Initial Mage draft below. You'll see that I've got a potential lab setup in there as well as some requested books and people - the books and people are more of a list for the actual game/what I'm planning on getting in the future, although it would be nice if I came equipped with a couple of grogs or a venditor or someone.
Mage Name: Magnus Fulminatus
Age: 30
Size: +2 (8ft. and 412 pounds)
Hair: White, Eyes: Gray
As told by Magnus with his currently awesome -3 Communication:
Was born big, got bigger. Dad says mom had sex with a storm giant. Dad hates me. Mom hates me. Say I eat too much, sell me to smith as slave. Smith likes me because I am very big and I can bend metal when I chant. Feeds me pig slop, because cheaper. Work for smith for a few years, then Armanus comes and buys me.
Armanus tells me I am now his apprentice. This seems like another word for slave. But Armanus’s food is better, his house is better, and he doesn’t act like I’m an animal. So… better. Armanus says I have a gift. I know this. I can make rocks and metal do what I tell them. Armanus says that this is not the same and teaches me how to do real magic. Teaches me to do better smithing. How to make armor. Armor is VERY GOOD. It keeps other people from hurting you whether they have blades or magic. I am VERY GOOD at armor.
Eventually I make a magic armor and Armanus takes it, pats me on the head and lets me keep some of my non-magical work. Now I am Verditius. Which is the BEST kind of magic, because it is best for making armor.
But this is not the best armor that could be made. There are better armors. Some of them are not even made of metal, instead made of people and towns and tribunals and old magic.
I hear about this covenant in the heart of the territory of old Bulgars. My people. Strong people. So I take the lab equipment from the dusty storerooms in Armanus’s covenant and I come here. I am good at making. I see your ‘buildings’ – your covenant needs making.
Personality Traits: Brave +3, Generous +1, Envious +2
Reputation: Antisocial +1, Impoverished +2 (from potential lab flaws)
Characteristics:
Int. 2
Per. -3
Str. 3
Sta. 5
Pre. 0
Com. -3
Dex. 3
Qui. 1
Flaws:
Mistaken Identity (Major, Story)
Lesser Malediction (Immobilised when bound with a cord made of women's hair)
Driven (Minor, to make the perfect armor)
Overconfident (Major)
Limited Magic Resistance (Auqam, Herbam)
Lecherous (Minor)
Virtues:
The Gift
Magus
Giant Blood
Mythic Blood (Minor Affinity: Steel)
Inventive Genius
Puissant Parma
Great Stamina
Puissant Magic Theory
Abilities:
Single Weapon (Heater Shield) 4
Craft Armorer (Plate Armor) 6
Athletics (Running) 2
Brawl (Grappling) 2
Swim (Hold Breath) 1
South Slavic (Bulgar) 5 - Native
Latin (Hermetic Usage) 4
Finesse (Precision) 1
Concentration (Spell Concentration) 1
Philosophiae (Verditius Runes) 1
Artes Liberales (Ritual Magic) 1
Magic Theory (Enchanting Items) 3 (5) (Puissant Magic Theory)
Parma Magica (Mentem) 1 (3) (Puissant Parma)
Equipment:
Superior Adamant Long Sword (+1 Attack) - +2 Init/+5 Attack/+1 Defense/+8 Damage
Superior Adamant Heater Shield + 4 Defense
Superior Adamant Plate and Mail +13 Soak
Superior Adamant Helmet (open) +1 Soak
Gambeson +1 Soak
Superior Armor-Crafting Tools (would prefer Excellent +3, up to the group – I’m happy to pay for them in-game).
Combat:
Sword and Shield
+3 Init/+13 Attack/+11 Defense/+11 Damage/+20 Soak
Brawl
+1 Init/+5 Attack(+6 Grappling)/+3 Defense (+4 Grappling)/+20 Soak
Arts:
Creo 9
Intellego 1
Muto 1
Rego 10
Corpus 5
Terram 6
Vim 1
Wizard's Sigil - Lightning Limned (My spells have little zaps of electricity that go over them when they appear.)
Mythic Blood At-Will Ability
Reshape the World – MuTe 30, Touch, Concentration, Part
As Rock of Viscid Clay (that is, turns anything touched into a compound similar to clay for Concentration), but expanded to include Stone, Metal, Glass, and Gemstone.
(Base 3, +1 Touch, +1 Concentration, +1 Part, +1 to affect Metal, +3 for additional substances)
Spells
Create the Adamant Steel – CreTe 20 Ritual, Touch, Mom, Ind
This ritual creates one individual of “true” steel which eliminates weight penalties, and adds +2 to Armor Value of any item made with it. Edged weapons gain +2 Damage. (Based on the information in Art & Academe, steel with +2 Armor/+2 damage is a natural item.)
(Base 5, +1 Touch, +2 for “extra unnatural” weightlessness)
Create Purified Copper – CreTe 15 Ritual, Touch, Mom, Ind
Creates an individual of copper as hard as steel.
(Base 5, +1 Touch, +1 unnatural property)
Create True Glass – CreTe 10 Ritual, Touch, Mom, Ind
Creates an individual of glass as tough/strong as steel.
(Base 3, +1 Touch, +2 for “extra unnatural” toughness)
Summon Metal – ReTe 25, Voice, Mom, Ind (He/An Req for compound items)
Calls one metal object in 50 paces into the summoner’s hand or onto his/her person (to allow fast-donning armor).
(Transport Target up to 50 paces instantly Base 5, +2 for metal, +2 Voice)
Vilano’s Truly Invisible Sling – ReTe 25 Voice, Mom, Ind
As per Vilano’s Invisible Sling, but affecting glass and at Voice range. +15 Damage, +6 damage for edged glass disks (equivalent to throwing axes).
(Base 15, +2 Voice)
Bind Wound – CreCo 10 Per, Sun, Ind+1
As per Bind Wound, but able to affect myself and myself only.
Sense the Nature of Vis – IntVi 5
Wizard’s L eap - ReCo 20 Per, Mom, Ind+1
The caster instantly transports himself up to 50 paces in any direction, provided he can see his destination or has an Arcane Connection to it. His Talisman comes with him automatically but casting requisites are required to bring along any other clothing or equipment. This spell is very effective as a fast-cast defense to escape attacks or other mishaps, and can also be used for bypassing obstacles or launching surprise attacks.
(Base 15, +1 Size)
Requested Starting Lab
Having reviewed the covenant map, I’m requesting the below starting lab which represents a hastily rebuilt version of the large ruined lab/sanctum to the immediate southeast of the Main Building, subsequently filled with a cart-load of random lab equipment scavenged from the storerooms of Magnus’s old covenant. This could be relatively quickly accomplished with Rego Terram magics and/or Magnus’s inherent MuTe magic power. Alternatively, it could represent the existing first-floor-down lab that Magnus just uses his Mythic Blood ability to enlarge quickly.
One clarifying question – am I correct in understanding the Aura 5 that is underground affects ALL the buildings on the surface?
Lab Virtues:
General Expansion (Major Virtue)
Lab Flaws:
Empty (Free Flaw)
Poorly Insulated
Undecorated
Limited Equipment (Vis extraction and Longevity Rituals)
Inhabitants (Free Flaw, Rebel Gnomes)
Lab Stats:
+2 General
+2 Items
+1 Corpus
-3 Aesthetics (15 XP in Negative Reputations)
-2 Safety
+3 Upkeep
Would ultimately like a story centered on assisting the rebel gnomes and/or convincing them to accept my rulership, converting the Free Inhabitants Flaw to the Greater Horde virtue.
I will also be keeping an eye out for a Snake Stone (tough variety) and a Topaz of Virtue to incorporate into my eventual talisman.
Book Request List:
Ignem Summa
Armorer Manual at least Rating 3, preferably 4
Craft Mason Summa
High-Quality Leadership Summa
Craft Glass-Blowing Summa
Craft Swordsmith Summa
Complete, three-volume set of On Divers Arts (Arts craft manual quality 4)
Local Area Lore Summa (giving focus on Bulgar History)
Magic Lore Summa (giving focus on Bulgar gods)
Swordsmith manual
People Request List:
A skilled baker
A venditor
A team of masons
An entire staff of armorers and weapon-smiths. I intend to make a forge complex an income source for the covenant ongoing, though it will be sited some distance away. Possibly as far as 50 miles (the nearby Caucasus mountains are a good source of a variety of ores.
Alternatively to the Craft/Lore/Leadership summae above, would be fine with hiring a teacher in these areas, including a permanent position for craftsmen with these skills.