While for a "travel magus" both the Gentle Gift and Mythic Blood with the power of the Seven League Stride (clever choice by the way) appear well in character, they are two major Hermetic Virtues... so a starting character should not have both.
My problem with that is I'm assuming access to the HoH books, one of them has a version of this and this version is less questionable, it's definitely a good choice for the mage, and I'm trying to show how to build magi who can do a wide variety of things while being built around a specialization.
If you're willing to warp people repeatedly, sure. (Or if you go for a bunch of tricks to avoid that.)
Note that MuMe still can't handle the strongest of emotions (e.g. True Love). And the existing example I provided for you disagrees with your handling of it, showing it is harder to reorient the stronger feelings to make them strong the other way, not easier.
Or if you are willing to e.g. use MuMe instead of PeMe.
True Love is not a good example, as it can't be handled by Perdo Mentem either.
I contend that any emotion that can be erased by PeMe can be "completely changed" by a guideline that explicitly says "completely change a person's emotions" (compare with the example spell for "completely rewrite" a person's memories).
The example you are providing does not, in my view, really prove what you say it does.
It's about a different, lower level guideline; it changes one emotion, which is combined with other stuff (sense of duty, fear or retribution etc.) to determine a person's Loyalty score. It makes sense that the stronger this other stuff was, and thus the higher the original Loyalty score, the higher it remains after the change (and thus the higher the Loyalty).
Anyways, the big issue here is - again - that I think most people would feel that both the HoH:TL spell and yours are questionable (I could argue that the HoH:TL is less questionable in some ways, but that's beside the point). Is the spell so central to the character that, to make him a little more capable, you are willing to make him significantly more questionable in the eyes of a number of potential readers? I think not, but you seem to think differently, and that's perfectly ok
I'm not sure this one is really generally applicable enough to be worth serving as an "example character", but I've been going through my backfiles for characters who are close enough to the "corebook only" requirements to be viable, and they fit that requirement at least. People can always borrow them as an NPC if they'd rather!
Tremere
Characteristics: Int +1, Per +2, Pre 0, Com 0, Str 0, Sta 0, Dex +3, Qik -2 Size: 0 Age: 25 Decrepitude: 0 Warping Score: 0 (0) Confidence Score: 1 (3) Virtues and Flaws: The Gift; Hermetic Magus; Death Prophecy: Cannot die whilst work is undone; Affinity with Intellego, Affinity with Herbam, Minor Magical Focus (Certamen)*, Premonitions, Strong Willed; Deficient Perdo; Higher Purpose, Lesser Malediction: Premonitions of harm to others always too late to act upon, Temperate, Visions Personality Traits: Melancholy +2, Determined to do the right thing by her sodales +3, Abstemious +3 Reputations: None Combat: Dodging: Soak: 0 Fatigue Penalties: OK, 0, -1, -3, -5, Unconscious Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20) Abilities: Artes Liberales 1 (ceremonial magic), Athletics 2 (hiking), Awareness 2 (searching), Brawl 1 (dodge), Charm 1 (people she needs information from), Code of Hermes 1 (scrying), Concentration 1 (spells), Craft: Carpenter 4 (coffins), Folk Ken 1 (magi), Guile 1 (disguise), Latin 4 (Hermetic terms), Magic Theory 3 (Intellego), Native Language 5 (poetry), Order of Hermes Lore 1 (Tremere), Parma Magica 1 (Corpus), Penetration 2 (Intellego), Premonitions 3 (threats to Tremere), Stealth 2 (sneak), Swim 1 (underwater) Arts: Cr 3, In 9, Mu 0, Pe 0, Re 6, An 0, Aq 0, Au 0, Co 6, He 6, Ig 0, Im 0, Me 1, Te 0, Vi 0 Twilight scars: None Equipment: Wizardly robes Encumbrance: 0 (0) Spells known: Bind Wound (CrCo10) +9 Charm Against Putrefaction (CrCo 10) +9 The Inexorable Search (InCo 20) +23 Tracing the Trail of Death's Stench (InCo 20) +23 Whispers Through the Black Gate (InCo(Me) 15) +18 Rise of the Feathery Body (ReCo 10) +19 Trap of the Entwining Vines (CrHe 15) +9 Piercing Shaft of Wood (Mu(Re)He 10) +6 Wizard's Sidestep (ReIm 10) +6
Customisation Notes
This Tremere specialises in tracking down the dead bodies of their slain sodales and retrieving them for proper buriel. This is aided by the Visions they sometimes receive of the circumstances of the death; however, such Visions are never in time to actually prevent the deaths, only to react to them. Their Death Prophecy reduces the risk of them falling prey to the same fate as affected their sodalis; however, the wording is unclear as to whether it means an individual mission or the entire Order...
In addition to this work, the character also acts as a carpenter for the House, taking on projects too symbolically important or secret to entrust to a mundane or hired Verditius. This includes the coffins of Tremere magi and their voting sigils.
The character can take another three points of Flaws and as many points of Virtues. Removing the lesser malediction would open up the scope for the character to engage in rescue missions; in this case you may also want to revisit the Personality Traits.
Comments
With the additional book content, this is an Artificer member of the Abyssal Bearers vexillation.
I believe that every character should have a primary and secondary area of expertise to make him more useful. There are too many magi like the example Flambeau from the Core book, who are completely helpless in any situation that does not involve violence because the only concern during character creation was to maximize their CrIg.
For the following Guernicus Terrae-Magus, I tried to go with Terram and Vim, but found that the Vim spells that are useful to a quaesitor are too high level. With Mentem, there's a better synergy.
I followed the recommendations of putting 120xp into abilities and 120xp into Arts, with at most 55xp into a single Art. I tried to focus on a few abilities because I believe it's better to have some areas where you're lacking completely (such as Intrigue in this example) than to have a dozen abilities at 1. Thorsten of Guernicus, Terrae-Magus Characteristics: Int +3, Per +2, Pre 1, Com 0, Str -2, Sta 1, Dex -1, Qik 0 Size: 0 Age: 25 Decrepitude: 0 Warping Score: 0 (0) Confidence Score: 1 (3) Virtues: The Gift; Hermetic Magus; Hermetic Prestige; Mercurian Magic; Affinity with Terram; Puissant Terram; Minor Magical Focus: Shaping Stone; Puissant Penetration; Clear Thinker Flaws: Restriction (Touching the earth directly); Ceremonial Spontaneous Magic; Mentor; Enemies (Cabal of mercurian descendents) Personality Traits: Brave +3, Honest +3, Flexible -2 Reputations: Quaesitor (Hermetic) +3 Combat: Soak: 1 Fatigue Penalties: OK, 0, -1, -3, -5, Unconscious Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20) Abilities: Native Language 5 (speeches), Area Lore: Local Tribunal 2 (legends), Artes Liberales 1 (ceremonial magic), Awareness 2 (searching), Code of Hermes 3 (tribunal procedures), Folk Ken 2 (magi), Latin 4 (hermetic usage), Magic Theory 3 (terram), Order of Hermes Lore 2 (local tribunal), Parma Magica 1 (mentem), Penetration 2+2 (terram) Arts: Cr 1, In 6, Mu 4, Pe 0, Re 6, An 0, Aq 0, Au 0, Co 0, He 0, Ig 0, Im 0, Me 5, Te 12+3, Vi 0 Twilight scars: None Encumbrance: 0 (0) Spells known: Posing the Silent Question (InMe 20) +12 Trust of Childlike Faith (ReMe 10) +12 Tip of the Tongue (PeMe 5) +6 Stone Tell of the Mind That Sits (InTe 30) +22 The Crystal Dart (MuTe 10) +24^1 Repel the Forged Weapons^2 (ReTe 10) +22 Hands of the Grasping Earth (Re(Mu)Te 15) +24^1 Crest of the Earth Wave (ReTe 20) +22
^1: Includes Minor Magical Focus
^2: Terram version of Repel the Wooden Shafts (Base 4, +2 Voice)
Background
Thorsten's pater is one of the Terrae magi of House Guernicus. He trained him in his tradition, and took him on expeditions to recover lost lore of the Cult of Mercury. On their last expedition, they encountered members of a non-hermetic cabal who were looking for the same artifact. A fight ensued, and Thorsten killed one of the hedge magi, a year before his gauntlet.
Thorsten is a Quaesitor in good standing and ready to fulfill his duty if it is asked of him, even if his interest lies elsewhere.
Design Notes
Thorsten does not yet know any ritual spells, but can be developed towards Conjuring the Mystic Tower, where his Focus applies. Vim is a good form to have for a Quaesitor, so Aegis of the Hearth is also a possible target.
Customisation Notes
The character can take another two points of Flaws and as many points of Virtues. He does not have a personality flaw yet. The Enemies story flaw can be replaced with another major story flaw. Clear Thinker could be replaced with another minor virtue without having to change anything else.
I have been harping on about a specialist build is a better build than a generalist, due to how XP via books work.
I would like to clarify, I agree withe Einauge. A specialist build should have another string to their bow. Throwing around 20 XP to a couple of Arts will allow a few level 15 spells in another area. Or as Einauge did, spending 36 XP, to get a level 20 spell, and two other spells outside of the main Te area.
The Flambeau example in the book, has a qualifier he is a one trick pony, and I agree it is good to avoid that build.
Bringing Intellego to 6 also allows to get the lvl 30 spell Stone Tell of the Mind That Sits. This neat synergy is something I'm looking for. I wold have preferred to get the more useful Love’s Unfaithful Witness from HoH:TL, p. 141, but that's too high level.
Characteristics:Int +2, Per +2, Pre +2 Com +3, Str -1, Sta -1, Dex -2, Qik -2
Int +2, Per +3, Pre +1 Com +3, Str 0, Sta 0, Dex -3, Qik 0 Size: 0 Age: 25 Decrepitude: 0 Warping Score: 0 (0) Confidence Score: 1 (3) Virtues and Flaws: The Gift; Hermetic Magus; Gentle Gift; Clear Thinker, Hermetic Prestige*, Improved Characteristics, Intuition, Luck, Minor Magical Focus: Enabling Communication, Puissant Charm, Puissant Folk Ken, Skilled Parens; Deficient Perdo, Dependants; Compassionate, Obese, Pious, Slow Caster Personality Traits: Compassionate +3, Good Listener +2, Devout +3 Reputations: Quaesitor in Good Standing 3 Combat: Dodging: Soak: -1 Fatigue Penalties: OK, 0, -1, -3, -5, Unconscious Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20) Abilities: Artes Liberales 1 (ritual magic), Awareness 3 (searching), Brawl 1 (dodge), Charm 4+2 (getting people to let down their guard), Code of Hermes 3 (arbitration), Concentration 1 (spells), Folk Ken 4+2 (what's being withheld), Guile 1 (white lies), Intrigue 1 (determing what people really want), Latin 4 (Hermetic terms), Magic Theory 3 (Intellego), Native Language 5 (storytelling), Order of Hermes Lore 1 (Guernicus), Parma Magica 1 (Mentem, Stealth 1 (eavesdropping) Arts: Cr 0, In 8, Mu 4, Pe 0, Re 5, An 0, Aq 5, Au 0, Co 0, He 4, Ig 0, Im 0, Me 5, Te 8, Vi 0 Twilight scars: None Equipment: Wizardly robes Encumbrance: 0 (0) Spells known: Voice of the Lake (InAq 25) +18 (F) Converse with Plant and Tree (InHe 25) +16 (F) Dance of the Staves (ReHe 5) 9 Palm of Flame (CrIg 5) 0 Taste of the Spices and Herbs (MuIm 5) +4 Aura of Enobled Presence (MuIm 10) +4 Frosty Breath of the Spoken Lie (InMe 20) +13 Stone Tell of the Mind That Sits (InTe 30) +24 (F) Hands of the Grasping Earth (Re(Mu)Te 15) +12 Wizard's Sidestep (ReIm 10) +5
Customisation Notes
This Quaesitor talks. To everyone and everything. They're good at persuading people to come clean - and to clean up their act in future - and have an almost uncanny ability to be in the right place at the right time. At tribunals they will often work to try to broker a compromise agreement between parties to prevent the need for a full legal trial.
The character has their full complement of Virtues and Flaws, but Luck, Clear Thinker, Intuition or the Puissant Charm / Folk Ken can be individually swapped out without fundamentally changing the concept. Skilled Parens and the focus are necessary for the maga to be able to learn all of their spells.
Most of the flaws can be swapped out without changing the character, although you might want to revisit the character's approach to investigations if you lost the Personality flaws.
The high stam, high int is so standard. It's so rare to see a mage who hasn't spent at least 6 character points on stam and int. That has not been done here.
The character is a communicator. Spends a fair bit of time talking, and not much time for jogging, or a few bench presses and squats to improve his strength and cardio. The low dex, strength, stamina and quickness, I like.
The extreme stat block would be strength -3 and using the extra 5 stat points for stam +1, int +3.
Spells known:
Lamp Without Flame (CrIg 10) +21
Pilum of Fire (CrIg 20) +21
Hornet Fire (MuIg 10) +17
Prison of Flames (MuIg 20) +17
Soothe the Raging Flames (PeIg 20) +18
Dispel the Phantom Image (PeIm 10) +10
Unravellilng the Fabric of Ignem (PeVi 10) +11
Leap of the Fire (ReIg 10) +25
Circular Ward Against Demons (ReVi 10) +13
This is a character I'm putting together for a the "Refounding Bentalone" idea. Jordan was an apprentice in Bentalone when it was attacked. He spent the next year or so wandering and surviving, looking after his younger brother, until he made his way to Ostal des Exiles and finished his apprenticeship. Now he's driven to get justice for magi, especially as he suspects another covenant was behind the attack on Bentalone.
And for good reason. I always recommend ro new players to have both at least at +1 and frankly +2 in each is probably the sweet spot. One of my players had a strong concept (giant blooded hammer mage) and ended with Sta +4 and Int +0, but I would npt recommend it, as he now finds a big gap between what formulaic spells he could cast vs what he can develop.