Arktos ex Miscellanea is a Hermetic animal tamer of the Quinotauri tradition.
Arktos
Description:
Arktos is a stocky, shortish man with determined eyes. As he plods along, his odd gait makes his bushy beard and long hair flail about. When he talks to people, he tends to stand so close that they smell the fatty fish he loves to gorge on. He is a bit gruff and pushy, but has a soft spot for those weaker than himself. When cornered, he is fearless.
Arktos likes to have his way. His magic is almost exclusively geared towards ordering animals and humans around, and he has an unparalleled talent for controlling his spells. Few know, however, that there is an aspect of his magic that he cannot control: Every full moon, he transforms into a fierce, menacing werebear. At the end of some of these episodes, he sheds a sliver of silvery hair that contains Rego vis. Arktos hates losing control in this way, and has devised a spell that he uses to put himself to sleep for the duration of the were episode. He strives to become the greatest magical animal tamer in the order. The works together with his magical hound familiar Remus and its pack.
Arktos has lived all his life in the covenant of Polyaigos in the Theban tribunal, where his pater Nuncius still resides. Arktos used to enjoy life at the militant covenant, capturing creatures and hunting down enemies of the Order. He was, however, troubled by declining populations of magical animals in the Aegean region. When Arktos wrote about these worries to his friend and patron Lexander of Tremere, the elderly Fector beast master arranged him a position in the Oppidum of Héviz cataloging, capturing, and taming the magical creatures. Arktos welcomed the fresh hunting grounds, the high prices of the regulated Tremere magical animal market, and the order and discipline of the Tremere social structure.
Quotes:
Does the serf desire the corvée, the lord a glorious death, the hedge wizard a voting sigil? Yet it is so. In bondage we prosper.
You would not tame the wild and rule it as master. No matter. More for the rest of us.
The Quinotauri tradition, ex Miscellanea:
The Quinotauri claim to descend from a disowned second son of Merovech, the founder of the Merovingian dynasty and a son of the shapeshifting monster Quinotaurus (for more information, see the Normandy tribunal book, p. 8 ). This heritage supposedly grants them the ability to shapeshift, but also binds their magic to their hair. The tradition's monstrous roots render it vulnerable to the Dominion, which is why its members tend to gravitate away from populous areas.
Statistics:
Characteristics: Int +3 (Shrewd), Per 0, Pre -2 (1) (Ugly), Com -2 (Terse), Str +1 (Brawny), Sta +2 (Tough), Dex 0, Qik +2 (Swift)
Size: 0 Age: 62 (38), Height: 168 cm, Weight: 70 kg, Gender: Male
Decrepitude: 0 (1)
Warping Score: 2 (10)
Confidence: 1 (3)
Virtues and Flaws:
Free: The Gift, Hermetic Magus
Tradition: Personal Vis Source (Rego)* [Location: Hair], Shapeshifter (Bear, falcon, squid), Weak Magic Resistance (In Dominion)
Virtues: Boosted Magic, Life Boost, Quiet Magic (Spellcasting Penalty: None for soft voice, -5 if not speaking), Subtle Magic, Minor Magical Focus (Control Mental State), Life-Linked Spontaneous Magic, Affinity with Rego, Affinity with Mentem
Flaws: Bound Magic, Covenant Upbringing, Hermetic Patron (Lexander of Tremere, p. 44 AtD), Cyclic Magic (Negative): -3 During Fall and Winter, Greedy, Lycanthrope (Bear, Soak: +3)
Personality Traits: Brave +2, Slothful +1, Authoritarian +2
Combat:
Dodge: Init: +2, Attack --, Defense +5, Damage --
Fist: Init: +2, Attack +2, Defense +4, Damage +1
Kick: Init: +1, Attack +2, Defense +3, Damage +4
Soak: +5
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:
Animal Handling 3 (magical animals), Artes Liberales 2 (astronomy), Athletics 2 (running), Awareness 2 (alertness), Brawl 2 (Dodge), Charm 1 (first impressions), Code of Hermes 1 (mundane relations), Concentration 4 (spell concentration), Faerie Lore 1 (faerie forests), Finesse 4 (Mentem), Folk Ken 1 (magi), Greek 5 (expansive vocabulary), Covenant Lore: Polyaigos 1 (personalities), Latin 5 (hermetic usage), Magic Lore 3 (creatures), Magic Theory 5 (enchanting items), Order of Hermes Lore 1 (personalities), Parma Magica 6 (Ignem), Penetration 5 (Mentem), Philosophiae 1 (ceremonial magic), Scribe 1 (copying), Shapeshifter 3 (In Dominion), Survival 1 (Forest)
Arts: Cr 8, In 7, Mu 9, Pe 9, Re 19, An 16, Aq 6, Au 5, Co 1, He 7, Ig 5, Im 5, Me 19, Te 6, Vi 5
Sigils:
Casting: Drowsiness
Voting: A miniature stairway representing the Great Chain of Being
Equipment:
Pieces of flint for use with the Sling of Vilano
A branch for use with Strabo's Pencil
Within Tentacle's hilt:
Slivers of stone from boulders near Polyaigos and his lab in Heviz.
2 Creo, 2 Intellego, 2 Muto, 2 Perdo, 2 Rego vis in tiny marbles of different colors
Tentacle
Arktos' talisman Tentacle is a black leather whip as long as a tall man and as thin as a little finger. The top of its grip conceals a tiny mercury-filled topaz, a piece of magnetic magnetite, and a sliver of cinnabar. The bottom of the grip is hollow with a leather lid. Arktos uses the space to store vis for boosting his spells. In human form, Arktos keeps the Tentacle curled around his forearm, hidden from view by his sleeve. Slithering and Clean are activated when he turns Tentacle in a specific way.
Three effects have thus far been instilled into the talisman, occupying 8 of its 12-pawn capacity. The talisman has been attuned to Control Wild Beasts +5, Rego +2, and Muto +5.
Slithering, Level 30: Base 3, R: Per, D: Conc +1, T: Ind; Unlimited uses +10 levels, maintains concentration +5 levels, Penetration 22 +11 levels. Allows Arktos to control the Tentacle's movement and shape by concentrating. When left on its own, the Tentacle keeps the shape last assigned and resists changes. Complex shapes, delicate or fast movements, and attacks may require Finesse rolls. The Tentacle has a strength of +5. It carries its own weight and is capable of lifting things at most 6 feet above the ground. It moves as fast as a person could swing it.
Tough, level 25: Base 4, R: Per, D: Sun +2, T: Ind, +1 Frequency: 2/day, +3 Trigger: Sunrise/sundown, +11 Penetration 22. The Tentacle is unnaturally durable. It cannot be cut by weapons or broken by force.
Clean, level 20: Base 5, R: Touch +1, D: Sun +2, T: Ind, Frequency: 1/day. Keeps Arktos and his apparel, including the Tentacle, dry even if submerged.
Encumbrance: 0 (0)
Vis stocks: 15 Rego, 16 Creo, 14 Intellego, 16 Muto, 10 Perdo
Spells Known: (all casting totals without talisman)
Aura of Rightful Authority (ReMe 20) +43 (41 + 2 from talisman), Mastery 1 (quiet casting)
Beast of Outlandish Size (MuAn 15) +32 (27 +5 from talisman)
The Circle of Hibernation (ReAn 20) +60 (53 + 7 from talisman). Puts a cunning being to sleep. Base 4, R: Touch +1, D: Ring +2, T: Circle. +1 Size, i.e. affects up to size 4
The Circle of Hypnos (ReMe 15) +62 (60 + 2 talisman), Mastery 1 (magic resistance). Puts an intelligent being to sleep. Base 4, R: Touch +1, D: Ring +2, T: Circle
Clothe the Naked Form (CrHe 10) +17
Commanding the Conscious Creature (ReMe 35) +42 (40 + 2 from talisman). As Commanding the Harnessed Beast, but for intelligent beings. Base 20, R: Touch +1, D: Sun +2, T: Ind.
Commanding the Humongous Beast (ReAn 35) +44 (37 + 7 from talisman). As Commanding the Harnessed Beast, but +1 Size (affects creatures up to size +4). Base 15, Touch +1, Sun +2, Ind, Size +1.
A Day's Honey (ReAn 20) +44 (37 + 7 from talisman). As Soothe the Ferocious Bear, but R: Touch and D: Sun and +1 Size (affects up to Size +4)
The Draftless Step (ReAu 5) +26. The caster's movement does not stir the air around him.
The Gaze of Hibernation (ReAn 25) +61 (54 + 7 from talisman), Mastery 1 (quiet casting). Base 4, R: Sight +3, D: Diam +1, T: Ind. Puts an animal to sleep. +1 mag for size [i.e. works up to size +4]
The Gaze of Hypnos (ReMe 20) +62 (60 + 2 from talisman), Mastery 1 (quiet casting). Puts an intelligent being to sleep. Base 4, R: Sight +3, D: Diam +1, T: Ind.
The Hunter's Stealth (PeIm 10) +16. Destroys the caster's ability to affect smell and hearing.
Inscribe the Magic Circle (PeTe 10) +17. This spell inscribes a magic circle into the surface of the object touched. The circle may be as large or small as the caster desires, up to around 5 feet diameter. The spell affects simple materials such as dirt, clay, or sand; and harder substances such as stone or glass. It may also affect other materials subject to requisites at time of casting. Base 3, Touch +1, D: Mom, Part +1, to affect stone or glass +1. Filched from ironboundtome.wordpress.com
The Invisible Sling of Vilano (ReTe 10) +29 (27 + 2 from talisman)
Look at Me (CrMe 15) +30, Mastery 1 (quiet casting). Makes an intelligent target look at the caster in the eye. Base 4, R: Sight +3, D: Mom, T: Ind.
Look at Me, Beast (ReAn 5) +37. Makes a Cunning target look the caster in the eye. Base 2, R: Sight +3, D: Mom, T: Ind.
Loss of But a Moment's Memory (PeMe 15) +30
Personal Veil of Invisibility (PeIm 15) +16. As vanilla, but R: Self
Relocate the Vis (ReVi 15) +28 (26 +2 from talisman). Allows the caster to move vis between containers that he touches. Base 10, Touch +1.
Spot the Quarry (InIm 15) +14. For a fleeting moment, you see what is happening in the place you designate. You must have an Arcane Connection with the place or with something that is there. Base 1, R: Arc +4, D: Mom, T: Room +2.
Strabo's Pencil (CrHe 5) +17. Grows a sturdy vine at most 100 paces long in a pattern decided on casting. Elaborate patterns may necessitate Finesse rolls. The vine extends at a walking pace from wood or soil touched by the caster. It can grow around and over obstacles as a natural vine could. Base 1 CrHe, R: Touch +1, D: Sun +2, T: Ind, Size +1.
Sympathy for the Magus (PeAn 5) +27. Makes a beast shed some of its feathers, hair, scales, or similar. The amount lost is minuscule, and does not hamper the beast. The procedure in itself is unnoticeable, but an alert beast may roll against +12 to notice the part falling of. Base 3, R: Touch +1, D: Mom, T: Ind, Size +1 (Affects up to +4).
The Tentacle of the Eye (InIm 5) +14. Extends the caster's field of vision and hearing with the "viewpoint" of something that he touches. The spell ends when the caster no longer touches the thing in question. Arktos mainly uses this on the Tentacle. Base 2, R: Touch +1, D: Sun +2, T: Ind.
The Tentacle's Elongation (MuAn 5) +32 (27 + 5 from talisman). Changes the length of something made of animal products up to 32 times. Arktos uses this to elongate and shorten the Tentacle. Base 1, R: Per, D: Sun, T: Ind.
The Tentacle's Slime (MuAn 5) +32 (27 + 5 from talisman). Something made of animal products becomes unnaturally slippery and impossible to grasp. Arktos uses this to prevent the Tentacle from getting stuck or grappled. The spell has been designed such that it affects neither the grip of the Tentacle nor the first half-pace of its length. Base 4, R: Per, D: Diam +1, T: Ind.
The Tiger's Leap (ReAn 35) +39 (37 + 2 from talisman). As the Leap of Homecoming, but Animal.
Understand Me (InMe 20) +28. The caster speaks two words to an intelligent target, and the target understands them. Base 15, R: Eye +1, D: Mom, T: Ind.
Understand Me, Beast (InAn 15) +25. The caster speaks two words to an animal, and the target understands them. Base 10, R: Eye +1, D: Mom, T: Ind.
Ward Against the Beasts of Legend (ReAn 25) +37
Wizard's Communion (MuVi 20) +21 (16 + 5 from talisman)
Wizard's Leap (ReCo 15) +25 (23 + 2 from talisman), Mastery 1 (fast casting)
Wizard's Sidestep (ReIm 10) +28 (26 +2 from talisman)
Arktos in Bear Shape:
Characteristics: Int +3, Per 0, Pre -2, Com -5, Str +6, Sta +4, Dex +2, Qik +2
Size: +2
Combat:
Claws: Init +2, Attack +13, Defense +11, Damage +10
Teeth: Init +2, Attack +11, Defense +9, Damage +7
Grapple: Init +2, Attack +7, Defense +7, Damage n/a
Soak: +13
Fatigue Levels: OK, 0/0, -1/-1, -3, -5, Unconscious
Wound Penalties: -1 (1-7), -3 (8-14), -5 (15- 21), Incapacitated (22-28), Dead (29+)
Abilities: Athletics 3 (sprinting), Awareness 3 (prey), Brawl 5 (claws), Hunt 4 (deer), Survival 5 (foraging), Swim 3 (against the current)
Arktos in Falcon Shape:
Characteristics: Int +3, Per +3, Pre -2, Com -2, Str -5, Sta +2, Dex +1, Qik +6
Size: -3
Virtues and Flaws:Keen Vision (+3), Fragile Constitution
Qualities: Keen Eyesight (+3)
Combat:
Talons: Init +5, Attack +6, Defense +12, Damage -3
Beak: Init +6, Atk +6, Defense +9, Damage -4
Soak: +1
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-2), -3 (3-4), -5 (5-6), Incapacitated (7-8), Dead (9+)
Abilities: Athletics 5 (swift flight), Awareness 4 (spotting prey), Brawl 2 (talons), Hunt 4 (game birds), Survival 3 (cold climates)
Arktos in Squid Shape (filched from jarkmanpages.wordpress.com/misce ... creatures/ )
Characteristics: Int +3, Per 0, Pre -6, Com -5, Str +1, Sta +4, Dex +3, Qik 0
Size: 0
Virtues and Flaws: Lesser Immunity to blunt weapons
Qualities: Keen Eyesight (+3), Grapple, Loathsome Appearance, Multiple Arms (+3 climb, grapple, etc.), Slippery (+6 against grapple), Venomous.
Combat:
Beak: Init -2, Attack +11, Defense +8, Damage +2
Grapple: Init 0, Attack +12, Defense +9, Damage na
Tentacle (as Fist): Init 0, Attack +8, Defense +5, Damage +1
Barbed Tentacle: Init +0 Atk: +10 De: +8 Dam: +5
Soak: +8
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-3), -3 (4-6), -5 (7-9), Incapacitated (10-12), Dead (13+)
Abilities: Athletics 4 (climbing), Awareness 3 (predators), Brawl 5 (grapple), Survival 3 (ocean), Swim 5 (ocean) Hunt 4 (prey).
Powers:
Ink Cloud: 0 points, Init 0: the squid expels a cloud of black ink, spreading and thinning naturally, but thick enough to block sight in a radius of about five paces around the animal. In calm water, the cloud disperses within 2 minutes, equivalent to Duration: Diameter but disperses faster in rougher conditions. This defensive attack can only be used underwater and can only be used once per encounter.
Multiple Arms: 0 points, constant: the squid gains +3 to attempts to climb, grappling, and certain other Strength or Dexterity-related tasks where multiple arms would be a bonus.
Venomous Beak: 0 points, constant: when a squid bites an opponent, compare its Attack Advantage to the victim’s armor Protection (not his Soak). If the animal’s advantage is higher, the victim suffers the effects equivalent to a weak poison (Stamina roll against Ease Factor 6, Light Wound), regardless of whether the bite inflicts an actual wound.