OOC: Character Concepts

Please post character proposals here.

What limits are there on character creation? I assume some of the Ex Misc traditions haven't been incorporated yet, for example.

Unless canon explicitly says otherwise, I am going to assume that everything in core and HoH is available.

Other supplements should be approved by the troupe on a case by case basis. The main point is that I want to avoid being derailed by a load of rules not everyone has read, but if we agree on a few books and chapters to read, it is less of a problem.

Note that we need to create characters who fit together. I am planning to run 3±1 introductory stories, so that each magus and companion appears in one of these stories, filling them up with grogs. There should be some joint backstories between these groups as well, but not everyone has to know everybody else.

I want to hear the brain storming of character concepts before I decide exactly what those stories ought to be. After the intro stories, everything is going to be a lot clearer, and one can start talking about covenants and whatever else.

Name: Obstetrix von Bjornaer, Light Hoof
Gender: female
Age: 27 (gauntlet at 27, apprenticeship starts 12)
Size: 0
Clan: Sirnas
Personality: Compassionate +3, Peaceful +2, Protective +3
Height: 5'6" (168 cm)
Weight: 158 lbs. (71.5 kg)
Soak: +1 (+1 Animal, +3 Corpus, +2 Herbam, +1 Terram, +1 Vim)
MR: 5, Animal 7, Corpus 16, Herbam 15, Ignem 10, Terram 6, Vim 9
Combat: Dodge, Ini +1, Attack -, Defense +1, Damage -

Characteristic Score
Intelligence +2
Perception +2
Presence +0
Communication +0
Strength -1
Stamina +1
Dexterity +0
Quickness +1
Virtues Level Type Points Notes
The Gift Free Hermetic 0
Hermetic Magus Free hermetic 0
Heartbeast (Horse) Minor General 0 House Virtue
Herbalism Minor General 1
Affinity with Corpus Minor Hermetic 1
Affinity with Herbam Mnior Hermetic 1
Skilled Parens Minor Hermetic 1
Quiet Magic x2 Minor Hermetic 2
Subtle Magic Minor Hermetic 1
Puissant Wilderness Sense Minor General 1
Wilderness Sense Minor Supernatural 1
Animal Ken Minor Supernatural 1
Total 10
Flaws Level Type Points Notes
Deficient Form (Ignem) Minor Hermetic 1
Weak Enchanter Minor Hermetic 1
Harmless Magic Minor Hermetic 1
Noncombatant Minor Personality 1
Compassionate Major Personality 3
Dependent Major Story 3
Total 10
Ability Specialty Score XP
High German Swiss 5 0 (Native language)
Area Lore: Alps Geography 2 15
Athletics Running 2 15
Awareness Searching 3 30
Animal Handling Horses 2 15
Chirurgy Midwife 3 30
Herbalism Diagnosis 2 15
Profession: Apothercary Finding Ingredients 3 30
Survival Forest 2 15
Stealth Natural Areas 2 15
Artes Liberales Ritual Casting 1 5
Latin Hermetic Usage 4 50
Philosophiae Ritual Casting 1 5
Code of Hermes Tribunal Procedures 1 5
Bjornaer Lore Initiating Self 1 5
Magic Theory Herbam 3 30
Parma Magica Ignem 1 5
Animal Ken Horses 2 10
Wilderness Sense Resources 3+2 25
Heartbeast Assume animal shape 1 0
Art Score XP
Creo 10 55
Intellego 5 15
Muto
Perdo
Rego 5 15
Animal 2 3
Aquam
Auram
Corpus 11 44
Herbam 10 37
Ignem
Imaginem
Mentem
Terram 1 1
Vim 4 10
Spell Casting Total Level
Circle of Beast Warding +8 ReAn5
Soothe the Ferocious Bear +8 ReAn10
The Chirurgeon’s Healing Touch +26 CrCo20
The Ease of Labor +22 CrCo20
Purification of the Festering Wounds +22 CrCo20
Physician’s Eye +17 InCo5
Trap of the Entwining Vines +21 CrHe15
Wall of Thorns +21 CrHe20
Hunt for the Wild Herb +17 InHe5
Intuition of the Forest +17 InHe10
Pass the Unyielding Portal +11 MuHe5
Repel the Wooden Shafts +16 ReHe10
Sense the Nature of Vis +10 InVi5

Background:
Born in one of the many valleys in the Alps, she was named Verena by her parents, after an early saint that lived in the general area. But her Gift manifested at an early age, and everyone shunned her, so she became a wild child, roaming the wilderness, speaking to animals, and finding sustenance from the wild.
As she grew older, and people witnessed her calming down a wild horse, word got around, and a local witch named Philomena came, and took her under her wing, teaching her the art of herbalism, and healing people. She stayed with her for a couple of years, and learned much, but when she refused to learn how to brew poisons, she was thrown out.

While most people would be lost if kicked out in the middle of nowhere, with little clothes, and no food, her skills allowed her to survive on her own, and remembering the reactions of her fellow humans, she was in no hurry to return to be with them, so she found a valley where she could be free, and live in peace.

It was about a year later that a traveling Bjornaer, by the name of Meinard. Recognizing her Gift, and her skills with animals and herbalism, he offered to teach her magic, but she thought he was joking, and said that she would agree, if he could prove to her that his magic can outshine her when it comes to her skills. Impressed that he can speak with any animal, take the form of a gentle bear, and not only gather herbs, but make them grow even out of season, she became his apprentice.

Could you add the age of apprenticeship and gauntlet?
Have you decided on your clan?

Updated sheet to include that info.
She is presented here just out of Gauntlet. If approved, I will add the extra years.

Name: Janus ex Flambau
Gender: male
Age: 35 (gauntlet at 25, apprenticeship starts 10)
Size: 0
School. The Founder
Personality: Hatred of Diedne and their allies +3, Brave +3, Brutal +2, Communicative -3
Height: 5'6" (168 cm)
Weight: 143 lbs. (65 kg)
Soak: +6 (+1 Animal, +2 Aquam, +1 Corpus, +1 Herbam, +3 Ignem, +1 Imaginem, +1 Mentem, +2 Terram, +1 Vim)
MR: 35, Animal 40, Aquam 42, Corpus 36, Herbam 36, Ignem 50, Imaginem 40, Mentem 41, Terram 42, Vim 36
Combat: Dodge, Ini +2, Attack -, Defence+5, Damage -

Characteristic Score
Intelligence +3
Perception +0
Presence -3
Communication -3
Strength +2
Stamina +3
Dexterity +1
Quickness +2
Virtues Level Type Points Notes
The Gift Free Hermetic 0
Hermetic Magus Free Hermetic 0
Puissant Ignem Minor Hermetic 0 House Virtue
Tough Minor General 1
Major Magical Focus: Damage Major Hermetic 3
Puissant Creo Mnior Hermetic 1
Mastered Spells Minor Hermetic 1
Method Caster Minor Hermetic 1
Life Boost Minor Hermetic 1
Puissant Parma Minor Hermetic 1
Puissant Penetration Minor Hermetic 1
Total 10
Flaws Level Type Points Notes
Enemies (The side of the Diedne) Major Story 3
Low Self Esteem Major General 3
Blatant Gift Major Hermetic 3
Hatred (Diedne) Minor Personality 1
Total 10
Ability Specialty Score XP
Anglo-Saxon Mercian 5 0 (Native language)
Area Lore: Stonehenge Tribunal Battle sites 2 15
Artes Liberales Ritual Magic 1 5
Athletics Running 1 5
Awareness Searching 2 15
Brawl Dodge 2 15
Code of Hermes Wizard's War 1 5
Concentration Spells 2 15
Craft:Scribe Copying 1 5
Latin Hermetic Usage 4 50
Finesse Spells 2 15
Folk Ken Peasants 2 15
Magic Theory Inventing Spells 3 30
Parma Magica Mentem 5+2 75
Penetration Creo 4+2 50
Philosophiae Ritual Casting 1 5
Survival Forest 1 5
Stealth Sneaking 2 15
Swim Staying afloat 1 5
Art Score XP
Creo 13+3 91
Intellego 0 0
Muto 7 28
Perdo 0 0
Rego 7 28
Animal 5 15
Aquam 7 28
Auram 0 0
Corpus 1 1
Herbam 1 1
Ignem 12+3 78
Imaginem 5 15
Mentem 1 1
Terram 7 28
Vim 1 1
Spell Name CT Pen Level Masteries XP Spell Effect
Doublet of Impenetrable Silk +18 +9 MuAn15 0 0 +3 soak to animal based clothing at touch range
Bind Wounds +23 +20 CrCo10 0 0 Stops a wound getting worse for sun duration at touch range
Pilum of Fire +53 +41 CrIg20 Penetration 5 +15 damage to a single target at voice range
Ball of Abysmal Flame +55 +30 CrIg35 Penetration, Multicast, Magic Resistance 35 +30 damage to a single target at voice range
Wizard's Sidestep +18 +14 ReIm10 0 0 First attack from each attacker misses and then +9 defence at personal range
Mighty Torrent of Water +37 +25 CrAq20 Penetration 5 +10 damage and a Str+Siz roll vs 9 to avoid being knocked back to a single target at voice range
Crystal Dart +28 +25 Mu(Re)Te10 Penetration 5 +10 damage to a single target at voice range

Combat:
Dodge Ini +2, Attack N/A, Defence +5, Damage N/A
With spells Ini +2, Attack N/A, Defence +14, Damage N/A
Punch Ini +2, Attack +3, Defence +4, Damage +2
With spells Ini +2, Attack +3, Defence +13, Damage +2

Chainmail (-1 Load) Load 5 Soak 9+Sta 3+Tough 3 = Soak 15
*With spells - Soak 18, Load 5, Enc 0

Background:

Born in the city of Nottingham in Mercia, England, John was a reclusive boy, never comfortable with his peers and always the odd one out. When his Gift manifested around his 8th birthday his young life took a turn for the worse as the other youngsters started to seek him out for torment. His family despaired until a scholar arrived at their home and offered to take John as an apprentice, offering a bag of silver to secure him. The family could not believe their luck as John had a training position and they not only did not need to pay to secure it for him but were actually paid by his new master. The boy left his home in the care of his new master Flavius Igneous. The Flambau mage took young John as his apprentice and trained him almost exclusively in the art of magical combat, finding to his surprise that young John had an alignment to all damaging type spells not just the Ignem spells his master favoured. At gauntlet John took the name Janus and joined his masters Covenant as a full magus. The denouncement of house Diedne proved the perfect opportunity for Janus to test his battle prowess against enemies of the order at least as powerful as himself. He received additional training in Parma from his Parens in exchange for service in the battles and proved a mighty opponent to the Diedne and their allies. However, years of killing and picking over battlefields of the dead left Janus full of doubt of his own self worth and the reality of what the Order had become with the prosecution of the Schism war. He now seeks a place to rest and consolidate, maybe even finding a purpose beyond the skills of death he has become so adept at.

Post gauntlet xp (10 years @ 30 per year = 300)

Parma +70, Penetration +35, Philosophae +5, Creo +46, Muto +27, Rego +27, Aquam +28, Corpus +1, Herbam +1, Ignem +33, Imaginem +12, Menetm +1, Terram +13, Vim +1.

Name: Betula ex Criamon
Gender: woman
Age: 30 (gauntlet at 29, apprenticeship starts 14)
Size: 0
Personality: Compassionate +6, Pious (Criamon Philosophy) +1, Love of Natural Settings +3
Height: 5'9" (175 cm)
Weight: 140 lbs. (63.5 kg)
Soak: +1 (+1 Animal, +1 Corpus, +3 Herbam, +1 Mentem, +1 Terram, +1 Vim)
MR: 5, Animal 6, Corpus 10, Herbam 18, Ignem 10, Mentem 10, Terram 10, Vim 10
Combat: Dodge, Ini +1, Attack -, Defense +1, Damage -

Characteristic Score Descriptor
Intelligence +3 Curious
Perception +2 Probing
Presence +1 Glow of Life
Communication +3 Socratic
Strength -1 Spindly
Stamina +1 Patient
Dexterity +0
Quickness -3 Wooden
Virtues Level Type Points Notes
The Gift Free Hermetic 0
Hermetic Magus Free hermetic 0
Enigmatic Wisdom Minor Hermetic 0 House Virtue
Affinity with Herbam Minor Hermetic 1
Independent Study Minor General 1
Major Magical Focus (Trees) Major Hermetic 3
Puissant Herbam Minor Hermetic 1
Skilled Parens Minor Hermetic 1
Strong Faerie Blood (Nymph) Major Supernatural 3 +1 Com, to no greater than 3
Second Sight Minor Supernatural 0 Free from SFB
Total 10
Flaws Level Type Points Notes
Compassionate Major Personality 3
Limited Magic Resistance(Ignem) Minor Hermetic 1
Predictive Stigmata Minor Story 1
Susceptibility to Divine Power Minor Hermetic 1
Twilight Prone Major Hermetic 3
Unpredictable Magic Minor Hermetic 1
Total 10
Ability Specialty Score XP
English East Midland 5 0 (Native language)
Latin Hermetic Usage 4 50
Area Lore: Alps forests 1 5
Area Lore: Sherwood Forest geography 2 15
Artes Liberales ritual magic 1 5
Athletics hiking 3 30
Awareness alertness 2 15
Concentration spell concentration 2 15
Cov Lore: Cave of Twisting Shadows personalities 1 5
Craft: Wood Carving toys 3 30
Enigmatic Wisdom twilight 2 15
Faerie Lore plant faeries 2 15
Hunt traps 2 15
Magic Lore plants & herbam beings 2 15
Magic Theory herbam 3 30
Myc Cult Lore: House Criamon final transmission sites 2 15
Parma Magica Ignem 1 5
Philosophiae ritual magic 1 5
Prof: Woodsman identifying trees and wood 2 15
Second Sight spirits 3 25
Stealth hiding 1 5
Survival forests 2 15
Art Score XP
Creo 8 36
Intellego 5 15
Muto 5 15
Perdo 0 0
Rego 0 0
Animal 1 1
Aquam 0 0
Auram 0 0
Corpus 5 15
Herbam 10+3 57 (38 b4 Aff)
Ignem 0 0
Imaginem 0 0
Mentem 5 15
Terram 5 15
Vim 5 15
Spell Casting Total Level Notes/Pg Ref
Bind Wounds +14 CrCo10 Core
Fast Grow +22 CrHe30 MoH
Intuition of the Forest +17 InHe10 Core
Converse with Plant and Tree +19 InHe25 Core
Stir the Slumbering Tree +16 MuHe(Me)25 Only Works on Trees, focus applies. Core
Month of the Controlled Growth +14 ReHe20 As Controlled Growth but Moon Duration. MoH
The Call to Slumber +6 ReMe10 Core
The Unseen Porter +6 ReTe10 Core
Wizard's Communion +11 MuVi10 Core

Background:
To be Added

1 Like

Name: Cath'rinne ex Bjornaer, Dead Eye Areleins
Gender: female
Age: 30 (gauntlet at 20, apprenticeship starts 5)
Size: 0
Clan: Arelie
Personality: Driven to reclaim Diedne's lost secrets +6, Secretive +3, Morbid +1
Height: 5'8" (174 cm)
Weight: 165 lbs. (75 kg)
Soak: +0 (+1 Animal, +1 Corpus, +1 Ignem)
MR: 20, Animal 26, Corpus 26, Ignem 31, Mentem 33, Vim 25
Combat: Dodge, Ini 0, Attack 0, Defense 0, Damage +2

Characteristic Score
Intelligence +1
Perception +0
Presence +2
Communication 0
Strength +2
Stamina +0
Dexterity +0
Quickness +0
Virtues Level Type Points Notes
The Gift Free Hermetic 0
Hermetic Magus Free hermetic 0
Heartbeast (Vulture) Minor General 0 House Virtue
Life-linked spontaneous magic Major Hermetic 3
Independent Study Minor General 1
Puissant Mentem Minor Hermetic 1
Minor Magical Focus - Ghosts Minor Hermetic 1
Apt Student Minor General 1
Cautious Sorcerer Minor Hermetic 1
Subtle Magic Minor Hermetic 1
Spell Improvisation Minor Hermetic 1
Total 10
Flaws Level Type Points Notes
Blatant Gift Major Hermetic 3
Driven Major Personality 3
Dark Secret Major Story 3
Secretive Minor Personality 1
Total 10
Ability Specialty Score XP
Awareness alertness 2 15
Parma Magica Ignem 4 50
Artes Liberales ritual magic 1 5
Philosophae ritual magic 1 5
Penetration Mentem 5 75
Magic Theory inventing spells 3 30
Norman (native languge) slang 5 75
Latin hermetic usage 4 50
Heartbeast assume animal shape 1 5
Leadership intimidation 3 30
Swim diving 1 5
House Bjornaer Lore self-initiation 1 5
Order of Hermes Lore personalities 3 30
Art Score XP
Creo 6 21
Intellego 6 21
Muto 6 21
Perdo 6 21
Rego 10 55
Animal 6 21
Aquam
Auram
Corpus 6 21
Herbam
Ignem 6 21
Imaginem 2 3
Mentem 10+3 55
Terram
Vim 5 15
Spell Casting Total Casting Total / Heartbeast Form Level Note
The Voice of the Bjornaer Magus n/a +5 MuAn 15 ---
Whispers through the Black Gate +14 +16 InCo 15 ---
The Whole from the Part +14 +16 InCo 20 ---
Lay to Rest the Haunting Spirit +27 +29 PeMe 10 Magical Foci
Voice from Hollow Spaces +35 +37 ReMe 25 Magical Foci
Coerce the Spirit of the Night +35 +37 ReMe 25 Magical Foci, Sun duration
Wizard's Sidestep +14 +16 ReIm 10 Magical Foci
Incantation of Summoning the Dead +39 +41 ReMe 40 Ritual. Acquired as a lab season post-gauntlet. Magical Foci

Note: Except for the Voice of the Bjornaer Magi, all Heartbeast casting total assume that spell was cast first.

Heartbeast form: Cinereus vulture
Note: Animal form based on "Animals of Mythic Europe", p.17 Hawk, Egyptian Vulture, adjusted for size of the actual vulture species based on species weight.
Size: -2
Height: Body Length of 1.2 m (3 ft 11 in), 3.1 m (10 ft) wingspan
Weight: 14 kg (31 lb)
Soak: +3 (+4 Animal, +4 Corpus, +4 Ignem)

Combat:
Talons, Ini +1, Attack +6, Defense +8, Damage +4
Beak, Ini +2, Attack +6, Defense +5, Damage +3
Stone (dropped), Ini +1, Attack +5, Defense +5, Falling Damage, See Impact Table p. 181, Range 10
Stone (bludgeon), Ini +2, Attack 0 (due to virtual no hands flaw), Defense +4, Damage +4

Characteristic Score Note
Intelligence +1 As Magi
Perception +4 As better of Animal (+4) or Magi
Presence -4/+3 As sum of Animal (-6) and Magi. If intimidating, as better of Animal (+3) or Magi
Communication -2 As worst of Animal (-2) and Magi
Strength +2 As better of Animal (0) and Magi
Stamina +3 As better of Animal (+3) and Magi
Dexterity +1 As better of Animal (+1) and Magi
Quickness +2 As better of Animal (+2) and Magi
Virtues and Qualities Level Type Notes
As Magi --- --- All applicable virtues
Lesser Immunity: Rotten Meat Minor Supernatural From Animal Form
Long-winded Minor General From Animal Form
Accomplished Flyer Free Mundane Beast Quality From Animal Form
Extra natural weapons (claws) Free Mundane Beast Quality From Animal Form
Keen Sense of Smell Free Mundane Beast Quality From Animal Form
Loathsome Appearance Free Mundane Beast Quality From Animal Form
Flaws Level Type Notes
As Magi --- --- All applicable flaws
Feral Scent Minor General From Animal Form
Infamous Minor General From Animal Form

Reputation: Omen of Impending Death (local) +2

Ability Specialty Score XP
Academic, Arcane, Supernatural, Lores, Languages As Magi As Magi n/a
Awareness spotting corpses 4 50
Athletics swift flight 5 75
Brawl talons 2 15
Survival desert or mountains 3 30
Thrown Weapon rock 2 15

Note: No actual xp spent on heartbeast skills during character creation. All skills from Animal form.

Background and description:
To be filled out later.

1 Like

Is it I or you who miscalculate xp?
I find a total allowance of 45+105+300+50 = 500xp, and an expenditure pf 335+180 = 515 xp.

Otherwise I like the character.

If I count correctly, you miss ten levels of spells and one year of p/g advancement. Is that right? Or do I miscount?

A quick note of p/g advancement would be useful, e.g. ten years @30xp each, or whatever.

  1. You have a characteristics point to spare.
  2. Swap XP and Score for Awareness.
  3. Please add a statement of how p/g advancement is done. E.g. lab seasons? Number of xp/spell levels.

By my calculations, you have 30 spell levels too much, but there may be something I miss.

Communication is now +0.
Fixed Awareness.
I have a statement next to Incantation of Summoning the Dead which says "Acquired as a lab season post-gauntlet." This has cost me 10 xp. This is the only lab season used. I count 120 spell levels from apprenticeship.

Level 40 as a lab season? Can you get a lab total of 80? Impressive.

I cannot get a lab total of 80. I applied the formula from apprenticeship, which supposes that you can learn spells up to Technique + Form + Intelligence + Magic Theory +3. I suppose applying it post-gauntlet assumes a lab text is available at the covenant, but not applying it has the irony of being unable to learn a spell in a season that you could otherwise learn as part of an apprenticeship in a season. What's your call?

I think the assumption is that in apprenticeship, spells are taught by the parens; after apprenticeship, the default is that it be invented without a text.

Given that this is just one spell, I am not awfully bothered. If others would take it as precedence, it is out of the question. Thus it is a troupe call.

I forgot to delete Etiquette from the sheet. Now the XP should add up, and then I can add the years post Gauntlet

I am fine with one spell post gauntlet using the apprentice convention.

Name: Rubellius Verditi
Birth Name: Theodulf of Nantcaster
Gender: male
Age: 25 (gauntlet 25, apprenticeship start 10)
Warping Score: 0(0)
Confidence Score: 0 (Can't have)
Personality: Claustrophobia +3, QuickToRage +2, Self-Confidence -2
Reputations: None
Twilight Scars: None
Size: +2
Height: 220cm (7'3")
Weight: 130kg (290lb)
Equipment: TODO leather armor (no head for claustrophobia, he needs breeze)
Encumbrance: TODO 0(0)
Soak: +1 (TODO if he wears leather armor)
MR: TODO
Combat:
TODO Dodging, Init -1, Attack - , Defense +0, Damage -
TODO Grappling, Init -1, Attack +2, Defense +0, Damage +4
TODO Bludgeoning, Init -1, Attack +2, Defense +0, Damage +4
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1(1-5), -3(6-10), -5(11-15), Incapacitated(16-20)

Characteristic Score
Intelligence +3
Perception +0
Presence +0
Communication +0
Strength +1+1
Stamina +0+1
Dexterity +1
Quickness -1
Virtues Level Type Points Notes
The Gift Free Hermetic 0
Hermetic Magus Free Social Status 0
Verditius Magic Minor Hermetic 0 House Virtue
Affinity with Craft(leather worker) Minor General 1
Puissant Craft(leather worker) Minor General 1
Affinity with Magic Theory Minor General 1
Inventive Genius Minor Hermetic 1
Affinity with Creo Minor Hermetic 1
Affinity with Auram Minor Hermetic 1
Puissant Auram Minor Hermetic 1
Giant Blood Major General 3
Total 10
Flaws Level Type Points Notes
Weak Spontaneous Magic Major Hermetic 3
Necessary Condition Major Hermetic 3 Raise arms fully stretched upwards (320cm total)
Low Self-Esteem Major General 3 He's The Gift but he's not a good caster, he fights but he's not a knight
Fear (enclosed spaces) Minor Personality 1
Total 10
Ability Specialty Score XP
Anglo-Saxon About armors 5 0 (Native language)
Awareness Ambushes 3 30
Athletics Sprints 3 30
Brawl Bludgeoning 4 50
Craft (leatherworker) Handwear 5+2 50 * 1.5
Artes Liberales 1 5
Latin Hermetics Terms 4 50
Magic Theory Auram 5 34 * 1.5
Parma Magica Auram 1 5
Philosophiae Natural Philosophy 1 5
Art Score XP
Creo 8+3 24 * 1.5
Intellego
Muto
Perdo
Rego 5 15
Animal
Aquam
Auram 12+3 52 * 1.5
Corpus
Herbam
Ignem
Imaginem
Mentem
Terram
Vim
Spell Casting Total Level
Air's Ghostly Form +27 CrAu5
Chamber of Spring Breezes +27 CrAu5
Wreaths of Foul Smoke +27 CrAu5
Jupiter's Resounding Blow +27 CrAu10
Stench of the Twenty Corpses +27 CrAu10
Broom of the Winds +27 CrAu15
Charge of the Angry Winds +27 CrAu15
Circling Winds of Protection +27 CrAu20
The Incantation of Lightning +27 CrAu35

Background:
Theodulf life was harsh since the beginning: his mother died while giving birth to him, a thing he still blames himself for. His two older brothers where never kind to him, they mocked him, made fun of his clumsiness, they never shared a single clothe or boot or nothing. By little day to day actions, they took revenge for the life he ended. His father could do nothing but pity him. Theodulf still dreams his father's big eyes wide open looking at him. No, not looking at him, but through him, in a desperate motionless research. He knew that every time his father posed eyes on him, he lived again his wife's last moments, then the look always turned away in a mixture of saddens and ill-concealed anger.

The year passed and he started fighting back. Now the brothers were not so amused to continuously tease him, they even started sharing supper. Maybe he was in the way he asked with more decision or maybe because he could easily lift and throw them out of the windows, either way Theodulf eat more and grow even more. Spaces that before seemed wide, now could not fit him and the feeling of being entrapped grew inside him. He found himself always outside home, walking down the streets or exploring nearby open areas.

But soon something changed: people began to be rude. He didn't stated it, but surely he did not do something to stop hit, once he grabbed a cow femur and cracked the head open to the one who threw him a rotten potato. Maybe that's how the nearby covenant acknowledged his existence. Given the vulgar hostility, for the magi it was easy to recognize The Gift in him. Even if he wasn't a good caster, he could craft and enchant with an uncommon ease. Looking him at work was bewitching, such a big guy moving his hand with such a grace and precision. He took the highest lab space he could find and almost removed completely the ceiling, he said he wanted to breath openly.
The magi let him do what he wanted because his affinity with air was clear.

Now he goes by the name of Rubellius, form house Verditius, the one that rages as quickly as he vents, like a summer thunderstorm. Most of his enchantments are meant to protect or to quickly knock out an opponent. Few of his gauntlets were gifted to important magi for the battlefield front lines.

Giant Blood and Dwarf Blood?