Okay, I decided to make a major overhall to Jonathan. It may not look that major, but I completely rebuilt him from scratch; dropping Skilled Parens and taking Adapt Lab Student, and dropping Difficult Spont magic and taking Creative Block. Then I advanced the revised version eight years. The end result is fewer xps and lower Art scores, but just as many spells as before. Concerning my spells that are not from any published sourcebook; I took most of them as part of my apprenticeship, except two that came from Sub Rosa. Those I spent time to copy, figuring they were not already in our library. I also used two of the new Mastery Abilities from that Sub Rosa article. Descriptions of the new spells and masteries are given below.
Jonathan of Flambeau: John Brian of Yorkshire; at gauntlet
Characteristics: Int +1, Per +0, Com +1, Pre +2, Str +1, Sta +2, Dex +0, Quik +1
Size: 0
Age: 31 (apprenticed age 16, gauntlet age 31)
Decrepitude: 0
Warping: 0 (0)
Confidence: 2 (5)
Virtues: +0 Gifted Hermetic Magus, +F Warrior (School of Ramius), +3 Gentle Gift, +1 Apt Lab Student, +1 Fast Caster, +1 Improved Characteristics, +1 Self Confident, +1 Puissant Parma Magica, +1 Puissant Single Weapon, +1 Venus’ Blessing
Flaws: -3 Compassionate, -3 Short Ranged Magic, -1 Creative Block, -1 Dutybound, -1 Mentor, -1 Weakness (ladies)
Personality Traits: Compassionate +3, Loyal +3, Brave +2, Dutiful +2
Reputations:
Abilities: Artes Liberales 1 (literacy), Athletics 2 (climbing), Awareness 2 (alert), Brawl 4 (grappling), Carouse 2 (socialize), Charm 3 (flirt wit da girlies), Concentration 2 (spells), Etiquette 1 (magi), Finesse 1 (speed), Folk Ken 2 (men folk), Guile 2 (being smarmy), Intrigue 1 (alliances), Latin 4 (Hermetic), Leadership 1 (combat), Magic Theory 3 (spells), Order of Hermes Lore 1 (Flambeau), Parma Magica 1+2 (Mentem), Stealth 2 (sneak), Single Weapon 5+2 (longsword), Survival 1 (mountains), York Area Lore 2 (hometown)
Arts: Cr 5, In 4, Mu 4, Pe 2, Re 4, An 4, Aq 1, Au 2, Co 4, He 4, Ig 5, Im 1, Me 1, Te 5, Vi 1
Spells Known:
ReAu15 Endurance against Thunder & Lightning:
ReCo15 Endurance of the Berserkers
ReCo15 Wizard’s Leap: Mastered 1 (Fast Cast)
InHe15 Shriek of the Impending Shafts:
ReIg15 Endurance against Heat & Flames:
ReIg15 Endurance against Cold & Frost
InTe15 Howl of the Steel Weapons:
ReTe15 Endurance against Steel and Stone:
Jonathan of Flambeau: John Brian of Yorkshire; after 8 years
Characteristics: Int +1, Per +0, Com +1, Pre +2, Str +1, Sta +2, Dex +0, Quik +1
Size: 0
Age: 39, appears 36 (apprenticed age 16, gauntlet age 31, current age 38)
Longevity: CrCo30r since age 35 (given to me by mentor)
Decrepitude: 0
Warping: 0 (4 – 4 from Longevity)
Confidence: 2 (5)
Virtues: +0 Gifted Hermetic Magus, +F Warrior (School of Ramius), +3 Gentle Gift, +1 Apt Lab Student, +1 Fast Caster, +1 Improved Characteristics, +1 Self Confident, +1 Puissant Parma Magica, +1 Puissant Single Weapon, +1 Venus’ Blessing
Flaws: -3 Compassionate, -3 Short Ranged Magic, -1 Creative Block, -1 Dutybound, -1 Mentor, -1 Weakness (ladies)
Personality Traits: Compassionate +3, Brave +3, Loyal +2, Responsible +2
Reputations: Desirable 2 (local single ladies), Heroic 1 (local), House Flambeau Acclaim 2 (17xps)
Combat:
Dodge: Init +1, Atk n/a, Def +5/+14, Dmg n/a
Grapple: Init +1, Atk +5, Def +6, Dmg +1
Fistfight: Init +1, Atk +4, Def +5, Dmg +1
Longsword: Init +3, Atk +12, Def +10/+19, Dmg +7
Soak: +4/+15 (base +2, +2 for studded leather hauberk, +3 for DoIS, +5 for his various Endurance spells, +3 for GotBF)
Fatigue: OK, 0, -1, -3, -5, ko
Wounds: -1 Lt (1-5), -3 Med (6-10), -5 Hvy (11-15), Incap (16-20), Dead (21+)
Twilight Scars & Effects: none yet
Magic Sigil: cleanliness
Symbolic Sigil: a Hermetic Coat of Arms, bearing the symbol of House Flambeau and other symbols of importance
Equipment: longsword, studded leather hauberk, knife
Encumbrance: 1 (Burden 3, Load 2, Str +1)
Abilities: Artes Liberales 1 (literacy), Athletics 2 (climbing), Awareness 2 (alert), Brawl 4 (grappling), Carouse 2 (socialize), Charm 3 (flirt wit da girlies), Code of Hermes 1 (Alpine customs), Concentration 2 (spells), Etiquette 1 (magi), Finesse 3 (speed), Folk Ken 2 (men folk), Guile 2 (being smarmy), Intrigue 1 (alliances), Latin 4 (Hermetic), Leadership 2 (combat), Magic Theory 4 (14) (spells), Order of Hermes Lore 1 (Flambeau), Parma Magica 3+2 (Mentem), Penetration 1 (Creo), Stealth 2 (sneak), Single Weapon 5+2 (longsword), Strategy 1 (magical tactics), Survival 1 (mountains), York Area Lore 2 (hometown), This Area Lore 1 (covenant)
Arts: Cr 5, In 4, Mu 5, Pe 4, Re 5, An 4, Aq 2, Au 5, Co 5, He 4, Ig 5, Im 2, Me 2, Te 5, Vi 3
Spells Known:
MuAn15 Doublet of Impenetrable Silk:
CrAu5 Air’s Ghostly Form: CT +12
CrAu20 Fist of Jupiter: CT +13, Mastered 1 (Vacillated Casting)
ReAu15 Endurance against Thunder & Lightning: CT +12
ReCo15 Endurance of the Berserkers: CT +14, Mastered 2 (Imperturbable, Fast Cast)
ReCo15 Wizard’s Leap: CT +14, Mastered 2 (Fast Cast, Stalwart)
InHe15 Shriek of the Impending Shafts: CT +10
CrIg10 Lamp Without Flame: CT +12
CrIg15 Blade of Virulent Flame: CT +12
CrIg20 Wrath of Reculed: CT +13, Mastered 1 (Amplify)
ReIg15 Endurance against Heat & Flames: CT +12
ReIg15 Endurance against Cold & Frost: CT +12
InTe15 Howl of the Steel Weapons: CT +11
ReTe5 Unseen Arm: CT +12
ReTe10 Invisible Sling of Vilano: CT +13, Mastered 1 (Fast Cast)
ReTe10 Wield the Invisible Sling: CT +12
ReTe15 Endurance against Steel and Stone: CT +12
Background: John Brian was a popular youth back home in England. He had many girlfriends and could beat all his friends at wrestling. Because of the Gentle nature of his Gift, he wasn’t discovered until late in life. His master found him to be perfectly suited for the style of his school of fighting (Ramius), and taught him to be an exceptional fighter. After his gauntlet, his parens recommended him to (???) of Flambeau, who became his mentor and found a place for him at (this covenant)
Jonathan loves the ladies, and they love him to. In addition to that, he is the compassionate sort that cannot bear to allow suffering of innocents or for wrongdoing to go unpunished. His greatest weakness is the fair damsel in distress, which is an encounter he has had more than once :p. Heroism is most often its own reward, and sometimes the experience is even more rewarding. It has gotten him into trouble a few times, and once it was a trap, but it is usually rewarding and well worth the risks.
Development: 8 Years
5 years bulk development; 150xps (30x5)
2 Years Seasonal Development (8 seasons)
1 – Adventure on behalf of Mentor, and in exchange I receive a Longevity Potion (CrCo30r, minimum level to make a potion for another), plus the right to copy some of his Lab Texts that are not in our covenant’s library yet (i.e. including the two spells that are published in a fanzine and not in a regular book).
2 – Copy Lab Texts (120 Levels; Scribe 1 specialized in Copying; 2xps Exposure in Magic Theory)
3 – Invent Spell from Lab Text: MuCo25 Gift of Bear’s Fortitude (Lab Total 25, 2xps Exposure in Magic Theory)
4 – Invent two Spells from Lab Text: CrIg15 Blade of Virulent Flame & CrIg10 Lamp Without Flame (Lab Total 25, 2xps Exposure in Magic Theory)
5 – Invent Spell from Lab Text: CrIg20 Wrath of Reculed (Lab Total 25, 2xps Exposure in Magic Theory)
6 – Invent Spell from Lab Text: MuAn15 Doublet of Impenetrable Silk (Lab Total 24, 2xps Exposure in Magic Theory)
7 – Invent two Spells from Lab Text: CrAu5 Air’s Ghostly Form & CrAu20 Fist of Jupiter (Lab Total 25, 2xps Exposure in Magic Theory)
8 – Invent three Spells from Lab Text: ReTe10 Invisible Sling of Vilano, ReTe10 Wield the Invisible Sling, & ReTe5 Unseen Arm (Lab Total 25, 2xps Exposure in Magic Theory)
One last year Bulk Experience – 30xps
Copied Lab Texts
CrAu20 Fist of Jupiter:
MuAn15 Doublet of Impenetrable Silk:
ReTe10 Invisible Sling of Vilano:
ReTe5 Unseen Arm:
MuCo25 Gift of Bear’s Fortitude:
CrIg20 Wrath of Reculed:
CrIg15 Blade of Virulent Flame:
CrIg10 Lamp Without Flame:
(CrAu5 Air’s Ghostly Form & ReTe10 Wield the Invisible Sling
came from the covenant’s library)
Description of New Spells
ReIg15 Endurance against Heat & Flames:
R: Touch, D: Sun, T: Ind
A low level ward that grants a +5 bonus to Soak against heat & fire related damage. There are similar Endurance spells granting similar Soak bonuses to other Forms. They are all the same level, and Jonathan knows variations that grant him a Soak bonus against Cold & Frost (ReTe), Thunder & Lightning (ReAu), and Steel & Stone (ReTe).
(Base 4, +1 Touch, +2 Sun)
CrAu20 Fist of Jupiter
R: Touch, D: Mom, T: Ind
You discharge a thunderbolt upon whatever you strike with your touch, inflicting +15 damage. Those hit by the thunderbolt must make a Strength stress roll of 12+ to remain standing. This spell fits well with the Vacillated Casting Special Mastery Ability.
(Base 3, +4 unnatural, +1 Touch)
CrIg20 Wrath of Reculed
R: Touch, D: Mom, T: Ind, Req: Rego
This spell creates a jet of flame that emanates from your hands, three feet wide and shooting out up to twenty paces in the direction you choose. Anything caught in the path of this flame suffers +15 damage (-1 per pace of distance). Aiming is usually easy for this spell (+1 on Targeting rolls), but going against strong winds can be difficult (-1 or more). A jet is a natural form of fire that can be found various places in the Middle East.
(Base 10, +1 Touch, +1 Requisite)
Description of New Mastery Abilities
VACILLATED CASTING
When casting the Mastered spell, you may choose to delay the effect, and even decline it. You first roll to cast the spell, and if successful, you exercise the option to hold it by concentrating. When choosing to release it, use your regular Initiative score. When your concentration relaxes (or fails), you may choose to release the spell or let it dissipate (unless you botched your Concentration roll). No words or gestures are required to release or decline a spell.
This cannot be employed with Ritual spells except by Mercurian Magi, and instead of holding the spell with concentration, they employ a focus object. The Ritual can be held until the next sunrise or sunset, and can be declined as normal.
AMPLIFY
Similar to Boost, this Mastery is at once more versatile and more limited. You may use vis (of the appropriate Art(s)) to amplify the power of the mastered spell. Each pawn spent adds one magnitude to the Range, Duration, Target, and/or Damage of the spell. A Magnitude of increased damage usually equals and additional +5 points for direct damage spells, +2 for indirect effects, and for many Perdo effects an increase in wound severity. You may not Amplify a spell to Duration-Year or Target Boundary, unless the spell is already a Ritual. The limitation is that the maximum number of pawns you may use to Amplify a spell equals your Mastery score.