Character sheets- post apprenticeship

This forum is for the posting of character sheets for characters immediately post apprenticeship.

Make them drip with both mechanics flavored coolness and the narrative flavored variety of coolness as well.

To other things that should be included on a character sheet beyond abilities, skills, arts, spells, personality traits, age, virtues and flaws, and beginning spells.

your vis income (three pawns received the beginning of every even numbered year, one pawn a technique of your choice and one pawn a form of your choice, the third pawn vim)

you personal tractatus library (150 points of tractatus maximum quality twelve)

[color=green]Hi,

First draft of Harald of Dresden follows. LMK what you think.

FMB

Harald (of Dresden) ex Tytalus

Harald's mother, who was both gifted and an exile from the Order, died giving birth to him. He was raised by his father, a travelling magician, until he was seven, and toured with him throughout the eastern HRE. Harald's father died when he was seven, leaving the young boy to scratch a living among troupes of travelling entertainers, using whatever skills he managed to pick up. The young boy was discovered by Justin, a Tytalus Magi, at the age of 12. Recognising the boy's Gift, Justin took Harald as his apprentice.

While Justin was a capable teacher, he was exceedingly cruel. Under his tutelage, Harald showed an affinity with Creo, a remarkable talent for sympathetic magic, and developed a considerable tolerance for pain. Harald lacks, however, the necessary degree of fine control for most of his spells, despite Justin's best efforts to instil it in him.

As Harald's apprenticeship proceeded, it became increasingly clear that Justin was not only cruel, he was also delving into areas of magic that were questionable, at best. Consorting with a range of dark and eldritch powers, Justin displayed a growing disdain for the restrictions imposed by the Code and the order. Under suspicion from the Questitores, Justin sought sufficient power to overcome his enemies, and prepared to sacrifice Harald to a demonic prince in exchange for more arcane power.

Harald should have died. Instead, at the moment of crisis, a being of seductive beauty appeared to the young man. She identified herself as his faerie godmother, and told him his mother had bargained for her protection long ago. She now intervened to offer Harald a new bargain: enough power to overcome Justin and escape, in exchange for Harry himself, as a servent to her in Arcadia. Desperate, and with no other option, Harald agreed.

The details of the confrontation between Harald and Justin are only vague to Harald now. He remembers finally consuming Justin in a pyre of flame, and somehow escaping both his former master, and the Leansidhe, his fairy godmother. Wandering, sick and mentally battered, he was found by a group of questitors and hoplites in the smoking ruin of Justin's lab. Brought before the local tribunal, Harald faced death, both for his role in Justin's diabolism, and for slaying his master in defiance of the code. A number of older Tytalus magi intervened, however. Impressed by both Harald's potential and his demonstrated ability to overcome the odds, they argued that he be allowed to complete his training under probation, with sentence of death suspended pending further proof.

Harald has now completed his gauntlet, and for the first time faces the Order as a full member. Although he no longer faces death, most of those aware of the events surrounding Justin's downfall view Harry with deep suspicion, and he is under constant surveillance by the authorities. Moreover, he is plagued by the unrelenting pursuit of his godmother, who will take any opportunity to enforce Harald's side of the bargain. He regularly faces faerie opponents, and entering Faerie regios places him at considerable risk.

Harald also struggles with the internal consequences of his past. An orphan, Harry longs for the comfort of a family and home. For all Justin's cruelty, the elder magi served as a father figure, and Harald must come to terms with the fact that he killed one of the few people he has ever let himself love. His years wandering, under Justin's critical eye, and under sentence by the order have also made Harald intolerant of bullying and those in power. He tends to intervene to protect those weaker than himself, is suspicious of authority, and reacts violently to its abuse.

Harald's talent for Creo and his knack with sympathetic magic make him a formidable opponent. It remains to be seen if he will be given the time to develop the skill to use these talents effectively, or whether the prophecies of his opponents in the order will come true first.

Harald (of Dresden) ex Tytalus
Male, 27 years old

Confidence Points: 5
Confidence Score: 2
Decrepitude: 0
Size: 1

Personality Trait / Score
Brave / 2
Stubborn / 3
Patient / -1

Reputation: Suspected Code Violator, 3

Characteristic / Specialty / Score:

Intelligence / Hunches / 2
Perception / ? / 0

Strength / ? / 0
Stamina / Last Stands / 2

Presence / ? / 0
Communication / / 0

Dexterity / ? / 0
Quickness / ? / 1

Virtue / Scope / Type

The Gift / Free / Hermetic
Self Confident / Free / House
Hermetic Magus / Free / Social
Enduring Constitution / Minor / General
Large / Minor / General
Second Sight / Minor / Supernatural
Major Magical Focus: Arcane Connections / Major / Hermetic
Inoffensive to Animals / Minor / Hermetic
Puissant Concentration / Minor / General
Free Study / Minor / Hermetic
Affinity with Creo / Minor / Hermetic

Flaw / Scope / Type

Clumsy Magic / Minor / Hermetic
Deleterious Circumstances: Running Water / Minor / Hermetic
Infamous Master: Justin du Morne / Minor / Hermetic
Plagued by Fairy godmother / Major / Story
Compassionate / Major / Personality
Incompatible Arts: Creo / Muto, Mentem / Minor / Hermetic

Ability / Specialty / Score / Experience:

Area Lore (Silesia) / - / 1 / -
Area Lore (Bohemia) / - / 1 / -
Folk Ken / - / 2 / -
Hungarian / - / 1 / -
German / - / 5 / -
Survival / being hunted / 2 / -
Legerdemain / magic tricks / 2 / -
Awareness / hidden threats / 2 / -
Brawl / defense / 2 / -
Athletics / running / 2 / -
Swim / - / 2 / -
Concentration / managing pain / 2 (4) / -
Chirurgy / first aid / 2 / -
Latin / - / 4 / -
Magic Theory / arcane connections / 4 / -
Artes Liberales / - / 1 / -
Finesse / - / 1 / -
Penetration / creo / 1 / -
Code of Hermes / avoiding trouble / 1 / -
Philosophiae / ceremonial casting / 1 / -
Second sight / - / 1 / -
Parma Magica / - / 1 / -
Magic Lore / dangerous things / 1 / -
Faerie Lore / bargains / 1 / -

Technique / Score / XP
Creo / 9 / -
Intellego / 5 / -
Muto / 0 / -
Perdo / 2 / -
Rego / 4 / -

Form / Score / XP
Animal / 0 / -
Aquam / 0 / -
Auram / 5 / -
Corpus / 0 / -
Herbam / 0 / -
Ignem / 5 / -
Imaginem / 0 / -
Mentem / 0 / -
Terram / 0 / -
Vim / 5 / -

Spell T / F / Lvl

Circular Ward against Demons ReVi 15
Pilum of Fire CrIg20
Circling Winds of Protection CrAu 20
Charge of the Angry Winds CrAu 15
Shell of Opaque Mysteries CrVi 20
Ward against Demons ReVi 15
Ward against Faeries of the Air ReAu 15

Gear / Resources

Staff, Mother's pentacle amulet, long leather coat, pilgrim's hat

Vis Sources:

1 pawn Intellego / even year
1 pawn corpus / even year
1 pawn vim / even year

Tractatus Library:

Creo Q12
Rego Q12
Intellego Q12
Auram Q 12
Ignem Q12
Vim Q12
Corpus Q6
Corpus Q6
Perdo Q6
Magic Theory Q6
Parma Q12
Concentration Q12
Creo Q12
Intellego Q12

Are you sure that you haven't read HoH: Societas?

To relate some of what that book tells us about tytalus magi:

A tytalus apprentice that succeeds in killing their mentor is automatically considered by the house to have passed their gauntlet. Because they are not a member of the order they are not subject to hermetic law.

In your case the deus ex machina style assistance from your faerie godmother may cloud the issue and put a mantle of suspicion upon your character. (did he really pass his gauntlet? We'll have to keep a special eye on that one).

By my count you've shorted your character 2 experience points.

Hi,

Nope, like I said, just the core. Backstory on Harry Dresden is pretty much as written, although Justin du Morne adopts him much sooner, and I left out a complicating romance with du Morne's other apprentice, Elaine. Harry spends the first few books under a cloud, watched by the Wardens of the White Council of Wizards, and being hunted by the Leanansidhe. He eventually convinces enough of the senior wizards (by, among other things, saving the day repeatedly) that he's not a Black Magician, and his debt to Lea is "bought" by Mab, Queen of the Winter court. Lucky Harry.

In terms of adapting this and the story as posted given the info you've provided, I'm tempted to have things pretty much stand, but have this be things from Harald's perspective. He's fuzzy on what happened in the fight, and only knows that the order held a sword over him for years, and even now judge him unfairly. As far as he's concerned (and with no Hermes Lore, he's hardly an expert) they are a pack of bullies, and he's not fond of bullies.

I noticed after posting that a) I put no points into Profession: Scribe, and that b) these board apparantly do not have an edit function. I'll either sink the 2 points (thanks for catching that) into a starter fund for Scribe, or poach three points from somewhere else, and give him Scribe at lvl 1. Then I will repost.

When should be get to work on the challenges, and what form should our progress reports take. I had planned on doing a season by season record, but obviously, some of this will need to occur OOC.

FMB

Here's my tentative character so far, might take another look at it tomorrow and see if anything needs changing.

Description
Calcarion has green eyes which practically sparkle with intelligence, and wears a small goatee beard kept trimmed close to his chin. He's relatively good looking, possessing a rather noble caste to his face, though his skin sometimes looks a little wan due to long hours in the lab. He stands around 6 feet tall and often wears expensive red robes.

Background
Born in the city of Nottingham, England, Nathaniel never quite fit in with other kids, mostly due to his gift, which even at a young age expressed itself as strongly as most full grown magi. He quickly learnt the necessity of being able to run away from the stronger children, and as time went on and running didn't suffice, the benefit of using his intelligence and cunning to get the bigger children on his side.

As he grew up however, he felt further and further ostracised from the people around him, and would frequently spend his spare time alone in Sherwood Forest, where he eventually discovered his powers one day, as he tried to climb a rocky outcropping and slipped, landing on the crag below not with bone crunching force, but almost a splash as the rock turned soft around him. He spent much time practicing from that day, as he possessed innate powers of moulding and controlling materials of the earth, stone being the easiest, but even metal could be turned to his whim if he forced it. Despite his lack of strength, he managed to connive his way into an apprenticeship with a stonemason, gentle use of his power making stone softer and easier for him to carve, he picked up the art quite quickly, and if he wasn't liked, he was at least respected for his skills in craft.

He was twelve years old when he was found by his master Amaraon, who found the boy one lazy summers day sat in the forest in the middle of a small circle of sculptures, intently concentrating on a rock in front of him, twisting it round into a seashell. He had been searching quite some time for an apprentice suitable for him, as he was a master of all things metal, but was impressed with his control of the stone, immediately introducing himself and, sensing the boys quick mind, quite straightforwardly offered him apprenticeship as a magi. After a short demonstration of his masters own Terram magic, Nathaniel instantly accepted.

Despite Amaroans skill as a master, he was disappointed to find he simply could not retain the childs innate abilities, but he did his best and managed to twist them to a hermetic end eventually, giving the child an inherent advantage towards Terram magic.

Amaraon is in direct line for the primacy of the Verditius and did his best to prepare his student for the politics that would come from simply being his parens, though Nathaniels lack of social practice meant that he could only teach him so much. One thing he did discover was that the boy had a truly incredible mind, which proved a double edged sword, as he seemed to work on a level of intelligence incomprehensible to most people, his erratic notes flitting from point to point almost chaotically as they follow his strange trains of thought and insight. Amaraon suspected that at least part of his blood was inhuman, as shown by his mental capabilities and previous innate powers, but he has never been able to narrow down what it might be exactly. Towards the end, he determined the best way of teaching him was just to show him the art of craft, which he could teach well, while allowing him to read his own conclusions on magic from the summae provided to him.

Nathaniel was a fast study, and learnt more than most apprentices, and yet he focussed almost obsessively on Terram magic, which Amaraon suspects is to make up for the perceived loss of his innate powers. For his gauntlet, he created a floating stone circle, allowing a magus to elevate himself, and yet also remain in place without need for the magus to concentrate, essentially a mobile casting platform. He passed easily and was granted the new name Calcarion, and his voting sigil, which is a small stone statuette of a dragon.

Finding himself free to do as he would, Calcarion surprised many, his master included when he decided to move to a different covenant, instead of staying at either Verdi or Lemnos. Calcarion is however very proud, and would rather move somewhere where he can remain independent, intending to raise himself in power and practice his skills before making a choice to move to either potential domus magna. Calcarion does not currently consider himself powerful enough to take primacy, though he certainly thinks he would be the best option, and it is to this end that he plans to leave a new legacy to House Verditius, hoping to make new breakthroughs in item creation.

Personality
Calcarion spent a very lonely childhood, as thus has a rather deep selfish streak. He has had powers since he was a young boy, and considered himself superior to other people, such thinking was barely jarred by his introduction into the Order of Hermes, taking confidence from the fact that he in the line for the Primus, no matter how distant.
Aside from often seeming a little arrogant and superiror however, Calcarion isn't actually a bad guy. He can be relatively charming and witty when he wants to be, which is often only to those he considers friends. He is a firm supporter of the Orders law, and is known to be a trustworthy person to have dealings with.

Nathaniel / Calcarion

Characteristics
Int +5 Genius
Per +2 Attentive
Str -2 Thin
Sta +2 Fit
Prs +1 Noble
Com 0
Dex -2 Slow
Qik 0

Size: 0
Starting Age: 27
Age: 27
Decreptitude: 0
Warping Score: 0
Warping Points: 1 5
Initiative: Stress
Confidence Score: 1 3
House: Verditius
Sigil: Always something draconic in nature, often tending towards fiery heat.
Reputation:

Virtues pg 40
2 x Great Intelligence +2 increase intelligence from 3 to 5
Inventive Genius +1 +3 to lab totals when inventing new things, +6 experiment
Book Learner +1 When studying from books, treat them as +3 quality
Affinity With Magic Theory +1 Get an extra 0.5xp for each 1xp spent on Magic Theory
Pussaint Magic Theory +1 +2 to any total involving Magic Theory
Skilled Parens +1 +60xp and +30 spell levels during apprenticeship
Affinity With Terram +1 Get an extra 0.5xp for each 1xp spent on Terram
Minor Magical Focus +1 Moving Stone
Personal Vis Source +1 Bloodstone (See notes)
The Gift Free
Hermetic Magus Free (Social Status)
Verditius Magic Free (Add philosophae as bonus, add craft to lab total, can
make impossible objects, subtract craft from vis needed
to open item for enchanting, need casting tools)

Flaws pg 51
Primogeniture Lineage -1 In the line for Primus of House Verditius
Blatant Gift -3 -6 penalty to ineracting with people and animals, pg 75
Proud -3 Very proud
Ambitious -1 Wants to leave a legacy to House Verditius, maybe even the order
Incomprehensible -1 People learning from your books halve study/lab total
Nocturnal -1 -1 to rolls between dawn and midday

Combat:
Soak:
Wound Penalties: -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (13-16)

Abilities: pg 31, 62
English (Expansive Vocabulary) 5 0 30
Latin (Enchantment Vocabulary) 4 0 25
Magic Theory (Enchanting Items) 5 (7) 0 30
Parma Magica (Mentem) 1 0 10
Finesse (Terram) 3 0 15
Charm (Being Witty) 2 0 15
Folk Ken (Magi) 2 0 15
Athletics (Running) 1 0 10
Awareness (Alertness) 1 0 10
Nottingham Area Lore (Geography) 1 0 10
Bargain (Magical Items) 1 0 10
Craft Stonework (Sculpture) 5 0 30
Craft Blacksmith (Jewellery) 3 0 20
Intrigue (Alliances) 1 0 10
Concentration (Spell Concentration) 1 0 10
Code of Hermes (Political Intrigue) 1 0 10
Philosophae (Ceremonial Casting) 2 0 15
Order of Hermes Lore (Politics) 1 0 10
Artes Liberales (Logic) 1 0 10 Read/Write Latin
Verditius Cult Lore (Politics) 1 0 10

Arts: pg 77
+1 each for making Loud or Exaggerated gestures
Casting Pool = 2 + technique + form + aura
Formulaic = Casting Pool + 1d10
Fatiguing Spontaneous = Casting Pool + 1d10 / 2
Non-Fatiguing Spontaneous = Casting Pool / 5
Techniques
Creo "I Create" 0 0 1
Intellego "I Perceive" 0 0 1
Muto "I Transform" 0 0 1
Perdo "I Destroy" 0 0 1
Rego "I Control" 9 0 10
Forms
Animal "Animal" 0 0 1
Aquam "Water" 0 0 1
Auram "Air" 0 0 1
Corpus "Body" 0 0 1
Herbam "Plant" 0 0 1
Ignem "Fire" 0 0 1
Imaginem "Image" 0 0 1
Mentem "Mind" 0 0 1
Terram "Earth" 14 0 15
Vim "Power" 0 0 1

Fatigue:

		Fresh
0	2 min	Winded
-1	10 min	Weary
-3	30 min	Tired
-5	1 hour	Dazed
	2 hours	Unconscious

Spells: pg 112
Ranges: Duration Target
Personal Momentary Individual/Circle
Touch/Eye Concentration/Diameter Part
Voice Sun/Ring Group/Room
Sight Moon Structure
Arcane Year Boundary

==== Creo Corpus ====
Level 10
Bind Wound (See pg 129)
An oak wand

==== Rego Ignem ====
Level 20
Protection of the Dragons Scales
R: Personal, D: Sun, T: Ind
(Base 4, +2 Sun, +3 Size)
This spell gives the caster +20 soak against fire and heat. His presence doesn't dampen or part flames for others, but they are simply unable to penetrate his skin or affect him easily. Calcarions sigil takes effect by making his skin ever so slightly scaly and warm to the touch.
A small piece of brass shaped into a dragons scale.

==== Creo Terram ====
Level 20
Summon the Stony Sphere
R: Voice, D: Sun, T: Ind
(Base 3, +2 Voice, +2 Sun, +1 Size)
This spell creates a perfectly spherical piece of solid granite, with a diameter of up to 8.02 feet. If dropped or otherwise used to attack someone, the sphere does +10 damage.
A small perfectly round pebble of granite

Level 25
Summon the Sphere of Midas
Range: Touch	Duration: Momentary	Target: Individual (Ritual)
Base 15, +1 Touch, +1 Size

This ritual spell creates a spherical lump of pure Gold about 10 inches across, which is properly rationed and mixed, can provide around 800 mythic pounds of high quality gold.

==== Muto (Rego) Terram ====
Level 20
Shaping Claw of the Earth Dragon
R: Touch, D: Conc, T: Part
(Base 4, +1 Touch, +1 Concentration, +1 Part, +1 Requisite)
This spell causes a roughly spherical chunk of stone to become as malleable as clay. This spell also has a rego effect, which not only holds the stone in shape as it is being moulded, but also allows him to shape it just by concentrating and touching the surface of the rock, rather than having to mould it by hand.
A small dragons claw sculpted from Granite

==== Rego Terram ====
Level 25
Ward Against Metal
R: Touch, D: Diam, T: Ind
(Base 15, +1 Touch, +1 Diameter)
Creates an invisible ward around the mage at arms length, which prevents any object of metal striking him by simply stopping it dead just before it reaches, as if it struck against solid stone. It has no effect against wooden weapons, or weapons of any other material but metal. Note that this doesn't repel metal as such, merely takes out any impetus or ability to pierce him. In theory, a hot poker could be placed against and indeed burn him, though a knife could not cut him.
A magnet, which he reverses when casting the spell

Level 30
Controlling the Stone Puppet
R: Sight, D: Sun, T: Ind
(Base 4, +3 Sight, +2 Sun, +1 Size)

Grants unnatural control over an object made of stone, up to a size of 10 cubic pace. The object may be moved along the ground or in the air as you wish as long as it remains within sight, and may be used as a weapon, in which case it does +10 damage. Concentration is required to move the object although the spell remains in effect if the user must concentrate on some other matter.
A ring set with a tiny opal

Personality Traits
Proud +5
Logical +2
Trustworthy +2

Twilight Scars: None
Equipment:

Encumberance:

Notes:
Bloodstone - Personal Vis Source (1 Creo, 1 Muto, 1 Terram)
Calcarion possesses a small gem called a bloodstone, that if fed drops of blood regularly, once a week or so, will grow in size and turn a deep, rich red over time. Once every year when the gem is ready, it can be carefully cracked apart, finding the original clear gem inside. The largest left over red gem shavings are enough for a single pawn of Terram Vis, and if the remainder is carefully boiled in water and seperated, it will melt into a thick, blood-like liquid that is a source of one pawn of Creo Vis, and a watery solution of Muto Vis.

Vis Income:
1 Creo
1 Muto
1 Rego
2 Terram
1 Vim

Childhood
45xp on:
Charm 2 15
Folk Ken 2 15
Athletics 1 5
Awareness 1 5
Area Lore 1 5

7 Later Years
105xp on:
Bargain 1 5
Intrigue 1 5
Craft Stone 4 50
Finesse 2 15
Craft Blacksmith 3 30

Apprenticeship
300xp on:
Code of Hermes 1 5
Concentration 1 5
Craft Stone 4->5 25
Speak Latin 4 50
Parma 1 5
Philosophae 2 15
Order of Hermes 1 5
Finesse 2->3 15
Magic Theory 5 50 (75)
Artes Liberales 1 5
Verditius Cult Lore 1 5
Rego 9 45
Terram 14 70(105)

Damn, forgot to do the tractaci.
Also, I noticed I put every year in the bloodstone, it should be every -other- year.
What shall I do with the vis by the way, shall I have one set of 3 one year, and then the other the next, alternating?.. or just 6 in one year in a chunk.

Tractaci:

Creo Q12
Perdo Q12
Muto Q12
Rego Q12
Ignem Q12
Mentem Q12
Vim Q12
Parma Magica Q12
Magic Theory Q12
Magic Theory Q12
Terram Q12
Terram Q12
Terram Q6

Excellent. Looks like a fun character.

A few minor notes:

You've got warping points down but no warping score. It looks like a typo to me.

I'm thinking that both Controlling the stone puppet and summon the stoy sphere should be aimed spells. Do you agree?

I'm hesitant to OK flight for controlling the stone puppet. Folks could ride upon the backs of stones and fly more easily than with wings of the soaring wind (which would be level 30 were it duration sun) because wings of the soaring wind takes a 2 magnitude hit for being exceptionally unnatural. Could you add some cool thematic restrictions to Controlling the stone puppet to make it a poorer method of transportation.

Vis is received every other year. Not every year. your description of the bloodstone seems to imply differently

Yes, that's a typo, I used an old character sheet, I'll amend, thanks

They'd both be aimed if they were used in combat, yeah, they're often more utility spells than direct damage.

Regarding the flight, yes, I've even used it for such means before, it's part of why it's handy. It already has several downsides though.
Firstly, you need some stone around to fly with it, which can always be perdo'd or broken in some way.
Secondly, the direct flight spell is geared towards that goal alone, and so would undoubtedly give easier concentration rolls (I'd make it do so anyway, otherwise as you say, it's not much benefit). Moving a stone platform around generally means you're having to concentrate on it hard, so you can't do much else while flying on it. Plus, if you lose control of it for even a second, it's generally gone, as it'll drop faster than anyone riding it.. so unless you're going to land on it with a rather solid thunk, you can't just lapse concentration on your flying spell, cast a spell while falling a little, then resume flight like with other direct flight spells

I already mentioned the bloodstone type below ^^

Better late than never, I suppose.

Matt

Xpofer was born Tadhg mac Tomáis, the illegitimate son of an English knight and an Irish mother. Though never legally recognized by his father, Sir Tomas, the elderly knight did provide for the boy and his mother, sheltering them in his manor house outside Kilkenny, the first Norman capitol of conquered Ireland. Life was grand for young Tadhg, until his thirteenth birthday, when his Gifted manifested in a most obvious fashion. During dinner, in the company of friends and family, Tadhg fell into a fit, his body quivering and spittle frothing from his clenched mouth. To the crowd's horror, Tadhg transformed into a monster, his body twisted beyond rational comprehension, his muscles bulging and cavorting across his body, his fanged mouth running from ear to ear, and his eye growing as large as a shield.

Later, Tadhg's mother explained to him that he had a "touch of the old blood", as she put it, and what he'd experienced was called ríastrad, loosely translated as "warp spasm". It marked him as a sorcerer, and thus both mother and father happily sought out a magician to take and train the boy. Hoping that one of the local cunning men or witches would rise to the task, they were quite surprised when a foreigner, a German magus named Berwelfus Bonisagi, desired to take Tadhg. Doubtful and suspicious at first, a heavy purse full of English shillings changed their minds, and Tadhg's parents sent the boy off with his new master.

Traveling to the distant Duchy of Austria, Berwelfus inducted Tadhg into the Hermetic Arts, changing his name to Xpofer in the process. Xpofer excelled under Berwelfus' tutelage, learning both the magical Arts and the detailed efficiency under which Berwelfus ran his laboratory. Xpofer was fostered to Lechoslaw, a magus Bonisagi living in the Kingdom of Poland, and developed a friendship with Justine, another Bonisagus apprentice.

The most notable event of Xpofer's apprenticeship was when he and Berwelfus were visited by Aodh Rua, an Irish Ex Miscellanea magus. Aodh Rua was concerned that Xpofer was neglecting his ancestors by not regularly performing his warp spasm, and asked Berwelfus if he could curse the boy to ensure an annual display of the mythic feat. Distracted by a prolonged vis extraction experiment, Berwelfus simply replied: "Sure. Hurry up." Aodh Rua laid a geas on Xpofer, cursing the apprentice. The geas states that, if Xpofer does not warp spasm and engage an enemy in physical combat at least once a year, measured by the Beltane holiday, he would lose the capacity for human speak. To regain his voice, he would have to kill an enemy in his warp spasm shape.

Xpofer finished his apprenticeship and passed his gauntlet easily. He is very comfortable with pen and word, less so in face-to-face situations. Xpofer prefers to stay in his sanctum and converse with his fellows through letters. During his apprenticeship, he combined his and Justine's letters into a commentary (Covenants, page 90). Although he is careful and detailed with his laboratory work, he uses more vis than he necessarily has to, and has the unfortunate knack of slipping into Twilight in the worst situations.

Xpofer

Characteristics: Int +4, Per +1, Pre +1, Com +2, Str 2, Sta +1, Dex +1, Qik 0
Size: 0
Age: 27 (27)
Decrepitude: 0
Warping Score: 0 (0)
Confidence: 1 (3)

Virtues and Flaws: The Gift, Hermetic Magus; Mythic Blood; Free Expression, Improved Characteristics, Great Intelligence, Inventive Genius, Magical Memory, Minor Magical Focus (free: creating memories),Planetary Magic, Puissant Magic Theory (free); Twilight Prone, Waster of Vis; Fostered Apprentice, Lesser Malediction (Conditional Mute), Oversensitive (free), Poor Hearing

Combat:
Dodge: Init: +0, Attack , Defense +2, Damage
Fist: Init: +0, Attack +3, Defense +2, Damage 2
Kick: Init: 1, Attack +3, Defense +1, Damage +1
Soak: +1

Fatigue levels: OK, 0, 1, 3, 5, Unconscious
Wound Penalties: 1 (1 5), 3 (6 10), 5 (11 15), Incapacitated (16 20)

Abilities: Art of Memory 3 (texts), Artes Liberales 1 (astronomy), Awareness 2 (searching), Brawl 2 (Bludgeon), Code of Hermes 1 (apprentices), Concentration 2 (spell concentration), English 5 (Nursery Rhymes), Finesse 1 (casting speed), French 1 (poetry), Irish 2 (specific dialect), Latin 4 (hermetic usage), Magic Theory 4 (inventing spells), Parma Magica 1 (Corpus), Penetration 1 (Mentem), Philosophiae 2 (ceremonial magic), Swim 1 (long distances), Thrown Weapon 0 (Stone) (1)

Arts: Cr 8, In 5, Mu 5, Pe 4, Re 5, An 0, Aq 0, Au 0, Co 5, He 0, Ig 0, Im 0, Me 7, Te 0, Vi 5

Equipment: wizardry stuff
Encumbrance: 0 (0)

Powers:
Warp Spasm (MuCo(Me) 30: base 10, +2 Sun, +1 requisite, + 1 extensive cosmetic effect)
Xpofer can change into a monstrous form, reminiscent of the changes his mythical ancestors performed before battle. His calves, hams, and heels shift to the front, and the muscles on his back, neck and arms bulge and contort. One eye protrudes from his head while the other is engulfed in his skull. During this transformation, Xpofer's Intelligence and Strength Characteristics switch values (Int -2 and Str +4).

Spells Known:

Memory of the Distant Dream (CrMe 20) +23
Pains of the Perpetual Worry (CrMe 20) +16
Thoughts Within Babble (InMe 25) +13
Endurance of the Berserkers (ReCo 15) +11
Piercing the Magical Veil (InVi 20) +11
My Long Lost Friend (CrMe 20) +23

Vis Allowance (every even numbered year)
1 pawn Creo
1 pawn Mentem
1 pawn Vim

Personal Tractatus Library
Artes Liberales, Quality 12
Commentaries (between Xpofer & Justine), Quality 4
Corpus, Quality 12
Creo, Quality 7
Creo, Quality 12
Etiquette, Quality 12
Intellego, Quality 12
Latin, Quality 12
Magic Theory, Quality 12
Mentem, Quality 7
Mentem, Quality 12
Muto, Quality 12
Philosophiae, Quality 12
Vim, Quality 12

I forgot to detail a spell.

The Long Lost Friend
CrMe 20
Voice, Concentration, Individual

The caster creates a memory in the target than she is a long lost friend of the target, one with whom the target had pleasant dealings in the past. This spell makes the target act friendly to the caster, although it does not remove the suspicion generated by the caster's Gift.

Base 5, +2 Voice, +1 Concentration

Xpofer's Strength is -2, not "2". Thanks, Boxer, for pointing that out to me.

Matt

Slightly overpowered, btw... :laughing:

What is? I don't understand your comment.

Matt

The ability to shift a very poor Strength score with a very high Int score. This lets you be a very efficient magus while being at least potentially as efficient in combat, where you don't care about Int.
That way, you easily gain the best of both worlds, having, at least when it counts, both strength +4 and intelligence +4 :wink:

Oh, yeah, I see.

I think, in a face-to-face game, Erik wouldn't allow it. I used his suggested base level effect to construct the feat. I tried to modify it with a curse, Lesser Malediction, make the feat more of a nuisance than a boon.

Still, I think I'd agree with you if one of my players threw it at me in our weekly game.

Matt

I'm back form the wilds of Salt Lake City (for two weeks at least, then I'm off to another wild unsettled land)

I'm pretty generous about the use of muto spells to play with attributes and I probably would allow a character to develop the spell that Matt's character has for his mythic blood power. Depending on circumstances I see that character's actions as possibly being resisted by magic resistance.

Yay, I'm finally on!!!

This is basically the version I sent to you earlier, Erik, with some questions. There are several things to fill in, but it's close to done.

Amadeus of House Verditius, Member of the Confraternity of Balento

Amadeus of House Verditius is a man of small stature, his wiry frame only rising to nearly five feet. He is a Creo/Rego specialist. He is methodical and meticulous, a builder and designer. He was born the son of a pious stone mason of dwarf blood and learned some of that craft as his father's apprentice before being taken away by his parens. Since then he has expanded his repertoire. He feels God has given him the Gift to better understand the divine and to create greater works in dedication to the Lord, and thus everything is right in the world.

Characteristics: Int +3, Per 0, Str –2, Sta 0, Pre 0, Com +3, Dex +1, Qui -2
Size: 0
Age: 27
Decrepitude: 0 (0)
Warping Score: 0 (0)
Confidence Score: 1 (3)

Virtues and Flaws: Affinity w/ Creo, Affinity w/ Rego, Affinity w/ Magic Theory, Book Learner, Cautious Sorcerer, Confraternity Member (Balento), Difficult Longevity Ritual, Faerie Blood (Dwarf), Free Expression, The Gift, Good Teacher, Hermetic Magus, Optimistic, Personal Vis Source (1 Cr, 1 Re, 1 Vi), Pious (Minor), Puissant Magic Theory, Slow Caster, Small Frame, Spontaneous Casting Tools, Verditius Magic

Personality Traits: Meticulous +3, Organized +2
Reputations: -
Combat: Dodge +0
Soak: 0 + Form bonuses
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-4), -3 (5-8 ), -5 (9-12), Incapacitated (13-16), Dead (17+)

Abilities:
Ability / Specialty / Rank / Exp

Area Lore: ? / ? / 1 / 0
Artes Liberales / Ceremonial Magic / 1 / 0
Athletics / ? / 1 / 0
Awareness / Alertness / 2 / 0
Bargain / Hermetic Objects / 1 / 0
Brawl / Dodging / 1 / 0
Charm / ? / 1 / 0
Code of Hermes / ? / 1 / 0
Concentration / Spell Concentration / 0 / 2
Craft: Jeweler / Verditius Magic / 2 / 0
Craft: Metal Smithing / Verditius Magic / 2 / 0
Craft: Stoneworking / Verditius Magic / 2 / 0
Craft: Woodworking / Verditius Magic / 2 / 0
Dominion Lore / Religious Artwork / 0 / 2
Etiquette / ? / 1 / 0
Faerie Lore / ? / 0 / 2
Finesse / Craft Magic / 0 / 2
Folk Ken / ? / 1 / 0
Guile / ? / 1 / 0
House Verditious Lore / ? / 1 / 0
Infernal Lore / ? / 0 / 2
Intrigue / ? / 1 / 0
Leadership / Laboratory / 1 / 0
Living Language: ? / Conversation / 5 / 0
Living Language: Latin (literate) / Hermetic Usage / 4 / 0
Magic Lore / ? / 0 / 2
Magic Theory / Lab Construction / 4 / 1
Organization Lore: OoH / House Verditius / 1 / 0
Parma Magica / Magical Beasts / 1 / 0
Penetration / Animal / 0 / 2
Philosophiae / Verditius Magic / 2 / 0
Profession (Architect) / Laboratories / 1 / 0
Swim / ? / 1 / 0
Teaching / ? / 0 / 0

Arts:
Art / Casting Tool / Rank / Exp

Creo / ? / 5 / 2
Intellego / ? / 0 / 0
Muto / ? / 5 / 0
Perdo / ? / 0 / 0
Rego / ? / 6 / 0
Animal / ? / 5 / 0
Aquam / ? / 0 / 0
Auram / ? / 0 / 0
Corpus / ? / 0 / 0
Herbam / ? / 0 / 0
Ignem / ? / 0 / 0
Imaginem / ? / 0 / 0
Mentem / ? / 0 / 0
Terram / ? / 5 / 0
Vim / ? / 0 / 0

Wizard’s Sigil: ?
Certamen School: ?
Twilight Scars: None
Familiar:
Gold Cord: 0 (0) Silver Cord: 0 (0) Bronze Cord: 0 (0)
Traits:

Spells:
True Rest of the Injured Brute (CrAn20, +10, casting tool: ?)
Hide to Parchment (ReAn10, +11, casting tool: ?)
Ward Against the Beasts of Legend (ReAn10, +11, casting tool: ?)
Binding the Hermetic Codex (ReAn20, +11, casting tool: ?)
Thoughts Distinctly Burned (ReAq10, +6, casting tool: quill)
Touch of Midas (CrTe20 ritual, +14, casting tool: ?)
Ink of Noblest Metals (MuTe20, +10, casting tool: ?)
The Unseen Porter (ReTe10, +11, casting tool: ?)

Vis: 0
Money: 0 lb silver
Biannual Vis: 1 Creo, 1 Animal, 1 Vim

Books:
The Art of Healing (Q 12 Creo tractatus)
From Nothing (Q 12 Creo tractatus)
Puppeteer of the Body (Q 12 Rego tractatus)
Puppeteer of the Mind (Q 12 Rego tractatus)
Eye on the Target (Q11 Finesse tractatus)
The Magical Sculptor (Q11 Finesse tractatus)
Rego and the Paintbrush (Q11 Finesse tractatus)
I Think, Therefore It Is (Q 12 Magic Theory tractatus)
I Think, Therefore It Isn't (Q 12 Magic Theory tractatus)
I Think, Therefore It Changes (Q 12 Magic Theory tractatus)
Some Ponderings on the Ways of Nature (Q11 Philosophiae tractatus)
Binding with Style (Q11 Spell Mastery: Binding the Hermetic Codex tractatus)
Clever Binding Techniques (Q11 Spell Mastery: Binding the Hermetic Codex tractatus)

I finished!!! I've added the last few points and thrown in specialties and casting tools. (I've almost finished the first 5 years, too, but I figured this should be done first.)

Amadeus of House Verditius, Member of the Confraternity of Balento

Amadeus of House Verditius is a man of small stature, his wiry frame only rising to nearly five feet. He is a Creo/Rego specialist. He is methodical and meticulous, a builder and designer. He was born the son of a pious stone mason of dwarf blood and learned some of that craft as his father's apprentice before being taken away by his parens. Since then he has expanded his repertoire. He feels God has given him the Gift to better understand the divine and to create greater works in dedication to the Lord, and thus everything is right in the world.

Characteristics:
Int +3 (Insightful)
Per +1 (Precise)
Str –2 (Small)
Sta 0
Pre 0
Com +3 (Eloquent)
Dex 0
Qui -2 (Deliberate)
Size: 0
Age: 27
Decrepitude: 0 (0)
Warping Score: 0 (0)
Confidence Score: 1 (3)

Virtues and Flaws: Affinity w/ Creo, Affinity w/ Rego, Affinity w/ Magic Theory, Book Learner, Cautious Sorcerer, Confraternity Member (Balento), Difficult Longevity Ritual, Faerie Blood (Dwarf), Free Expression, The Gift, Good Teacher, Hermetic Magus, Optimistic, Personal Vis Source (1 Cr, 2 Re), Pious (Minor), Puissant Magic Theory, Slow Caster, Small Frame, Spontaneous Casting Tools, Verditius Magic

Personality Traits: Meticulous +3, Organized +2
Reputations: -
Combat: Dodge +0
Soak: 0 + Form bonuses
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-4), -3 (5-8 ), -5 (9-12), Incapacitated (13-16), Dead (17+)

Abilities:
Ability / Specialty / Rank / Exp

Area Lore: Italy / Hermetic Sites / 1 / 0
Artes Liberales / Ceremonial Magic / 2 / 0
Athletics / Running / 1 / 0
Awareness / Alertness / 2 / 0
Bargain / Hermetic Objects / 1 / 0
Brawl / Dodging / 1 / 0
Charm / Nobles / 1 / 0
Code of Hermes / Dealing with Mundanes / 1 / 0
Concentration / Spell Concentration / 0 / 2
Craft: Jeweler / Verditius Magic / 2 / 0
Craft: Metal Smithing / Verditius Magic / 2 / 0
Craft: Stoneworking / Verditius Magic / 2 / 0
Craft: Tailor / Verditius Magic / 2 / 0
Craft: Woodworking / Verditius Magic / 2 / 0
Dominion Lore / Religious Artwork / 0 / 2
Etiquette / House Verditius / 1 / 0
Faerie Lore / Faerie Animals / 0 / 2
Finesse / Craft Magic / 0 / 2
Folk Ken / Hermetic Magi / 1 / 0
Guile / Hermetic Politics / 1 / 0
House Verditious Lore / Confraternity of Balento / 2 / 0
Infernal Lore / Demons / 0 / 2
Intrigue / Hermetic Politics / 1 / 0
Leadership / Laboratory / 1 / 0
Living Language: Italian (literate) / Conversation / 5 / 0
Living Language: Latin (literate) / Hermetic Usage / 4 / 0
Magic Lore / Magical Beasts / 0 / 2
Magic Theory / Items / 4 / 1
Organization Lore: OoH / House Verditius / 1 / 0
Parma Magica / Magical Beasts / 1 / 0
Penetration / Animal / 0 / 2
Philosophiae / Verditius Magic / 2 / 0
Profession (Architect) / Laboratories / 1 / 0
Swim / Staying Afloat / 1 / 0
Teaching / Apprentices / 0 / 2

Arts:
Art / Casting Tool / Rank / Exp

Creo / Hammer / 7 / 2
Intellego / Parchment / 0 / 0
Muto / Cocoon / 5 / 0
Perdo / Shard from a Tombstone / 0 / 0
Rego / Leash / 6 / 2
Animal / Wolf Tooth / 5 / 0
Aquam / Vial of Water / 0 / 0
Auram / Vial of Air / 0 / 0
Corpus / Lock of Hair / 0 / 0
Herbam / Stick / 0 / 0
Ignem / Charred Stick / 0 / 0
Imaginem / Mirror / 0 / 0
Mentem / Skull / 0 / 0
Terram / Quartz / 5 / 0
Vim / Wand / 0 / 0

Wizard’s Sigil: Dominion-styled (like angelic wings for a flight spell)
Certamen School: Gladiator
Twilight Scars: None

Spells:
True Rest of the Injured Brute (CrAn20, +10, casting tool: dried sea star)
Hide to Parchment (ReAn10, +11, casting tool: strip of leather)
Ward Against the Beasts of Legend (ReAn10, +11, casting tool: cat's tooth)
Binding the Hermetic Codex (ReAn20, +11, casting tool: book spine)
Thoughts Distinctly Burned (ReAq10, +6, casting tool: quill)
Touch of Midas (CrTe20 ritual, +14, casting tool: coin)
Ink of Noblest Metals (MuTe20, +10, casting tool: paint brush)
The Unseen Porter (ReTe10, +11, casting tool: small pulley)

Vis: 0
Money: 0 lb silver

Biannual Vis: 1 Creo, 1 Animal, 1 Vim

Books:
The Art of Healing (Q12 Creo tractatus)
From Nothing (Q12 Creo tractatus)
Puppeteer of the Body (Q12 Rego tractatus)
Puppeteer of the Mind (Q12 Rego tractatus)
Eye on the Target (Q11 Finesse tractatus)
The Magical Sculptor (Q11 Finesse tractatus)
Rego and the Paintbrush (Q11 Finesse tractatus)
I Think, Therefore It Is (Q12 Magic Theory tractatus)
I Think, Therefore It Isn't (Q12 Magic Theory tractatus)
I Think, Therefore It Changes (Q12 Magic Theory tractatus)
Some Ponderings on the Ways of Nature (Q11 Philosophiae tractatus)
Binding with Style (Q11 Spell Mastery: Binding the Hermetic Codex tractatus)
Clever Binding Techniques (Q11 Spell Mastery: Binding the Hermetic Codex tractatus)

Whoops. Sorry about the double post. I don't know why I could still post after submitting it once.

Chris