Corbin ex Merinita (development)

Backstory

Corbin was unfortunately born into a very prestigious and serious clan. From birth the family taught its sons and daughters to fight honourably and always uphold the clan's name. Generations of tales speak of their grace and power, and generations of rules dictate the lives of its noteworthy members. Corbin knows this and thinks it's all a little pompous.

As exposure to the bluster and bravado increased as did the boy's talent for not taking it seriously. Over time his teachers threw their arms up in disgust. The tales of heroic deeds filled his mind far more than the practical rules. He would daydream through lessons, escape his duties, and avoid almost all filial duties.

Eventually only a handful of direct family thought him more than a lazy and useless boy. Time spent practicing his songs and stories was ill regarded.

Corbin was far from lonely though. As an attractive youth with a musical talent he could be counted as a regular performer in clan gatherings., and also frequently found socialising among his clansmen. His father and uncle's ire rising with the enjoyment of the crowd. However even the skalds and minstrels commented that he lacked the discipline to learn properly; to correctly follow their traditions.

As the boy grew he enjoyed the company in taverns, or quiet places, some majestic overlooks, and especially the company of lovers. This did little to harden his resolve.

His master found him practicing his singing along a quiet loch, walking for the pleasure of the wind itself. Corbin knows she saw greater things within him, even if they remained hidden under his carefree demeanour. Later she would admit his nature was at times frustrating.

The apprenticeship years were again frustrating for many around Corbin but not for him. Magical studies were infrequent enough that he was able to still practice his passions, and when he gained traction in Imagonem he began integrating the art into his practices. He loves what the magic can do, how it changes the art so much.

...

Corbin is actually a family nickname due to his dark complexion and slight build. It started as a casual pet name from his mother and stuck.

Stats - draft, at gauntlet.

Corbin, ex Merinita
Characteristics: Int +1, Per ‑1 (not paying attention), Pre +2, Com +3, Str ‑2, Sta +1, Dex +2, Qik 0, Size: 0, Age: 30 (30)
Virtues and Flaws: Affinity with Music, Deft Form (Imaginem) [Form: Imaginem], Faerie Magic*, Gentle Gift, The Gift, Hermetic Magus, Inventive Genius (Invent Lab Totals: +3), Personal Vis Source (Imaginem) [Location], Second Sight*, Strong Nymph Blood [Physical Quirk: Blue blood], Black Sheep (a Rake from notable clan), Carefree, Hedge Wizard (barely a wizard), Study Requirement, Weakness (Legends and Stories), Weird Magic (Botches on Stressed Casting: Extra botch die)
Reputations: Hedge Wizard (barely a wizard) 3, Rake (with family clan) 2
Abilities: Animal Handling 1 (birds), Area Lore: Scottland 2, Artes Liberales 1 (cermonial magic), Awareness 1 (searching), Bargain 1 (Taverns, Inns, Whorehouses), Brawl 1 (Dodge), Carouse 2 (drinking songs), Charm 2 (first impressions), English 2 (storytelling), Faerie Lore 1 (bargains), Folk Ken 2 (townsfolk), Gaelic 5 (storytelling), Infernal Lore 1 (pacts), Irish 2 (storytelling), Latin 4 (hermetic usage), Leadership 1, Magic Lore 1 (creatures), Magic Theory 3 (inventing spells), Music 5 (sing), Parma Magica 1 (Corpus), Scribe 1 (copying), Second Sight 1 (regiones), Survival 2 (highlands), Swim 1 (long distances), Teaching 1
Arts: Cr 3, In 8, Mu 5, Pe 8, Re 3, An 0, Aq 0, Au 0, Co 0, He 0, Ig 0, Im 8, Me 0, Te 0, Vi 0
Spells Known:
Aura of Beguiling Appearance (MuIm 10) +14
Aura of Childlike Innocence (MuIm 10) +14
Aura of Ennobled Presence (MuIm 10) +14
Discern the Images of Truth and Falsehood (InIm 25) +17
Disguise of the Transformed Image (MuIm 15) +14
The Ear for Distant Voices (InIm 20) +17
Wizard's Sidestep (ReIm 10) +12
Veil of Invisibility (PeIm 20) +17

Advancement (pre-play)

  • 1213 = Study 30 xp, MT 3/30 to 4/60
  • 1214 = Study 30 xp, MT 4/60 to 5/75 (15 xp), Activity: Sling of Vilano (ReTe10), 5xp Mastery Sling of Vil,
  • 1215 = Study 30 xp, Finesse 3/30
  • 1216 = Lab 30 xp, Invent spells:
    View Around Corners (InIm10) Move perception to a place you can see (+3 Sight, +1 Conc, Base 2 for sight and hearing),
    Traveler's Awareness (InIm5) see/hear on a road. (Base 2, +2 road, +1 Diameter),
    Veil of Silent Passage (PeIm10) (base 4 for no smell & sound & touch, +1 Diameter, +1 moving image, personal, ind),
    Unraveling the Fabric of Imagonem (PeVi5)
  • 1217 = Study 30 xp, Vim 6/21, Rego 3/6 to 4/10, Philosophy 1/5
  • 1218 = (Season 1) Find Familiar (Season 2) Bind Familiar, Cords: Gold (5), Silver (5), Bronze (15). Intellego Imagonem LT 26 vs Bond Level 25, Cost: 5 vis, (Remaining xp 10 = Dreadful Bane of the Fae PeVi5, and Sap the Griffon's Strength PeVi5)
  • 1219 = Study - Activity: 30 xp, MT 5/75 to 6/105

Advancement (in Play)

  • 1220.1 = The Day's Blank Slate: Corbin - 5xp in Area Lore: Covenant of Insula Canaria. link

[hr][/hr]
Corbin, ex Merinita
Characteristics Int +2, Per -2 (no not paying attention), Pre +2, Com +3, Str -2 (thin frame), Sta +1, Dex +2, Qik 0, Size: 0, Age: 32 (32)

Virtues and Flaws Deft Form (Imaginem) [Form: Imaginem], Faerie Magic*, Gentle Gift, The Gift, Hermetic Magus, Inventive
Genius (Invent Lab Totals: +3), Personal Vis Source (Imaginem) [Location], Puissant Imaginem, Second Sight*, Strong Nymph
Blood [Physical Quirk: Blue blood], Black Sheep (a Rake from notable clan), Carefree, Hedge Wizard (barely a wizard), Study
Requirement, Weakness (Legends and Stories), Weird Magic (Botches on Stressed Casting: Extra botch die)
Reputations: Hedge Wizard (barely a wizard) 3, Rake (with family clan) 2

Abilities Area Lore: Scottland 2, Area Lore: Covenant of Insula Canaria 1, Artes Liberales 1 (cermonial magic), Philosophiae 1, Bargain 1 (Taverns, Inns, Whorehouses),
Carouse 2 (drinking songs), Charm 2 (first impressions), Faerie Lore 1 (bargains), Faerie Magic 1(0)*, Finesse 3, Folk Ken 2 (townsfolk),
Gaelic 5 (storytelling), Hunt 1, Latin 4 (hermetic usage), Leadership 1, Magic Lore 1 (creatures), Magic Theory 6
(inventing spells), Music 3 (sing), Parma Magica 1 (Corpus), Scribe 1 (copying), Second Sight 1 (regiones), Survival 1 (highlands),
Swim 1 (long distances), Teaching 1
Arts: Cr 3, In 8, Mu 5, Pe 8, Re 4, An 0, Aq 0, Au 0, Co 0, He 0, Ig 0, Im 8+3, Me 0, Te 0, Vi 6
Spells Known:

  • Aura of Beguiling Appearance (MuIm 10) +17
  • Aura of Childlike Innocence (MuIm 10) +17
  • Aura of Ennobled Presence (MuIm 10) +17
  • Conjuration of the Insubstantial Fleeting Blindfold (CrIm 5) +15
  • Discern the Images of Truth and Falsehood (InIm 25) +20
  • Disguise of the Transformed Image (MuIm 15) +17
  • Dreadful Bane of the Fae (PeVi 5)
  • The Ear for Distant Voices (InIm 20) +20
  • Invisible Sling of Vilano (ReTe 10) +6, Mastery 1 (precise casting)
  • Sap the Griffon's Strength (PeVi 5)
  • Traveler's Awareness (InIm 5) +20
  • Veil of Invisibility (PeIm 20) +20
  • Veil of Silent Passage (PeIm 10) +20
  • View Around Corners (InIm 10) +20
  • Wizard's Sidestep (ReIm 10) +16
  • Unraveling the Fabric of Imagonem (PeVi5)

b Pick BPs 75 of personal resources (draft).[/b]

  • [8] The Traveler's Sanctuary, a bronze belt buckle, which is touched at the same time as touching the target's forehead to ward the target against wind and rain, all but the worst natural weather. The affected target may still have trouble seeing through squalls and strong wind, but their own person is protected.
    Rego Auram / Aquam 15.
    (base 4 to protect from the wind and rain, +1 Touch, +2 Sun), +5 24 uses per day.

  • [4] Blessed Ring of Warmth
    Creo Ignem 5, R: Touch, D: Sun, T:Individual = final level 10.
    The object touched becomes comfortably warm. A simple cantrip for traveling or cold winter’s nights.
    (Base 2, +1 Touch, +2 Sun), +5 24 uses per day.

  • [16] Ring of the Wayward Journey, an enchanted Personal Flight Item (ReCo 40 device), (Base 15 to fly quickly, +1 Touch, +1 Conc, +5 Device Maintains Conc, +10 Unlimited uses),

  • [12] Libram of Imaginary Pages, (Lesser device: Cr/Mu/Re/Im 30)
    The libram appears to be a piece of treated oak carved to look like a very small closed notebook. Upon command the libram will create an illusory sheet of writing paper, which can be used to scribe notes. The virtual paper includes a tactile illusion so that slight resistance is felt by the writer when being changed. When written upon the illusion reacts to the motions of the writing implement, so that ink is not needed to write on the surface. The illusory pages can be moved about or placed in mid air, and altered as pleases the writers just like a normal piece of paper. The illusory pages can be created in three sizes: note/palm sized, large book sized, and table sized.
    Effect: The Scrawling Sheet (CrIm25) (CrIm base 2 for visual and tactile illusion, +1 Touch, +3 Moon, +1 can be moved around, +1 intricate text and drawings, +1 changeable image). Device mods: +5 24 uses per day.
    Note: grants a lab bonus +3 to Imagonem totals.

  • [12] Amulet of the Sleeping Werewolf, a defensive device (ReMeAn30), (Call to Slumber for men and beasts, ReMeAn10, +10 unlimited uses, Pen +20),

  • [2] A set of Panpipes, as an Verditius Item of Quality,

  • [2] A wand, as Verditius Item of Quality,

  • [2] Lab Text (spell) - Follower's Bane (ReCo 10)

  • [3] Lab Text (spell) - Book of Images (CrIm 15)

  • [1] Lab Text (spell) - Faerie Flute (MuIm 4)

  • [1] Lab Text (spell) - The Magic Flute (CrHe5)(MoH 139)

  • [3] Lab Text (spell) - Aura of the Simple Bard (MuIm 15)

  • [4] Lab Text (spell) - Safe Haven (MuIm 20)

  • [5] Lab Text (spell) - Living Fire (MuIm 25)

b Pick BPs 200 of covenant resources (draft). [/b]

  • [26] Intellego L14 Q12,
  • [29] Imagonem L16 Q13,
  • [27] Vim L12 Q15,
  • [27]Terram L12 Q15,
  • [22] 2x Q11 Magic Theory tractatus
  • [20] Vis Source - 4x Vim per year
  • [7] Lab Text (Spell) - Haunt of the Living Ghost (CrIm/In 35)
  • [1] Lab Text (spell) - Circle of Undisturbed Rest (ReIm 5)
  • [2] Lab Text (Spell) - Exactly to Scale (ReAq/Me 10)
  • [6] Lab Text (spell) - Master's Message (ReVi 30 gen)
  • [4] Lab Text (spell) - Ambush in the Deserted Road (PeIm 20)
  • [5] Lab Text (spell) - Wizard's Expansion (Corpus)(MuVi 25 Gen)
  • [5] Lab Text (spell) - The Patient Spell (ReVi 25 Gen)
  • [3] Lab Text (spell) - Woolen Steed of Araby (ReAn 15)
  • [6] Lab Text (spell) - Vessel of the Clouds (ReHe 30)
  • [5] Lab Text (spell) - To See as Through a Plethron Distant (InIm 25)

Vim vis source
The vis is harvested annually from a local standing stone site known as the Rocks of Slow Gogmagog. The stones have two primary stones standing twice and equal to a man in height, and many other smaller stones around them a few feet tall.
Legend speaks of a giant and a man fighting for their lives among a court of mischievous observers, which the rocks represent. To harvest the vis, two people must walk in opposite concentric circles around the two largest stones, a hand placed on their stone. When the walkers face each other they slap their hands on each other, after the clash a third person should clap while sitting on a smaller stone. It takes five bouts to harvest the vis, which drops as pellets of stone blood infused with vim magic.
The rationale is the legend of a man who slew a giant here, and the blood was harvested; but now with the ceremony grants vim.

Corbin has a regular annual trip to harvest the vis, where he takes his trusted grogs to help with the ritual. .

Corbin's Lab

Recently belonged to Cainneach ex Miscellanea, and earlier Cináed of Bonisagus. It is Basic, with most (if not all) of the equipment having been cannibalized for use in the other labs. It is also in a Dedicated Building, and the Magical Heating and Lighting are still working. There is a Summoning Circle still engraved on the floor. Neither Cainneach ex Miscellanea nor Cináed of Bonisagus were there long enough to count as a Predecessor.

Lab Characteristics:

  • Refinement +1,
  • General Quality -3,(in first season)
  • Upkeep +1,
  • Safety +1,
  • Warping +0,
  • Health +1,
  • Aesthetics +4,

Lab Specializations: Rego +1, * Ignem +1,

  • Imaginem +1,
  • Vim +1,
  • Texts +1.

The dwelling side of the cottage is effectively empty, as Corbin's travels light and many personal effects are still on route.

Scrymgeour, familiar of Corbin.

A thin black cat with a white patch on his chest. Scrymgeour was named like his magus, sarcastically. In gaelic the name means "fighter" which is the last option the cat will take. He is far more interested in creeping and sneaking about, listening here and there, and watching the covenfolk. Scrymgeour would watch the magi too if he hadn't been made aware of the dire consequences...but what they do in the open is everyone's business.

Stats:
Magic Might: 15 (Animal)
Characteristics: Int +3, Per +1, Pre +2, Com -4, Str -6, Sta 0, Dex +3, Qik +7
Size: -3, Season: Summer
Age: -- (--), Gender: Male, Decrepitude: 0, Warping Score: 0 (0), Confidence: 1 (3)

Virtues and Flaws: Arcane Lore (45/50), Educated (50/50), Improved Characteristics (×3), Luck (Luck Bonus: +1 to +3),
Magic Animal, Perfect Balance (Avoid Falling and Tripping: +6), Puissant Awareness, Sharp Ears (Hearing: +3), Size: -3, Unaffected
by The Gift*, Busybody, Magical Friend, Nocturnal (All Rolls: -1 between dawn and midday)

Qualities and Inferiorities: Ambush Predator (Bonus: Automatic Initiative, +3 Attack 1st round), Crafty, Gift of Speech, Good
Jumper (Bonus: +3 when jumping), Improved Powers × 3: 15/15, Lesser Power × 3: 75/75, Magical Meditation, Minor Virtue
(Unaffected by The Gift), Minor Virtue (Educated), Minor Virtue (Arcane Lore), Minor Virtue × 3 (Improved Characteristics), Minor
Virtue (Luck), No Fatigue, Personal Power × 1: 25/25, Reduced Might × 3, Skilled Climber (Bonus: +3 when climbing), Thick Fur
Personality Traits: Curious +4, Cat* +3, Timid +2

Combat:
Dodge: Init: +7, Attack --, Defense +11, Damage --
Fist: Init: +7, Attack +6, Defense +10, Damage -6
Kick: Init: +6, Attack +6, Defense +9, Damage -3
Soak: +1, Fatigue levels: Tireless
Wound Penalties: -1 (1-2), -3 (3-4), -5 (5-6), Incapacitated (7-8), Dead (9+)

Area Lore: Ireland 2 (Covenants), Artes Liberales 2 (astronomy), Athletics 3 (jumping), Awareness 3+2 (alertness),
Brawl 3 (Dodge), Charm 3 (Commoners), Faerie Lore 2 (Unseelie), Hunt 4 (prey), Irish 4 (poetry), Infernal Lore 2 (undead), Latin 4
(hermetic usage), Legerdemain 2 (filching), Magic Lore 2 (regiones), Magic Theory 6 (Assisting in the Lab), Magical Meditation 2
(while at rest), Order of Hermes Lore 1, Penetration 2 (Corpus), Stealth 4 (stalking prey), Scribe 2 (copying)

Equipment: Thick Fur (Soak: 1) (Soak: 1; Protection: 1), Encumbrance: 0 (0)

Powers:

Cat Like a Shadow (Personal: 25), Points: 0, Initiative: Qik-1, Form: Imaginem, Range: Per, +0, Duration: Sun, +2, Target: Ind, +0,
Level: PeIm15, Design: 15 levels, Base 4, +2 Sun, +1 Changing image, -2 Might cost

Feline Lullaby (Lesser: 10), Points: 1, Initiative: Qik-4, Form: Mentem, Range: Voice, +2, Duration: Mom, +0, Target: Ind, +0,
Level: ReMe10, Design: 10 levels, Base 4, +2 Voice, -1 Might cost, 2 mastery points, Special Abilities: penetration, Power Spell
Mastery: 1

Humans are Easily Misplaced (Lesser: 20), Points: 4, Initiative: Qik-8, Form: Corpus, Range: Arc, +4, Duration: Conc, +1, Target:
Ind, +0, Level: InCo20, Design: 20 levels, Base 3, +4 Arc, +1 Conc, 3 mastery points, Special Abilities: penetration, Power Spell
Mastery: 1

Moving Objects with the Mind (Lesser: 20), Points: 0, Initiative: Qik-4, Form: Terram, Range: Sight, +3, Duration: Conc, +1,
Target: Ind, +0, Level: ReTe10, Design: 10 levels, Base 2, +3 Sight, +1 Conc, -2 Might cost

Pass the Unyielding Portal (Lesser: 10), Points: 0, Initiative: Qik-2, Form: Herbam, Range: Touch, +1, Duration: Diam, +1, Target:
Ind, +0, Level: MuHe5, Design: 5 levels, Base 3, +1 Touch, +1 Diam, -1 Might cost

Prying Eyes (Lesser: 10), Points: 0, Initiative: Qik-2, Form: Imaginem, Range: Touch, +1, Duration: Conc, +1, Target: Room, +2,
Level: InIm5, Design: 5 levels, Base 1, +1 Touch, +1 Conc, +2 Room, -1 Might cost

Grant Puissance in Charm (Lesser:5), tba, costs 1 might point. Touch, Sun, Ind.

Vis: Vis: 3 Pawns of Animal (Eyes);

Don't forget, you subtract Size from Magic Might. So, your 15 MM becomes 18 (although you still only get 15 MM points to spend on powers or whatnot).

Don't think you need Crafty, since Scrymgeur has Int and not Cunning.

Also, Magic beings don't get the default "75 points of language for free" like humans do. Which puts Scrymgeur, as near as I can tell, 65 points over.

Everything else looks good.

I'll recheck the stats. Crafty is in there, as it was added by the default creature template (I've no idea which book to find it in).

For Might I started with a score of 18 due to the negative size and modified it downward with a few points in the Reduced Might Inferiority. Needed that so I could bind him.

Thanks for the pick-up for the language, I've altered the abilities in the post above and also altered the language and area lore to Irish. I think I'd prefer the cat to be from elsewhere, and a stranger to the local communities which gives him an excuse to explore and be nosey.

Crafty is in Mystery Cults, p. 42. "Raise Cunning to 0 (if currently negative), or add 1. This Quality may be taken more than once for exceptionally cunning animals."

Got it. (Magic animals always give me problems, even with MetaCreator.)

I like it.

I had under-spent on lesser powers in the design of Scrymgeour, so have added Grant Puissance in (Charm) as a temporary power, to his powers. I think it is thematic for the cat and also for my Magus. Hope that is OK.

You might want to look at your advancement again. You have a few odd things in there. For example, you found and bound a familiar and then did the same thing again shortly thereafter. It looks like you did some editing and stopped halfway through.

Thanks Callen, yes, I mucked up the copy/paste. I've edited now.

I think you have 5 more xp to spend in 1216.

Ah! thank you. I've added Unraveling the Fabric of Imagonem (PeVi5). Seems thematically useful.

You still have both Gaelic and Irish, which are de facto the same language (Irish being, in this game at least, a dialect of Gaelic).

Thank you - I've dropped Irish and added Hunt. Should be ok as they're both general skills. I'll have a ponder about more of my specializations.

I've finished the texts /BPs for cov and that I'm bringing too.

Fixed my personal BPs with the following to replace 25 pts worth, see the full list here.

[8] The Traveler's Sanctuary, a bronze belt buckle, which is touched at the same time as touching the target's forehead to ward the target against wind and rain, all but the worst natural weather. The affected target may still have trouble seeing through squalls and strong wind, but their own person is protected.
Rego Auram / Aquam 15.
(base 4 to protect from the wind and rain, +1 Touch, +2 Sun), +5 24 uses per day.

[4] Blessed Ring of Warmth
Creo Ignem 5, R: Touch, D: Sun, T:Individual
The object touched becomes comfortably warm. A simple cantrip for traveling or cold winter’s nights.
(Base 2, +1 Touch, +2 Sun), +5 24 uses per day.

[12] Libram of Imaginary Pages, (Lesser device: Cr/Mu/Re/Im 30)
The libram appears to be a piece of treated oak carved to look like a very small closed notebook. Upon command the libram will create an illusory sheet of writing paper, which can be used to scribe notes. The virtual paper includes a tactile illusion so that slight resistance is felt by the writer when being changed. When written upon the illusion reacts to the motions of the writing implement, so that ink is not needed to write on the surface. The illusory pages can be moved about or placed in mid air, and altered as pleases the writers just like a normal piece of paper. The illusory pages can be created in three sizes: note/palm sized, large book sized, and table sized.
Effect: The Scrawling Sheet (CrIm25) (CrIm base 2 for visual and tactile illusion, +1 Touch, +3 Moon, +1 can be moved around, +1 intricate text and drawings, +1 changeable image). Device mods: +5 24 uses per day.
Note: grants a lab bonus +3 to Imagonem totals.

and a spell:

[1] Lab Text (spell) - The Magic Flute (CrHe5)(MoH 139)