Ardath

Covenant: Ad Fons

Characteristics: Int +2, Per 0, Pre +2, Com -1, Str 0, Sta +2, Dex +1, Qik 0

Size: 0

Age: 28 (29), Height: 165 cm, Weight: 60 kg, Gender: Female

Decrepitude: 0

Warping Score: 0 (1)

Confidence: 1 (4)

Virtues and Flaws: Affinity with Rego*, Flawless Magic (Study Totals: Doubled for spell mastery), The Gift, Hermetic Magus, Minor Magical Focus (Obsidian), Puissant Parma Magica, Second Sight*, Strong Sidhe Blood, Strong-Willed (Will Rolls: +3), Summoning (Affiliated to magic realm)*, Unaging, Deficient Form (Herbam), Enemies (Faerie Stepmother), Hedge Wizard, Lesser Malediction (No Sense of Direction (As the General Flaw)), Necessary Condition (Must Clap Hands)*, Optimistic, Weakness (Lone Children)

Personality Traits: Ruthless +2, Sociable +1, Brave +2, Scheming +1

Reputations: Hedge Wizard 3

Combat:

Dodge: Init: -1, Attack --, Defense +1, Damage --

Fist: Init: -1, Attack +3, Defense +2, Damage +0

Kick: Init: -2, Attack +2, Defense +0, Damage +3

Dagger: Init: -1, Attack +4, Defense +1, Damage +3

Sword, Long (excellent quality): Init: +0, Attack +11, Defense +7, Damage +6

Soak: +4

Fatigue levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)

Abilities: Area Lore: Novgorod Area 1 (geography), Artes Liberales 1 (cermonial magic) (2), Athletics 1 (running), Awareness 2 (alertness), Bargain 3 (with Spirits), Brawl 1 (Fist), Charm 1 (first impressions), Code of Hermes 1 (political intrigue), Concentration 1 (spell concentration), Low German 1 (Ad Fons dialect) (4), Covenant Lore: Charme Covenant 1, Etiquette 1 (faeries), Faerie Lore 1 (faerie forests), Finesse 1 (targeting), Latin 4 (hermetic usage), Leadership 1 (Spirits), Magic Lore 2 (creatures), Magic Theory 3 (inventing spells) (15), Order of Hermes Lore 1 (personalities), Parma Magica 3 (Mentem) (1), Penetration 2 (Rego), Philosophiae 1 (ceremonial magic), Second Sight 3 (invisible things) (13), Single Weapon 2 (Sword, Long), Slavic 5 (storytelling), Stealth 1 (sneak), Summoning 1 (sneak) [Total: 1; Experience: 0], Survival 2 (Forest)

Arts: Cr 7, In 3, Mu 6, Pe 5, Re 10, An 0, Aq 0, Au 0, Co 4, He 0, Ig 0, Im 4, Me 0, Te 7, Vi 7

Equipment: Partial Metal Reinforced Leather Armor (Soak: 4) (Soak: 4; Protection: 2); Lab Text: The Unseen Porter (Technique: Rego; Form: Terram; Range: Voice, +2; Duration: Conc, +1; Target: Ind, +0; Design: Base 3, +2 Voice, +1 Conc; Casting Total: +16; Language: Latin); Lab Text: Sap the Griffin's Strength (Technique: Perdo; Form: Vim; Range: Voice, +2; Duration: Mom, +0; Target: Ind, +0; Design: Base effect, +2 Voice; Casting Total: +13; Language: Latin; As DEO, but with Magic Might); Lab Text: Dreadful Bane of the Fae (Technique: Perdo; Form: Vim; Range: Voice, +2; Duration: Mom, +0; Target: Ind, +0; Design: Base 20, +2 Voice; Casting Total: +13; Language: Latin; As DEO, but with Faerie Might); Lab Text: Obsidian Wall (Technique: Creo; Form: Terram; Range: Touch, +1; Duration: Sun, +2; Target: Ind, +0; Addition: 2; Design: Base 3, +2 Sun, +1 Touch, +2 Size; Casting Total: +22; Language: Latin; Like "wall of protecting stone", but with an Obsidian wall, and at touch range); Lab Text: Obsidian Dagger (Technique: Creo; Form: Terram; Range: Voice, +2; Duration: Mom, +0; Target: Ind, +0; Addition: 1; Design: Base 3, +2 Voice, +1 Rego requisite; Requisite: Rego; Casting Total: +22; Language: Latin; Create an obsidian dagger which floats into the air and speeds off like an arrow at a target that is within Voice range. It does +10 damage, and always hits its target, although it must penetrate Magic Resistance to have any real effect.); Lab Text: Pit of the Gaping Earth (Technique: Perdo; Form: Terram; Range: Voice, +2; Duration: Mom, +0; Target: Part, +1; Design: Base 3, +2 Voice, +1 Part, +1 size; Casting Total: +15; Language: Latin); Lab Text: Trackless Step (Technique: Rego; Form: Terram; Range: Touch, +1; Duration: Conc, +1; Target: Ind, +0; Design: Base 4, +1 Touch, +1 Conc; Casting Total: +16; Language: Latin); Lab Text: Demon's Eternal Oblivion (Technique: Perdo; Form: Vim; Range: Voice, +2; Duration: Mom, +0; Target: Ind, +0; Design: Base effect, +2 Voice; Casting Total: +13; Language: Latin)

Encumbrance: 12 (12)

Spells Known:

Corpus Spells

Curse of the Unruly Tongue (ReCo 5) +17, Mastery 1 (fast casting)

Imaginem Spells

Wizard's Sidestep (ReIm 10) +17, Mastery 1 (fast casting)

Aura of Ennobled Presence (MuIm 10) +13, Mastery 1 (quiet casting)

Terram Spells

Obsidian Dagger (CrTe 10) +24, Mastery 1 (penetration)

Obsidian Grave (CrTe 15) +24, Mastery 1 (penetration). Create sand, dirt, mud, or clay

Obsidian Wall (CrTe 20) +24, Mastery 1 (quiet casting)

Pit of the Gaping Earth (PeTe 15) +15, Mastery 1 (learn from mistakes)

Trackless Step (ReTe 10) +20, Mastery 1 (disguised casting)

The Unseen Porter (ReTe 10) +20, Mastery 1 (tethered casting)

Vim Spells

Demon's Eternal Oblivion (PeVi 5) +15, Mastery 1 (multiple casting)

Dreadful Bane of the Fae (PeVi 5) +15, Mastery 1 (multiple casting)

Eyes for Vis (InVi 15) +13, Mastery 1 (stalwart casting)

Sap the Griffin's Strength (PeVi 5) +16, Mastery 2 (multiple casting, penetration)

Wizard's Communion (MuVi 20) +16, Mastery 1 (lab mastery)




Children of Kalesh tradition.

A new lineage, barely 50 years into the order. Ardath is among the first generation of truly hermetic Children.

Kalesh is an ancient wizard of legend, whose deeds are still spoken of among his people. He commanded to all manner of spirits, and is rumored to have summoned even gods.
Legends say that, in his old age, he ascended to godhood through a reverse summoning ritual, sending him body and soul to the celestial abode. His power still flows in the veins of his descendants, both litteral and figurative, whom he watches and protects from his castle in the stars.
The hermetic children still retain their forebears Summoning Ability, and their powers of invocation and command over the supernatural creatures manifests itself through a Magical Affinity with Rego.
However, their magic requires them to clap their hand, the closed circuit thus created with their bodies being reminiscent of their unbroken bond with the spirit of Kalesh.


Ardath believes Kalesh watches over her and his over children, and is also confident of her abilities, given time, to overcome any obstacle or ennemy. Thus she beleives that, no matter the situation, things will always turn out well: She will defeat this seemingly invincible opponent, or this reverse of fortune is only temporary and kalesh will provide.
This does not mean that one hasn't to struggle: Kalesh helps only the brave, and may even test them from time to time. But if one stays strong and overcomes the obstacles, rewards shall be plentifull and one will prevail.