TEXT: Creating a Magus
  Choose a name, description, temperament, cult, stats, moves, and bonds.
  Description
  Circle one from each line, or make 
  up your own.
  ● Ambiguous, Concealed, Female, 
  Male
  ● Attractive face, Severe face, 
  Wrinkled face, Youthful face
  ● Clouded eyes, Burning eyes, No 
  eyes, Wise eyes
  ● Bony body, Bent body, Frail body, 
  Wiry body
  Temperament
  Choose one: Choleric, Melancholic, 
  Phlegmatic, Sanguine.
  Cult
  Choose one cult in which you are 
  initiated: 
  Diana, Mars, Mercury, Minerva, 
  Neptune, Pluto, The Sisters, Trivia, 
  Venus, Vulcan, Faithless
  Starting Stats
  ACUTUS +1, FORTIS 0, IMPETUS -1, 
  LEPOS 0, FATUM +1
  Add 1 to a single stat
  Moves
  You know all the basic moves. 
  Choose two magus moves plus one 
  cult move from your chosen cult.
  Bonds
  Everyone introduces their 
  characters. Take your turn. List the 
  other character’s names. Go around 
  again for Bonds. On your turn, ask at 
  least 1:
  ● Which of you holds arcane secrets I 
  seek?
  For that character, write Bond +2
  ● Which of you once saved my life?
  For that character, write Bond +2
  ● Which of you thinks I am an 
  abomination to the gods?
  For that character, write Bond -2
  For everyone else, write Bond -1. 
  Your studies don’t allow much time 
  to get to know people.
  On the others’ turns, answer their 
  questions as you like.
  Starting Gear
  You get:
  
  A codex of arcanum (if you use 
  such a thing)
  
  A dagger (1-harm hand near)
  
  Camping and mess gear
  ●    3-barter in Denarii and goods
  The Magus
    Notes
    Other Moves
    Gear
  
  Magus Moves
  O 
  Bind Daemon: when you have the materials, conduct the proper rituals, 
  and attempt to bind a daemon you can see to your will, roll +FATUM. On 
  a 10+, they do one thing of your bidding within their ability. On a 7-9, 
  they do the thing, but there is a complication. The arbiter will tell you 
  what. On a miss, the daemon attacks you.
  O 
  Control Animal: when you attempt to control a nearby animal with your 
  will, roll +FATUM. On a 10+, they do one thing of your bidding within 
  their ability. On a 7-9, they do the thing, but there a complication. The 
  arbiter will tell you what. On a miss, the animal attacks you.
  O 
  Create Water: when you create water from nothing, say how much wa-
  ter you create and take 1-harm ap for each congius (3.27 liters or 0.864 
  gallons) created.
  O 
  Enhanced Abilities: when you concentrate for a few minutes to en-
  hance your abilities, take 1-harm ap and choose one stat. Take +1 ongo-
  ing to the chosen stat until then end of the battle/scene.
  O 
  Enhanced Senses: when you concentrate for a few minutes to enhance 
  your senses, take 1-harm ap. You can see and hear twice as far as nor-
  mal, and can see in total darkness. Your enhanced senses last until the 
  end of the battle/scene.
  O 
  Gaze of Medusa: when you exchange blows using this move (2-harm ap 
  hand near), roll +FATUM instead of +IMPETUS.
  O 
  Open Portal: when you have time, and conduct the proper ritual, you 
  may open a portal to either Hel or the Outer Realms. Say which.
  O 
  Philosopher’s Stone: when you place a material on the stone and have 
  time to conduct the proper ritual, you may transform that material into 
  half as much of another material. Say what the new material is.
  O 
  Snake Charmer: when you call to nearby snakes, roll +FATUM. On a 10+, 
  they come to you and do one thing of your bidding. On a 7-9, they come 
  to you.
  O 
  Universal Panacea: when you have the necessary materials and 24 
  hours of uninterrupted preparation time, you may create 1-stock of uni-
  versal panacea. When someone uses the universal panacea, reduce 
  stock by 1 and they may remove all harm taken and one debility.
  O 
  Unnatural Charm: when you debate a point, roll +FATUM instead of 
  +LEPOS.
  ACUTUS 
  FORTIS
  IMPETUS
  LEPOS
  FATUM
  Improvements
  Experience O O O O O O O >>> Erase experience and choose one:
  O 
  +1 ACUTUS (max +3)
  O 
  +1 FORTIS (max +3)
  O 
  +1 IMPETUS (max +3)
  O 
  +1 LEPOS (max +3)
  O 
  +1 FATUM (max +3)
  O 
  Get a new magus move
  O 
  Get a new magus move
  O 
  Get a new magus move
  O 
  Get a move from another playbook
  O 
  Get a move from another playbook
  O 
  Get a new cult move
  O 
  Remove a debility
  You may choose from the following after you have taken at least 5 from 
  above:
  O 
  Get +1 to any stat (max +3)
  O 
  Get a new magus move
  O 
  Get a new magus move
  O 
  Get a new magus move
  O 
  Retire your character to safety and create a new character
  O 
  Create a second character to play
  O 
  Change playbook
  O 
  Change cult
  O 
  Choose 3 basic moves and advance them
  O 
  Choose 3 basic moves and advance them
    Harm
  O 
  Stabilized
  O 
  Shattered (-1 ACUTUS)
  O 
  Broken (-1 FORTIS)
  O 
  Crippled (-1 IMPETUS)
  O 
  Disfigured (-1 LEPOS)
  O 
  Haunted (-1 FATUM)
    Bonds
    Name
    Cult and Credo
    Description
    Temperament
  
SOURCE: textdata/thevault/Ruma (PbtA)/Sheets/Ruma - Dawn of Empire - Magus.pdf