Beatrix of Mercere

History

Being the child of a Redcap, Beatrix was checked for the Gift just after she was born to a kitchen servant at Fengheld, in the Rhine Tribunal. Her father insisted she be baptized with a name suitable for a Hermetic maga. "Beatrix" was chosen because for its mixed meaning of "traveler" and "blessed," apt for a Gifted Mercere and in use among mundanes in the region. She was raised at the covenant, everyone knowing full well she would become an apprentice in the House Mercere in due time. This lessened the impact of her Gift on her childhood slightly, as she got some preferential treatment and so other covenant children wanted to be her friend to reap some benefits, even if they did find her odd.

At 10 she was taken as the apprentice to August ex Mercere, filius …, the senior-most Gifted Mercere and the head of the Cult of Heroes within the Cult of Mercury at the time. …

When she was a little older and still in her apprenticeship her parens did little to discourage her from spending time with the boys. Rather, it was more encouraged than discouraged, especially when the boys were of good breeding. The encouragement even included making sure she was under the effects of Mercury's Blessing each time she conceived a child. She gave birth to her first child, Lili, when she was still 18. Lili's father, Hagen, was the librarian's son at Fengheld. He and Bea had an on-again-off-again relationship through Bea's late teens. She still thinks fondly of him, but they were really not meant for each other. Only a year and a half later she gave birth to Rein. Rein's father, Gerhard, was an apprentice Redcap at the time and is now a Redcap in the Rhine Tribunal, though not the Redcap training Rein. Bea's relationship with him was fiery and quite short-lived. It was only passion between them, and there is no awkwardness now as they both accepted it as such. Since he and Rein are now in the same Tribunal, Bea has asked Gerhard to keep an additional eye on Rein. Having two little children while finishing her apprenticeship left Beatrix too little time to have another child. She raised them as best she could, hopefully preparing them for apprenticeships as Redcaps or at least to be valued members of covenants. Her parens made sure she had a nursemaid at hand to take care of the children while Bea was working directly with him. Since then Regina has remained close to Beatrix and her children and has now accompanied them to this distant covenant.

Only a year and a half before Bea was to take her gauntlet her parens passed into Final Twilight. A mutantes, … ex Mercere, filius …, from the Rhine Tribunal agreed to complete Bea's training at Durenmar. Part of his agreement stemmed from her strong interest in the Eschengilde and part stemmed from her desire to strengthen the Redcaps in new ways. Of course he wanted to make sure a maga of Mercere's blood became a Mercere, as did the other Mercere, but he also saw an opportunity to promote his own agenda within the Eschengilde with an apprentice clearly devoted to the House. Not wanting to make this so obvious publicly, he 'graciously' had Beatrix keep her original parens' name when she passed her gauntlet in late 1212. Since then he has spent a little bit of time training her to make better uses of her talents with the Redcaps, and his guidance is a big part of why she has moved to the northern reaches of the Order. She is to keep an eye out for threats from the Order of Odin, acting as a northwestern lookout for the Eschengilde.

For the first few years after passing her gauntlet, Bea focused heavily on developing her talisman. …

After developing her talisman to her minimum satisfaction, Beatrix got out of the lab to do some exploring. During that time she found a relatively small dragon corpse, a dragon that had died through acclimation. She found the dragon's spirit yet remained with the body and so force-fed the corpse Vis while keeping the spirit present in the hopes that it would recover. She figured a favorable dragon could be a good ally. The result was unexpected, though not undesired. As the dragon was actually dead but was able to gain some Might back, it became a draconic revenant instead of a living dragon. Through death the dragon's spirit lost most of what it had known, as do most ghosts. What returned retained some of his vengefulness from his former life along with a new thirst for life. Beatrix fit into a sort of mother and caretaker role for it. Soon they cemented their relationship with a familiar bond, and though they certainly spend some time apart, they have been companions since.

Since passing her gauntlet Bea has acted as a Redcap more often than typical for a Gifted Mercere. This has somewhat balanced the reputation she was earning as a Vis Monkey. She enjoyed her seasons moving about as a Redcap and looks forward to more of them, though trying to find the balance between that and family can be tough. With her skills at magic and her interest in gathering great amounts of Vis to feed Günther, she found herself quickly becoming a pawnbroker, and she takes on this role often even when she is not spending a whole season as a Redcap. Her personal choice of containers are iron coins with the house symbol on one side and a value and the Art symbol listed on the other side. To fit in better, she avoided taking Günther on her trips as a Redcap, so word of the giant familiar she bonded shortly after apprenticeship has been slow to spread. Thus she is known most widely as a Redcap and a pawnbroker more than anything else.

Description

Vital Statistics

Beatrix1.jpg

Values

Size: 0
Age: 32 (apparent age 22, no longevity ritual)
Decrepitude: 0
Warping Score: 0 [4]
Confidence: 1 (3)

Personality

Determined +3, Loyal (Günther) +3, Organized +2, Sweet +2

Reputations

Necromancer (Order of Hermes) +1, Pawnbroker (Order of Hermes) +1

Characteristics

Characteristic Score Description
Int +3 Brilliant
Per +1 Insightful
Str -2 Slender
Sta +1 Determined
Pre +1 Pretty
Com +1 Persuasive
Dex 0
Qik 0

Virtues and Flaws

Virtues

Affinity with Rego (minor, Hermetic), Affinity with Vim (minor, Hermetic), Cautious Sorceress (minor, Hermetic), Cautious with Concentration (minor, general), The Gift (free, supernatural - magic), Gild Trained: The Eschengilde (minor, Hermetic), Hermetic Maga (free, social status), Minor Magical Focus: Corpses (minor, Hermetic), Personal Vis Source (minor, Hermetic), Puissant Magic Theory (minor, general), Puissant AnimalT (minor, Hermetic), Puissant CorpusT (minor, Hermetic), Puissant CreoM (minor, Hermetic), Puissant MutoT (minor, Hermetic), Puissant PerdoT (minor, Hermetic), Puissant RegoT (minor, Hermetic), Skilled Parens (minor, Hermetic), True FriendF (minor, general), Unaging (minor, supernatural - magic)

F from the Familiar Bond. M free Mercere House Virtue. T granted by her Talisman.

Flaws

Ability Block: Martial (minor, general), Ambitious (minor, personality), Covenant Upbringing (minor, personality), Deleterious Circumstances: Spells at Voice Range (minor, Hermetic), Dependents (major, story), Hermetic Patron (minor, story), Magic Addiction (major, Hermetic)

Combat & Defenses

Combat:
Dodge: Initiative 0, Attack n/a , Defense +2, Damage n/a
Fist: Initiative 0, Attack +1, Defense +1, Damage -2
Kick: Initiative -1, Attack +1, Defense 0, Damage +1
Dagger: Initiative 0, Attack +3, Defense 0, Damage +1

Soak: +5 + Form bonuses
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)

Abilities

Ability Specialization Score Extra Exp. Notes
Area Lore: Europe Hermetic Locations 1
Area Lore: Loch Leglean Tribunal 0 2
Artes Liberales Ceremonial Casting 1 Latin
Athletics Dancing 1
Awareness Alertness 1
Bargain Hermetic Goods 1
Brawl Dodging 1
Charm Flirting 1
Code of Hermes Mundane Relations 1
Concentration Magic Addiction 2
Craft: Blacksmith Craft Magic 1
Craft: Glassblower Craft Magic 1
Dead Language: Latin Hermetic 4
Dominion Lore Auras 1
Etiquette Hermetic 1
Finesse Craft Magic 1
Folk Ken Men 1
Guile Feigning Innocence 1
Infernal Lore Demons 1
Intrigue Hermetic 2
Living Language: Low German Saxon 5 Native
Magic Lore Things of Virtue 2
Magic Theory Spells 5+2
Organization Lore: Order of Hermes House Mercere 2
Parma Magica Certamen 1
Penetration Vim 1
Philosophiae Ceremonial Casting 1
Profession: Scribe Latin 1
Ride Corpses 1
Spell Mastery: Sustaining the Demanding Spell 3 Adaptive Casting, Harnessed Casting, Tethered Casting
Stealth Natural Settings 1
Swim Not Drowning 1

Magic

Arts

Technique Score Extra Exp. Form Score Extra Exp. Form Score Extra Exp.
Cr 3+3 An 1+3 Ig 0
In 4 Aq 0 Im 0
Mu 5+3 Au 0 Me 0
Pe 5+3 Co 5+3 Te 2
Re 18+3 6 He 0 Vi 18 15

Wizard's Sigil: Being magically associated with corpses, her magic is eerie or spooky.
Certamen School: Laquerius (which she likes to combine with fighting in the style of velitus)
Twilight Scars: None yet

Grimoire

The Well-Preserved Grave Beast [CrAn4, +15]
R: Touch, D: Concentration, T: Individual
Preserves an animal corpse (up to Size +1).
(Base 2, +1 Touch, +1 Concentration)
Sigil: The corpse has its typical spookiness (eyes, breath), just a little enhanced.
Conjuring the Grave Beast [CrAn20, +15]
R: Touch, D: Concentration, T: Individual
Creates an animal corpse (up to Size +1). The caster may choose the type of animal at casting.
(Base 10, +1 Touch, +1 Concentration)
Sigil: The corpse has its typical spookiness (eyes, breath), just a little enhanced.
Waking the Grave Beast [ReAn(Me)25, +24]
R: Touch, D: Concentration, T: Individual
Animate the Slumbering Corpse (HP p.97) for animals (up to Size +1) at R: Touch and D: Concentration.
(Base 10, +1 Touch, +1 Concentration, +1 Mentem requisite)
Sigil: The animated corpse has its typical spookiness (eyes, breath), just a little enhanced.
Sight of Heat’s Light [InIg15, +7]
R: Personal, D: Concentration, T: Vision
Vision of Heat’s Light (ArM5 p.141) at D: Concentration.
(Base 2, +1 Concentration, +4 Vision)
Sigil: The caster's eyes appear glassy like a corpse's.
Suppressing the Wizard's Handiwork [ReVi40, +42]
R: Touch, D: Concentration, T: Individual
Suppresses a level-40 or lower spell she has cast. See ArM5 p.162.
(Base 25, +1 Touch, +1 Concentration)
Sigil: An chill draft seems to blow away the spell, and likewise with its return when concentration ends.
Sustaining the Demanding Spell [ReVi50, +45]
R: Touch, D: Moon, T: Individual
Maintaining the Demanding Spell at D: Moon for spells up to level 40.
(Base 30, +1 Touch, +3 Moon)
Sigil: The sigil of the sustained spell is amplified a little.
Mastery 3: Adaptive Casting, Harnessed Casting, Tethered Casting

Favorite Spontaneous Spells

Ward Away Insects [ReAn3, +28]
R: Personal, D: Concentration, T: Individual
Wards the caster against mundane insects.
(Base 2, +1 Concentration)
Sigil: The caster's body feels slightly cold to the touch, as though recently dead.
Ward Against Insects [ReAn4, +28]
R: Touch, D: Concentration, T: Individual
Wards the target against mundane insects.
(Base 2, +1 Touch, +1 Concentration)
Sigil: The target's body feels slightly cold to the touch, as though recently dead.
Subtle Taste of Poison and Purity [InAq5, +7]
R: Personal, D: Concentration, T: Taste
See ArM5 p.122.
(Base 4, +1 Concentration)
Sigil: The caster's eyes appear glassy like a corpse's.
True Vision of the Naiad [InAq10, +7]
R: Personal, D: Concentration, T: Vision
Clear Sight of the Naiad (ArM5 p.122) at D: Concentration.
(Base 1, +1 Concentration, +4 Vision)
Sigil: The caster's eyes appear glassy like a corpse's.
Ward Away Rain [ReAq3, +24]
R: Personal, D: Concentration, T: Individual
Cloak of the Duck's Feathers (ArM5 p.124) at R: Personal, D: Concentration.
(Base 1, +1 Concentration, +1 for slightly unnatural control)
Sigil: The caster's body feels slightly cold to the touch, as though recently dead.
Ward Against Rain [ReAq4, +24]
R: Touch, D: Concentration, T: Individual
Cloak of the Duck's Feathers (ArM5 p.124) at D: Concentration.
(Base 1, +1 Touch, +1 Concentration, +1 for slightly unnatural control)
Sigil: The target's body feels slightly cold to the touch, as though recently dead.
True Vision of the Air [InAu10, +7]
R: Personal, D: Concentration, T: Vision
True Sight of the Air (ArM5 p.127) at D: Concentration.
(Base 1, +1 Concentration, +4 Vision)
Sigil: The caster's eyes appear glassy like a corpse's.
Ward Away the Charging Wind [ReAu10, +24]
R: Personal, D: Concentration, T: Individual
Ward the caster against wind of any speed, though not objects very high speed winds may carry.
(Base 5, +1 Concentration,)
Sigil: The caster's body feels slightly cold to the touch, as though recently dead.
Ward Away Jupiter's Strike [ReAu15, +24]
R: Personal, D: Concentration, T: Individual
Ward the caster against lightning.
(Base 10, +1 Concentration,)
Sigil: The caster's body feels slightly cold to the touch, as though recently dead.
Bind My Wound [CrCo4, +15]
R: Personal, D: Concentration, T: Individual
Bind Wound (ArM5 p.129) at R: Personal, D: Concentration.
(Base 3, +1 Concentration)
Sigil: The temporarily healed wounds look like sections of mummified flesh.
Bathing Without Water [ReCo2, +32]
R: Personal, D: Momentary, T: Individual
The caster is immediately cleaned as though she had bathed well and then dried off.
(Base 2)
Sigil: The dirt, oil, etc. seem to be blown away by a chill draft.
Bathing a Child Without Water [ReCo3, +32]
R: Touch, D: Momentary, T: Individual
The target is immediately cleaned as though he or she had been bathed well and then dried off.
(Base 2, +1 Touch)
Sigil: The dirt, oil, etc. seem to be blown away by a chill draft.
The Caress of Magic [ReCo3, +32]
R: Personal, D: Diameter, T: Individual
The caster experiences a climax for the duration.
(Base 2, +1 Diameter)
Sigil: The caster's eyes become glassy for the duration.
A Manicure [ReCo3, +32]
R: Touch, D: Momentary, T: Individual
As Groomed to Taste (http://canaries.referata.com/wiki/New_Spells#Groomed_to_Taste ) but for nails instead.
(Base 2, +1 Touch)
Sigil: The chill draft blows over the target, leaving his or her nails adjusted afterward.
A Magical Caress [ReCo4, +32]
R: Touch, D: Diameter, T: Individual
The target experiences a climax for the duration.
(Base 2, +1 Touch, +1 Diameter)
Sigil: The target's eyes become glassy for the duration.
Groomed to Taste [ReCo5, +32]
R: Touch, D: Momentary, T: Individual
See http://canaries.referata.com/wiki/New_Spells#Groomed_to_Taste
(Base 2, +1 Touch, +2 precision and props)
Sigil: The chill draft blows over the target, leaving him or her groomed afterward.
The Perfectly Groomed Maga [ReCo5, +32]
R: Personal, D: Momentary, T: Individual
Groomed to Taste ( http://canaries.referata.com/wiki/New_Spells#Groomed_to_Taste ) at R: Personal, but includes nails as well.
(Base 2, +2 precision and props, +1 nails)
Sigil: The chill draft blows over the caster, leaving her groomed afterward.
Light as a Feather [ReCo10, +32]
R: Personal, D: Concentration, T: Individual
The spell supports the caster's weight when the surface on which she stands cannot. This will keep her from making impressions in the ground and will let her walk on fragile surfaces.
(Base 4, +1 Concentration, +1 complexity)
Sigil: The caster's body feels slightly cold to the touch, as though recently dead.
Stance of the Firm-Buttocked Maga [ReCo15, +32]
R: Personal, D: Concentration, T: Individual
Stance of the Firm-Buttocked Knight (tL&tL p.60) at D: Concentration.
(Base 10, +1 Concentration)
Sigil: The caster's body feels slightly cold to the touch, as though recently dead.
The Tireless Sorceress [ReCo15, +32]
R: Personal, D: Concentration, T: Individual
The Tireless Flight (HoH:TL p.102) at R: Personal and non-Mutantum.
(Base 10, +1 Concentration)
Sigil: The caster's body feels slightly cold to the touch, as though recently dead.
Mercury's Winged Sandals [ReCo20, +32]
R: Personal, D: Concentration, T: Individual
See TME p.111.
(Base 15, +1 Concentration)
Sigil: The target's body feels slightly cold to the touch, as though recently dead.
Stance of the Firm-Buttocked Rider [ReCo20, +32]
R: Touch, D: Concentration, T: Individual
Stance of the Firm-Buttocked Knight (tL&tL p.60) at R: Touch, D: Concentration.
(Base 10, +1 Touch, +1 Concentration)
Sigil: The target's body feels slightly cold to the touch, as though recently dead.
Ward Away the Vile Man [ReCo20, +32]
R: Personal, D: Concentration, T: Individual
Ward the caster against humans.
(Base 15, +1 Concentration)
Sigil: The caster's body feels slightly cold to the touch, as though recently dead.
Ward Away Weapons of Wood [ReHe20, +24]
R: Personal, D: Concentration, T: Individual
Ward the caster against wood and wooden products.
(Base 15, +1 Concentration)
Sigil: The caster's body feels slightly cold to the touch, as though recently dead.
Traveler's Comfort [ReIg5, +24]
R: Personal, D: Concentration, T: Individual
Keep out chill or heat.
(Base 3, +1 Concentration, +1 extra base 3 part)
Sigil: The caster's body feels slightly cold to the touch, as though recently dead.
Traveling Companion's Comfort [ReIg10, +24]
R: Touch, D: Concentration, T: Individual
Keep out chill or heat.
(Base 3, +1 Touch, +1 Concentration, +1 extra base 3 part)
Sigil: The caster's body feels slightly cold to the touch, as though recently dead.
Ward Away Cold and Chill [ReIg15, +24]
R: Personal, D: Concentration, T: Individual
Ward Against Heat and Flames (ArM5 p.143) but versus cold and at R: Personal, D: Concentration.
(Base 4, +1 Concentration, +2 extra +10 Soak)
Sigil: The caster's body feels slightly cold to the touch, as though recently dead.
Ward Away Heat and Flame [ReIg15, +24]
R: Personal, D: Concentration, T: Individual
Ward Against Heat and Flames (ArM5 p.143) at R: Personal, D: Concentration.
(Base 4, +1 Concentration, +2 extra +10 Soak)
Sigil: The caster's body feels slightly cold to the touch, as though recently dead.
My Beguiling Appearance [MuIm4, +14]
R: Personal, D: Concentration, T: Individual
Aura of Beguiling Appearance (HoH:S p.96) at R: Personal, D: Concentration.
(Base 3, +1 Concentration)
Sigil: A chill draft blows over the caster, leaving behind the new image.
My Childlike Innocence [MuIm4, +14]
R: Personal, D: Concentration, T: Individual
Aura of Childlike Innocence (HoH:S p.96) at R: Personal, D: Concentration.
(Base 3, +1 Concentration)
Sigil: A chill draft blows over the caster, leaving behind the new image.
My Ennobled Presence [MuIm4, +14]
R: Personal, D: Concentration, T: Individual
Aura of Ennobled Presence (ArM5 p.145) at R: Personal, D: Concentration.
(Base 3, +1 Concentration)
Sigil: A chill draft blows over the caster, leaving behind the new image.
The Semblance of Life Restored [MuIm5, +14]
R: Touch, D: Concentration, T: Individual
Makes a corpse look, smell, and feel like a normal living being. For example, with a grave hound this masks things like its glossy, opaque eyes; its fetid breath, and its cool body.
(Base 3, +1 Touch, +1 Concentration)
Sigil: The features seem to be blown away by a chill draft.
Hiding from Hounds [PeIm5, +12]
R: Personal, D: Concentration, T: Individual
A scent-based version of Veil of Invisibility (ArM5 p.146) at R: Personal, D: Concentration.
(Base 3, +1 Concentration, +1 changing image)
Sigil: A chill draft blows over the caster, removing the new image.
Invisibility of the Focused Wizard [PeIm10, +12]
R: Personal, D: Concentration, T: Individual
Veil of Invisibility (ArM5 p.146) at R: Personal, D: Concentration.
(Base 4, +1 Concentration, +1 changing image)
Sigil: A chill draft blows over the caster, removing the new image.
Silence of the Stealthy Sorceress [PeIm10, +12]
R: Personal, D: Concentration, T: Part
The caster makes no sound from her body, though she may still speak and be heard. For instance, she does not make a sound stepping on dry leaves.
(Base 3, +1 Concentration, +1 Part, +1 changing image)
Sigil: A chill draft blows over the caster, removing the new image.
Trust in Me [ReMe15, +24]
R: Eye, D: Concentration, T: Individual
Trust Me (HoH:TL p.73) at D: Concentration.
(Base 5, +1 Eye, +1 Concentration)
Sigil: The casters eyes become glassy as the spell is cast.
The Invisible Glassworker [ReTe4, +26]
R: Touch, D: Momentary, T: Individual
See Covs p.51.
(Base 2, +1 Touch, +1 glass)
Sigil: A chill draft blows over the glass, working it.
The Spell of Wrought Iron [ReTe15, +26]
R: Touch, D: Momentary, T: Group
See Covs p.51.
(Base 2, +1 Touch, +2 Group, +2 metal)
Sigil: A chill draft blows over the iron, working it.
The Phantom Blacksmith [ReTe20, +26]
R: Touch, D: Momentary, T: Group
See Covs p.51.
(Base 2, +1 Touch, +2 Group, +2 metal, +1 flexibility)
Sigil: A chill draft blows over the iron, working it.
Ward Away Iron and Steel [ReTe20, +26]
R: Personal, D: Concentration, T: Individual
Ward the caster against iron/steel.
(Base 5, +1 Concentration, +2 metal)
Sigil: The caster's body feels slightly cold to the touch, as though recently dead.
Wizard's Eye for Vis [InVi10, +25]
R: Personal, D: Concentration, T: Vision
See http://spellswiki.wikidot.com/intellego-vim .
(Base 1, +1 Concentration, +4 Vision)
Sigil: The casters eyes become glassy as the spell is cast.
The Ringing Regio (different for each supernatural type) [InVi15, +25]
R: Personal, D: Concentration, T: Hearing
The caster can hear Regio boundaries as gentle humming. The different spells are heard as different pitches.
(Base 2, +1 Concentration, +4 Vision)
Sigil: ?
The Visible Aura (different for each supernatural type) [InVi15, +25]
R: Personal, D: Concentration, T: Vision
The caster can see the strength of Auras as a faint translucent color, how saturated the color is revealing the strength. The different spells (and thus Auras) show up as different colors.
(Base 2, +1 Concentration, +4 Vision)
Sigil: The casters eyes become glassy as the spell is cast.
Wizard's Distant Communion [MuViGen, +32]
R: Sight, D: Momentary, T: Group
Wizard's Communion (ArM5 p.160) at R: Sight, so it counts as Wizard's Communion of 5 levels lower than its level.
(Base Effect, +3 Sight, +1 Touch, +2 Group)
Sigil: A chill draft blows over the magi involved.
Chirurgical Cut of the Mundane [PeViGen, +30]
R: Sight, D: Momentary, T: Individual
Dispels a single effect just as Wind of Mundane Silence (ArM5 p.???). This spell's level + 5 + (stress die) must double the level of the target effect.
(Base Gen, +3 Sight)
Sigil: A chill draft blows the effect away.
Gather the Essence of the Beast [ReVi15, +42]
R: Touch, D: Momentary, T: Individual
See ArM5 p.162.
(Base 10, +1 Touch)
Sigil: A chill draft moves the Vis along the item.
Divide the Gathered Essence [ReVi25, +42]
R: Touch, D: Momentary, T: Group
See TMRE p.40.
(Base 10, +1 Touch, +2 Group)
Sigil: A chill draft carries the Vis between the items.

Active Magic

  • Hiding from Hounds x2, sustained for Moon and suppressed, sustained for Moon
  • Invisibility of the Focused Wizard x2, sustained for Moon and suppressed, sustained for Moon
  • The Ringing Regio (all four versions) x2, sustained for Moon and suppressed, sustained for Moon
  • Silence of the Stealthy Sorceress x2, sustained for Moon and suppressed, sustained for Moon
  • The Visible Aura (all four versions) x2, sustained for Moon and suppressed, sustained for Moon
  • Wizard's Eye for Vis x2, sustained for Moon and suppressed, sustained for Moon

Possessions

Sanctum

1st Floor lab (not within sanctum)

2nd Floor Lab (currently not set up, written as a reminder of how it will start)
Size: +6 (0) General Quality: Safety: Health:
Refinement: 0 Upkeep: Warping: 0 Aesthetics:

Cautious Sorceress [0]: +3 Safety
Dedicated Building [0]: +1 Upkeep, +1 Aesthetics, +1 Rego
Empty [0]: -1 Aesthetics, +1 Upkeep
Empty [0]: -1 Aesthetics, +1 Upkeep
Empty [0]: -1 Aesthetics, +1 Upkeep
Familiar [1]: +7/0 General Quality, +2 Safety
Grand Entrance [0]: +2 Aesthetics
Inferior Tools [0]: -1 Upkeep, -1 Safety
Missing Equipment (Experimentation, Familiars) [-1]: -1 Upkeep
Missing Equipment (Items) [-1]: -1 Upkeep
Spacious [1]: +2 Safety, +1 Aesthetics
Superior Construction [0]: +1 Safety, +1 Aesthetics

3rd Floor Lab

Size: +6 (0) General Quality: +7/0 Safety: +7 Health: 0
Refinement: 0 Upkeep: +1 Warping: 0 Aesthetics: +2
Rego: +1

Cautious Sorceress [0]: +3 Safety
Dedicated Building [0]: +1 Upkeep, +1 Aesthetics, +1 Rego
Empty [0]: -1 Aesthetics, +1 Upkeep
Empty [0]: -1 Aesthetics, +1 Upkeep
Empty [0]: -1 Aesthetics, +1 Upkeep
Familiar [1]: +7/0 General Quality, +2 Safety
Grand Entrance [0]: +2 Aesthetics
Inferior Tools [0]: -1 Upkeep, -1 Safety
Missing Equipment (Experimentation, Longevity Rituals) [-1]: -1 Upkeep
Missing Equipment (Teaching, Vis Extraction) [-1]: -1 Upkeep
Spacious [1]: +2 Safety, +1 Aesthetics
Superior Construction [0]: +1 Safety, +1 Aesthetics

Talisman

Her talisman is a long, silver-chain necklace with a slender, platinum wand on its end. The other end has a loop through which the wand passes to close the necklace, and there is a large section of the chain placed so the smallest it can close won't strangle her. Hanging normally with the chain making a large loop, the wand hangs about waist level. This allows enough chain that Bea can just hold the wand in an outstretched arm at the limits of how tight the chain can get. That platinum wand itself is an Item of Quality, commissioned from *** ex Verditius in 1214. There is a drop of enriched mercury of virtue in a tiny, sealed chamber inside the wand. The pommel, over the seal for the inner chamber, is made of a spherical piece of enriched amber of virtue, surrounded by three polished oblong pieces, one each of enriched basalt of virtue, enriched magnetite of virtue, and enriched magnet of virtue. The silver seal for the inner chamber extends out and around the amber as mounting for the three polished pieces, which themselves extend from the base of the wand with the appearance of talons holding the amber. From the tips of the talons' mountings the three lines of silver meet at the far end of the amber, where a loop is formed to start the silver chain.

Item of Quality: Finesse +4 when using the wand as a tool to cast spells
Things of Virtue: Puissant Animal, Puissant Corpus, Puissant Muto, Puissant Perdo, Puissant Rego
Attunements: Intellego +2, Muto +5, Perdo +3, Rego +2
Shape & Material Bonuses: Air +4, Alter Complex Matter +2, Animal +3, Aquam +3, Arts & Sciences +3, Breathing & Speaking +4, Control Things at a Distance +4, Controlling Movement +3, Corpus +3, Destroy Things at a Distance +4, Harm Lycanthropes +10, Ignem +3, Intellego +2, Lycanthropes in General +5, Move Self +2, Muto +5, Perdo +3, Project Bolt or Other Missile +3, Protect Spirits +3, Protect Self +4, Rego +2, Rego Corpus +4, Rego Terram +4, Repel Things +2, Terram +1 & +3, Transform Self +4, Wisdom +1
Opened Spaces: 39 pawns (3 pawns used)
The Unbreakable Talisman [MuTe24, constant]
R: Personal, D: Sun, T: Individual
An invested effect equivalent to Hardness of Adamantine (HoH:S p.37).
(Base 10, +2 Sun; +3 environmental trigger, +1 2 uses/day)

Vis

Technique Quantity/Realm Form Quantity/Realm Form Quantity/Realm
Cr 10m An 1m Ig 3m
In 10m Aq 3m Im 3m
Mu 10m Au 3m Me 8m
Pe 10m Co 6m Te 0m
Re 10m He 2m Vi 13m

Other

Tears of the Ancient - This human skull had been the locus of a powerful ghost for a very long time. The ghost is no more, but the skull cries every two months. The tears may be collected for 3 Corpus and 3 Mentem Vis per year.
Set of small casting props kept in a pouch on her belt.

Familiar: Günther

.
Bond Strength: ReVi70 (14 pawns)
Gold Cord: 2 [15], Silver Cord: 1 [5], Bronze Cord: 4 [50]
Location of the Master [InCo14, unlimited uses]
R: Touch, D: Momentary, T: Individual
Allows Günther to locate Beatrix (see ArM5 p.105).
(Base 3, +1 Touch; +10 unlimited uses/day)

Progression

Before Game Start

1213

  • 30 Experience: Craft: Blacksmith +5, Craft: Glassblower +5, Magic Lore +15, Rego +2, The Well-Preserved Grave Beast [CrAn4].

1214

  • Spring: Enriched amber of virtue.
  • Summer: Enriched basalt of virtue.
  • Autumn: Enriched magnetite of virtue.
  • Winter: Enriched magnet of virtue.

1215

  • Spring: Enriched Mercury of Virtue.
  • Summer: Opened jewelry with 12 pawns.
  • Autumn: Found her familiar.
  • Winter: Forged the Familiar bond [ReVi70 – Gold: 2 (15), Silver: 1 (5), Bronze: 4 (50)].

1216

  • Spring: Forged the Talisman bond with the jewelry.
  • Summer: Worked as a Redcap in the Rhine Tribunal.
  • Autumn: Continued opening her Talisman with 14 pawns (Attunement: Muto +5).
  • Winter: Continued opening her Talisman with 13 pawns (Attunement: Rego +2).

1217

  • 30 Experience: Spell Mastery: Sustaining the Demanding Spell +30.

1218

  • 30 Experience: Code of Hermes +5, Dominion Lore +5, Infernal Lore +5, Ride +5, Intellego +4, Rego +2, Animal +1, Corpus +1, Terram +3

1219

  • Spring: Invested Location of the Master [InCo14] in the familiar bond with assistance from Günther (trait: Günther's eyes aren't as glassy, Beatrix's eyes are somewhat glassy).
  • Summer: Worked as a Redcap in the Rhine Tribunal.
  • Autumn: Started investing The Unbreakable Talisman [MuTe24] in her Talisman with assistance from Günther (Attunement: Intellego +2).
  • Winter: Finished investing The Unbreakable Talisman [MuTe24] in her Talisman (Attunement: Perdo +3).

After Game Start

1220

  • Spring: Worked as a Redcap in the Loch Leglean Tribunal: Area Lore: Loch Leglean Tribunal +2. + (mini adventures). Paid Lili 1 Co vis to work on her lab.
  • Summer: Read Manipulation of the Body: Corpus +13.
  • Autumn: Read Unleashing the Grim: Perdo +15. Paid Lili 1 Co vis to work on her lab.
  • Winter: Read Your First Look at Vim: Vim +15.

1221

  • Spring: Made The Tireless Servant from a lab text, earning 8 Vi vis from Gavin: Rego +2, Corpus +1.
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