OOC Chat

Changes:
Reduced Presence to reflect that he is not particularly charismatic, rather it is his communication that gets him by in social interactions. Increased Dexterity to balance.
Changed birth year.
Added Flaw (Mentor). Took Virtue (Cautions with Artes Liberales) to balance, and to mitigate botching the many AL roles an astrologer must make.
Reduced Shroud Magic spell to lvl 10 as 15 was more than he needed. Added Eyes of the Cat to balance.
Slightly changed effect of his sigil in his invisibility spell, to make it less fatally flawed.
Changed "become a hoplite" idea to become as Master of Auxiliaries (TL p. 133) as more keeping with idea of magical "knight" role and to fit within a role useful to the House.

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

Born January 7, 1151

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

Personality:
Proud +3
Reckless +3

Reputations:
Demon Touched changeling +2 (Friends of the Testor Family)

Age: 29 (15)
Warping: 0

Virtues 14p
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
Cautious with Artes Liberales

Flaws: 14 pts
Blatant Gift
Careless Sorcerer
Chaotic Magic
Proud, minor
Reckless
Nocturnal
Black Sheep
Mentor (Viraxis)

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 total) (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)
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 0 Re 6
An 0 Au 0 Aq 0 Co 0 He 0
Ig 0 Im 6 Me 5 Te 0 Vi 0

Spells

Doublet of Impenetrable Silk
MuAn 15
R: Touch D: Sun T: Individual
ArM5 p 118
Items affect by Astris's version of this spell shed tiny star-motes when struck with violent force.

Charge of the Angry Winds
CrAu 15
R: Voice D: Concentration T: Individual
ArM 5 p 125
Astris's version of the spell has tiny star-motes streaking along with the wind.

Whispers Through the Black Gate
InCo(Me) 15
T: Touch D: Concentration T: Individual
ArM 5 p 130
Astris's version of this spell has the voice of the deceased fade in and out, like a star twinkling

Aura of Rightful Authority
ReMe 20
R: Eye D: Sun T: Individual
ArM5 p 151
When cast, Astris's version of this spell fills the pupils of the targets eyes with stars, so that someone looking closely at the eyes of the target would see specks of white in the target's pupils. The specks for a constellation that is relevant to the mood or intent of the spell when cast.

Shining Star of Illumination (As Lamp Without Flame)
CrIg 10
R: Touch D: Concentration T: Individual
ArM5 p 140
This spell takes the form of a bright point of starlight that fills the area with a cool glow.

Blade of the Virulent Flame
CrIg 15
R: Touch D: Diameter T: Individual
ArM5 p 140
When the flames engulf the blade, tiny star-motes fly from the tips of the flames.

Personal Veil of Invisibility
PeIm 15
R: Personal D: Sun T: Individual
ArM5 p 146, lower range
Faint stars are visible in the shadow left by this spell. If no visible shadow is cast (because not enough light falls on the wizard) then no stars are seen. Astris often uses Shroud Magic to hide this effect.

Shroud Magic
MuVi 10
R: Touch D: Momentary T: Individual
Arm5 p 139
When cast on a spell, Astris's eyes are briefly filled with tiny stars, visible to someone closely observing him.

Eyes of the Cat
MuCo(An) 5
R: Touch D: Sun T: Individual
ArM5 P 131
When under the effect of this spell, the target's eyes are not only catlike, but have tiny constellations of stars visible in the pupil.

Equipment:
Gentry dress*
Tremere robes
Arming sword and dagger
Leather armor* and kite shield (stored in his lab) (in game terms this is a partial load of leather scale, and a heater shield)

  • Astris makes a habit of enchanting the leather armor and his usual clothing with a Moon duration version of Doublet of Impenetrable Silk every month. Cast at night, with no stress he cannot botch, and will always succeed (Mu 6+1 Sta +3 cyclic magic +3 method caster +aura + simple die) =at least 14 vs Spell level 20. After years, if they have not already been otherwise replaced, he gives these items away before Warping becomes apparent.
    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 would be fashionable at court. 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, differenced by a large star 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.

Astris's experience in the monastery was not a good one, but it was something of a refuge. He had to be up at dawn (tough on the boy who usually slept late). They did teach him Latin and the like, which he enjoyed, but the dull reading of the Bible, praying, chanting, day after day, was more than Astris could bear. Adding the growing effect of his Gift on the monks and lay visitors and the whole experience was very frustrating. On the other hand, Astris has a firm belief in God. The idea of a loving deity appeals to the need he has for acceptance and a stern God with a heart for justice appeals to his somewhat childish desire for revenge on the people who have made his life difficult. However, he is only indifferent to the clergy. He understands the way the Church works and though he agrees that the Church maintains the line of apostolic succession since Peter, he is able to see the problems in the Church; such as petty corruption and indulgence by the bishops. Astris would make a good early Protestant, if he somehow lived long enough to see the Reformation.
However, as discussed before, as his Gift grew and the monks treated him worse, he eventually made a run for it.

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.

After he was taken as a hermetic apprentice, Geoffry was permitted to write to his family. At first, this was a great glowing closer for Geoffry. Over the course of a dozen letters back and forth, Geoffry began to feel like he was a member of the family. When he explained that no magus could swear the oath of a fealty, his father expressed pity and sympathy. The family remembered Geoffry as odd, but time and distance softened the memory. Finally, near the end of his apprenticeship, Viraxis encouraged Geoffry to visit his familial manor. “You need to learn many things, and your family is an important teacher for a lesson I cannot adequately give.”
When he visited, the servants nearly killed him before he even saw his father. His mother seemed distant, and always found a reason to be away from him. His brother James denounced him as a sorcerer unfit to bear the Testor name. His father seemed to keep his wits about him. He welcomed Geoffry, threw a feast in his honor (which ended in Geoffry being escorted from the feasthall for his own safety after some of the manor's men had a little too much wine in them). His father came to him that night. He explained how difficult things were at the time. The baron who was Sir John's liege-lord was claiming more than his duty of Sir John's crops. The fields were yielding less each year, and winters were harder than in the past. Sir John would really like his son to help him, to convince the baron to be easier on Sir John. Maybe some magic to assist the crops. It all seemed so fatherly. Geoffry felt like a real son, like apart of his noble family.
The next morning, Geoffry slept late, as was his habit. He eased his way through the house, looking for his father. He finally found him having a discussion with another man, the very Baron discussed the night before had ridden to the manor that morning to discuss something with Sir John. Full of pride from the late night meeting, Geoffry entered the room without considering the effect of his Gift on the unknown man.
The man saw Geoffry and demanded to know why he would intrude. Geoffry started to explain that he was his father's son, he was going to help them. The baron exploded, accusing Sir John of relying on “foul wizardry” “dark arts,” and consorting with the dark haired “changeling devil-child.” He cut off Geoffry's every sentence, before finally summoning guards and having Geoffry bound in a closet. John could only look on, for fear of further angering his liege. Geoffry saw his father speaking quick words to the Baron, while two of John's retainers drug the boy away. Once he was safely bound, they took turns beating him until he saw only blackness. He awoke to his father, kneeling over him, and shaking him to sense. His father spoke to him then:
“Do not come back here, boy. You are my son, and for that you'll live this night. If it were otherwise, de Blois would have spilled you're blood. He thinks me mad, or enchanted, to deal so with a changeling. But I know you are my son. I still see something of your mother in you. I am old, she is old. Our time is ending. But, your brothers will have nothing if we do not remain upright before men and God. I will not see my land, my life's work, and my children ruined by your magics. If you love this family, then do as I have asked. But do not return here bringing ruin in your wake. Now, get away from here before I change my mind and call for the hounds.”

Astris's relationship with his family is very one sided. After the event above, he assumes that they will never speak to him again. Shortly after his Gauntlet, he will sneak to the manor to watch his family and see if there is something he can do to help. When he is spotted by his youngest sister (who may have Second Sight?) he talks to her. Being a little “unusual” herself she is less hostile than the rest of the family. Through her, he gains a limited ability to communicate with his family. He offers to help them in any way he can. They make some requests that he can easily help with, others are hard or require Astris to skirt Hermetic Law. He is not ignorant of the fact that they are using him, he just knows that he can't bear to lose them. As long as they are alive he may eventually impress them enough to ignore the effect of his Gift. I do think, for example, that his family can “tolerate” Astris's presence, but they can't stand the effect he has on their social peers, servants, etc...
For his part, Astris will try to “earn” their love and respect by secretly helping out his family. He may, for example, rescue his father if he were captured in war. Or purchase his ransom with magically created silver. Or provide magical devices to aid his father or brother in war or peace. The worst instance to date may occur a few years after Astris becomes a full magus. But he gets word of his brother fighting in a tournement. Asris will sneak to the tourney, as use magic to ensure his brother wins high honors. Maybe a squire notices an odd shadow, or even hears some kind of magic chanting. They nobility may put two and two together, and think Astris's brother hired a wizard to help him. Hilarity may ensue.

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.

Viraxis has an air of mystery about him, at least to Astris. He literally seems to know what Astris is thinking, before Astris can even complete the thought. His teaching style would be described as praise when excellent, disappointment with average performance, and a swift painful reminder of the importance of training when anything less than good results are achieved.
Viraxis was the first person since Astris was a small boy in his mother's arms to not treat him as something odd or unsusual. He was never friendly, but would let Astris babble on about knighthood, his family, the monastary etc. As Astris got older, Viraxis would allow him more freedom, and Astris greatly appreciated and respected it. When Astris returned home from his disastrous visit described above, Viraxis placed his arm around Astris's shoulder, and comforted the young apprentice. Viraxis has a deep, baratone voice that sounds strange coming from such a thin man. Viraxis measures his words like a goldsmith weighing his materials. Every word Viraxis says is careful, almost ponderous, and calculated to have the maximum effect. By copying Viraxis's style, Astris has become a better teacher and communicator. Viraxis's magic focused on transformation, he was an expert at Muto, but ensured his apprentice had a grounding in multiple techniques.
Astris is Viraxis's third apprentice and he has the reputation for being a good teacher. (Astris would have the virtue skilled parens, but Viraxis allows his students more freedom than many magi, so his excellent teaching averages out to a standard apprenticeship).
As a magus and person, Viraxis values self reliance and self determination. All three of his pupils have had the Blatant Gift. He himself does not have that curse, but he is skilled at dealing with young people who have labored under the effect of the Gift. He is patent, calm, but firm. He teaches by sending his apprentice off to do things, where inevitably, the apprentice must use his wits and knowledge to get by. Viraxis demands close obedience from his pupils. A single syllable from him can stop the worst rage that his pupil may experience.
Viraxis raises so many pupils to replace the son he lost. As a much younger magus, Viraxis married a peasant girl and delayed his longevity potion long enough to get her with a son. The boy had the spark of magic about him, but not the full Gift. Astris never learned how the boy died, as such was Viraxis's most painful memory. Judging from his behavior on the anniversary of the boy's death, Astris suspects that Viraxis had something to do with it.

Notes on his Background

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 and good communication skills help smooth over his 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.

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" have made him careful. Stylistically, much of his magic has some kind of astrological connection, for example tracing out a relevant planetary symbol with his hands.

Tremere was terrified of being the youngest and weakest founder, and Astris is terrified of being a weak magus (or more to the point, he was so socially ostracized that he just assumes he doesn't live up to the “ideal”). In what amounts to a reaction-formation, he has responded (much as Tremere did) with a pride and drive to impose his will on the world. Internally, he still has his insecurities, but he would never let someone else see them. Maybe Viraxis gets a slightly closer view, but others are kept at arms length. (e.g. he has a high etiquette, but no charm; he knows how to talk to people, but not how to make them like him. He lacks a genuine interest in the other person, or so it seems.)
Astris will strive to place himself at the top of any organization, but is conflicted between being the open leader and being the power behind the throne. Part of his nature years for the romantic “knight in shining armor” while part looks at the world and wants to retreat to a dark sanctum where he can manipulate events from afar (like the stars in the heavens do with out lives).
Upon further reflection, Astris would not seek to be a hoplite, but will devote himself to raising as a Tremere. Having younger magi look up to, respect, and obey him is something he (unconsciously) craves. If asked to explain he would simply say that he has the blood of a leader, was born under Jupiter (the star of Kings) and Venus (the ancestor of Caesar), and schooled by the Tremere's best teacher. His rightful place is at the head of that House.
If he never fails, Astris would likely rise to be Primus of Tremere, would unite the House and probably try and succeed where Tremere failed- to unite the Order under one banner; his.

[quote]
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. [\quote]

Yes, quite. In terms of his growth, obviously a character that does not grow is boring. My idea is that growth for Astris has to be deliberate. As I said, his magic, his personality, even his very being is related and reflected in the stars above. Like the stars he is fixed, but the power of the stars impels, not compels. He is not incapable of growth and change, it simply comes harder for him. As he “ages” and learns more about how the world really works, he will come to have a more mature view of the world. Although he will still be in many ways a teenager. His theme is the power and insecurity of youth. There are subthemes of rebellion (acting out within the social norm is still a form of rebellion), longing for love and affection, and longing for recognition. Finally, at his core he craves a secure, safe place, where the barbs and arrows of the world cannot hurt him.

From my perspective, not Astris's: He believes in God, Jesus, and the Saints. But the earthly Church and its obligations has no real appeal to him. Atris is quite orthodox, but this is not his passion and he probably has never thought of himself as being orthodox. Living a monastic for a while just made him glad to be free of the routine and ritual of religion. Nevertheless, he is does not doubt the teachings of the Church, but doesn't really dwell on them. He would be shocked and repelled by rank heresy, but not the equally heretic but subtle twisting of a slight point of theology.

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 will struggle to raise himself in the Tremere hierarchy. He will likely come to serve the House as a Master of Auxiliaries.

Astris desperately desires love and acceptance. He will likely seek a familiar soon after the gauntlet. Astris is (it goes without saying) a virgin. He finds the idea of using ReMe to remedy that fact distasteful. But as time goes on and his natural charms continue to fail, he may find himself doing something he will both regret and beat himself up over for years to come

Astris loves his family and wants the best for them. 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 will gladly assist Viraxis in any way he can.

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.

Shortly after his Gauntlet, Astris learns of his brother fighting in a grand Tourney. Astris decides that he wants to watch his brother win. Astris does not intend to interfere when he leaves the covenant, but simply watch. Of course, once he is there in the moment, his coolly thought out intentions may not matter.

Hi,

ty.

You might consider taking Special and Deleterious Circumstances, for being in/on water versus being on land. Since I don't cap vfs, this would not take away space for other virtues.

Buffy the Vampire Slayer.

Anyway,

Ken

Hi,

grin An essential virtue for an astrologer, imo. There's a thread on the main board in which I talk too much about this virtue.

:smiley: You can make it not flawed at all, with the sigil manifesting only when the spell is cast.

I'm good.

Anyway,

Ken

I assume I would know if Viraxis had become Archmagus? Is he, or has he ever even challanged for it? If he is not already over a century a magus, will he challange for it at the GT in 1180? If not, I am thinking about initiating some stories involving my assisting Viraxis in preparing for his last archmagus challange before he turns (hemertically) 100.

Still working on it but farther along. Spells are not complete. I'm still debating some virtues and flaws. Still debating abilities and arts.

Ronan ex Miscellanea
Birth name: Ronan O'Ferry
Religion: Catholic
Nationality/Race: Irish
Apparent Age: 27

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

Virtues
Sing the winds 3
Affinity aquam 1
Gentle Gift 3
Well Traveled 1
Quite Magic 1
Affinity Rego 1
Social Contacts (Merchants) 1
Fairy Blood 1
Puissant Creo 1
Cautious Sorcerer 1

Flaws
Favors 3
Waster of Vis 3
Plagued by Supernatural Entity 3 (Oirbsen of the Tuath De Danann)
Vow(rescue family) 1
Hedge Wizard 1
Humble 1
Limited Resistance Terram 1
Fear: (twilight) 1

Early childhood(45)
Irish 5
English 1
Area Lore Ireland (Irish sea) 1
Folk Kin 2
Survival (water) 2
Swim (tread water) 1

Childhood, pre-apprentice(105)
Profession Fisherman 1
Athletics 2
Awareness 2
Carouse 1
Fairy Lore(water fairies) 1
Charm 1
Guile 1
Bargain 1
Brawl 1
Swim +1 (10)
Profession Sailor 2
Thrown knife 1
Single weapon Knife 1
Sing the Wind 1

Apprentice(240):
Skills(100)
Latin 4
Artes Liberaltes 1
Leadership 1
Parma magica 1
Magic theory 2
Profession Ship captain 1
Concentration 1
Code of Hermes 1
Philosophiae 1

Well Traveled:(50)
Area Lore England (English channel) 1
Area Lore Scandinavia (North Sea) 1
Area Lore France (Bay of Biscay) 1
Bargain +1(10)
Etiquette 1
English +1 (10)
Charm +1 (10)

Tech(56)
Cr 5+3
In 5
Mu 1
Pe 5
Re 5 (10)

Forms(86)
An 5
Aq 5 (10)
Au 5
Co 5
He 4
Ig 5
Im 1
Me 1
Te 1
Vi 1

Spells:
Eyes of the Cat(MuCo(An) 5/+7)
Comfort of the Drenched caster(PeAq 5 /+11)
Cloak of Duck feathers(ReAq 5 /+11)
Bind Wound(CrCo 10 /+14)
Palm of Flame(CrIg 5 /+14)
Repel Winters Clutches(CrIg 5/+14)
Lamp without Flame(CrIg10 /+14)
Unseen Porter(ReTe 10/+7)
Sense Magical Power(InVi 2/+7)
Scales of Magical Weight(InVi 5 /+7)
Sense the nature of Vis(InVi 5/+7)

Background & childhood: A recent ancestor had married a silkie and had seven children by her over the 15 years they were together. She left when she was able to find her seal skin but the family believes she still watches out for her family. Most of the family is fair skinned with red hair but those with more fairy blood, like Ronan, have black hair.
Son of a fisherman. Went to sea with his father at the age of 5 and learned the family business throughout his youth. He had a great curiosity for exploring new things and for what lay over the horizon.

Apprenticeship: Ronan was 13 when he was "discovered" by "Black Jack" Tar ( known to the order as Jovinus). After much negotiating, Ronan's father agreed to allow the boy to be apprenticed. Jovinus Ex Misc was a merchant and frequently sailed to distant ports for the order and profit. Ronan learned the trade of a sea captain as well as a mage. He kept in touch with his family. Stopping by when ever he could and giving gifts.

Goals and Motivations: Upon completing his gauntlet, Ronan returned to his family. When he arrived on the small island that they lived he found it deserted. He spent much of a day searching for them but found but one thing. In a remote cove he found a beautiful, dark haired woman sitting on a rock in the surf. She had a dark cloak covering her from the sea spray but was otherwise naked. When he got to the edge of the surf she looked up at him and spoke. "They are gone. Taken by Oirbsen of the Tuath De Danann for a slight. You are the last of my blood left.... Oirbsen will not kill them but just keep them prisoners.... You must save them. Swear to me that you will rescue them!"

Oirbsen is a powerful fairy prince who has decided that he needs to change his story to gain more power. The best way to get noticed now is to become a villain. But he needs a hero for the story. He gathered his people together and found which of them had human relatives. Most of those were silkies. Oirbsen plans to capture all of the human families of the silkies and hold them prisoners. But he would spread them among his people. Then use the Silkies relatives to find heroes to "rescue" them. To keep the story going the silkie relative would go to the hero from time to time with clues or information to refocus the hero on a fairy lord or relative to rescue.

Conflicts: when he passed his gauntlet, Black Jack gifted him with command of a small cog. The ship is not his and he does not feel that he can go off on his own yet. He has a contract with house Mercere to carry Redcaps or cargo for them as needed.

Hi,

He is an archmagus if you want him to be. He certainly is of an appropriate age for it.

Anyway,

Ken

Hi,

Actual?

Missing one point.

How does this show up in the character's actions and interactions?

This is below the normal minimum. It is allowed, yet is limiting; other magi may notice, and that will increase his reputation as a Hedge Wizard. He also cannot set up a lab, and I will feel completely comfortable erring on the side of "this is a stress roll" for any Hermetic activities, since he lacks real understanding of what he is doing.

I also didn't notice Supernatural Lore, which I would expect for someone who is mystically inclined, well-traveled and has supernatural blood. (Indeed, I notice that few PCs have this Ability, which makes them ignorant of many things.)

sailed to distant ports for the order and profit. Ronan learned the trade of a sea captain as well as a mage. He kept in touch with his family. Stopping by when ever he could and giving gifts.

And rightfully so, because he lacks the skills to command a vessel.

I am ok if you lump the fisherman, sailor and sea captain into a single profession of Sailor, that started off as fishing and developed into command. Profession Sailor (captain) is probably what you want, at 5; less than that and he remains in apprentice territory. Leadership 3 or Aura of Rightful Authority cast without words and gestures might also be desirable.

The Oirbsen story isn't about Ronan, so it's fine, insofar as it goes, in that it's a story. But it very much leaves the ball in my court for developing this--and most stories in this game are player-driven. I encourage you to consider how Ronan is the protagonist rather than Oirbsen.

Anyway,

Ken

I'm thinking not yet, if he is only 84. I think it may be a cool story hook for Viraxis to have Astris (and his other fili) assisting him in preparing for his archmagus challenge in the next 7-14 years. I'm thinking he challenges for it at the Grand Tribunal of 1194 (at Hermetic Age 98). But as an NPC, I'll leave that up to you.

Hi,

You might want to re-read the game background; magi who are not archmagi by their 100th year never make it.

Anyway,

Ken

that is what I was thinking about. Maybe he has been too busy raising apprentices and never got around to challenging. Now, he is at this last chance. Maybe he challenges at this Tribunal (1180) but doesn't win. So there is a lot of pressure to pull it off before hitting that 100 number.

Changes:
Redid virtues & flaws. Added Puissant Ability (Magic Theory)
Adjusted Arts and Forms
Changed background for him to have a small boat for now. working to a bigger ship in the future.

Need to Do: finish spells.
I would like an opinion on representing the hunt for his family in a flaw. Driven is not right and Vow did not seem right. But it should be the driving force of his adventures and direction in life. Why he learns new things is to find and rescue a family member.

Ronan ex Miscellanea
Birth name: Ronan O'Ferry
Religion: Catholic
Nationality/Race: Irish
Age: 27 (27)

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

Virtues
Sing the winds 0*
Affinity auram 0*
Gentle Gift 3
Well Traveled 1
Quite Magicx2 2
Affinity Rego 1
Fairy Blood 1
Puissant Creo 1
Cautious Sorcerer 1
Puissant Ability (Magic Theory) 1
Book Learner 1

Flaws:
Deficient Tech Muto 0*
Favors 3
Waster of Vis 3
Plagued by Supernatural Entity 3 (Oirbsen of the Tuath De Danann)
Hedge Wizard 1
Humble 1
Limited Resistance Terram 1

*House virtues/flaw

Early childhood(45)
Irish 5
English 1
Area Lore (Irish sea) 1
Folk Kin 2
Survival (water) 2
Swim (tread water) 1

Childhood, pre-apprentice(105)
Profession Fisherman 1
Athletics 2
Awareness 2
Carouse 1
Fairy Lore(water fairies) 1
Charm 1
Guile 1
Bargain 1
Brawl 1
Swim +1 (10)
Profession Sailor 2
Thrown knife 1
Single weapon Knife 1
Sing the Wind 1

Apprentice(240):
Skills(95)
Latin 4
Artes Liberaltes 1
Leadership 1
Parma magica 1
Magic theory 2+2
Concentration 1
Code of Hermes 1
Philosophiae 1

Well Traveled:(50)
Area Lore English channel 1
Area Lore Bay of Biscay 1
Area Lore North Sea 1
Bargain +1(10)
Etiquette 1
English +1 (10)
Charm +1 (10)

Tech(65)
Cr 5+3
In 5
Mu 4
Pe 5
Re 5 (10)

Forms(79)
An 5
Aq 5
Au 5 (10)
Co 5
He 2
Ig 5
Im 1
Me 1
Te 1
Vi 2

Spells:
Eyes of the Cat(MuCo(An) 5/+7)
Comfort of the Drenched caster(PeAq 5 /+11)
Cloak of Duck feathers(ReAq 5 /+11)
Bind Wound(CrCo 10 /+14)
Palm of Flame(CrIg 5 /+14)
Repel Winters Clutches(CrIg 5/+14)
Lamp without Flame(CrIg10 /+14)
Unseen Porter(ReTe 10/+7)
Sense Magical Power(InVi 2/+7)
Scales of Magical Weight(InVi 5 /+7)
Sense the nature of Vis(InVi 5/+7)

Background & childhood: A recent ancestor had married a silkie and had seven children by her over the 15 years they were together. She left when she was able to find her seal skin but the family believes she still watches out for her family. Most of the family is fair skinned with red hair but those with more fairy blood, like Ronan, have black hair.
Son of a fisherman. Went to sea with his father at the age of 5 and learned the family business throughout his youth. He had a great curiosity for exploring new things and for what lay over the horizon.

Apprenticeship: Ronan was 13 when he was "discovered" by "Black Jack" Tar ( known to the order as Jovinus). After much negotiating, Ronan's father agreed to allow the boy to be apprenticed. Jovinus Ex Misc was a merchant and frequently sailed to distant ports for the order and profit. Ronan learned the trade of a sea captain as well as a mage. He kept in touch with his family. Stopping by when ever he could and giving gifts. He proved to be an quite gifted student And was even able to learn Jovinus' quite magic.

Goals and Motivations: Upon completing his gauntlet, Ronan returned to his family. When he arrived on the small island that they lived he found it deserted. He spent much of a day searching for them but found but one thing. In a remote cove he found a beautiful, dark haired woman sitting on a rock in the surf. She had a dark cloak covering her from the sea spray but was otherwise naked. When he got to the edge of the surf she looked up at him and spoke. "They are gone. Taken by Oirbsen of the Tuath De Danann for a slight. You are the last of my blood left.... Oirbsen will not kill them but just keep them prisoners.... You must save them. Swear to me that you will rescue them!"

Conflicts: when he passed his gauntlet, Black Jack gifted him a small ship (crew 6). The ship is not his and he does not feel that he can go off on his own yet. He has a contract with house Mercere to carry Redcaps or cargo for them as needed.

Hi,

Having a big ship is fine; whether the boat is big or small, a basic professional rating is always 5. That is, a blacksmith who completes his apprenticeship successfully has a 5, a weaver has a 5, and so on. Of course, if he has a boat so small that he can (try to) handle himself, no one around him will notice...

It is hard to create a starting character who is both a good magus and a competent professional.

considers Perhaps it might help you to think of the hunt for his family as the result of the underlying flaw, the direction in which it is channeled. So if he weren't hunting his family, he might be impelled to do something else. A vengeful person or a wrathful person would bring different energy to the hunt than a driven person.

This is especially important because the character becomes nothing when the family is found. Game over, dude. Think about it.

What kind of stories do you want Ronan to wade into? That's another good place to start. Then ask yourself why Ronan wants to wade into these stories. Remember: I'm not going to initiate very many stories, which is different from most games. Ronan's gotta want things and go do.

Also, if Oirbsen is not deliberately acting against Ronan on a regular basis, Plagued by Supernatural does not apply. Are those the stories you want to tell?

For example, if you want to tell stories about the Dread Pirate Ronan, you might make him bloodthirsty or give him some similar flaws; and he loves the freedom of the sea where there is no law. Or maybe his piracy is about vengeance against an evil world. If you want to tell stories about Ronan the explorer, he probably gets a different personality to go with it. Or maybe he loves new things, and can't help but explore.

I see the background as having two halves:

Simple enough, and straightforward so far. You'd initiate stories about his exploring and stuff. There is no real personality here, but maybe you develop that in play. However:

This is a good beginning for a set of stories about Oirbsen versus Ronan. But this leaves Ronan a one-note character. What happens when he defeats Oirbsen?

It becomes a great beginning if Ronan gets a real personality and background. That lets you make the slight be one that Ronan offered, or perhaps Ronan is himself the slight and should never have been born. (Then Plagued by Supernatural makes sense.) That is, if this is one story among many.

But in the end, it is only a beginning, and not a character.

Think of it like a good TV series: There may be a single story arc over a season, but there will be other stories too, and the main arc will usually last only a season. The main character is more important than any single challenge.

Fair warning: He lacks the skills to command a small ship. He can use magic to compensate. This is not necessarily a bad thing; it might even be exactly what you want, stories about how he learns to sail. He might as well have a large ship; the totals and rolls he needs will be similar.

Also, the Mercere will engage him on a contract by contract basis. After all, they don't know if they can trust him yet.

What kind of stories do you want to tell? Start with that. Personality and other flaws (and virtues) arise from that.

Anyway,

Ken

I have to put Polyoppeties on hold. I have an emergency crisis in my life right now. I am homeless as of this Wednesday. Seriously. Homeless shelter homeless. It is temporary though, I am employed and I will get things sorted out as quickly as I can.

Lets try this...

Imagine a child that has a "normal" childhood. His family is large and they like him. He is normal. He is smarter than his brothers and sisters so he stands out in that way. Grandma saw something in him to to teach him the old ways of singing a wind. But that happens to every family. right? Helps with the fishing. He goes home and gets hung by his mother. and plays with his brothers and sisters. As he gets older his father comes to him with another man. The man will teach you a trade his father tells him. The boy is sad to leave his family and the family is sad to see him go but he would be sailing and learning new thing and seeing new things which was exciting.
Even better the man turns out to be a sorcerer. Part of some mystic order and the man will teach the child to be a mage as well. And he still gets to travel. At least once a year and sometimes more, he gets to stop at the island where his family lives and visit them. They are very happy to see him and they spend days catching up. He would write to them but none of them have learned to read.
After many years he passed his gauntlet and has become a mage. Now he is free to explore what lay over the horizon. But when he returns home his family is gone. Taken by an entity he has never heard of for some slight he does not know. He is being told this by a woman who is a seal...or is it the other way around? She says she is a relative. The fairy that grandma had told stories about. She say he must rescue them. But how? Where are they? she does not know now but she will come to him when she learns. He must stay near the sea. She will find him.

The happy child, now a man, feels the weight of responsibility crush his dreams.

++++++++++++++
So Ronan is much like Buffy the Vampire Slayer ( movie version), to use your earlier reference. Normal person with great powers than now needs to use them. He just want to explore. She just wants to be a cheerleader. Now he must postpone his dreams to rescue his family. She can not have a normal life because she is the chosen one and needs to kill vampires.

Unlike most magi, those with a gentle gift do not have the problem of being outcasts. So he has a normal childhood. He would have only seen the social stigma with other magi and wonder about until explained to him but he would not truly understand it.

What I was trying to do with the longer story about why Oirbsen has taken the family was to set up the long plot. I have no set number for the family members. Could be 7 or 40 or 100. They could all be in one place but what good would that do Oirbsen. If they are all given to separate fairy lords/ladies to keep then each of them get the "hero's" focus and thus gain power until they are rescued. Oirbsen was set up the master stroke for fairy folk. He did not just kidnap Ronan's family but all the families of all the relatives of the silkies. So there are n x the number of "heroes" looking to free their families. The fairies do not want to die. They may not fight hard to keep a prisoner. They just want the power the story gives them. Could some of these "heroes" team up? What if he rescues the someone else's family member?

Now will a long running plot get Ronan more and more angry at the fairies? It might rabbit, it might. A Ronan gets more powerful perhaps the fairies will simply release the rest and hope he goes away. i do not know. But that is the fun part

If you like the above part better I will make some more adjustments.

I'd find it helpful to have short character summaries, maybe as a new thread. Something to refer to quickly.
So much thought has gone into each character (which is commendable), but

  • the characters don't know each other that well.
  • I as a player, find it hard to remember all the details (which have changed from first to final version), but want to have a quick reference possibility so my posts can relate to other characters easily.

I suggest for the character summary:

  • about one or two sentences: name/house/gender/home culture/appearance/clothes/behavior patterns
  • about one sentence: magic interest: focus
  • about one sentence: motivation / goal.

example:
Arnaut ex Jerbiton is a clean-shaved, dark-haired, brown-eyed Spaniard who wears a clean scholar's robe and has a tonsure. He speaks in a slow well-articulated way, and uses expressive gestures. He always cautions against emotion and praises logic.
He is a gentle-gifted generalist with a talent for Mentem and an interest in Mentem and Vim.
He wants to found a university for gifted children to help them deal with their gift, because he believes they may stray from the straight path otherwise.

Hi,

Awesome idea.

It is accomplished.

Anyway,

Ken

Hi,

I like the idea of a seafaring magus. I like the idea that there's a faerie out to get him. I like that he's pretty much a normal guy who likes visiting his family.

I would also like you to take a different approach. Specifically, I am not at all keen about Oirbsen being so central to the characters. It runs contrary to one of the ideas of this game, that PCs are pro-active rather than the more typical reaction to GM stories. Ronan is far more interesting to me without Oirbsen. The simple stories that arise from Ronan's trying to command a ship or boat with magic and gung-ho enthusiasm but without the necessary skills offer far more scope than Oirbsen as Big Bad. Such stories have two virtues: 1) You initiate them rather than me, and 2) they are about Ronan rather than Oirbsen. (Yes, a story about Ronan's figuring out what Oirbsen has done this time is about Oirbsen more than Ronan.)

There's nothing intrinsically problematic with having Oirbsen around; my issue arises from his being the central motivator. It does not work for me.

I read through what you wrote below, but my issue is not about melodrama or pathos.

Suggestion: Please remove Oirbsen and promote Ronan to the central role in Ronan's life, so that his desires and passions drive his stories, not Oirbsen. (There are ways to make Oirbsen work for me, but I'm not going there, as I think you'll be better off without him.)

And really, what's not to like? If he loves his family, he can get involved in their affairs. If he loves the sea, or visiting new places and having a wife in every port, or piracy, or getting filthy rich, that works too. There's a lot you can do, but please make it about Ronan, and please give Ronan some personal passions (not necessarily melodrama) that animate him.

Anyway,

Ken

Hi,

I'm so sorry to hear that, and I hope you work it out. I'm sure you'll let us know how it goes. Meanwhile, there will continue to be a place for Polyoppeties.

Anyway,

Ken

Just moved - out of Internet - will post as soon as possible!

Hi,

Although some people are still creating characters, I will post more stuff so that those who already have characters can move onto the 7-year development cycles. I'll have this posted (and re-written) by the end of the weekend. Three players with characters are enough to get started!

Because of how the game is structured, with loose connections among PCs largely pursuing personal agendas, this will not affect players still pulling characters together. No matter when a player joins the game, their character's start date is the same. (And the loose connection means that as real life intervenes, player availability won't affect other players all that much.) So those of you contemplating characters or still in the midst of things, no worries!

Anyway,

Ken