TEXT: Magic Might: 13 (Animal)
  Characteristics: Int +1, Per +1, Pre -2, Com –2, Str -5, 
  Sta +1, Dex +3, Qik +5
  Size: -3
  Age: 2 (2)
  Confidence Score: 2 (3)
  Virtues and Flaws: Magic Animal [see Note 1 below], 
  Magical Covenfolk [free Social Status Virtue; he is 
  generally accepted by the people in the covenant as an 
  equal but does not command any special respect because 
  of his magical nature and those outside the covenant 
  treat him as a regular cat], Perfect Balance, Puissant 
  Awareness, Sharp Ears; Covenant Upbringing, Delusion 
  (must supervise grog activities in the covenant)
  Magical Qualities and Inferiorities: Magical Meditation 
  [allows him to recover Might faster from a Magic aura 
  and to resist the effects of Acclimation (see Note 4 
  below)], Lesser Power (x3), Minor Virtue (x2) (Second 
  Sight, Self-Confidence), Personal Power (x2), Reduced 
  Attack (teeth) [Attack bonus reduced by 2], Susceptible 
  to Deprivation [needs to breathe, eat and drink]
  Personality Traits: Curious +4, Cat +3* [Essential Trait], 
  Timid +1, Interfering +1
  Reputations: Nuisance 2 (covenant)
  Combat: 
  Claws: Init +3, Attack +8, Defense +11, Damage -3
  Teeth: Init +4, Attack +6, Defense +8, Damage –4
  Soak: +2
  Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
  Wound Penalties: –1 (1–2), –3 (3–4), –5 (5–6), 
  Incapacitated (7–8), Dead (9+) 
  Abilities [see Notes 2 and 3 below]: Area Lore: 
  Covenant 3 (kitchens), Athletics 3 (jumping)*, 
  Awareness 4 (at night)**, Brawl 2 (claws), Charm 2 
  (grogs), Concentration 1 (prey), Dead Language: 
  Latin 1 (reprimands) [understanding not speaking, 
  see Note 1 below], Etiquette 1 (coven folk), Folk Ken 
  3 (kitchen staff), Guile 2 (begging for food), Hunt 
  4 (rodents), Intrigue 2 (covenant), Living Language: 
  Local 3 (kitchen talk) [understanding not speaking, 
  see Note 1 below], Magical Meditation (maintaining 
  concentration) 1, Penetration 3 (Mentem) [gained by 
  using excess level points from the Powers, see Note 3], 
  Second Sight 1 (invisible things), Stealth 4 (stalking), 
  Survival 3 (covenant)
  *Cats gain a +3 bonus on rolls to climb and jump, due to 
  their Perfect Balance Virtue.
  **Cats have excellent night vision.
  Powers:
  Everywhere at Once, 0 points, Init: Qik-1, Animal
  R:Per, D: Mom, T: Ind
  Based on the ReCo guideline level 15, transport the 
  target up to 50 paces (ArM5 page 134).
  ReAn15 (Base 15); Personal Power (15 levels, +1 
  Initiative, -1 Might cost) [See Note 3]
  Feigned Innocence, 0 points, Init: Qik, Mentem
  R: Eye, D: Mom, T: Group
  This causes a Group of people to forget something the 
  cat did, much as the spell Loss of But A Moment’s Memory 
  does (ArM5, page 151).
  PeMe15 (Base 1, +1 Eye, +1 Group); Lesser Power (15 
  levels, +1 Initiative, -1 Might cost)
  Inconspicuousness, 0 points, Init: Qik–1, Imaginem
  R: Per, D: Sun, T: Ind
  A Personal version of Invisibility of the Standing Wizard 
  (ArM5, page 146)
  PeIm20 (Base 4, +2 Sun); Personal Power (20 levels, -1 
  Might cost)
  Pass the Unyielding Portal, 0 points; Init: Qik –1, Herbam
  R: Touch, D: Diam, T: Ind
  A version of the spell of the same name, used when no 
  humans are available to open doors. (ArM5, page 137)
  MuHe5 (Base 3, +1 Touch +1 Diameter): Lesser Power 
  (5 levels, -1 Might cost, 15 xp Penetration)
  Prying Eyes, 0 points, Init: Qik –1, Imaginem
  R: Touch, D: Conc, T: Room
  This effect is used to look inside buildings and rooms 
  while patrolling a house or town. Note that a cat 
  touching the roof of a room can see inside it. (ArM5, 
  page 144).
  InIm5 (Base 1, +1 Touch, +1 Conc +2 Room); Lesser 
  Power (5 levels, -1 Might cost, 15 xp Penetration)
  Natural Weapons: Claws: Init –1, Attack +2, Defense 
  +3, Damage +2. Teeth: Init 0,
  Attack +3, Defense +1, Damage +1. The cat’s dense fur 
  gives it a Protection of +1.
  Vis: 2 pawns, Animal, in eyes. (Might / 5, rounded up)
  Appearance: Virgil is a slim, two year-old black cat, 
  with eyes of olive-green.
  Semita Errabunda –Virgil the Magical Cat
  
  Virgil was born in the covenant and grew up there, 
  playing and learning about life with several siblings and 
  a number of cousins, but he always knew he was special. 
  While the other kittens filled their young lives with 
  play, sleep and milk, he was learning his way around the 
  stables and ingratiating himself with the other residents. 
  As soon as he was old enough to take on duties, he made 
  himself useful and quickly became familiar with every 
  part of the covenant, inside and out.
  He enjoys patrolling and specializes in hunting down 
  vermin but he feels his primary role is in supervision, 
  keeping an eye on all the activities that make up 
  covenant life to ensure things are done properly. While 
  he could be found just about anywhere in the covenant, 
  he seems to turn up most frequently in the vicinity of 
  the kitchen. Most of the people who work there are 
  friendly towards him, and he knows how to get round 
  them for attention and tidbits. Another favorite haunt is 
  the library; any pile of books may be treated by Virgil as 
  a convenient vantage point. Any piece of parchment laid 
  down and unattended is likely to be sat upon, with the 
  inevitable consequences if there is wet ink on it.
  While not afraid of the magi, he does not find them 
  congenial company so tends to keep out of their way. 
  Where the covenfolk are concerned, he seems to be 
  able to predict what they are going to do, since they 
  often find him in the way, underfoot, in the basket, on 
  the table, or where-ever else is inconvenient. Of course, 
  from Virgil’s point of view, he is just keeping a very 
  close eye on them. It is as well for him that he remains 
  popular with many, and tolerated by almost all the rest.
  Notes
  1. The Magical Animal Virtue include the No Hands 
  Flaw and also Mute; that is, the character cannot use 
  human speech but is able to communicate like any 
  other animal of its species.
  2. Virgil is a Summer Season character and thus has 360 
  experience points to spend.
  3. Excess points from the Personal Powers and Lesser 
  Powers are used to reduce the Might Point cost to 0 
  for all of them, and to improve the Penetration Ability.
  4. Magic characters are nurtured by the power of Magic 
  and they rely on it to survive. Over time, those magic 
  characters that do not maintain a connection to the 
  realm of Magic slowly lose some of their magical 
  power. This process is called Acclimation: the charac-
  ter becomes less magical as it becomes more condi-
  tioned to the mundane world and more distant from 
  the Magic Realm.
  Permission granted to photocopy for personal use. © 2008 Trident, Inc. d/b/a Atlas Games. Ars Magica and Atlas Games are trademarks of Trident, Inc. Written by Sheila Thomas. Illustration by Grey Thornberry. 
  
SOURCE: textdata/thevault/Ars Magica [multi]/5th edition/Semita Errabunda/Companions/Virgil - The Magical Cat.pdf