Jormungand ex Miscellanea

Updated/Living Character Sheet

Magus Jormungand
Birth Name: Asadon Freyjuson
Parens: Maga Brynhyld (Dagrunrid Freyjadottir)

Characteristics: Int +2, Per -3, Str +1, Sta +2, Pre +3, Com +2, Dex +2, Qik -3
Size: 0
Age: 55 (16)
Decrepitude: 0 [0]
Warping Score: 0 [0]
Twilight Scars: n/a
Confidence Score: 1 [3]
Personality Traits: Calm +3, Focused +2, Laidback +2, Lecherous +6,
Reputations: Hedge Mage -2
Wizards Sigil: A State or Setting of Arousal
Voting Sigil: A Fehu Rune

Virtues: The Gift[0], Hermetic Magus[0], Control Fertility[0], Affinity with Creo[0], Affinity with Corpus[1], Minor Magical Focus: Aging[1], Personal Vis Source: Corpus[1], Puissant Control Fertility[1], Puissant Corpus[1], Puissant Creo[1], Puissant Magic Theory[1], Side Effect: Pheromones (+1 Presence)[1], Unaging[1], Venus's Blessing[1]
Flaws: Difficult Longevity Ritual[0], Close Family Ties[+1], , Hedge Mage[+1], Lecherous [+3], Restriction: Virgins[+3], Social Handicap[+1], Visions[+1]

Combat -
Punch - Init , Att , Def , Dmg
Kick - Init , Att , Def , Dmg
Dodge - Init , Def ,
Soak: 2
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: Light -1 (1-5), Medium -3 (6-10), Heavy -5 (11-15), Incapacitated (16-20), Dead (21+)

Abilities: Area Lore - Normandy(Somme) 2, Artes Liberales(Literacy) 1, Athletics(Running) 2, Brawl(Grappling) 1, Carouse(Sex) 4, Charm(Women) 3, Code of Hermes(Parthean Code) 3, Concentration(Spell-Casting) 2, Control Fertility(Women) 4+2, Finesse(FastCasting) 2, Folk Ken(Husbands) 1, Guile(Lying) 1, Leadership(Lab Assist) 2, Language, Native - French(Local Slang) 5, Language - Latin(Hermetic Usage) 5, Language - Old Norse(Chanting) 4, Lore - Faerie(Normandy) 1, Lore - Infernal(Undead) 1, Lore - Magic(Creatures) 1, Lore - Order of Hermes(History) 2, Magic Theory(Creo) 6+2, Parma Magica(Mentem) 4, Penetration(Corpus) 3, Philosaphiae(Ritual) 1, Profession: Masseur(Men) 1, Swim(Diving) 2
Arts: Creo 23+3(184+92), Intellego 5(15), Muto 6(21), Perdo 10(55), Rego 7(28), Animal 6(21), Aquam 5(15), Aurum 5(15), Corpus 23+3(184+92), Herbam 5(15), Ignem 5(15), Imaginem 5(15), Mentem 9(45), Terram 5(15), Vim 8(37)
Equipment:
Encumbrance: 0

Spells Known:

Bane of the Decrepit Fur PeAn 25
Range: Voice Duration: Momentary Target: Ind Mastery: Mulit-Casting
The Animal ages 1/12 of its lifespan. Only affects beasts that have already reached maturity.
(Base 15, +2 Voice)

Physician's Healing Touch CrCo Lvl 25
Range: Touch Duration: Momentary Target: Ind, Ritual
This spell heals a single Medium Wound suffered by the person touched. This spell does not heal damage from poison or disease.
(Base 20, +1 Touch )

The Temporary Undead Army CrCo Lvl 30
Range: Touch Duration: Sun Target: Group
This spell creates ten corpses around the magus. If not protected from Putrefaction, they will begin rotting as normal. In Jormungand's version, the males are usually very well endowed and the females quite voluptuous.
(Base 5, +1 Touch, +2 Sun, +2 Group)

Greater Cleansing of the Festering Wounds CrCo Lvl 30
Range: Touch Duration: Moon Target: Ind
The target gains a +15 bonus to Recovery rolls to recover from injuries or disease, as long as he has been under the influence of this spell for the whole of the recovery interval. The recovery interval is counted from the time that the spell is cast; any previous time is ignored.
(Base 10, +1 Touch, +3 Moon )

Touch of the Goose Feather PeCo Lvl 5
Range: Voice Duration: Momentary Target: Ind Mastery: Fast-Casting
The target lets out a loud sneeze. Spellcasters who sneeze must make Intelligence + Concentration stress rolls of 12+ to maintain concentration, and others get -1 on most activities at the moment of the sneeze.
(Base 3, +2 Voice)

Slap of Weariness PeCo Lvl 15
Range: Touch Duration: Momentary Target: Ind
The target loses a Fatigue Level. In Jormungand's spell version, the phrases used with this spell usually involve grunting and moaning. Upon being touched or slapped, the target feels spent and tired as if he or she just finished carnal activities.
(Base 10, +1 Touch)

Bane of the Decrepit Body PeCo Lvl 25 Mastery: Mulit-Casting
Range: Voice Duration: Momentary Target: Ind
The target ages 5 years. Determine effects normally. This spell does not work on children younger than age 16.
(Base 15, +2 Voice)

Lifting the Dangling Puppet ReCo Lvl 15
Range: Voice Duration: Conc Target: Ind
Lifts a person of Size +1 or less vertically into the air. Generally, you can make the target rise or descend as fast as smoke rises, but a heavier person rises more slowly and falls more slowly.
(Base 4, +2 Voice, +1 Conc)

Leap of the Homecoming ReCo Lvl 35
Range: Per Duration: Momentary Target: Ind
Transports you to any place that you can see or to any place to which you have an Arcane Connection.
(Base 35)

Awaken the Slumbering Army ReCo Lvl 40
Range: Voice Duration: Sun Target: Group
Causes a group of corpses to perform one single verbal command. Commands have to be very simple, like "attack anyone who comes through here", "Grab that object", or "Pull on this Rope". The corpses used cannot have been buried by Church ceremony.
(Base 10, +2 Voice, +2 Sun, +2 Group)

Aura of Sensual Presence MuIm Lvl 10
Range: Touch Duration: Sun Target: ind
The target appears more sensual, soft, and attractive. Numerous subtle changes in appearance bring about this change, including a slight supernatural dimming around the face for shadowing, a more inviting posture, and a softer and smoother voice. The character gets a +3 on rolls to influence, seduce, or befriend others.
(Base 3, +1 Touch, +2 Sun)

Sounds in an Enclosed Room MuIm Lvl 10
Range: Touch Duration: Sun Target: Room
Causes all sound in the room, particularly voices, to be contained within the walls. This has no effect on sound coming in, just sound trying to leave the room.
(Base 1, +1 Touch, +2 Sun, +2 Room)

Wizard's Communion MuIm Lvl 25
Range: Voice Duration: Sun Target: Group
As per book, -10 due to Sun Duration. Does not perfectly fit the guidelines of Hermetic theory.
(Base 15, +2 Sun)

Demon's Eternal Oblivion PeVi Lvl 10
Range: Voice Duration: Momentary Target: Individual
DEO.
(Base 4, +2 Voice)

Gather the Essence of the Beast ReVi Lvl 15
Range: Touch Duration: Momentary Target: Individual
Concentrates the raw vis in a corpse or object into one part of that corpse or object, which can then be removed. This spell lets you gather all the raw vis you find without lugging around entire corpses of beasts. This spell allows you to relocate vis.
(Base 10, +1 Touch)

History of the Vor Si'r Tradition within Ex Miscellanea

The Followers of Vor Si'r (or Vorn Sior) are an ex Miscellanea Tradition of Norse Priests and Priestesses who believe their arcane powers to be gifts of the Aesir and mark them as their descendents (descendents of Gods and Goddesses). They joined the Order for survival's sake during their people's (Viking's) Expansion in the ninth and tenth Century. Any Norse child displaying an aptitude for seoir magic was inducted into priesthood. Currently, the only known surviving lines of Vor Si'r are Odin (Divination and Augury), Thor (Calling Down Lightning ), Loki (Advanced Personae), and Freyja (Control Fertility). They are all united in their religion and in the Necessary Condition of their Tradition: Loud Words. Usually when casting in their own Tradition they also Chant in Old Norse for the duration. They cannot Quiet or Silent Cast, nor can they have the Quiet Magic Virtues.

Vor Si'r is Norse for "Our Way", and it was the only way to keep the traditions and practices of the Norse Pantheon alive. At the start of the Viking Age, many Priests and Priestess of the Norse Gods spread with their people as the Vikings pillaged and raided Christian abbeys and villages. However, their magic and "blessings from the Aesir" encountered heavy resistance from the Order in the form of "Join or Die" Magi with Parma and magic peacekeepers trying to prevent the rise of a fear-induced Divine empowered army. While the Vikings and Norsemen spread throughout England and down the French and Spanish Coast, their religious support were decimated in a series of "coincidental accidents and disappearances." In the end, listening to their people beginning to question the Norse heritage and considering Christianity, the religious caste was driven into the hands of Damham-Allaidh. Although of different lineage, the Norse Practitioners of seoir magic found many a kindred spirit amongst the shapechangers, rune casters, and potion brewers of the Celtic arts. Unfortunately, their opposition, though fierce and loud, was doomed for failure.

Some say a particularly gifted Odin Priestess divined Pralix's eventual victory long before anyone else and swore to assist Tytalus's apprentice before the Order's assault even began. Most believe the Priests of Loki had long been playing both sides and were merely waiting for a victor to emerge - the Priests like to tell themselves that Pralix was able to track Damhan-Allaidh through the Isles due to their guidance and hints. A very rare deluded few of Thor believe that after their Priests' powers were exhausted, the representatives or the Order were so impressed that Pralix offered the Priests a position in their own ranks. In the history taught by Freyja's lineage, they didn't care who won - they knew their role in any army would be that of healers, and assumed they were accepted because they were expected to heal the victor's wounds.

Either way, after the defeat and disappearance of the charismatic Damhan-Allaidh, the Viking religious caste were warily but quickly absorbed into the Ordo Miscellanea with little fuss, and joined the Order with the rest of the House. It was the only remaining Priestess of Odin, Brunne of Noreg, who swore to the Order on behalf of all the clansmen of Vor Si'r. The newly anointed members of Ex Miscellanea quickly ran home to adopt apprentices and "convert" any other Priests and Priestesses of the marauding Vikings for their own safety from the Order. As the Vikings spread, settled, and converted to Christianity, the numbers of practitioners shrank. In Today's Age, Vor Si'r is mostly kept alive only by familial inheritance as the traditions, customs, and beliefs are passed from Father to Son, Mother to Daughter. Freyja's followers are said to be the most numerous, since they control the number of children they have, although it's rumored there are many more of Loki's line, just in hiding.

The Coming of Svana Hjordisdottir and the Establishment of Horti Sessrúmni (Gardens of Sessrumnir)

Svana, daughter of Hjorda and acknowledged daughter of Freyja, was born in Western Norway in 846. She was just barely old enough to wave goodbye to her father as he sailed off on the first of several raids up the Seine on Paris. Of striking beauty, Svana grew into the role of Mother to the many warriors-in-training and dispensed advice as the Priestess of Freyja. Planning to join the raids and families planning to settle during the raids in 866, she received the missives from her cousin Brunne just in time to stay behind and learn of their new role in the Order of Hermes. However, due to the her delay and the need to learn the strange, incompatible Parma, she was a much older matron accompanied by her two very young daughters, Unni and Ingrid, when she finally joined Ganger Hrolfr (Rollo) on his final attack and siege of Paris in 885.

It was during the siege of Paris and one of the lull periods during parley (or, for the Vikings, demands of tribute) that Svana met her first member of the Order outside her tradition - Magus Adon ex Flambeau on a "Join or Die" campain, and his companion, a very young Redcap Justine. He was a little disgruntled since his encounters thus far with the Viking magicians had been met many greetings in very poor, broken Latin. A little disgruntled at meeting yet another newly-fledged pseudo-member of the Order, Adon grumped a bit, Justine laughed at them, and Svana invited them into her tent for refreshments, and thus began the first of many more meetings and trysts between Svana and Adon. Also, in exchange for a little more "guarantee" in continuing the Mercare line (Justine was not Gifted but still a direct descendant, and hoped her children would show ability), Svana boosted Justine's fertility in exchange for a greater understanding of the politics of the Order.

And then came the betrayal in 911. After Hrolfr's losses in Paris near the end of 886, King Charles sent them on their way to raid Burgandy. After claiming much land, tribute, and the continued sacking of several abbeys and churches, Svana was shocked when it was declared that Hrolfr would become "Count Robert of Normandy", be baptized, and spread Christianity amongst his subjects. Her only point of true refuge would be her friend, Magus Adon. She fell back on the support she was used to working with - the wives and daughters of the Norsemen. As with most Viking women, the wives of the invading Danes and Norsemen knew what was best for their menfolk and assisted in hiding and smuggling Svana to her friend. The hidden relationship between the women and Normandy and the Vor Si'r would continue until William the Conqueror's takeover of England in 1066.

Between Svana and Adon's contacts (and the unkown assistance of the Mercare - Justine's first child turned out to be Gifted), they managed to gain a Covenant Grant and formed one on the Northen Banks of the Somme River, in the Northern portion of Normandy. Joining them was Svana's two daughters, one of whom (Ingrid) was Gifted and following in her mother's footsteps, and Loki Priest of Ex Miscellanea Vor Si'r, who now went by the name Nikolas. Adon also invited his longtime friend and rival, Magus Giscard ex Merinita, and Horti Sessrúmni was born. A few Viking warriors seeking to follow the old ways also "retired" and joined, forming an unofficial Varangian Guard. Eventually, unskilled and incompatible with the powers of the Longevity Ritual, Svana died soon after the formation of Horti Sessrúmni in 921. Magus Adon was devastated for a while and seemed on the verge of working himself into Final Twilight, but Ingrid took advantage of his broken emotional state and soon took over both her her mother's place in the Covenant and in her lover's bed. Unni, meanwhile, became a very capable steward of the lands, and with Ingrid's help (both magical and in coitus) begat several daughters and two sons. And an almost familial tradition was born - the daughters with the Gift would learn the ways of Vor Si'r, and the sons would be both shieldmates and bedmates to their sisters. When a taboo is based on the fear of illegitimate children, it sort of loses its fear/stigma when you can control the chances. Between successive generations of Freyja priestesses, the gardens and apple orchards have been plentiful, but Sessrúmni's greatest source of mundane income comes from their cows - namely the cheese produced from those cows. With guaranteed calving or parturition, the stewards have worked with the ranchers to create a base stock of cattle and cows of very selective high quality. And although they had to lightly step around the many Abbeys and Cathedrals in the area, the peasant women still fought for the right to host Svana and later, her daughter Ingrid, and so on, on Walpurgis Night for a traditional celebration in the night and blessing of the fields. Maidens past the prime age of marriage could find work in their fields, and although they had no rights to raise arms and a guard, the unoffical Varangian Guard paid some bribes, cleared out some brigands, and found approval for a mercenary group that made it's base in the area. With continued difficulty in the application of the Longevity Ritual, the women of Vor Si'r Freyja began to focus their study on it, trying to pick it apart and isolate its shortcomings (sterility) which they believed put it in direct contention with the teachings of Freyja.

In 1066, King William's forces swept through the lands and gathered all of the trained armsmen for his gathering at the Bay of Somme. Most of the grogs, covenfolk, and retirees were swept up in the fervor. The only remaining armsmen were the unGifted sons who refused to be seperated from their family. When Magus Adon died later that winter, the Covenant lost all leadership and the magi cloistered themselves pursuing their own interests. The stewards and unGifted family members struggled to continue, but after the accidental death of the head herdsmen, and the refusal to let the locals build a chapel on the premises, caused the covenfolk and surrounding locals to abandon the plantation. Without enough hands, the crops and livestock withered. Even the Mercare, after successive visits and generations did not lead to an increase in Gifted progeny and the loss of a Friend of the House (Adon), stopped making social visits. Through successive tribunals and Certamen, the Vor Si'r magi slowly lost possession of most of their Vis sources. The Merinita had found a faerie regio and disappeared while studying it. The final blow came in 1138 when the lands their Seisen was on became part of the land grant given to the Abbey of Valloires. The remaining Vor Si'r Loki maga took her leave for the Provencal Tribunal and the Covenant lost quorum. Without seisen or quorum, the Tribunal considered Horti Sessrúmni disbanded.

History/Background for Jormungand -

Almost thirty years later, in the winter of 1165, Asadon Freyjuson was born of Maga Brynhyld. In 1167, his younger sister Asvana was soon to follow before Maga Brynhyld cast a Longevity Ritual on her younger sister, Unni (the Norse repeated names of ancestors... a lot). They grew up in a now dilapidated manor house with a very small plot for subsistence gardening. A very small chapel lay on the edge of the grounds, and they survived by regularly tithing most of their wealth to the Abbey of Valloires and taking care of the Abbey's apple orchard (ref land grant - the Dominion Aura had since overwhelmed the former vis source/ Seisen). With multiple attacks always flowing in from Germany, the manorhouse made most of its taxes and tithes through entertaining and housing passing army officers(nobles) to avoid being sacked. Essentially, they were a high class hidden brothel. Asadon was soon turned over to the direction of the three brothers still around to train in the arts of war and fighting and Viking traditions. After a couple of years, the family was very surprised when it was determined that Asadon had the gift or seior instead of Asvana. Taking over his training, Maga Brynhyld finished his education of Latin and venerating the ideals of fertility, beauty, lust, and love. Continuing the family tradition, he was taught not to separate agape and eros love. Finally, in late 1174, after servicing his first customer and achieving his own satisfaction for the first time, Maga Brynhyld deemed him ready to learn Hermetic ways.

Most of his study and the remaining books in the library still revolved around the conflict caused by the Longevity Ritual and Fertility, with extensive dissertation on the advantages and disadvantages of both. However, Maga Brynhyld also relentlessly drilled him on the Code, as her mother had done to her after watching all of their resources dwindle and be stolen. What she could not teach, unfortunately, was how to properly defend against such acts and attacks, since their line of Vor Si'r usually dealt with conflict through reconciliation and sex, and left the compromising to Odin.

(This section subject to review and approval/change. Creating background story for Unaging, the Personal Corpus Vis Source, and Visions) In 1181, on Walpurgis Night, the elderly maga, with her apprentice's assistant, gathered the remaining family and tried performing a traditional seior trance and ceremony to gain answer from the Gods on how to restore their fertility (at the time, a Longevity Ritual had been cast on everyone but Asadon and Asvana). Whether it was a curse from the Gods, or a failure due to an unfortunate strengthening of the Dominion Aura that now lay over the lands, the traditional ritual failed, horribly. All participants of the ritual suffered an Aging Crisis, all three brothers died, both Asadon and Asvana became afflicted with Unaging (to be discovered later), and the Amber Statue of Freyja that had served as the focus (a winged statue affixed to the end of a staff standing about a foot tall) began to cry silver and gold tears, as Freyja was known to do over the loss of her husband. Upon later collection and investigation, the tears held a small amount of Corpus Vis, and continues to cry every Walpurgis Night. After this night, Asadon also became afflicted with visions, or perhaps merely changes in perception. Not prophetic in nature, his visions sometimes shifted so he saw the land as if no human had ever touched it, and sometimes it shifted to a scorched earth. Asadon believes he is seeing visions of Ragnarok and Freyja's personal lands of Sessrúmni. Sometimes these visions last for a couple of minutes, sometimes for days. The longest was the entire Summer Season of 1189. It was very difficult to navigate the manorhouse when he couldn't see anything but ruins the entire time. Maga Brynhyld recognized there were some benefits to the consequences, but also immediately burned her notes as a price too high.

In 1190, Asadon successfully passed his Gauntlet test by sending himself and his three partners at the time (well, they said they were in a moment of trance, although their moment of trance seemed to involve a lot more gasping and searching for breath) into a deep trance to find Freyja's wisdom and, if lucky, his first spirit animal. During his trance of ecstasy, he found his favored animal form not to be the traditional falcon that Freyja turned into but boar Hildisvini, which she rode upon. Emerging from his trance, he accepted the name Jormungand for his tall stature and other asset (look up what Jormungand means) and began working on his first transformation spell.

During Philip II's initial raids and takeovers in 1192, the old Manor House began to grow slightly as refugees overflowing from the Abbey found welcome. One of these refugees was Sophia, who would eventually become Jormungand's wife at the end of the conquest in 1209. She didn't really understand Jormungand's whoring ways, but willingly accepted a trade of three children from the strapping "young" lad for protection during the turmoils of war and a promise of long life. She refused to give up her religion of Christianity, however. In the years that followed, she gifted him with Xavier Jormunsson, Ingrid Jormunsdottir, and Claudine (named after Sophia's mother). After her Casting of the Longevity Ritual, and the understanding of sterility, she has become a little more receptive to Jormungand's promiscuous ways, though she has not joined in yet like he expected. Ingrid immediately paired with Xavier and was already claimed as Granny Brynhyld's next apprentice as soon as she developed enough, but Claudine is still with Sophia and learning the Christian ways of Norman women.

After Philipp II of France solidifed his control of Normandy in 1208, Christianity flourished and the Abbey of Valliores grew. Actually, their wealth grew so much that by 1220 they arranged to buy the lands formerly known as Horti Sessrúmni to rebuild a newer, bigger abbey with rib-vaulted stylings. With little finance, no political capital, the taxes owed, and no help from the Order, they had little choice but to vacate. Maga Brynhyld managed to find acceptance into a Rhine Summer Tribunal, trading her Longevity expertise for provisional membership, and brought her apprentice (Ingrid) and her apprentice's personal shield grog (Xander) with her. Jormungand was close to being in the same boat for himself, Sophia, and Claudia when he was surprised by a Redcap at his door bearing a missive from some strange magus named Apollodorus...

Explanation of Virtues - Freyja's religious/magic focus on Fertility and growth naturally lent itself to the study and focus of Creo and Corpus, which they now specialize in. The MMF is due to their research in trying to overcome the sterility associated with the Longevity Ritual, the Unaging and Personal Vis Source are awaiting History review. And he's supposed to be a pretty-boy toy, thus Venus's Blessing and Side Effect: Pheromones.

Explanation of Flaws - The Fertility Magic has a natural conflict with the (Deficient) Longevity Ritual. He suffers from Visions (pending History Review) and he's definitely of a Non-Roman Tradtion (Hedge Mage). The entire magical lineage is familial based, and with the shorter lifespans the family suffers in comparison to the rest of the Order and the culture they are trying to keep alive, the Family stays in touch with each other. Lecherous = read background. His Social Handicap is in many ways related to his Lecherousness - sex is Jormungand's bargaining chip, entertainment, profession, and really what he feels is his duty to enjoy. In any situation with the impossibility of carnality, he cannot comprehend or adapt to the situation. Necessary Condition - need help.

Aged to Gauntlet

Magus Jormungand
Birth Name: Asadon Freyjuson
Parens: Maga Brynhyld (Dagrunrid Freyjadottir)

Characteristics: Int +2, Per -3, Str +1, Sta +2, Pre +3, Com +2, Dex +2, Qik -3
Size: 0
Age: 25
Decrepitude: 0 [0]
Warping Score: 0 [0]
Twilight Scars: n/a
Confidence Score: 1 [3]
Personality Traits: Calm +3, Laidback +2, Lecherous +6, Naive +1,
Reputations: Hedge Mage -2
Wizards Sigil: A State or Setting of Arousal
Voting Sigil: A Fehu Rune

Virtues: The Gift[0], Hermetic Magus[0], Control Fertility[0], Affinity with Creo[0], Affinity with Corpus[1], Minor Magical Focus: Aging[1], Personal Vis Source: Corpus[1], Puissant Control Fertility[1], Puissant Corpus[1], Puissant Creo[1], Side Effect: Pheromones (+1 Presence)[1], Unaging[1], Venus's Blessing[1], ?????[1],
Flaws: Difficult Longevity Ritual[0], Close Family Ties[+1], , Hedge Mage[+1], Lecherous [+3], Necessary Condition: Firm Words/Voice[+3], Social Handicap[+1], Visions[+1]

Combat -
Punch - Init , Att , Def , Dmg
Kick - Init , Att , Def , Dmg
Dodge - Init , Def ,
Soak: 2
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: Light -1 (1-5), Medium -3 (6-10), Heavy -5 (11-15), Incapacitated (16-20), Dead (21+)

Abilities: Area Lore - Normandy(Somme) 1, Artes Liberales(literacy) 1, Athletics(Running) 1, Brawl(Grappling) 1, Carouse(Sex) 3, Charm(Women) 2, Code of Hermes(Parthean Code) 2, Concentration(Spellcasting) 1, Control Fertility(Women) 1+2, Finesse(FastCasting) 1, Folk Ken(Husbands) 1, Leadership(Lab Assist) 1, Language, Native - French(Local Slang) 5, Language - Latin(Hermetic Usage) 5, Language - Old Norse(Chanting) 3, Lore - Faerie(Normandy) 1, Lore - Infernal(Undead) 1, Lore - Magic(Creatures) 1, Lore - Order of Hermes(History) 1, Magic Theory(Creo) 3, Parma Magica(Mentem) 1, Penetration(Corpus) 1, Philosaphiae(Ritual) 1, Swim(Diving) 1
Arts: Creo 9+3(30+15), Intellego 2(3), Muto 4(10), Perdo 5(15), Rego 2(3), Animal 3(6), Aquam 0(), Aurum 1(1), Corpus 9+3(30+15), Herbam 3(6), Ignem 0(), Imaginem 1(1), Mentem 4(10), Terram 0(), Vim 4(10)
Equipment:
Encumbrance: 0

Spells Known:

Physician's Healing Touch CrCo Lvl 25
Range: Touch Duration: Momentary Target: Ind, Ritual
This spell heals a single Medium Wound suffered by the person touched. This spell does not heal damage from poison or disease.
(Base 20, +1 Touch )

Greater Cleansing of the Festering Wounds CrCo Lvl 30
Range: Touch Duration: Moon Target: Ind
The target gains a +15 bonus to Recovery rolls to recover from injuries or disease, as long as he has been under the influence of this spell for the whole of the recovery interval. The recovery interval is counted from the time that the spell is cast; any previous time is ignored.
(Base 10, +1 Touch, +3 Moon )

Touch of the Goose Feather PeCo Lvl 5
Range: Voice Duration: Momentary Target: Ind
The target lets out a loud sneeze. Spellcasters who sneeze must make Intelligence + Concentration stress rolls of 12+ to maintain concentration, and others get -1 on most activities at the moment of the sneeze.
(Base 3, +2 Voice)

Slap of Weariness PeCo Lvl 15
Range: Touch Duration: Momentary Target: Ind
The target loses a Fatigue Level. In Jormungand's spell version, the phrases used with this spell usually involve grunting and moaning. Upon being touched or slapped, the target feels spent and tired as if he or she just finished carnal activities.
(Base 10, +1 Touch)

Aura of Sensual Presence MuIm Lvl 10
Range: Touch Duration: Sun Target: ind
The target appears more sensual, soft, and attractive. Numerous subtle changes in appearance bring about this change, including a slight supernatural dimming around the face for shadowing, a more inviting posture, and a softer and smoother voice. The character gets a +3 on rolls to influence, seduce, or befriend others.
(Base 3, +1 Touch, +2 Sun)

Sounds in an Enclosed Room MuIm Lvl 10
Range: Touch Duration: Sun Target: Room
Causes all sound in the room, particularly voices, to be contained within the walls. This has no effect on sound coming in, just sound trying to leave the room.
(Base 1, +1 Touch, +2 Sun, +2 Room)

Demon's Eternal Oblivion PeVi Lvl 10
Range: Voice Duration: Momentary Target: Individual

(Base 4, +2 Voice)

Gather the Essence of the Beast ReVi Lvl 15
Range: Touch Duration: Momentary Target: Individual
Concentrates the raw vis in a corpse or object into one part of that corpse or object, which can then be removed. This spell lets you gather all the raw vis you find without lugging around entire corpses of beasts. This spell allows you to relocate vis.
(Base 10, +1 Touch)

Being from Norway isn't canonical, but there were plenty of Norse invaders, so you can be of Norse ancestry. I would expect you to have been adopted by your parens who must have been initiated into the Order, or is descended from someone who was initiated into the Order. You can speak Norse, but as a language you learned (spent XPs for), this would make you the bridge for keeping your tradition alive, perhaps, much like Hitsumei's character. Vikings did assimilate into the cultures they conquered. The tradition is Norse, but you aren't, if that makes sense.

You may have, at most, 5 minor flaws (page 37, MRB). I suggest dropping one of the inconsistent ones, Hedge Mage or Covenant Upbringing, along with a couple of others and picking up another major Flaw, such as Lecherous (Major personality). Some of your items are undefined, such as the Social Handicap and the Limted Magic Resistance. Also, the virtue Skilled Parens isn't as valuable in this saga as other sagas, since you have 30 years of development, granted it is 90 xp, but 90 xp is only 2.25 years.

With an MF in Aging, I suggest considering Perdo as your next strongest technique or even art in general.

Is this from MetaCreator?

Yes, I meant for the Covenant to be one of the settled Norse colonies/outposts that were set up during the Viking age and had moved on from exploration/pirating since the end of that era - what you outlined is what I had in mind so no conflict there.

Dang it, I forgot about the 5 minor flaws thing. And I originally had "Deficient Technique: Perdo" and at the last moment switche dit out for Limited Magic Resistance, Weak Enchanter, and Social Handicap because Filtiarn already had it. Let me do the Non-Roman Tradition and History Write-up of Seior/Seidr Magic Tradition and post it up this weekend which should help explain some of the minor flaws and better help get some input on what can be changed/tweaked.

And not Metacreator. I do my XP tracking in Excel and just type it in.

((On a side note, I love the nickname Mons Erecti...lol))

Electi....
Electi...

What you said is just your character's dirty mind translation for it.

Mwah ha ha ha! Finally done with that stupid background!! As usual, probably wrote too much and overthought it, but eh.

I could use some help with either a better Necessary Condition or justification of it. I would actually also prefer a Restriction instead of "Visions, Social Handicap, and Hedge Mage". I was originally thinking Restriction: Pregnant Women, but as a Major Flaw that doesn't seem to impact my character enough. Also, on Jonathan's advice, I plan to be removing "Skilled Parens" and reworking my XP. However, that means I will have an extra Virtue slot. So, I could use some advice/input on another Minor Virtue.

What would be a good animal for me to have bonded? I would like to have a Familiar...

Lastly, is there any other "MMF" Focus I can do to affect Longevity Rituals besides Aging?

Any other feedback, tweaks, and changes will be gladly accepted and more than likely done after reading the background. Thanks!

So shouldn't have been working on this while I was at work but oh well...

30 Years = 1200 XP**

  • 20XP Bind Familiar, Enhance Familiar
  • 10XP Wedding/Wife Time
  • 210XP Spells, Added Below
  • 405XP Abilities
  • 555XP Arts
    = 1200XP Total

Abilities
Area Lore - Normandy - 10xp (15)
Athletics - 10xp (15)
Carouse - 20xp (50)
Charm - 15xp (30)
Concentration - 10xp (15)
Code of Hermes - 15xp (30)
Control Fertility - 45xp (50)
Finessse - 10xp (15)
Guile - 5xp (5)
Leadership - 10xp (15)
Language, Latin - 25xp (75)
Language, Old Norse - 45xp (75)
Lore, Faerie - 5xp (5)
Lore, Infernal - 5xp (5)
Lore, Magic - 5xp (5)
Lore, Order of Hermes - 10xp (15)
Magic Theory - 75xp (105)
Parma Magica - 45xp (50)
Penetration - 25xp (50)
Profession: Masseur - 5xp (5)
Swim - 10xp (15)

10+10+20+15+10+15+45+10+5+10+25+45+5+5+5+10+75+45+25+5+10= 405xp in Abilities

Arts
Creo 154 (184+92=276)
Intellego 12 (15)
Muto 11 (21)
Perdo 40 (55)
Rego 25 (28)
Animal 15 (21)
Aquam 15 (15)
Aurum 14 (15)
Corpus 154 (184+92=276)
Herbam 9 (15)
Ignem 15 (15)
Imaginem 14 (15)
Mentem 35 (45)
Terram 15 (15)
Vim 27 (37)

154+12+11+40+25+15+15+14+154+9+15+14+35+15+27= 555XP on Arts

Spells and Mastery

PeAn Lvl 25 Curing the Living Leather
CrCo Lvl 30 The Temporary Undead Squad
PeCo Lvl 25 Bane of the Decrepit Body
ReCo Lvl 15 Lifting the Dangling Puppet
ReCo Lvl 35 Leap of the Homecoming
ReCo Lvl 40 Awaken the Slumbering Squad
MuVi Lvl 25 Wizard's Communion
Spell Mastery - Fast Casting 5xp - Touch of the Goose Feather
Spell Mastery - Multi Casting 5xp - Curing the Living Leather
Spell Mastery - Multi Casting 5xp - Devastation of the Decrepit Body

25+30+25+15+35+40+25+5+5+5= 210
Moved Updated Character Sheet into first Post for ease of access and visibility

Okay, I promise I'm done editting the character sheet - mostly. Aged character and added XP.

Unless there are objections, will make Familiar a Skogkatt - a Norwegian Forest Cat. Another Freyja association. Trying to get ROP: Magic to stat him out.

Need a better Necessary Condition.
Prefer suggestions for a Restriction to replace "Hedge Mage, Social Handicap, and Visions"
Needs a Minor Virtue.

Any particular reason you want to get ride of these three? I can easily justify all three of them, thusly:

  • Hedge Mage is pretty easy, since one: you're Ex Misc,and two: you're from a Norse tradition and could be an agent for the Order of Odin
  • Social Handicap, from reading the description in the book, would fit if you were not shy about you're following the old Norse gods and their ways.
  • Visions would also make sense if I'm remembering my AD&D Deities and Demigods correctly (I used to play a priestess of Freya), Freya and her priests had prophetic powers. I think. My DDG/Legends and Lore are packed away and don't feel like moving the boxes on top of my gaming book boxes to get to it. (yes, boxes...three of the 14 boxes of books yet to be unpacked are gaming books)

I'm personally having a hard time seeing "Firm Words/Voice" as a Necessary Condition, compared to the examples given, but I can't come up with a better one off the top of my head. Maybe tomorrow, after I've had sleep and a change to get my mind out of the gutter.

Minor Virtue - perhaps something along the lines of Adept Laboratory Student, or Good Teacher or some such?

Minor Virtue useful to a longevity specialist would be affinity/puissant Magic Theory.

I'm not wild about you having a Restriction AND a Necessary Condition, and I would tend to agree with Peregrine. In a PbP, Firm Words as a necessary condition isn't a flaw. If I were in a face to face game, I'd make you shout out your spells and annoy all the other players... :smiley:

Restriction:virgins?

Hedge Mage makes sense; actually not taking it would seem a bit surprising... IMHO and all that.
Social Handicap : you might substitute 'Pious'. A bit more focused, and relative to specific circumstances / subjects rather than inducing penalties all over the social board.
Vision : Same opinion as Peregrine... it might even offer an original contrast to his abyssal Perception.

Instead of Necessary Cond./firm voice, I'd see 'Short Range Magic' as a fitting option for such a promiscuous magus.

As for the "missing" virtue :
Sense Holiness and Unholiness.
Quiet Magic (esp. if you take the 'Short Range' flaw)
Rapid Convalescence (side effect of your tradition/creo-co proficiency, and/or some Norse God's blessing)
Long-Winded ("you can last longer"... :unamused: :mrgreen: )
Life Boost !

btw, did you realize you have two Story flaws? (Close Family Ties and Visions)?

I already opened that door with Alexei. Milites and Plagued by Supernatural entity.

Story flaws are a good thing. Muhahahaha

That being said, does the Close Family Ties apply to your parens? Did he take more than one filius?

Yeah... i think I failed. Please help me review and tell me what I need to cut out to tone it back down to basics.

Besides the Superior Construction, Equipment, and Items due to already established craftsmen bought with Build Points, I tried to balance the Free Virtues with Free Flaws. The laboratory would be built into the cliff/cliff crack like Iosephus's was, just much lower and right alongside the Grog Outbuildings.

Lab Characteristics -
Size: +1 -1 Occupied = 0, 1 Major Virtue +2 Minor Flaws
Refinement: 0
General Quality: +2
Upkeep: +1
Safety: 0
Warping: +1
Health: +3
Aesthetics: +1
Specializations: +1 Vis Extraction, +3 Longevity Ritual, +5 Creo, +2 Mentem
Personality Trait: +1 Fragrant

(Free) Superior Equipment: +1 General Quality, +1 Safety, +1 Vis Extraction
(Free) Superior Tools: +1 Safety, +1 Items
(Free) Superior Construction: +1 Safety, +1 Aesthetics
Preserved(Free Supernatural Virtue): -1 Upkeep, +1 Warping, +2 Health, +1 Aesthetics, +1 Creo
Labyrinth(Free Supernatural Flaw: -1 Safety, -1 Health, -2 Aesthetics, +2 Mentem
Greater Feature (Major Structure Virtue) - Altar to Freyja: +2 Aesthetics, +3 Creo
Idyllic Surroundings(Free Structure Virtue): +2 Health, +1 Aethetics, +1 Creo
Cramped (Minor Structure Flaw): -1 General Quality, -1 Upkeep, -2 Safety, -1 Aesthetics, +1 Longevity Ritual
Vulnerable(Free Structure Flaw): -1 Aesthetics
Priceless Ingredients(Free Outfitting): +2 General Quality, +4 Upkeep, +2 Longevity Rituals
Missing Equipment (Minor Outfitting Flaw)- Items: -1 Upkeep

Description of Lab Location

[

Whereas the tunnel to the far side of the cave is always back there after you navigate through the ever-changing cavern, the water runoff for the rest of the year scurries back and forth downsloping through a slalom of pillars and stalagmites (Supernatural Flaw: Labyrinth). Some years East, some years South, some years dammed up behind too many stony teeth, the cavern eventually extends back to a cliff break/crack near the Grog Outbuildings. The stone-cleansed water runs into the cliff crack where, at the bottom, wild rose brambles, honeysuckles, and strawberry vines had taken root. The cliff crack is sheltered from the strong winds blowing overhead, and the aroma of strawberries, roses, and honeysuckle flowers float amongst the rocks to the bright sun overhead (Structure Virtue: Idyllic Surroundings). Because the crack runs into the very magical cavern itself, where the cavern meets the crack floor the stalagmites and stalagtites grew up and over the rose brambles and strawberry vines, perfectly preserving the natural garden and creating a natural border between the inner cavern and the outer sun-kissed greenery (Supernatural Virtue: Preserved). Due to the magical nature of the cavern, the stone roses and stone strawberries still seem to give off the fresh scent of fruit and dew and ripeness when the sun climbs high enough to shine down into the cliff crack. Unfortunately, the cliff crack is very very close to the Grog/covenfolk Outbuildings, and is a natural playplace for the children around. The cliff crack breaks near the field - it is only a ten foot drop from the cliff side into the crack where the brambles grow. The only way out is through the stone garden and into the cavern(Structure Flaw: Vulnerable).

It is in the center of the stone Garden that Jormungand asked Apollodorus place his laboratory. Prominently featured at the center of the garden is now an Altar to Freyja, and what would now be considered a king size bed/pallet attached to it. The pallet/bed is easily large enough to fit 6 to 8 people, and is as wide as the Altar (Structure Virtue: Greater Feature - Altar). Next to the bed is a small stand that contains numerous oils, perfumes, incense, etc - tools of worship and tools of massage. However, because of the size of the Altar and attached bed, and the wish to keep a clear path amongst the lovely and fragrant stone garden, the superior equipment and tools have been shoved into a much smaller space than they would normally occupy (Structure Flaw: Cramped). Because of his family's focus on Longevity, he has a standing order for the most expensive and rare components (Priceless Ingredients). To pay for it all, he noticed the workbench and tables normally used for item creation and study did not work well with the rest of his equipment, so he junked and sold them off, and sells the ingredients for Item study also (Outfitting Flaw: Missing Equipment-Items).

Yeah, Visions are a natural part of Freyja. And he really IS a hedge mage. I guess I just didn't like "Social Handicap", but just because I want to number crunch/min-max doesn't mean it doesn't fit the character. I'll play up his pagan ways more, and his lack (or perhaps I should say, difference) in social mores.

[/quote]
I love Restriction: Virgins. So switching it out for the Necessary Condition.

Will also take Puissant Magic Theory for simplicity's sake. Still working on statting a cat as a Familiar.

A little bit, but no worse than Iosephus/Jonah.

This is missing another specialization designating what tasks you can't do in the lab, the flaw requires two tasks that can't be undertaken in the lab.

I have no problem adding another missing specialization, but I thought it said one specialization if its "spells, items, or texts". I'll probably make it "Items" and "Vis Extraction" if I need two.

My mistake. I remembered the general rule, not the exceptions.

There are two kinds of personal vis sources, one is external to the body, and the other is internal to the body. In the Normandy Tribunal the external ones are problematic. They need to be registered with the Tribunal. And, if located close enough to the covenant, they become seisin. If they are far enough away from the covenant, they become legacies.
Alexei used some of his build points coming to Mons Electi to create a personal vis source, as it were. His vis source he reasoned comes from being a Milite, and providing services, a small measure of compensation. I call it a protection racket :smiley: The point being, his vis is held on account with House Mercere. He doesn't touch it, until such time as he needs it, and then he can have a redcap deliver it. This is kind of skirting the Peripheral Code in the Normandy Tribunal, but they don't know about it, and Mercere is all about confidentiality of account holders.

I would like to reconcile the personal vis source in this case is to change it up a bit, and tie it to your desire to conduct reseach into longevity rituals which don't cause sterility. Jormungand 'svis source could be his seed, it could've been caused by the same ritual. Making the vis source of his body prevents a covenant, or anyone else being able to exercise ownership of the vis. Additionally, because the vis source is his seed, Jormungand is not infertile. So he knows that is possible to do this, he just isn't sure how it can be done, and hasn't done any investigation, other than noting that some of the rituals he has performed previously have caused sterility in other people. It also leaves open the possibility that it could be impossible, and is a fluke for people who's seed is also vis.

Discuss in the table talk thread, I've posted a link there. I'll edit this last paragraph out after we've discussed.