Character design thread

.....

...the kind that drives seasoned captains toward the nearest shore and whatever shelter might be found there before wind and weather sweeps even that choice away. Only a few ships remained at sea, bobbing on angry waters, unbound from any course or destination, their crews bent only on survival.

One particularly large ship, the "Sanctum Mysterium," maintained a straight course toward Lubeck, untouched by the storm and running before a stiff and serendipitous wind. No lanterns were lit, yet her crew scurried unerringly about her deck with catlike balance and, more strangely still, catlike eyes. Her captain stood near the tiller flanked by a burly aide who looked ready to steady him should he lose balance, but he did not. He called out a stream of commands in a voice that rose above the wind, yet it was not clear just who he commanded, for his crew paid no attention to him and perhaps he did not want that attention, for none of them were likely to understand Latin.

The worst of the storm abated when the ship reached the Trave River and abated further as they reached Lubeck yet a stiff wind continued to push the ship onward, as though it had followed them from far away at sea only to depart as the ship slid quietly toward the dock and the crew prepared for mooring.

At last the captain ceased to speak. He breathed deeply and watched his ship and crew. She was clean, surprisingly clean, fanatically clean. The crew was scrambling to make sure everything is in place, and they too looked remarkably clean for all that they look like the motley dregs of all the ports of Christendom and even further abroad. He rested for a while, standing in place, and then walked the deck, inspecting his ship, inspecting his crew. They seemed to take strength and pleasure from his regard.

Not so the landbound guard, who emerged perhaps two hours later from the large warehouse near the dock. Unhappy to be outside in the weather when he might otherwise be asleep or sharing an easy watch with a friend, he grew especially angry to see the captain and looked as though he might sound an alarm. Yet the captain's merest glance quelled him, and he returned to the warehouse to arouse the proprietor or his agent, in obedience with the captain's command.

Everything was in place, and everyone, inspected, repaired and re-inspected, watch duties allocated, hot drinks distributed. The captain looked over his ship one more time, as though to find something out of place, something left undone, a word of praise or reprimand yet unspoken. Nothing.

He strode down the gangplank toward the warehouse, looking every inch a prosperous mariner though surprisingly young, his clothes leather and silk and wool, sharp knives undoubtedly hidden in his boots, sleeves and wherever else, his skin pale, even bloodless, in a manner that pleases the eye for all that it is also striking.

And......

Iohannes (John/Johann...) filius Marcus

Background sketch: Born into a Jewish community that reviled him for his Gift, an obvious touch of otherness and a preference for the docks over his studies, John (Yochanan) was apprenticed into an Ex Misc lineage, "The Heroes' Conclave," where he learned that his differences and his love of water arose from the blood of ancient heroes and divinities that flowthrough his veins.

The whole "ancient divinity" thing did not sit well with his religious upbringing, but he noticed that he was accepted in the Order of Hermes as he had never been elsewhere. Having completed his apprenticeship, he has spent the last ten years mostly out of touch with the Order, sailing the seas and waterways of Mythic Europe, fulfilling a childhood dream of commanding his own ship. (I really wanted to send him to China, if only to bring back a junk.) He has explored, traded, fought, smuggled, slaved, sailed where others wouldn't and done what other mightn't with a cheerful but bewildering ethical flexibility.

Recently, John's parens used the Leap of Homecoming to appear in John's cabin aboard ship, and took the time to congratulate John on his 39th birthday--on the cusp of that mystically important 40th birthday!--and his success as a captain, compliment him on his youthful appearance (though all magi of that lineage enjoy a long lifespan and "unnatural" youth), remind him of the other benefits and responsibilities that come from a divine lineage and fraternity, and offer him an invitation that cannot be refused to proceed in reasonable time to a covenant recently established at Lubeck where deeds and knowledge worthy of him await....

Motivation:

  1. What does John want?
    He wants to live a life mostly at sea among people who like and respect him, to explore places and mysteries and perhaps find something better than can be found in Christendom and its Islamic mirror, to quietly support Jewish and Hermetic causes, and to some extent champion outsiders.

  2. Why does he want it?
    The sea literally runs in John's blood. He gets along with magi because of the Parma Magica, but is only at home in, on or near the water, among people tied to the water in some way. Both as a Jew and a magus, he knows what it is like to be an outsider. He has seen the underside of land-bound civilization and thinks little of it. He dislikes the need to hide his heritage as a magus or a Jew in order to more fully participate in society. Only on the water, aboard his own ship, does he truly feel himself the captain of his destiny, and he has been triply taught that he has one, as a Jew among Gentiles, as a Magus among mundanes, and as a latter-day hero among men born to live ordinary lives.

  3. How far will he go to get it?
    He has been willing to compromise his Hermetic power and reputation in order to better live the life he has always dreamed of. He is willing to risk his life to go on journeys that other men might avoid, and support causes that matter to him.

  4. What aids and hinders him?
    He is a capable mariner. Some non-magi have better mundane skills, but Hermetic Magic more than compensates. He has a suite of Mentem spells that he can use without words or gestures to bolster his command and enhance social interactions, even in the face of his Gift. He has an uncanny way of avoiding mishaps. His magic is fluid yet inexorable like a river, allowing him to reliably cast powerful spontaneous magic with little fatigue, to enhance his crew provide the right spell for any challenge. His mythic heritage helps him in all water environments. He has a loyal crew of capable outcasts and misfits (vetted with InMe spells) who are not likely to find a better berth anywhere. He has the continuing support of his Ex Misc tradition. He has a cheerful optimism, no matter what.

However... he has severe problems with social interactions away from water. He has problems when he is alone, because he either needs protection when his spontaneous magic fatigues him, or he requires subjects for his Mentem spells, people to convince or command. He lacks great potential either in the lab, or with any particular Art, or even with a Focus. The very flexibility of his magic limits his ability to focus on Formulaic Magic sufficiently to master it. His various obsessions will likely continue to stunt his magical growth and reputation. He hides his Jewish origin and can pass, but it affects his perspective. His Jewish and pagan ties sometimes conflict with each other, and each is likely to lead him into trouble all on its own.

Apparent Age 27 (due to Strong Faerie Blood; actual 39)

Characteristics

+1 Int +0 Str +0 Pre +0 Dex
+1 Per +3 Stm +1 Com +1 Qik

Arts

09 Mentem
09 Intellego
05 Rego
05 Creo

Spells

Posing the Silent Question (InMe 20)
Thoughts within Babble (InMe 25)
Aura of Rightful Authority (ReMe 20)
Aura of Trusting Friendship (ReMe 20)
as ARA but inclined to trust
Memory of the Distant Dream (CrMe 20)
Calm the Motion of the Heart (PeMe 15)

Virtues

Strong Faerie Blood: The blood of some water deity or legendary mariner runs in his veins. +1 to all rolls and totals in and on water.
Charmed Life: Granted by the lineage, to awaken the hero within.
Life-linked Spontaneous Magic
Withstand Casting
Withstand Casting, a second time
Inoffensive (Water): Creatures, beings and people associated with the water (fishermen, shipwrights, sailors, Venetians...) are not affected by his Gift.
Deft Mentem
Improved Characteristics

Flaws

Blatant Magic
Mentor: Parens in particular, lineage in general. There's really only one way to leave a pantheon, and even that's not reliable. A source of help, demands, mythic quests.
Loose Magic
Driven (major personality): To live a seafaring life and maybe be renowned for it. To travel the waters of the world, visit ports, trade, smuggle, plunder, sail beyond the sunset, go where no man has gone before, captain a ship, have a parrot, carouse in dives...
Unimaginative Learner
Major Story Flaw: Jewish, but passes. Every now and then a Dark Secret, sometimes a Higher Purpose, sometimes Dependents....
Carefree

Abilities

2 Artes Liberales (astronomy) ***3
4 Latin (OoH dialect)
3 Magic Theory (tbd)
1 Parma Magica (Mentem)
1 Penetration (Mentem)
1 Finesse (precision)

5 German(native, very low :>)
2 Hebrew(as a trade tongue)
3 Lingua Franca(does this even get a specialty?)

5 Area Lore: Seas, Major Rivers, Coastline and Ports of Mythic Europe (navigation) ***1
5 Profession:Mariner (captain) ***2

2 Athletics (climbing)
3 Awareness (alertness)
3 Bargain (marine services)
3 Brawl (dodge)
2 Carouse (games of chance)
3 Charm (first impressions)
1 Civil and Canon Law(transactions)
1 Jewish Law (dealings with Gentiles)
1 Code of Hermes (mundanes)
3 Concentration (magic)
1 Dominion Lore (Jewish)
1 Etiquette (maritime)
1 Faerie Lore (water)
3 Folk Ken(mariners)
3 Leadership(mariners)
1 Lore: The Heroes' Conclave Lineage (tbd)
1 Magic Lore (places)
1 Philosophiae (natural philosophy)
3 Second Sight (regiones)
1 Stealth (urban)
1 Survival (coast)
2 Swim (salt water)
2 Thrown (knives)

***1 I can break these 75xp out into many lesser Area Lores, if preferred, for specific seas and major rivers.
***2 Used to sail a boat, navigate, manage a crew (in a technical sense; the interpersonal side is probably Folk Ken or Leadership), make basic ship repairs (anything more requires Craft: Shipwright), foretell the weather (in a mundane way), row, lead rowers, assess the quality of a ship or crew, handle logistics for a journey, deal with inclement whether, and so on.
***3 Latin and Hebrew scripts

(deleted, double post.)

(well, triple, actually.) :unamused:

(edit - multiple post)

(Edited only to remove "quotes")

And there was much rejoicing...[size=75]Yay...[/size] [size=59]yay... [/size][size=75]yay...[/size]
As requested, here's another to toss his hat into the ring. Been reading along so far, and am looking forward to it!

I'll give a rough idea, and then, if no objections from the current players, fill in the details.

Vispilius, ex Tytalus.

[i]Vispilius was a young thief in a Paris street gang when the Merenita noticed him - hard to miss the eyes, the aura. She took him under her wing, away from the filth and filching, and brought him to her covenant- where she promptly did what many Merenita do, and got distracted. He shirked his Latin studies in lieu of teaching the local grog children how to gamble, and how to lose at it, and the Merenita delayed beginning formal training while dealing with pressing relations with the Selidhe court.

When the Bonisagus demanded at mid-Summer Council that she take him in hand, "or face the consequences of your debt to House Bonisagus", an argument ensued, that promised to be resolved at the Winter Council. Meanwhile, the local Tytalus mage, noticing and admiring the fire and spirit, and his scoff-law style, and, with the others distracted by their bickering, took him under [/i]his[i] wing. At the Council, he was the only one to be amused when he announced that he had opened the child's Arts that Autumn, and claimed him, formally and - to the frustration of all - properly, as his own. Thus began the tumultuous life of a Tytalus apprentice.

Toward the end of that apprenticeship, he committed... an errour in judgement, let's say, and an act that seemed in control proved far more serious, tho' through no fault of his own. However, it was decided by his Parens that, upon his Gauntlet, he should seek his destiny elsewhere- and so he wends his way along the Baltic...[/i]

Altho' Tytalus, Vispilius isn't the sort to burn down the barn just to prove it can burn, but would rather orchestrate someone to witness the barn catching fire, so that they improve with the experience and improve to prevent it in the future. (Too many Tytalus confuse the aftermath of mere destruction with true wisdom gained from challenges, which is the goal of the House, after all.) He believes that learning should be on both sides - and he knows any fool can just cause trouble for no reason. Doesn't have to prove that to anyone. :wink:

(OOC, I don't play "Chaotic Stupid" characters. The SG should be challenging us enough without some schmuck sabotaging the group efforts. He's all about making this covenant work!)

That said, he ~is~ Tytalus, and so comes with a penchant for mundane and Hermetic troublemaking, if only "for good reason". He was 15 when apprenticed, so has a few mundane skills under his belt, and so he makes a good spy/scout/diplomat, and for other things, like learning secrets, etc, even from other Covenants. He has his ways, without using magic or breaking the Code... he hopes.

Sketch of significant Virtues/Flaws:
(ie, things that may effect him re interaction with the covenant/characters, and/or mundanes in general)(Confident)
Strong Faerie Blood
(& Second Sight)
Entrancement
Puissant Magic Theory

Dark Secret (something "bad" he did in his past- don't all Tytalus have this?)
Higher Purpose- educate thru challenges. This is a compulsion for him. (Sorry)
Weakness- for the Underdog.
Deleterious Casting- vs Fae.
And the usual spectrum of Hermetic virtues/flaws.

Arts currently revolve around Creo, Intellego, Rego and Mentem and Herbem, but he's more a generalist than specialist- it's the Tytalus way. One damage spell, the rest all tricksy. Travel, information, hiding, that kind of stuff.

As for the Cthonic question, obviously, IC, this guy is not one to talk about "living dangerously". OOC, so long as no diabolism is involved (that can be proven, ahem), who can complain? (We've all been there, after all!) :laughing:
[/quote]

Hey! We can't edit our own posts??? What's up? :open_mouth:

(Well, read the second one- that's the "updated" version...) :confused:

You can, you know. Well, I can. I'll ask Michelle about it.

(Editted).

(Show off.)

Yeah, I know some of our brethren games on these boards allow it, so it's an option.

As to the editting, it may be a Mod power, because I can edit yours too, apparently.

And with two votes in favour, suddenly our Cthonic noblewoman maga springs into play.

Heh, heh, the good work of house Tytalus marches on... 8)

Um, why "us"- not "our" flaws, any more than the Enemy is our enemy or we personally suffer from her being a hedge mage.

She is tormented - to rely on the covenant to cover your ass is to ignore the force of the Flaw, neh? :confused: I mean, it's a personal flaw, not a covenant hook. We shouldn't have our hand forced to get involved, even if the characters would personally want to.

If we're going to go that way, then I'd ask that the "enemies" be discarded in favour of "Tormenting Master"- at least a Hermetic mage can discern between the target and those around her. 8)

Essentially because when you take on a diabolic sect, you can't just say to them "Oh, no, she lives in the next lab along." If you have a Tytalus who hates you, sure, it may hurt the other characters, but it doesn't set the tone in the same way that a big pack of dialoators do.

Hey, I -warned you in advance-, then you -voted in favor of it-. At that point you don't get to quibble that you shouldn't be effected. 8)

Sure, that's fine by me.

Thats fine by me it's written as Enemies/Tormenting master/Diabolic Upbringing because I was not sure which would best describe the flaw, not becasue I am aiming for the effects of all three :slight_smile:

I do intend to do my level best to hide behind the rest of you but that's in character instinct for self preservation not an out of character expectation, what are freinds for after all if not to feed to enemies.

I would have though a Tytalus would want powerful enemies how else would he get strong :smiley:

Does not look like we can edit posts, I was going to go into the character post and put in the missing details like age and appearence, little important things like that

Can't edit right now, but will be able to soon. It's been confirmed that it's an option, just have to wait for an Admin to turn it on- request has been made by our SG.

Already got my own, thanks for the offer! :wink:

Actually, OOC, as both SG and Player I dislike the Flaw "enemies" more and more, and for the following reasons:

  1. As mentioned above, the character taking "enemies" doesn't have to worry about or fight them, the covenant does. This makes the flaw much "lighter" than advertised.

  2. Related to that, it essentially becomes a flaw for the other characters, with no benefit in CharGen. I mean, what is the diff between one character taking "Enemies: Diabolists" and every character taking it? When they show up, are they going to excuse themselves as they squeeze by my character to get to yours?

  3. Before you answer that rhetorical question, consider this - what SG would "double" the enemies that a group has to deal with at once? There will be enemies, BBEG's whom the covenant comes to know and loathe and who will be the antagonists for the plots, short or long term. An "enemies" flaw tends to replace this in story arcs, not add to it - again, where is the flaw? Nothing that the SG won't include naturally, and too much to add unless it's replacing your regularly scheduled villains.

While AM5th promotes flaws that are story hooks (animal friend, dependent, supernatural entity), for the most part those target just that character - not my flaw, not my job. "Enemies" does not follow this pattern, or allow that choice for any nearby PC's, and, imo, is redundant to the nature of RPG's - while the other flaws may or may not be included, the magi/covenant ~will~ gain enemies, I just believe it in my heart of hearts. :wink:

I don't necessarily disagree with you , and I certainly won't be arguing with the SG but on Enemies and arguing the alternative pov
Looking at Story flaws , I am not certain enemies is much more of a problem than other story flaws it means that for a certain number of stories a major featue will be the story flaw enemies of a character however if the major story flaw is feud , or feudal duty etc the story will centre on the character and will feature protagonists linked to the character this may well dpending on the troupe lead to conflict which will involve all the pc's.
For this enemies flaw for isntance a single demonic assassin could turn up to try and kill me this would not necessarily involve the other pc's. While a Dark Secret could involve an attack by a number of adversaries determined to kill everyone who could have shared the secret.

Hi,

Both as a player and a GM, I see a Story or Personality Flaw (or similar 'disadvantages' in other games) as an announcement, "Hey, I want to see this stuff come up in the game," or even "I want the game to be about this."

Any of them can affect an entire covenant. It's all well and good to say "Curse of Venus is completely personal, and really only affects the character." That becomes less obvious when the covenant becomes ground zero for a larger conflict because the duke has decided he must have a maga for his very own, even though the local baron has already laid claim to her, while the archbishop has betrayed his vows for a night with her and is making all kinds of threats against the covenant, not to mention a motley of Faerie and demon lords, and a young peasant stalwart who knows that he can make a virtuous woman out of the evil witch who lives in the haunted tower, if only....

I took two large flaws for Iohannes. The more important one, Driven, says, "I want stories about guilds and the sea and exploration, the more the better." This could easily overrun a saga, for all that it's personal. (Hell, I started developing the character for Timothy's shipboard saga, but for this one I brought along the whole ship!) The other flaw, Jewish taken as a Story flaw rather than a Social Status flaw, says that I want stories about this too. A GM can easily relegate this to a back burner, a little atmosphere here, an uncomfortable entanglement there, motivation for a quest there... but it can also completely overrun a saga, making it largely about Jewish issues in medieval, mythic Europe, Jewish magical mysteries, etc., maybe even mirroring the evolving relationship between magi and Christendom.

Enemies? That can also envelop a saga, depending on whatever else the enemies have on their plate.

Tormenting Master? That too. "Yes, we understand that you diverted all the locusts in Europe to swarm around your unworthy apprentice. A clever jest, that. Unfortunately, the covenant harvest has been eaten, and as for the triumphant culmination of my experimental research, this past solstice, which, due to astrological interference, cannot be repeated for another 28 years..."

I'm ok with diabolist enemies coming to the party, even if it affects the saga, as long as that doesn't become the major theme of the game. But not otherwise.

I suspect that a bunch of diabolic enemies who will stop at nothing to kill a magus who knows their secrets (or at least enough of their secrets to get them Wizard's Marched) might fall into that category.

(On another note; I have a hard time imagining a character with an enemy of this kind surviving long enough to enter a saga. It's a pretty incompetent cult that doesn't have good contingency plans for initiates who lack appropriate appreciation for being honored with membership--rather than dismembership. Especially when said initiate is an apprentice to a member of the cult. Surely the master would have an AC to the apprentice, would be quite willing to hunt him down using any means necessary to make sure he didn't run to a Quaesitor, would use Intellego right after (before?) the initiation to make sure the apprentice was in a proper frame of mind... Unless the very first story was "Two nights after you join the covenant, you find yourself under attack by a cult of experienced magi and their demonic cohorts.")

Anyway,

Ken

"Center on the character"? Why? That can just as easily merely handicap that one character within a larger, unrelated story.

If so, that would be fair, and fine. But how often does "could" become "will always"?

Please, I can think of a thousand exceptions, as can anyone who's creative (all of us here, I'd hope!), but they are stretches. A familiar could dominate a story, a hermetic flaw or being a "dwarf" could dominate a story, but if the local baron or bishop is one character's "enemy", as is typical, then all who regularly associate with that character (read "everyone in the covenant") shoulder that flaw.

"Can", but not "must".

There is a qualitative difference between saying "I have a faerie friend/dependant/animal friend/tormenting master", and that's part of the story - "for me", vs. "I have an enemy", and that's part of the story- but just "for me".

The others can ignore any of the other flaws, almost without exception, but not "Enemies", because that one flaw is usually larger than the one character. Not always, but as a rule, yes.

Sure, a creative SG can easily weave any two threads together, but it's far more difficult to explain how "Enemies" do not effect the whole story arc. Because, with most story arcs, some sort of enemies are already in place. And in those where they aren't, the addition would be unbalancing.

Which you can't say for most of the other, personal Story flaws.

And, no, sorry, "Driven" won't over run the entire story. It colors, or even dictates, how your character reacts, and that in turn may influence the level of positive interaction that character may contribute, but the story, rarely, will revolve around that Drive. For your character, sure, but not for the whole of the characters.

As you say, any SG can "relegate" something as minor, or choose to emphasize it, but while the other players can ignore the fact that you are Driven, or Jewish, or whatever, it's impossible for them to ignore the fact that you have enemies that are perfectly willing to destroy us to get to you.

It's hardly a deal-breaker, I'm just pointing out what I consider a flagrant flaw in the concept.

Oh, (stupid non-editing feature), as a touchstone, consider this:

Which Flaws allow a character, reasonably, to appeal to the others "I have this problem, and I need help", and those other characters have to make a personal decision about the character making the request, vs. which Flaws would a character show up and say "I have this problem", and the characters think "And now it's all our problem"?

Enemies ~could~ be defined to fit the first, just as "busybody" could be written into the story to fit the second - but one is far more likely than the other.

Hi,

Rather than argue about specifics (unless you want to!), I'm quite willing to agree that this kind of Enemies will cause problems.

Anyway,

Ken

(Still no Editing??? Well, Fri-Mon is only 2 "working" days... maybe not quite time to nudge the Admin again?)
:stuck_out_tongue:

[color=darkblue][size=150]Vispilius, ex Tytalus[/size]

Int . +3 . . . . Str -1
Per . +2 . . . Sta +1

Pre . +3*. . Dex +1
Com +0 . . . Qik -3
(*3 = 2 +1 from Strong Fae Blood)

Virtues:
The Gift, Hermetic Mage
Enchantment, Strong Faerie Blood
(dim-light vision, Second Sight, Long Life, +1 Pre)
Inventive Genius, Minor Focus, Puissant Enchantment, Puissant Magic Theory

Flaws:
Dark Secret, Over Confident
(Faerie Eyes, blue blood)
Deleterious (vs Fae), Deficient Form (Ignem), Higher Purpose, Weakness (Underdog)

(CharGen shown Step by step - for final form, skip down to "PRE-PLAY")

Early Childhood:
Athletics 1 (running), Awareness 1 (hostiles), Folk Ken 1 (townsfolk), Guile 2 (fast lies), Stealth 1 (urban), Brawl 1 (dodge), Area Lore (Paris) 1 (streets & alleys), Language Parisian 5 (street accent)

Later Life:
Area Lore – Paris 1 (streets & alleys), Athletics 2 (running), Awareness 2 (being followed), Bargain 1 (black market), Brawl 3 (dodging), Carouse 1 (bawdy songs), Charm 1 (first impressions), Craft: Acting 1 (hurt), Craft: Disguise 1 (clergy), Craft: Lockpicking 1 (speed), Entrancement 2(+2) (cooperation), Folk Ken 2 (townsfolk), Guile 2 (fast lies), Intrigue 1 (rumors), Language - Parisian 5 (Street Accent), Leadership 1 (intimidation), Legerdemain 1 (palming), Second Sight 1 (illusory disguises), Stealth 3 (urban), Survival 2 (urban)

150 pts = 10 years (apprenticed @ Age 15)

Apprenticeship

Abilities
Area Lore – Paris 1 (streets & alleys), Area Lore – Provencal Tribunal 1 (cities), Athletics 2 (running), Awareness 2 (being followed), Bargain 1 (black market), Brawl 3 (dodging), Carouse 1 (bawdy songs), Charm 1 (first impressions), C&C Law 1 (loopholes), Code of Hermes 1 (enforcement), Craft: Acting 1 (hurt), Craft: Disguise 1 (clergy), Craft: Lockpicking 1 (speed), Entrancement 3(+2) (cooperation), Finesse 1 (Corpus), Folk Ken 2 (townsfolk), Guile 2 (fast lies), Intrigue 1 (rumors), Latin 4 (Hermetic usage), Language - Parisian 5 (Street Accent), Leadership 1 (intimidation), Legerdemain 1 (palming), Magic Theory 4 (+2) (inventing spells), Organization Lore – Hermetic Order 1 (covenants), Parma 1 (Mentem), Penetration 1 (Mentem), Second Sight 2 (illusory disguises), Single Weapon 1 (shortsword), Stealth 3 (urban), Survival 2 (urban).

Arts:
Cr 5, In 5, Mu 0, Pe 0, Re 5
An 0, Aq 0, Au 0, Co 0, He 3, Ig 0, Im 2, Me 8, Te 0, Vi 0

15 Cr 5
15 In 5
15 Re 5
36 Me 8
_6 He 3
_3 Im 2
90 in Arts

50 Magic Theory 4
50 Latin 4
15 Entrancement 2 -> 3
10 Second Sight 1 -> 2
25 Area Lore, C&C Law, Org Law OoH, Parma, Single Weapon, each @ 1
150 Abilities

90 + 150 = 240/240 pts.

CrMe 25 Memory of Distant Dream (Voice)
InMe 25 Pose the Silent Questions
ReMe 25 Call the Group to Slumber
ReHe 20 Witch's Broom
Cr(Re)He 15 Swarm of Shafts
PeCo(An) 10 Dust to Dust

= 120/120 spell pts.

After Apprenticeship, PRE-PLAY

Age: 39 (Hermetic Age 9)

Abilities
Area Lore – Paris 1 (streets & alleys), Area Lore – Provencal Tribunal 1 (cities), Athletics 2 (running), Awareness 3 (guards/security), Bargain 1 (black market), Brawl 3 (dodging), Carouse 1 (bawdy songs), Charm 1 (first impressions), C&C Law 1 (loopholes), Code of Hermes 1 (enforcement), Concentration 1 (spells), Craft: Acting 1 (hurt), Craft: Disguise 1 (clergy), Craft: Lockpicking 1 (speed), Entrancement 3(+2) (cooperation), Finesse 1 (Corpus), Folk Ken 2 (townsfolk), Guile 2 (fast lies), Intrigue 1 (rumors), Latin 4 (Hermetic usage), Language - Parisian 5 (Street Accent), Leadership 2 (intimidation), Legerdemain 1 (palming), Magic Theory 6 (+2) (inventing spells), Organization Lore – Hermetic Order 1 (covenants), Parma 1 (Mentem), Penetration 1 (Mentem), Second Sight 3 (illusory disguises), Single Weapon 1 (shortsword), Stealth 3 (urban), Survival 2 (urban).

(45 pts: Awareness 2 -> 3, Concentration 1 , Leader 1 -> 2, Second Sight 2 -> 3)

Arts:
Cr 5, In 5, Mu 5, Pe 5, Re 5
An 1, Aq 0, Au 0, Co 2, He 6, Ig 0, Im 7, Me 8, Te 1, Vi 0

15 Cr 5
15 In 5
15 Re 5
36 Me 8
_6 He 3
_3 Im 2
90 in Arts

Spells Bought with Points:
ReCo 15 Wizard's Leap
MuHe 15 Welcoming Bole
= 30 pts

Prev Spells:
CrMe 25 Memory of Distant Dream (Voice)
InMe 25 Pose the Silent Questions (Diam)
ReMe 25 Call the Group to Slumber (Voice, Group)
ReHe 20 Witch's Broom
Cr(Re)He 15 Swarm of Shafts (Mastery 1: Penetration)
PeCo(An) 10 Dust to Dust

Additional Spells:
MuCo(An) 3 Contortions (self, diam)
MuCo(An) 10 Man Remade (touch, sun)
ReCo 15 Wizard's Leap (Mastery 1: Fast)
MuHe 15 Welcoming Bole
InIm 15 Prying Eyes & Ears (Voice range)
PeIm 15 Brief Veil of Invisibility (Touch, Diameter)
ReIm 5 Taste of Tantalus
ReIm 10 Wizard's Sidestep
MuMe 15 New Memories for Old (Voice, Sun)
PeMe 15 Loss of but a Moment's Memory

Items:
Doublet of Impenetrable Sisal (Herbem version of MuAn effect, permanent)
Talisman: Shortsword (?)

_45 Abilities
_55 Magic Theory 4 -> 6
_15 Spell Mastery
_65 Arts
_30 Spell Points
= 210 (7 yrs x 30 pts)

  • 2 years in Lab

(Late, background and new spell write-up to follow.)