Year 76-90
Here I just focused on gaps in abilities, and some Vim Spells
10 years studying = 300 xp
5 years in lab
300xp
Code of Hermes from 5 to 6 30xp
Folk Ken from 2 to 4 35xp
House Diedne Lore from 1 to 3 25xp
Guile from 4 to 5 25xp
Occitan from 3 [4] to 4 16xp
Order of Hermes Lore 5 to 6 30xp
Parma Magica 5 to 6 30xp
Penetration 4 to 5 25xp
Teaching 1 to 4 45xp
Vim to 17 [6] 39xp
Lab
Create Spells
The Phantom Gift CrVi15 and Shell of False Determinations CrVi30 (Both invented from Lab texts); CrVi Lab total: 11 (Cr) + 2 (int) + 6(MT) + 3(Aura) +5 (Max) +17 (Vim) + 2 (Gen. Quality Lab) = 46; 1 season
The Invisible Eye Revealed InVi40 (invented from Lab texts); InVi Lab total: 11 (Cr) + 2 (int) + 6 (MT) + 3(Aura) +5 (Max) +17 (Vi) + 2 (Gen. Quality Lab) = 46; 1 season
Mirror of Opposition (Mentem) MuVi20, Mirror of opposition (Imaginem) MuVi20 (invented from Lab texts); MuVi Lab total: 11 (Mu) + 2 (int) + 6 (MT) + 3(Aura) +5 (Max) +17 (Vi) + 2 (Gen. Quality Lab) = 46; 1 season
The Sorcerer's Fork MuVi40 (invented from Lab texts); MuVi Lab total: 11 (Mu) + 2 (int) + 6 (MT) + 3(Aura) +5 (Max) +17 (Vi) + 2 (Gen. Quality Lab) = 46; 1 season
Wizard's Boost (Mentem) MuVi 40 (invented from Lab texts); MuVi Lab total: 11 (Mu) + 2 (int) + 6 (MT) + 3(Aura) +5 (Max) +17 (Vi) + 2 (Gen. Quality Lab) = 46; 1 season
Unravelling the Fabric of Aquam PeVi20, Unravelling the Fabric of Terram PeVi 20 (invented from Lab texts); PeVi Lab total: 10 (Pe) + 2 (int) + 6 (MT) + 3(Aura) +5 (Max) +17 (Vi) + 2 (Gen. Quality Lab) = 45; 1 season
Unravelling the Fabric of Auram PeVi20, Unravelling the Fabric of Herbam PeVi 20 (invented from Lab texts); PeVi Lab total: 10 (Pe) + 2 (int) + 6 (MT) + 3(Aura) +5 (Max) +17 (Vi) + 2 (Gen. Quality Lab) = 45; 1 season
Unravelling the Fabric of Mentem PeVi20, Unravelling the Fabric of Imaginem PeVi 20 (invented from Lab texts); PeVi Lab total: 10 (Pe) + 2 (int) + 6 (MT) + 3(Aura) +5 (Max) +17 (Vi) + 2 (Gen. Quality Lab) = 45; 1 season
Unravelling the Fabric of Corpus PeVi20, Unravelling the Fabric of Animal PeVi 20 (invented from Lab texts); PeVi Lab total: 10 (Pe) + 2 (int) + 6 (MT) + 3(Aura) +5 (Max) +17 (Vi) + 2 (Gen. Quality Lab) = 45; 1 season
Enslave the Mortal Mind ReMe40; ReMe Lab total: 11 (Re) + 2 (int) + 7 (MT with Mentem specialty) + 3(Aura) +5 (Max) +30 (Me) + 2 (Gen. Quality Lab) = 60; 2 seasons
Enslave the Mortal Structure (As Enslave the Mortal Mind, but with target: structure [+3]) ReMe 55; ReMe Lab total: 11 (Re) + 2 (int) + 7 (MT with Mentem specialty) + 3(Aura) +5 (Max) +30 (Me) + 2 (Gen. Quality Lab) = 60; 2 seasons; You can control all the people to do the same task, but if you want individual tasks performed you have to concentrate on a single individual, relinquishing control of all others, though able to reestablish control if desired, within the spells' duration.
7 season of items and spells to be completed (Allows room for tinkering)
Saoirsé at Gauntlet +90 years
Appearance: Saoirse is a tall 5,7", slender woman with ivory skin and platinum hair. Her eyes are a vivid forest green and she is dressed mainly in plain white robes, at most with a subtle symbol of House Guernicus. She still looks about 35. She has gotten a nasty scar on her right cheeck, from an encounter with a wyrm. She carries around a wand, and is followed by her cat Max.
Characteristics: Int +2, Per +0, Pre +2, Com +2, Str -3, Sta 0, Dex 0, Qik +3
Size: 0
Age: 115(35)
Decrepitude: 1 (8)
Warping Score: 6 (31) (I have given Saoirsé 3 warping every other year as mentioned above)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift, Hermetic Maga, Affinity with Mentem, Affinity with Intrigue, Careful Sorcerer, Fast Caster, Hermetic Prestige (free), Inoffensive to animals, Social contacts (Magi of the Order of Hermes), Strong Faerie Blood (Sidhe), True Friend (Max), Unaging; Covenant Upbringing, Dark Secret (Studies the history of, and seeks the truth of, House Diedne), Difficult Longevity Ritual, Pagan, Temperate, Weakness (Small animals)
Personality Traits: Brave +1, Temperate +2, Animal lover +2, Loyal (To Max) +3, Hates Dragons +3
Reputation: Concerned with the welfare of the Order 4, Mentem Specialist 1, Good Hoplite 1, Venator 1
Combat:
Brawl (fist): Init +3, Attack +0, Defense +3, Damage -3
Soak: +0
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–5), –3 (6-10), –5 (11-15), Incapacitated (16-20), Dead (21+)
Abilities: Area Lore: [Where she grew up] (Relations with Faeries) 2, Area Lore: Covenant (People) 2, Artes Liberales (Music) 2, Awareness 2 (Alertness), Charm (Men) 2, Code of Hermes (Wizard's War) 6, Dominion Lore (Miracles) 1, Etiquette 2 (Order of Hermes), Faerie Lore (Sidhe) 1, Finesse (Fastcasting) 4, Folk ken (Magi) 4, Gaelic (Storytelling) 5, Guile (Lying) 5, House Diedne Lore (Schism War) 3, Infernal Lore (Demonic Bargaining) 2, Intrigue (Plots) 5, Latin (Hermetic use) 5, Leadership (Magi) 3, Magic Lore (Witches) 2, Magic Theory (Mentem) 6, Music (Lute) 2, Occitan (Colloquial use) 4, Order of Hermes Lore (The order as a society) 6, Parma Magica (Mentem) 6, Penetration (Mentem) 5, Philosophiae (Ethics) 2, Profession Scribe (Beautiful penmanship) 1, Profession Veterinary (Small Animals) 2, Second Sight (Faerie Regios) 1, Teaching (One-on-One) 4, Theology (Pagan religion) 1
Arts: Cr 11, In 11, Mu 6, Pe 10, Re 10, An 7, Aq 7, Au 7, Co 7, He 7, Ig 10, Im 7, Me 30, Te 7, Vi 17 [6]
Twilight Scars: People with legal jurisdiction are always polite to her, despite her Gift and despite what they have to do. She is never sullied at a crime scene, no matter what she digs into. Cats are always kind to her, ignoring her Gift.
Equipment: Good quality, but plain white robe with a subtle House Guernicus sigil woven into it. A dagger and a pouch. Hawthorn Wand with Red Coral Tip, attuned as Talisman with +10 vs. Demons, her familiar Max (Gold +2, Silver +1, Bronze +2) - a slight tortoiseshell cat
Encumbrance: 0
Casting Sigil: A faint haunting tune, maybe a lute playing, can be heard (Voting sigil: A small metal coin, engraved with musical notes on both sides)
Spells Known:
Words of the Unbroken Silence (CrMe10/+41)
Memory of the Distant Dream (CrMe20/+41)
Sight of the Transparent Motive (InMe10/+41)
Frosty Breath of the Spoken Lie (InMe 20/+41)
Be at Peace (MuMe 20/+36, base 4, R:Voice, D:Sun, T:Ind) This spell changes a violent, attacking person's emotions to those of peace and pacifism. Engaged in battle, such a person would cease to attack anyone, though not cease to protect himself or a charge.
Lay to Rest the Haunting Spirit (PeMe10/+40)
Ring of Warding Against Spirits (ReMe10/+40)
Aura of Rightful Authority (ReMe20/+40)
The Call to Slumber (ReMe10/+40)
Trust of Childlike Faith (PeMe10/+40)
The Invisible Eye Revealed (InVi10/+26)
Shroud Magic (MuVi10/+21)
Demon's Eternal Oblivion (PeVi10/+28) Mastery 3, Penetration, Multi-Casting and Fast Casting
Circular Ward against Demons (ReVi10/+27) Mastery 2, Penetration and Fast Casting
Personal Disguise of the Transformed Image (MuIm10/+13)
Wizard's Sidestep (ReIm10/+17)
Veterinarian's Discerning Eye (InAn 10/+18)
Wail of the Banshee (MuIm5/+13)
The Whole form the Part (InCo20/+18)
Sight of the Molting Magus (InCo25/+18)
The Discerning Eye (InIm 20/+18)
The Good Witness (CrMe25/+41)
Trust Me (ReMe20/+40)
The Penitent's Confession (ReMe30/+40)
Restore the Faded Threads (CrVi25/+26)
Impression of the Faded Sigil (InVi30/+27) Mastery 1, Acute Sense
Opening the Intangible Tunnel (ReVi20/+25)
Wizard's Communion (MuVi 25/+21)
Shell of Opaque Mysteries (CrVi 20/+26)
Unravelling the Fabric of Ignem (PeVi 20/+25)
Ward Against Faeries of the Forest (ReHe20/+17)
Ward Against Faeries of the Earth (ReTe20/+17)
Ward Against Faeries of the Air (ReAu 20/+17)
Dreadful Bane of the Fae (PeVi 20/+25)
Circular Ward Against Demons (ReVi 30/+25)
Demon's Eternal Oblivion (PeVi25/ +25 )
Disenchant (PeVi25/+25 )
Maintaining the Demanding Spell (ReVi30/ +25)
Cutting the Cords (PeVi25/ +25)
Circle of Clarity (PeVi25/ +25)
Weight of a Thousand Hells (CrMe25/ +41)
Peering into the Mortal Mind (InMe30/ +41)
Touch of the Structure's Transparent Motive (InMe 30/+41)(Base 5 [Detect one emotion] + 1 Touch range, +3 Structure target, +1 information about the intensity of the emotion) This spell lets Saoirsé touch a single structure and perceive the single stongest motive affecting every single person inside. She also feels the intensity of the motive, not just its nature.
Peering into the Structure's Mind (InMe 45/+41) (Base 25 [Learn all the information you wish from a person's mind] + 1 Touch range, +3 Structure target) This spell lets Saoirsé touch a single structure and probe and understand the contents of the minds within.
Bravery at Sea (CrMe30/+41), Base 4, R: Voice +2, T: Group +2, D: Sun +2; Increase a group's Brave personality trait by +3
Loyalty at Sea (CrMe30/+41), Base 4, R: Voice +2, T: Group +2, D: Sun +2; Increase a group's Loyalty personality trait by +3
Cohesion of the Turb at Sea (ReMe35/+40) (Incline a person to a particular sort of response) Base 5, R: Voice +2, T: Group +2, D: Sun +2; The turb on the ship fights cohesively, dodging at appropriate times, being in synch with each other etc. This translates to a +2 bonus for all combat related rolls; the crew sings sea-shanties when under the effect of this song.
Embrace the Domain of the Mermaid (MuCo(Aq) 20/+12) Base 2 (Base 2 is change someone to give them a minor ability, useable for "make people move without impediment in water") R: Voice +2, T: Group +2, D: Sun +2
To Shore, Dolphin Friend (ReAn 20/+17) Base 2, R: Voice +2, T: Group +2, D: Sun +2 (Base 2 implant a single suggestion in an animal's mind) This spell makes a group of dolphins transport injured people to shore, if to far from the shore, the dolphins will help keep the people afloat
Gather the Friends of the Sea (ReAn 20/+17) Base 2, R: Voice +2, T: Group +2, D: Sun +2 (Base 2 implant a single suggestion in an animal's mind) This spell summons all dolphins in range to be as near to the caster as possible; This spell can be cast before To Shore, Dolphin Friend - the suggestion to help injured people will supercede the need to be near the caster.
Above the Roar of Combat, Listen! (InIm25/+18) Base 3 R: Voice +2, T: Group +2, D: Sun +2(Base 3, enhance one of your senses in one way) This spell allows the targeted group to, above the clatter of combat, clearly her commands from their superiors, be they magi or ship captains etc - anyone designated as their superior before combat
The Phantom Gift (CrVi15/+28)
Shell of False Determinations (CrVi 30/+28)
The Invisible Eye Revealed (InVi40/+28)
Mirror of Opposition (Mentem) MuVi20/+28
Mirror of opposition (Imaginem) MuVi20/+28
The Sorcerer's Fork MuVi40/+28
Wizard's Boost (Mentem) MuVi 40/+28
Unravelling the Fabric of Aquam PeVi20/+27
Unravelling the Fabric of Terram PeVi 20/+27
Unravelling the Fabric of Auram PeVi20/+27
Unravelling the Fabric of Herbam PeVi 20/+27
Unravelling the Fabric of Mentem PeVi20/+27
Unravelling the Fabric of Imaginem PeVi 20/+27
Unravelling the Fabric of Corpus PeVi20/+27
Unravelling the Fabric of Animal PeVi 20/+27
Enslave the Mortal Mind ReMe40 /+41
Enslave the Mortal Structure ReMe 55(Ritual) /+41
- Saoirsé's lab:
Size 0, Refinement 0, General Quality +2, Upkeep +3, Safety +1, Warping 0, Health +2, Aesthetics +2, Creo +1, Rego +1, Longevity Ritual +1
Features: Dedicated Building (+1upkeep, +1Aesthetics, +1 Rego; free), Idyllic Surroundings (+2 Health, +1 Aesthetics, +1Creo; free), Superior Construction (+1 Safety, +1 Aesthetics; free), Highly Organized (+1 General Quality; free), Precious Ingredients (+1 General Quality, +2 Upkeep, +1 Longevity Ritual)
Aging rolls:
15 aging rolls: -2 (Healthy lab, judged that she spends half the year there, also half bonus from Janus' structural improvements) -3 for Strong Faerie Blood -2 for covenant (resources of a summer covenant, judged from the troupe's discussion of its prominent backers) -2 for Bronze Cord, 9 rolls with +10 for 10th decade of life and 6 rolls with +11 for 11th decade of life. +1/+2 bonus
3 +1 Nothing happens, 3 +1 Nothing happens, 3 +1 Nothing happens, 1,3 +1 Nothing happens, 5+1 Nothing happens, 6+1 nothing happens, 8+1 Nothing happens, 4+1 Nothing happens, 1, 5+1 1 aging point in Str (Nothing happens, but adds to decrepitude), 10+2 1 aging point in Str (Nothing happens, but adds to decrepitude), 9+1 1 aging point in Str (Nothing happens, but adds to decrepitude), 1,9 +2 1 aging point in Pre and Com (Nothing happens, but adds to decrepitude), 6+2 Nothing happens, 6+2 Nothing happens, 7+2 Nothing happens