (Hunt Enemies of the Order), Blatant Gift, Enemy (Renounced Magus and his Lackeys)
  • Minor Flaws: Disgifured (facial scars)
  • Age: 25 (Apparent 25)
  • Decrepitude: 0 (0 Decrepitude Points)
  • Warping Score: 0 (0 Warping Points)
  • Warping Scars: None.
  • Reputation: Dedicated Hoplite +1 (Hermetic magi).
  • Personality Traits: Brave +3, Dedicated to Cause +3, Efficient +3
  • Confidence: 1 (3 Confidence Points)
  • Encumbrance: 0
  • Equipment: Wizardly robes, staff (no spear!)
  • Abilities: Artes Liberales 3 (Grammar), Athletics 1 (Running), Brawl 2 (Punching), Concentration 1 (Spells), Chirurgy 1 (Bind Wounds), Etiquette 1 (Merchants), Finesse 1 (Precision), Faerie Lore 1 (Faerie Forests), Guile 2 (Fast talk), Infernal Lore 1 (Demons), Intrigue 1 (Plotting), Leadership 1 (Intimidation), Living Language: Latin 4 (Hermetic), Magic Lore 1 (Creatures), Magic Theory 4 (Inventing Spells), Organization Lore: Order of Hermes 1 (Criminals), Parma Magica 1 (Corpus), Penetration 2 (Perdo), Philosophiae 1 (Moral Philosophy), Premonitions 1 (Enemy Magi), Profession: Scribe 1 (Speed), Second Sight 1 (Invisibility), Stealth 1 (Shadowing), Survival 1 (Forests), Swim 1 (Rough Water)
  • Wizard's Sigil:
  • Arts: Cr 5, In 0, Mu 0, Pe 10+3, Re 0, An 0, Aq 0, Au 0, Co 2, He 0, Ig 0, Im 0, Me 0, Te 0, Vi 0
  • Spells Known:
    • The Wounds That Weeps PeCo 15 / +16 (Mastery 1: Penetration)
    • Dust to Dust PeCo 15 / +16 (Mastery 1: Penetration)
    • Parching Wind PeAq 20 / +14 (Mastery 1: Penetration)
    • Sooth the Raging Flames PeIg 20 / +14 (Mastery 1: Fast Casting)
    • Veil of Invisibility PeIm 20 / +14 (Mastery 1: Quiet Casting)
    • Calm of the Motion of the Heart PeMe 15 / +14 (Mastery 1: Quiet Casting)
    • Loss of But a Moment's Memory PeMe 15 / +14 (Mastery 1: Still Casting)
  • Size: 0
  • Soak: 0
  • Magic Resistance: An 5, Aq 5, Au 5, Co 12, He 5, Ig 5, Im 5, Me 5, Te 5, Vi 5
  • Combat:
    • Dodge: Init: +2, Attack --, Defense +4, Damage --
    • Fist: Init: +2, Attack +3, Defense +4, Damage +2
  • Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
  • Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20) (Accumulated wound penalties reduced by 1 due to Enduring Constitution.)

Character Analysis

The rationale for the choices can be found in the description of the character's creation, in Chapter Three: Characters of the Definitive Edition. The following is our own analysis of the character.

Darius' low Presence (-3) and disfigurement (facial scars) make him hideous, and impair his ability to lead and impress. A kind SG may allow a positive (+3) bonus to certain Intimidation rolls, however.

His high physical characteristics serve well for his intended future development of his Great Weapon ability and spear talisman, but one should note magi usually use magic, not martial prowess. His high Strength, in particular, is needed to wield the spear while avoiding Encumbrance.

Customization Notes

Darius' Hermetic Prestige suits well the older character designed in the core book; in this younger version of the character, it is perhaps too early. On the other hand, he lacks a Magic Focus, which can greatly increase his casting totals and penetration in the future, as his Arts improve. Consider replacing Hermetic Prestige with a Minor Magical Focus such as "Destryong the Human Body".

His Enduring Constitution and Strong-Will are also not essential for the build, and can be dropped.

While leaning on a staff, this was assumed to be a walking stick and is not incorporated into the above combat statistics. The spear he will enchant later as his talisman is not yet in use.

Further Customization Notes

An older, 87 years old, Darius is detailed in the core rulebook (and in Semita Errabunda). This description includes reasonable progressions, including improving his Arts and spells.

In The Mysteries: Revised Edition he undergoes intiation into the Legion of Mithras. Darius lacks a Magical Focus, as noted above; you may want to have your character join a Mystery Cult that teaches an appropriate one as part of its mysteries.

Roleplaying and Gaming Notes

Darius' Second Sight is very useful as a means to detect invisible mages without needing to penetrate their Magic Resistance; be sure to increase it sufficiently to be reliable in that regard. His premonitions should also prove very useful. Increasing both of these will detract from his Hermetic capabilities, however.

You should work closely with a quaesitor (or a few) to locate your quary, as your investigative skills are limited. While significant effort is invested in munane skils such as survival and Great Weapon (in the older version, above), you are more likely to rely on your magic. So develop spells to travel to where you need to stealthily, circumvent traps, protect yourself, extract yourself if needed, and so on. Employ magic items to shore up your own weaknesses, and draw on other magi in their area of expertiese (e.g. when hunting a diabolist, team up with characters that know about the Infernal).