OOC Chat

Concerning your development rules:
You state that we must have a living family and parens. That doesn't work for me. Polyoppoties murdered his parens in old fashioned Tytalus style, and was proclaimed a magus by his House for doing so (this takes place outside of GT, but it could be at GT where it is officially proclaimed). Also, his family was murdered when he was a small child, which provides the source and inspiration for his multiple Personas & personalities. I do have him get married and have step children. Or rather, his one female persona does. Polyoppeties has the Gentle Gift, whic is essential for deep cover identities. You also state that Hermes Portals are untrustworthy, which puts a serious cramp in my design. He has a portal as part of his lab, and is how he manages to truck it back and forth from the covenant to his (or rather, her) home in Italy. If the covenant is located in Italy, then that is not an issue.

I am basing Polyoppoties 3.2 on the original Polyoppoties 1.0 from the Falling Leaves game that never got off the ground. He can be viewed here...
https://forum.atlas-games.com/t/character-development-polyoppeties-of-tytalus/4145/1
The 2.0 version is something I was tinkering with at home. The 3.0 version is what I originally intended for your game. 3.1 and 3.2 are revisions of the concept based upon your HR's. The only HR's I have an issue with are the ones I mention above. The other HR's do not interfere with my concept. I just need to mechanically tweak the character to fit them.

Hi,

considers I'm ok with his killing his parens. Tytalus magi being who they are, this does not sunder him from him House and tradition, but enmeshes him further.

This counts as family.

Hermes Portals are especially trustworthy. They don't fail, ever. Other kinds of Hermetic travel are less trustworthy, and even these are usually trustworthy.

It won't be an issue. I'm not saying that the covenant is in Italy, but this won't be an issue.

I hope this sets things straight regarding rules, and I look forward to 3.2. I'm not sure what the differences among the versions are, and will wait for the One True Version.... multiple personas and all.

Anyway,

Ken

Second draft...

I thought that elementals where not spirits, just a strange natural phenomena. So I skip that for the moment. Archibaldus is not on the way to become a sorcerer, he is keen on improving his status. I thought that metalworking is for crafting rings, chalices and such items. A metalworker could craft a sword or a piece of armour but it would be horrible, ill fitting or horribly off-balanced. Perhaps he could craft a dagger or a arrow tip.

Archibaldus Ex Verditius

Int +3 Per 0 Pre -1 Com 0
Str 0 Sta 0 Dex +2 Qui -1

Age: 26 (26) – 0 years of off apprenticeship
Warping: 0

Virtues 16p
3 Automata
3 Elementalist
1 Hermetic numerology
1 Hermetic geometry
1 Hermetic architecture
1 Affinity with Creo
1 Affinity with Rego
1 Veditius elder runes
1 Items of quality
1 Enchant casting tools
1 Affinity with metal working
1 Puissant metal working
1 Verditius magic (free)

Flaws: 16pts
-3 Blatant gift
-3 Low self esteem
-3 Weak spontaneous magic
-3 Dependents
-1 Difficult spontaneous magic
-1 Proud
-1 Ambitious
-1 Infamous master

0-5 years Childhood
Abilities/score/speciality
Charm / 2 / First impression
Folk ken / 2 / Magi
Guile / 2 / Lying to authorities
Flemish / 5 / Storytelling

6-10 years Before apprenticeship 60xp
Metalworking / 4 +2 / Ring
Metalworker’s guild lore / 1 / Antwerp
Brawl / 1 / Fist
Awareness / 1 / Ambush
Bargain / 1 / Magical item’s (speciality acquired later)
Intrigue / 1 / Plotting

11-26 years Apprenticeship 130xp

Artes liberates/1/ Rhetoric
Code of hermes/1/ Rihne tribunal
Concentration/1/ Spell casting
Etiquette/1/ Magi
Supernatural lore/1/ veriditus
Latin / 4 / Hermetic use
Leadership/1/ Forge companions
Magic theory/3 / Enchanting items
Parma magica/1/ Mentem
Pentration/1/ Mentem
Philosophiae/1/ Verditius runes
Rihne tribunal lore/1/ Covenants

Arts 110xp

Cr 8 In 3 Mu 3 Pe 3 Re 8
An 0 Au 3 Aq 3 Co 0 He 0
Ig 3 Im 0 Me 3 Te 4 Vi 4

Spells / TeFo/ Level / Bonus / Mastery / Mastery score / Page reference
Fragile Lantern / CrIg / 10 / +11 / 0 / - / spellswiki.wikidot.com/creo-ignem
Sorcerer’s Bolt of Flame / CrIg / 10 / +11 / 0 / - / spellswiki.wikidot.com/creo-ignem
Air’s ghostly form / CrAu / 5 / +11 / 0 / - / ArM5 p. 125
Disguise the Wizard’s Appearance / MuIm / 3 / +3 / 0 / - / spellswiki.wikidot.com/muto-imaginem
Words of the unbroken silence / CrMe / 10 / +11 / 0 / - / ArM5 p. 148
Sight of the transparent motive / InMe / 10 / +6 / 0 / - / ArM5 p. 148-149
Trust of childlike faith / PeMe / 10 / +7 / 0 / - / ArM5 p. 150
Look at me / CrMe / 15 / +11 / 0 / - / A&A p. 32

New spells / TeFo/ Level / Bonus / Mastery / Mastery score / Page reference
Mefits foul odours / MuAu / 5 / +11 / 0 / - / -
Invisibility of the traversing wizard / PeIm / 10 / +3 / 0 / - / -
Jupiter’s boon / ReCo / 10 / +8 / 0 / - / -
Trivia’s unravelling of the wizards craft / PeVi / 15 / +7 / 0 / - / -
Obliteration of the mystical foe / PeVi / 5 / +7 / 0 / - / -

New spell description

Muto Auram

Level 5

Mefits foul odours
R: Touch D: Diam. T: Ind.
Turns mist into corrosive gas that does damage equal to the spell’s base level per turn to anyone within the gas cloud.

(Base effect, +1 touch, +1 diam.)

Rego Corpus

Level 10

Jupiter’s boon
R: Per. D: Conc. T: Ind.
Allows the wizards to float freely in the air carrying a maximum weight of 50pounds. The wizard moves as fast as rising smoke.

(Base: 5, +1 Conc.)

Perdo Imaginem

Level 10

Invisibility of the traversing wizard
R: Per. D: Diam. T: Ind.
The target becomes completely invisible to normal sight but still cast a shadow.

(Base 4, +1 Diam., +1 changing image)

Perdo Vim

General

Trivia’s unravelling of the wizards craft
R: Voice D: Mom. T: Ind.
Dispel any magical effect that the spell target. The maximum spell level that can be dispelled is the equal to (spell base level +10).

(Base effect + 2 voice)

Obliteration of the mystical foe
R: Voice D: Mom. T: Ind.
Weakens and destroys the supernatural creature that the spell targets. If the spell penetrates the target creatures looses might equal to the spell’s level.

(Base effect, +2 Voice)

Equipment
Wizardly robes and tools.

Appearance
Dark brown hair and a well kept beard beard. He has a average build and small scar above his left eye.

Background
More details to come…

  1. Born
  2. Grew up, father wealthy gold smith
  3. As his uncle where a Verditius forge companion he was quickly noticed when his blatant gift emerged.
  4. Apprenticed
  5. Out of apprenticeship

Draft version 3.0 (since we both miscalculated along the way, and I hadn’t included Arabic anyway)
I do feel angry with myself for miscalculating – it is: ugly.

Arnaut ex Jerbiton, filius Aimiric
Age: just turned 28

virtues

  • free good teacher

  • 1 educated

  • 1 improved characteristics

  • 1 great communication

  • 1 skilled parens

  • 3 gentle gift

  • 1 minor focus: improving the mind

  • 1 affinity in Me

  • 1 deft mentem

  • 3 dependants (pupils)

  • 3 driven (first: get a doctor degree, then found the university of Magic)

  • 1 offensive to animals

  • 1 minor ambitious

  • 1 unimaginative learner

  • 1 exciting experimentation (MoH, p. 26)

Int 2 Per 0
Sta 1 Str 0
Com 4 Pr 0
Dex 0 Qik 0

Early Childhood (years 0-5; 45xp + Language)
Arabic (translation) 2
Folk Ken (students) 2
Awareness (search) 1
Brawl (Dodge) 1
Athletics (running)1
Castilian (translation) 5 [based on Xavi’s 4 language theory for Spain used in Light of Andorra]

Childhood year 6-12: 7x15xp+50xp = 155xp
Charm (seduction) 2 [=15xp]
Guile (disguise) 2 [=15xp]
Bargain (books) 2 [=15xp]
Latin (translation) 5 [=75xp]
Artes Liberales (Geometry) 2 [=15xp]
Philosophy (Natural philosophy) 2 [=15xp]
Teach (classes of more than 2) 1 [=5xp]

Apprenticeship (13-27: 60xp skills)
Code of Hermes (apprentices) 1
Etiquette (gifts) 1
Intrigue (nobility) 1
Leadership (students) 1
Magic Theory (Mentem) 3 [30xp]
Parma Magica (Corpus) 1
Profession: Scribe (diligently) 1

Arts: 240 xp
Cr 5 In 5 Mu 5 Pe 5 Re 5
An 5 Aq 5 Au 5 Co 5 He 5 Ig 5 Im 5 Me (affinity) 9 Te 5 Vi 5

Spells (150lvls – I’ll suggest alternatives only if there are reasons not to allow these spells, because I find the alternatives less fitting):

  • I am not really sure, which of these spells qualify for my focus: mind improvement (other than the CrMe guidelines 30+ from ArM5)

  • the self-made spells might be influenced by the exciting experimentation flaw (or not)

  • Chastisement (PeCo15; B4, +2 Voice, self-made)
    A clip on the ear. A classic usable both to disrupt (unless target makes Int + Concentration roll of 12+) and to improve concentration.

  • Praise the worthy student (CrMe 15; B4, +2 voice, +1 diameter, self-made)
    This spell fills the target with happiness and self-satisfaction. This spell is used to motivate successful students and reinforce praise. It may be addictive in the long run (just like chocolate, it makes you feel good). It may be the most sinister spell ever created.
    Cr5 + Me 9 + Sta 1 + Magic Theory 3 + specialisation 1 = +19

  • Posing the Silent Question (InMe20; B15 + 1 Eye), ArM5, p. 149
    Can be used to cheat on exams.
    In5 + Me 9 + Sta 1 + Magic Theory 3 + specialisation 1 = +19

  • Perception of the conflicting motives (InMe15; B10, +1 Eye)
    Good teachers try to understand their students.
    In5 + Me 9 + Sta 1 + Magic Theory 3 + specialisation 1 = +19

  • Enchantment of detachment (PeMe15, B4 +1 Eye +2 Sun), ArM5, p. 150
    Alleviates exam stress and the symptoms of puberty.
    Pe5 + Me 9 + Sta 1 + Magic Theory 3 + specialisation 1 = +19

  • Aura of Rightful Authority (ReMe20; B5 +1 Eye +2 Sun); ArM5, p. 151
    Helps resolve discipline conflicts.
    Re5 + Me 9 + Sta 1 + Magic Theory 3 + specialisation 1 = +19

  • Searching the haystack (ReMe20), A&A, p . 34
    Usable to read long forum threads or find information in a book comfortably.
    Re5 + Me 9 + Sta 1 + Magic Theory 3 + specialisation 1 = +19 (focus?)

  • The Gift revealed (InVi15; B10, +1 Touch; There is a thread on the forum that says it’s B10 in Hedge Magic)
    The magus learns whether a person he touches is Gifted.
    In5 + Vi 5 + Sta 1 + Magic Theory 3 = +14

  • Practical Jokes unmasked (InVi15; B5; +2 Sun) = HoH:TL, p. 75 Bitter taste of betrayal
    A magus is aware of magical effects that affect him. Helps against the students’ practical jokes.
    In5 + Vi 5 + Sta 1 + Magic Theory 3 = +14

Biographical add-on:

  • Urban background: Palencia? (family of traders)

Question: Can specialisations be changed when we increase skills later on?

Hi,

Well... the spirit of a thing is never natural when it is in the real world. Sort of the way a person has a spirit, and that's a good and necessary thing, but if the spirit shows up on its own, it's a ghost or something decidedly not natural. Like everything else, fires and mountains and blades of grass are said to have spirits, and the direct manipulation or summoning of these spirits is sorcery. But natural magic can manipulate the things these spirits are of in appropriate ways that do not breach the natural order. If a fire comes alive then it is can be dealt with using Hermetic Magic, using Ignem, in all the ways that anything of Ignem can be manipulated; if it has a mind, that mind is naturally subject to Mentem, but if it has only instinct or cunning then it is dealt with through its Form, similar to the way animals are.

Now, there are two ways for the fire to 'come alive.' One is for it to really come alive and the other is for it to be possessed by a spirit. Demons don't show themselves directly very often, for example, but if an arsonist set a building ablaze, it sure would be tempting to possess that fire and help it spread in the right direction! Here's where some InVi and Supernatural Lore come in handy. If it's a demon, angel or other spirit that does not belong (and demons are not the only spirits who possess people and things), ReVi and PeVi can destroy it or make it go away; Rego Form can hold the possessed thing still (killing the possessed entity sometimes just makes things easier for the possessor!) Otherwise, it's something rare yet that belongs in the world, and Hermetic Magic can handle it quite nicely. A rego spell that keeps a fire from spreading works nicely to hold a fire elemental (or djinn of fire) in place.

Ok, that's what I figured you meant, and I'm good with that. It's wider than the rules suggest, but going that route leads to "Profession: Rutabaga Farmer" rather than "Profession: Farmer," and I just say no. Metalwork it is.

This spell is fine. Note that if Archibaldus uses this spell to disguise himself as someone else, the quality that other people test against is automatically a 6 due to the default Precision. I notice that you have two free levels, and can easily make a lvl5 version that has Precision 12.

Since the specific spell does +3 damage, please include that in the description. It will help us remember when the time comes, rather than recalculate and look up.

Rego Corpus

Level 10

Jupiter’s boon
R: Per. D: Conc. T: Ind.
Allows the wizards to float freely in the air carrying a maximum weight of 50pounds. The wizard moves as fast as rising smoke.

(Base: 5, +1 Conc.)

Perdo Imaginem

Level 10

Invisibility of the traversing wizard
R: Per. D: Diam. T: Ind.
The target becomes completely invisible to normal sight but still cast a shadow.

(Base 4, +1 Diam., +1 changing image)

Perdo Vim

General

Trivia’s unravelling of the wizards craft
R: Voice D: Mom. T: Ind.
Dispel any magical effect that the spell target. The maximum spell level that can be dispelled is the equal to (spell base level +10).

(Base effect + 2 voice)
[/quote]
Hmm. Something changed here. The maximum spell level that can be dispelled is 0.5*(base spell level +10 + die), pg 160. Your original version set it to lvl 15, avoiding the die, and I'm fine with that.

Yup! The Flambeau who invented the first one of these did call it Demon's Eternal Oblivion, on the theory that anything this spell kills is probably a demon.... :smiley:

Anyway,

Ken

Hi,

Yes. It's not just you though; AM lends itself to such miscalculations.

Ok. smile So from the looks of things, we have a magus who is technically ready to train an apprentice as soon as he raises his Parma to 2 so he can protect the apprentice. Arnaut might even think he is ready, and go apprentice-hunting in the first possible year, flouting the tradition of the Order, as some magi do. However, Arnaut does not yet have the ancillary skills to teach an apprentice about life in the Order; he himself is ignorant about a great many things. All this is fine.

This is a flavorful list of spells! Very appropriate.

Please give some thought to your parens and his tradition. An apprentice generally does not get to learn the spells he wants to know, but the ones his parens teaches him or, more rarely, allows him to learn. There is usually great synergy between the two, if the parens has taught his apprentice well, but in the end, the parens is the one who grants access to lab texts and who decides what an apprentice gets to do with his time.

considers I don't own MoH. Please send me the text for Exciting Experimentation in full, or choose something else. I will gladly assume that your 'self-made' spells were learned from your parens; Arnaut is not capable of inventing a level 15 spell in any reasonable amount of time.

As for the focus, improving the mind would apply to raising characteristics, but might also apply to a spell that sharpened the magus' memory temporarily, or something like that. I don't know what the appropriate guideline for that is, though. I might also allow healing a damaged mind; this is broader than what would be allowed for Corpus yet Mentem comes up so rarely that I see it as ok. But focusing a mind on one thing versus another does not improve it, just changes it; putting a good idea in someone's mind also doesn't improve it.

Please stop with the B4 thing. I do a quadruple-take every time I see it, even though it is intuitive to you.

What helps me is a pointer to book and page for the guideline, so I can get to it quickly, notice that it is indeed lvl4 and not a typo, glance at other spells and smile at your cleverness in putting together a useful spell. In this case, for example, I still ended up glancing at other spells, especially Touch of the Goose Feather, and agreed with your total of 12.

Example of what I mean:
Chastisement (PeCo15; R: Voice, D: Mom, T: Ind)
A clip on the ear. A classic usable both to disrupt (unless target makes Int + Concentration roll of 12+) and to improve concentration.
(Base 4 (AM pg 133), +2 Voice)

For some reason, I end up with level 10 rather than 15. Unless I'm missing something, that gives you 5 more levels to play with, either for another spell, or to add a magnitude for flexibility, letting you choose where to inflict the pain, from a clap on the back of the head, to a brutal ear-pinch, to a kick in the groin. Still a total of 12, but there may be other side effects.

Focus does not apply.

There's no way his parens let him waste 2-4 seasons in the lab inventing this spell. He can still know it, of course! There are versions of this spell that are favorites among Criamon and Merinita magi, taking extra magnitudes to provide an especially intense experience....

Focus does not apply.

Focus does not apply.

Focus does not apply.

Except for those symptoms that are Corpus.... This spell can prevent someone from experiencing the pangs of puberty... at the mere cost of a few years' of Warping for a magical effect that must essentially be maintained constantly. But it is definitely useful to postpone such urges until evening.
.
Focus does not apply.

Nor here.

reads spell A person controlled in this way is forced to concentrate on the one characteristic he is looking for; the spell does not say this but I'd rule that he is going to suffer penalties to notice other things. This is not an improvement, so no focus. Since this is sight-based, the spell will help with reading only if the magus is looking for a particular phrase. It does not help him process ideas or reason.

considers If you were to take this as a Major rather than Minor focus, in, say, enhancing the mind, I'd certainly want us to include stuff like this.

reads and considers I'd partially go with that. But the Gentle Gift is occult so noticing it for what it is is more difficult and requires a more difficult spell, +2 magnitudes.

Of course, the magus has other problems if he has a 'student' who is able to Penetrate.... This spell is fine, though a paranoid magus who walks around with this all the time is going to enjoy some Warping.

Sure. Where is that?

Yes.

Anyway,

Ken

Third draft

I adjusted Trivia’s unravelling of the wizards craft to fit with the rules as it was intended as a general Perdo Vim spell. Also I adjusted Mefits foul odours so that it is now a general spell and I included the damage in the spell description. I also made a change so that the Disguise the Wizard’s Appearance is now Improved disguise the Wizard’s Appearance. I also expanded the background but it is far from interesting reading… I am looking forward to see what he will do during the seven years periods.

Archibaldus Ex Verditius

Int +3 Per 0 Pre -1 Com 0
Str 0 Sta 0 Dex +2 Qui -1

Age: 26 (26) – 0 years of off apprenticeship
Warping: 0

Virtues 16p
3 Automata
3 Elementalist
1 Hermetic numerology
1 Hermetic geometry
1 Hermetic architecture
1 Affinity with Creo
1 Affinity with Rego
1 Veditius elder runes
1 Items of quality
1 Enchant casting tools
1 Affinity with metal working
1 Puissant metal working
1 Verditius magic (free)

Flaws: 16pts
-3 Blatant gift
-3 Low self esteem
-3 Weak spontaneous magic
-3 Dependents
-1 Difficult spontaneous magic
-1 Proud
-1 Ambitious
-1 Infamous master

0-5 years Childhood
Abilities/score/speciality
Charm / 2 / First impression
Folk ken / 2 / Magi
Guile / 2 / Lying to authorities
Flemish / 5 / Storytelling

6-10 years Before apprenticeship 60xp
Metalworking / 4 +2 / Ring
Metalworker’s guild lore / 1 / Antwerp
Brawl / 1 / Fist
Awareness / 1 / Ambush
Bargain / 1 / Magical item’s (speciality acquired later)
Intrigue / 1 / Plotting

11-26 years Apprenticeship 130xp

Artes liberates/1/ Rhetoric
Code of hermes/1/ Rihne tribunal
Concentration/1/ Spell casting
Etiquette/1/ Magi
Supernatural lore/1/ veriditus
Latin / 4 / Hermetic use
Leadership/1/ Forge companions
Magic theory/3 / Enchanting items
Parma magica/1/ Mentem
Pentration/1/ Mentem
Philosophiae/1/ Verditius runes
Rihne tribunal lore/1/ Covenants

Arts 110xp

Cr 8 In 3 Mu 3 Pe 3 Re 8
An 0 Au 3 Aq 3 Co 0 He 0
Ig 3 Im 0 Me 3 Te 4 Vi 4

Spells / TeFo/ Level / Bonus / Mastery / Mastery score / Page reference
Fragile Lantern / CrIg / 10 / +11 / 0 / - / spellswiki.wikidot.com/creo-ignem
Sorcerer’s Bolt of Flame / CrIg / 10 / +11 / 0 / - / spellswiki.wikidot.com/creo-ignem
Air’s ghostly form / CrAu / 5 / +11 / 0 / - / ArM5 p. 125
Words of the unbroken silence / CrMe / 10 / +11 / 0 / - / ArM5 p. 148
Sight of the transparent motive / InMe / 10 / +6 / 0 / - / ArM5 p. 148-149
Trust of childlike faith / PeMe / 10 / +7 / 0 / - / ArM5 p. 150
Look at me / CrMe / 15 / +11 / 0 / - / A&A p. 32

New spells / TeFo/ Level / Bonus / Mastery / Mastery score / Page reference
Mefits foul odours / MuAu / 5 / +11 / 0 / - / -
Improved disguise the Wizard’s Appearance / MuIm / 5 / +3 / 0 / - / spellswiki.wikidot.com/muto-imaginem
Invisibility of the traversing wizard / PeIm / 10 / +3 / 0 / - / -
Jupiter’s boon / ReCo / 10 / +8 / 0 / - / -
Trivia’s unravelling of the wizards craft / PeVi / 15 / +7 / 0 / - / -
Obliteration of the mystical foe / PeVi / 5 / +7 / 0 / - / -

New spell description

Muto Auram

General

Mefits foul odours
R: Touch D: Diam. T: Ind.
Turns mist into corrosive gas that does damage equal to the spell’s base level per turn to anyone within the gas cloud. The version that Archibaldus knows does +3 damage per turn.

(Base effect, +1 touch, +1 diam.)

Rego Corpus

Level 10

Jupiter’s boon
R: Per. D: Conc. T: Ind.
Allows the wizards to float freely in the air carrying a maximum weight of 50pounds. The wizard moves as fast as rising smoke.

(Base: 5, +1 Conc.)

Muto Imaginem

Level 5

Improved disguise the Wizard’s Appearance
R:Per., D: Sun, T: Ind.
As Disguise of the Wizard’s Appearance (spellswiki.wikidot.com/muto-imaginem) but with a precision of 12.

(Base 1, +2 sun, +2 increased precision)

Perdo Imaginem

Level 10

Invisibility of the traversing wizard
R: Per. D: Diam. T: Ind.
The target becomes completely invisible to normal sight but still cast a shadow.

(Base 4, +1 Diam., +1 changing image)

Perdo Vim

General

Trivia’s unravelling of the wizards craft
R: Voice D: Mom. T: Ind.
Dispel any magical effect that the spell target. The maximum spell level that can be dispelled is the equal to 0.5*(base spell level +10 + die).

(Base effect + 2 voice)

Obliteration of the mystical foe
R: Voice D: Mom. T: Ind.
Weakens and destroys the supernatural creature that the spell targets. If the spell penetrates the target creatures looses might equal to the spell’s level.

(Base effect, +2 Voice)

Equipment
Wizardly robes and tools.

Appearance
Dark brown hair and a well kept beard beard. He has a average build and small scar above his left eye.

Background
Archibaldus grew up in Antwerp. His father was a wealthy goldsmith and Achibaldus where destined to follow in his footsteps. The days where spent in the forge where his exceptional skills showed off quite early. The nights where spent on the city streets with his brother doing all sorts of dodgy things.

Around his tenth birthday his gift began to manifest and as his uncle where a forge companion for a Verditius magus in the Rihne tribunal it did not take long time until he was apprenticed. During his apprenticeship Archibaldus soon became aware that his master had a reputation as a fool. He reputation smeared off on Archibaldus. His blatant gift made his family reduce his contact with him and soon as Archibaldus power grew he where asked to do favour for his family. His skill in mentem and imaginem where most useful to his family in the power struggles in Antwerp.

As Archibaldus became a magus he set up few goals. Make his family respect him, start a family and become a respected magus. In order to become respected as a magus he needs to cast of his reputation as a fool and show of his magical powers, perhaps by winning the Verditius competition.

I'll use Max' layout for the next (final?) version of the spells

Exciting experimentation description (quoted from MoH):
Minor Hermetic:
Your character's experiment tend to have a flair for the ... dramatic. When rolling on the experiment table, roll two dice instead of the normal one. The storyguide then chooses and applies the more amusing of your two results.

[Admittedly, a weak flaw - a magus could simply not experiment (which is another flaw if I remember correctly - but I like it for its fun aspect. It could also credibly be fit into the character's concept.)

I could go with your suggestion (although I do not see my character as sadistic). I think I'd prefer sight range though (in combination with deft mentem, it allows using this spell without uttering a syllable.

Aimiric ex Jerbiton (Arnaut's master)
Aimiric is a nobleman and a flamboyant Jerbiton, widely known for his charm, wit, and great parties. He likes women a lot and they like him. He has never cared much about magic, and hardly ever sets foot in his lab or looks into a book dealing with magic. When he bound his owl familiar Athena, he did so, because owls were fashionable that year. An owl may look like an odd familiar for a magus like him, but he turned on his charm and the poor birdie fell for it. It didn't take Athena long to understand that her magus wasn't really interested in her, so she retired to his lab to study (which was fine with him - fashion had moved on to poodles).

There are parallels to his apprenticing Arnaut. Getting an apprentice was a question of status, but Aimiric couldn't really be bothered with all the "nappie changing", as he calls it. So when he stumbled across an eloquent young man, fully potty trained (aka good at Latin, Artes Liberales and philosophy), he snatched him from his school, opened his arts and showed him around at his parties. One of the ladies fell for the cub, instead of the grey wolf, so Arnaut - as a consequence - quickly fell from his master's favor and was dumped in Aimiric's sanctum, same as his familiar Athena some years earlier.
It was there that Athena became Arnaut's real teacher. She subtly threatened Aimiric with publicizing that he didn't train his apprentice properly, and he granted them full access to his lab and the library. Athena guided Arnaut to the best of her abilities, and he loves her because she is the only animal that has ever reacted to him normally (living at a covenant, she is used to magi)
Of course Arnaut gloriously passed his gauntlet. He would have passed if he had been to stupid to write his own name. His master made sure to have his cronies on the jury.
Aimiric despises his filius as a boring nerd - Arnaut his master as a superficial fool.
Arnaut still writes to Athena though. Should Aimiric die, Arnaut will try to bind his master's familiar.

What does this kind of master explain?

  • his skilled parens virtue (he didn't lose a lot of seasons assisting his master or sweeping floors like most apprentices have to)
  • his problems with studying from vis (he was never taught how to do that)
  • his flaw exciting experimentation (happens when an owl explains you how a lab works)
  • his sigil (something to do with owls)
  • his voting sigil (an ancient coin from Athens, a gift from Athena)
  • his realization that good teaching matters
  • his well-rounded arts: because of unlimited access to a good library for several years (and a wise guide)
  • his spells (they reflect his interests rather than his masters, and include spells he must have invented himself, assisted by Athena)
  • the strange holes in his education - like no Order of Hermes Lore

Hi,

grin Me too. I have to write that stuff up, since it's beginning to look like there will actually be a game!

(And if there is, and if it lasts a bit, maybe we'll have a spellwiki for the game, and then just post the names as links. But that's far afield still. Meanwhile, I have some writing to do.)

The weight is new; I don't consider seeing that before. considers This is Corpus, the guideline's metaphor is smoke and no Forms are needed as requisites; rather than make it a flat 50 pounds, let's make it that the wizard cannot take an encumbrance penalty for what he's carrying.

Are you still going with a flat 15 for yours instead?

So he dresses like a wizard rather than an affluent metalworker.

It's worth a moment to consider his robes. Is he usually wearing elegant wizard robes, emblazoned with Verditius heraldic symbols and other arcana? Are they sturdy and comfortable, suited for working in the lab? Does he forgo wizardly attire on occasion, or is wearing the robes of his station important to him?

A sentence or two about the dodgy things would go a long way; if we know what he did and might feel nostalgia for, we have a glimpse of his idea of childhood (and maybe adult?) fun. You know, his Rosebud. :slight_smile:/2

slow nod So the transition was not as traumatic as it might have been. Childhood ended differently than he expected, but some family mysteries perhaps started to make sense. You can develop this however you like--if and when you like. TV shows do the flashback thing all the time to fill in details, and we can too.

Let's have a few more sentences about his master--I assume you mean his parens. There is probably at least one story about how he was a fool. Give me the seminal story about your fool of a parens, so my NPCs have something to gossip about.

How did Archibaldus get the time to help his family, with a full schedule as an apprentice?

nod Archibaldus thinks his family disrespects him; what do they think of him, in his estimation? Tell me one thing they did that demonstrates the low regard they hold him in, so that when they come into play as NPCs I can have them treat him with the right kind of low regard.

Finally, these are good general goals. Start thinking of specific things Archibaldus wants to do. (For example: Marry the guildmaster's daughter, through use of ReMe if necessary (Archibaldus doesn't have the right ReMe for this; it's just an example of what I mean by specific.) Get laid. Steal or acquire an emerald he fancies, perhaps to enchant. Get his cousins expelled from the guild....) One specific goal is what he want to get out of the upcoming Grand Tribunal, when he is confirmed in the rank and estate of magus.

I think we're just about good to go.

Anyway,

Ken

Hi,

I'm fine with this, even if Arnaut never experiments. (Which would explain why he doesn't experiment. :slight_smile: )

I'm good with it. Note that 'amusing' is not 'harmless.'

Sight range it is.

smile Ok. Please note that Aimiric did spend 1 season per year with Arnaut, even if he was desultory about it and let Athena guide things: Hermetic Apprenticeship is a kind of initiation, and things go awry if the script's rules aren't followed. Also, let's have this be Aimiric's perspective about the situation. It's a reasonable perspective to have, considering Aimiric's behavior. For one thing, a familiar and magus share the True Friend virtue regarding each other, so even if Aimiric bound Athena because it was fashionable, there is something more complex at work between the two of them.

slow grin I do have a sense of Arnaut as a person, or I think I do. Hopefully it's congruent with the sense you have (because about such matters, you are right and I am not): Others might see him as a bit prissy, a bit aloof, a bit pedantic. But he might respond (if he knew what people thought of him, which he does not) that forms matter, that form is substance. He doesn't quite understand people, the stuff on the inside, though has a keen eye for the superficial. Getting things right matters to him. Tidy. He has a smoldering passion or emotion on the inside that he doesn't quite know what to do with and finds unseemly.

How did I do?

Anyway,

Ken

you describe him well.
He was once more open (see bastards), but he lost that when he saw what happened to his brothers.

Hi,

Ok. So, a character sheet and background, including everything, so we have a consistent snapshot at Gauntlet with everything in one place, to make sure neither of us is missing anything.

Please also think about specific things he plans to do in the near future (try to get into a university or get a degree without going, get a private teacher, a wife, punish someone who didn't treat him well, etc). Specificker is better. Also, what are his intentions for his very first Grand Tribunal?

Anyway,

Ken

A few of my thoughts about Archibaldus

Jupiter’s boon.

It is just like Rise of the feathery body ArM5 p. 134 with the exception that the magus can move in different directions not just up and down. But sure we can change it, no problem with me. Perhaps we can also add that the more a wizard carries the more slowly he moves up and the faster he moves down.

Trivias’s unravelling of the wizard’s craft

I changed the spell so that it follows the rulebook it is supposed to be a general spell like wind of mundane silence ArM5 p. 161 but a bit different from that spell. Archibaldus has just learn the spell to level 15

Archibaldus clothes

He uses wizardly robes with lots of symbols and heraldic symbols of house Verditius, he is a proud magus after all. They are not for lab work, perhaps not even for day to day use but I imagine Archibaldus as a bit of a fashion victim. For lab use he use more sturdy craftsman’s clothes but dreams of the day when he can afford to have a elegant robe that is enchanted for use in the lab. It should not stain, burn and the “trumpetärmar” (can’t find a translation) is magically out of the way when moving about in the lab. The craftsman’s clothes he uses for lab work are of much higher quality than any metalworker could afford. Even at family gathering get can wear his wizardly robes as the family has member that work for Verditius magi, as forge companions and venditores. Archibaldus is the first however to actually be a wizard.

Background

Appearance
Dark brown hair and a well kept beard beard. He has a average build and small scar above his left eye.

Background
Archibaldus grew up in Antwerp. His father was a wealthy goldsmith and Achibaldus where destined to follow in his footsteps. The days where spent in the forge where his exceptional skills showed off quite early. The nights where spent on the city streets with his brother doing all sorts of dodgy things, from time to time it where mostly harmless pranks against children of other craftsmen’s guilds but sometimes it where more violent affairs. Arcibaldus remember when he and his brothers forcefully placed one of the blacksmith’s sons in a pile of manure but he also remember the time when the kid’s older brother came for revenge. Archibaldus still has his scar above his left eye from that incident. In a way it where a happy time for Archibladus for he felt as a part of his family. Almost everyone envied his skills in the forge, he where almost as good as his father at the age of 10 and one gilded cup that Archibaldus crafted and his father sold to the town’s burgomaster made it was rumoured the wine served out of it to taste better than it should.

Around his tenth birthday his gift began to manifest and as his uncle where a forge companion for a Verditius magus in the Rihne tribunal it did not take long time until he was apprenticed. As his manifested he noticed that everyone became uneasy around him and he where excluded from allsorts of events. His brothers did not want him to follow out on their nightly adventures he just heard of them when they spoke to each other while working in the forge. Grand tales of ale and women and the occasional fight in a alley where overheard but never participated in or told to him.

During his apprenticeship Archibaldus soon became aware that his parens, Gaius Servilius Ex Verditius, had a reputation as a fool. His parens where most outspoken about his soldaes ways of training their apprentices, on how sorcery might be a great resource to the order and his notion that the leading quesiatoris of the tribunal has a good judgement as the behind of a donkey. He became known at any tribunal meeting to speak of such matters in a long and tedious manner. Archibaldus parens where never charged with any crime or under any direct attack but he became the pariah of the tribunal. The main reason for this where because of his magical skill and that his latest twilight episode gave him a wide berth. As Archibaldus sat next to his master his reputation smeared off on Archibaldus.

As he had moved away and his blatant gift made it less likely that his family would have any contact with him Archibaldus spent much time alone. His parens firmly belived that young apprentices learnt best in solitude and by reading special primers written by him. After all in Gaius Servillius world everything not made by him where always mediocre. Archibaldus where given permission to return to his family on religious holidays other family gatherings. It where not far between the covenant where his parens lived and Antwerp.

As soon as Archibaldus power grew he where asked to do favour for his family. I was not uncommon for him to have a list of things to do when he visited his family. In stead of attending formal guild dinners he walked the streets of Antwerp in disguise. His skill in mentem and imaginem where most useful to his family in the power struggles in Antwerp and his father more and more viewed him as a tool in power struggles than his beloved son.

As Archibaldus became a magus he set up few goals. Make his family respect him, start a family and become a respected magus. In order to become respected as a magus he needs to cast of his reputation as a fool and show of his magical powers, perhaps by winning the Verditius competition.

A list of goals for Archibaldus
These goals are in no particular order and some are more distant into the future

  • Marry a woman of appropriate status (need not be a maga as he would not marry an equal, Archibaldus wants to feel important but would never admit this) that would voluntarily accept him as her husband.
  • Start a family and enjoy the married life
  • Cause a spectacular scandal that would make the bakers guild and the weavers guild to loose power in Antwerp
  • On the grand tribunal he wish to keep a low profile or support a cause that will give him the favour of the right magi and close a business deal so he can start working on his reputation.

Hi,

My bad. We can keep it at 50#, no problem.

Your call.

Ok.

Ok. Please pull everything into a character sheet with background, to be sure we're not missing anything.

It looks very much like we have two characters, neither of whom thinks much of his parens. :slight_smile:

Anyway,

Ken

Fourth draft… This should be final, at least I think so. I added the craft automata skill as Archibaldus would have gotten a score as soon as he learnt the automata mystery.

Archibaldus Ex Verditius

Int +3 Per 0 Pre -1 Com 0
Str 0 Sta 0 Dex +2 Qui -1

Age: 26 (26) – 0 years of off apprenticeship
Warping: 0

Virtues 16p
3 Automata
3 Elementalist
1 Hermetic numerology
1 Hermetic geometry
1 Hermetic architecture
1 Affinity with Creo
1 Affinity with Rego
1 Veditius elder runes
1 Items of quality
1 Enchant casting tools
1 Affinity with metal working
1 Puissant metal working
1 Verditius magic (free)

Flaws: 16pts
-3 Blatant gift
-3 Low self esteem
-3 Weak spontaneous magic
-3 Dependents
-1 Difficult spontaneous magic
-1 Proud
-1 Ambitious
-1 Infamous master

0-5 years Childhood
Abilities/score/speciality
Charm / 2 / First impression
Folk ken / 2 / Magi
Guile / 2 / Lying to authorities
Flemish / 5 / Storytelling

6-10 years Before apprenticeship 60xp
Metalworking / 4 +2 / Ring
Metalworker’s guild lore / 1 / Antwerp
Brawl / 1 / Fist
Awareness / 1 / Ambush
Bargain / 1 / Magical item’s (speciality acquired later)
Intrigue / 1 / Plotting

11-26 years Apprenticeship 130xp

Artes liberates/1/ Rhetoric
Code of hermes/1/ Rihne tribunal
Concentration/1/ Spell casting
Etiquette/1/ Magi
Supernatural lore/1/ veriditus
Latin / 4 / Hermetic use
Leadership/1/ Forge companions
Magic theory/3 / Enchanting items
Parma magica/1/ Mentem
Pentration/1/ Mentem
Philosophiae/1/ Verditius runes
Rihne tribunal lore/1/ Covenants
Craft Automata / 1 / Humanoid

Arts 110xp

Cr 8 In 3 Mu 3 Pe 3 Re 8
An 0 Au 3 Aq 3 Co 0 He 0
Ig 3 Im 0 Me 3 Te 4 Vi 4

Spells / TeFo/ Level / Bonus / Mastery / Mastery score / Page reference
Fragile Lantern / CrIg / 10 / +11 / 0 / - / spellswiki.wikidot.com/creo-ignem
Sorcerer’s Bolt of Flame / CrIg / 10 / +11 / 0 / - / spellswiki.wikidot.com/creo-ignem
Air’s ghostly form / CrAu / 5 / +11 / 0 / - / ArM5 p. 125
Words of the unbroken silence / CrMe / 10 / +11 / 0 / - / ArM5 p. 148
Sight of the transparent motive / InMe / 10 / +6 / 0 / - / ArM5 p. 148-149
Trust of childlike faith / PeMe / 10 / +7 / 0 / - / ArM5 p. 150
Look at me / CrMe / 15 / +11 / 0 / - / A&A p. 32

New spells / TeFo/ Level / Bonus / Mastery / Mastery score / Page reference
Mefits foul odours / MuAu / 5 / +11 / 0 / - / -
Improved disguise the Wizard’s Appearance / MuIm / 5 / +3 / 0 / - / spellswiki.wikidot.com/muto-imaginem
Invisibility of the traversing wizard / PeIm / 10 / +3 / 0 / - / -
Jupiter’s boon / ReCo / 10 / +8 / 0 / - / -
Trivia’s unravelling of the wizards craft / PeVi / 15 / +7 / 0 / - / -
Obliteration of the mystical foe / PeVi / 5 / +7 / 0 / - / -

New spell description

Muto Auram

General

Mefits foul odours
R: Touch D: Diam. T: Ind.
Turns mist into corrosive gas that does damage equal to the spell’s base level per turn to anyone within the gas cloud. The version that Archibaldus knows does +3 damage per turn.

(Base effect, +1 touch, +1 diam.)

Rego Corpus

Level 10

Jupiter’s boon
R: Per. D: Conc. T: Ind.
Allows the wizards to float freely in the air carrying a maximum weight of 50pounds. The wizard moves as fast as rising smoke.

(Base: 5, +1 Conc.)

Muto Imaginem

Level 5

Improved disguise the Wizard’s Appearance
R:Per., D: Sun, T: Ind.
As Disguise of the Wizard’s Appearance (spellswiki.wikidot.com/muto-imaginem) but with a precision of 12.

(Base 1, +2 sun, +2 increased precision)

Perdo Imaginem

Level 10

Invisibility of the traversing wizard
R: Per. D: Diam. T: Ind.
The target becomes completely invisible to normal sight but still cast a shadow.

(Base 4, +1 Diam., +1 changing image)

Perdo Vim

General

Trivia’s unravelling of the wizards craft
R: Voice D: Mom. T: Ind.
Dispel any magical effect that the spell target. The maximum spell level that can be dispelled is the equal to 0.5*(base spell level +10 + die).

(Base effect + 2 voice)

Obliteration of the mystical foe
R: Voice D: Mom. T: Ind.
Weakens and destroys the supernatural creature that the spell targets. If the spell penetrates the target creatures looses might equal to the spell’s level.

(Base effect, +2 Voice)

Equipment
Wizardly robes and tools. In his lab there is a set of well crafted craftsman’s clothes.

Appearance
Dark brown hair and a well kept beard beard. He has a average build and small scar above his left eye. He uses wizardly robes with lots of symbols and heraldic symbols of house Verditius, he is a proud magus after all. They are not for lab work, perhaps not even for day to day use but I imagine Archibaldus as a bit of a fashion victim. For lab use he use more sturdy craftsman’s clothes but dreams of the day when he can afford to have a elegant robe that is enchanted for use in the lab. It should not stain, burn and the “trumpetärmar” (can’t find a translation) is magically out of the way when moving about in the lab. The craftsman’s clothes he uses for lab work are of much higher quality than any metalworker could afford. Even at family gathering get can wear his wizardly robes as the family has member that work for Verditius magi, as forge companions and venditores. Archibaldus is the first however to actually be a wizard.

Background
Archibaldus grew up in Antwerp. His father was a wealthy goldsmith and Achibaldus where destined to follow in his footsteps. The days where spent in the forge where his exceptional skills showed off quite early. The nights where spent on the city streets with his brother doing all sorts of dodgy things, from time to time it where mostly harmless pranks against children of other craftsmen’s guilds but sometimes it where more violent affairs. Arcibaldus remember when he and his brothers forcefully placed one of the blacksmith’s sons in a pile of manure but he also remember the time when the kid’s older brother came for revenge. Archibaldus still has his scar above his left eye from that incident. In a way it where a happy time for Archibladus for he felt as a part of his family. Almost everyone envied his skills in the forge, he where almost as good as his father at the age of 10 and one gilded cup that Archibaldus crafted and his father sold to the town’s burgomaster made it was rumoured the wine served out of it to taste better than it should.

Around his tenth birthday his gift began to manifest and as his uncle where a forge companion for a Verditius magus in the Rihne tribunal it did not take long time until he was apprenticed. As his manifested he noticed that everyone became uneasy around him and he where excluded from allsorts of events. His brothers did not want him to follow out on their nightly adventures he just heard of them when they spoke to each other while working in the forge. Grand tales of ale and women and the occasional fight in a alley where overheard but never participated in or told to him.

During his apprenticeship Archibaldus soon became aware that his parens, Gaius Servilius Ex Verditius, had a reputation as a fool. His parens where most outspoken about his soldaes ways of training their apprentices, on how sorcery might be a great resource to the order and his notion that the leading quesiatoris of the tribunal has a good judgement as the behind of a donkey. He became known at any tribunal meeting to speak of such matters in a long and tedious manner. Archibaldus parens where never charged with any crime or under any direct attack but he became the pariah of the tribunal. The main reason for this where because of his magical skill and that his latest twilight episode gave him a wide berth. As Archibaldus sat next to his master his reputation smeared off on Archibaldus.

As he had moved away and his blatant gift made it less likely that his family would have any contact with him Archibaldus spent much time alone. His parens firmly belived that young apprentices learnt best in solitude and by reading special primers written by him. After all in Gaius Servillius world everything not made by him where always mediocre. Archibaldus where given permission to return to his family on religious holidays other family gatherings. It where not far between the covenant where his parens lived and Antwerp.

As soon as Archibaldus power grew he where asked to do favour for his family. I was not uncommon for him to have a list of things to do when he visited his family. In stead of attending formal guild dinners he walked the streets of Antwerp in disguise. His skill in mentem and imaginem where most useful to his family in the power struggles in Antwerp and his father more and more viewed him as a tool in power struggles than his beloved son.

As Archibaldus became a magus he set up few goals. Make his family respect him, start a family and become a respected magus. In order to become respected as a magus he needs to cast of his reputation as a fool and show of his magical powers, perhaps by winning the Verditius competition.

A list of goals for Archibaldus
These goals are in no particular order and some are more distant into the future

  • Marry a woman of appropriate status (need not be a maga as he would not marry an equal, Archibaldus wants to feel important but would never admit this) that would voluntarily accept him as her husband.
  • Start a family and enjoy the married life
  • Cause a spectacular scandal that would make the bakers guild and the weavers guild to loose power in Antwerp
  • On the grand tribunal he wish to keep a low profile or support a cause that will give him the favour of the right magi and close a business deal so he can start working on his reputation.

Asteris ex Tremere
Birth name: Geoffry son of Sir John
Religion: Catholic
Nationality/Race: English – Norman
Apparent Age: 15

Born January 7, 1192

Int +2 Per +2 Pre +1 Com +2
Str +1 Sta +1 Dex -1 Qui -1

Personality:
Proud +3
Reckless +3

Reputations:
Demon touched changeling +2 (Friends of his family)

Age: 29 (15)
Warping: 0

Virtues 13p
The Gift
Hermetic Magus
Minor Magical Focus (Certamen)
Privileged Upbringing
Flexible Formulaic Magic
Improved Characteristics
Affinity with Artes Liberales
Celestial Magic
Good Teacher
Cyclic magic (night)
Unaging
Method Caster

Flaws: 13 pts
Blatant Gift
Careless Sorcerer
Chaotic Magic
Proud, minor
Reckless
Nocturnal
Black Sheep

Norman French 5 (Courtesy)
English 3 (Giving orders)
Athletics 1 (Good endurance)
Awareness 1 (alertness)
Brawl 1 (Dagger)
Etiquette 3 (Nobility)
England Lore 3 (Nobility)
County Sussex Lore 2 (geography)
Church Lore 2 (bishops)
Intrigue 2 (plotting)
Survival 2 (England)
Swim 2 (holding his breath)
Artes Liberales 2(10xp with affinity) (astronomy) – from Privileged Upbringing
Single Weapon 2 (arming sword) – from Privileged Upbringing
Latin 4 (Hermetic uses) – 3 from Privileged Upbringing, 1 from apprenticeship
Code of Hermes 2 (Mundane relations)
Concentration 1 (maintaining spells)
Order of Hermes Lore 1 (House Tremere)
Magic theory 4 (vis capacity)
Stonehenge Tribunal Lore 1 (Covenant relations)
Parma Magica 1 (Mentem)
Penetration 2 (Mentem)

Cr 6 In 6 Mu 6 Pe 6 Re 6
An 0 Au 0 Aq 0 Co 0 He 0
Ig 0 Im 0 Me 5 Te 0 Vi 0

Spells

Doublet of Impenetrable Silk
MuAn 15
R: Touch D: Sun T: Individual
ArM5 p 118

Charge of the Angry Winds
CrAu 15
R: Voice D: Concentration T: Individual
ArM 5 p 125

Whispers Through the Black Gate
InCo(Me) 15
T: Touch D: Concentration T: Individual
ArM 5 p 130

Aura of Rightful Authority
ReMe 20
R: Eye D: Sun T: Individual
ArM5 p 151

Lamp Without Flame
CrIg 10
R: Touch D: Concentration T: Individual
ArM5 p 140

Blade of the Virulent Flame
CrIg 15
R: Touch D: Diameter T: Individual
ArM5 p 140

Personal Veil of Invisibility
PeIm 15
R: Personal D: Sun T: Individual
ArM5 p 146, lower range

Shroud Magic
MuVi 15
R: Touch D: Momentary T: Individual

Equipment:
Slightly out-of-fashion gentry dress
Arming sword and dagger
Leather armor and heater shield (stored in his lab)

Appearance:

Astris is a thin, pale youth, with no facial hair. Rather than a full magus, he looks like a new apprentice. However, he carries himself with a sure step and a raised chin, looking even senior magi in the eye when he talks to them. There is something of a noble manner in his bearing. He wears usually wears fancy or stylish dress that was fashionable at court sometime in the last few years. His long black hair is held back from his pale skin in a braid. He has a pronounced widow's peak, which looks odd on a person his age. Although he is thin and pale, he does not appear sickly or weak. Around his waist hangs an arming sword. The handle is worn from long hours of practice. Astris's eyes are a shocking shade of vibrant green. On formal Hermetic occasions, he wears the blue-black robe of a newly gauntleted Tremere. When worried or expecting trouble, he wears a hauberk of leather scales and carries a shield with his father's coat of arms upon it.

Casting Sigil:

Astris's spells always involve a star or stars, or phenomena associated with stars, like twinkling.

Voting Sigil:

Astris's voting sigil is a small star ruby incised with the astrological symbols of Jupiter and Venus. Currently the sigil is held by his parens.

Geoffry was born the third son and fourth child of Sir John Testor, a minor landed knight with a manor in southern England. His mother was known to say to her maidservant that there was something “odd” about the pregnancy. But the parish priest and midwife reassured her that all was well. Geoffry arrived on an auspicious day: Venus occulted Jupiter the night Geoffry was born. After his birth, Geoffry was raised at home, largely by his older brothers, including the heir presumptive of the estate, James.

When Geoffry was seven years old, he was beginning to develop a certain oddness. He was fostered with another knight, Sir Roland, where he began to serve as a page. However, Roland's horse would not abide the boy's presence. Roland was angered and alarmed by the behavior of the charger, and soon banished Geoffry to the most difficult tasks that were (barely) befitting his station. As he aged, Geoffry began to disturb and alarm the servants, the hounds, even the cattle of the manor would refuse to be in his presence. Finally, Sir Roland and Sir John agreed that there was no point in continuing to train the boy, and he was sent to a monastery for training for the priesthood.

With the coming of puberty, the full effect of Geoffry's Gift became apparent. The monks could barely tolerate to strange boy. The monks struggled to teach Geoffry, but they simply had little effect on the boy. Geoffry, for his part was very aware of the discomfort and unease every monk felt in dealing with him. His effect on animals grew more pronounced, until Geoffry was attacked by a sheep of all things. By this point, Geoffry was an angry, and desperately lonely child. After that he fled the monastery heading across the landscape to reach his parent's manor. But he barely made it to the nearest village where he was set upon and nearly killed by peasants alarmed by his Gift. The village elder, a very pious man, stopped the mob and returned with Geoffry to the monastery. After this the Abbot knew they could not help the boy. He sent a letter to a magus he once knew and within a few days a large white wolf appeared to the monastery. The wolf approached Geoffry, and fearing for his life Geoffry drew his knife to protect himself. The astonished monks looked on as the wolf sat calmly on his haunches and looked for all the world to be laughing at the boy, tongue wagging in the sun. The boy, sat his knife down and began to approach the wolf. As he reached out to the large beast to pet it, the wolf seemed to melt into the shape of a tall severe looking man. The magus slapped the boy's hand away and told him to never lower his guard in such a manner. Viraxis had arrived.

Geoffry was taken as an apprentice that day and was taken to the covenant of his master for training.

Opening the Hermetic Arts was a traumatic process for Geoffry. Viraxis claimed he had a deep Gift, a vast well of potential. When that well was tapped it sprung forth like a shaken bottle of Champagne. Geoffry's Gift had developed slowly; antagonizing his family and friends as he grew up. But once the Arts were opened, the effect of his Gift magnified greatly, to the point where he is barely tolerated by even the most even-tempered mundane. An additional side effect is that raw power tends to leak around Geoffry's spells, making them go horribly wrong if not carefully controlled. An additional side effect of the opening was a strong linking of Geoffry's magical potential to the stars above. Finally, the powerful tapping of his gift has left Geoffry unaging. He has not aged a day since his Opening.

Over his apprenticeship, Geoffry was taught the planetary magic and eventually was able to master the details of celestial magic, as though he was born to it. Long nights of studying the stars have left Geoffry a nocturnal, pale man.

Viraxis was a hard master, hard but fair. Astris remains close to Viraxis, and considers the elder magus to be a surrogate father. Astris's real family has turned against the “deviltouched changeling” known as Geoffry. Regardless of this attitude, Astris loves his family and goes out of his way to benefit them and make their life easier, skirting the line of interfering with Mundanes because of his father's social station.

Motivations and Goals
Long term, Astris wants the life he always thought he should have. He wants to be looked up to as a noble knight, protector and lord. He wants people to respect him, admire him, and to be honest, defer to and obey him. He would consider a hermetic career as a hoplite which to his mind is the magical equivalent of the knight he should be. Likewise, he will struggle to raise himself in the Tremere hierarchy for much the same reason.

Astris desperately desires love and acceptance. He will likely seek a familiar soon after the gauntlet.

Astris loves his family and wants the best for them. They are the only people who can treat him they way they do without being crushed. But Astris will let his father kick him like a filthy cur until the day he dies. Maybe if he just does more for the family they will accept him. Astris knows that this is unlikely, but he can't bring himself to abandon his family.

Astris gets along well with his parens. Viraxis saved Astris from a life of pain, so even the hardness of his training is not enough to discourage Astris's affection. Astris wants very much to “live up to” Viraxis's ideal.

Astris is aware that he has only a very general understanding of magic, based on knowledge of techniques alone. He wants to find and study primers for the Forms and decide on an area to specialize in. In the first development cycle, Astris plans to study the Forms and set up his lab. He will check on his family regularly- and will likely create a magic item or use some spell effects to bring them some direct but hidden benefit. He will try once again to get close to his father, only to be rebuffed or used for his power.


Edited to add reputation due to Black Sheep flaw.

Hi,

And welcome! :slight_smile:

You might want to consider some of the ramifications of this apparent age. Seemingly just on the cusp of adulthood, he will often be treated as someone younger than he is, especially in mundane society, but even sometimes among magi. This might not matter to him or you--but I also notice that he is Proud. My instinct, which I will suppress at your direction, is to trigger this pride more often than a minor flaw might warrant. Perhaps there is something about him, not yet mentioned, which causes people to not slight him thusly? Or perhaps we can just say that his good Pre and Com gives him the benefits of youth without the drawbacks--among magi. Among mundanes, of course, his Blatant Gift matters most; ReMe is your friend, because no one else is. Perhaps this is exactly what you intend, that his youthful appearance plays into all the other social and story flaws he has.

This should go the way you want it to, so tell me what's true.

We'll take the January 7, and his real age will be as you say, but let's leave the year blank for now.

Note that I would allow expansion of this focus into something major that includes Certamen, should you want that.

smile I'm curious to see how you will make this work.

Note that I do apply the rule that a cycle must cover an entire season to encompass the lab work performed during that season.

A sentence about your method would be good.

Ooh, nasty!

grin Note that you can get rid of the English because servants and minions better have enough French to understand you, and anyone who caters to the people who matter learn a bit of civilized speech.

By my calculations, he gets 120+240+50+135=545xp. I count 570xp here. Which of us miscounted or missed something?

Since he's a Tremere, you might want to consider giving him a score in a second Form, so he has his tines. You don't have to, of course.

Why slightly out of fashion? If he would rather have the proper fashion, he can; he's not likely to be wearing his 15yo garments, from when he was 14yo...

grin I see you're using the correct term for what the AM book calls a longsword.

smile You're welcome to have a heater shield, though you might also want to consider the buckler, which was used with arming swords, and/or a kite shield, which the Normans were still using at this time. But the heater shield is truly fine.

I remain a bit curious about his deliberate affectation of a style a few years out of vogue.

Differenced, I presume?

Give a specific and really bad instance of "turned against," so I know what this looks like. Similarly, please provide the worst instance of his crossing or skirting the line to help his family, so I know what that looks like.

He spent a few years at a monastery, so even if he is completely irreligious, he has a deeper relation to religion than most people. What is that?

Finally, a paragraph about Viraxis is important, because the parens of a Tremere remains an important figure in a Tremere's life. "Hard but fair" describes too many Tremere. Develop this a bit, and you can initiate stories "because my parens wants me to do this and I don't want to disappoint him."

Note that neither path will cause people to respect him as a knight. To the vast majority of Euorpe, Astris is persona non grata (and even the 'persona' part cannot be taken for granted.) He has enough OoH lore to know that House Tremere mostly doesn't think much of the institutions of knighthood and nobility, but tolerates these barbarisms because it is expedient; he similarly knows that hoplites are respected by some but not by others; and conflating hoplites and nobility is closer to a classic Flambeau perspective than Tremere. Astris might not be typical, of course! And why should he be?

The OoH presents special challenges to a magus who wants to be treated as a noble, from its tradition of democracy to its laws against involvement in mundane affairs.

considers You might want to give some thought to what Astris' life would look like, if he could order the world to his liking. After all, a powerful magus often can!

smile

nod Some of the stories you will initiate will be things Astris might do for the family. I'll populate them as needed.

See above about fleshing out what he has already done and how he has been treated.

See above about developing Viraxis, so we both know Viraxis' ideal. Remember that he too is more than just a generic Tremere! He has his own goals, motivations and perspective. Astris has gratefully imbibed this perspective, adding his own fillips.

My sense of Astris so far is that he remains an adolescent more than just in body; I don't sense the passions and personal interior I might expect of someone pushing 30. If his being emotionally arrested at 14 is deliberate on your part, we're golden, though I'd then want to understand more about your intentions for Astris' development.

Anyway,

Ken

Hi,

We're good and you're ready for the next stage. I'm not though! Meanwhile, Caerlach is doing chargen and I don't know what happened to ROF and Marko. Perhaps they got eaten by Real Life!

Anyway,

Ken

My theme with Astris is two-fold. One, his magic is linked to the fixed stars, hence he does not age. That is my pseudo-mythical explanation for the second theme: he is, as you say, stuck at the emotional maturity of a teenager. Geoffry was treated terribly during his young life, and it had a deep and lasting effect on him. He withdrew, fell into himself. When he discovered that not only can he work magic, but that apparently his Gift is potent, he found an anchor to cling to in a harsh world. He is cocksure of himself, and he knows he is going to take the world by storm. At least, that's his outer persona. I think of his attitude being a little like Spider-man's from the time he got his powers, to the death of Uncle Ben. No matter how he appears on the surface, though, deeper inside, he is insecure, scared, and wants to belong. It is this deeper core that actually resonates with the philosophy of Tremere. He acts unlike a typical Tremere because he has the same fear of failure coupled with reckless pride that the Founder seemed to have.

But, in more concrete terms, Astris's courtly training, high presence and communication help smooth over the oddly young appearance among magi. His pride takes the form of "I may not have the power that Archmagus has, yet. But when I'm his age, I'll be blowing him away." He admits superiors, but thinks that he is intrinsically better than they are- if only they have more knowledge and hence more power. Maybe this level of pride doesn't even rise to the level of a flaw? I'd consider changing it out for another.

Aww, I chose that date because there was a fairly rare occultation of Jupiter by Venus that day. It was the same sort of event that is one possible explanation for the "Star" followed by the magi of the East to the birthplace of Jesus.

I take this as being a sort of intrinsic part of his magic and took it out of a sense of theme, more than effectiveness. Although it did influence my choice of major Hermetic virtue... the munchkin in me wants to know if can he use FFM magic to access astrological durations on the fly?

Quite expected. Although if he uses the nocturnal labroutine is that sufficient to qualify? Again, this is about theme, not power, but hey if it works, cool!

Astris's method casting reflects his training in controlling the overflow of magic that leads to his chaotic and careless sorcery flaws. He is very precise about his tone, wording, and gestures. One too many "errors" make him careful. Although, stylistically, I picture a lot of his magic have some kind of astrological connection, for example tracing out a relevant planetary symbol with his hands.

As for English, it seemed to my quick google searching that most manor lords would in England would know at least French and Latin, but that some did speak English. I kind of like the idea of a trilingual character. It also plays into the idea of Astris being very social, until the Gift blunted him.

I'll look at my math and see what went wrong. Good point about his Forms, though. I'll probably move the Perdo score to Imaginem.... he is going to be a generalist, if for no other reason that high Art scores leads to bigger sponts and that is a baaad idea.
[quote="Ovarwa"
Why slightly out of fashion? If he would rather have the proper fashion, he can; he's not likely to be wearing his 15yo garments, from when he was 14yo...[/quote]
My thought was he is not present at Court enough to keep up. He is always just a step behind the times, his magical social penalties end up creating purely mundane ones.

There is no end of what I'm learning today (see the lengthy discussion of farming on the main boards). I never questioned my D&D upbringing that a heater shield was the knightly pairing for the sword. And, I'm going to stick with the fantasy element on this one. I can't abide the image of a knight carrying that little shield strapped to his arm. I'm willing to admit that "shining (plate) armor" is an anachronism, but I'm keeping a reasonable sized shield. But let's switch it over to the kite, since that seems more historically appropriate.

Nor did I consider the issue of the blazon on his shield. Looking at wikipedia, HA! the correct difference for his inheritance order is a mullet AKA a star! So his arms are the same as his fathers, differenced with a large star.

More story elaboration to follow. I want to think about some good concrete examples for story hooks.

Why can't you just give us a year or at least a time period. I don't see how this would ruin your saga.
Having no year makes writing a biography for Arnaut difficult.
a) because of the reconquista (the later you set it, the more southern my character is if he's from the border region). This could be solved by using a ficticous place name.
b) the first Spanish university dates back to 1208 in real history. Can I then assume that in Mythic Europe, it is founded when I need it for my character biography? Because my characters aims will differ slightly depending on if he wants to found a university, help a new-founded university survive, or study at an establshed university.
c) It will also affect the way he dresses and whether people will think him in the minor orders.