Powers

Enigmatic Wisdom (-1)
You get +2 to actions involving; solving puzzles, deciphering codes, understanding patterns, etc..

Faerie Magic (-2)
Your magic draws upon the faerie court with which you associate. You may take debt for benefits to your spells as if your magic was sponsored, so long as the spell corresponds with the sponsors portfolio and agenda.

The Gift (-1)
The Gift is the term used commonly by magi to refer to ones innate ability to work magic. Not everyone is born with the ability to be a magus and some may wish they never were. Those born with the Gift find that society tends to reject them. Those without it can feel the difference, often labeling the gifted as strange or worse. Animals also sense this difference, tending to become defensive or skittish in the presence of a bearer of the Gift.

The Gift is what allows a character to learn Hermetic Magic. A character without the Gift is completely unable to cast spells the way a magus can. The Gift is also an aspect that can be invoked or compelled in social situations or when the character interacts with animals.

Modifiers: (-1) Your Gift is less pronounced than others. You have The Gentle Gift.
(+1) Your Gift generates much stronger reactions in people and animals around you. You have The Blatant Gift.

Heart-Beast (-1)
You have a heart-beast, an animal form you can take at any time without casting a spell. Your master probed your heart to see what shape lay within, making it more a matter of your intrinsic nature than conscious choice. Over time, your human form takes on more and more aspects of your heart-beast, including personality and physical shape. Hermetic magi cannot perceive your heart-beast. Spells such as Sight of the True Form reveal your current form (whether your current form is your heart-beast or some other shape adopted through a spell) as though it were your natural shape. Magic of other kinds, such as faerie magic, might detect your heart-beast, at the GM’s discretion.

Your new form has one refresh worth of powers from Creature Features to cover natural abilities the form would have. You may also shuffle around your skills for a different configuration while changed (using the same number of skill points and following the same rules as during character creation), so long as any knowledge or social skills are not given a higher value by the change. In other words, you can’t suddenly know more about Shakespeare just because you’re a wolf (or whatever). Physical and perception skills, however, may (and perhaps should) be increased in this way.

Modifiers: (-1) Normally, one power point will be enough to replicate most natural forms, however on those occasions when it isn’t you may take this modifier which will grant one additional refresh to be spent on powers from Creature Features.
(-1) Rarely a Bjornaer has more than one heart-beast, you may spend additional refresh to have a second heart-beast.
(+0) Another rare occurrence is that the heart-beast isn’t a beast at all. You may define your heart-beast to be another naturally occurring form, in which case it is a heart-shape.

Hermetic Magic (-1)
Hermetic Magic gives your character the basic training needed to wield the Gift and cast spells. Your character gains knowledge of all the Forms and Techniques, though may not be able to use them quite yet. You get 25 points to spend on Arts. No Art can have a higher score than the character’s Magic Theory score. The first point spent also gives the character 2 focus slots. A focus slot can be exchanged for 2 item slots.

The character has a number of levels of formulaic spells equal to 25. None of these spells may have a higher level than the character’s Magic Theory plus the character’s score in the Form of the spell plus the character’s score in the Technique of the spell.

Modifiers: (-1) For an additional 2 focus slots.
(-1) You have an affinity for using a specific Form. You gain an aspect (Affinity Auram, e.g.)
which may be invoked or compelled.
(-1) You start with 2 extra levels of formulaic spells.
(-1) Your spells tend to last longer than normal. Any spell you cast with a duration greater
than concentration lasts 2 exchanges longer without modifying its power.
(-1) You start with 2 levels worth of mastered spells.
(-1) You start with 2 extra points in Arts. These can not raise your Art scores over your Magic Theory

Method Caster (-1)
You are excellent at formulaic spells, as you have perfected a consistent and precise method for casting them. You have a +2 to power when casting a formulaic spell. However you must stick to the formula of the spell to get this bonus.

Plotting and Planning (-1)
Your Master’s training sometimes made him/her seem cold or cruel, but there was always a plan behind your treatment. Through this training you were taught to look for weaknesses and assess situations; you were taught to prepare for contingencies and this was made nearly a compulsion for you. Sometimes this obsession can slow you down or get in your way, but many times it saves time or blood one. You have an additional aspect, Plotting and Planning, which may be invoked or compelled.

Sigil of … (-1)
Bearing a sigil of one of the houses of the Order entitles the holder to be heard at Tribunal, an event held every seven years where the official business of the order is taken care of and disputes are settled between magi, or Grand Tribunal, a Tribunal held once every thirty-three years for the discussion of important matters to the Order. It also grants the holder one vote at any Tribunal attended.

The Sigil also has the following properties based on House:

Bjornaer (+0) Due to their fascination with the bestial, many houses are wary of House Bjornaer. Furthermore, magi of this house are accorded less respect than other houses beacause of the Germanic rather than Roman magical tradition. Magi of this house have an aspect, House Bjonaer, that may be invoked or compelled when dealing with other magi of the Order.
Bjornaer are unable to bond familiars.
Bonisagus (+0) Magi of House Bonisagus enjoy a great deal of respect within the Order, however they also have a strong tradition of using their knowledge and power to benefit the Order. In fact, the house is bound by the Oath to share their magical discoveries with the Order. Magi of this house have the aspect, House Bonisagus, which may be invoked or compelled when dealing with other magi of the Order.
Criamon (+0) Members of House Criamon seek to understand and decipher the “Enigma”. It isn’t uncommon for Criamon magi to get lost in this pursuit and become more like the “Enigma themselves. Magi of this house have the aspect, House Criamon, which may be invoked or compelled whenever interacting with other magi of the Order.
Ex Miscellanea (+0) House Ex Miscellanea magi are looked down on by those houses rising from the Roman traditions, yet this is one of the largest houses in the order. Members of this house have the aspect, House Ex Miscellanea, which may be invoked or compelled when dealing with other magi of the Order.
Flambeau (+0) House Flambeau magi are known for their penchant for aggressiveness. While they are seen as formidable combat sorcerers, they are also known for being quick to anger. Magi of this house have the aspect, House Flambeau, which may be invoked or compelled when dealing with other magi of the Order.
Jerbiton (+0) Many of the other houses believe House Jerbiton to be too closely tied to the mundane world to be trusted. Jerbiton magi believe that the Order may be on a path to a bloody conflict with the mundane world. Members of this house have the aspect, House Jerbiton, which may be invoked or compelled when dealing with other magi of the Order.
Merinita (+0) Members of this house are considered strange even among the Order. Often Merinita magi will have little to nothing to do with the workings of the Order unless they have to defend faeries from the assaults of other magi. House Merinita magi have the aspect, House Merinita, which may be invoked or compelled when dealing with other magi of the Order.
Mercere (+0) House Mercere aspect.
Tremere (+1) Magi of House Tremere do not receive their sigil upon completing the Guantlet. Instead their Masters keep their sigils, using them to cast votes at Tribunals in place of their once apprentices or as collateral in dealing with unruly students, until the pupil can beat the Master in Certaman, a ritual duel between two wizards.
Magi of House Tremere are well versed in strategy and intrigue both in and outside the house. They are seen as untrustworthy by other houses (and many inside it unless one happens to have some sort of leverage on the other). Magi of this house have the aspect, House Tremere, which may be invoked or compelled when dealing with other magi of the Order.


Modifiers:(-1)You may have already won your sigil from your Master or Maybe your
Master died and your sigil was passed to you (you may have even killed
your Master though that is certainly unlikely). Either way, you have your
sigil in your possession and have full rights at Tribunal.
Tytalus (+0) House Tytalus concerns itself with conflict of every sort, believing that only through strife can true growth occur. They constantly seek newer and more difficult challenges, which resulted in the loss of many of their number to diabolism in the 10th century, an affair which still blackens the House’s reputation. Member of this house have the aspect, House Tytalus, which may be invoked or compelled when dealing with other magi of the Order.
Verditius (+0) Though magi of this house are known as skilled enchanters, they are seen as inferior by other houses of the order because of their reliance on magical foci. Verditius magi have the aspect, House Verditius, which may be invoked or compelled when dealing with other magi of the Order.

Subtle Magic (-1)
You do not incur the penalties to casting spells associated with speaking softly or using less conspicuous gestures. The penalties for using no voice and no gestures still apply.

Verditius Magic (-2)
Your magic is strongly tied to items. You gain a benefit to creating enchanted items and potions. Items that you Open to Enchantment receive two bonus enchantment slots and one bonus focus slot. When creating Lesser enchanted items or charged items you receive a +2 to your Technique + Form + Magic Theory total. Once per session you may declare you have a charged item or potion with an effect that may not be more powerful than any effect you could create with a score of only your Form without drawing any extra power. However, you cannot cast any spells without a focus for the Form or Technique of the spell.

<<Rules

Powers

Mythic Detroit whitewyrm