Heinricus ex Jerbiton

Heinricus ex Jerbiton (CW)

Location: Covenant
Male, Age 26 (Autumn 1221)

Int +3 Per +1 Pre +1 Com +1 Str 0 Stm 0 Dex +1 Qik 0

Confidence 1 (3)
Personality Traits: Friendly +3, Brave +2, Studious +1

Virtues & Flaws

The Gift ( 0)
Hermetic Magus ( 0)
Gentle Gift ( +3; You suffer no penalties from The Gift)
Blessing of Venus ( +1; +3 Com and Pre towards sexually compatible characters in appropriate situations)
Free Expression ( +1; +3 to create new works of art)
Improved Characteristics ( +1)
Privileged Upbringing ( +1)
Puissant Music ( +1; +2 to Music)
Performance Magic (music) ( +1; May use music as incantation/gestures and cast spells with D: Performance)
Deficient Technique (Perdo) ( -3; All totals involving Perdo are halved, with the exception of Study Totals)
Necessary Condition (music) ( -3; Cannot cast spells unless playing music)
Non-Combatant ( -1)
Susceptibility to Infernal Power ( -1; Half Magic Resistance vs. Infernal powers. When entering an area of Infernal power, must beat the aura level on a Stamina roll or become ill (-1 on all rolls).)

Abilities

Artes Liberales (music) 1 Carouse (maintaining dignity) 2 Charm (the opposite sex) 3 (8)
Code of Hermes (dealing with mundanes) 1 Etiquette (nobility) 2 Folk Ken (nobles) 2
Guile (fast excuses) 2 Latin (musical terms) 5 Magic Theory (Mentem) 3 (2)
Music (hurdy gurdy) 4+2 Language: High German (Franconian) (music terms) 5 Order of Hermes Lore (Jerbiton) 2
Parma Magica (Mentem) 1

Hermetic Arts

Techniques Creo 4 Intellego 6 Muto 4 (2) Perdo 0 Rego 7
Forms Animal 0 Aquam 0 Auram 0 Corpus 0 Herbam 0
Ignem 0 Imaginem 0 Mentem 11 Terram 0 Vim 6

Load: 0
Encumbrance 0

Attack Skl Init Atk Dfn Dam Load Rng
Dodge 0 +0 n/a +0 n/a

Soak 0, Size 0

Armor Prot Load Notes
Wizard Robes 0 0
Load Item Notes
0 Vis: 2 He (misc forms)

Spells

Aura of Ennobled Presence MuIm 10 (+4) R: Touch, D: Sun, T: Ind
Target gains +3 on rolls to influence, lead, or convince others.
Aura of Rightful Authority ReMe 20 (+18) R: Eye, D: Sun, T: Ind
Target is strongly inclined to obey you.
Call to Slumber, The ReMe 10 (+18) R: Voice, D: Mom, T: Ind
Target immediately becomes sleepy and falls asleep within seconds.
Confusion of the Numbed Will ReMe 15 (+18) R: Eye, D: Sun, T: Ind
Target becomes confused and must make an Intelligence stress roll of 9+ to take any direct action. If this roll is 12+, the spell ends. In combat, the target always goes last and takes a minimum -1 penalty to all rolls.
Panic of the Trembling Heart CrMe 15 (+15) R: Eye, D: Sun, T: Ind
Target gains an overpowering fear of a specific person, place, or thing.
Perception of the Conflicting Motives InMe 15 (+17) R: Eye, D: Mom, T: Ind
Detects the conflicting motives behind a target's actions.
Rising Ire CrMe 15 (+15) R: Eye, D: Sun, T: Ind
Target becomes furious at someone or something you choose. A stress roll of 9+ modified by an appropriate personality trait is required to control this fury, but it is still felt regardless of the result.
Scent of Peaceful Slumber ReMe 20 (+18) R: Voice, D: Mom, T: Room
Everyone in the room falls asleep over the next several seconds.
Sight of the Transparent Motive InMe 10 (+17) R: Eye, D: Mom, T: Ind
Detects the general motive most powerfully influencing the target at the moment.

Heinricus ex Jerbiton

Sauerthalus Saga nDervish