Alexei Von Kroitsau of House Flambeau

Name: Birth Name: Alexei Von Kroitsau
House: Flambeau Age: 61 Size 0 Confidence: 1/5 Warping: 2/12 Decrepitude: 0/2 Gender: Male Year Born: 1167 Race/Nationality: German Place of Origin: Black Forest Tribunal Religion: Christian Title/Profession: Magus Height: 5’6” Weight: 165 Hair: Blonde Eyes: Hazel Handedness: Right House Acclaim (Flambeau): 2/0 (Milites)

Characteristics:
Int +2 Str +2 Pre +1 Dex 0
Per -2 Sta +2 Comm +1 Quick 0

Virtues:
Hermetic Magus Free
The Gift Free
Affinity Great Weapon Free (School of Ramius)
The Gentle Gift Major
Quiet Magic Minor
Quiet Magic Minor
Subtle Magic Minor
Improved Characteristics Minor
Special Circumstances (touching target) Minor
Side Effect (target receives pleasant feeling) Minor
Tough Minor
Social Contacts (Crusaders)

Flaws:
Short Ranged Magic Major
Plagued by Supernatural (magic) Major
Clumsy Magic Minor
Dutybound (Milites) Minor
Milites Minor
Deficient Form (Imaginem) Minor

Skills:
Native Language: 5 (German) (Boasting)
Charm: 2 (Maidens)
Folk Ken: 2 (Soldiers)
Brawl: 2 (Punch)
Leadership: 2/10 (Grogs)
Athletics: 2 (Running)
Ride: 2 (Combat)
Artes Liberales: 1 (Ritual Magic)
Latin: 4 (Hermetic usage)
Magic Theory: 6/16 (Corpus)
Parma: 3/5 (Mentem)
Great Weapon: 6/7 (Spear)
Penetration 3 (Corpus)
Finesse 3/6 (Crafting things with magic)
Concentration 3/5 (Combat)
Carouse 2 (Telling jokes)
Living Language 2/11 (French) (Giving orders)
Intrigue (Hermetic) 2/6
Etiquette (Hermetic) 1
Order of Hermes Lore (Normandy Tribunal) 1/5
Magic Lore (Spirits) 1
Area Lore (Magic Creatures) 1/1

Personality Traits:
Brave +3
Boastful +2
Joker +2
Generous +2

Magic Sigil: A pleasant odor (different for different people, but they are reminded of a smell that is comforting)

Voting Sigil: Iron Spear head

Arts:
Cr 14 An 9 Ig 5
In 5 Aq 5 Im 5
Mu 14/9 Au 5 Me 5
Pe 11 Co 16 Te 10
Re 15/6 He 10 Vi 8

Spells:
Endurance of the Berserkers ReCo 15 +36*
The Gift of Vigor ReCo 20 +36*+3
Eyes of the Cat MuCo 5 +35* +3
Gift of the Bear’s Fortitude MuCo 25 +35*
Doublet of Impenetrable Silk MuAn 15 +25 +3
Assume the Stature of the Giants of Eld MuCo (An, He, Te) 10 (Magi of Hermes pg 49) +28*
Bind Wound CrCo 10 +33* +3
Chirurgeon’s Healing Touch CrCo 20 +33* +3
Revealed Flaws of Mortal Flesh InCo 10 +26* +3
Turb of Giants MuCo (An, He, Te) 25 (Magi of Hermes pg 49) +28* +3
Leap of Homecoming ReCo 35 +36*
Seven League Stride ReCo 30 +36*
Edge of the Razor MuTe 20 +26 +3
Hardness of Adamantine MuTe 25 +26 +3
Object of Increased Size MuTe 15 +26 +3
Hauberk of Supreme Lightness PeTe 30 +23 +3
Silvery Scales of the Knight CrTe(An) 30 +26 +3
Wizard's Leap ReCo (An, He, Te) 15 Mastered 1(Fast Cast) +30*
Wizard's Parry ReTe (He) 5 Mastered 1 (Fast Cast) +30 +3 (Magi of Hermes pg 50)
Wizard's Communion MuVi 30 +26
Titan's Gentle Slap Pe(Re)Co 25 +32* +3
Ward Against Heat and Flames ReIg 25 +22
Diamond Thrust PeVi 10 21+3
*Includes bonus from Talisman
+3 indicates Special Circumstances bonus

Talisman: Staff with Compound Items (Wooden Staff and Amber stone) 12 pawns initially enchanted (enchanted the Amber stone of a composite item). 9 pawns used so far
1st Enchantment: Affix Spear Head (Touch the end of the staff to a normal spear head, the spear head becomes fixed to the staff as if properly mounted to it by a smith) ReTe R: Touch D: Momentary T: Individual Base 3 +2 for Metal, +1 Range, level 10, 6 uses per day +3 total 13 2 pawns
2nd Enchantment: Wood that neither Bends Nor Breaks MuHe(Te) 14 R: Per D: Sun T: Ind base 4+2 Sun, Modifications +1/2 day, Environmental Trigger +3 2 pawns
3rd Enchantment: Freeze the Belligerent Brigand (Touch with staff causes a person to become motionless) R: Touch D: Diameter T: Individual Base 5 +5 Range, +5 Duration, +4 (12 uses per day), Penetration bonus +6 (12 Penetration), total level 25 3 pawns
4th Enchantment Shreik of the Impending Shafts R: Personal D: Sub T: Hearing Base 2 +2 Sun, +3 Hearing, Modifications: uses per day 2 (+1), Environmental Trigger Total: 19 2 pawns
Opened Talisman Bonuses: +2 Repel Things, +4 Control/Destroy things at a distance (Staff), +3 Corpus (Amber gem)

New Spells:
Titan's Gentle Slap Pe (Re) Co 25
R: Touch D: Momentary T: Individual
Touch the target and cause a Medium wound, the Rego requisite also causes the target to be flung backwards as if from a heavy blow, 5 paces. This spell has increased the Target so as to be able to affect larger than normal sized being with human shaped bodies (Giants, etc)
Base 10+5 for Requisite (cause a wound and fling a body), R: +1, Target Size Increase: +1 (Can effect human bodies up to 15 feet tall) Total Level 25

Diamond Thrust PeVi 10
R: Touch D: Momentary T: Individual
A version of Demon’s Eternal Oblivion with a range of Touch. It is a low level spell, but more likely to Penetrate, and as a touch spell it actually strips additional Might.
Base Effect, Touch +1, Target size +1

Combat:
Punch
Init: 0 Attack: +3 Defense: +3 Damage: +2
Dagger
Init: 0 Attack: +4 Defense: +3 Damage: +5 (potentially +3 more with spells, but must Penetrate MR if used)
Staff
Init: +2 Attack: +9 Defense: +9 Damage: +4
Spear
Init: +3 Attack: +10 Defense: +8 Damage: +9 (potentially +3 more with spells, but must Penetrate MR if used)

Soak: 5 (without armor) 16 (in conjured armor that has been enhanced) 19 (with armor and Doublet of Impenetrable Silk added) 21 (with armor, doublet, and Gift of the Bear's Fortitude)

Gear: Talisman staff, fine clothes for a succesful soldier or mercenary, 3 spearheads in a pouch (1 steel, 1 cold iron, 1 silver), dagger, backpack.

Load: 4 (in armor) 2 without armor
Encumbrance: 0

Description: He looks like a jovial, somewhat handsome man in vigourous health in his mid to late 30s. His blond hair is just above his collar and his hazel eyes are easily enhanced by the smile he usually has on his lips. He has a closely trimmed light brown beard, with just a hint of gray in it. Overall he seems to be a pleasant man, that perhaps occasionally does some unpleasant business. Rather prominently embroidered on his tabard is a finely stitched hourglass.

edit Added French language from additional xp. and added combat, Soak, and Gear load, corrected Spell list, corrected Combat totals, Added House Acclaim, fixed the first enchantment on Talisman (Afix spearhead)

XP: 5 on Intrigue and 5 on Etiquette, 1 more xp on Intrigue, 16 xp for Living Language: French, 5 Acclaim Xp from winning the joust

XP 1221: 10 from Tribunal/Tourney (5 spent on Great Weapon [also has Affinity Great weapon which adds 2 more xp], 5 spent on Order of Hermes Lore) 10 from March of the Primi (5 spent on Intrigue, 5 spent on French)

XP 1222 The Fall of Night 6XP spent on Finesse

Xp 1223 Race for the Pennant 6xp spent on Intrigue, 4 XP spent on Intrigue 1000 Pieces of Mons Electi

Edit (corrected Wizard's Sidestpe total and added new Muto Score to all Muto spells.

Year:
24 Study Corpus 40
25 Study Muto 40
26 Study Rego 40
27 Study Creo 40
28 Practice Great Weapon 40 (plus 50% more from Affinity)
29 Study Penetration 30, Parma 10
30 Study Finesse 30, Parma 10
31 Study Magic Theory 40
32 Study Magic Theory 40
33 Study Creo 40
34 Study Corpus 40
35 Study Corpus 10, Study Creo 10, Study Corpus 10, Make Longevity Ritual Lab Total 41, 7 Pawns of Vis Aging roll
36 Study Animal 40
37 Study Herbam 40
38 Study Terram 40
39 Study Parma 10, Practice Great Weapon 10, Practice Great Weapon 10, Study Perdo 10
40 Learn Bind Wound 10, Learn Chirurgeon’s Healing Touch 20, Learn Revealed Flaws of Mortal Flesh 10
41 Learn Turb of Giants 25, Study Terram 10, Study Herbam 10
42 Learn Leap of Homecoming 35
43 Learn Seven League Stride 30, Study Animal 10
44 Learn Edge of the Razor 20, Practice Concentration 20
45 Learn Hardness of Adamantine 20 (Societates pg 37) 25, Learn Object of Increased Size 15
46 Study Perdo 40
47 Learn Hauberk of Sublime Lightness (Societates pg 38) 30, Study Concentration 10
48 Study Intelligo 20, Study Aquam 20
49 Study Auram 20, Study Ignem 20
50 Study Imaginem 20, Study Mentem 20
51 Study Vim 40
52 Spent Season opening Enchantment for Talisman staff (opened Amber stone set in Staff for compound item; 12 pawns of Vis), Spent Season Attuning Staff as Talisman, Spent season enchanting first enchantment and opening Amber property (+3 Corpus), Spent Season enchanting 2nd enchantment and opening Staff property (+2 Repel things)
53 Spent Season Enchanting 3rd enchantment and opened Staff property (+4 Control things at a distance), Spent season finishing 3rd enchantment and opened Staff property (+4 Destroy things at a distance), Spent Season opening 4th Enchantment, Spent Season Finishing 4th Enchantment

Alexei's father was Wilhelm Von Kroitsau, Kroitsau being the name of the village that he lived in. Willhelm joined a Crusade at a young age and went to the Holy Land where he was reasonably succesful and came back a rather wealthy man, but refused to speak much of his times there. Some Crusaders met terrible fates in the desert of the foreign lands, others fell quite far from the stated ideals. Willhelm wasn't necessarily more virtuous than others, but perhaps a bit wiser and managed to avoid pitfalls that others fell into. When his small mercenary group was hired by a strange Frankish man in robes to attack a distant oasis, he thought of nothing but the promise of pay.

The Moorish soldiers that protected the oasis fought like they were possesed, like the legends he had heard on the way to the Holy Lands, and even the ground and winds seemed to rise up with them. Willhelm and his men outnumbered them, but with the elements raging against them it was about even. They were about to fight what seemed to be the leader of the group when the Frankish man in robes appeared out of nowhere hurling bolts of flame. He incinerated the Moorish sorceror, but the land took on a giant's form and crushed the Frankish wizard. Willhelm was the only one left and to his surprise the giant spoke to him, asking him to find something on the Sorceror's person (a talisman) and crush it. Seeing an opportunity he bargained with the spirit. Though the translation was bad, the giant agreed to give Willhelm treasure that he knew of at the oasis, but in return Willhelm had to set him free, and because of the insult would 'owe him the greatest treasure he would yet claim'. Willhelm didn't see the downside and was rewarded with enough gold and jewels to live in comfort if he was careful.

He returned to his native Germany and took a wife who gave birth to his greatest treasure, Alexei. It was that night that the deal suddenly became clear to him. He strove to hide his son, who seemed both clever, strong and handsome, but the signs were growing with each birthday that the giant would soon come to claim him. In desperation he went to a forbidden place; a wizard's abode and begged that they protect his son. The Magi were initially going to throw him out when they saw that he had the Gift (even though it was Gentle). They agreed to protect Alexei from the spirit, as long as he stayed within their lands. Willhelm agreed, as long as he could visit his son on occasion.

Alexei's parens was a Flambeau who originally came from House Tremere, and had retired to live as a kind of warrior prince in one of the old covenants of the Black Forest Tribunal. His name was Tristan and he schooled Alexei in both his father's craft as well as magic. He grew up on expeditions more often than his Parens' sanctum, and learned how to gain the trust and respect of fighting men with great ease. Tristan had difficulties teaching him magic that extended beyond his touch, and so strengthened his martial skills as well as ways to enhance those magically by adhering to the tenets of the School of Ramius (founded by another former Tremere). Alexei's was Gauntlet was to engage in a Wizard's Melee at one of the House festivals and get close enough to cast a spell on Tristan's rival's apprentice. Shortly after he was officially declared a magus he joined the Milites and took their ideals to heart. While he doesn't look at himself as some kind of mortal knight, he does feel that wizards, especially Flambeau, should have a code, beyond merely the Oath of Hermes.

He initially stayed at his Parens Covenant, but due to their long list of rules for advancement he did what many journeyman wizards in Germany do; he travelled from Covenant to Covenant, earning his keep and building his skills there. In return he often trained Grogs or would teach others his repertoire of spells to enhance men and arms. On one occasion he was asked to use his subtleties with magic to influence a mundane that was interfering with their covenant, but he refused as it would be beneath him (plus they refused to offer him full membership in return).

It was in the more recent years that he fell in with some French mercenaries that he made his grogs. He has only learned a small amount of French, just enough to give simple orders. From here he became acquainted with Apollodorus, and kept a long running correspondence with him that has culminated in his recent invitation. The two share a mutual appreciation of subtle magic as well as some respect and obligation to mundanes. Apollodorus was quite surprised that Alexei was a Flambeau that did not make it a habit of destroying or burning everything around him. Alexei in return found Appollodorus's ambitions to be quite timely for his own needs and likes the lively conversations and correspondences they've had.

Alexei has made tracks for Autun. He was ready to move anyway, he's been having a forboding feeling for the last few years, staying on the move seems to be a good idea. He thinks it has something to do with his father, who died while he was away. When he returned to Kroitsau, his friends lamented that his father had something important to tell him but never had the chance before he died. It was then that Alexei first started feeling like he was being watched...stalked.

Alexei has suspicions that a creatue is after him, but he doesn't know what it is. His own parens never knew because his Parma as well as the Aegis were more than enough to keep him safe and hidden. Alexei often travels now so an Aegis is an infrequent luxury and he feels it's only a matter of time before he finds the creature...or it finds him.

I'm just putting this here as a kind of 'to-do list' for him, since everything is online anyway. If anyone has a comment about the applicability or feasability please let me know.

Plans for Alexei:
Need offense! This fight showed that he was well covered when it came to defending himself, but not so much for offense. Creating a spell:

Titan's Gentle Slap PeCo (Re) 25
R: Touch D: Momentary T: Individual
Touch the target and cause a Medium wound, the Rego requisite also causes the target to be flung backwards as if from a heavy blow, 5 paces. This spell has increased the Target so as to be able to affect larger than normal sized being with human shaped bodies (Giants, etc)
Base 10+5 for Requisite (cause a wound and fling a body), R: +1, Target Size Increase: +1 (Can effect human bodies up to 15 feet tall) Total Level 25

A spell to remove spearheads ReTe 5 (he probably doesn't need to invent this spell as he can typically cast it spontaneously without fatigue)
R: Touch D: Momentary T: Individual
Designed specifically with his Talisman in mind, this will remove a spearhead afixed to a wooden shaft. With application though it could conceivably be used to make an enemy's spear less deadly.
Base: 2+2 for Metal, R: +1

Return to your Master! ReHe (Te) 55(!)
R: Arcane Connection D: Momentary T: Individual
Causes the item which the caster has an Arcane Connection to, to instantly return to his hand, safely. Designed with Alexei's Talisman in mind.
Base: 35 (from ReCo spells) +4 for Range
This spell doesn't make sense.

Shriek of the Ominous Blade
R: Personal D: Sun T: Hearing Base 2 +2 Sun, +3 Hearing, Modifications: uses per day 2 (+1), Environmental Trigger Total: 19 2 pawns
As Shriek of the Impending Shafts, but for Metal Te (primarily) weapons. Would enchant this into his Talisman

Warning of Fist, Fang, and Claw
In Co (An) R: Personal D: Sun T: Hearing Base 3 +2 Sun, +3 Hearing, Modifications: uses per day 2 (+1), Environmental Trigger Base 3, Total 24 3 pawns
Works as Shriek of the Impending Shafts.

Regarding Alexei's use of the 'Impending' effects, Alexei feels it would be unsporting to simply create an effect that automatically repels attacks from him. These effects combined give him a +9 to his Defense against any attack (animal, corpus, herbam, and terram), and he can automatically dodge an attack coming from more than 10 paces out. He'd have to reforge his Talisman to add more space to add the last effect.

75 personal build points for Alexei:

  1. 35 pawns of Vis (10 Muto, 4 Corpus, 10 Rego) 7 points (rewards from Flambeau meetings and wizard's melees). The Muto is in the form of braids of golden hair, allegedly from a Fae princess. The Corpus is in the form of small clay disks with the symbol for Corpus on one side, the other side contains the Covenant symbol of Castra Solis (Domus Magna of House Flambeau). The Rego vis is the strange mummified insect shell of a rather large bee, supposedly the King Bee of a massive hive from Afrique.

  2. 20 pounds of silver 2 points the silver, gold and jewels come from a long and succesful career as an elite mercenary.

  3. Sergeant Gunnar Stockhausen A grizzled teacher of martial disciplines. 12 points

  4. Vis source 30 points (6 pawns of Vis per year) as a long standing member of the MIlites, Alexei is entitled to a tithe of vis from the various Magi who have enjoyed the protection of the Milites. The vis comes in a variety of forms, it can differ every year in both shape and form, delivered by Redcap or Milites.

  5. Aesculapian Ring: A magical ring that Alexei claimed after slaying a renounced wizard. He had to pay a Bonisagus Magus in order to discover its uses and that it wasn't in fact trapped. The ring is designed to help a wounded Magus heal as well as resist the pain of his wounds and thus allow some ability to continue to work while recovering. It has 2 effects:

Heal the wounded wizard CrCo 25 provides a +15 healing bonus to the wearer. R: Touch D: Sun T: Individual Base: 10 +1 Range, +2 Duration, 2 uses per day +1 total effect level 26.
Mute the debilitating pain ReCo 25 Prevents the feeling of wounds and fatigue. R: Touch D: Sun T: Individual Base 10 +1Range, +2 Duration, 2 uses per day +1 total effect level 26.

The ring has a few drawbacks. It has no Penetration, so the wearer's Parma and MR must be suppressed when activated. Usually the Magus will turn the power of the ring on right after his Parma falls at Sunrise/Sunset and then raises his Parma. Not being able to feel pain and fatigue has some drawbacks as well, as one can actively hurt oneself or make their wounds worse through activity and not feel it. Sleep can also be difficult to come by if not actually sleepy. To activate the healing effect the ring is turned towards the thumb and then turned back. To activate the pain and fatigue resistance the ring is turned towards the pinky and turned back. Alexei has offered the ring as payment on more than one occasion as he stayed as a guest in the various Covenants of Germany.

Ring Build points: 24 total.

Alexei has the Personal Vis Source virtue, at what point would he get the vis? I left it up in the air as to what it was, basically saying it's kind of the spoils that he gets for being in the Milites, so it can and likely will vary at times.

Also, did he get any Acclaim xp for his adventure? Including negative possibly?

Let's say that it arrives in spring and always in arears. Due to the Nature of vis sources in this Tribunal there are legal implications to this source, since it is not of your body. We'll say that any Milites in the Tribunal have an account with House Mercere, where they can withdraw the vis when necessary. Sound good? This fictional formality needs to be maintained so it doesn't appear to be a vis source to the Tribunal. I'll create the vis and update you before too long.

As far as the acclaim or infamy, write the letter, first.

Sounds good.

Add 5 points in Acclaim.

Alexei's Talisman

A staff aproximately six feet long made from Oak with an Amber gemstone about a third of the way from the top. The top is slightly tapered and shaped in the manner to hold a spear head. Alexei has placed several enchantments in the staff to add to his martial skill and so far it has not failed him.

Attunements:
+2 Repel Things (staff)
+4 Control/Destroy things at a distance (does not get used much as Alexei's Gift works primarily up close, staff)
+3 Corpus (amber)
+3 Project bolt or other missile (staff)
+3 Affect living wood (wood)
+4 Affect dead wood (wood)
+7 Protection from storms (oak)

Total Pawns opened in staff 15, used 14

Instilled affects:
Affix Spear Head
Touch the end of the staff to a normal spear head, the spear head becomes fixed to the staff as if properly mounted to it by a smith. Alexei needs to cast a spontaneous spell to remove it.
ReTe R: Touch D: Momentary T: Individual Base 3 +2 for Metal, +1 Range, level 10, 6 uses per day +3 total 13 2 pawns

Wood that neither Bends Nor Breaks
The staff is virtually unbreakable by mundane means or use, it is more rigid than stone. Magi of Hermes page 51.
MuHe(Te) 14 R: Per D: Sun T: Ind base 4+2 Sun, Modifications +1/2 day, Environmental Trigger +3 2 pawns

Freeze the Belligerent Brigand
Touch with staff causes a person to become motionless.
R: Touch D: Diameter T: Individual Base 5 +5 Range, +5 Duration, +4 (12 uses per day), Penetration bonus +6 (12 Penetration), total level 25 3 pawns

Enchantment Shreik of the Impending Shafts
As spell of the same name with a constant effect.
R: Personal D: Sub T: Hearing Base 2 +2 Sun, +3 Hearing, Modifications: uses per day 2 (+1), Environmental Trigger Total: 19 2 pawns

Shriek of the Ominous Blade
As Shriek of the Impending Shafts, but for Metal Te (primarily) weapons with constant effect per day.
R: Personal D: Sun T: Hearing Base 2 +2 Sun, +3 Hearing, Modifications: uses per day 2 (+1), Environmental Trigger Total: 19 2 pawns

Warning of Fist, Fang, and Claw
Works as Shriek of the Impending Shafts but on animal attacks and the attacks of a human body.
R: Personal D: Sun T: Hearing Base 3 +2 Sun, +3 Hearing, Modifications: uses per day 2 (+1), Environmental Trigger Base 3, Total 24 3 pawns

While carrying the staff Alexei receives a +9 defense against most atacks (wooden, metal, or animal and human stirkes). Beyond 10 paces such attacks are bypassed instead due to the early warning unless Alexei is somehow prevented.

Edit: Alexei had four more seasons to work on his staff, he opens up some new Attunements into it during that time.

Aging rolls

Age 56-60 (+5 and +6 for 1227 Winter roll)
Longevity Ritual: 41 (-9)
Covenant Bonus (-2 for Summer/Autumn Covenant)

Roll: -6 (-5 for 1227)

1223 Winter: 56
1d10-6 → [3,-6] = (-3)
invisiblecastle.com/roller/view/3571761/ No visible change

1224 Winter: 57
1d10-6 → [5,-6] = (-1)
invisiblecastle.com/roller/view/3571764/ No visible change

1225 Winter: 58
1d10-6 → [3,-6] = (-3)
invisiblecastle.com/roller/view/3571766/ No visible change

1226 Winter: 59
1d10-6 → [7,-6] = (1)
invisiblecastle.com/roller/view/3571767/ No visible change

1227 Winter: 60
1d10-5 → [1,-5] = (-4) (Doh! Exploder, of course...he just turned 60!)
invisiblecastle.com/roller/view/3571768/
Exploder die: 1d10 → [9] = (9) 18-5 13 Dammit! Crisis! :frowning:
invisiblecastle.com/roller/view/3571769/

Actually, I have one more roll to make, this would be 1222 Winter (so -6 on the roll)

1d10-6 → [4,-6] = (-2)
invisiblecastle.com/roller/view/3571776/ No visible change

I was looking at what Alexei can do, and I noticed both an error and a minor problem.

First, Diamond Thrust (PeVi 10)
R: Touch D: Momentary T: Individual
A version of Demon’s Eternal Oblivion with a range of Touch. It is a low level spell, but more likely to Penetrate, plus has the advantage of being able to affect a demon up to three times the size of a man.
Base Effect, Touch +1, Target size +1

Vim spells don't need extra magnitudes to affect a bigger target, only for affecting areas or multiple spells => At level 10, such a spell should strip 15 might, not 10.

Then, a little problem I have. Alexei has a side effect, which is "target receives pleasant feeling".
If that is all, this sounds like a sigil to me, not a side effect. Serf's parma, but, IIRC, those have some small bonuses attached to them, so, for exemple, any target affected by Alexei's spell might see his morale bolstered, giving him a bonus to Brave rolls, or the feeling might leave him in a good mood, giving Alexei +1 to social rolls against it for Diameter duration... Something like it.
I'm not asking for any change here, this is not me to say but, well, IMO, this should have a clearly positive effect for Alexei. As it is, I feel that he bought a virtue for nothing, and, well, this feels unfair to me.

To me a +1 bonus on relevant rolls, like the Brave and social examples you suggest, seems pretty reasonable.

His bonus has never been fully described, but I've often had it that ordinary people for one do not fear Alexei's magic, in fact with his other virtues of silent and subtle magic plus the gentle gift and that a lot of his spells are buffs, they might not even realize he cast a spell, just that he has some luck about him maybe. Second those that do know he's a magus may actually want to have spells cast on him. A big part of Alexei's power is as a buffer and the vanguard in a fight. The downside though is Brionne, who has basically become warped by all the spells that Alexei has cast on him. I've had no issues with the value of the virtue so far.

For the Diamond Thrust, I guess you're right, it's a target of magic, not an animal, corpus, or single discreet object. JL what do you think?

Keep in mind that very few of us ever see the mechanical advantages of anything we've selected unless it involved seasonal effort. That's one of the downsides of the PbP style. I have always assumed that the positive side effect thing was causing (superflous) mechanical advantage, and we just weren't seeing the effect outside of rp.

On the other hand, I do think that you've been playing a magus who has no trouble getting down in among the other grogs.

If you're looking for long term effects of your magical talents, then this would definitely add to troupe morale and grog loyalty. Depending on how often Alexei interacts with non-military covenfolk, I could see it adding a small bonus to Covenant Loyalty too.

Somehow, I missed all this activity until now...
The Fixer is correct about the spell, guideline is Destroy might of creature by spell level (this should be base level) +10, and the exampe Spell DEO has a +2 for Voice, which means 2 magnitudes get removed from the might stripping calculation.

As far as the effect, on an enemy combatant, the effect may cause them to develop a false sense of confidence (advantageous for Alexei, most of the time) continuing to fight in the face of a losing battle...

I like both your approachs.

It is sensible that it would make the turb more confident when boosted by a spell from Alexei (I'd say a bonus to brave rolls of 1 per 2 magnitudes of the higher spell cast) and, if he casts spells regularly on the covenfolk, provide a small morale boost to the covenant.
Likewise, on an ennemy, it might "hide" the wounds received, such as the ennemy is penalized by them but doesn't realize his state before it's too late.

Amul, you are perfectly right, and this worried me for him :confused:

Name: Birth Name: Alexei Von Kroitsau
House: Flambeau Age: 61 Size 0 Confidence: 1/5 Warping: 2/13 Decrepitude: 0/2 Gender: Male Year Born: 1167 Race/Nationality: German Place of Origin: Black Forest Tribunal Religion: Christian Title/Profession: Magus Height: 5’6” Weight: 165 Hair: Blonde Eyes: Hazel Handedness: Right House Acclaim (Flambeau): 2/0 (Milites)

Characteristics:
Int +2 Str +2 Pre +1 Dex 0
Per -2 Sta +2 Comm +1 Quick 0

Virtues:
Hermetic Magus Free
The Gift Free
Affinity Great Weapon Free (School of Ramius)
The Gentle Gift Major
Quiet Magic Minor
Quiet Magic Minor
Subtle Magic Minor
Improved Characteristics Minor
Special Circumstances (touching target) Minor
Side Effect (target receives pleasant feeling) Minor
Tough Minor
Social Contacts (Crusaders)

Flaws:
Short Ranged Magic Major
Plagued by Supernatural (magic) Major
Clumsy Magic Minor
Dutybound (Milites) Minor
Milites Minor
Deficient Form (Imaginem) Minor

Skills:
Native Language: 5 (German) (Boasting)
Charm: 2 (Maidens)
Folk Ken: 2 (Soldiers)
Brawl: 2 (Punch)
Leadership: 2/10 (Grogs)
Athletics: 2 (Running)
Ride: 2 (Combat)
Artes Liberales: 1 (Ritual Magic)
Latin: 4 (Hermetic usage)
Magic Theory: 6/18 (Corpus)
Parma: 3/5 (Mentem)
Great Weapon: 6/7 (Spear)
Penetration 3 (Corpus)
Finesse 3/6 (Crafting things with magic)
Concentration 3/5 (Combat)
Carouse 2 (Telling jokes)
Living Language 2/11 (French) (Giving orders)
Intrigue (Hermetic) 2/6
Etiquette (Hermetic) 1
Order of Hermes Lore (Normandy Tribunal) 1/5
Magic Lore (Spirits) 1
Area Lore (Magic Creatures) 1

Personality Traits:
Brave +3
Boastful +2
Joker +2
Generous +2
Loyalty to Donner +3

Magic Sigil: A pleasant odor (different for different people, but they are reminded of a smell that is comforting)

Voting Sigil: Iron Spear head

Arts:
Cr 14 An 9 Ig 5
In 5 Aq 5 Im 5
Mu 14/9 Au 5 Me 5
Pe 11 Co 16 Te 10
Re 15/6 He 10 Vi 8

Spells:
Endurance of the Berserkers ReCo 15 +36*
The Gift of Vigor ReCo 20 +36*+3
Eyes of the Cat MuCo 5 +35* +3
Gift of the Bear’s Fortitude MuCo 25 +35*
Doublet of Impenetrable Silk MuAn 15 +25 +3
Assume the Stature of the Giants of Eld MuCo (An, He, Te) 10 (Magi of Hermes pg 49) +28*
Bind Wound CrCo 10 +33* +3
Chirurgeon’s Healing Touch CrCo 20 +33* +3
Revealed Flaws of Mortal Flesh InCo 10 +26* +3
Turb of Giants MuCo (An, He, Te) 25 (Magi of Hermes pg 49) +28* +3
Leap of Homecoming ReCo 35 +36*
Seven League Stride ReCo 30 +36*
Edge of the Razor MuTe 20 +26 +3
Hardness of Adamantine MuTe 25 +26 +3
Object of Increased Size MuTe 15 +26 +3
Hauberk of Supreme Lightness PeTe 30 +23 +3
Silvery Scales of the Knight CrTe(An) 30 +26 +3
Wizard's Leap ReCo (An, He, Te) 15 Mastered 1(Fast Cast) +30*
Wizard's Parry ReTe (He) 5 Mastered 1 (Fast Cast) +30 +3 (Magi of Hermes pg 50)
Wizard's Communion MuVi 30 +26
Titan's Gentle Slap Pe(Re)Co 25 +32* +3
Ward Against Heat and Flames ReIg 25 +22
Diamond Thrust PeVi 10 21+3
*Includes bonus from Talisman
+3 indicates Special Circumstances bonus

Talisman: Staff with Compound Items (Wooden Staff and Amber stone) 12 pawns initially enchanted (enchanted the Amber stone of a composite item). 9 pawns used so far
1st Enchantment: Affix Spear Head (Touch the end of the staff to a normal spear head, the spear head becomes fixed to the staff as if properly mounted to it by a smith) ReTe R: Touch D: Momentary T: Individual Base 3 +2 for Metal, +1 Range, level 10, 6 uses per day +3 total 13 2 pawns
2nd Enchantment: Wood that neither Bends Nor Breaks MuHe(Te) 14 R: Per D: Sun T: Ind base 4+2 Sun, Modifications +1/2 day, Environmental Trigger +3 2 pawns
3rd Enchantment: Freeze the Belligerent Brigand (Touch with staff causes a person to become motionless) R: Touch D: Diameter T: Individual Base 5 +5 Range, +5 Duration, +4 (12 uses per day), Penetration bonus +6 (12 Penetration), total level 25 3 pawns
4th Enchantment Shreik of the Impending Shafts R: Personal D: Sub T: Hearing Base 2 +2 Sun, +3 Hearing, Modifications: uses per day 2 (+1), Environmental Trigger Total: 19 2 pawns
Opened Talisman Bonuses: +2 Repel Things, +4 Control/Destroy things at a distance (Staff), +3 Corpus (Amber gem)

New Spells:
Titan's Gentle Slap Pe (Re) Co 25
R: Touch D: Momentary T: Individual
Touch the target and cause a Medium wound, the Rego requisite also causes the target to be flung backwards as if from a heavy blow, 5 paces. This spell has increased the Target so as to be able to affect larger than normal sized being with human shaped bodies (Giants, etc)
Base 10+5 for Requisite (cause a wound and fling a body), R: +1, Target Size Increase: +1 (Can effect human bodies up to 15 feet tall) Total Level 25

Diamond Thrust PeVi 10
R: Touch D: Momentary T: Individual
A version of Demon’s Eternal Oblivion with a range of Touch. It is a low level spell, but more likely to Penetrate, and as a touch spell it actually strips additional Might.
Base Effect, Touch +1, Target size +1

Combat:
Punch
Init: 0 Attack: +3 Defense: +3 Damage: +2
Dagger
Init: 0 Attack: +4 Defense: +3 Damage: +5 (potentially +3 more with spells, but must Penetrate MR if used)
Staff
Init: +2 Attack: +9 Defense: +9 Damage: +4
Spear
Init: +3 Attack: +10 Defense: +8 Damage: +9 (potentially +3 more with spells, but must Penetrate MR if used)

Soak: 8 (without armor Sta+Tough+Bronze Cord) 19 (in conjured armor that has been enhanced) 22 (with armor and Doublet of Impenetrable Silk added) 25 (with armor, doublet, and Gift of the Bear's Fortitude)

Gear: Talisman staff, fine clothes for a successful soldier or mercenary, 3 spearheads in a pouch (1 steel, 1 cold iron, 1 silver), dagger, backpack.

Load: 4 (in armor) 2 without armor
Encumbrance: 0

Description: He looks like a jovial, somewhat handsome man in vigourous health in his mid to late 40s. His blond hair is just above his collar and his hazel eyes are easily enhanced by the smile he usually has on his lips. He has a closely trimmed light brown beard, with just a hint of gray in it. Overall he seems to be a pleasant man, that perhaps occasionally does some unpleasant business. Rather prominently embroidered on his tabard is a finely stitched hourglass.

Donner the Giant’s Dog, Familiar to Alexei
Might: 10 Season: Summer

Size: +2

Str +1/+5
Sta +2
Int -1
Per +4
Pre -2
Comm 0
Dex +1
Quick +2/0

Personality Traits: Hound +3, Curious +2, Playful +2, Loyal to Alexei +3, Brave +3, Greedy +2

Virtues: Enduring Constitution, Puissant Brawl, Tough, Unaffected by the Gift
Flaws: Greedy (minor), Magical Friend, Uncontrollable Strength, Warped Senses (Hearing)

Magic Qualities: Gigantic (Size +2), Personal Power (1), Personal Power x2 (2), Lesser Power (3), Improved Damage x2 (Bite), Improved Attack (Bite), Improved Soak x3 (Tough Hide)
Magic Inferiorities: Susceptible to Deprivation, Minor Flaw (Weakness, playing), Reduced Abilities

Qualities: Domesticated, Keen Sense of Smell, Sharp Ears, Thick Fur

Abilities: Athletics 5 (Distance Running), Awareness 4 (Keeping Watch), Brawl 5 (Bite), Hunt 4 (Tracking by Scent), Leadership 2 (Other Dogs), Swimming 3 (Rivers), Finesse 2 (Teleporting), German 5 (Giving Orders), Latin 4 (Hermetic Usage), French 2 (Regional dialect)

Familiar Bond Cords:
The Golden Cord +2
The Silver Cord 0
The Bronze Cord +3

Combat:
Bite: Init +2/0, Attack +14, Defense +11/+9, Damage +7/+11
Soak: +15 (12+Bronze Cord)
Fatigue Levels: OK, 0, 0, -2, -4, Unconscious
Wound Penalties (-1 on total penalties): -1 (1-7), -3 (8-14), -5 (15-21), Inc (22-28), Dead (29+)

  1. Runt MuAn
    Shrinks Donner down to a more manageable size of 0. Doing this drops his wound range down and lowers his Strength by 4 but raises his Quickness by 2.
    Base 4 R: Personal D: Sun +2 T: Individual
    Power level = 10 Mastery points = 3 (25-10/5)
    Mastery Points spent: 2 to reduce cost, 1 to increase speed +1
    Power cost = 0
    Penetration N/A (8)
    Init: +1

  2. Alexei needs me! ReAn
    Donner can instantly appear near his owner when called. The power does not grant Donner any knowledge of where Alexei is or if he needs him or not. Alexei will have to enchant powers into their bond to communicate over distance, otherwise Donner travels on his whim. Due to his natural Size, Donner must shrink to Size 0 before he can use this power.
    Base 35 R: Personal D: Momentary T: Individual
    Power level = 35 Mastery Points = 3 (50-35/5)
    Mastery Points spent: 2 to reduce cost, 1 for Finesse 1 (Landing near Alexei)
    Power Cost = 1
    Penetration N/A (3)
    Init: -2

  3. The Inexorable Hunter (RoP: Magic page 31)

Description: Donner's normal size is comparable to a full sized French warhorse and weighs in at several hundred pounds. He is a mastiff hound with tawny brown fur and a black mask of fur around his eyes and part way down his blunt muzzle. His ears and tail show that he is still a puppy for the most part, perhaps due to grow still more. He can shrink down to a more normal size for a large hound and usually does so when he's inside. He loves to find and smell new things and people, but also wants to be by Alexei's side. As a puppy, Donner was the runt and nearly died from exclusion by the others in the litter as well as abuse and neglect from the giants who owned the dogs. Only a young giantess showed him kindness and was willing to trade him to Alexei when he wooed her with some stories and poetry, plus a spell or two. Donner loves Alexei fiercely and is jealous of his time, plus he thinks that Alexei doesn't trust him enough to go with him in combat or missions. This is mostly true, Alexei cares more deeply for Donner than he expected, he thought that Donner would be a loyal animal, not a true friend, thus Alexei is always concerned about Donner getting hurt or killed. They will have to work this out over time.

edit Added French language from additional xp. and added combat, Soak, and Gear load, corrected Spell list, corrected Combat totals, Added House Acclaim, fixed the first enchantment on Talisman (Afix spearhead)

XP: 5 on Intrigue and 5 on Etiquette, 1 more xp on Intrigue, 16 xp for Living Language: French, 5 Acclaim Xp from winning the joust

XP 1221: 10 from Tribunal/Tourney (5 spent on Great Weapon [also has Affinity Great weapon which adds 2 more xp], 5 spent on Order of Hermes Lore) 10 from March of the Primi (5 spent on Intrigue, 5 spent on French)

XP 1222 The Fall of Night 6XP spent on Finesse

Xp 1223 Race for the Pennant 6xp spent on Intrigue, 4 XP spent on Intrigue 1000 Pieces of Mons Electi

Just out of curiosity, what is Alexei's Apparent Age? (This may be relevant for Fiona's [strike]prurient[/strike] interests.)