Anulus Connectens: Hector of Tremere

This was me forgetting that you can accomplish more in a single post than I do in 6 pages of the Andreva thread. :blush:

Why not range touch? You'd save a pawn of vis and therefore also have one fewer botch die. You'd save yourself 15 minutes of casting time. Ritual spells can be level 20. You don't need to touch all of the vessels, the range of a spell is the distance to the nearest part of the target of the spell.

CJ house ruling - if it's a bunch of vessels, he made us have all the vessels in range. If you are willing to treat a stacked heap of vessels as continuous for this purpose then sure, it can be level 20.
This house ruling also means group ReCo movement was tricky - if at range touch, everyone had to touch the casting magus whereas under your interpretation you could link hands and the casting magus moves you all.

Then it is understandable, however my interpretation comes from page 111 of the core book where it says:
"The range of a spell is the distance to the nearest part of the target of the spell."

I think that there is a complication regarding rego where you can not change the instructions/behavior of a rego'd thing/creature if it/they are not within range of you. I couldn't find this in the Animal guidelines which is where I thought it was, so I'm offering it up as tentative. Certainly I member it being there but human memory is notoriously fallible.

Are you thinking of Mastering the Unruly Beast (ReAn 25) on page 120 of the core book?

I guess I was. I had thought it a general rule and not just an example.

Hector of Tremere +75 years

Characteristics: Int 3, Per -1(due to decrepitude), Pre 3, Com 0, Str 0, Sta 1, Dex 0, Qik 0
Size: 0
Age: 100 (57), 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: 7(10)
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 3 (maintaining spells), Etiquette 2 (nobility), Faerie lore 3 (aquatic fae), Finesse 6 (Herbam), Folk Ken 2 (sailors), Guile 1 (half-truths), Infernal Lore 1 (local demons), Intrigue 2 (tremere infighting), Latin 5 (hermetic usage), Leadership 4+2 (sailors), Local Language 3 (nautical terms), Magic Theory 5 (rego) , Order of Hermes Lore 2 (mages), Parma Magica 8 (mentem), Penetration 4 (herbam), Philosophiae 2 (ceremonial magic), Profession:sailor 4 (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 12, Pe 12, Re 28, An 9, Aq 13, Au 10, Co 13(1) He 14, Ig 9, Im 8, Me 8, Te 8, 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:
Command of release, ReAn 25, +38
Footsteps of slippery oil, CrAq 5, +26
The Magic Vintner, CrAq 30, +32 including Artes lib and philosophiae for ritual
Lungs of the fish, MuAq(Au) 20, +23
Cloak of the ducks feathers, ReAq 5, +43
Break the oncoming wave, ReAq 10, +43
Ward against the faeries of the waters, ReAq 15, +43
Push of the gentle wave, ReAq 15, +43
Neptunes Wrath, ReAq 40, +43
Bind wound, CrCo 10, +26
Gift of the frog’s legs, ReCo 15, +42
Lifting the dangling puppet, ReCo 15, +42
Awaken the slumbering corpse, ReCo 25, +42
Leap of Homecoming, ReCo 35, +42
Piercing shaft of wood, Mu(Re)He 10, +27
Curse of the rotted wood, PeHe 5, +27
Shatter the ship, PeHe 30, +27
Shiver the timbers, ReHe 25, +43
Ship’s extinguisher, PeIg 20, + 22
Ward against abysmal flame, ReIg 40, +38
Veil of invisibilty, PeIm20, +21
Wizard’s sidestep, ReIm 10, +37
The call to slumber, ReMe 10, +37
Aura of rightful Authority ReMe25, +37
Order the unruly sailor, ReMe 30, +37
The Unseen Porter, ReTe 10, +37
Wielding the Invisible Sling, ReTe 10, +37
Invisible Sling of Hector ReTe 20, +37
Crest of the Earth Wave, ReTe 20, +37
Scales of Magical Weight, InVi 5, +23
Sense the Nature of Vis, InVi 5, +23
Sense Realm Power, InVi 5, +23
Piercing the faerie Veil, InVi 20, +23
Piercing the magical Veil, In Vi 20, +23
Day of Communion, MuVi 30, +25
The Faerie’s Bane, PeVi 10, +25
Aegis of the Hearth, ReVi 20, +45 including artes lib and philosophiae as ritual
Circular Ward against Demons, ReVi 30, +41
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 flames, 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.
lord of the plants and planks - ReHe25,unlimited uses– animates small plants or things made of wood so they move around without Hector’s direct control
Behold the burning bush – turns a fire into the shape of a bush under Hector’s control. ReIg 30, 12 uses/day
rearrange the room ReIm 30, 12 uses/day– moves the visual images of up to 100 nearby items to places within 5 paces.

XP
Arts 5 years with study bonus for 38xp/year = 190xp.
54 xp Re to 28 using affinity
23 xp Mu to 12
27 xp He to 14
17 xp Ig to 9
21 xp Te to 8
8 xp Im to 8
8 xp Me to 8
Remaining 22xp to Co, for 13(1)

Abilities: 150xp = 5 years
40 xp parma magica to 8
20 xp leadership to 4
20 xp Profession:sailor to 4
15 xp Faerie Lore to 3
30 xp Finesse to 6
15 xp Concentration to 3
10 xp Order of Hermes lore to 2

Lab work:20 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
1 season creating "Sigil of shallow draft" - ReHe base 3 control an amount of wood +1 touch range +3 duration moon +3 target structure total ReHe30 - the wizard draws a sigil on the side of a ship, much like a lower case f. The ship touched will sit in the water with the waterline touching the level of the base of the sigil, no matter how heavily laden it is.(visually, it's like a loading mark on a ship except instead of reflecting the safe load level it magically enforces the level the ship sits in the water at).
1 season creating "direct the marine predator" ReAn base 2 plant a single suggestion in the mind of an animal, +3 sight, +2sun duration, +2 size modifier (up to size +7) for ReAn 25. This spell plants the suggestion in an aggressive creature of what it should go attack. This spell will direct a creature as large as a big shark or moderate size whale to chase a particular target until the next sunrise/sunset.
1 season creating the following:“mending the torn sail” ReHe . ReHe 3 “control an amount of plant material” + 1 touch +2 size modifier (for the biggest mainsails) total ReHe10. Rego craft magic to perform sail repairs on a sail made of plant products – linen canvas is usual.
AND “sorcerous shank” ReHe 3 “control an amount of wood” +2 voice range +2 target group total ReHe15. Rego craft knots hemp ropes together like a mariner would. To do both in one season requires ReHe lab total 40.

1 season creating “sorcerous still” ReAq base 3 (turn water into water vapour) +1 touch +1 concentration duration for total ReAq5. Turns a pot of water into water vapour, leaving impurities behind, and if you collect the vapour in another pot and then relax concentration, it reforms as pure water. Makes 3 in first season.
1 season SPENT WITH BAUSAS FOR A LONGEVITY RITUAL.
1 season using the above lab text to create 6 more for personal use and the Tremere fleet.
1 season creating “eye of the deep” –InAq(Te) 15 - like “eye of the naiad” ArM p122 with terram casting requisite to see through muddy depths and sun duration. Looking through water and mud clearly, Hector can examine the seabed while peering over the side of the ship. Lab total In 10 + Te 8 + Int 3 + MT 6 + aura 3 + familiar 8 = 38.
1 season creating “the unseen dredger” – ReTe base 2 (control an amount of dirt) +3 sight range + 1 concentration duration +1 target part total ReTe 15– grabs up to 10 cubic paces of dirt and pulls it up slowly. Can be used to tear up dry land, but Hector uses it to grab a piece of seabed, pull it to the surface and then have a sailor rake it over for loose objects.
1 season creating “lift the ship” – ReHe 3 control an amount of wood, +3 sight range, +1 concentration duration, +3 structure total ReHe 30. Raises a ship up slowly. Used to manoeuvre ships into drydock, or to raise wrecks from the seabed.
1 season learning “leap of homecoming” from a text
1 season writing texts for the covenant library and to trade.
2 seasons creating “shatter the ship” – PeHe base 4 (destroy dead wood) +3 sight range +3 target structure total PeHe 30 – destroys a wooden structure within range. For when Hector needs to make a show of strength. Pe 12 + He 14 + int 3 + MT 5 + aura 3 + familiar 8 = 45, so 2 seasons.
1 season creating InVi basics – Scales of Magical Weight (InVi 5), Sense the nature of Vis (InVi5) from ArM p158, and Sense of Realm Power – like sense of Magical Power (InVi 2, ArM p157) but with 3 added levels to detect realms of faerie, infernal and dominion as well . In 10 + Vi 12 + Int 3 + MT 5 + aura 3 + familiar 8 = 41
1 season creating “piercing the magical veil” InVi 20 ArM p158
1 season creating “piercing the faerie veil” InVi 20 ArM p 158
1 season creating “ship’s extinguisher” PeIg base 4 (extinguish a fire, cooling the ashes to warm) + 1 touch +3 structure target total 20. Pe 12 + Ig 9 + Int 3 + MT 5 + aura 3 + familiar bonus 8 = 40.
2 seasons creating “ward against abysmal flame” – like ward against heat and flame but personal and with the effect increased to ward up to +35 damage. PeIg base 4, +5 for up to +30 damage, range personal+2 sun duration total ReIg 40. Re 28 + Ig 9 + Int 3 + MT 6 + aura 3 +familiar 8 + lab rego bonus 8 = 65 so 2 seasons
1 season creating “command of release” ReAn base 2 (plants a single command in the mind of an animal to stop holding on to something) + 3 sight + 4 group +2 for 1000 animals total 25. Commands up to 1000 creatures to let go of what they’re holding on to – Hector uses this to command all the barnacles attached to a ship to let go, instantly unfouling a ship. If faced by a large horde of attack dogs or he needs to persuade some buzzards to let go of a corpse it might come in handy. Re 28 + An 9 + Int 3 + MT 6 + aura 3 + familiar 8 + lab rego bonus 8 = 65.

Aging - -10 ritual, -2 for bronze cord – 2 for living conditions for total -14
1st 5 yrs (86-90)/10 9-14 so -5 modifier 8, 0, 8, 6, 6
2nd 10 yrs(91-100)/10 10-14 so -4 modifier 0, 0, 3, 1 then 4 so 8, 4, 2, 9, 3, 6, 2. Apparent age increases by 4 years.

Notes: Hector has got enough rego in the lab and talisman to study beyond 25 with his study requirement, and slowly increases his skill. He rounds out other arts for certamen purposes and to learn more general purpose spells. He creates a good few nautical spells and items. Several rego lab total aren’t listed because with a rego of 28, magic theory specialised in rego, a lab bonus to rego of 8 and a familiar bonus of 8 it doesn’t matter about the other factors.
Abilities are spent being a better admiral – more leadership and sailing skills. Sadly he has to let his magic theory slide. His parma magica and finesse are still increasing so he doesn’t lose ground to his Tremere peers in certamen.
He has learnt some Vim spells, as now his lab totals are high enough they are quick to learn, and Hector wants to explore odd islands and patches of supernatural auras on the high seas. It is safer to have the spells as formulaic just in case he finds himself in unexpectedly powerful auras where casting spontaneously may fail.

EDIT:Changed to allow time with Bausas for longevity ritual, sacrificed extra season spent on lesser items.

No time for working with Bausas on a longevity ritual?

Edited to remove 1 season of lesser item making to allow time to spend with Bausas on a longevity ritual.

Sorry, that's now been pushed to the 76-90 period.

Hector has not yet been brought up to 90 years out of apprenticeship.

Darkwing was kind enough to give me the ok to post what I would have had him do for years 76-90. I've still got the itch to work on older magi.

So I'm going to do 15 years on this character. I think that doing it in this thread will be less confusing than starting a separate thread for "my interpretation of Hector: years 76-90". I'm willing to change that if you'd rather not have this thread polluted with my input.

Before I get started I on new stuff I'm going to need to figure out exactly where he is at age 75.

To that end I've written up what I think his lab is:

So to Darkwing and Christian especially, does that look correct?

I don't see any problems. Could toss it into a spreadsheet, but I'm assuming you've already done that?

It was well buried in the text, sorry.

oh, sorry I missed that.

Just looking through I think I could reasonably add in the +2 bonus to general quality from flawless laboratory equipment. (He'll need that)

The specializations include health, which is above as a characteristic. Is that a typo, or am I misunderstanding something about the laboratory personalization rules?

I sometimes use spreadsheets for when I need lots of arithmetic and I'm afraid of messing up but in general I find that jut scribbling stuff in a spiral notebook is quicker for me.

Took me a while to jog the old memory, and a bit more to find a file with any useful data in.
Bas-Relief of the Manor also gives Magical Heating.
Otherwise it looks ok.

PS I'm still working - on and off - on finishing the next period for Janus. But I got sidetracked with writing for the fanzines. It was something about sailing the ship across desert, and coping with sand, heat, thirst and evil Djinni.

Moving on then, the most recent set of numbers I see for Pisces is at 45 years out of apprenticeship. I'm going to give him(?) 19 years worth of xp before I continue the character advancement for Hector. Is that reasonable?

I see that, on the list of abilities that I have for Pisces, awareness is listed twice. Is that just an error, or is something else going on?

OK then, 19 years at 25 xp per year gives Pisces 430 points to work with. I'm going to run with the idea that, seeing as Pisces can stop ships in their tracks, one of his awareness specialties was ships, and that he choose to be Hector's familiar, that he is interested in ships.

Here is his +75 abilities list in no particular order with some explanations as to my thinking.

Magic Theory 5 (raised by 2)
Brawl 4 (increased by 1)
profession sailor 3 (he's spent so much time around ships he's bound to pick stuff up)
Folk Ken 2 (specialization sailors)
Awareness 5 (increased by 1)
Stealth 5 (increased by 1)
Faerie lore 3 (specialty in aquatic creatures)
Infernal Lore 3 (specialty in aquatic creatures)
Magic lore 3 (specialty in aquatic creatures)
Charm 2 (I stole the xp from the redundant awareness skill for this)
Survival 3 (unchanged)
Swim 5 (unchanged)
Organization lore Order of Hermes 1
Organization lore; House Tremere 1
Carouse 1 (specialization Sailors)
Artes Liberales 2 (He's been around through more than one apprentice)
Latin 5 (He gets Hector's language skills for becoming a familiar)
South Slavonic 5 (He gets Hector's language skills for becoming a familiar)
Local Language 3 (He gets Hector's language skills for becoming a familiar)

plus
Something cool at level 6 I was thinking about art of memory but I was also considering philosophae so he could eventually make his own half underwater laboratory for experimental philosophy. Basically I want sort of mostly unexpected interest for a remora to develop just for more personality. if it fits with the story of ambition and the Tremere fleets that's even better. Suggestions are eagerly encouraged.

Edit: I think that Pisces has lived his whole life under water and since becoming a familiar he is becoming acquainted with the stars for the first time. I'm going to have him study artes liberales and eventually do astrology. Ergo I'll put his Artes liberales at 6(15) with a specialization in astronomy

Also since Pisces is interested in ships and because it is sometimes moderately inconvenient to be a fish in stories concerning wizards, Hector and Pisces will spend two seasons enchanting their bond with the following effect:

I looked at the other monkeys, but the Baboon seemed the most practical the choice for a sailor fish, and I imagine that Pisces is the one who made the choice.

In the process of getting in to the head of Hector I decided to do formal write ups of all of the unique spells he has invented up to this point. I made some modifications I thought were appropriate and I wrote down some points on issues that I didn't find clear

On this one Darkwing noted:
Christian Andersen's calculations on the Ars forum reckon 1 base unit of Aquam is about 20,000kg. Processed liquids like wine are 1/100th of this, so 200kg. The standard container unit for shipping is the "tun", a barrel taking approx 1 imperial ton, or around 1016kg. So to fill a tun is base 2, +2 for voice range (as I plan to fill many containers) and +1 for size, or total 5. Minimum for a ritual is 20, so group +1 will bring this up to 20. Therefore, the minimum barrel-filling ritual is CrAq 20, fills 100 barrels with wine. NB you could choose olive oil as a processed liquid instead. According to City & Guilds, both sell for 10 mythic pounds a ton.

Darkwing has the above spell at level 25, I don’t see how. Also he’s chosen range voice for no reason I can see (aside from the spell being level 20 due to its ritual nature, so why not). Naptha is not the same as greek fire is it?

Despite the intent I see no reason why this could not be used on any aggressive creature (and there was no indication in darkwing's notes that it should be restricted).

Darkwing, there is a lot of cool stuff in here.

Naphtha is not the same as greek fire - but Lands of the nile includes rules on incendiary devices as used by Egyptian forces in sieges, including naphtha bombs. After being told about their use by crusaders, Hector can research them. You could just as well create vials of vitriol, only these require glass containers which are a lot more expensive than clay/ceramic containers for incendiaries.

The marine predator spell could work on any land based predator, but Hector doesn't spend enough time in deep wilderness away from sea to come into contact with large bears or other angry beasts.