I think the mercenary captain is an excelled addition for Vorsutus and remain quite interested. And I'd be open to working out a developing/deepening rapport/relationship between them as well. His Flambeau/Lambaird background makes him invested in his Companions/Grogs!
Great! I will polish up his concept and present his stats. I'll need a development thread for him, whenever you can create it.
A new spell design.
Realignment of the Forces of Vim: Faerie
MuVi 15
R: Touch, D: Mom., T: Ind
Alters the designated Realm of effect for from Magic Realm to Faerie Realm for any suitable spell of the Form Vim. The spell is not otherwise changed so the parameters and effect of the spell otherwise remains identical. This spell may affect other spells of up to lvl 30.
(Gen, +1 Touch)
Edit: To add second spell.
Gifts of the Nightly Prowler
MuCo(An) 5
R: Touch, D: Conc, T: Ind
Imbues the target with the Eyes as well as the Ears of the Owl. This grants both improved sight as well as removing impairments to sight due to light conditions up to and including total darkness. Additionally the sensitivity of their hearing is greatly amplified over normal. These effects combine to provide a +3 to all mundane Awareness rolls.
(Base 2, +1 Touch, +1 Concentration, +1 Second Effect, Animanl Requisite (free))
Revised Apprenticeship spell list.
Spells
Pilum of Fire - CrIg 20 - CT: 16 (+3 Pen)
Pilum of Fire
CrIg 20
R: Voice, D: Mom, T: Ind.
A 2-foot thick, spear-shaped, jet of fire flies from your palms doing +15 damage to the individual it hits.
(Base 10, +2 Voice)
Quench The Raging Conflagration (Mod.) - PeIg 20 - CT: 16 (+3 Pen)
Quench The Raging Conflagration (Mod.)
PeIg 20
R: Voice, D: Conc., T: Part
Extinguish fire up to the size of a base individual of Ignem, reducing the ashes and embers to merely warm. As long as concentration is maintained an additional amount of fire of the same amount can be extinguished each round. This effect can target sub-parts of a fire and extinguish them, gradually eliminating larger fires over time.
(Base 4, +2 Voice, +1 Concentration, +1 Part)
Solar Alignment Of Forces - ReVi 30 - CT: 24 (+4 Pen)(Focus)
Solar Alignment Of Forces
ReVi 30
R: Touch, D: Sun, T: Ind
As Maintain The Demanding Spell, ArM5 pg 162, adjusted to Sun duration. Sustains an effect up to level -5.
(Gen: +1 Touch, +2 Sun)
Body-Ward Against Human-kind - ReCo 25 - CT: 16 (+3 Pen)
Body-ward Against Human-kind
ReCo 25
R: Touch, D: Conc, T: Ind.
Wards the target vs Humans.
(Base 15, +1 Concentration)
Body-ward Against Mundane Beasts - ReAn 4 - CT: 8 (+3 Pen)
Body-ward Against Mundane Beasts
ReAn 4
R: Touch, D: Conc., T: Ind.
Ward the target against attacks from mundane animals.
(Base 2, +1 Touch, +1 Concentration)
Body-Ward Against Mystic Creatures - ReVi 15 - CT: 16 (+4 Pen)
Self-Ward Against Mystic Creatures
ReVi 15
R: Touch, D: Conc., T: Ind.
Wards the caster against Magic Realm creatures of Might up to Level + 5.
(Gen, +1 Concentration)
Realignment of the Forces of Vim: Faerie - MuVi 15 - CT: 8 (+4 Pen)
Realignment of the Forces of Vim: Faerie
MuVi 15
R: Touch, D: Mom., T: Ind
Alters the designated Realm of effect for from Magic Realm to Faerie Realm for any suitable spell of the Form Vim. The spell is not otherwise changed so the parameters and effect of the spell otherwise remains identical. This spell may affect other spells of up to lvl 30.
(Gen, +1 Touch)
Bind Wound (Mod.) - CrCo 5 - CT: 16 (+3 Pen)
Bind Wound (Mod.)
CrCo 5
R: Touch, D: Conc, T: Ind.
As per ArM5 pg 129.
(Base 3, +1 Touch, +1 Concentration)
Gifts of the Nightly Prowler - MuCo(An) 5 - CT: 0 (+3 Pen)
Gifts of the Nightly Prowler
MuCo(An) 5
R: Touch, D: Conc, T: Ind
Imbues the target with the Eyes as well as the Ears of the Owl. This grants both improved sight as well as removing impairments to sight due to light conditions up to and including total darkness. Additionally the sensitivity of their hearing is greatly amplified over normal. These effects combine to provide a +3 to all mundane Awareness rolls.
(Base 2, +1 Touch, +1 Concentration, +1 Second Effect, Animanl Requisite (free))
Wizard's Communion - MuVi 10 - CT: 8 (+4 Pen)(Focus)
Wizard's Communion
MuVi 10
R: Voice, D: Sun, T: Group
As ArM5 pg 160
(Special)
Revised xp allocation.
Build Notes
Early Childhood
Native Language: Norse (Spc: West): 5 (75xp)(F)
Living Language: Gaelic (Spc: Leinster): 2 (15xp)
Athletics (Spc: Running): 1 (5xp)
Awareness (Spc: Keeping Watch): 1 (5xp)
Brawl (Spc: Dodging): 1 (5xp)
Stealth (Spc: Natural Areas): 1 (5xp)
Survival (Spc: Woodland): 1 (5xp)
Swim (Spc: Diving): 1 (5xp)
Later Life: Age 6-10
Living Language: Gaelic (Spc: Leinster): 4 (+35xp)
Dead Language: Latin (Spc: Hermetic): 2 (15xp)
Animal Handling (Spc: Falconry): 1 (5xp)
Concentration (Sp: Magic): 1 (5xp)(+5xp)(Cautious)
Hunt (Spc: Tracking): 1 (5xp)
Ride (Spc: Battle): 1 (5xp)
Later Life: Age 11-15
Dead Language: Latin (Spc: Hermetic): 4 (+35xp)
Concentration (Spc: Magic): 4 (50xp)(Cautious)
Apprenticeship
Magic Theory (Spc: Lab Refinement): 3 (30xp)(+2 Puissant)
Parma Magica (Spc: Vim): 1 (5xp)
Penetration (Spc: Vim): 1 (5xp)(+2 Puissant)
Artes Liberales (Spc: Astronomy/Astrology): 2 (15xp)
-- Writing Systems: Latin, Runic
Code of Hermes (Spc: Wizard War): 1 (5xp)
Organization Lore: Order of Hermes (Spc: Mage Lineages): 1 (5xp)
Organization Lore: Cult of Mercury/Mercurians (Spc: History): 1 (5xp)
Organization Lore: Raghallach Druids (Spc: History): 1 (5xp)
Area Lore: Hibernia (Spc: Magi): 1 (5xp)
Creo: 8 (36xp)
Perdo: 8 (36xp)
Rego: 8 (36xp)
Corpus: 8 (36xp)
Ignem: 8 (36xp)
Vim: 8 (36xp)(+4xp)
Normally this would make a single change rather than any realm to any realm, like changing the realm to target the Infernal.
Not an unreasonable point. I'll make this one specific to Faerie Realm.
Making a few changes.
Dropping Imbued with the Spirit of Vim. Picking up Regio Network: Faerie Roads & Trods instead.
Adjusting his Characteristic allocation as follows:
Characteristics
Int: +3
Per: +1
Str: 0
Sta: +2
Prs: -1
Com: -2
Dex: 0
Qik: +1
Adjusting experience allocation
Lowering Concentration 3, raising Area Lore: Faerie Roads & Trods to 2, and Leadership to 1.
As Ciara does have Mercurian Magic and AotH, if you're not doing Imbued with the Spirit of Vim, she can cover AotH for us.
That certainly seems a good choice now. Vorsutus may learn it and Mercurian eventually but for now he is shaping up to be aimed in other directions early on.
Thinking about dropping Covenant Upbringing, Uncertain Faith, and Unimaginative Learner to replace them with Pagan.
I've always envisioned him as Pagan, I just selected Uncertain Faith to try and reflect him being pragmatic enough to "pass" and get along. However I've been thinking about going all in on it.
Thoughts?
Two Major Personality Flaws?
I've been thinking about that as well, but I hadn't settled on alternatives yet.
Ambitious (1), Hermetic Patron: Mercurians (1), Pagan (3), Twilight Prone (3)
So that would leave two open points. Hmm. Maybe I add Covenant Upbringing back in, since I think it still fits for being stuck at Lambaird in the wilderness as it were.
Covenant Upbringing: Lambaird (1), Deleterious Circumstances: Underground (1), Hermetic Patron: Mercurians (1), Pagan (3), Twilight Prone (3), Unimaginative Learner (1)
I've been thinking about this last version and there are things I really like about it, but of course it also has downsides. The main thing I'm still considering is the Deleterious Circumstances: Underground.
The thinking is that this is because the syncretic deity combination that Vorsutus worships is Odin, Lugh, Jupiter, Apollo, and Mercury. Many/most of these are sky/sun gods and thus being Underground would kind of make sense as a separation from the usual things he associated with positive magical/spiritual forces etc. That said I've been waffling back and forth in my head whether I want to do that or not.
I've also been considering Infamous just to say he already has a reputation as a gruff bellicose stereotypical "Flambeau Meanie" but I'm also not completely sure I want to do that. The thought did cross my mind that Pagan + Infamous might be a pretty straightforward case of 1 + 1 = Lightning Rod.
Adopted this version.
Sitting here doing homework (yes I know) and pondering Vorsutus a bit while I am at it. The more I've thought about Boosted Magic the more I think he doesn't really benefit from it much. Between conduit spells and other meta-magic, most changes one might want to make seem to fall within the +/-1 range and standard Muto Vim spells.
So I'm considering discarding Boosted Magic and replacing it with something else. I had a couple of items I was considering. The big ones being Cautious: Finesse or Leadworker. Both of which I think fit the character for different reasons. Cautious: Finesse combined with Cautious: Concentration, Puissant: Penetration, and Puissant: Magic Theory combine to form an image of a mage very skilled and insightful with the underpinning of magic and employing it. And that fits with the other elements already in the build/concept, and with being a Meta focused caster oriented mage. Leadworker I was considering simply as an extension of the Raghallach focus on being very preparation/stalking oriented and their strong emphasis on trying to stealthily gather Arcane Connections.
I'd like some feedback and potentially other ideas for what to do with the point. Tentatively I'm leaning towards Cautious: Finesse at this point.
Are you switching him to Tremere? If not, probably not Leadworker as the Hermetic version is a Tremere secret.
What do you think regarding other options?
I've never really seen it that way, but if it is interpreted that way I'm certainly not going to press the matter. It just seems to reflect something that is a pervasive greco-roman magical practice ... but then again, Penetration arguably expresses many of these same things already just Leadworker does them better.