Astris Ex Tremere 1180-1186

1180.7 part 4

He can! He takes the opportunity to tell you that it's a very good idea for a magus to see the woeful state of affairs along the river, and to explain how the covenant trades. The covenant does not directly send vessels downriver, but operates through merchants in Kyiv itself, who do use the overland and river routes. But anything that adversely affects them does drive up prices and create shortages. It also lowers prices when selling to merchants, because they need to account for losses taken during transport. Sometimes a specific item cannot be obtained because it was stolen or destroyed en route.

Of course, he will need to send guards with you, and it will be expensive, because no ship's crew will want to have you aboard. But finding the money is his problem, he assures you, and it will be found. And if, in the years to come, you can solve the problem of keeping the river open for trade, the expense will be more than repaid. Especially if you solve the problem just for a few ships, which the covenant might own.

Unfortunately, reaching the covenant by mundane means will take an entire season. You'd then be immediately be transported back to the Pylon, and you'd return to your destination the next day, ready to hunt for your familiar in a second season.

1180.4 part 16

Just the rising smoke.

As you think that you're not going to enter the house uninvited, the miserable drizzle becomes a freezing downpour that drenches you through in moments, unless you fastcast something to the contrary. It couldn't possibly be a coincidence, could it?

[OOC: I'm assuming he's looking for pickled fish, since they do sort of swim close together in barrels, are salty etc...]

"I think I know where I can get you some picklefish. I need to go back to my home and I'll bring you two, or maybe more, as soon as I can. How will I be able to find you to give them to you?"

Assuming he gives me a way to contact him or meet him, I'll return to the manner and see if we have a barrel of pickeled fish. Since are manor is in a sea-side county, I'm hopeful its a reletecivly common food stuff. If my family doesn't have any, do I know some place that would. 4+die (2 Int + 2 Sussex County Lore). If so, I'll get my sister to ask one of the grog....er .... servants to get me some.

If I travel by mundane means, I still get ported back by the Pylon? I mean, its actually kind of convenient in this case, but I want to make sure I understand.

Once the downpour hits, I say aloud "I'll take that as an invitation."

I'll also cast my nifty "Keep Warm" spell
Cr(Re)Ig(Co) 5
Range: Personal Duration: Sun Target: Individual
(Base 2 (ArM5 p. 140, +2 Sun, +1 Rego, +0 Corpus)
This spell heats a human body to its normal temperature, and keeps it there for the duration. Rego magic insures that the body stays the right temperature, neither too warm, nor too cold. Corpus is needed only for targeting and does not increase the magnitude.
Casting Score 7=(6 TeFo +1 Sta)(Goal 7).

Once I'm nice and toasty, I'll enter the gate and see about getting into the hut. Does it look like I could jump and pull myself in? 1 (+1 Str +1 Athletics -1 Nocturnal).

As I understand it, their first aid does not directly heal my light wounds*. I still need to rest a week for those.

So, I'll head out before the big WHUMP. The question is how bad off am I. I'm assuming I'm able to walk, at least locally. Can I travel overland safely? That is, without wound worsening? If so, I'll walk, slowly, toward my parent's manor, traveling at night with Eyes of the Cat. Once my chest stops following me, I'll take what I can carry, my shield , coins, water and food, in that order and keep walking. I'll be ready to veil myself if I need to.

If not, I head back to where I Pylon'd in and set up a camp. (The reason I gave the total to find the place was to see if I knew a secluded place I would be less likely to be disturbed in. I'll camp for a week and try and get better. The first night, I'll risk casting a single spell, a 15 minute ceremonial modified Purification of the Festering Wounds.
CrCo 5
R: Personal D: Moon T: Individual
Gives a +3 bonus to Recovery rolls.
(Base 2 ArM5 p. 130 +3 moon)

Casting Score: 7 (6TeFo +1 Sta +3 Cyclic +2 AL +1 Exg. Gestures -6 Wounds) (Goal: 6)

If, while camping, I hear anything or anyone approach, I'll make the tent invisible with a Touch range Personal Veil of Invisibility Casting Score: 7 to 11 (12 TeFo +1 Sta (+3 cyclic) +1 Ex. Gestures -6 injuries (-1 Nocturnal)).

  • I've used rules that a good first aid rolls can eleminate all mechanical effects of light wounds.

1180.1 part 14

Correct.

A little "behind the curtain" stuff: I started off thinking about the scene without rules. Astris was really worked over. Bruised all over, puffy face, hardly able to see because of a black eye or two, cracked ribs from being kicked, gauntlet across the face, and so on. He was barely conscious when they finished with him, and perhaps went unconscious for a bit. The knights enjoyed themselves thoroughly and were encouraged by the townsfolk. Nasty stuff. How to represent this using the game rules? Well, the knights have pretty good control over the damage they cause to a defenseless and immobilized target; brutalizing peasants is part of their job description, right? :slight_smile:/2 So once they had Astris safely grappled and brutalized, I didn't need to worry about rolling up: This is casual brutality, not combat and the rolls are simple. How to represent what was done to him? Well, if he's hovering at the edge of consciousness when they are done with him, they have probably inflicted at least a -6 penalty on him, since a FL of -5 represents a man weary but not in danger of losing consciousness. AM doesn't represent fatiguing injuries very well, but that's ok; first aid will handle those, and Astris was wise to seek it. So what does the -6 represent? A serious wound seemed too serious, and six light wounds too insignificant, especially since the knights probably worked him over a bit harder than they might have, due to their instinctive dislike and due to the encouraging crowd. So one medium and three light wounds represents Astris being thoroughly battered. Some injuries will fade within a day or so, but that thoroughly swollen eye will hinder him for at least a week, and those cracked ribs...

...The knights wanted to give Astris something to remember, and I'm sure that they will discover that he does! Perhaps they will learn the wisdom of House Doctrine: "Have no enemies."

If you want Astris to have lost a tooth in all this, that would be fine too.

As for Light Wounds... I define a Light Wound as a wound that normally takes a week to heal, and assume that any wound of less significance is not worth accounting for within the granularity of the AM rules. These lesser injuries are not even Light. This is not quite realistic, but I didn't want to rewrite combat rules.

You think about it, and return to your camp. Staggering across the countryside does not seem to be a good idea. You're in a bad way, with injuries that will take you five weeks to heal completely, assuming you don't use vis and your recovery rolls are perfect.

....and it's just your luck that the Chaotic Magic fairy has finally graced you with a blessing, as you roll up at a most inopportune juncture--but at least it's not a botch. The spell is Something Different. Any suggestions? :slight_smile:

Well, the spell was supposed to enhance my bodies natural healing. What if it enhanced all the natural processes. I grow a full beard every day, an inch or two of hair a day, my nails grow almost visibly, I have to pee once an hour, and I'm really really hungry. It could allow for a "good side effect" of letting me make more frequent recovery rolls (daily for light, weekly for the medium) so I may be able to recover in time to get to the Tourney and continue the story. What do you think?

considers, but I shake my head This is very tempting, yet I remind myself that this is a Major Flaw; Astris has been using spontaneous magic a lot, and has been doing impressively well. So being bitten by Chaotic Magic during a Cycle feels right. I'd rather it had come up some other time (like if Astris suddenly discovered at a dramatically opportune moment that his chest didn't follow him after all, and is now Somewhere) but I'll roll with it biting him now. And recovering faster doesn't feel like a bite, but a benefit.

One aspect of the Cycles that I notice emerging and did not fully anticipate, is that we are getting to see how the virtues and flaws work and really affect the characters. Well, I mostly anticipated it,, but didn't fully appreciate it. Thus, the magi with Blatant Gift (um, that's all of them atm :slight_smile: ) are really feeling their ostracism. Reputations are mattering, the choice of formulaic spells.... I'll not have done well by either you or Astris if we don't get a good feel for the real weight of this Flaw.

As for the story... the story is what actually happens. I wasn't expecting Baba Yaga, and was expecting a light season amidst what magi might call faeries.... but there we are. I wasn't expecting Archibaldus to be diverted by a bunch of trees, but when the player invoked the forest, I knew that certain NPCs would be paying attention. So this story, originally about a tournament, might actually become something else. And that's ok. After all, if the knights prevent Astris from arriving in time to protect his brother, we have an excellent story of vengeance next Cycle....

All good points, but you can't fault a gamer for trying to bail his PC out of a jam.

The RAW on Chaotic Magic describe that the spell "still works, but the effects are beyond [the magus's] control." The problem is that a healing spell doesn't have an element of "control" like a Charge of the angry Winds or similar magics that just cry to go all "sorcerer's apprentice" on an unlucky maga. But a healing spell either works, or doesn't. So how about rather than providing a straight +3, it provides a random modifier to each check, say 1d4? That lowers the average and captures the idea that the magic is out of control and acting randomly. If you don't want to allow any benefit, it could be 1d3, (since the spell still works- even if poorly). Unless I had a big exploding 1 chain, I doubt the spell had a whole lot of "umphh" behind it anyway. How's that sound?

Hi,

shakes head I think that when the effects are outside of the character's control and the results are beyond the caster's control, anything can happen. There's magic, it is chaotic, and the caster's intention does not necessarily have any bearing on what happens; the SG decides how much magic happens and what it does. Otherwise, this Flaw would not nearly be on par with Weak Spontaneous Magic; I've done some of the math and have noticed that a magus who is careful can make sure the flaw is almost never triggered (good job at that, btw! It's effective, and I'm impressed.) smile So I guess I'll have to think of something appropriately memorable.

Anyway,

Ken

I've been re-reading the description of the flaw, and thinking about your point that it should be on par with other major flaws. I guess the writing book is somewhat ambiguous. I took the phrase "the spell still works" to mean that the general effect sought happens. A CrIg attack spell calls fire to attack, a ReAn beast control spell affects the behavior of beasts etc... But I can see the notion that the "spell" works- i.e. magic happens and the result in unpredictable. Comparing to the other flaws it makes more sense to read it the later way than the former.

So, if you want one more suggestion, have the spell "over heal" his wounds. After he recovers, he keeps healing, developing ugly scars and a distorted eye from his black eye. The result would be the "Disfigured" flaw until he can get it repaired.

1180.6 part 10

He'd like to come with you, and is confident that no one will notice (they never do), but if you insist, he'll wait right where he is.

Either way, procuring two pickled herring is quite straightforward. Harry is quite excited; he has never had them before, yet before eating one ravenously, he manages to control his appetite long enough to offer you one of his two delicious picklefish.

Whether or not you eat with him, he eats his fish (and possibly the one you declined.) Is it your imagination, or does he seem ever so slightly taller, ever so slightly stronger?

"Now I will help you," he says. "There. No bad luck. You will see. You will see. Well, I'll be off!"

Hi,

As the background says: You get yanked back at the end of the season no matter what.

Anyway,

Ken

1180.4 part 18

Oh man, you so luck out. There I was, typing out a splendid Chaotic Magic effect, when I decided to check my math just in case... :frowning: :wink:

Yes, you can. (Note that you missed Nocturnal from your casting score. Please make sure that we're also up to date on Fatigue, that your penalty is 0.)

1180.1 part 16

(I have decided to go with all the suggestions...)

You cast the spell, and immediately notice two things. The first is that the magic wrenches out of your control and rebounds upon you, much more powerful and different.

Enjoy a Warping Point.

The second is that when the shock of magic has ebbed, you feel... better. Completely better. You flex and feel no twinge of pain. You test your range of motion and it is fine. Your vision is not impaired. Yet there is a strangeness about your vision, and it give you pause. You can see just fine, yet the massive swelling is still there. It ought to occlude your vision but it does not. Indeed, as you check more closely, every injury on your body is still there, but neither hurts nor impairs you.

You must look ghastly. But you feel fine.

You have sufficient Magic Theory to understand that you are currently being affected by a powerful magical effect not specifically intended for or cast by you: Most of the power did not come from your skill or power, and this spell is no longer yours. If the effect lasts for a season you will Warp further. You also have sufficient Magic Theory to understand that you will not recover from these injuries while this effect persists.

It's a mixed bag. Recovering out in the countryside was not likely to work well... but now you have new problems.

So all the magi get returned to the covenant for at least one day per season? If I, without using the Pylon at all, left the covenant and went to, say Constantinpole, I would still be transported back on the first day of next season?

Hi,

Not necessarily. No.

"The Pylon: A plain stone pylon surmounted by a bronze knob stands overlooking the river. On the first day of any Hermetic season, a magus can call out the trigger phrase and wave with his right hand. If the pylon is within earshot of the magus, the magus and any of his stuff that he wants to take with him and is in immediate proximity to him is transported to anywhere the magus wishes to go, has been before, does not have an adverse Aura and is not intended to be secure from the magus' being there. On the last day of the season, the magus and stuff are returned to where they had been; stuff that has been acquired elsewhere is also transported, if it is both with the magus and in the magus' possession. Stuff includes people, and even large, movable objects, but not buildings. Using the pylon causes no Warping. Characters are welcome to play with the limits of the pylon to see what works. Pylons of this kind are a relatively new discovery, brought (back) to the Order by a Bonisagus who claims they are from the ruins of the Tower of Babel, used by Nimrod to send troops to enforce his world empire. Only a few magi know how to create them; some magi are suspicious that these pylons surely have a downside. Most covenants do not have them.... yet."

Anyway,

Ken

Great, I think. i'll have to arrange to see a healer (or a PeVi specialist) once I'm back in Kyiv.

But this, at least opens up some possibilities. I'll wait here till nightfall. In the meantime, I'll eat a nice big lunch, and maybe a little wine. And sleep. I should wake up in the early evening. I'll go through my chest, getting my armor on, slinging my shield across my back. I pack a decent amount of food and all the rest of the silver I brought into a bag I can carry.

Now, its time to visit Hastings again. Smarter.

Once night falls, I cast a spont MuIm spell to make myself look like a middle aged, but very fit, noble looking man. He wears fine mail armor and his blade is sheathed in leather wrapped in beaten gold. His salt and pepper hair sits high on his head, and his neatly trimmed black beard is streaked with white. A wicked scar cuts along his left cheek, it doesn't ruin his face, but instead gives it even more gravity. He looks old enough to be wise, and young enough to be dangerous. His voice is dark and full of gravel. It sounds serious and somber, as though he is holding some deeper anger in check. He even smells like a high born noble, that is clean. The illusion feels right to the touch, so long as the touched part makes sense. (I.e. Astris's armor feels like chain, his sheath feels like it has gold on it) [OOC: Sort of a cleaned up Clint Eastwood from the original Dirty Harry].
Wear the Form of the Fearsome Warrior
MuIm 10
R: Personal D: Sun T: Individual
This spell changes the appearance of the subject to that described above. It changes way the subject looks, sounds, feels, and smells to the disguise above.
(Base 3 ArM145 +2 Sun)
CS= 17 (12 TeFo +1 Sta +3 Cyclic +1 Exg. Gestures) Goal Level 11.

I'll rest until I regain the FL.

I then cast Personal Veil of Invisibility CS= 13 (6 TeFo +1 Sta +3 Cyclic +3 Method) with a duration of Hours. Goal Duration 4 hours 5+die vs 10( 2 Int +3 AL:Astronomy).

Then I head back to the docks. I check first to see if the ship with the knights has sailed out and back. If so, we may have to have some fun aboard.

Otherwise, I find a smallish ship that looks to have a tiny crew. I'll sneak aboard. Stealth= 9 or 12(0 Dex +0 Stealth +9 (moonshadows)/+12(no visible signs) (invisibility. HoH:S p. 33). Once on board, I'll try and locate the crew. Hopefully they are sleeping. Each sleeping crewman gets his very own touch range Aura of Rightful Authority. (can't use Eye, because I'm invisible). CS= 10 (11 TeFo + 3 Cyclic +1 Exg Gestures -5 Quiet words) Since I am in no hurry, I catch my breath after each casting. If anyone is awake, they get the last spell, cast with full voice (CS = 17 (11 TeFo +3 Cyclic +3 Method) Once I have everyone under my influence, I'll slip off the boat and wait for my invisibility to expire.

Once I can see myself, I head back to the boat with the "charmed" crew. I'll come aboard, demand to see the captain immediately. I'll hit them with "It is urgent that you and your men ready this boat to travel, immediately. It is urgent we reach Normandy this night. My lord commands me to board the fastest ship I can find and order them to bear me to Normandy. No doubt you will be well rewarded for your prompt obedience."

I reread that after your first post. The way I'm reading this, you only get yanked back if you use the Pylon to travel. If I beam to England, I get brought back at the end of the season. But if I leave the covenant on a boat, and sail all the way to England, I can stay indefinitely without being returned by the Pylon. I'm not sure if we are just miscommunicating, if if you have some secret planned about the Pylon that I'm coming close to etc.... I also hope I'm not being terribly obtuse.

The upshot is, If I travel with the merchants to Constantinople, and then on to Dalmatia, I shouldn't get ported back by the Pylon at the end of the season, right?

Although thinking about it has lead to a clever exploit. I'll use the Pylon to travel the other side of the river on the first day of the season. Then I'll meet the traders, travel by mundane means, and still get the advantage of the "yank back" from the Pylon. :slight_smile: NEAT!