New character development

Hopefully, the final draft.
his 2 years post-gauntlet
Joined Pythagoreans cult
Hermetic Architecture +1 (10xp)
Vow ( silence to any non-member of Pythagoreans ) +1 ( part of cult initiation)
Pythagorean Cult Lore() 1(5xp)
Param to 2 (+15xp)
Animal from 0 to 3 6xp
Herbam from 1 to 4 9xp
spell Ward against cold( ReIg15 +2 Sun ) (15xp)

Honorus
Name: Honorus ex Tremere Birth Name:
House: Tremere Age: 27(27) Size: 0 Confidence: 1/3
Decrepitude: Warping: Gender: Male Nationality:German Height: 5'0 Weight: 105
Hair: Black Eyes: Gray Handedness: Right Religion: none Title: Magus
Parens: Stentorius of Fengheld

Characteristics:
Int +3
Per 0
Pre +1,
Com +2
Str 0
Sta +1
Dex 0,
Qik -1

Virtues
The Gift, +0
Educated (50/50) +1
Harenarius (Master two Certamen Schools: ) +1
Guild trained +1
Elemental Magic,+3
Affinity with Rego, +1
Affinity with Terram, +1
Pussiant Ability( Finesse) +1
Journeyman Mage, +0
Improved Characteristics, +1
Minor Magical Focus (Certamen) +0
Hermetic Architecture +1 (10xp)

Flaws
Magical animal companion (owl ,minor,Story)+1
Small Frame(Minor General)+1
Delusional (Haunted by Lotharius,minor, Personal) +1
Driven (Convert Elementalist Hedge magic to hermatic magic,major,Personal), +3
Weak Magic Resistance (When not touching some aspect of the earth ,major,Hermetic) +3
Deficient Form (Imagineum, minor Hermetic) +1
Vow ( silence to any non-member of Pythagoreans ) +1 ( part of cult initiation)

Reputations: Master Duelist 0(2)
Personality Traits: Brave +1, Respectful +3, Thoughtful +2, Social -1

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

Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (13-16)

Abilities:
German 5,
Artes Liberales 2 (geometry),
Profession: Tremere Architect 2,
Romansh 2 (expansive vocabulary),
Latin 4,
Parma Magica 2 (Mentem), (+15xp)
Magic Theory 4 (inventing spells),
Finesse 1+2 (targeting),
Philosophiae 1 (metaphysics),
Code of Hermes 1 (mundane relations),
Awareness 1 (determining effect),
Bargain 2,
Brawl 1 (Dodge),
Concentration 1 (spell concentration),
Guile 2 (elaborate lies),
Intrigue 1 (plotting),
Survival 1,
Swim 1,
Single Weapon 2 (Mace),
Penetration 1 (Creo)
Post Gauntlet
Pythagorean Cult Lore() 1(5xp)

Arts:
Cr 6
In 6
Mu 6
Pe 6
Re 11

An 3 (6xp)
Aq 6
Au 6
Co 5
He 4(9xp)
Ig 6
Im 4
Me 4
Te 10,
Vi 3

Equipment: Wizard's robes. 2 pawns Terram vis, mace, (backpack with measuring tools)
Encumbrance: 0 (0)

Spells Known:
Footsteps of Slippery Oil (CrAq 5) +13
Crest of the Earth Wave (ReTe 20) +22
Circular Ward Against Demons (ReVi 15) +15
Wall of Protecting Stone (CrTe 25) +17
Pit of the Gaping Earth (PeTe 15) +17
Obliteration of the Metallic Barrier (Pe(Re)Te 20) +17
Ward against cold( ReIg15 +2 Sun ) +18 (15xp)

Wizard's Leap (ReCo(He) 15) +16. The caster instantly transports himself up to 50 paces in any direction, provided he can see his destination or has an arcane connection to it. His Tailisman comes with him automatically but casting requisites are required to bring along any other clothing or equipment. this spell is very effective as a fast cast defense to escape attacks or other mishaps, and can be used for bypassing obstacles or launching surprise attacks.

Stone Palanquin (ReTe(Au) 20) +22. Enchants a stone, large enough to bear the caster, to carry him along at his mental direction. The stone moves with a speed, direction, and height above the ground that he decides (maximum speed as of a galloping horse, maximum height of 50 paces above the ground). The stone can only maneuver across terrain that can support it, and so cannot cross water or crevasses without sinking unless they are no more than 50 paces deep. If the caster directs the stone to maneuver rapidly, he may be forced to make a Dexterity + Agility roll or fall from the stone. A cloud will surround the stone and caster to hide from prying eyes.(Base 3, +1 Touch, +2 Sun, +0 Ind, +1 for enhanced effect)

Background:
Honorus was born the 3rd son of a wealthy merchant near the city of Worms in the central Rhine valley. Although ostracized as a young boy because of the Gift he was educated by his family. He was noticed by Stentorius of Fengheld and with minimal negotiations with this family, became his apprentice. Stentorius recognized a talent with math and and Honorus's natural affinity to Terram had him trained as a Tremere Architect.When he spent his two years of training in the Transylvania Tribunal, he trained with Stentorius parens Lotharius who was the Certamen master. It was Lotharius who brought out Honorus' Harenarius ability. Lotharius passed away during Honorus' final months at Coeris and it was not long after that Honorus began to be haunted by his ghost.
After his gauntlet, he was contacted by a mysterious group called the Pythagoreans. They included may Tremere architects and it seemed natural to join this cult and learn the secrets of what was called Hermetic Architecture. He has spent the past two seasons at Durenmar learning more on Parma and the arts. He was preparing to leave in the spring but received a note from his counciliarius to stay in Durenmar and join in the founding of a new Covenant in the Rhine Gorge.

looks fine with me, except
Parma 2 plus 15xp looks illogical to me.

Oh, and he is not aware of senior magi seeing him as a good candidate for founding a covenant. That point is important for the story.

Parma 1-> 2 is 15xp Do you think I should not increase it for the story?

I will change the background.

No, it's 10xp and 5 left over, I think anything up to Parma 3 is totally unproblematic.

Parma 1 = 5xp
Parma 2= Parma 1 + 10xp

Heres Honorus shield grog:

Gunther

Characteristics: Int -1, Per +1, Pre 0, Com -1, Str +2, Sta +1, Dex +2, Qik +1

Size: +1

Age: 30 (30), Height: 6'4'', Weight: 204 lbs, Gender: Male

Decrepitude: 0

Warping Score: 0 (0)

Virtues:
Custos (Martial Abilities)
Large
Tough

Flaws:
Temperate
Poor Student
Afflicted Tongue

Combat:

Dodge: Init: +1, Attack ‑‑, Defense +5, Damage ‑‑

Fist: Init: +1, Attack +5, Defense +4, Damage +2

Kick: Init: 0, Attack +5, Defense +3, Damage +5

Mace and Heater: Init:+2,Attack+11, Defense+10, Damage+10

Mace: Init:+2, Attack+11, Defense+7, Damage+10

Soak: +10

Fatigue levels: OK, 0, ‑1, ‑3, ‑5, Unconscious

Wound Penalties: ‑1 (1‑6), ‑3 (7‑12), ‑5 (13‑18), Incapacitated (19‑24)

Abilities:

High German 5 (german dialects),
Single Weapon 6 (training),
Athletics 2 (running),
Awareness 2 (keeping watch),
Brawl 3 (dodge),
Charm 2 (first impressions),
Latin 3 (giving reports),
Etiquette 2 (magi),
Stealth 3 (in armor),
Folk Ken 3 (magi),
Guile 2 (lying to authority),
Hunt 2 (tracking),
Leadership 4 (in combat),
Ride 1 (in combat),
Survival 2 (in a group),
Swim 1 (long distances)
Fengheld Lore 2 (hierarchy)
Craft: Metalsmith 2 (armor)

Personality Traits: Loyal +3, Brave +3, Dead serious +3

Equipment: Partial chain mail, Heater shield, Short sword, grog pack

Load: 8 (Chain Mail 4+Mace 2 + Shield 2) Burden: 3 Encumbrance: 1

Gunther is the model soldier. He was a seargant at Fengheld and trained new grogs. He doesnt know how to enjoy himself and doesnt want to.

Accoding to GOTF, Fengheld would send a very good grog and has a lot of money. So i made a deliberate choice to make Gunther very efficient and gave him a chain mail, an expensive item.
The third grog should not be as efficient.

Feel free to offer any changes.

Sorry. I must have had a brain fart there. I'll correct it.

The last of the shield grogs, Diederik.

Shield Grog
Diederik
Characteristics: Int:0, Per: +3, Pre: -2, Com -2, Str +1, Sta +1, Dex +2, Qik +2
Size: +0, Age: 35 (35), Height: 5’2” Weight: 120 lbs Decrepitude: +0, warping score +0, virtues: coven folk, warrior, faerie blood (bloodcap), tough (+3 soak)
Flows: avaricious (minor, shiny coins), small frame, nocturnal
Personality traits: brave +2, loyal +3, sourpuss +2
Reputations: none
Combat:
Short bow: +1 int, +12 attack, +9 def, +7 damage,
Short sword and buckler: +3 int, +12 attack, +11 defense, +6 damage,
Soak: +6 (partial leather armor, stamina, tough)
Abilities: Rhine Area lore: 4 (game trails), athletics 1 (climbing), awareness 3 (woodlands), bows 6 (short bow), hunt 4 (deer), High German 5 (Swabian dialect), stealth 2 (hunting), survival 4 (woodlands), animal handling 2 (dogs), brawl 4 (dodging), craft 1 (wood), Guile 3 (lying to authority), Folk ken 2 (peasants), swim 1 (long distances), single weapon 6 (short sword)

Appearance: Short, squat and wrinkled

Background: Nobody likes Diederik. Fortunately, the Magi of the house of Mercere took heart to the ugly street urchin and raised him. Now, Diederik loyally serves the redcaps in their long journeys in the Rhine. He knows the forests and mountains like no other, and would risk his life to protect those who have been so kind to him.

I made a last change in Arturous (posted in page 3).
switched the ward of protection vs demons with Coerce the spirits of the night (ReMe 20)
i'm good to go

Gozer

Wow, quick and good work, everyone!

The grogs are fine. It won't hurt to have at least one grog that can fight well. I also like Hildegard's grog (they fit, being both small and Mercere.

Please post your finished characters over to the finished character thread.

Then come up with a reason for being at Durenmar. I want to run a small rather straight-forward seek and rescue mission before going into covenant building, so we can familiarize with each other's playing style, and change minor things (e.g. personality traits). Storywise, this is seen as a test of the team as a team by the high and mighty at Durenmar: Once you come back in one piece they will tell you that you are the lucky ones getting to found a covenant.

So again:

  1. post your characters as finished
  2. Write a text that explains why you are in Durenmar (Chapter 1 thread)
  3. Someone will call a meeting in which our warm-up mission is presented.

much time to ponder the RoP:M book over the holidays and I'm still somewhat confused but here it goes in any case:

Theron - Magic Might 14(Auram)
Size -4

Characteristics:
Int +2
Per +3
Pre +0
Com 0
Str -6
Sta 0
Dex +1,
Qik +3

Characteristics are a little strange because RoP:M introduced a Size modification chart (pg 41) that they seem to want to use judging from the Reduced Characteristic section on the next page. So with a size of -4 he gets a -6 strength and a +3 quickness with no points gained or lost.

He has 14 points( plus any Inferiorities)to buy Qualities. Minor =1 Major=3
Qualities:
Ability to Speak +1
Minor Virtue - Keen Eyes +1
Minor Virtue: Unaffected by the Gift +1
Greater Power +3 - Master of Auram - any non ritual muto Perdo spells in Au. 1mag = 1 MP
Greater Power +3 - Sight Beyond Sight -
Natural Form +3
Magical Animal +0
(5 more to spend Still thinking about it.)

Inferiorities:
Minor Flaw: nocturnal -1
Minor Flaw: Busybody -1
Minor Flaw: Subject to Deprivation +1

lovely.
my 2 cents (just suggestions)

How about putting two on soak (for a +4). That still means Theron's toast if (s)he takes 10 damage, but chances are less that it gets caught in sth and dies (it actually makes things a lot easier for me, because I can have avalanches, cave ins, storms without immediatly killing the poor beast).
Other birds "hate" owls - in the middle ages a kind of owl was used to distract birds (flaw idea).
why muto auram (perdo fits the owls rep)?

suggestion: ritual power grant major flaw: unlucky: The target must roll three extra botch dice and a 1 always is a one.
or a weather forecast power

Muto/Perdo part is from the book. Perhaps i read it wrong and it meant any not ritual Crea,Rego or Intelligo spell which makes more sense.

I can do the soak

muto and perdo it is (although you can have rego or intellego) alternatively
Birds were believed to be able to forecast and influence the weather

First, thanks for considering me.

Carolinus hails from a family of Jerbiton magi in the Alps. They expected him to wed a young woman, who, although not a maga herself, was born to a Gifted mother. Chafing at the idea of an arranged marriage, Carolinus left his parents and his parens (an uncle), and came to the Rhine. He fully expects his family to catch up with him, and sometimes wonders why they have not already.

Carolinus specializes in Auram magic. (Although I am not sure he should specialize to the degree most of you have in your favorite arts; do you have an preferences on that?) He is Educated and Gently Gifted; I am still considering virtues and flaws beyond that.

I will get a draft of Carolinus up early next week; I will be out of town for most of the weekend, and without computer or books. Do you want him to be newly Gauntleted, or should I advance him? (How far, and with how many xps per season?)

Carolinus ex Jerbiton
Character Concept
Carolinus enjoys life, despite being born with a twisted leg. He is often smiling, rarely succumbs to bad moods, and his interests seem to shift with the wind. He has always enjoyed playing music. His curly dark hair falls to his shoulders, outlining a face dominated by an aquiline nose, and dark blue eyes. He walks with a staff, but can use the staff as a weapon, if necessary, and most often wears black or dark blue robes.

Carolinus was raised in a family of magi, the son of a magus and his wife. Two of Carolinus’ grandparents were magi, and his parens was his mother’s uncle. The family traditionally marries a Gifted individual with a mundane who has a Gifted parent or grandparent. The family fully expects Carolinus to carry on this tradition, and has chosen a suitable bride for him. However, while on his Itinerarium at the end of apprenticeship, Carolinus traveled to the Iberian tribunal, and there fell madly in love with a mysterious maiden. The mystagogue in charge of the tour convinced Carolinus to return to the Alps, which he did reluctantly, but the experience has awoken in the young magus a sense of romance. As a result, the thought of following through with the arranged marriage became less appealing, and upon completion of his gauntlet, Carolinus “escaped” and has been happily traveling through the Rhine Tribunal. He know that his family will find him eventually, but is intent on enjoying the chase in the meantime.

At an early age, Carolinus demonstrated some musical ability. His parents encouraged their son, and he proved to be a quick study with a variety of instruments. His family recognized the possibility of greater talent when Carolinus was seen to be leading a parade of the covenant cats, while playing a tune on his flute. He was apprenticed to his uncle shortly afterward.

Virtues and Flaws: The Gift, Hermetic Magus, Educated (free), Affinity with Auram (1), Affinity with Magic Theory (1), Clear Thinker (1), Deft Imagonem(1), Enchanting Music (1), Gentle Gift (3), Puissant Creo (1), Well Traveled (1)
Close Family Ties (1), Curse of Venus (3), Deficient Terram (1), Lame (1), Optimistic (major) (3), Susceptible to Faerie Power (1)

Any feedback would be appreciated.

First - you are the only one who has spoken up, so unless you still haunt my players in their dreams or unless you present an outrageous character concept, you will prbably be the one. Don't elaborate your family background any further. After all, I need to find a way into the plot for your character.

  • My first impression is that you haven't overdone Vs&Fs.
  • I think that just one major personality flaw carries the danger of creating a flat character.
  • I think changing one of your two story flaws into a personality flaw can resolve this.
  • You've chosen some useful virtues but not abusingly so. It doesn't look like min-maxing to me.

Let's see what the others say.

I like the concept!
I think he would be a very welcome addition to the troupe; the gentle gift would be a great boon, curse of venus could lead to interesting stories, and an outgoing and cheerful personality is very different than the current cast of characters.

I was wondering if Curse of Venus was too strong. I could trade that and Deficient Terram out for Difficult Longevity Ritual (there are dangers to having magical ancestry!) and Weakness (for a pretty face).

Normally difficult longevity ritual is considered a crippling flaw. But with Hildegard (longevity specialist) around, I see nothing wrong with it.

Carolinus ex Jerbiton
(Two years past Gauntlet)
Characteristics: Int +2, Per -1, Pre +1, Com +2, Str 0, Sta +1, Dex 0, Qik 0
Size: 0
Age: 25 (25) (Born: 1195)
Decrepitude: 0 (0)
Warping Score: 0 (0)
Confidence Score: 1 (3)
Sigil: Grin or Laughter
Virtues and Flaws: The Gift, Hermetic Magus, Educated (free)
Affinity with Auram (+1)
Affinity with Magic Theory (+1)
Clear Thinker (+1)
Deft Imagonem(+1)
Enchanting Music (+1)
Gentle Gift (+3)
Puissant Creo (+1)
Well Traveled (+1)

Close Family Ties (-1)
Difficult Longevity Ritual (-3)
Lame (-1)
Optimistic (major) (-3)
Susceptible to Faerie Power (-1)
Weakness (for a pretty face) (-1)

Personality Traits: Curious 1, Impulsive 2, Stubborn 1
Reputation: none
Combat: (Modified for characteristics and abilities)
Dodging: Init -3, Atk n/a, Dfn -3, Dam n/a
Bludgeon: Init +-1, Atk +1, Dfn -1, Dam +1
Staff: Init +4, Atk +5, Dfn +5, Dam +2
Soak: 1
Fatigue Levels: OK, 0, -1, -3, -5, unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), incapacitated (16-20)
Abilities:
Area (German Alps)Lore (politics) 2
Artes Liberales (ceremonial casting) 2
Awareness (alertness) 1
Charm (courtly love) 1
Code of Hermes (mundane relations) 1
Concentration (reading) 2
Enchanting Music (animals) 2
Etiquette (nobility) 1
Finesse (precision) 2
French (poetry) 2
Great Weapon (staff) 2
Guile (lying to authority) 1
Latin (Hermetic usage) 5
Magic Theory (Auram) 6
Music (lute) 3
Native (German) Language (Bavarian dialect) 5
Parma Magica (Mentem) 1
Penetration (Creo) 1

Arts: Cr 9 +3, In 0, Mu 3, Pe 0, Re 6, An 1, Aq 2, Au 10, Co 3, He 0, Ig 0, Im 7, Me 4, Te 0, Vi 5.
Twilight Scars: none
Equipment: Wizard’s Robes, Staff, lute, flute, recorder
Encumbrance: 0
Spells Known:
Aura of Ennobled Presence (Range: Personal) (MuIm5) +11
Bind Wound (CrCo10) +16
Charge of the Angry Winds (CrAu15) +23
Circling Winds of Protection (CrAu20) (Mastered 0(3)) +23
Disguise of the Transformed Image (MuIm15) +11
Invisibility of the Standing Wizard (PeIm15) +8
Notes of a Delightful Sound (MuIm10) +11
Sight of the Transparent Motive (InMe10) +5
Unseen Arm (ReTe5) +7
Ward Against Rain (ReAu10) +7
Wizard's Sidestep (ReIm10) +14

(Edit: modified for two years past Gauntlet)