Here is an extensive response to Salutor's previous questions on Magnus followed by an updated character sheet.
• Who's his mythic ancestor?
I was originally going with “a random storm giant” and “he doesn’t know.” In order to better respond to some of the other concerns I’m now going with Svarog, Bulgarian/Slavic god of the forge/sky/sun/underworld, but Magnus doesn’t know this. Interestingly, most Slavic deities seem like they may be Magic realm instead of Faerie, as with Mythic Tengrism.
• I'd prefer to keep to two personality flaws - there are also balance issues in that personality flaws are generally not particular crippling. You can still have the extra flaws as personality traits.
I switched flaws for both characters so that there are two personality flaws for each. I retained the extra personality flaw for Magnus as this is a free extra flaw from Mythic Blood. If this is still a problem I can switch it, but it is a free extra flaw.
• I agree with Ironboundtome that the lesser malediction seems very narrow - if you're going with it, I'd want knowledge of it to already be out in the wild for some reason.
Removed and replaced.
• I think you're overspent on xp that can only be spent during apprenticeship - in particular he can't take any martial or academic abilities prior to it as he stands.
I’m glad you had me look at this again. I made this character a number of years ago for a campaign that never happened. Turns out I missed 1 XP in the Arts. Magnus is also now a Branded Criminal. Hooray.
• Is there a thematic reason for his 2 x Limited Resistance in Aquam and Herbam? (It's perfectly legal, but it's quite a weak flaw that doesn't particularly seem to link in to the rest of the character).
The limited Aquam represents the conflict between Svarog and Perun (sky gods), and Veles, the god of water/basically the Slavic pagan devil (sort of). I dropped Herbam and took Incompatible Forms instead to represent Magnus’s central nature as a creator rather than a destroyer.
• Whilst not a requirement, some Order of Hermes Lore or Code of Hermes might be worth thinking about.
I plan to study this from the library.
• You need +2 magnitudes in your at-will ability to affect Metal and Gemstone. Actually, it's possible this one is already included in the Base 3 to affect stone (which is normally +1 magnitude).
This seems to be a Muto Terram issue – MuTe guideline 3 is “Change dirt to stone and vice versa,” which is why Rock of Viscid Clay is only 15. I based the ability on Rock of Viscid Clay. I don’t honestly care if Magnus can shape gemstone, so I can remove it if it’s a problem. I honestly don’t ever see it coming up.
• 20 is the minimum level for a ritual.
Create True Glass now creates 100 cubic paces of glass. Approximately 250,000 kg. according to Google’s “glass density” search. And is level 20.
• Is your intent with the Glass sling that it does +21 damage? Whilst I can see the argument that better things to throw should do more damage, I'm not convinced that it's that simple (particularly as a stone normally does +2 damage, and the glass discs would probably do less damage when hitting armour than a solid rock would). I'd be inclined to leave it at +15. Also, what is your intent with putting the spell to Voice range? So he can use pre-seeded glass discs which are already in the vicinity? Or to use a non-aimed version of the spell?
That is the idea, in the same way that throwing a hand-axe with a spell would be better than throwing a rock. I can see your argument, however. I am planning to truck around a sack of these bladed glass disks the size of an axe head.
It’s at Voice range because I think it’s insanely foolish to assume you can touch your ammunition.
• He has 130 levels of spells rather than 120.
Extra fixed.
• What form do his casting tools take?
Miniature version of forge/armor-making tools. He keeps them on a cute charm bracelet. Or were you asking for a detailed list of specific tools for each of the spells?
• I'd suggest writing his Puissant abilities in the form X + 2 rather than X (Y), as the latter is the way the total/surplus number of xp often gets written.
Done.
• I haven't thought about the armour stats in detail yet.
I added the Superior bonus for the core armor (Plate and Mail), but it seemed excessive to use it for the helm or gambeson (even though technically this is possible under the RAW). The stats are as per Lords of Men, crafting rules from City & Guild, and the bonus from Adamant Steel (which I also only applied to the core armor, not the helm).
They are Superior because it is easy for Magnus to make a Superior item from steel in a forge that has been mildly improved (which I’m assuming his parens’ was) and/or with a single low-skilled assistant (again, forge companions of his parens). It’s when you get to Excellent that the numbers start getting tricky.
• I'll leave the lab stats to MTKnife (although getting the lab rebuilt is something that will probably have to happen IC).
Makes sense to have it happen IC, just wanted to give a heads up. I figure it’s best to telegraph intentions when it comes to Ars.
Mage Name: Magnus Fulminatus House Verditius
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 traveling people who say they take me for job to work at build castle. These people are liars. They are bad criminals – they think because I am big I will be good for scaring people. I am bad at scaring people. But I learn to be good at hitting people. Then all the bandits get beaten by imperial Bulgarian troops. I am not stupid, so I don’t fight the imperial troops, they have better weapons and better armor.
They brand me as criminal and sell me as slave to armor smith. Smith likes me because I am very big and I can bend metal easily 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. Just one more person controlling me. 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 come here. I am good at making. I see your ‘buildings’ – your covenant needs making.
Personality Traits: Brave +3, Generous +1, Envious +2
Confidence 1/3
Characteristics:
Int. 2
Per. -3
Str. 3
Sta. 5
Pre. 0
Com. -3
Dex. 3
Qui. 1
Flaws:
Mistaken Identity (Major, Story)
Overconfident (Major)
Limited Magic Resistance (Aquam)
Lecherous (Minor)
Incompatible Form (Perdo Corpus, Perdo Terram)
Branded Criminal
Driven (Minor, to make the perfect armor – From Mythic Blood)
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 (Plated Mail) 6
Athletics (Running) 2
Brawl (Grappling) 2
Swim (Hold Breath) 2
South Slavic (Bulgar - Native) 5
Latin (Hermetic Usage) 4
Finesse (Precision) 1
Artes Liberales (Ritual Magic) 1
Magic Theory (Enchanting Items) 3 + 2 [Puissant Magic Theory]
Parma Magica (Mentem) 1 + 2 [Puissant Parma]
Equipment: (Encumbrance 0 – Load 4 of 6)
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).
Adamant chain sack of 10 edged True Glass disks.
Combat:
Sword and Shield
+3 Init/+13 Attack/+11 Defense/+11 Damage
Brawl
+1 Init/+5 Attack(+6 Grappling)/+3 Defense (+4 Grappling)
Unarmored Soak - +5
Armored Soak - +20
Form Soak – Corpus +1, Terram +1
Arts:
Animal 1
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 3, +1 Touch, +2 Metal, +2 for “extra unnatural” weightlessness)
Create True Glass – CreTe 20 Ritual, Touch, Mom, Ind
Creates completely pure glass as tough/strong as steel in a color the caster selects. Total amount is equal to 100 individuals (100 cubic paces)
(Base 3, +1 Touch, +2 for “extra unnatural” toughness, +2 size)
Summon Metal – ReTe 25, Voice, Mom, Ind (He/An Req for compound items)
Calls one metal object in 50 paces into the caster’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)
Magnus’s Truly Invisible Sling – ReTe 25 Voice, Mom, Ind
As per Vilano’s Invisible Sling, but affecting glass and at Voice range. +15 Damage.
(Base 15, +2 Voice)
Bind Wound – CreCo 10 Per, Sun, Ind+1
As per Bind Wound, but able to affect myself and myself only.
Wizard’s Leap - 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 – Te, He, An requisites)