I get it now. You got it all wrong. Your specialties are your mastery abilities (one per score). You don't get an ability-type specilization.
OK. No problem. I'll remove them. As I'd replied to Fixer, the books essentially contradict themselves on this one so it can be played either way. This does also mean Faerie Sympathy does not apply to Spell Mastery since it replaces specialties. It would be worth noting that for the player who intended to do so.
I really dig your backstory! Awesome stuff
Octavian of Tremere was also present at the final fall of Jafirya, though you may not have met. He is a Quaesior, andis/was a member of Andorra.
Karandos was not killed. He suffered severe Twilight effects and resides in the Cave of Twisting Shadows.
But still, this an awesome story!
You mentioned in another thread thinking of having met Carmen in your backstory. I have an idea. Carmen was in Ultima Thule during the shadow wars, and then was here at Andorra (she met Valentino there, he and Graziella beat her in a flying race).
So, the likely overlapping time to have met would be in the past 5 years, when she wandered all over Iberia You, Guillerme, spent time in Iberia (where others call him Guillermo), and met her in (Toledo? Cordova? Campomartes? Barcelona?). You made friends
So anyway, you returned to Doisettep. Carmen to Andorra. Carmen discovers the disaster, puts out a call for assistants through the Senecans. You are like "OMG! That's my friend Carmen!". So you you make a big push to gather help, and that's why so many magi from Doisettep have come. And as destiny has it, it fits with Mercuria's quest to bring her mother home to Arans. And others have personal goals as well.
How does this sound?
The hellfire scar is wicked cool
Metron did that to you. He rots in a cell at Duresca, captured by Octavian. Lapho was never found. And some do not believe Santiago actually killed Rassus (no corpse was found amongst the ashes, but it is presumed he was incinerated).
And your parens is really old to be a direct apprentice of Julis. But that is fine Carmen's parens was really old too. I figure he is around 70+, and Julius was likewise old when he was an apprentice (decades after EL Cid and Valencia).
Yay! Good.
I could mention him in Guillaume coming to the attention of the Quaesitores.
I'll edit that. I took the death part from the Sub Rosa article.
Sounds good. And they might have run into each other when she was an apprentice and he was fighting in Iberia, too.
Sounds great.
Cool. I'll amend the his history to reflect this.
I figure he's probably passed into final twilight at this point. But if you want to keep him around you're welcome to do so.
(in progress)
Guillaume Flambonis, Filius Evandrus (Knight of Seneca, School of Julius) at the end of the second cycle (1205-1208)
Eventually Astrid became his familiar and eternal companion. Toward the end of the decade it appeared the Third Cathar Crusade was about to break out. Guillaume decided it would be good for them to steer clear of these events and so they spent a little more time than usual in the library and laboratory. It was during this time that Guillaume developed an interest in alchemy and became initiated into the Order of the Green Cockerel. But events outside the Third Cathar Crusade were soon disrupt their relative calm.
Characteristics: Int +2, Per +1, Str +1, Sta +1, Pre 0, Com 0, Dex 0, Qui +1
Size: 0
Age: 33 (apparent age 32, 6th magnitude longevity ritual)
Decrepitude: 0 (0)
Warping Score: 0 (3)
Confidence Score: 1 [3]
Virtues: Affinity w/ Magic Theory, Affinity w/ Parma Magica, Affinity w/ Vim, Cautious Sorcerer, Deft Vim, Flawless Magic, The Gift, Hermetic Magus, Independent Study, Minor Magical Focus: manipulating his own spells, Planetary Magic, Skilled Parens (Knights of Seneca)
Flaws: Blatant Gift, Covenant Upbringing (Doissetep), Disfigured (Infernally burned chest/neck/throat), Driving Goal (major, greatest magical warrior ever), Mentor (Knights of Seneca), Stuck in His Ways, True Friend/Love (Astrid)
Personality Traits: Brave +3, Loyal +3, Loyal (Astrid) +3, Zealous +3
Reputations:
Combat:
Dodging +3
Soak: 3 + Form bonuses + Armor
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
Abilities:
[table][tr][th]Ability (Specialty)[/th][th]Scr.[/th][th]Exp.[/th][th]Notes[/th][/tr]
[tr][td]Area Lore: Iberian Tribunal (Covenants)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Area Lore: Provençal Tribunal (Covenants)[/td][td]2[/td][td]19[/td][/tr]
[tr][td]Area Lore: Rhine Tribunal (Covenants)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Artes Liberales (Logic)[/td][td]2[/td][td]15[/td][td]Latin[/td][/tr]
[tr][td]Athletics (Running)[/td][td]1[/td][td]9[/td][/tr]
[tr][td]Awareness (Alertness)[/td][td]1[/td][td]9[/td][/tr]
[tr][td]Brawl (Daggers)[/td][td]2[/td][td]21[/td][/tr]
[tr][td]Charm (Magi)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Code of Hermes (Diabolism)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Concentration (Spell Concentration)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Dead Language: Latin (Hermetic Usage)[/td][td]5[/td][td]75[/td][/tr]
[tr][td]Finesse (Speed)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Folk Ken (Magi)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Infernal Lore (Diabolism)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Leadership (Grogs)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Living Language: Castilian (Northern)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Living Language: Langue d'Oc (Provençal)[/td][td]5[/td][td]75[/td][td]Native Language[/td][/tr]
[tr][td]Living Language: Langue d'Oil (French)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Living Language: Low German (West Low German)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Magic Lore (Non-Hermetic Traditions)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Magic Theory (Inventing Spells)[/td][td]5[/td][td]81[/td][/tr]
[tr][td]Mystery Cult Lore: Order of the Green Cockerel (Members)[/td][td]2[/td][td]17[/td][/tr]
[tr][td]Organization Lore: Doissetep (Grogs)[/td][td]2[/td][td]21[/td][/tr]
[tr][td]Organization Lore: Order of Hermes (House Flambeau)[/td][td]2[/td][td]19[/td][/tr]
[tr][td]Parma Magica (Certamen)[/td][td]5[/td][td]100[/td][/tr]
[tr][td]Penetration (Vim)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Philosophiae (Ritual Magic)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Profession: Scribe (Latin)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Profession: Strategy (Grogs with Magi)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Profession: Tactics (Grogs with Magi)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Spell Mastery: Arc of Fiery Ribbons[/td][td]2[/td][td]25[/td][td]Multiple Casting, Penetration[/td][/tr]
[tr][td]Spell Mastery: Bind Wound[/td][td]1[/td][td]5[/td][td]Stalwart Casting[/td][/tr]
[tr][td]Spell Mastery: Boreal Flames[/td][td]3[/td][td]31[/td][td]Fast Casting, Imperturbable Casting, Multiple Casting[/td][/tr]
[tr][td]Spell Mastery: Chirurgical Cut of Mundane Silence[/td][td]3[/td][td]33[/td][td]Fast Casting, Multiple Casting, Unraveling[/td][/tr]
[tr][td]Spell Mastery: Demon's Eternal Oblivion[/td][td]3[/td][td]30[/td][td]Adaptable Casting, Flex - Sight, Penetration[/td][/tr]
[tr][td]Spell Mastery: Divide the Gathered Vis[/td][td]1[/td][td]5[/td][td]Stalwart Casting[/td][/tr]
[tr][td]Spell Mastery: Maintaining the Demanding Spell[/td][td]2[/td][td]15[/td][td]Flex - Sun, Imperturbable Casting[/td][/tr]
[tr][td]Spell Mastery: Obliterating the Wizard's Defense[/td][td]1[/td][td]5[/td][td]Unraveling[/td][/tr]
[tr][td]Spell Mastery: Pilum of Fire[/td][td]2[/td][td]25[/td][td]Multiple Casting, Penetration[/td][/tr]
[tr][td]Spell Mastery: The Unseen Porter[/td][td]1[/td][td]5[/td][td]Imperturbable Casting[/td][/tr]
[tr][td]Spell Mastery: Wizard's Leap[/td][td]2[/td][td]15[/td][td]Fast Casting, Stalwart Casting[/td][/tr]
[tr][td]Stealth (Natural Settings)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Swim (Not Drowning)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Teaching ()[/td][td]0[/td][td]2[/td][/tr][/table]
Arts:
[table][tr][th]Technique[/th][th]Scr.[/th][th]Exp.[/th][th]Form[/th][th]Scr.[/th][th]Exp.[/th][/tr]
[tr][td]Creo[/td][td]7[/td][td]29[/td][td]Animal[/td][td]0[/td][td]0[/td][/tr]
[tr][td]Intellego[/td][td]2[/td][td]3[/td][td]Aquam[/td][td]0[/td][td]0[/td][/tr]
[tr][td]Muto[/td][td]7[/td][td]32[/td][td]Auram[/td][td]0[/td][td]0[/td][/tr]
[tr][td]Perdo[/td][td]7[/td][td]28[/td][td]Corpus[/td][td]7[/td][td]28[/td][/tr]
[tr][td]Rego[/td][td]7[/td][td]28[/td][td]Herbam[/td][td]0[/td][td]0[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Ignem[/td][td]8[/td][td]40[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Imaginem[/td][td]0[/td][td]0[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Mentem[/td][td]0[/td][td]0[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Terram[/td][td]0[/td][td]0[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Vim[/td][td]15[/td][td]122[/td][/tr][/table]
Wizard's Sigil: His magic seems nearly alive. (Imagine the flash flood in the Fellowship of the Ring or the storm in The Mummy.) (E.g. licks of flame will look vaguely like fingers or claws reaching out and illusions will ripple slightly in the wind.)
Certamen School: Velitus
Twilight Scars: None
Spells:
Bind Wound [CrCo10, +16]
[tab][/tab]See ArM5 p.129.
Wizard’s Leap [ReCo15, +17 or +10 with requisites]
[tab][/tab]See HoH:S p.36.
Pilum of Fire [CrIg20, +18]
[tab][/tab]See ArM5 p.140. Inflicts +15 damage.
Arc of Fiery Ribbons [CrIg25, +18]
[tab][/tab]See ArM5 p.140. Inflicts +10 damage.
Boreal Flames [Mu(Pe)Ig15, +19 or +26 on his own spells]
[tab][/tab]See MoH p.111.
The Unseen Porter [ReTe10, +9]
[tab][/tab]See ArM5 p.156.
Demon’s Eternal Oblivion [PeVi10, +26]
[tab][/tab]See ArM5 p.160. Destroys 10 Infernal Might.
Chirurgical Cut of Mundane Silence [PeVi15, +26]
[tab][/tab]R: Sight & T: Individual version of Wind of Mundane Silence (ArM5 p.161).
[tab][/tab]Double the effect's level with 15 + 5 + 3x3 + die = 29+die.
Obliterating the Wizard's Defense [PeVi15, +24]
[tab][/tab]R: Sight version of Unraveling the Fabric of (Form) (ArM5 p.161), but to take down Parma Magica.
[tab][/tab]Match five times the opponent's score in Parma Magica with 15 + 5 + 1x3 + die = 23+die.
Demon’s Eternal Oblivion [PeVi25, +26]
[tab][/tab]See ArM5 p.160. Destroys 25 Infernal Might.
Divide the Gathered Vis [ReVi25, +24]
[tab][/tab]See TMRE p.40.
Maintaining the Demanding Spell [ReVi25, +32]
[tab][/tab]See ArM5 p.162. Works on spells of level 25 and lower.
Vis: 29 p.v.f.
Items:
Familiar:
[tab][/tab]Gold Cord: 2 (15), Silver Cord: 0 (0), Bronze Cord: 2 (15)
[tab][/tab]Characteristics: Int -3, Per 0, Str -1, Sta +3, Pre -2, Com 0, Dex +2, Qui +2
[tab][/tab]Independent Study, Premonitions, Venus's Blessing
[tab][/tab]lingering injury flaw (growth with wound as a pup), Covenant Upbringing (not raised by wolves), ?
[table][tr][th]Ability (Specialty)[/th][th]Scr.[/th][th]Exp.[/th][th]Notes[/th][/tr]
[tr][td]Area Lore: Provençal Tribunal (Natural Features)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Artes Liberales (?)[/td][td]1[/td][td]9[/td][/tr]
[tr][td]Athletics - Wolf (Distance Running)[/td][td]5[/td][td]83[/td][/tr]
[tr][td]Awareness - Wolf (Smell)[/td][td]3[/td][td]38[/td][/tr]
[tr][td]Brawl - Wolf (Teeth)[/td][td]5[/td][td]83[/td][/tr]
[tr][td]Dead Language: Latin (Hermetic Usage)[/td][td]5[/td][td]-[/td][td]Familiar Bond[/td][/tr]
[tr][td]Hunt - Wolf (Track by Smell)[/td][td]4[/td][td]50[/td][/tr]
[tr][td]Living Language: Castilian (Northern)[/td][td]2[/td][td]-[/td][td]Familiar Bond[/td][/tr]
[tr][td]Living Language: Langue d'Oc (Provençal)[/td][td]5[/td][td]-[/td][td]Familiar Bond[/td][/tr]
[tr][td]Living Language: Langue d'Oil (French)[/td][td]1[/td][td]-[/td][td]Familiar Bond[/td][/tr]
[tr][td]Living Language: Low German (West Low German)[/td][td]1[/td][td]-[/td][td]Familiar Bond[/td][/tr]
[tr][td]Magic Theory (Assisting in the Lab)[/td][td]4[/td][td]52[/td][/tr]
[tr][td]Organization Lore: Order of Hermes (Personalities)[/td][td]1[/td][td]7[/td][/tr]
[tr][td]Premonitions (?)[/td][td]2[/td][td]25[/td][/tr]
[tr][td]Survival - Wolf (Winter)[/td][td]3[/td][td]30[/td][/table]
1205
Winter: In preparation for lab work Guillaume studied a Q13 summa on Rego. (Rego +13)
Spring: In further preparation for Astrid Guillaume studied a Q10 tractatus on Artes Liberales. (Artes Liberales +10)
Summer: Guillaume bound Astrid to him as his familiar [ReVi30]. (Magic Theory +2, Vim +2)
Autumn: Guillaume taught (Quality 3 + 0 + 0 + 6 = 9) Astrid Artes Liberales. (Teaching +2) Astrid learned Artes Liberales so she could read, which fascinated her. (Artes Liberales +9)
1206
Winter: Guillaume practiced Spell Mastery. (Spell Mastery: Arc of Fiery Ribbons +2, Spell Mastery: Boreal Flames +6, Spell Mastery: Chirurgical Cut of Mundane Silence +4, Spell Mastery: Pilum of Fire +2) Meanwhile Astrid read her first book, a Q10 summa on Magic Theory. (Magic Theory +10)
Spring: Guillaume read a Q13 summa on Muto. (Muto +13) Meanwhile Astrid continued to read the Q10 summa on Magic Theory. (Magic Theory +10)
Summer: Guillaume adventured and did some small tasks for his covenant and house around the Provençal Tribunal. (Area Lore: Provençal Tribunal +1, Awareness +1, Brawl +1, Organization lore: Doissetep +1, Organization Lore: Order of Hermes +1, Parma Magica +5, Spell Mastery: Arc of Fiery Ribbons +2, Spell Mastery: Pilum of Fire +2, Ignem +1, Muto +1, Vim +2) Astrid accompanied him. (Area Lore: Provençal Tribunal +1, Athletics - Wolf +2, Awareness - Wolf +2, Brawl - Wolf +2, Organization Lore: Order of Hermes +1, Premonitions +5)
Autumn: Guillaume adventured and did some small tasks for his covenant and house around the Provençal Tribunal. (Area Lore: Provençal Tribunal +1, Athletics +1, Brawl +1, Organization lore: Doissetep +1, Organization Lore: Order of Hermes +1, Parma Magica +5, Spell Mastery: Arc of Fiery Ribbons +2, Spell Mastery: Pilum of Fire +2, Ignem +1, Muto +1, Vim +2) Astrid accompanied him. (Area Lore: Provençal Tribunal +1, Athletics - Wolf +2, Awareness - Wolf +2, Brawl - Wolf +2, Organization Lore: Order of Hermes +1, Premonitions +5)
1207
Winter: Guillaume adventured and did some small tasks for his covenant and house around the Provençal Tribunal. (Area Lore: Provençal Tribunal +1, Athletics +1, Brawl +1, Organization lore: Doissetep +1, Organization Lore: Order of Hermes +1, Parma Magica +5, Spell Mastery: Arc of Fiery Ribbons +2, Spell Mastery: Pilum of Fire +2, Ignem +1, Muto +1, Vim +2) Astrid accompanied him. (Area Lore: Provençal Tribunal +1, Athletics - Wolf +2, Awareness - Wolf +2, Brawl - Wolf +2, Organization Lore: Order of Hermes +1, Premonitions +5)
Spring: Guillaume adventured and did some small tasks for his covenant and house around the Provençal Tribunal. (Area Lore: Provençal Tribunal +1, Athletics +1, Brawl +1, Organization lore: Doissetep +1, Organization Lore: Order of Hermes +1, Parma Magica +5, Spell Mastery: Arc of Fiery Ribbons +2, Spell Mastery: Pilum of Fire +2, Ignem +1, Muto +1, Vim +2) Astrid accompanied him. (Area Lore: Provençal Tribunal +2, Athletics - Wolf +2, Awareness - Wolf +2, Brawl - Wolf +2, Premonitions +5)
Summer: Returning to Doissetep to avoid interfering with mundanes, Guillaume studied a Q14 summa on Corpus. (Corpus +14) Meanwhile Astrid studied the same Q10 summa on Magic Theory. (Magic Theory +10)
Autumn: Worried about the rumors of diabolism in the south Guillaume invents Obliterating the Wizard's Defense [PeVi15]. (Magic Theory +2, Spell Mastery: Obliterating the Wizard's Defense +5, Vim +2) Meanwhile Astrid studied the same Q10 summa on Magic Theory. (Magic Theory +10)
1208
Winter: Guillaume studied a Q14 summa on Corpus. (Corpus +14) Meanwhile Astrid studied the same Q10 summa on Magic Theory. (Magic Theory +10)
Spring: Guillaume performed a longevity ritual on himself [CrCo26]. (Magic Theory +2, Creo +1) Astrid joined him, doing what she could. (Magic Theory +2)
Summer: Having expressed interest in alchemy, the Order of the Green Cockerel decided based on his displayed loyalty and talent with Vim that he would be a good recruit. They taught him some of their secrets before he would begin his initiation. (Mystery Cult Lore: Order of the Green Cockerel +15) Astrid accompanied him but was not part of the process. (Organization Lore: Order of Hermes +2)
Autumn: The Order of the Green Cockerel initiated Guillaume into its ranks. (Mystery Cult Lore: Order of the Green Cockerel +2) Astrid accompanied him but was not part of the process. (Organization Lore: Order of Hermes +2)
Sub Rosa killed Karandos?!?
Which issue?
I am going by the lore from the old Iberia book.
Your parens can be in Twilight, that's fine. We just need to figure out a magus to be your current mentor (as you have that Flaw and that's how the Knights of Seneca work). Some one older than you but younger than your parens.
I can invent him, or leave it up to you. Or both . Not stats, just general personality and relationship stuff. Minor backstory.
You met Carmen no mre than 5 years ago.
I guess I'd over-read what you wrote. An army of one being vanquished led me to believe death or final twilight or something similar.
"When exposed in 1208, Archmagus Karandos was first to strike against his corrupted filius. He charged in blind and alone, and was thus vanquished."
OK. I'm fine in any of these directions. I may have a better idea when I get to the Shadow Wars stuff as I'm working my way through the cycles.
Yeah, that's fron the old story. Karandos is the first to march against his filius, and is vanquished when he experiences a severe twilight episode. He retreats to the Cave of Twisting Shadows after his defeat.
I was wrong about when you could have met Carmen. Just reread her backstory. She visited Campomartes in 1212.
Yes, that could make a lot of sense. Guillaume was based out of Campomartes through most of the Shadow Wars, starting some time in 1209 and ending around 1217.
(in progress)
Guillaume Flambonis, Filius Evandrus (Knight of Seneca, School of Julius) at the end of the third cycle (1209-1217)
In 1208 Archmagus Karandos was slain, and the Knights of Seneca went to war in early 1209. Guillaume joined them, temporarily moving to Campo del Marte in Iberia. Though not a leader in the Shadow Wars due to his relative youth, he still saw plenty of action leading grogs into battle alongside other Knights of Seneca. It was also during these years that Guillaume suffered through his only Twilight experiences, some good and some bad. After ten years the end of war was upon them as the Knights of Seneca bore down upon the Covenant of Jafaryia. Despite fighting valiantly Guillaume was surprised to walk in at the end of an Infernally tainted ritual releasing hellfire upon him and the grogs he led. He nearly managed to escape but suffered severe burns on his upper chest and around his throat, leaving him unconscious. Fortunately Astrid found him and dragged him back to a fellow Knight of Seneca. The Knights were able to prevent his wounds from worsening until they could transport him back to Campo del Marte. There he recuperated for a while, though despite numerous methods of healing he never fully recovered. Hideous scars remain on his upper chest and neck, and even hiding them physically does not prevent others from hearing his raspy and gurgling voice. While he can function fully, these scars tend to frighten many people and make them even more uncomfortable around him. He returned to Doissetep and worked in the lab, finishing recovering while further investigation into his wounds was done by those of great experience in medicine to no avail. Thus he missed the hunts for the last few magi at the end of the Shadow Wars despite having been a significant part of the wars.
Characteristics: Int +2, Per +1, Str +1, Sta +1, Pre 0, Com 0, Dex 0, Qui +1
Size: 0
Age: 42 (apparent age 35, 6th magnitude longevity ritual)
Decrepitude: 0 (0)
Warping Score: 2 (21)
Confidence Score: 1 [3]
Virtues: Affinity w/ Magic Theory, Affinity w/ Parma Magica, Affinity w/ Vim, Cautious Sorcerer, Deft Vim, Flawless Magic, The Gift, Hermetic Magus, Independent Study, Minor Magical Focus: manipulating his own spells, Minor Potent Magic: Familiars, Planetary Magic, Skilled Parens (Knights of Seneca), Vulgar Alchemy
Flaws: Blatant Gift, Covenant Upbringing (Doissetep), Disfigured (Infernally burned chest/neck/throat), Driving Goal (major, greatest magical warrior ever), Fettered Magic, Mentor (Knights of Seneca), Stuck in His Ways, True Friend/Love (Astrid)
Personality Traits: Brave +3, Loyal +3, Loyal (Astrid) +3, Zealous +3
Reputations: Dangerous (Infernal) 2, House Flambeau Acclaim 2
Combat:
Dodging +3
Soak: 3 + Form bonuses + Armor
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
Abilities:
[table][tr][th]Ability (Specialty)[/th][th]Scr.[/th][th]Exp.[/th][th]Notes[/th][/tr]
[tr][td]Area Lore: Iberian Tribunal (Covenants)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Area Lore: Provençal Tribunal (Covenants)[/td][td]2[/td][td]19[/td][/tr]
[tr][td]Area Lore: Rhine Tribunal (Covenants)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Artes Liberales (Astronomy)[/td][td]2[/td][td]15[/td][td]Latin[/td][/tr]
[tr][td]Athletics (Running)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Awareness (Alertness)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Brawl (Daggers)[/td][td]3[/td][td]30[/td][/tr]
[tr][td]Charm (Magi)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Code of Hermes (Diabolism)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Concentration (Spell Concentration)[/td][td]2[/td][td]26[/td][/tr]
[tr][td]Dead Language: Latin (Hermetic Usage)[/td][td]5[/td][td]75[/td][/tr]
[tr][td]Finesse (Speed)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Folk Ken (Magi)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Infernal Lore (Diabolism)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Leadership (Grogs)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Living Language: Spanish (Castilian)[/td][td]3[/td][td]30[/td][/tr]
[tr][td]Living Language: Langue d'Oc (Provençal)[/td][td]5[/td][td]75[/td][td]Native Language[/td][/tr]
[tr][td]Living Language: Low German (West Low German)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Magic Lore (Non-Hermetic Traditions)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Magic Theory (Familiar)[/td][td]6[/td][td]129[/td][/tr]
[tr][td]Mystery Cult Lore: Order of the Green Cockerel (Members)[/td][td]3[/td][td]32[/td][/tr]
[tr][td]Organization Lore: Campo del Marte (Grogs)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Organization Lore: Doissetep (Grogs)[/td][td]2[/td][td]21[/td][/tr]
[tr][td]Organization Lore: Order of Hermes (House Flambeau)[/td][td]2[/td][td]19[/td][/tr]
[tr][td]Parma Magica (Certamen)[/td][td]6[/td][td]122[/td][/tr]
[tr][td]Penetration (Vim)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Philosophiae (Ritual Magic)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Profession: Scribe (Latin)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Profession: Strategy (Grogs with Magi)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Profession: Tactics (Grogs with Magi)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Spell Mastery: Arc of Fiery Ribbons[/td][td]3[/td][td]31[/td][td]Fast Casting, Multiple Casting, Penetration[/td][/tr]
[tr][td]Spell Mastery: Bind Wound[/td][td]1[/td][td]5[/td][td]Stalwart Casting[/td][/tr]
[tr][td]Spell Mastery: Boreal Flames[/td][td]3[/td][td]31[/td][td]Fast Casting, Imperturbable Casting, Multiple Casting[/td][/tr]
[tr][td]Spell Mastery: Chirurgical Cut of Mundane Silence[/td][td]3[/td][td]47[/td][td]Fast Casting, Multiple Casting, Unraveling[/td][/tr]
[tr][td]Spell Mastery: Circular Ward Against Demons[/td][td]2[/td][td]15[/td][td]Apotropaic Mastery, Penetration[/td][/tr]
[tr][td]Spell Mastery: Cloak of True Invisibility[/td][td]1[/td][td]5[/td][td]Flex - Touch[/td][/tr]
[tr][td]Spell Mastery: Demon's Eternal Oblivion[/td][td]4[/td][td]50[/td][td]Adaptable Casting, Apotropaic Mastery, Flex - Sight, Penetration[/td][/tr]
[tr][td]Spell Mastery: Divide the Gathered Vis[/td][td]1[/td][td]5[/td][td]Stalwart Casting[/td][/tr]
[tr][td]Spell Mastery: The Leap of Homecoming[/td][td]2[/td][td]15[/td][td]Flex - Touch, Stalwart Casting[/td][/tr]
[tr][td]Spell Mastery: Maintaining the Demanding Spell[/td][td]2[/td][td]15[/td][td]Flex - Sun, Imperturbable Casting[/td][/tr]
[tr][td]Spell Mastery: Obliterating the Wizard's Defense[/td][td]2[/td][td]15[/td][td]Resistance, Unraveling[/td][/tr]
[tr][td]Spell Mastery: Pilum of Fire[/td][td]3[/td][td]31[/td][td]Fast Casting, Multiple Casting, Penetration[/td][/tr]
[tr][td]Spell Mastery: The Unseen Porter[/td][td]1[/td][td]5[/td][td]Imperturbable Casting[/td][/tr]
[tr][td]Spell Mastery: Ward Against the Curious Scullion[/td][td]1[/td][td]5[/td][td]Resistance[/td][/tr]
[tr][td]Spell Mastery: Wizard's Leap[/td][td]2[/td][td]15[/td][td]Fast Casting, Stalwart Casting[/td][/tr]
[tr][td]Stealth (Natural Settings)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Swim (Not Drowning)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Teaching ()[/td][td]0[/td][td]2[/td][/tr][/table]
Arts:
[table][tr][th]Technique[/th][th]Scr.[/th][th]Exp.[/th][th]Form[/th][th]Scr.[/th][th]Exp.[/th][/tr]
[tr][td]Creo[/td][td]9[/td][td]45[/td][td]Animal[/td][td]0[/td][td]0[/td][/tr]
[tr][td]Intellego[/td][td]2[/td][td]3[/td][td]Aquam[/td][td]0[/td][td]0[/td][/tr]
[tr][td]Muto[/td][td]8[/td][td]36[/td][td]Auram[/td][td]0[/td][td]0[/td][/tr]
[tr][td]Perdo[/td][td]7[/td][td]28[/td][td]Corpus[/td][td]7[/td][td]28[/td][/tr]
[tr][td]Rego[/td][td]10[/td][td]55[/td][td]Herbam[/td][td]0[/td][td]0[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Ignem[/td][td]9[/td][td]45[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Imaginem[/td][td]5[/td][td]15[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Mentem[/td][td]5[/td][td]15[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Terram[/td][td]0[/td][td]0[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Vim[/td][td]16[/td][td]144[/td][/tr][/table]
Wizard's Sigil: His magic seems nearly alive. (Imagine the flash flood in the Fellowship of the Ring or the storm in The Mummy.) (E.g. licks of flame will look vaguely like fingers or claws reaching out and illusions will ripple slightly in the wind.)
Certamen School: Velitus
Twilight Scars: Insects and the like tend to avoid him, disliking his Gift. The ground/floor immediately around his feet ripples lightly as though standing in a puddle.
Spells:
Bind Wound [CrCo10, +18]
[tab][/tab]See ArM5 p.129.
[tab][/tab]Mastery 1: Stalwart Casting
Wizard’s Leap [ReCo15, +20 or +13 with requisites]
[tab][/tab]See HoH:S p.36.
[tab][/tab]Mastery 2: Fast Casting, Stalwart Casting
Ward Against the Curious Scullion [ReCo30, +19]
[tab][/tab]See Cov p.###.
[tab][/tab]Mastery 1: Resistance
The Leap of Homecoming [ReCo35, +20 or +13 with requisites]
[tab][/tab]See ArM5 p.135. (The spell is tailored to Astrid as well as himself.)
[tab][/tab]Mastery 2: Flex - Touch, Stalwart Casting
Pilum of Fire [CrIg20, +22]
[tab][/tab]See ArM5 p.140. Inflicts +15 damage.
[tab][/tab]Mastery 3: Fast Casting, Multiple Casting, Penetration
Arc of Fiery Ribbons [CrIg25, +22]
[tab][/tab]See ArM5 p.140. Inflicts +10 damage.
[tab][/tab]Mastery 3: Fast Casting, Multiple Casting, Penetration
Boreal Flames [Mu(Pe)Ig15, +20 or +27 on his own spells]
[tab][/tab]See MoH p.111.
[tab][/tab]Mastery 3: Fast Casting, Imperturbable Casting, Multiple Casting
Cloak of True Invisibility [Pe(Cr)Im(Ig)15, +14]
[tab][/tab]R: Personal, D: Concentration version of Veil of Invisibility (ArM5 p.146). (The spell is tailored to Astrid as well as himself.)
[tab][/tab]The extra magnitude and requisites provide the light to remove the shadow.
[tab][/tab]Mastery 1: Flex - Touch
The Unseen Porter [ReTe10, +12]
[tab][/tab]See ArM5 p.156.
[tab][/tab]Mastery 1: Imperturbable Casting
Demon’s Eternal Oblivion [PeVi10, +28]
[tab][/tab]See ArM5 p.160. Destroys 10 + 4x2 = 18 Infernal Might.
[tab][/tab]Mastery 4: Adaptable Casting, Apotropaic Mastery, Flex - Sight, Penetration
Chirurgical Cut of Mundane Silence [PeVi15, +28]
[tab][/tab]R: Sight & T: Individual version of Wind of Mundane Silence (ArM5 p.161).
[tab][/tab]Double the effect's level with 15 + 5 + 4x3 + die = 32+die.
[tab][/tab]Mastery 4: Adaptable Casting, Apotropaic Mastery, Flex - Sight, Penetration
Obliterating the Wizard's Defense [PeVi15, +26]
[tab][/tab]R: Sight version of Unraveling the Fabric of (Form) (ArM5 p.161), but to take down Parma Magica.
[tab][/tab]Match five times the opponent's score in Parma Magica with 15 + 5 + 2x3 + die = 26+die.
[tab][/tab]Mastery 2: Resistance, Unraveling
Demon’s Eternal Oblivion [PeVi25, +28]
[tab][/tab]See ArM5 p.160. Destroys 25 + 4x2 = 33 Infernal Might.
[tab][/tab]Mastery 4: Adaptable Casting, Apotropaic Mastery, Flex - Sight, Penetration
Divide the Gathered Vis [ReVi25, +28]
[tab][/tab]See TMRE p.40.
[tab][/tab]Mastery 1: Stalwart Casting
Circular Ward Against Demons [ReVi25, +29]
[tab][/tab]See ArM5 p.162. Works on demons up to 25 + 2x2 = 29 Might.
[tab][/tab]Mastery 2: Apotropaic Mastery, Penetration
Maintaining the Demanding Spell [ReVi25, +39]
[tab][/tab]See ArM5 p.162. Works on spells of level 25 and lower.
[tab][/tab]Mastery 2: Flex - Sun, Imperturbable Casting
Vis: 46 p.v.f.
Items:
Familiar:
[tab][/tab]Gold Cord: 2 (15), Silver Cord: 0 (0), Bronze Cord: 2 (15)
[tab][/tab]Characteristics: Int -3, Per 0, Str -1, Sta +3, Pre -2, Com 0, Dex +2, Qui +2
[tab][/tab]Independent Study, Premonitions, Venus's Blessing
[tab][/tab]lingering injury flaw (growth with wound as a pup), Covenant Upbringing (not raised by wolves), ?
[table][tr][th]Ability (Specialty)[/th][th]Scr.[/th][th]Exp.[/th][th]Notes[/th][/tr]
[tr][td]Area Lore: Iberian Tribunal (Natural Features)[/td][td]1[/td][td]14[/td][/tr]
[tr][td]Area Lore: Provençal Tribunal (Natural Features)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Artes Liberales (Rhetoric)[/td][td]1[/td][td]9[/td][/tr]
[tr][td]Athletics - Wolf (Distance Running)[/td][td]6[/td][td]105[/td][/tr]
[tr][td]Awareness - Wolf (Smell)[/td][td]5[/td][td]75[/td][/tr]
[tr][td]Brawl - Wolf (Teeth)[/td][td]6[/td][td]105[/td][/tr]
[tr][td]Dead Language: Latin (Hermetic Usage)[/td][td]5[/td][td]-[/td][td]Familiar Bond[/td][/tr]
[tr][td]Hunt - Wolf (Track by Smell)[/td][td]4[/td][td]50[/td][/tr]
[tr][td]Living Language: Spanish (Castilian)[/td][td]3[/td][td]-[/td][td]Familiar Bond[/td][/tr]
[tr][td]Living Language: Langue d'Oc (Provençal)[/td][td]5[/td][td]-[/td][td]Familiar Bond[/td][/tr]
[tr][td]Living Language: Low German (West Low German)[/td][td]1[/td][td]-[/td][td]Familiar Bond[/td][/tr]
[tr][td]Magic Theory (Assisting in the Lab)[/td][td]6[/td][td]131[/td][/tr]
[tr][td]Organization Lore: Campo del Marte (Personalities)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Organization Lore: Order of Hermes (Personalities)[/td][td]2[/td][td]19[/td][/tr]
[tr][td]Premonitions (Guillaume & Herself)[/td][td]6[/td][td]125[/td][/tr]
[tr][td]Survival - Wolf (Winter)[/td][td]3[/td][td]30[/td][/table]
1209
Winter: Before departing for Campo del Marte, Guillaume recreated Circular Ward Against Demons [ReVi25]. (Magic Theory +2, Spell Mastery: Circular Ward Against Demons +5, Vim +2) Astrid studied her favorite Magic Theory summa. (Magic Theory +10)
Spring: After arriving at Campo del Marte Guillaume and the other Knights of Seneca who were present were trained in special Spell Mastery techniques for Demon's Eternal Oblivion in preparation for the war. (Spell Mastery: Demon's Eternal Oblivion +20) Astrid studied her favorite Magic Theory summa. (Magic Theory +10)
Summer: Guillaume engaged in several skirmishes away from Jafaryia to help contain the threat. (Athletics +1, Awareness +1, Brawl +1, Concentration +1, Finesse +1, Infernal Lore +1, Leadership +1, Living Language: Spanish +1, Parma Magica +2, Profession: Strategy +1, Profession: Tactics +1, Creo +1, Vim +2) Astrid accompanied Guillaume. Area Lore: Iberian Tribunal +1, Athletics - Wolf +2, Awareness - Wolf +2, Brawl - Wolf +2, Organization Lore: Order of Hermes +1, Premonitions +5)
Autumn: Guillaume engaged in several skirmishes away from Jafaryia to help contain the threat. (Athletics +1, Awareness +1, Brawl +1, Concentration +1, Infernal Lore +1, Leadership +1, Living Language: Spanish +1, Parma Magica +2, Penetration +1, Profession: Strategy +1, Profession: Tactics +1, Creo +1, Vim +2) Astrid accompanied Guillaume. Area Lore: Iberian Tribunal +1, Athletics - Wolf +2, Awareness - Wolf +2, Brawl - Wolf +2, Organization Lore: Order of Hermes +1, Premonitions +5)
1210
Winter: Waiting for more intelligence to be gathered Guillaume remained at Campo del Marte, focusing on getting used to their customs. (Leadership +1, Organization Lore: Campo del Marte +5) Astrid joined Guillaume. Awareness - Wolf +1, Organization Lore: Campo del Marte +5)
Spring: While still waiting on intelligence Guillaume studied a Q15 summa on Mentem. (Mentem +15) Astrid studied her favorite Magic Theory summa. (Magic Theory +10)
Summer: Guillaume engaged in several skirmishes away from Jafaryia to help contain the threat. (Athletics +1, Awareness +1, Brawl +1, Concentration +1, Finesse +1, Infernal Lore +1, Leadership +1, Living Language: Spanish +1, Parma Magica +2, Profession: Strategy +1, Profession: Tactics +1, Creo +1, Vim +2) Astrid accompanied Guillaume. Area Lore: Iberian Tribunal +1, Athletics - Wolf +2, Awareness - Wolf +2, Brawl - Wolf +2, Organization Lore: Order of Hermes +1, Premonitions +5)
Autumn: Guillaume engaged in several skirmishes away from Jafaryia to help contain the threat. (Athletics +1, Awareness +1, Brawl +1, Concentration +1, Infernal Lore +1, Leadership +1, Living Language: Spanish +1, Parma Magica +2, Penetration +1, Profession: Strategy +1, Profession: Tactics +1, Creo +1, Vim +2) Astrid accompanied Guillaume. Area Lore: Iberian Tribunal +1, Athletics - Wolf +2, Awareness - Wolf +2, Brawl - Wolf +2, Organization Lore: Order of Hermes +1, Premonitions +5)
1211
Winter: During a longer respite at Campo del Marte Guillaume read a Q12 tractatus on Creo. (Creo +12) Astrid studied her favorite Magic Theory summa. (Magic Theory +10)
Spring: Guillaume followed that book with a Q9 tractatus on Magic Theory. (Magic Theory +14) Astrid studied her favorite Magic Theory summa. (Magic Theory +10)
Summer: Guillaume followed that with another Q9 tractatus on Magic Theory. (Magic Theory +14) Astrid studied her favorite Magic Theory summa. (Magic Theory +3)
Autumn: To keep Astrid out of danger while staying in contact Guillaume invested mental communication [CrMe15] in the familiar bond. (Magic Theory +3) Astrid assisted Guillaume. (Magic Theory +2)
1212
Winter: To keep Astrid out of danger while staying in contact Guillaume invested mental communication [CrMe15] in the familiar bond. (Magic Theory +3) Astrid assisted Guillaume. (Magic Theory +2)
Spring: Guillaume engaged in several skirmishes away from Jafaryia to help contain the threat. (Athletics +1, Awareness +1, Brawl +1, Concentration +1, Infernal Lore +1, Leadership +1, Living Language: Spanish +1, Parma Magica +2, Penetration +1, Profession: Strategy +1, Profession: Tactics +1, Ignem +1, Vim +2) Astrid accompanied Guillaume. Area Lore: Iberian Tribunal +1, Athletics - Wolf +2, Awareness - Wolf +2, Brawl - Wolf +2, Organization Lore: Order of Hermes +1, Premonitions +5)
Summer: Guillaume engaged in several skirmishes away from Jafaryia to help contain the threat. (Athletics +1, Awareness +1, Brawl +1, Concentration +1, Finesse +1, Infernal Lore +1, Leadership +1, Living Language: Spanish +1, Parma Magica +2, Profession: Strategy +1, Profession: Tactics +1, Ignem +1, Vim +2) Astrid accompanied Guillaume. Area Lore: Iberian Tribunal +1, Athletics - Wolf +2, Awareness - Wolf +2, Brawl - Wolf +2, Organization Lore: Order of Hermes +1, Premonitions +5)
Autumn: Guillaume engaged in several skirmishes away from Jafaryia to help contain the threat. (Brawl +1, Concentration +1, Finesse +1, Infernal Lore +1, Leadership +1, Living Language: Spanish +1, Parma Magica +2, Penetration +1, Profession: Strategy +1, Profession: Tactics +1, Rego +1, Ignem +1, Vim +2) Astrid accompanied Guillaume. Area Lore: Iberian Tribunal +1, Athletics - Wolf +2, Awareness - Wolf +2, Brawl - Wolf +2, Organization Lore: Order of Hermes +1, Premonitions +5)
1213
Winter: Again awaiting intelligence at Campo del Marte, Guillaume studied a Q13 Rego tractatus. (Rego +13) Astrid studied the Q9 tractatus on Magic Theory Gullaume had studied. (Magic Theory +9)
Spring: Still at Campo del Marte, Guillaume studied another Q13 Rego tractatus. (Rego +13) Astrid studied the other Q9 tractatus on Magic Theory Gullaume had studied. (Magic Theory +9)
Summer: Guillaume reinvented Leap of Homecoming. (Magic Theory +3, Spell Mastery: Leap of Homecoming +5) Astrid assisted Guillaume. (Magic Theory +2)
Autumn: Guillaume practiced Spell Mastery. (Spell Mastery: Arc of Fiery Ribbons +2, Spell Mastery: Leap of Homecoming +10, Spell Mastery: Pilum of Fire +2) Astrid honed (practiced) her skills at observation. (Awareness - Wolf +2, Premonitions +4)
1214
Winter: Guillaume engaged in a short trek as the Knights of Seneca closed in on Jafaryia. (Area Lore: Iberian Tribunal +1, Brawl +1, Concentration +1, Finesse +1, Infernal Lore +1, Leadership +1, Parma Magica +2, Penetration +1, Profession: Strategy +1, Profession: Tactics +1, Muto +1, Ignem +1, Vim +2) Astrid accompanied Guillaume. Area Lore: Iberian Tribunal +1, Athletics - Wolf +2, Awareness - Wolf +2, Brawl - Wolf +2, Organization Lore: Order of Hermes +1, Premonitions +5)
Spring: Back at Campo del Marte Guillaume reinvented Ward Against the Curious Scullion [ReCo30]. (Magic Theory +3, Spell Mastery: Ward Against the Curious Scullion +5) Astrid assisted Guillaume. (Magic Theory +2)
Summer: Guillaume engaged in another short trek as the Knights of Seneca closed in on Jafaryia. (Area Lore: Iberian Tribunal +1, Brawl +1, Concentration +1, Finesse +1, Infernal Lore +1, Leadership +1, Parma Magica +2, Penetration +1, Profession: Strategy +1, Profession: Tactics +1, Muto +1, Ignem +1, Vim +2) Astrid accompanied Guillaume. Area Lore: Iberian Tribunal +1, Athletics - Wolf +2, Awareness - Wolf +2, Brawl - Wolf +2, Organization Lore: Order of Hermes +1, Premonitions +5)
Autumn: Back at Campo del Marte Guillaume read a Q15 summa on Imaginem. (Imaginem +15) Astrid honed (practiced) her skills at observation. (Awareness - Wolf +2, Premonitions +4)
1215
Winter: To keep them safer Guillaume started inventing Cloak of True Invisibility [Pe(Cr)Im(Ig)15]. (Magic Theory +3) Astrid honed (practiced) her skills at observation. (Awareness - Wolf +2, Premonitions +4)
Spring: Guillaume finished inventing Cloak of True Invisibility [Pe(Cr)Im(Ig)15]. (Magic Theory +3, Spell Mastery: Cloak of True Invisibility +5) Astrid honed (practiced) her skills at observation. (Awareness - Wolf +2, Premonitions +4)
Summer: Guillaume practiced Spell Mastery. (Spell Mastery: Circular Ward Against Demons +4, Spell Mastery: Obliterating the Wizard's Defense +10) Astrid honed (practiced) her skills at observation. (Awareness - Wolf +2, Premonitions +4)
Autumn: Guillaume practiced Spell Mastery. (Spell Mastery: Arc of Fiery Ribbons +4, Spell Mastery: Circular Ward Against Demons +6, Spell Mastery: Pilum of Fire +4) Astrid
1216
Winter: Guillaume engaged in attacks in preparation for the final assault on Jafaryia. (Concentration +1, Finesse +1, Infernal Lore +1, Living Language: Spanish +1, Parma Magica +2, Penetration +1, Profession: Strategy +1, Profession: Tactics +1, Muto +1, Vim +2) Astrid accompanied Guillaume. Area Lore: Iberian Tribunal +1, Athletics - Wolf +2, Awareness - Wolf +2, Brawl - Wolf +2, Organization Lore: Order of Hermes +1, Premonitions +5)
Spring: Guillaume practiced Spell Mastery. (Spell Mastery: Chirurgical Cut of Mundane Silence +14) Astrid honed (practiced) her skills at observation. (Awareness - Wolf +1, Premonitions +5)
Summer: Guillaume joined the Knights of Seneca in their assault on Jafaryia itself. (Area Lore: Iberian Tribunal +3, Concentration +1, Finesse +2, Living Language: Spanish +1, Parma Magica +2, Penetration +2, Profession: Strategy +1, Muto +1, Vim +2) Astrid accompanied Guillaume. Area Lore: Iberian Tribunal +1, Athletics - Wolf +2, Awareness - Wolf +2, Brawl - Wolf +2, Organization Lore: Order of Hermes +1, Premonitions +5)
Autumn: Guillaume joined the Knights of Seneca in their assault on Jafaryia itself. (Area Lore: Iberian Tribunal +3, Concentration +1, Finesse +2, Infernal Lore +1, Parma Magica +2, Penetration +2, Profession: Tactics +1, Muto +1, Vim +2) Astrid accompanied Guillaume. Area Lore: Iberian Tribunal +1, Athletics - Wolf +2, Awareness - Wolf +2, Brawl - Wolf +2, Organization Lore: Order of Hermes +1, Premonitions +5)
1217
Winter: Severely wounded, Guillaume spent the season recovering at Campo del Marte. (Living Language: Spanish +2) Astrid honed (practiced) her skills at observation, keeping watch over Guillaume. (Awareness - Wolf +1, Premonitions +5)
Spring: Guillaume continued healing and left Iberia to return to Doissetep. (Area Lore: Iberian Tribunal +2) Astrid returned with him. (Area Lore: Iberian Tribunal +2)
Summer: Back at Doissetep Guillaume studied a Q13 tractatus on the Order of the Green Cockerel. (Mystery Cult Lore: Order of the Green Cockerel) Astrid honed (practiced) her skills at observation. (Awareness - Wolf +1, Premonitions +5)
Autumn: Guillaume was initiated into the second level of the Order of the Green Cockerel. (Mystery Cult Lore: Order of the Green Cockerel +1) Astrid honed (practiced) her skills at observation. (Awareness - Wolf +1, Premonitions +5)
So, I realized I wasn't sure exactly what season/year the final assault on Jafaryia happened. I've listed it as autumn of 1216, but that's mostly a placeholder at the moment so I don't forget to put it in there.
Our view on the Shadow War and its timleline are very similar. Great stuff
Karandos was defeated, but not killed. However, it is feasible that most magi think he was killed. So leave that in there like that if you want.
...
Just reread the old story fromToH: Iberia, and I misremembered some details (or maybe I made a 3rd-to-5th ed alteration). Karandos lead the first group and attacks Rasus, is overcome by Twilight, saved by his followers while Rasus escapes, Karando barely keeps from FT by force of will, and retires to the Cave of Twisting Shadows to learn to control the magic within.
I like the solo fight story better. With the ArM5 mechanics for Twilight, I imagine the following: Karandos winks out, Rassus flees, by force of will (or whatever, a good recovery roll) he recovers and winks back into reality relatively soon, he suffered a lot of Warping, and retires to study amongst the Ciamon magi of the CoTS.
I do not require anyone to read stuff from the old saga threads, nor are we bound to strict continuity. But ayouau may be interested in a scene from the chapter titled "Hunter of the Shadows", in which Metron gives a soliloquy with his pov just before being captured. Half-truths, delusions, and non-continuity bound. But interesting
I think I may be inspired to write a piece on the Shadow Wars and submit it to Sub Rosa. I'd alter the timeline so that the actual war takes place in a cannon timeframe (1220).
But that has nothing to do with this.
Write up your story as you see fit. I am just giving you ideas to draw from like lego bricks
BTW, you don't need two types of French. One as a native tongue will let you speak the other at a score of 3 or 4. And LangD'oc lets you communicate in Catalan. Spanish should be higher. And you forgot special abilities for your spell mastey scores.
Cool.
OK. I knew Catalan was the other of the two major dialects of Langue d'Oc. I had forgotten to check The Lion and the Lily to see how close Langue 'Oc and Langue d'Oil were. I moved the 5 points to Castilian, so he started with Castilian at 1 instead of Langue d'Oil at 1.
I didn't forget them. They're listed under the notes for the abilities. I think I'll write them in both places (there and by the spells) so that it's easier to find them when desired. But by the spells I may also list Quiet x2 and Still for all the Vim ones due to the Virtue.
Don't list specializations you don't have. The Virtues affect all of your spells, so it is just assumed. Extempraneous detail just makes it confusing.
I suggest you list your mastery scores and abilities with their associated spells, also to help keep things clear.
"Spanish" as a Language is an achronism, but a useful one. It groups together the dialects of Castilian, Aragonesse, and Leonesse. I suggest a score of 2 or 3, but it is up to you.
OK. I think I'll keep them in both spots. One is nicer for advancement, the other nicer when casting.
Ah, OK. So I'll change Castilian to Spanish and insert Castilian as the dialect of specialty.
(being updated to reflect learning HRs and some other updates)
Guillaume Flambonis, Filius Evandrus (Knight of Seneca, Scholar of Julius, White Swan) at the end of the third cycle (1209-1217)
In 1208 Archmagus Karandos was slain, and the Knights of Seneca went to war in early 1209. Guillaume joined them, temporarily moving to Campo del Marte in Iberia. Though not a leader in the Shadow Wars due to his relative youth, he still saw plenty of action leading grogs into battle alongside other Knights of Seneca. It was also during these years that Guillaume suffered through his only Twilight experiences, some good and some bad. After ten years the end of war was upon them as the Knights of Seneca bore down upon the Covenant of Jafaryia. Despite fighting valiantly Guillaume was surprised to walk in at the end of an Infernally tainted ritual releasing hellfire upon him and the grogs he led. He nearly managed to escape but suffered severe burns on his upper chest and around his throat, leaving him unconscious. Fortunately Astrid found him and dragged him back to a fellow Knight of Seneca. The Knights were able to prevent his wounds from worsening until they could transport him back to Campo del Marte. There he recuperated for a while, though despite numerous methods of healing he never fully recovered. Hideous scars remain on his upper chest and neck, and even hiding them physically does not prevent others from hearing his raspy and gurgling voice. While he can function fully, these scars tend to frighten many people and make them even more uncomfortable around him. He returned to Doissetep and worked in the lab, finishing recovering while further investigation into his wounds was done by those of great experience in medicine to no avail. Thus he missed the hunts for the last few magi at the end of the Shadow Wars despite having been a significant part of the wars.
Characteristics: Int +2, Per +1, Str +1, Sta +1, Pre 0, Com 0, Dex 0, Qui +1
Size: 0
Age: 42 (apparent age 35, 6th magnitude longevity ritual)
Decrepitude: 0 (0)
Warping Score: 2 (21)
Confidence Score: 1 [3]
Virtues: Affinity w/ Magic Theory, Affinity w/ Parma Magica, Affinity w/ Vim, Cautious Sorcerer, Deft Vim, Flawless Magic, The Gift, Hermetic Magus, Independent Study, Minor Magical Focus: manipulating his own spells, Minor Potent Magic: Familiars, Planetary Magic, Skilled Parens (Knights of Seneca), Vulgar Alchemy
Flaws: Blatant Gift, Covenant Upbringing (Doissetep), Disfigured (Infernally burned chest/neck/throat), Driving Goal (major, greatest magical warrior ever), Fettered Magic, Mentor (Knights of Seneca), Stuck in His Ways, True Friend/Love (Astrid)
Personality Traits: Brave +3, Loyal +3, Loyal (Astrid) +3, Zealous +3
Reputations: Dangerous (Infernal) 2, House Flambeau Acclaim 2
Combat:
Dodging +3
Soak: 3 + Form bonuses + Armor
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
Abilities:
[table][tr][th]Ability (Specialty)[/th][th]Scr.[/th][th]Exp.[/th][th]Notes[/th][/tr]
[tr][td]Area Lore: Iberian Tribunal (Covenants)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Area Lore: Provençal Tribunal (Covenants)[/td][td]2[/td][td]19[/td][/tr]
[tr][td]Area Lore: Rhine Tribunal (Covenants)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Artes Liberales (Astronomy)[/td][td]2[/td][td]15[/td][td]Latin[/td][/tr]
[tr][td]Athletics (Running)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Awareness (Alertness)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Brawl (Daggers)[/td][td]3[/td][td]30[/td][/tr]
[tr][td]Charm (Magi)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Code of Hermes (Diabolism)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Concentration (Spell Concentration)[/td][td]2[/td][td]26[/td][/tr]
[tr][td]Dead Language: Latin (Hermetic Usage)[/td][td]5[/td][td]75[/td][/tr]
[tr][td]Finesse (Speed)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Folk Ken (Magi)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Infernal Lore (Diabolism)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Leadership (Grogs)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Living Language: Spanish (Castilian)[/td][td]3[/td][td]30[/td][/tr]
[tr][td]Living Language: Langue d'Oc (Provençal)[/td][td]5[/td][td]75[/td][td]Native Language[/td][/tr]
[tr][td]Living Language: Low German (West Low German)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Magic Lore (Alchemy)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Magic Theory (Familiar)[/td][td]6[/td][td]124.5[/td][/tr]
[tr][td]Mystery Cult Lore: Order of the Green Cockerel (Members)[/td][td]3[/td][td]32[/td][/tr]
[tr][td]Organization Lore: Campo del Marte (Grogs)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Organization Lore: Doissetep (Grogs)[/td][td]2[/td][td]21[/td][/tr]
[tr][td]Organization Lore: Order of Hermes (House Flambeau)[/td][td]2[/td][td]19[/td][/tr]
[tr][td]Parma Magica (Certamen)[/td][td]6[/td][td]109[/td][/tr]
[tr][td]Penetration (Vim)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Philosophiae (Ritual Magic)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Profession: Scribe (Latin)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Profession: Strategy (Grogs with Magi)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Profession: Tactics (Grogs with Magi)[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Spell Mastery: Arc of Fiery Ribbons[/td][td]3[/td][td]30[/td][td]Fast Casting, Multiple Casting, Penetration[/td][/tr]
[tr][td]Spell Mastery: Bind Wound[/td][td]1[/td][td]5[/td][td]Stalwart Casting[/td][/tr]
[tr][td]Spell Mastery: Boreal Flames[/td][td]3[/td][td]30[/td][td]Fast Casting, Imperturbable Casting, Multiple Casting[/td][/tr]
[tr][td]Spell Mastery: Chirurgical Cut of Mundane Silence[/td][td]4[/td][td]50[/td][td]Adaptable Casting, Fast Casting, Multiple Casting, Unraveling[/td][/tr]
[tr][td]Spell Mastery: Circular Ward Against Demons[/td][td]2[/td][td]15[/td][td]Apotropaic Mastery, Penetration[/td][/tr]
[tr][td]Spell Mastery: Cloak of True Invisibility[/td][td]1[/td][td]5[/td][td]Flex - Touch[/td][/tr]
[tr][td]Spell Mastery: Demon's Eternal Oblivion[/td][td]4[/td][td]50[/td][td]Adaptable Casting, Apotropaic Mastery, Flex - Sight, Penetration[/td][/tr]
[tr][td]Spell Mastery: Divide the Gathered Vis[/td][td]1[/td][td]5[/td][td]Stalwart Casting[/td][/tr]
[tr][td]Spell Mastery: The Leap of Homecoming[/td][td]2[/td][td]15[/td][td]Flex - Touch, Stalwart Casting[/td][/tr]
[tr][td]Spell Mastery: Maintaining the Demanding Spell[/td][td]2[/td][td]15[/td][td]Flex - Sun, Imperturbable Casting[/td][/tr]
[tr][td]Spell Mastery: Obliterating the Wizard's Defense[/td][td]2[/td][td]15[/td][td]Resistance, Unraveling[/td][/tr]
[tr][td]Spell Mastery: Pilum of Fire[/td][td]3[/td][td]30[/td][td]Fast Casting, Multiple Casting, Penetration[/td][/tr]
[tr][td]Spell Mastery: The Unseen Porter[/td][td]1[/td][td]5[/td][td]Imperturbable Casting[/td][/tr]
[tr][td]Spell Mastery: Ward Against the Curious Scullion[/td][td]1[/td][td]5[/td][td]Resistance[/td][/tr]
[tr][td]Spell Mastery: Wizard's Leap[/td][td]2[/td][td]15[/td][td]Fast Casting, Stalwart Casting[/td][/tr]
[tr][td]Stealth (Natural Settings)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Swim (Not Drowning)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Teaching ()[/td][td]0[/td][td]2[/td][/tr][/table]
Arts:
[table][tr][th]Technique[/th][th]Scr.[/th][th]Exp.[/th][th]Form[/th][th]Scr.[/th][th]Exp.[/th][/tr]
[tr][td]Creo[/td][td]9[/td][td]45[/td][td]Animal[/td][td]0[/td][td]0[/td][/tr]
[tr][td]Intellego[/td][td]2[/td][td]3[/td][td]Aquam[/td][td]0[/td][td]0[/td][/tr]
[tr][td]Muto[/td][td]8[/td][td]36[/td][td]Auram[/td][td]0[/td][td]0[/td][/tr]
[tr][td]Perdo[/td][td]7[/td][td]28[/td][td]Corpus[/td][td]7[/td][td]28[/td][/tr]
[tr][td]Rego[/td][td]10[/td][td]55[/td][td]Herbam[/td][td]0[/td][td]0[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Ignem[/td][td]9[/td][td]45[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Imaginem[/td][td]5[/td][td]15[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Mentem[/td][td]5[/td][td]15[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Terram[/td][td]0[/td][td]0[/td][/tr]
[tr][td][/td][td][/td][td][/td][td]Vim[/td][td]15[/td][td]131[/td][/tr][/table]
Wizard's Sigil: His magic seems nearly alive. (Imagine the flash flood in the Fellowship of the Ring or the storm in The Mummy.) (E.g. licks of flame will look vaguely like fingers or claws reaching out and illusions will ripple slightly in the wind.)
Certamen School: Velitus
Twilight Scars: Insects, worms, and the like tend to avoid him, disliking his Gift. The ground/floor immediately around his feet ripples lightly as though standing in a puddle.
Spells:
Bind Wound [CrCo10, +18]
[tab][/tab]See ArM5 p.129.
[tab][/tab]Mastery 1: Stalwart Casting
Wizard’s Leap [ReCo15, +20 or +13 with requisites]
[tab][/tab]See HoH:S p.36.
[tab][/tab]Mastery 2: Fast Casting, Stalwart Casting
Ward Against the Curious Scullion [ReCo30, +19]
[tab][/tab]See Cov p.104.
[tab][/tab]Mastery 1: Resistance
The Leap of Homecoming [ReCo35, +20 or +13 with requisites]
[tab][/tab]See ArM5 p.135. (The spell is tailored to Astrid as well as himself.)
[tab][/tab]Mastery 2: Flex - Touch, Stalwart Casting
Pilum of Fire [CrIg20, +22]
[tab][/tab]See ArM5 p.140. Inflicts +15 damage.
[tab][/tab]Mastery 3: Fast Casting, Multiple Casting, Penetration
Arc of Fiery Ribbons [CrIg25, +22]
[tab][/tab]See ArM5 p.140. Inflicts +10 damage.
[tab][/tab]Mastery 3: Fast Casting, Multiple Casting, Penetration
Boreal Flames [Mu(Pe)Ig15, +20 or +27 on his own spells]
[tab][/tab]See MoH p.111.
[tab][/tab]Mastery 3: Fast Casting, Imperturbable Casting, Multiple Casting
Cloak of True Invisibility [Pe(Cr)Im(Ig)15, +14]
[tab][/tab]R: Personal, D: Concentration version of Veil of Invisibility (ArM5 p.146). (The spell is tailored to Astrid as well as himself.)
[tab][/tab]The extra magnitude and requisites provide the light to remove the shadow.
[tab][/tab]Mastery 1: Flex - Touch
The Unseen Porter [ReTe10, +12]
[tab][/tab]See ArM5 p.156.
[tab][/tab]Mastery 1: Imperturbable Casting
Demon’s Eternal Oblivion [PeVi10, +27]
[tab][/tab]See ArM5 p.160. Destroys 10 + 4x2 = 18 Infernal Might.
[tab][/tab]Mastery 4: Adaptable Casting, Apotropaic Mastery, Flex - Sight, Penetration
Chirurgical Cut of Mundane Silence [PeVi15, +27]
[tab][/tab]R: Sight & T: Individual version of Wind of Mundane Silence (ArM5 p.161).
[tab][/tab]Double the effect's level with 15 + 5 + 4x3 + die = 32+die.
[tab][/tab]Mastery 4: Adaptable Casting, Fast Casting, Multiple Casting, Unraveling
Obliterating the Wizard's Defense [PeVi15, +25]
[tab][/tab]R: Sight version of Unraveling the Fabric of (Form) (ArM5 p.161), but to take down Parma Magica.
[tab][/tab]Match five times the opponent's score in Parma Magica with 15 + 5 + 2x3 + die = 26+die.
[tab][/tab]Mastery 2: Resistance, Unraveling
Demon’s Eternal Oblivion [PeVi25, +27]
[tab][/tab]See ArM5 p.160. Destroys 25 + 4x2 = 33 Infernal Might.
[tab][/tab]Mastery 4: Adaptable Casting, Apotropaic Mastery, Flex - Sight, Penetration
Divide the Gathered Vis [ReVi25, +27]
[tab][/tab]See TMRE p.40.
[tab][/tab]Mastery 1: Stalwart Casting
Circular Ward Against Demons [ReVi25, +28]
[tab][/tab]See ArM5 p.162. Works on demons up to 25 + 2x2 = 29 Might.
[tab][/tab]Mastery 2: Apotropaic Mastery, Penetration
Maintaining the Demanding Spell [ReVi25, +38]
[tab][/tab]See ArM5 p.162. Works on spells of level 25 and lower.
[tab][/tab]Mastery 2: Flex - Sun, Imperturbable Casting
Vis: 46 p.v.f.
Items:
Familiar:
[tab][/tab]Gold Cord: 2 (15), Silver Cord: 0 (0), Bronze Cord: 2 (15)
[tab][/tab]Characteristics: Int -3, Per 0, Str -1, Sta +3, Pre -2, Com 0, Dex +2, Qui +2
[tab][/tab]Independent Study, Premonitions, True Friend/Love (Guillaume), Venus's Blessing
[tab][/tab]lingering injury flaw (growth with wound as a pup), Covenant Upbringing (not raised by wolves), ?
[table][tr][th]Ability (Specialty)[/th][th]Scr.[/th][th]Exp.[/th][th]Notes[/th][/tr]
[tr][td]Area Lore: Iberian Tribunal (Natural Features)[/td][td]1[/td][td]14[/td][/tr]
[tr][td]Area Lore: Provençal Tribunal (Natural Features)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Artes Liberales (Rhetoric)[/td][td]1[/td][td]9[/td][/tr]
[tr][td]Athletics - Wolf (Distance Running)[/td][td]6[/td][td]105[/td][/tr]
[tr][td]Awareness - Wolf (Smell)[/td][td]5[/td][td]75[/td][/tr]
[tr][td]Brawl - Wolf (Teeth)[/td][td]6[/td][td]105[/td][/tr]
[tr][td]Dead Language: Latin (Hermetic Usage)[/td][td]5[/td][td]-[/td][td]Familiar Bond[/td][/tr]
[tr][td]Hunt - Wolf (Track by Smell)[/td][td]4[/td][td]50[/td][/tr]
[tr][td]Living Language: Spanish (Castilian)[/td][td]3[/td][td]-[/td][td]Familiar Bond[/td][/tr]
[tr][td]Living Language: Langue d'Oc (Provençal)[/td][td]5[/td][td]-[/td][td]Familiar Bond[/td][/tr]
[tr][td]Living Language: Low German (West Low German)[/td][td]1[/td][td]-[/td][td]Familiar Bond[/td][/tr]
[tr][td]Magic Theory (Assisting in the Lab)[/td][td]6[/td][td]131[/td][/tr]
[tr][td]Organization Lore: Campo del Marte (Personalities)[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Organization Lore: Order of Hermes (Personalities)[/td][td]2[/td][td]19[/td][/tr]
[tr][td]Premonitions (Guillaume & Herself)[/td][td]6[/td][td]125[/td][/tr]
[tr][td]Survival - Wolf (Winter)[/td][td]3[/td][td]30[/td][/table]
OMG, tl;dr!
Could you highlight the changes, please? I am experiencing information overload.
That's where Mark said I'm getting too detailed. I'll probably just count the seasons in the lab and divide everything up in the simplified way, redoing things as they ended up. Then I'll proceed from there.
That's what I did. 140xp/14 seasons a cycle in Arts. 70xp/7seasons in skills ("Adventure XP" or otherwise). 7 Seasons of Other Activity, including lab, initations, etc.
Also -- did you like the cross-over idea I posted elsewhere? I have not heard you say "yes," or "no" to it yet.