Pierrick Guernicus Filius Valerian

Character sheet.

Pierrick Guernius

  • Age: 25, Size: 0, Height: 1m70, Weight: 75, Gender: Male
  • Decrepitude: 0
  • Warping Score: 0 (0)
  • Confidence Score: 1 (3)
  • Casting Sigil: the smell of wet soil
  • Voting Sigil: what appears to be a fist sized rock, roughly circular, it's in fact a closed geode the inside can only be seen by magic, It's a made of splendid golden and ruby aura quartz chosen for its symbolic value of course.
  • Religion: Christian
  • Reputations: hermetic prestige 3
  • Tokens and Shards: 0 Token 0 shard
  • Status: Metoikos

Characteristics: (not sure about this yet except int 3)

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

Personality traits:

  • Compassionate +3
  • relentless +2,
  • patient +2
  • Calm +1

Virtues:

  • Hermetic Prestige (free)
  • The gift (special)
  • Hermetic Magus (free social status)
  • Major magical focus (Stone)
  • Affinity with Terram
  • Affinity with Rego
  • Affinity with magic Theory
  • Affinity with Finesse
  • Skilled Parens
  • Cautious Sorcerer
  • Independent study

Flaws:

  • Compassionate (minor)
  • Weak magic resistance (when not standing on solid surface)
  • Favors (covenant of Alexandria)
  • Higher purpose (promote better cooperation between covenant) would be promoting giving books, spell etc.. to be held in common by the tribunal (like in Normandy tribunal)
  • Deficient form (Auram)
  • Deleterious circumstances (Have harmed another during the day)

Abilities:

[tableborder][th]Ability[/th][th]Speciality[/th][th]Score[/th][th]xp[/th]
[tr][td]French[/td][td]Normandy[/td][td]5[/td][td]-[/td][/tr]
[tr][td]Saint Malo lore[/td][td]hiding place[/td][td]2[/td][td]-[/td][/tr]
[tr][td]Guile[/td][td]Emotions[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Charm[/td][td]First Impression[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Awareness[/td][td]Searching[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Folk keen[/td][td]Magus[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Brawl[/td][td]Dodging[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Etiquette[/td][td]Magi[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Concentration[/td][td]spell concentration[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Hunt[/td][td]Tracking[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Stealth[/td][td]Shadowing[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Survival[/td][td]Montain[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Craft Stone[/td][td]carving[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Order of Hermes[/td][td]personalities[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Intrigue[/td][td]alliance[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Leadership[/td][td]Inspiration[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Artes liberales[/td][td]Astrology[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Latin[/td][td]Hermetic usage[/td][td]4[/td][td]50[/td][/tr]
[tr][td]Parma Magica[/td][td]Mentem[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Magic theory[/td][td]Terram[/td][td]5[/td][td]50[/td][/tr]
[tr][td]Code of Hermes[/td][td]Tribunal precedure[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Finesse[/td][td]Terram[/td][td]2[/td][td]10[/td][/tr]
[tr][td]Penetration[/td][td]Terram[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Philosophy[/td][td]Ritual casting[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Magic lore[/td][td]creatures[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Terrae cult[/td][td]Self Initiation[/td][td]1[/td][td]5[/td][/tr]
[tr][td]classical Greek[/td][td]Hermetic usage[/td][td]1[/td][td]-[/td][/tr][/th][/tableborder]

[tableborder][th]Technique[/th][th]Score[/th][th]xp[/th][th]Form[/th][th]Score[/th][th]xp[/th][th]Form[/th][th]Score[/th][th]xp[/th]
[tr][td]Cr[/td][td]5[/td][td]15[/td]
[td]An[/td][td]-[/td][td]-[/td]
[td]Ig[/td][td]-[/td][td]-[/td][/tr]
[tr][td]In[/td][td]8[/td][td]36[/td]
[td]Aq[/td][td]-[/td][td]-[/td]
[td]Im[/td][td]-[/td][td]-[/td][/tr]
[tr][td]Mu[/td][td]-[/td][td]-[/td]
[td]Au[/td][td]-[/td][td]-[/td]
[td]Me[/td][td]-[/td][td]-[/td][/tr]
[tr][td]Pe[/td][td]5[/td][td]15[/td]
[td]Co[/td][td]-[/td][td]-[/td]
[td]Te[/td][td]10[/td][td]37[/td][/tr]
[tr][td]Re[/td][td]8[/td][td]24[/td]
[td]He[/td][td]-[/td][td]-[/td]
[td]Vi[/td][td]2[/td][td]3[/td][/tr][/tableborder]

Spells :

  • MuTe A window of singular direction 15 (Houses of Hermes : True Lineages p141)
  • PeTe Stone to falling dust 20 (Ars Magica 5th Edition Core rulebook p155)
  • ReTe Wielding the invisible sling 10 (Ars Magica 5th Edition Core rulebook p155)
  • InTe SENSE THE FEET THAT TREAD THE EARTH 30 (Ars Magica 5th Edition Core rulebook p154)
  • ReIm Wizard's sidestep 10 (Ars Magica 5th Edition Core rulebook p147)
  • ReVi Maintaining the demanding spell 15 (Ars Magica 5th Edition Core rulebook p162) for sun duration for spell up to level 10
  • ReTe Unseen porter 10 (Ars Magica 5th Edition Core rulebook p156)
  • CrTe A SIMPLE METHOD FOR RAPID VALLATION 35 (Houses of Hermes : True Lineages p141)
  • CLOAK OF THE DUCK'S FEATHERS ReAq5 (Ars Magica 5th Edition Core rulebook p124)

Combat :

  • Dodge : Init = 1 Atk = - Dfn = 3 Dam = -
  • Fist: Init = 1 Atk = 3 Dfn = 2 Dam = -3
  • Kick: Init = 0 Atk = 2 Dfn = 1 Dam = 0

Character sheet.

Pierrick Guernius

  • Age: 25, Size: 0, Height: 1m70, Weight: 75, Gender: Male
  • Decrepitude: 0
  • Warping Score: 0 (0)
  • Confidence Score: 1 (3)
  • Casting Sigil: the smell of wet soil
  • Voting Sigil: what appears to be a fist sized rock, roughly circular, it's in fact a closed geode the inside can only be seen by magic, It's a made of splendid golden and ruby aura quartz chosen for its symbolic value of course.
  • Religion: Christian
  • Reputations: hermetic prestige 3
  • Tokens and Shards: 0 Token 0 shard
  • Status: Metoikos

Characteristics: (not sure about this yet except int 3)

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

Personality traits:

  • Compassionate +3
  • relentless +2,
  • patient +2
  • Calm +1

Virtues:

  • Hermetic Prestige (free)
  • The gift (special)
  • Hermetic Magus (free social status)
  • Major magical focus (Stone)
  • Affinity with Terram
  • Affinity with Rego
  • Affinity with magic Theory
  • Affinity with Finesse
  • Skilled Parens
  • Cautious Sorcerer
  • Independent study

Flaws:

  • Compassionate (minor)
  • Weak magic resistance (when not standing on solid surface)
  • Favors (covenant of Alexandria)
  • Higher purpose (promote better cooperation between covenant) would be promoting giving books, spell etc.. to be held in common by the tribunal (like in Normandy tribunal)
  • Deficient form (Auram)
  • Deleterious circumstances (Have harmed another during the day)

Abilities:

[tableborder][th]Ability[/th][th]Speciality[/th][th]Score[/th][th]xp[/th]
[tr][td]French[/td][td]Normandy[/td][td]5[/td][td]-[/td][/tr]
[tr][td]Saint Malo lore[/td][td]hiding place[/td][td]2[/td][td]-[/td][/tr]
[tr][td]Guile[/td][td]Emotions[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Charm[/td][td]First Impression[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Awareness[/td][td]Searching[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Folk keen[/td][td]Magus[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Brawl[/td][td]Dodging[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Etiquette[/td][td]Magi[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Concentration[/td][td]spell concentration[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Hunt[/td][td]Tracking[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Stealth[/td][td]Shadowing[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Survival[/td][td]Montain[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Craft Stone[/td][td]carving[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Order of Hermes[/td][td]personalities[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Intrigue[/td][td]alliance[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Leadership[/td][td]Inspiration[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Artes liberales[/td][td]Astrology[/td][td]2[/td][td]15[/td][/tr]
[tr][td]Latin[/td][td]Hermetic usage[/td][td]4[/td][td]50[/td][/tr]
[tr][td]Parma Magica[/td][td]Mentem[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Magic theory[/td][td]Terram[/td][td]5[/td][td]50[/td][/tr]
[tr][td]Code of Hermes[/td][td]Tribunal precedure[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Finesse[/td][td]Terram[/td][td]2[/td][td]10[/td][/tr]
[tr][td]Penetration[/td][td]Terram[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Philosophy[/td][td]Ritual casting[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Magic lore[/td][td]creatures[/td][td]1[/td][td]5[/td][/tr]
[tr][td]Terrae cult[/td][td]Self Initiation[/td][td]1[/td][td]5[/td][/tr]
[tr][td]classical Greek[/td][td]Hermetic usage[/td][td]1[/td][td]-[/td][/tr][/th][/tableborder]

[tableborder][th]Technique[/th][th]Score[/th][th]xp[/th][th]Form[/th][th]Score[/th][th]xp[/th][th]Form[/th][th]Score[/th][th]xp[/th]
[tr][td]Cr[/td][td]5[/td][td]15[/td]
[td]An[/td][td]-[/td][td]-[/td]
[td]Ig[/td][td]-[/td][td]-[/td][/tr]
[tr][td]In[/td][td]8[/td][td]36[/td]
[td]Aq[/td][td]-[/td][td]-[/td]
[td]Im[/td][td]-[/td][td]-[/td][/tr]
[tr][td]Mu[/td][td]-[/td][td]-[/td]
[td]Au[/td][td]-[/td][td]-[/td]
[td]Me[/td][td]-[/td][td]-[/td][/tr]
[tr][td]Pe[/td][td]5[/td][td]15[/td]
[td]Co[/td][td]-[/td][td]-[/td]
[td]Te[/td][td]10[/td][td]37[/td][/tr]
[tr][td]Re[/td][td]8[/td][td]24[/td]
[td]He[/td][td]-[/td][td]-[/td]
[td]Vi[/td][td]2[/td][td]3[/td][/tr][/tableborder]

Spells :

  • MuTe A window of singular direction 15 (Houses of Hermes : True Lineages p141)
  • PeTe Stone to falling dust 20 (Ars Magica 5th Edition Core rulebook p155)
  • ReTe Wielding the invisible sling 10 (Ars Magica 5th Edition Core rulebook p155)
  • InTe SENSE THE FEET THAT TREAD THE EARTH 30 (Ars Magica 5th Edition Core rulebook p154)
  • ReIm Wizard's sidestep 10 (Ars Magica 5th Edition Core rulebook p147)
  • ReVi Maintaining the demanding spell 15 (Ars Magica 5th Edition Core rulebook p162) for sun duration for spell up to level 10
  • ReTe Unseen porter 10 (Ars Magica 5th Edition Core rulebook p156)
  • CrTe A SIMPLE METHOD FOR RAPID VALLATION 35 (Houses of Hermes : True Lineages p141)
  • CLOAK OF THE DUCK'S FEATHERS ReAq5 (Ars Magica 5th Edition Core rulebook p124)

Combat :

  • Dodge : Init = 1 Atk = - Dfn = 3 Dam = -
  • Fist: Init = 1 Atk = 3 Dfn = 2 Dam = -3
  • Kick: Init = 0 Atk = 2 Dfn = 1 Dam = 0

Background draft open to comments !

Pierrick was born in Saint Malo, In the North of Brittany, He was from a Breton family running an Inn near the Port. He was discovered as early as 5 by the magus from Confluensis when his gift started to cause minor trouble with the clients. His gift seemed to have been triggered during a visit of the so called "tooth of Gargantua", a massive megalith not far away from his grandmother's house a bit south of Saint Malo, and he could near the stone move gravels with extenuating efforts.

The magus took him where he was entrusted to a trusted family of covenfolks, they were mostly mundane but were not affected by the gift. He found most magus there to be of a litigious temperament, but Valerian was a bit different, nicer to the covenfolks and made a few repairs here and there on their Houses.
When he began to understand the reason why he was here, he tried his best to appeal to him, but due to his young age, he wasn't very subtle about It, and Valerian asked him to stop bothering him like this, as he wasn't ready for art opening. This carrousel lasted for four years with Pierrick occasionally trying to shadow him, be at the gate when he was living ..Valerian's Terram magic was fascinating for him. He finally decided to take the child as his apprentice. There's no telling if he took him despite or thanks to Pierrick's effort.

Pierrick never realized before His apprenticeship that his Pater was in fact a Ruthless Hoplite and probably the best Terram specialist of the tribunal (skilled parens), He was taught a world of rules and duty, of responsibility, patience and occasional violence. This was very boring most of the time. Valerian was performing his Hoplites duties in a cold, calculated, relentless manner. He wasn't presenting violence as anything of value, but he wasn't hiding It from him either and was expecting him to understand the means of Justice this way. It didn't worked very well, Pierrick was always trying to understand the motive of the prosecuted and was more interested in the victims than the culprit (compassionate.)
On the opposite, he took great pleasure in the practice of the magic and was quite gifted with his Pater's specialty, Terram (affinity) especially with Rego (affinity). He felt extremely powerful and exhilarated while controlling objects with his mind as if the fabric of the world itself was bending to his will. The rigorous teaching and the orderly nature of Pierrick lead to solid grasp of formulaic magic (Flawless Magic). On the opposite, he wasn't gifted at all in Auram magic (deficient form) and only grasped its basics despite his Pater's effort. He was a also very intrigued by his Pater's familiar's spiritual nature, but his Pater gave refused to tell him anything about it before he was gauntleted.

This ceremony was quite formal in Guernicus tutelage, he was presented before a gathering of senior Guernicus and was asked question about Magic theory, code of Hermes and history lore in Latin. He was then asked to display his knowledge of Artes Liberales by resolving a math problem and finally was asked to show a spell. He chose to draw a circle on the stone wall of the room facing the sea shore, making it transparent for everyone to appreciate the view.
It was of course only a formality and he was then taught Parma Magica, It proved a disappointment (I'm not sure about this) because It wasn't as efficient as expected when he wasn't standing on solid ground (weak magic resistance). His Pater was more or less expecting him to take Hoplite duties too, but that wasn't really to his liking.

With is new magus status, Pierrick was now expected to perform his duties for the House Guernicus one way or another and was rapidly caught in the internal political plots of his House. He wasn't selfish and was ready to help and carry his part of the burden, but he wasn't fitted for Quaesitor duties and wasn't ready to Hoplite missions, He was more interested in helping his Sodales rather that burst their heads with stones. So he tried searching for a way out of Here and used the chapter House of Dragon's rest. This chapter House is a vassal of Confluensis and works as a hub for the tribunal with his connexion to Harco via Mercere's Portals. He went there and started to search for information about other tribunals and the covenants looking to recruit some magus.

That's how he leant about Anastaj the Vlach and started gaining very basic information about the way the Theban tribunal was working and specially how Quaesitor duty was handled and the role of House Guernicus. He was very interested, but had to make preparation and Confluensis wasn't very cooperative, they would not give him the required assistance, grogs, laboratory equipment so He had to work with Anastaj and the covenant of Alexandria for assistance in the matter. Lots of favors were promised to them (Favors (covenant of Alexandria)) in the form of terram ritual, lesser magical objets for the redcaps and the like against their political and material support in my tribunal emigration. But they refused to be associated with the choice of Meru Mudi Covenant and tried to lure me elsewhere in the tribunal.

In the months of preparation, my pater told me about the Terrae Cult and Initiated me with the spirit familiar virtue (that's the only minor one except dowsing ! Is that ok ?) and told me that I could find some somewhat unusual members of the Cult in Hedesmos Covenant when I'll be there. Valerian was a bit disappointed that I left the tribunal but It's more or less expected that younger magus what to flee the Nest at least for a few years…He's more or less expecting me to return someday.

Hopes, dreams, motivations, objectives, new spells, equipment, probably talisman and familiar.

-His hopes is that he will become a respected member of his new tribunal and of his House despite his lack of classical training and aspirations.
-His dreams are probably to manage to equal the founder and become a person respect both for his integrity, his magic skills specially in Terram and to contribute to the improvement of the Order.
-His short term objectives are to pay his debts, secure the covenant position both financially and politically and to develop a wider variety of spells (for transport, construction, attack...)

Question : Is starting with a spirit familiar an option ?

[tab][/tab] Hi! Looking over the character. Here goes:

Starting with a familiar is an option. Spirit familiar requires a minor virtue from TM(re), taking the spot for your minor virtue. Your choice. (In essence yes).

Hmmm... third person with Flawless magic, anyone objects? Need a definite explanation on Driven. I am ok with Deficiency Auram and Weak Magic Resistance. But Deleterious Circumstances is a bit too restrictive. 'Solid target' is a common occurrence, not uncommon. In fact, 2 out of 3 targets would be defined as not solid. While An, Co and He as a whole would be solid, Ig, Aq and Au would immediately fall under not solid. Same with Vi, Im, Me. This one needs work.

Spells: For my convenience please add book and page on each spell, so I can go over them (plus where you found those Masteries).

So far so good....

I'll keep this for later, this seems like an initiation for later.

The character can probably work without Flawless magic, I didn't think this was a very defining thing for a character, but if I do drop it I'll completely drop the ritual thing too though. It's not reasonable to spend the time mastering rituals without it (and cautious sorcerer and/or a decent familiar bound).

Also after your answer, It seems to make anything worthy with crafting (that is not ugly that could give you a good reputation and promote Terram for example) even with creo you need high finesse, high perception and maybe self confident... I'll consider the option, High finesse is also nice in combat.

Ok I'll find out something else for Deleterious circumstances.

I'll explain driven a bit more, I've talked about it in character's background story. Short term that would include making copies and giving away every new Terram spells he makes to the tribunal, making Terram ritual he knows for free (except vis cost) that kind of thing, long term that would be initiating more people in the Terrae cult, and very long term that could be some kind of hermetic integration related to Terram, or searching Terram rituals from the founder that kind of stuff. Would that fit ? Maybe Higher purpose is simply better ...

Will do for spells, tonight.

I made sure they were not cult specific and on the books you allowed, but it this is a problem I can change them and stick to Arm 5 core book masteries.
HoH: Societates p 33 for Imperturbable casting
HoH: Societates p 34 for precise casting
HoH: Societates p 34 for Quick casting
the others are Arm5 Core

As I said in general thread I'll probably drop conjure the mystic tower (and the Puissant MT necessary to cast it at creation) and make it a medium term goal to increase finesse and MT enough to cast it.

I've put changes in red, I've only edited first post, I will edit the second upon approval.

General discussion point out that conjuring the mystic tower was discussed earlier an you discouraged it apparently.

If you don't want conjuration of complicated stuff, I can drop the whole ritual thing : flawless magic and affinity with finesse and replace it with Divination and augury (geomancy) and affinity with divination. I would then remove all points from creo and put then into divination.
That's a different kind of character but on that I would appreciate too. I don't want to push my character into something the SG doesn't want, this is never a good Idea.

Edit : I dropped flawless magic and conjuring tower thingy.

_< Bring back the conjuring stuff!!!!

I want him to have good Creo, I discourage him from having that specific spell (hint: needlessly spent spell points right at the start of the campaign for this character). I am making sense ?

Perhaps just keep the old format of the character, tweak finesse a bit around? What are your thoughts on Divination&Augury and Arithmetic magic?

Flawless magic, no-one responded I think? Can you make the previous character without it? Is it feasible?

Well I try to make sense of it : Why would I want creo for at creation, there isn't a single good conjuring spell in the books allowed (well maybe the wall but it's not even a permanent conjuration) ! The 2 reasons I wanted creo was to provide labs for the covenant (not on option) and to get favors by casting the ritual for other covenant and promote Terram as part of a cult goal (apparently wasn't clear enough of a purpose).

I'm very confused by where you want me to go, finesse only useful in a few ways : illusions, conjuration (permanent mostly), initiative with fast cast and aiming with spells to avoid parma.

let's study that list :
1/ Illusion is a secondary specialty of another character so not really an option to go creo Imaginem secondary.
2/permanent creo conjuration spells from allowed books suck, rego conjuration is limited to my craft so that doesn't really apply so not really an option at creation, rather a late game goal.
3/fast cast needs masteries --> flawless magic
4/vilano style spells are only good with masteries --> flawless magic

Well the only viable options at creations in my eyes were to go 3+4, but then again maybe I'm missing something... I can certainly go another route and not even try to deal with botch dice from rituals...

I never considered the divination& augury with Arithmetic magic because the cult doesn't teach it, Ir teaches geomancy (which is way less effective) this is probably the best option for augury with the reliable bonus up to +8.
Even with the +4 this might make it worth it at start. This is a huge sink of xp though.

Let me think about it...

I have no particular opinion on 3 people having Flawless Magic, it's a very good Virtue that no matter what other Major Hermetic Virtue you have you also wish you could get. I don't begrudge anyone from choosing it.
I have played very little, so was eager to use a character with it; my magus has some problems studying Arts, so adventures + Independent Study + Flawless Magic was the way to go. Also Scylax was the only Vim expert previously, so it seemed Aegis duties would fall on him, but now there's a ReVi specialist, so it's all good. Hopefully we can gather a bunch of Mastery books better than Q7!

I could drop flawless magic and take Major magical focus (stone instead), I'll drop a version [strike]this evening[/strike] soon. I could even take this and divination & augury.

Maybe something like this ?

Hermetic Prestige (free)
The gift (special)
Hermetic Magus (free social status)
Major magical focus (stone)
Affinity with Terram
Affinity with Rego
Affinity with magic Theory
Affinity with finesse
skilled parens or cautious with finesse (depending on if I need more xp at start or not)
cautious sorcerer
Independent study

Compassionate (minor)
Weak magic resistance (when not standing on solid surface)
Favors (covenant of Alexandria)
Higher purpose (promote better cooperation between covenant) would be promoting giving books, spell etc.. to be held in common by the tribunal (like in Normandy tribunal)
Deficient form (Auram)
Deleterious circumstances (Have harmed another during the day)

I looked over things in depth. I like the finesse-cautious sorcerer combo. I think adding cautious finesse is overkill (-6 botch die min 1 is a bit too cautious?) Skilled parens will give him more xp. What do you think?
I am good with MMA:stone vs flawless magic. You totally dropped creo though :S meh.
Don't go counting out arithmetic magic out yet, for the future. Though priority should be Geomancy augury from the cult right?
All flaws approved ('harmed' as in physical harm I assume? Rule wise I'll have it as causing health lvl damage or other detrimental effect or such, by direct effect.)

Ok, we do a clean up then I'll process him for the forum...

In my understanding cautious finesse and cautious sorcerer apply to different rolls, cautious sorcerer would apply to the casting roll checking whether the spell is cast correctly and cautious finesse to the finesse roll checking how precise he is. I can easily live without cautious finesse.

I'm not sure i need Skilled parens with MMF:Stone, at creation I can take most terram spell with only 5 lvls in techniques and 10 lvls in terram.

i'll change the arts distribution to leave at least 5 lvls in it.

I could take arithmetic magic at creation instead of skilled parens. Skilled parens is just xp, arithmetic magic is something I could not really get later, because the cult doesn't teach it.

I assume the cult would teach Divination & Augury with the method of geomancy and I would then need to make a custom initiation script to initiate the arithmetic method. Is it the way you envision it ?

Would you apply it to anything living or maybe only sentient being or even only humans (or creature he could demonstrate empathy to ?)
I'd prefer only Human, or at least maybe exclude creatures aligned with infernal ? maybe dark Faeries too ?

I'll make another more complete draft with revised arts (with some creo) and spells (maybe with a wall of something for good measure...) probably Wednesday.

cheers.

This actually depends to be honest. How I see it is; Casting an instantaneous spell like Vilano will benefit from both Cautious, while casting an Unseen Porter, then do some fine tuning with it might not. I would probably rule that both apply to both spells. C.Finesse is only 2 fewer dice, but it does reduce it to zero, which C.Sorcerer does not.

From what I see about the Cult of Earth, their scripts are Divination and Augury: Geomancy, Summoning, Dowsing, Puissant Terram, Silent Magic and Spirit Familiar, with flaws of Restriction, Afflicted Tongue, Deficient Auram, No Sense of direction (those are from my copy of tTTpg67 the excerpt). Is there any other place I should look?
Arithmetic magic: you could take it from the get go. Or learn it later, its quite 'easy' in this tribunal to be honest. Your choice.

I'd say Humans, maybe some domestic animals. He has compassionate already and the flaw is for a whole day. So i'd go with humans (excluding supernatural humans, but including humans that have supernatural traits). Everything else is fair game.

There's no other official source that I know of.

I'm posting the draft, I'll change first and second post later whe I have more time.

Childhood
French 5 0 Normandy
Saint malo 2 0 Hiding places
Guile 1 5 emotions
Charm 2 15 first impression
Awareness 2 15 searching
Folk keen 1 5 magus
Brawl 1 5 dodging
45
Later Life
Etiquette 2 15 magi
concentration 2 15
hunt 2 15 tracking
Stealth 1 5
Survival 1 5
Craft stone 1 5 carving
Order of Hermes lore 1 5
Intrigue 1 5
Leadership 1 5
75

Apprenticeship
Artes liberales 2 15 astrology
Latin 4 50 hermetic usage
Parma magica 1 5 mentem
Magic theory 5 50 terram
Code of Hermes 1 5 tribunal procedure
Finesse 2 10 terram
Penetration 1 5 terram
philosophy 1 5 ritual casting
Magic lore 1 5 creatures
Terrae cult 1 5
Classical Greek 1 0 hermetic usage

	155	

Arts
creo 5 15
Intelligo 8 36
Muto 5 15
Perdo 5 15
Rego 8 24
Animalem
Aquam
Auram
Corporem
Herbam
Ignem
Imaginem
Mentem
Terram 10 37
Vim 2 3

	145

MuTe A window of singular direction 15
PeTe Stone to falling dust 20
ReTe Wielding the invisible sling 10
InTe SENSE THE FEET THAT TREAD THE EARTH 30
ReIm Wizard's sidestep 10
ReVi Maintaining the demanding spell 15
(variante sun --> sort lvl 10)
ReTe Unseen porter 10
CrTe A SIMPLE METHOD FOR RAPID VALLATION 35 (HoH:S p 141)
ReTe Unseen porter 5

Transferred the drafted version of the character, take a look. There will be changes.

About the spells: Please add book and page for some I can't find them (or more precisely I can't be bothered to go search >_<) MuTe A window of singular direction 15, CrTe A SIMPLE METHOD FOR RAPID VALLATION 35 (HoH:S p 141)(No idea what this is)

I assume this is the lvl 10 upped to 15 for sun duration?

Two unseen porters? or is it unseen arm?

What do you mean ?

HoH:S is HoH societates but I was wrong this is in true lineage, meh.

MuTe A window of singular direction 15 (Houses of Hermes : True Lineages p141)
PeTe Stone to falling dust 20 (Ars Magica 5th Edition Core rulebook p155)
ReTe Wielding the invisible sling 10 (Ars Magica 5th Edition Core rulebook p155)
InTe SENSE THE FEET THAT TREAD THE EARTH 30 (Ars Magica 5th Edition Core rulebook p154)
ReIm Wizard's sidestep 10 (Ars Magica 5th Edition Core rulebook p147)
ReVi Maintaining the demanding spell 15 (Ars Magica 5th Edition Core rulebook p162) for sun duration for spell up to level 10
ReTe Unseen porter 10 (Ars Magica 5th Edition Core rulebook p156)
CrTe A SIMPLE METHOD FOR RAPID VALLATION 35 (Houses of Hermes : True Lineages p141) that's a better version of the wall spell
[strike]ReTe Unseen porter 5[/strike] dunno what I meant...
Let's take something like CLOAK OF THE DUCK'S FEATHERS ReAq5 (Ars Magica 5th Edition Core rulebook p124)

you're right about maintaining the demanding spell

I finally edited the character sheets. :blush:

Transferred changes and added spells. Please recheck. Two things:

-[tab][/tab] Concentration specialty: spell concentration. I take it that is for actual concentration duration and not spellcasting (I had this conversation with another player too. Its too broad otherwise)

-[tab][/tab] We seem to have a difference of 1 in our combat stats. what am I missing?