30 Days for Saxous the Unlikely

History

Saxous started his story as a child kidnapped by goblins and raised in a cave. He was traumatized and scarred, but rescued by a questing knight of Flambeaux, who recognized his gift and brought him back to his covenant. A more ambitious and less questing Flambeau took the small child as an apprentice, helping train him and overcome many of his mental and physical troubles. As he comes through his Gauntlet, Saxous is trained to hunt low-might monsters for his Covenant to gather vis. His preferred method is the sword, with some backing and support from spells. He finds himself using his bow less and less.

Saxous has become a very focused hunter of vis and beasts, both Fae and Magic. He has a reputation hard-earned, and well-mantained. He is easily recognized during his visits to other covenants or the Tribunal gatherings, as a large, burly man who hunts rare monsters and sells the vis. The magi in the Tribunal who did not really know him as a youth would not recognize him - the small, wiry fighter is almost always using illusions to make himself appear to be over six feet tall, wrapped in cloak and armor. He has become a strong ally of the local Merinita, many of who know his heritage and often can see through his illusions.

Saxous ex Flambeau

House: Flambeau

Characteristics: Int +2, Per 0, Pre -2, Com -1, Str +1, Sta +2, Dex +1, Qik +2

Size -1

Age 52 (41)

Warping 4 (13)

Confidence 1 (3)

Virtues: The Gift, Puissant Perdo; Faerie Blood (Goblin), Flawless Magic, Tough, Puissant Penetration, Puissant Stealth, Quiet Magic, Special Circumstances (Faerie Aura), Warrior

Flaws: Deleterious Circumstances (direct sunlight), Difficult Longevity Ritual, Faerie Upbringing, Mentor, .Mute, Small Frame

Personality Traits: Quiet +4, Brave +2, Determined +3

Reputation: Beast Hunter 3 (Magi), Fae Ally 2 (Merinita)

Abilities: Area Lore: Local Tribunal 2 (legends), Artes Liberales 1 (ceremonia magic), Athletics 3 (climbing), Awareness 4 (in darkness), Bargain 2 (vis), Bow (short bow) 3, Brawl 3 (dodge), Code of Hermes 2 (magical resources), Concentration 3 (in pain), Faerie Lore 3 (goblins), Folk Ken(magi) 2, French (pidgin) 5, Guile 3 (hiding feelings), Hunt 3 (tracking), Magic Lore (beasts) 3, Magic Theory 6 (spell creation), Org Lore: Order of Hermes (Merinita) 2, Parma Magica 3 (corpus), Penetration 4+2 (animal), Single Weapon (long sword) 5, Stealth 4+2 (sneaking), Survival (forest) 1

Arts: (Sigil - shadowy, cracking energy)

Cr 5, In 5, Mu 5, Pe 12+3, Re 5

An 8, Aq 0, Au 0, Co 10, He 3

Ig 5, Im 7, Me 0, Te 0, Vi 5

Equipment: Simple robes, Lucky Coin, fine long sword (Ghost Blade), fine metal reinforced leather armor (full), enchanted Bow of Phantom Darts, handful of vis to trade

Combat:

  • Long sword: Init +3, Attack +12, Defense +9, Damage +7

  • Bow of Phantom Darts: Init -1, Attack +8, Defense +2, Damage +7

  • Dodge: Init +1, Attack -, Defense +6, Damage -

  • Soak: +10 (+13 with Doublet)

Spells: (All Spells have been mastered to Quiet Magic to remove penalty for spellcasting, unless otherwise stated)

  • Doublet of Impenetrable Silk (MuAn 15)

  • Bleed the Stuck Boar (PeAn 15) (Mastery 2, Silent and Penetration)

  • Blunt the Viper's Fangs (PeAn 20)

  • Bleed the Bestial Boar (PeAn 25)

  • Cripple the Howling Wolf (PeAn25) (Mastery 2, Silent and Penetration)

  • The Falcon's Hood (PeAn 25)

  • Shatter the Claws of the Dragon (PeAn 30)

  • The Hunter's Blessing (ReAn 5)

  • Dominance of Fang and Claw (ReAn 5)

  • Soothe the Ferocious Bear (ReAn 10)

  • Ward Against the Beasts of Legend (ReAn 10)

  • Viper's Gaze (ReAn 15)

  • Ward the Claws and Fangs (ReAn 15)

  • Eyes of the Cat (MuCo 5)

  • Growl of the Great Beast (MuCo[An] 10)

  • The Wound that Weeps (PeCo 15)

  • Nick the Giant's Knee (PeCo 20)

  • The Wizard's Pounce (ReCo 15)

  • Phantom of the Talking Head (CrIm 10)

  • Silence of the Smothered Sound (PeIm 20)

  • Veil of Invisibility (PeIm 20)

  • Wizard's Sidestep (ReIm 10)

  • Guise of Mighty Strength (ReIm [Mu] 15)

  • Piercing the Faerie Veil (InIm 20)

  • Piercing the Magical Veil (InIm20)

  • Gather Essence of the Beast (ReVi 15)

Design Notes

A lot of time spent increasing a number of abilities which have lagged behind, and few arts. I looked at a Talisman, but I want a sword, and that’s 15 pawns to open. Saxous plans to focus more on his magic soon, with the intent of creating a Talisman, once he gets a higher Magic Theory.

1 season to make both ReAn wards. 2 seasons to make and re-make incapacitating arrows. 1 season on the blade. 1 Season on Soothe and Viper's. Three seasons spent on Shatter the Claws, with two experiments and one failure.

This next part of the Life of Saxous ™ is going to be pretty sparse.

The ambitious Flambeau is spending a long time working on his Hermetic Magic theory, designing a complex Talisman sword, and beginning to enchant it. A number of magi in his Tribunal have commented on his lack of dedication to magical advancement and study, pinning him as a useful but uninspired tool for killing wild Vis-sources.

Hunting small magical and faerie beasts for vis and pawning (hah) it off to more esteemed magi, Saxous managed to get some personal magical tutoring from a Merinita Archmagus in the Rhine Tribunal, bringing some rare faerie beast components to him. This, plus a number of Tractati he has acquired on the subject of Magic Theory, have let him catapult himself in his skill to achieve his goal.

The Hunter's Blade (Talisman of Saxous Venatores)

This is a long sword of excellent quality, bearing the maker's mark of a renowned weaponsmith who usually works as the assistant of a Provencal Verditius, who has experience creating items designed for wizards' use. It has been opened with 15 pawns of vis, and has used 2 pawns.

The sword itself is high-quality steel. The blade itself has silver inlays along it's length, with a cross-guard shathed in iron, and a wyvern's hide leather grip. The pommel has a large uncut quartz set into it, while the crossguard itself has cut and polished gemstones: ruby, emerald, opal, and amber. The wyvern's hide is not integrated as part of the shape and material bonuses, but is a trophy of a hunt where he almost died.

Hunter's Blade: Init +1, Attack +6, Defense +3, Damage +6

Talisman Bonuses:

  • Sword: harm human or animal bodies +4
  • Iron: Harm or repel faeries +7

Talisman effect: Fiery Blade (Creo Ignem 20)

By dragging his hand across the inset ruby, Saxous can cause a controlled flame to burst out over the weapon's blade, increasing its damage by +6. This is equivalent to a Blade of Virulent Flame (ArM p140) with a penetration of +10. It can be used once per day. Saxous uses it as an emergency to clear out groups of lesser enemies more quickly, so he only had a single use per day, in case of stress or hostile aura to reduce botching. He knows the flames won't penetrate a more powerful foe's defenses. If he finds himself in need more often, he knows the spell that the enchantment was based on.

(Base 5, +1 Touch, +1 diameter; Penetration +5 levels.

Design Notes

A disadvantage of skipping forwards in big chunks of years, I hadn’t realized how far behind Saxous has let his Magic Theory fall, and how very, very sparse his Arts ended up, with such a specialization on Perdo Animal and his willingness to use Charged Items. These next years are going to be dedicated to him jump-starting his magical research anew so he can better perfect his magical hunting.

History:

Saxous started his story as a child kidnapped by goblins and raised in a cave. He was traumatized and scarred, but rescued by a questing knight of Flambeaux, who recognized his gift and brought him back to his covenant. A more ambitious and less questing Flambeau took the small child as an apprentice, helping train him and overcome many of his mental and physical troubles. As he comes through his Gauntlet, Saxous is trained to hunt low-might monsters for his Covenant to gather vis. His preferred method is the sword, with some backing and support from spells. He finds himself using his bow less and less.

Saxous has become a very focused hunter of vis and beasts, both Fae and Magic. He has a reputation hard-earned, and well-maintained. He is easily recognized during his visits to other covenants or the Tribunal gatherings, as a large, burly man who hunts rare monsters and sells the vis. The magi in the Tribunal who did not really know him as a youth would not recognize him - the small, wiry fighter is almost always using illusions to make himself appear to be over six feet tall, wrapped in cloak and armor. He has become a strong ally of the local Merinita, many of who know his heritage and often can see through his illusions.

Saxous ex Flambeau

House: Flambeau

Characteristics: Int +2, Per 0, Pre -2, Com -1, Str +1, Sta +2, Dex +1, Qik +2

Size -1

Age 59 (43)

Warping 5 (19)

Confidence 1 (3)

Virtues: The Gift, Puissant Perdo; Faerie Blood (Goblin), Flawless Magic, Tough, Puissant Penetration, Puissant Stealth, Quiet Magic, Special Circumstances (Faerie Aura), Warrior

Flaws: Deleterious Circumstances (direct sunlight), Difficult Longevity Ritual, Faerie Upbringing, Mentor, .Mute, Small Frame

Personality Traits: Quiet +4, Brave +2, Determined +3

Reputation: Beast Hunter 4 (Magi), Fae-blooded Ally 2 (Merinita)

Abilities: Area Lore: Local Tribunal 2 (legends), Artes Liberales 1 (ceremonia magic), Athletics 3 (climbing), Awareness 4 (in darkness), Bargain 2 (vis), Bow (short bow) 3, Brawl 3 (dodge), Code of Hermes 2 (magical resources), Concentration 3 (in pain), Faerie Lore 3 (goblins), Folk Ken(magi) 2, French (pidgin) 5, Guile 3 (hiding feelings), Hunt 3 (tracking), Magic Lore (beasts) 3, Magic Theory 8 (spell creation), Org Lore: Order of Hermes (Merinita) 2, Parma Magica 4 (corpus), Penetration 4+2 (animal), Single Weapon (long sword) 6, Stealth 4+2 (sneaking), Survival (forest) 1

Arts: (Sigil - shadowy, cracking energy)

Cr 5, In 5, Mu 5, Pe 12+3, Re 5

An 10, Aq 0, Au 0, Co 11, He 3

Ig 5, Im 7, Me 4, Te 5, Vi 5

Equipment: Simple robes, Lucky Coin, the Ghost Blade (fine long sword), exquisite metal reinforced leather armor (full), Bow of Phantom Darts (Fine short bow), handful of vis to trade

Combat:

  • Long sword: Init +4, Attack +13, Defense +10, Damage +7 (+13 with flames)

  • Hunter's Blade Talisman: Init +4, Attack +14, Defense +11, Damage +7 (+13 with flames)

  • Bow of Phantom Darts: Init -1, Attack +9, Defense +2, Damage +7

  • Dodge: Init +1, Attack -, Defense +6, Damage -

  • Soak: +11 (+14 with Doublet)

Spells: (All Spells have been mastered to Quiet Magic to remove penalty for spellcasting, unless otherwise stated)

  • Doublet of Impenetrable Silk (MuAn 15)

  • Bleed the Stuck Boar (PeAn 15) (Mastery 2, Silent and Penetration)

  • Blunt the Viper's Fangs (PeAn 20)

  • Bleed the Bestial Boar (PeAn 25)

  • Cripple the Howling Wolf (PeAn25) (Mastery 2, Silent and Penetration)

  • The Falcon's Hood (PeAn 25)

  • The Hunter's Blessing (ReAn 5)

  • Dominance of Fang and Claw (ReAn 5)

  • Soothe the Ferocious Bear (ReAn 10)

  • Ward Against the Beasts of Legend (ReAn 10)

  • Viper's Gaze (ReAn 15)

  • Ward the Claws and Fangs (ReAn 15)

  • Eyes of the Cat (MuCo 5)

  • Growl of the Great Beast (MuCo[An] 10)

  • The Wound that Weeps (PeCo 15)

  • Nick the Giant's Knee (PeCo 20)

  • The Wizard's Pounce (ReCo 15)

  • Blade of Virulent Flame (CrIg 15)

  • Phantom of the Talking Head (CrIm 10)

  • Silence of the Smothered Sound (PeIm 20)

  • Veil of Invisibility (PeIm 20)

  • Wizard's Sidestep (ReIm 10)

  • Guise of Mighty Strength (ReIm [Mu] 15)

  • Piercing the Faerie Veil (InVi 20)

  • Piercing the Magical Veil (InVi20)

  • Gather Essence of the Beast (ReVi 15)

Design Notes:

Honestly, this tribunal spent a bunch of time increasing his skills in order to acquire and enchant his talisman. 1 season for Blade of Virulent Flame, then opening the complex sword, binding the talisman, and enchanting his first effect into it. Not the most exciting advancement, but important for his goals.

An upgrade to his warding. While Saxous is easily able to handle most beasts of low Might, as he has become more aged and wizened, he learned that sometimes things get a little out of control and plans go badly. A particularly badly timed surge of uncontrolled magic sent him into Twilight at during a routine hunt, and he was badly wounded coming out of it. No longer the carelessness of youth, he knows that preparation is not cowardice. He wants to use his time in the lab to avoid problems, and he wants to stop spending his time in the lab to correct problems he’s already had.

Personal Ward Against the Great Beasts of Legend

Rego Animal 20

R: Pers, D: Sun, T: Ind

As Ward Against the Beast of Legend, except it is a personal spell. It protects against any beast with Magical might below 25. Saxous also invented a version of the spell to protect against Faerie Might, called Personal Ward Against the Great Beasts of Myths.

(Base 10, +2 Sun)

Design Notes

Saxous has been hunting beasts without true wards for a long while. The example here is for Magic Might, but the Faerie Might ward is much more important, as everything will be stressful in a Faerie Aura.

Saxous is trying to become a pre-eminent hunter, and this is going to involve more planning and preparation than just shooting some arrows and then diving onto something’s back.

Maw of the Hungry Earth

Perdo Terram 15

A spell designed to help trap creatures that are tricky to pin down, this is a spell based on Pit of the Gaping Earth. The ground in front of the caster with an area 6 paces across becomes a lurking trap, the earth below the surface eaten away while the upper surface is left mostly untouched. With a Perception + Finesse roll of 9+, the ground is stable enough to hold itself up until significant weight is put upon it. Any creature or vehicle moving across the weakened earth will cause it to collapse into a sinkhole, first dropping them down the pit unless they make a Quickness + Athletics roll of 9+, and also collapsing the nearby earth on either side due to it's weakened state. This will cause damage as falling 8 feet (+4) and will bind the victim with a few feet of earth they have to dig out of. If the Finesse roll fails, the pit collapses immediately, and a botch will almost certainly have the caster buried at the bottom of their own pit.

(Base 3, +1 Complexity, +1 Part, +1 Size, +1 Touch)

Saxous uses stealth and planning in his hunts. This helps him hide or disguise preparations.

Veil of Pristine Terrain

Creo Imaginem 20

The caster creates a lingering and persistent image of the area, copying and overlaying terrain, inanimate plants and objects. While the spell lasts, the image helps maintain the visual information of the area, including adding subtle movements of plants in the breeze, or lingering footprints on soft sand. The overlaid image means that it will not hide a person standing in the illusory hallway, but it will conceal a pit trap, hide smaller blood stains, and obscure the fact that objects are missing. Because the spell is mimicking the exact area covered (about 10 paces diameter and around 100 discrete objects), there is no need of a Finesse roll for accuracy, and the image has a subtle repetition of information for about a diameter. Saxous uses this spell to conceal pit traps due to his rather terrible Finesse after casting Maw of the Hungry Earth. His sigil makes the illusions crackle audibly remniscent of thin ice when they are interacted with.

(Base 1, +2 Sun, +1 changing images, +1 Touch, +2 Group, +1 Size)

One of the biggest risks for even a prepared hunter of great beasts isn’t the monster itself; It is stress, distraction, and impatience. A spell well practiced can still botch in adverse conditions, and offloading some of his usual spells to his talisman can help immensely.

The Hunter's Blade (Saxous's Talisman)

This is a long sword of excellent quality, bearing the maker's mark of a renowned weaponsmith who usually works as the assistant of a Provencal Verditius, who has experience creating items designed for wizards' use. It has been opened with 15 pawns of vis, and has used 5 pawns.

The sword itself is high-quality steel. The blade itself has silver inlays along it's length, with a cross-guard shathed in iron, and a wyvern's hide leather grip. The pommel has a large uncut quartz set into it, while the crossguard itself has cut and polished gemstones: ruby, emerald, opal, and amber. The wyvern's hide is not integrated as part of the shape and material bonuses, but is a trophy of a hunt where he almost died.

Hunter's Blade: Init +2, Attack +6, Defense +3, Damage +6

Talisman bonuses -

  1. Sword: harm human or animal bodies +4

  2. Iron: Harm or repel faeries +7

  3. Ruby: +6 Fire-Related Effects

  4. Emerald: +7 Snakes or Dragon-kind

Talisman Effect: Unseen Hunter (Perdo Imaginem 35)

A true hunter can flit in and out of stealth with ease. With the proper motions and adjusting his grip on the blade, the the Hunter's Blade talisman will turn itself - and Saxous if he is the one using it - invisible. This effect is only for sight, but the effect has a Penetration of +30.

(Base 4, +1 Conc; Item Maintains +5, Unlimited Use +10, Penetration +15)

Talisman effect: Fiery Blade (CrIg 20) \[Previous effect\]

By dragging his hand across the inset ruby, Saxous can cause a controlled flame to burst out over the weapon's blade, increasing its damage by +6. This is equivalent to a Blade of Virulent Flame (ArM p140) with a penetration of +10. It can be used once per day. Saxous uses it as an emergency to clear out groups of lesser enemies more quickly, so he only had a single use per day, in case of stress or hostile aura to reduce botching. He knows the flames won't penetrate a more powerful foe's defenses. If he finds himself in need more often, he knows the spell that the enchantment was based on.

(Base 5, +1 Touch, +1 diameter; Penetration +5 levels.

History

Saxous started his story as a child kidnapped by goblins and raised in a cave. He was traumatized and scarred, but rescued by a questing knight of Flambeaux, who recognized his gift and brought him back to his covenant. A more ambitious and less questing Flambeau took the small child as an apprentice, helping train him and overcome many of his mental and physical troubles. As he comes through his Gauntlet, Saxous is trained to hunt low-might monsters for his Covenant to gather vis. His preferred method is the sword, with some backing and support from spells. He finds himself using his bow less and less.

Saxous has become a very focused hunter of vis and beasts, both Fae and Magic. His reputation is known and respected, a powerful and great hunter and trapper. A number of Merinita know that Saxous uses illusions to disguise his small stature.

Saxous ex Flambeau

House: Flambeau

Characteristics: Int +2, Per 0, Pre -2, Com -1, Str +1, Sta +2, Dex +1, Qik +2

Size -1

Age 66 (48)

Warping 6 (10)

Confidence 1 (3)

Virtues: The Gift, Puissant Perdo; Faerie Blood (Goblin), Flawless Magic, Tough, Puissant Penetration, Puissant Stealth, Quiet Magic, Special Circumstances (Faerie Aura), Warrior

Flaws: Deleterious Circumstances (direct sunlight), Difficult Longevity Ritual, Faerie Upbringing, Mentor, .Mute, Small Frame

Personality Traits: Quiet +4, Brave +3, Determined +3

Reputation: Beast Hunter 4 (Magi), Fae-blooded Ally 2 (Merinita)

Abilities: Area Lore: Local Tribunal 2 (legends), Artes Liberales 1 (ceremonia magic), Athletics 3 (climbing), Awareness 4 (in darkness), Bargain 2 (vis), Bow (short bow) 3, Brawl 3 (dodge), Code of Hermes 2 (magical resources), Concentration 3 (in pain), Faerie Lore 3 (goblins), Folk Ken(magi) 2, French (pidgin) 5, Guile 3 (hiding feelings), Hunt 3 (tracking), Magic Lore (beasts) 3, Magic Theory 8 (spell creation), Org Lore: Order of Hermes (Merinita) 2, Parma Magica 4 (corpus), Penetration 4+2 (animal), Single Weapon (long sword) 6, Stealth 4+2 (sneaking), Survival (forest) 1

Arts: (Sigil - shadowy, cracking energy)

Cr 5, In 5, Mu 5, Pe 13+3, Re 6

An 10, Aq 6, Au 6, Co 11, He 5

Ig 6, Im 10, Me 5, Te 6, Vi 6

Equipment: Simple robes, Lucky Coin, fine long sword, exquisite metal reinforced leather armor (full), enchanted Bow of Phantom Darts, handful of vis to trade

Combat:

  • Long sword: Init +4, Attack +13, Defense +10, Damage +7 (+13 with flames)

  • Hunter's Blade Talisman: Init +4, Attack +14, Defense +11, Damage +7 (+13 with flames)

  • Bow of Phantom Darts: Init -1, Attack +8, Defense +2, Damage +7

  • Dodge: Init +1, Attack -, Defense +6, Damage -

  • Soak: +11 (+14 with Doublet)

Formulaic Spells

Spells: (All Spells have been mastered to Quiet Magic to remove penalty for spellcasting, unless otherwise stated)

  • Doublet of Impenetrable Silk (MuAn 15)

  • Bleed the Stuck Boar (PeAn 15) (Mastery 2, Silent and Penetration)

  • Blunt the Viper's Fangs (PeAn 20)

  • Bleed the Bestial Boar (PeAn 25)

  • Cripple the Howling Wolf (PeAn25) (Mastery 2, Silent and Penetration)

  • The Falcon's Hood (PeAn 25)

  • The Hunter's Blessing (ReAn 5)

  • Dominance of Fang and Claw (ReAn 5)

  • Soothe the Ferocious Bear (ReAn 10)

  • Ward Against the Beasts of Legend (ReAn 10)

  • Viper's Gaze (ReAn 15)

  • Ward the Claws and Fangs (ReAn 15)

  • Personal Ward Against the Great Beasts of Legend (ReAn 25)

  • Personal Ward Against the Great Beasts of Myths (ReAn 25)

  • Eyes of the Cat (MuCo 5)

  • Growl of the Great Beast (MuCo[An] 10)

  • The Wound that Weeps (PeCo 15)

  • Nick the Giant's Knee (PeCo 20)

  • The Wizard's Pounce (ReCo 15)

  • Blade of Virulent Flame (CrIg 15)

  • Winter's Icy Touch (PeIg 10)

  • Soothe the Raging Flames (PeIg 20)

  • Phantom of the Talking Head (CrIm 10)

  • Veil of Pristine Terrain (CrIm 20)

  • Discern Own Images (InIm15)

  • Silence of the Smothered Sound (PeIm 20)

  • Veil of Invisibility (PeIm 20)

  • Wizard's Sidestep (ReIm 10)

  • Guise of Mighty Strength (ReIm [Mu] 15)

  • Piercing the Faerie Veil (InVi 20)

  • Piercing the Magical Veil (InVi20)

  • Maw of the Hungry Earth (PeTe15)

  • Pit of the Gaping Earth (PeTe 15)

  • Obliteration of the Metallic Barrier (PeTe 20)

  • Gather Essence of the Beast (ReVi 15)

Design Notes:

The plan this time is to focus on magical might. Got to Apprentice-taking Levels, though he has no plans for one. We also bumped a number of forms up from 5 to 6, which gives a better Form Bonus (thanks, rounding!). Saxous is going to broaden his formulaic spells, using lab texts when possible, in order to cover more bases and situations he did not perfectly plan for. His long-term goals are still the same: Hunt bigger and better beasts.

2 seasons on Invis Blade on Talisman. 4 seasons (2ea) for the new Wards. 1 season for Discern own Images. 1 season on PeTe formulaic. 1 season on PeIg formulaics. 2 seasons on Veil of Terrain, 1 season on Maw of the Hungry Earth.

This spell is designed for Saxous’s use in capturing creatures or wearing them down, rather than an outright kill. Still focused on Animal-form, but he will need to expand his plans to include Corpus.

Run Down the Wild Wolf

Perdo Animal 25

The targeted animal (up to size +1) is fatigued by one level. Saxous's version of the spell causes the target's breath to crackle for a few moments.

Base 10, +3 Sight

Design Notes

I think I’ve pretty much never seen anyone use the ‘lose a fatigue level’ spells, though that might just be my own sagas. People always want to try and avoid penetration in combat spells, unless they’re throwing big damage, which makes sense. But when flinging fire or steel, you sometimes kill things you wanted to disable. Still wish I could put more Size easily, but I’m happy with this spell.

Another upgrade to the eager Flambeau's Talisman. In this instance, he is adding a defense against mortal and corpus enemies, such as sword-wielding faeries.

The Hunter's Blade (Saxous's Talisman)

Talisman Effect: Shatter the Claws of Man (Perdo Terram 20)

The Hunter's Blade can defeat both man and beast. Weapons and armor struck firmly by the weapon will begin to crack and shatter. Metal and stone weapons that are parried by the wielder will break. Armor struck by the weapon begins to weaken. As most pieces of armor have numerous pieces, it will take many, many strikes to actually tear apart most metal armors.

(Base 5, +1 Touch; Unlimited use +10)

Talisman Effect: See the False and True (Perdo Terram 20)

This mimics the effects of Discern Own Images, and is activated by manipulating the clear quartz inset in the weapon's hilt. While he usually keeps that spell active during his hunting, he wants the ability to re-cast it in a stressful or emergent situation.

(Base 1, +2 Sun, +4 Vision; 3 uses/day)

Details

This is a long sword of excellent quality, bearing the maker's mark of a renowned weaponsmith who usually works as the assistant of a Provencal Verditius, who has experience creating items designed for wizards' use. It has been opened with 15 pawns of vis, and has used 5 pawns.

The sword itself is high-quality steel. The blade itself has silver inlays along it's length, with a cross-guard shathed in iron, and a wyvern's hide leather grip. The pommel has a large uncut quartz set into it, while the crossguard itself has cut and polished gemstones: ruby, emerald, opal, and amber. The wyvern's hide is not integrated as part of the shape and material bonuses, but is a trophy of a hunt where he almost died.

Hunter's Blade: Init +2, Attack +6, Defense +3, Damage +6

Talisman Bonuses

Talisman bonuses -

  1. Sword: harm human or animal bodies +4

  2. Iron: Harm or repel faeries +7

  3. Ruby: +6 Fire-Related Effects

  4. Ruby: +3 Blood-related effects

  5. Emerald: +7 Snakes or Dragon-kind

  6. Silver: +10 harm lycanthropes

Talisman effects

Talisman effect: Fiery Blade (CrIg 20)

By dragging his hand across the inset ruby, Saxous can cause a controlled flame to burst out over the weapon's blade, increasing its damage by +6. This is equivalent to a Blade of Virulent Flame (ArM p140) with a penetration of +10. It can be used once per day. Saxous uses it as an emergency to clear out groups of lesser enemies more quickly, so he only had a single use per day, in case of stress or hostile aura to reduce botching. He knows the flames won't penetrate a more powerful foe's defenses. If he finds himself in need more often, he knows the spell that the enchantment was based on.

(Base 5, +1 Touch, +1 diameter; Penetration +5 levels.

Talisman Effect: Unseen Hunter (Perdo Imaginem 35)

A true hunter can flit in and out of stealth with ease. With the proper motions and adjusting his grip on the blade, the the Hunter's Blade talisman will turn itself - and Saxous if he is the one using it - invisible. This effect is only for sight, but the effect has a Penetration of +30.

(Base 4, +1 Conc; Item Maintains +5, Unlimited Use +10, Penetration +15)

Talisman Effect: Shatter the Claws of Man (Perdo Terram 20)

The Hunter's Blade can defeat both man and beast. Weapons and armor struck firmly by the weapon will begin to crack and shatter. Metal and stone weapons that are parried by the wielder will break. Armor struck by the weapon begins to weaken. As most pieces of armor have numerous pieces, it will take many, many strikes to actually tear apart most metal armors.

(Base 5, +1 Touch; Unlimited use +10)

Talisman Effect: See the False and True (Perdo Terram 20)

This mimics the effects of Discern Own Images, and is activated by manipulating the clear quartz inset in the weapon's hilt. While he usually keeps that spell active during his hunting, he wants the ability to re-cast it in a stressful or emergent situation.

(Base 1, +2 Sun, +4 Vision; 3 uses/day)

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Forests and Fields of Chaos

Rego Imaginem 20

The spell targets the plants and vegetation in an area, a zone described by the sweep of the magus's hands during the casting. At the end of the casting, and for the duration, every shrub, tree, vine, and flower will appear to shiver and twist like a cowering beast, or dance about in circles, or leap suddenly in one direction. This will give everyone able to perceive the illusion a -3 to all physical actions, and a -1 to other actions due to the vertigo. It is suggested to have spells to see through your own spell when casting this.

(Base 3, +1 Touch, +2 Group +2 Sun)

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Let’s go on a QUEST

Saxous completed an initiation with the aid of a Merinita friend and ally from the Huntress in the Wood. The pair travelled through deep Faerie woods to a ruined Temple of Diana. From that temple, on the equinox, they entered into a deep Faerie hunting grounds to meet with an aspect of Diana herself. The virgin goddess was willing to hear their plea, but was displeased at Saxous laying eyes apon her. He sacrificed one of his eyes to her in recompense, and with his Merinita ally, went to hunt a great beast in her name, despite his wounds limiting his capacities.

Saxous tracked down, hunted, and slew a great wolf of shadow and midnight (Magical Might 27), who Diana had said was slaying her favored deer. Saxous was to bring back it's massive head, as well as it's three growing pups, so that Diana could raise them to be proper hunters in her service. As a reward for completing the quest, Diana replaced his missing eye with one from the wolf. This gives Saxous the Virtue of Second Sight.

Initiation Script

Initiation Script (+9): Travel to a specific place and time(+3) [Aspect of Diana in Faerie, at the equinox], Quest that cannot be repeated (+6) [Slay a unique great beast, while missing an eye, and bring back it's pups to faerie].

The Aspect of Diana herself has a +3 Presence and a Cult of Diana Lore of 6, though with this script she could have had one of her lesser priestesses do most of the work, as she only needed a Pre + Cult Lore of +6.

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Saxous ex Flambeau

House: Flambeau

Characteristics: Int +2, Per 0, Pre -2, Com -1, Str +1, Sta +2, Dex +1, Qik +2

Size -1

Age 73 (52)

Warping 6 (31)

Confidence 1 (3)

Virtues: The Gift*, Puissant Perdo*; Faerie Blood (Goblin), Flawless Magic, Tough, Puissant Penetration, Puissant Stealth, Quiet Magic, Second Sight*, Special Circumstances (Faerie Aura), Warrior

Flaws: Deleterious Circumstances (direct sunlight), Difficult Longevity Ritual, Faerie Upbringing, Mentor, Mute, Small Frame

Personality Traits: Quiet +4, Brave +3, Determined +3

Reputation: Beast Hunter 4 (Magi), Fae-blooded Ally 2 (Merinita)

Abilities: Area Lore: Local Tribunal 2 (legends), Artes Liberales 1 (ceremonia magic), Athletics 3 (climbing), Awareness 4 (in darkness), Bargain 2 (vis), Bow (short bow) 3, Brawl 3 (dodge), Code of Hermes 2 (magical resources), Concentration 3 (in pain), Faerie Lore 3 (goblins), Folk Ken(magi) 2, French (pidgin) 5, Guile 3 (hiding feelings), Hunt 3 (tracking), Magic Lore (beasts) 3, Magic Theory 8 (spell creation), Org Lore: Order of Hermes (Merinita) 2, Parma Magica 5 (corpus), Penetration 5+2 (animal), Second Sight (invisible things) 1, Single Weapon (long sword) 6, Stealth 5+2 (sneaking), Survival (forest) 1

Arts: (Sigil - shadowy, cracking energy)

Cr 5, In 5, Mu 7, Pe 14+3, Re 6

An 13, Aq 6, Au 6, Co 12, He 5

Ig 6, Im 10, Me 5, Te 6, Vi 6

Equipment: Sturdy robes, Lucky Coin, fine long sword, exquisite metal reinforced leather armor (full), enchanted Bow of Phantom Darts, handful of vis to trade

Combat:

  • Long sword: Init +4, Attack +13, Defense +10, Damage +7 (+13 with flames)

  • Hunter's Blade Talisman: Init +4, Attack +14, Defense +11, Damage +7 (+13 with flames)

  • Bow of Phantom Darts: Init -1, Attack +8, Defense +2, Damage +7

  • Dodge: Init +1, Attack -, Defense +6, Damage -

  • Soak: +11 (+14 with Doublet)

Spells: (All Spells have been mastered to Quiet Magic to remove penalty for spellcasting, unless otherwise stated)

  • Doublet of Impenetrable Silk (MuAn 15)

  • Bleed the Stuck Boar (PeAn 15) (Mastery 2, Silent and Penetration)

  • Blunt the Viper's Fangs (PeAn 20)

  • Bleed the Bestial Boar (PeAn 25)

  • Cripple the Howling Wolf (PeAn25) (Mastery 2, Silent and Penetration)

  • The Falcon's Hood (PeAn 25)

  • Run Down the Wild Wolf (PeAn 25)

  • The Hunter's Blessing (ReAn 5)

  • Dominance of Fang and Claw (ReAn 5)

  • Soothe the Ferocious Bear (ReAn 10)

  • Ward Against the Beasts of Legend (ReAn 10)

  • Viper's Gaze (ReAn 15)

  • Ward the Claws and Fangs (ReAn 15)

  • Personal Ward Against the Great Beasts of Legend (ReAn 25)

  • Personal Ward Against the Great Beasts of Myths (ReAn 25)

  • Eyes of the Cat (MuCo 5)

  • Growl of the Great Beast (MuCo[An] 10)

  • Cloak of Black Feathers (MuCo[An] 30)

  • The Wound that Weeps (PeCo 15)

  • Nick the Giant's Knee (PeCo 20)

  • The Wizard's Pounce (ReCo 15)

  • Blade of Virulent Flame (CrIg 15)

  • Winter's Icy Touch (PeIg 10)

  • Soothe the Raging Flames (PeIg 20)

  • Phantom of the Talking Head (CrIm 10)

  • Veil of Pristine Terrain (CrIm 20)

  • Discern Own Images (InIm15)

  • Silence of the Smothered Sound (PeIm 20)

  • Veil of Invisibility (PeIm 20)

  • Wizard's Sidestep (ReIm 10)

  • Guise of Mighty Strength (ReIm [Mu] 15)

  • Forests and Fields of Chaos (ReIm 20)

  • Piercing the Faerie Veil (InVi 20)

  • Piercing the Magical Veil (InVi20)

  • Maw of the Hungry Earth (PeTe15)

  • Pit of the Gaping Earth (PeTe 15)

  • Obliteration of the Metallic Barrier (PeTe 20)

  • Gather Essence of the Beast (ReVi 15)

Design notes:

This session was all focused on rounding out his magical abilities - not as a balanced wizard, but shoring up the arts he most often uses. Our Saxous ended up as a combatant wizard with a strong focus in Perdo, and a good amount illusionary spells with Imaginem. His focus is still on hunting and slaying beasts for their vis, and is skilled in both Animal and Corpus. He hunts both Magic and Faerie beasts, and has no interest in Demonic nor Divine.

At some point he'll want to consider something like 'Sharpening the Blade of Vim' for his talisman (from Magi of Hermes), but his Arts in those fields are limited. He’s going to probably seek out a Merinita tutor for Second Sight to get it up to a better level, and he would be interested in finding a ritualist to grant him Characteristic-increasing spells.

2 seasons of Talisman, 1 season Lab Text, 2 seasons for Run Down the Wild Wolf, 2 for Fields of Chaos. 1 Season to go on an initiation quest(8 seasons)

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