Hector of Tremere +60 years
Characteristics: Int 3, Per -1(due to decrepitude), Pre 3, Com 0, Str 0, Sta 1, Dex 0, Qik 0
Size: 0
Age: 85 (53), Height: 5’8”, Weight: 160 lbs, Gender: Male
Decrepitude: 1 (1). 2 points each on Int and Pre, 1 on Sta and Per.
Warping Score: 5(15)
Confidence: 1 (3)
Virtues and Flaws: Hermetic Magus, The Gift , The Gentle Gift, Affinity(Rego), Animal Ken, Faerie Blood (Sidhe), Improved Characteristics, Minor magical focus (certamen), Puissant Leadership, Skilled Parens, Study Bonus; Ambitious (Major), Loose Magic, Supernatural Nuisance, Study Requirement
Personality Traits: Ambitious +6, Brave +2, Suspicious +1
Reputations: Reliable Tremere 2, Schoolmaster 1(1)
Combat:
Dodge: Init: 0, Attack –, Defense +3, Damage —
Dagger: Init: 0, Attack +4, Defense +2, Damage +3
Fist: Init: 0, Attack +2, Defense +2, Damage +0
Kick: Init: -1, Attack +2, Defense +1, Damage +3
Soak: 1
Fatigue levels: OK, 0, -1, -3, -5, Unconscious (usually ignores penalties due to Endurance)
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
Abilities: Animal Ken 4 (fish), Artes Liberales 2 (ceremonial magic), Athletics 2 (climbing), Awareness 2 (at sea), Bargain 2 (large deals), Brawl 2 (Dodge), Charm 2 (first impressions), Civil and Canon Law 2 (contracts), Code of Hermes 3 (loopholes), Concentration 2 (maintaining spells), Etiquette 2 (nobility), Faerie lore 2 (aquatic fae), Finesse 5 (Herbam), Folk Ken 2 (sailors), Guile 1 (half-truths), Infernal Lore 1 (local demons), Intrigue 2 (tremere infighting), Latin 5 (hermetic usage), Leadership 3+2 (sailors), Local Language 3 (nautical terms), Magic Theory 5 (rego) , Order of Hermes Lore 1 (mages), Parma Magica 7 (mentem), Penetration 4 (herbam), Philosophiae 2 (ceremonial magic), Profession:sailor 3 (cogs), Ride 2 (forests), South Slavonic 5 (croatian), Survival 2 (finding water), Swim 2 (underwater manoeuvering), Teaching 5 (apprentices)
Arts: Cr 12, In 10, Mu 10, Pe 12, Re 25, An 9, Aq 13, Au 10, Co 11(4), He 12, Ig 7, Im 7, Me 7, Te 5, Vi 12
Twilight Scars:
Sigil: A smell of brine
Equipment: Robes with a pocket full of slingstones, a stout staff made of walnut, a couple of wooden darts.
Encumbrance: 0 (1)
Spells Known:
Footsteps of slippery oil, CrAq 5, +24
The Magic Vintner, CrAq 30, +30 including Artes lib and philosophiae for ritual
Lungs of the fish, MuAq(Au) 20, +21
Cloak of the ducks feathers, ReAq 5, +36
Break the oncoming wave, ReAq 10, +36
Ward against the faeries of the waters, ReAq 15, +36
Push of the gentle wave, ReAq 15, +36
Neptunes Wrath, ReAq 40, +36
Bind wound, CrCo 10, +21
Gift of the frog’s legs, ReCo 15, +34
Lifting the dangling puppet, ReCo 15, +34
Awaken the slumbering corpse, ReCo 25, +34
Piercing shaft of wood, Mu(Re)He 10, +23
Curse of the rotted wood, PeHe 5, +23
Shiver the timbers, ReHe 25, +36
Veil of invisibilty, PeIm20, +16
Wizard’s sidestep, ReIm 10, +29
The call to slumber, ReMe 10, +31
Aura of rightful Authority ReMe25, +31
Order the unruly sailor, ReMe 30, +31
The Unseen Porter, ReTe 10, +31
Wielding the Invisible Sling, ReTe 10, +31
Invisible Sling of Hector
Crest of the Earth Wave, ReTe 20, +31
Day of Communion, MuVi 30, +21
The Faerie’s Bane, PeVi 10, +21
Aegis of the Hearth, ReVi 20, +40 including artes lib and philosophiae as ritual
Circular Ward against Demons, ReVi 30, +35
Talisman:
+4 control things at a distance
+4 destroy things at a distance
+4 affect dead wood
+3 affect living wood
+4mind
Effect “Curse of the rotted hull” PeHe 20 24 times/day, rots a 1 pace across area in a wooden target at sight range.
Gather the watery vis ReVi(Aq) 20 3 times/day, as gather essence of the beast but concentrating from a body of water.
Sight of vis, In Vi 15 2 times/day, allows Hector to see vis.
Ward against heat and glames, ReIg 25 2times/day.
Gather the cloudy vis, ReVi(Au) 30, as gather essence of the beast but at sight range and target part with Auram requisite so you can concentrate vis from one weather feature.
XP
Arts 5 years with study bonus for 38xp/year = 190xp.
Cr to 12 23xp
Pe to 12 23xp
Re to 25 48xp – not going any higher due to the study requirement. Once his talisman has enough enchantments in place to control everything Hector doesn’t, his lab with the huge mechanism will be suitable to study to higher levels.
An to 9 17xp
Aq to 13 13xp
Ig to 7 12xp
Im to 7 12xp
Vi to 12 23xp
Remaining 5xp into Co for final 11(4)
Abilities: 120xp
Penetration to 4 35xp
Parma Magica to 7 35xp
Faerie Lore to 2 10xp
Finesse to 5 25xp
Concentration to 2 10xp
Infernal Lore 1(local demons) 5xp
Lab work:24 seasons
size +2(+1 occupied), refinement 1, general quality 0,upkeep 0, safety 0, warping 0, health 2, aesthetics +1. Virtues spacious, Greater Feature (Mechanism- water wheel), plus magic enchanted in by other magi to affect the entire covenant.
Current lab specialisations +8Rego, +7auram, +1 Aquam, +2 health
Teaching apprentice 13 seasons.
Extra teaching – 3 seasons of teaching 2 students magic theory– familiar 11xp/season and apprentice 12xp/season. 3 seasons gets familiar to level 5 and apprentice MT 3(6).
1 season inventing Invisible sling of Hector: Like Invisible Sling of Vilano (HoH:S p38) but using the level 15 guideline so it hurls a stone for +15 damage, range increment 20 paces. Base 15, + 1 touch, total ReTe20. Rego 25 + Te 5 + Int 3 + MT 6 + aura 3 + familiar bonus 8 = 50 without using apprentice or lab bonus.
1 season creating Crest of the Earth Wave without a text. ReTe 20, total as above 50
1 season creating Circular Ward against Demons level 30. Re 25 + Vi 12 + Int 3 + MT 6 + aura 3 + familiar bonus 8 + apprentice bonus 6 + lab bonus 8 = 71
1 season Enchanting into talisman “lord of the plants and planks” – animates small plants or things made of wood so they move around without Hector’s direct control. ReHe base 10, +1 touch, +2 sun duration, total 25 with +10 for unlimited uses total 35. Rego 25 + He 12 + Int 3 + MT 6 + aura 3 + talisman bonus 5 + familiar bonus 8 + apprentice bonus 6 + 1 herbam effect enchanted + 3 rego effects enchanted + rego lab bonus of +8 is 80. This talisman will allow Hector to animate wooden mops or buckets onboard ship by touching his staff to them, or to animate plants in his lab. This is entertaining, useful for labour saving, and helps increase his lab’s ability for him to study Rego. Hector’s Re is maxing out at 25 until he has enchanted many effects that will allow him total control inside his lab.
1 season enchanting into talisman “Behold the burning bush” – turns a fire into the shape of a bush under Hector’s control. ReIg(He) base 10, Herbam requisite is cosmetic, +2 range voice +2 duration sun for level 30 + 4 levels for 12 uses/day total ReIg(He) 34. Rego 25 + Ig 7 + Int 3 + MT 6 + aura 3 + talisman bonus 5 + familiar bonus 8 + apprentice bonus 6 + 4 rego effects already enchanted +3 affect things at a distance=70.
1 season enchanting into talisman “rearrange the room” – moves the visual images of up to 100 nearby items to places within 5 paces. ReIm base 3, range voice +2 duration sun +2 target group+1 +3magnitudes total ReIm30 +4 levels for 12 uses/day ReIm 34. Rego 25 + Im 7 + Int 3 + MT 6 + aura 3 + talisman bonus 5 + familiar bonus 8 + apprentice bonus 6 + 5 rego effects already enchanted +3 affect things at a distance=71.
1 season creating “order the unruly sailor” gives a person a complex task which they will try to do to the best of their ability – ReMe base 10 +2 voice +2sun for total 30. Re 25 + Me 7 + Int 3 + MT 6 + aura 3 + lab bonus 8 + familiar bonus +8 + apprentice bonus +6 = 66.
1 season creating “Hector’s fire” which is a ritual that fills up to 10,000 clay bottles within shouting distance with a flammable liquid (naphtha) if you are using “Lands of the Nile”, or a corrosive liquid (vitriol) if you are sticking to the ArM5 main rulebook – CrAq ritual base 2 + voice 2 + group+3 target for total level 25. Creo 12 + aq 13 + Int 3 + MT 5 + aura 3 + familiar bonus 8 + apprentice bonus 6 = 50
Hector releases another Tremere into the world – with MT taught early on through extra teaching of apprentice and familiar, his apprentice makes a big difference to the lab and can start learning arts and spells a little earlier. His talisman will have several enchantments to control the area around him, and Hector has several more Rego spells, all so he can satisfy the Study Requirement getting quite extreme when you want to go past 25.
He has an improved indirect attack, and his finesse is improving through his study for certamen. He develops a circular ward against demons as the covenant is under attack. He also has improved mind control and the ability to stockpile enough flasks of damaging liquids to fund a siege.
Aging - -10 ritual, -2 for bronze cord – 2 for living conditions for total 14
1st 10 years at (81-90/10) 9-14 so -5 modifier –rolls 4, 1 then 5 for 10, 5, 4, 2, 6, 4, 4, 3, 2 – apparent age increases 1 year.
5 years as (91-95/10) 10-14 so -4 modifier – rolls 9, 1 then 10 for 20, 0, 8, 6 0 apparent age increases 3 years and 1 aging point in Per. Sadly this drops his score from 0 to -1 – his senses are going with age!