Character Creation: Lucius of Flambeau

[quote="Arthur"]
4th cycle advancement for Terebrus.

During the following seasons, Terebrus studied with Lucius:

  • Year 25, Winter: Study Philosophiae (L4Q18 summa)
  • Year 27, Spring: Study Org.Lore: Order of Hermes (L4Q18 summa)
  • Year 28, Fall: Study Magic Lore (L6Q17 summa)
  • Year 28, Winter: Study Code of Hermes (L4Q18 summa)

He assisted Lucius in the lab for 7 seasons, gaining 14 xp in Magic Theory.

He spent a season in year 24 undergoing Transformation, consuming 18 pawns of vis. Die roll was 5, so in Fengheld's aura of 5 he gained 10 xp. This was spent on a new Minor Magical Quality, Terram Resistance. The corresponding supernatural ability was gained with a score of 1.

That leaves 30 seasons that are abstracted at 5 xp per season. This includes the 2 extra seasons per year he gets for the No Fatigue quality. These abstract seasons are spent as follow:

  • 15 xp to raire Area Lore: Fengheld to 3
  • 10 xp to raise Carouse to 2
  • 5 xp to gain Etiquette 1
  • 30 xp to gain Language: Greek 3
  • 15 xp to raise Org.Lore: Legion of Mithras to 3
  • 30 xp to gain Teaching 3
  • 45 xp to raise Terram Resistance to 4

At the end of the cycle, his stats are as follows.

Final stats for Terebrus the Polecat right after he is bound as a familiar.

Magic Might: 18 (+5 vs Animal, +4 vs Terram)
Characteristics: Int +2, Per +1, Str -6, Sta +1, Pre +1, Com -2, Dex +2, Qik +6
Size: -4
Virtues: Magic Animal, Greater Purifying Touch (poison), Improved Characteristics, Lesser Immunity (poison), Reserves of Strength +1, Unaffected by the Gift +1, True Friend (Lucius of Flambeau)
Flaws: Mute, No Hands, Ambitious (major), Offensive to Animals -1, Poor Concentration -1 (RoP:M p.50), Proud (minor), Social Handicap (smell)
Personality Traits: Brave +1, Disciplined -2, Loyal (Lucius of Flambeau) +3, Polecat* +3, Proud +2

Magic Qualities: Gift of Speech, Lesser Power: Stink of the Polecat, Improved Power: Stink of the Polecat, Focus Power: Destructive Streak, Improved Power: Destructive Streak, Lesser Power: The Invisible Polecat, Ritual Power: Mark of the Angry Polecat, Animal Resistance, Terram Resistance, Minor Virtue: Unaffected by the Gift, No Fatigue
Magic Inferiorities: Reduced Might

Familiar Bond: 55 (Golden Cord 2, Silver Cord 2, Bronze Cord 3)
Familiar Bond Powers: 2-way mental communication including images and emotions (2 seperate CrMe powers of level 15).

Abilities: Animal Resistance (claws) 5, Artes Liberales (logic) 2, Athletics (running) 4, Awareness (food) 5, Bargain (food) 3, Brawl (bite) 6, Carouse (drinking songs) 2, Code of Hermes (familiars) 3 (+18 xp), Concentration (Destructive Streak) 2, Etiquette (familiars) 1, Finesse (Destructive Streak) 2, Folk Ken (servants) 2, Hunt (tracking) 3, Leadership (familiars) 4, Magic Lore (creatures) 4 (+17 xp), Magic Theory (Perdo) 5 (+29 xp), Org.Lore: Order of Hermes (familiars) 4 (+18 xp), Org.Lore: Legion of Mithras (initiation rites) 3, Penetration (Destructive Streak) 3, Philosophiae (moral philosophy) 3 (+3 xp), Stealth (sneak) 5, Survival (forest) 4, Swim (river) 2, Teaching (Latin) 3, Terram Resistance (rocks) 4

Combat Stats:
Bite: Init +6, Atk +11, Def +14, Dam -5
Soak +1 (add 3 for Bronze Cord, add 5 vs Animal attacks, add 4 vs Terram attacks)
Fatigue Levels: Not applicable
Wounds: Light (1), Medium (2), Heavy (3), Incapacitating (4), Dead (5+)
Powers:
Stink of the Polecat (0 points, Init +9, Auram): Makes the surrounding air stink horribly of polecat liquid. All those within fifty paces of the target point must make Stamina stress rolls of 6+ or act with a –3 penalty on all rolls. Anyone who botches the roll vomits and is incapacitated for (10 – Stamina) rounds. The smell lingers in the area affected for days, although not potently enough to have debilitating effects. (CrAu 10, R: Voice, D: Diam, T: Ind, 10 levels to reduce cost by 2, 5 levels and 5 mastery points to increased Init by 6) -- Based on Stench of the Twenty Corpses.

Destructive Streak (magnitude -3 points, Init +1, Terram): Terebrus can generate spontaneous effects of up to level 25, to destroy non-living objects. He often uses it to tunnel into the ground to enter a prey's warren. (Focus Power, PeTe 25, 2 mastery points to increase max level, 3 mastery points to reduce cost)

The Invisible Polecat (1 point, Init +1, Imaginem): Terebrus can become invisible. He can cancel this effect at any time. (PeIm 20, R: Per, D: Sun, T: Ind, 5 levels to reduce cost by 1) -- Based on Veil of Invisibility (range reduced to Per, but can cancel at will).

Mark of the Angry Polecat (5 points, Init -4, Vim): Terebrus can impose the flaw Social Handicap on his target, who acquires an unpleasant body odor that cannot be washed off. (No Hermetic equivalent: Ritual Power; R: Touch, D: Mom, T: Ind, Ritual)

I overpaid in vis when I reforged the familiar bond. It should have cost only 4 pawns instead of 11, since Lucius only needs to spend vis over what he's already paid. So he has 7 additional pawns of Terram available at the end of cycle 4.

It took me forever to remember that rule. I'm sure there are some old sagas where I overpaid too.

Good catch.

If you like, we can introduce Lucius in a story at the Rhine tribunal meeting.

Normally, during the initiation to the fourth rank of the Legion of Mithras, the virtue Inscription on the Soul (TMRE p.) is taught.

However, due to Lucius' Deficient Muto, this would be a really bad fit for him. Would it be reasonable for me to substitute a different minor virtue? If so, any suggestion?

Sure, I am putting some finishig touches on him and finalizing everything. Should be ready for play early-middle of next week.

I'm not against the idea. We just need to find an appropriate Virtue.

Maybe:
Great Talisman - since he's losing the ability to make himself a talisman, they give him the ability to make a better talisman in general.
Hermetic Empowerment - since they seem to be good with Hermetic Spirit Magic, we could go with another one of those.

But really, anything that makes you stronger and better able to defend the Order would be good. Do you have any suggestions or Virtues you think would fit your character concept? I'm open to suggestions.

Hermetic Empowerment requires Spirit Binding first, which he doesn't have. It also uses Muto as a requisite Art when Empowering Prison of the Declining Spirit.

Great Talisman might have been interesting, but seems odd for the Legion, as it is in the opposite direction with Inscription on the Soul.

I'm currently thinking a Minor Magical Focus or Minor Potent Magic, but I'm having trouble formulating an area that would cover more than one or two spells that Lucius knows. As a Perdo specialist he is fairly scattered along the Forms. A Major scope would have been easier to select (for example, ArM5 p.45 lists "Damage") but I am assuming that it is beyond the scope of possible initiations during pre-play advancement.

I could also go with:

  • "Dryness" (PeAq and some ReAq): That is a fairly small area, but goes back to his initial signature spell.
  • "Causing Wounds" (PeAn and PeCo): Specifically excludes instant kill spells, diseases, etc. Just wounds, so I think this would be fine covering two Forms.
  • "Destroying stone" (PeTe): Except that this seldom requires penetration.
  • "Dispelling" (in PeVi): He has several spells in that area, but it's not really his specialty.
  • "Destroy Supernatural Beings" (PeVi): That would make him a specialized creature hunter.

A Major VIrtue is not out of the question. I'd just require two seasons of Questing to get it. Just so long as it's the only one.

That raised the question of multiple Major Hermetic virtues. Is that possible through initiation? Personally, I don't believe it is, so I am ready to work with a minor one.

Right know I'm going back between Dryness and Causing Wounds. Dryness has some applications outside of combat which is nice, particularly if it is for a Minor Magical Focus. On the other hand, how likely would it have been that a mystagogue of the Legion would have that virtue? Causing Wounds would be much more likely, and works well either for a Focus or for Potent Magic.

My understanding is that the restriction on multiple Major Hermetic Virtues is only for character generation, else no one with a Major Hermetic Virtue could ever initiate in a Major Hermetic Mystery Virtue, which seems an odd restriction.

But the choice is yours.

You're right, it would make no sense to forbid a second Major Hermetic virtue through initiation. 8)

Ok, settled on Major Magical Focus with Damage (as per ArM5 p.45). Adjusted his advancement seasons to put in 2 seasons of questing.