Roberto Rodriguez of Flambeau (1226.3)

Roberto Rodriguez of Flambeau:
Characteristics: Int +2, Per +0, Com +0, Pre +1, Str +2, Sta +1, Dex +1, Quik +1
Size: 0
Age: 36; appears 36
Chronology: born in 1190; orphaned in 1197 at age 7, apprenticed in 1200 at age 10; battlefield gauntlet in 1214 at age 24; finishes actual training in 1215 under the guidance of his mentor Santiago; follows Santiago and fights in the Shadow Wars for the next five years; migrates to Normandy in 1220 at age 30 and joins Novus Mane, current year 1226
Decrepitude: 0
Warping: 0 (1)
Confidence: 2 (9)
Virtues: +0 Gifted Hermetic Magus, +F Puissant Ignem, +1 Puissant Creo, +1 Life Boost, +1 Improved Characteristics, +1 Mastered Spells, +1 Self Confident, +1 Skilled Parens, +1 Warrior, +3 Flawless Magic
Flaws: -1 Infamous Master, -1 Reckless, -1 Mentor, -1 Unimaginative Learner, -3 Overconfident, -3 Weak Magic Resistance (when not in possession of a symbol of his Catholic faith, such as a rosary or a crucifix (he carries one of each))
Personality Traits: Reckless +3, Brave +3, Self Assured +3, Introspective +1
Reputations: Infamous Master 3 (Hermetic), House Flambeau Acclaim 2 (Hermetic)

Combat:
Dodge: In +1, Atk n/a, Def +5*, Dmg n/a
Grapple: In +1, Atk +5, Def +5*, Dmg +2
Fistfight: In +1, Atk +6, Def +6*, Dmg +2
Dagger: In +1, Atk +7, Def +5*, Dmg +5
Long sword: In +3, Atk +11, Def* +8, Dmg +8 **
Long sword & Round Shield: In +3, Atk +11, Def* +10, Dmg +8 **
*(add an additional +9 to defense if using Howl of the Steel Weapons or Shriek of the Wooden Shafts, versus the appropriate forms of attack)
**(Dmg +14 if using Sword of the Avenger)

Soak: +1, +3 in studded leather hauberk (add an additional +15 versus heat & flames if using Ward against Heat and Flames)
Fatigue: OK, 0, -1, -3, -5, ko
Wound Penalties: -1 Light (1-5), -3 Medium (6-10), -5 Heavy (11-15), Incapacitated (16-20), Lethal (21+)

Abilities: Artes Liberales 1 (literacy), Athletics 2 (fitness), Awareness 1 (alert), Brawl 4 (fistfight), Charm 1 (wit), Code of Hermes 1 (procedure), Concentration 2 (spells), Finesse 2 (precision), French, Langue D'Oc 3 (tough talk), Folk Ken 2 (warriors), Guile 1 (smarminess), Iberian Area Lore 2 (Reconquista), Infernal Lore 1 (Shadow Wars), Intrigue 1 (allies), Latin 4 (dramatic speech), Leadership 3 (in combat), Magic Lore 1 (mythic beasts), Magic Theory 4 (inventing spells), Mons Electi Lore 1 (surrounding area), Normandy Tribunal Lore 1 (Flambeau magi), Order of Hermes Lore 2 (Flambeau), Parma Magica 5 (Ignem), Penetration 2 (Creo), Philosophiae 1 (ceremonial casting), Profession-Scribe 1 (copying), Profession-Seaman 1 (marine), Profession-Soldier 2 (shock troops), Ride 1 (in battle), Single Weapon 6 (long sword), Spanish, Castellan 5 (banter), Stealth 1 (ambush), Teaching 1 (martial training), Thrown Weapon 2 (spear)

Arts:
Creo 5+3, Intéllego 3, Muto 3, Perdo 5, Rego 8
Animal 0, Aquam 0, Auram 4, Corpus 4, Herbam 3
Ignem 10+3, Imaginem 0, Mentem 3, Terram 3, Vim 3

Twilight Scars & Effects: none
Magic Sigil: style and grace
Symbolic Sigil: a wide seven pointed star
Equipment: hauberk of studded leather armour (partial suit, metal reinforced leather), new long sword, round shield with his sigil, dagger, knife, rosary, crucifix, leather boots & gloves, cloak, gold ring with a small ruby, sigil, arcane connection to Wirth's sanctum, other clothing, magical rein
Other Possessions: lab equipment & assorted accoutrements, oak chest with heavy iron lock, chainmail hauberk, spear, axe, round shield with insignia of Novus Mane, a swift steed, leather barding, miscellaneous gear that an adventurer utilizes, extra sword, additional shield, another three daggers, two & a half bottles of Andalusian wine, assorted accumulated junk
Vis Stock: 2 Ignem & 5 Vim in ring
Encumbrance: 0 (Load 5, Burden 2, Str +2)

Laboratory:
Characteristics: Size +0, Refinement +1, General Quality +0, Upkeep +2, Safety +1, Warping +0, Health -2, Aesthetics +3 (Reputation-Spell Master +2 (Hermetic))
Virtues: +0 Defenses, +0 Guard, +0 Superior Construction, +0 Superior Equipment, +1 Living Quarters, +3 Greater Feature-Spell Circle (inscribed with sigil)
Flaws: -3 Greater Focus-Spell Circle
Specializations: +7 Spells, +1 Vis Extraction

Spells Known:
CrCo20 Purification of the Festering Wound: CT +14, Mastery 1 (Ceremonial Casting)
ReCo15 Wizard's Leap: CT +15, Mastery 3 (Fast Cast, Stalwart, Precision)
ReCo20 Incantation of Paralyzation: CT +13, Mastered 1 (Imperturbable)
InHe15 Shriek of the Wooden Shafts: CT +8, Mastery 1 (Stalwart Casting)
CrIg10 Heat of the Searing Forge: CT 23, Mastery 1 (Penetration)
CrIg10 Lamp without Flame: CT 23, Mastery 1 (Imperturbable)
CrIg15 Test of the Flames: CT +23, Mastery 1 (Resistance)
CrIg20 Flash of Dazzling Light: CT +23, Mastery 1 (Fast Cast)
CrIg20 Pilium of Fire: CT +27, Mastery 5 (Penetration, Fast Cast, Multicast, Quick Cast x2)
Cr(Re)Ig20 Sword of the Avenger: CT +27, Mastery 5 (Imperturbable Casting, Penetration, Fast Cast, Subtle, Lab)
PeIg5 Chill of Winter: CT +20, Mastery 1 (Subtle)
PeIg20 Wizard's Touch of Cold: CT +20, Mastery 1 (Penetration)
ReIg25 Ward against Heat & Flames: CT +22, Mastery 1 (Stalwart Casting)
InTe15 Howl of the Steel Weapons: CT +9, Mastery 1 (Stalwart Casting)
PeVi5 Demon's Eternal Oblivion: CT +12, Mastery 2 (Penetration, Multicast)
PeVi15 Thwarting the Thaumaturgical Threat: CT +12, Mastery 2 (Fast Cast, Stalwart)

Enchanted Items:
Rein of the Equestrian Magus: Lesser Enchanted Device, 4 pawns
.....When Roberto first came to Novus Mane, he rode on a horse using a magical reign, given to him by Santiago.

ReAn40 Command the Mounted Beast:
R: Touch, D: Concentration, T: Ind
.....The rein is worn by the horse and activates automatically, as this is the triggering condition. This effect allows the one who holds the rein to control the horse and ride it, even in battle; despite any defects in the mount or the effects of the Gift. The riders scores in Animal Handling and Riding are used as normal, as you need to know when and what to command the horse to do.
(Base 15, +1M Touch, +1M Conc, +5L Item Maintains Concentration, 10 L Unlimited Use)

Description of New Spells:
ReCo20 Incantation of Paralyzation
R: Voice, D: Conc, T: Ind
.....This spell hold the target’s body completely immobile for the duration.
(Base 5, +2 Voice, +1 Conc)

CrIg20 Flash of Dazzling Light
R: Eye, D: Mom, T: Ind
.....This spell flashes a brief dazzle of light in the target's eyes. This isn't strong enough to blind them, but it can disadvantage them. The target must make a Stamina Stress roll of 9+ or suffer a -3 penalty to all rolls and actions. The next round the penalty is only -1, and it wears off after that. If the roll is botched, the effects are twice as long lasting. This spell is designed to be cast without words or gestures, so that it may be mastered and fast cast in combat to gain an edge on an opponent.
(Base 4, +1 Eye, +3 no Words or Gestures)

CrIg20 Sword of the Avenger:
R: Touch, D: Conc, T: Ind, Reqs: Rego
.....This ignites a flame along the edge of a sword blade, doubling its damage value. More than a simple variant, this spell is intended for use with the Mastery Ability of Imperturbable Casting, because of the difficulty maintaining concentration on a spell during combat. Concentration does not need to be checked every round, as wielding a flaming sword in combat is what the spell is designed to do. But the caster does need to check when he exerts himself in combat or is struck a blow (even if it does no injury). The Rego requisite protects the sword from the flames, allowing the spell to be used repetitively on a weapon with out harming it. This also protects the wielder.
(Base 5, +1 Touch, +1 Concentration, +1 Requisite)

PeIg5 Chill of Winter:
R: Touch, D: Mom, T: Ind
.....The target to feel a sudden chill as they loose body heat, causing them to loose a Fatigue Level.
(Base 4, +1 Touch)

PeIg20 Wizard's Touch of Cold:
R: Touch, D: Mom, T: Ind
.....Inflicts +15 damage from cold.
(Base 15, +1 Touch)

InTe15 Howl of the Steel Weapons:
R: Per, D: Sun, T: Hearing
.....This spell warns you of the danger of metallic weapons with a howling sound signaling motion. This grants a +9 Defense bonus versus metallic weapons, provided you are able to parry or evade the attack, and you can dodge any metallic or metal tipped projectile originating from more than ten paces distance. The howl is only audible to you and cannot be mimicked by voices.
(Base 2, +2 Sun, +3 Hearing)

PeVi15 Thwarting the Thaumaturgical Threat: (CT +4, Mastery 1: Fast Cast)
R: Voice, D: Mom, T: Ind
.....Similar to Winds of Mundane Silence, but scaled down to affect a single spell (even if it is of momentary duration). This will counter or cancel a spell if your roll of a SD + (Level + 10) equals or exceeds twice the level of the opposing spell. For this version (Level 15), the roll is a SD +25 versus an ease factor of twice the level of the opposing spell. Countering another spell as it is being cast requires a successful Fast Cast roll, and thus requires Mastery of the spell and choosing the Fast Cast ability. Canceling an existing spell uses normal Initiative, and no Mastery is required.
(Base 5, +2 Voice)

Books
Grimoire of Roberto of Flambeau , by Roberto of Flambeau (Latin 4)
CrIg15 Test of the Flames:
CrIg20 Pilium of Fire:
InHe15 Shriek of the Wooden Shafts:
InTe15 Howl of the Steel Weapons:
PeVi15 Thwarting the Thaumaturgical Threat:

Development
Roberto's Novus Mane development chronology is irrelevant to this saga. The Mons Electi era begins with Autumn of 1226
Autumn 1226:
Winter:
Spring 1227:
Summer 1227:
Autumn 1227:

Background:
.....Born on the borderlands of New Castile, Roberto was the son of a prosperous freeman. His father was a retired caballero villano turned farmer, raising Roberto to be strong and fierce to follow after his own example. His mother was a Christian Mozarab from Andalusia, and is the one who instilled Roberto with his deeply rooted belief in Christianity and his introspective sense of honor. However, he was orphaned at age 7 when his home was razed by raiders from a nearby Tafia. No one wanted to take him in because his emerging Gift disturbed them, so he fell in with gangs of thugs that accepted him because of his courage and sheer tenacity. But these fleeting friendships never lasted long.
.....At age 10 he joined a band of Almogavars, the Segovia Company. Initially he served as a lackey; shield bearer, spear carrier, messenger, errand boy, etceteras. Little did he know, but the leader of the mercenary band, Joel Muniz, was secretly a Flambeau magus (with the Gentle Gift), and had recruited this angst ridden strange lad to be his apprentice. Because they knew of their captain's special interest in the boy, the mercenaries begrudgingly accepted Roberto in spite of his Gift. Though he still suffered social difficulties, his bold personality and knowledge of warrior culture helped him overcome this and gain acceptance.
.....Roberto saw his first battle that year and had already learned how to kill a man with a sword before he was eleven. Joel took the lad aside and introduced him to the Hermetic Mysteries of the Flambeaux (opened Roberto to the Arts). However, instead of using him as a lab assistant or tasking him to wizardly chores, Roberto's master employed him as a shield grog on his many adventures and expeditions. He was trained rigorously in the field, taught how to use his magic to his best tactical advantage, and more importantly, to master each and every spell he knew. His parens pursued a relentless grudge against the Almohades, which Roberto enthusiastically participated in.
.....Roberto earned his Gauntlet on the field of battle, attested to by Santiago of Flambeau, the magus who became his mentor. Santiago was an amicus of Roberto's master (Joel was once his mentor), but more subtle and restrained in his methods. Santiago completed and furthered Roberto's training, and the two adventured together for a few years fighting the Shadow Wars. Santiago tries to steer him towards a more enlightened mindset. Indeed, Roberto had satiated his vengeance in his apprenticeship and does not hunger for war. Rather, he seeks adventure. However, because of the infamy of his pater, other magi look at him with scorn, expecting him to be nothing more than a blood-thirsty hot head. The fact that he is overconfident and reckless does not help to assuage this reputation, but his confidence and skill help him accomplish some pretty daring deeds. His mentor tries to use this to steer Roberto towards activities that will reverse the negative reputation that is the legacy of Roberto's parens. To that effect, Roberto has left Iberia and, with the recommendation of his mentor, he has come to participate in the revitalization of Novus Mane.

Saga of Joel Muniz, Knight of Seneca
.....Joel Muniz of Flambeau was Roberto's parens, the one that left him with the legacy of the Infamous Master Flaw. Some call him hero, some call him dastardly villain. Santiago called him brother. Roberto respects his memory, but he personally thinks that there was something seriously wrong with the man. Joel is an often misunderstood character, by both his friends and his enemies, and both his supporters and detractors admit that his actions and death are a complicated debate to say the least.
.....Joel possessed a rare trait amongst Flambeau magi. He had the Gentle Gift. He was also quite the skilled magus, but his social skill amongst fighting men gave him an edge his fellows lacked. It also allowed many of his actions to passed unnoticed by his fellows, for no one knew that it was a magus who was captain of the mercenariy band of almogavars and caballeros known as the Sergovia Company.
A driven and passionate magus, his hatred for his enemies can easily be misconstrued as intolerant bigotry, for he loathed the Almohades with every fiber of his being. Joel was a member of a prestigious societas known as the Knights of Seneca, known for their love of adventure and excitement; they also have a history of conflict with wizards outside the Order. At one time this included the Sahirs, but they formed an alliance with them against the Almorovide Marabouts (the Sahirs are mostly Umayyad, and the fundamentalist Almororvides and later Almohades hate Sahir magic).
.....So, in truth, Joel's anger was not against Islam at all. His wife, Jasmine, was an Andalusian princess and a sahira. His wrath was directed solely at the Berber Almohades, who murdered her. He blamed himself, for it all happened while he was away on one of his many adventures, a vainglorious quest, and he pursued his vengeance unto his dying day. He carried out his wrath upon mundanes though, and the extent of his law-breaking will probably never be fully known.
.....It was while carrying out his secret mission that Joel met Santiago. In those days, Santiago was a reckless young hothead who was eager for nothing but battle. It was Joel who mellowed him out and taught him to be more focused and orderly, like a professional soldier. Ironically, it is Santiago who took the more enlightened path in the long run, for he eventually matured into a pious and faithful Christian, and as one of the Hoplites of the Order, he seeks to further the cause of righteousness and justice.
.....Roberto joined the band of mercenaries when he was only 10 years old (1200). At first he was just a hanger-on, earning his food by carrying gear and fetching drink. Though the warriors found him odd and disturbing, they admired his tenacity and aggression. When the camp was attacked in a raid, Roberto proved his worth in battle when he picked up a sword and killed one of the intruders in a quick but fierce fight. Joel took notice when his men began speaking of this strange boy who earned their begrudging respect. He placed the lad on special duty, testing his prowess and ferocity. Pleased with his find, he eventually pulled him aside for special training.
.....Though an apprentice, Roberto received no special treatment. He was still a soldier and obeyed all of his superior officers. The reason Roberto holds Joel in such high regard, despite his infamy, is because of the valuable lessons he taught him. Not just magic, but more importantly, lessons about respect and honor. It was Joel that gave him confidence, made him a leader of men, and taught him to overcome the handicap of his gift and to persevere against adversity.
.....Joel and his mercenary band, including Roberto, participated in the great battle of Las Navas de Tolosa. He was not the only magus guilty that day, for it was a very chaotic conflict full of subterfuge and intrigue on all sides; mundane and arcane. Many Dark Secrets, Infamous Reputations, and bitter Enemies were made that day. Magi don't speak of it, No charges ever brought forth. Nothing but a code of silence and a few longstanding grudges. Santiago was there too. His participation is a Dark Secret, whereas Joel became infamous. Joel got carried away. The battle was so fierce and violent that slanderous rumors became attached to the event. For example; the Shadow Flambeau had nothing to do with the battle, yet it has become a fixed part of legend that they were the secret leaders of both armies, playing a game of diabolic chess with the blood and souls of mortals.
.....Joel's infamy is not the taint of diabolism though. But the revelation that he was the secret leader of this mercenary company was a shock to many and caused the Knights of Seneca to have to face accusations that they were participating in the Reconquista yet again (which is perhaps why they where so vehement in their war to eradicate the Shadow Flambeau). If Joel had faced Tribunal for his actions, he probably would not have been renounced, but he surly would have been severely punished.
.....But Joel never faced tribunal, for he himself was slain in that very battle. He was decapitated by an axe wielding Ghul conjured against him by an unknown enemy wizard. Roberto avenged his master and destroyed the fiend, earning his battlefield gauntlet. The tribunal would have probably taken away his familiar and destroyed his talisman. His familiar was also killed, and his talisman broken. Roberto was innocent because he was only an apprentice at the time. Santiago's participation in the battle and the activities of the mercenaries before that was (and still is) unknown. He claimed that he was just as shocked by his friend’s actions as anyone else, and of course neither he nor any of the other Knights of Seneca knew anything about the Caballeros. They all stood up for Roberto though, and claimed that since he survived and was on the triumphant side of a battle that his master was slain in, this qualified as his Gauntlet.
.....Roberto was thus officially a sworn magus at the age of 24 (1214). Aftarwards, Santiago took him under his wing and furthered his training, most importantly it was he who taught Roberto te final secret of Parma Magica and which is why he had inherited the same Flaw (Weak Magic Resistance unless in possession of a symbol of his faith). As his protégé, Roberto fought alongside Santiago in the Shadow Wars, the struggle to eliminate a cult of Infernalists that infiltrated the Order. This was a cathartic part of Santiago’s career, which is the reason he has become more faithful and pious in his maturity. Roberto himself is not infamous, only his dead former parens. Roberto’s heroism alongside Santiago exonerates him in the eyes of fellow Flambeau magi. However, none of the acclaim is his because he was just a sidekick. It is believed that the Shadow Flambeau have been eliminated, but the Iberian magi are ever vigilant. Having reached the proper age of a young journeyman magus, Santiago decided it was time for Roberto to go and make his mark in the Order.
.....Now a mature magus, Santiago has recently joined the Cult of Mercury, where he had met (the former master of Aelianus Robur Ex Verditius). He was saddened to hear that his new friend had passed on, and was also disappointed to hear what a shamble the old mans covenant had become. He hopes that Roberto will help make it great again, and make something of himself in the process. Santiago sent Marcello along with him, his only (and failed) attempt at training an apprentice of his own.
.....In the past six years, Roberto has done quite a bit to make a name for himself. He has exposed Leolinus of Jerbiton as an Infernalist, he secured the sovereignty of Novus Mane by triumphing in single combat, he helped to defeat the Witches of Thessaly and their demons in Greece, he has flown a ship across the English Channel, dealt with the Bone Merchant, invented several new and useful spells, and much more.
.....But now it is time for a new chapter in Roberto's life. Santiago wrote to him seeking assistance in some disturbing intrigues withing House Flambeau. To that end, e migrates to the covenant of Mons Electi in 1226. It is with a heavy heart that he departs his sodales at Novus Mane, but duty calls and Loyalty compels.

Arrrrrrgh! Too large and complicated to edit with this phone! I will just post major changes (chronology, arts & abilities, and such), and fold them in latter at the library. No new spells.
Stupid phone...

So what school would you say he is a part of? Off hand it seems like he's a either a hybrid and combines the School of the Founder and the School of Ramius. Or perhaps one of those is a primary and the other is a fall back. He certainly has the goods for Ramius.

My experience with posting on my phone or iPad is that it sucks. You might want to consider something like Evernote, which you can use to edit text and save it local to your phone, and you can use it to keep other information for the saga handy. ForumRunner kinda sucks. And I've had both it and the web browser timeout on posting long replies. I got into the habit of copying the text onto the device's clipboard, just in case the page refreshes at an inconvenient time, or my post has timed out.

New Chronology: born spring 1190; orphaned in 1197 at age 7; apprenticed at age 10 in 1200; battlefield gauntlet in 1214 at age 24; finishes training under his mentor Santiago in 1215 at 25; follows Santiago fighting the Shadow Wars for the next few years; migrates to Normandy in 1220 and joins Novus Mane at age 30; begins new set of adventures in 1226 at age 36.

School of Delendos, Lineage of Flambeau, Knights of Seneca (a societas flambonis).
Reference issue #3 of Sub Rosa, or just consider it a homebrew using the RAW from ArM5 & Societates.

In addition to the items listed above, Roberto has accumulated the following...

iron bound oak chest w/ heavy iron lock, chainmail hauberk, round shield with his sigil, another sword, a few spears, axe, a swift steed, riding gear, leather barding, camping gear, bed roll, some rope, hook, three bottles of wine partially full, miscellaneous junk and etceteras

Edited together Roberto's character sheet. Some last minute adjustmets and reassignment of dangling xp so he can start this saga with solid whole scores. I also dropped the Strategy ability, for it does not exist in 5th edition and I became later convinced that such is actually a specialization of Leadership or some such.

My math may be a bit off by a half xp or so, and my casting totals need to be double checked.
And I forgot to update his combat skill...

Carlos Guiterez (grog)
Cronology: Born in 1190, became an almogavar in the Sergovia Company in 1205 at age 15 and meets Roberto, enters Roberto's service in 1214 at age 24, migrated to Normandy in 1220 at age 30, currently age 36 in 1226
Characteristics: Int +0, Per -1, Com +0, Pre +2, Str -1, Sta +0, Dex +2, Quik +2
Size: -1
Age: 36
Year: 1226
Decrepitude: 0
Warping: 0 (0)
Confidence: 0
Virtues: +0 Covenfolk, +1 Lightning Reflexes, +1 Venus' Blessing, +1 Warrior
Flaws: -1 Carefree, -1 Small Frame, -1 Weakness (women)
Personality Traits: Loyal +1, Brave +1, Loves the Ladies +2, Relaxed +3
Reputations:
Combat:
Dodge: In +2, Atk n/a, Def +6, Dmg n/a
Grapple/Fistfight: In +2, Atk +6, Def +6, Dmg -1
Knife: In +2, Atk +8, Def +7, Dmg +1
Short sword: In +3, Atk +10, Def +8, Dmg +4
Soak: +0
Fatigue: OK, 0, -1, -3, -5, ko
Wound Penalties: -1 Lt (1-4), -3 Med (5-8 ), -5 Hvy (9-12), Incap (13-16), Dead (17+)
Abilities: Animal Handling 1 (horses), Athletics 1 (acrobatics), Awareness 2 (details), Bargain 2 (fence), Brawl 4 (knife), Carouse 4 (drinking songs), Spanish-Aragonese 5 (rhymes), Charm 4 (ladies), Flemish 3 (local slang), French 2 (talking to women), Folk Ken 3 (covenfolk), Guile 3 (innocent face), Iberia Area Lore 2 (legends), Leadership 2 (hair brained schemes), Legerdemain 3 (tricks), Music 4 (guitar), Netherlands Lore 1 (where the party is at), Order of Hermes Lore 1 (Iberia), Profession-Soldier 2 (shield grog), Ride 2 (travel), Single Weapon 4 (short sword), Stealth 3 (hide in shadows)
Equipment: Spanish guitar, knife, short sword
Encumbrance: 1 (Load 1, Burden 1, Str -1)
Background: Carlos was a young almogavar (shield grog) that was recruited by Joel Muniz a few years after Roberto was apprenticed, serving in various duties together as their master's private guard and accompanied him on various escapades. They have fought alongside each other in many skirmishes and have participated in battles (they were at Las Navas together), plus many several other adventures grand and trivial. After Joel's death at Las Navas, Carlos entered Roberto's service as a trusted right hand man. He followed Roberto during the Shadow Wars, and afterward migrated to France along with him.
Carlos is the same age as Roberto (a few months younger actually), and they have known each other for more than twenty years, over half their lives. He has become familiar with his friend's Gift, but it isn't the sort of thing one gets used to. It still irks him at times, but long ago he learned to look past it. But on many occasions they have shared the protection of Parma Magica, and though these are usually times of tense danger, Carlos has glimpsed the man behind the Gift and understands him. New magi that he is not familiar with may cause him more discomfort, but he knows what is happening and has learned to expect it. Familiarity goes both ways. Carlos will often joke with Roberto in impropritous ways, and if he has a better grasp of the situation at hand (usually a social one), he has a tendency to take conrol and steer Roberto in the direction that is best.
Carlos knows how to work fight, but he would much rather play and love. He is also pretty lazy. In metagame terms, Carlos is simply not motivated enough to be a companion, for even in his frivolous activities he is laid back. He knows how to sing and play guitar with competence, but he is not good enough to be an entertainer. He knows how to scrounge a living as a rogue and a thief, but he would much rather have honest easy employment. Though he is a veteran fighter who has shed blood, he always tried to pull the easiest lightest duty he could; and though he is a skilled swordsman, he isn't what you would consider a front line soldier. He is still in pretty good shape, but at 36 years old he is far past his prime. Fortunately, Roberto does not employ him as a soldier or shield grog. Still, the man knows how to fight if need be. He is lithe and wiry, and though small, he is fast and precise with his strikes.
Carlos is also blessed with the sort of rugged good looks that ladies seem to find attractive, not too hard or too soft, and he has aged well. He has black hair and olive skin, clean shaven, and a smile full of clean intact teeth with no visible cavities (a rare thing in the middle ages). He is most alive in social settings, especially when ladies are present. He can get a crowd going singing rounds of drinking songs, or entertain them with a ballad or a flamenco on his guitar. His fondness for the ladies and they for him can sometimes lead to trouble. The only stronger desire in him is relaxation. Some may call him a moth drawn to a flame, but those who know him well say he is more like the flame drawn to the moth, for his skill in the art of romance is almost magical, a mystery even he does not understand completely.

Pedro Herrero (grog)
Cronology: Born in 1186, apprenticed as a smith by his father at the young age of 7 in 1193, continues training under his father and grows up in the Sergovia Company, first takes up arms at age 12 in 1198, first meets Roberto in 1200 at age 14 (Roberto was 10), first meets Carlos in 1205 at age 19 (Carlos was 15), father dies in 1207, fights at Las Navas in 1214 at age 28 and witnesses a third of the Sergovia Company slain, the Sergovia Company disbands and he enters Roberto's service in 1215 at age 29, migrates to Normandy in 1220 at age 34, currently age 40 in 1226
Characteristics: Int +0, Per +0, Com -2, Pre -1, Str +3, Sta +2, Dex +2, Quik -1
Size: 0
Age: 40
Year: 1226
Decrepitude: 0
Warping: 0 (0)
Confidence:
Virtues: +0 Covenfolk, +1 Puissant Craft-Blacksmith, +1 Warrior, +1 Tough
Flaws: -1 Temperate, -1 Dutybound, -1 Higher Purpose
Personality Traits: Stoic +3, Loyal +2, Self Righteous +1
Reputations:
Combat:
Dodge: In -1, Atk n/a, Def +4, Dmg n/a
Grapple: In -1, Atk +7, Def +4, Dmg +3
Fistfight: In -1, Atk +8, Def +5, Dmg +3
Hammer: In +0, Atk +12, Def +6, Dmg +11
Long Spear: In +2, Atk +10, Def +5, Dmg +10
Soak: +5
Fatigue: OK, 0, -1, -3, -5, ko
Wound Penalties: -1 Lt (1-5), -3 Med (6-10), -5 Hvy (11-15), Incap (16-20), Dead (21+)
Abilities: Athletics 3 (lifting), Awareness 2 (danger), Brawl 5 (fistfight), Craft-Blacksmith 7+2 (Toledo Style*), Concentration 3 (on work), Flemish 3 (local slang), Guile 3 (straight faced), Iberian Area Lore 3 (Austurias), Leadership 3 (work), Normandy Lore 2 (local craftsmen), Profession-Soldier 3 (camp customs), Single Weapon 6 (mace or hammer), Spanish-Leon 5 (stern lectures), Teaching 2 (blacksmithing), Thrown Weapon 3 (spear)
*otherwise to say "strong sharp blades"
Equipment: Hammer, tools,
Encumbrance: 0
Background: Pedro is a little bit older than Roberto or Carlos, but acts as if he were a generation ahead of either of them. He is stoic to a fault, hard working, dour, and stalwart. He isn't a very complicated man and isn't given to many words. He is serious about his work, having transitioned from soldier to a very adept blacksmith, and was trained in the Toledo style of craftsmanship by his father (also named Pedro). He grew up amongst soldiers, Pedro Senior was an almogavar whose wife was a cook and camp follower. Pedro Senior was also the camp blacksmith, and began training his son at a young age. In the boy's eyes, the Sergovia Company was his family, and when he grew large enough, he took up the spear service as a soldier. He first met Roberto when the company's captain recruited the strange suspicious kid for some unknown but important reason.

Junior VanHalen
Chronology: Born in 1207, sailed Devil's Teeth with father in 1216 at age 9, first sails with pirates ate age 10 in 1217, encountered Sea Hag in 1220 at age 13, currently age 19 in 1226
Characteristics: Int +0, Per +1, Com +0, Pre +1, Str +2, Sta +1, Dex +2, Quik +1
Size: 0
Age: 21
Year: 1226
Decrepitude: 0
Warping: 1 (5)
Confidence:
Virtues: +0 Covenfolk, +1 Affinity with Brawl, +1 Improved Characteristics, +1 Puissant Brawl
Flaws: -1 Reckless, -1 Social Handicap, -1 Warped by Magic*
Junior was exposed to the magic of the sea hag when he was a child, afflicting him with warping. Gaining a Warping Score of 1, he acquired the Minor Flaw of Prohibition (or call it Minor Malediction). He cannot sail on a ship or ride a boat that has a woman on board, or it will sink (or crash or whatnot). This does not apply to animals or supernatural beings with a might score, only human women, and the ship will sink regardless of any known precaution. Because of his early childhood exposure to magic, Junior may spend experience points in Magic Lore.
Reputations:
Combat:
Dodge: In +0, Atk n/a, Def +0, Dmg n/a
Soak: +0
Fatigue: OK, 0, -1, -3, -5, ko
Wound Penalties: -1 Lt (1-5), -3 Med (6-10), -5 Hvy (11-15), Incap (16-20), Dead (21+)
Abilities: Athletics 1 (climb), Awareness 1 (in a fight), Bargain 1 (shady deals), Brawl
6+2 (bar fights), Carouse 3 (games of chance), Folk Ken 2 (rabble), Guile 1 (play ignorant), Leadership 1 (intimidation), Magic Lore 2 (the sea), Netherlands Lore 2 (coast), Profession-Seaman 4 (dangerous waters), Survival 1 (at sea), Swim 3 (underwater)
Equipment:
Encumbrance: 0
Background: Johan VanHalen Junior is uncultured, uncouth, and uncautious. But the lad can fight! His bravado and brawn caught Roberto's interest. That and because of his family's association with his covenant, he took Junior on as a grog to keep him out of trouble. Roberto often pairs him up with Carlos, who often gets him in trouble, but usually manages to get him out of it again.
Junior's father was an alchoholic and a notorious pirate. His mother operated a clandestine outlaw haven/tavern and trafficked stolen cargo (and was a compulsive thief). They were the best parents a kid like Junior could have ever wished for. Johan VanHalen Senior was (and still is) a sailor of legendary skill (Junior will brag about how he rode along clinging to the mast, while his pop successfully sailed through the Devil's Teeth during a raging storm while completly drunk).
Junior's freewheeling outlaw father and permissive bawdy mother are the biggest, if not the best, influences in his life. He started drinking at an early age, got into bar brawls with adults twice his size, sailed with his father unheeded in dangerous waters, and more. But he is nigh feerless, and he is a gifted brawler. He is also a skilled sailor, though not nearly to the degree of his father (and there is the prohibition to be mindful of).
Junior's encounter with the Sea Hag occured when he was thirteen, the same night in which a great storm had struck his little harbor town (Novus Mane) and capsized the ship. Heedless of the storm's danger, Junior was the first on the scene and saw the hag dancing in the winds over the ship. She saw him too, and whisked him off into the winds to toy with him. Tossing him around in the air for awhile, then dropped him in the watter to watch him struggle in storm driven waves that tossed him around and slapped him. Then she turned him into a little fish while she chased him around as a big fish. Then she flung him from the sea as a wet dog (it was winter), leaving him to scamper off and whiper until the transformation wore off at sunrise. Since that night, Junior decided that women and ships should have nothing to do with each other.
The old band of pirates disbanded, some sailing off their own way and others finding legitimate employment as fishermen (that is to say actually, they changed their racket and operated under the cover of fishermen working for a local covenant of magi). This begins his familiy's association with Roberto's covenant, and his habbit of getting into brawls at his mom's clandestine haven house tavern. His youthful encounter with magic marked him (with warping points), and magical myths (especially of the sea) have piques his interest vere since. Living amongst magi has fuled that curiosity and enabled him to pursue it. At the tavern, junior has associated with all manner of onery and shady folk (he often hung out with Carlos there). As for bar-brawling, he has gone undefeated for the past seven fights in a row (including one against a huge Englishmen thick as an oak tree partnered with a French guy just as big but twice as mean).
The last ship Junior was on sank because one of the seaman was a woman disguised as a man (or so he will insist was the cause). So for now he has decided to try life on land, joining Roberto's entourage upon this latest expedition of his.

I still have to write up stats for two more grogs, custodes sent by Santiago to serve Roberto. Coming soon...

You have sparked my imagination, and I decided to make a breakdown of Roberto's V&F's and how he came by them.

In reference to Roberto's lineage, school, societas, training, etceteras (when/how his Virtues & Flaws were acquired)...
The Gift is something he was just born with for reasons that have never been explored (nor am I that interested). Improved Characteristics comes from his parents :wink:, and Reckless is an inborn personality trait (or maybe he picked it up from his father, who was likewise bold). Warrior begins with the early childhood training he received from his father and continues with his training as an Almogavar. Overconfident and Self Confident are a result of his total life experience.
As for his Hermetic Virtues and Flaws, these come from a variety of sources. Life Boost is a raw natural talent that his parens did not have. Joel's regiment of training and the additional training he received under Santiago explain Skilled Parens and Mastered Spells. Joel's training also resulted in Unimaginative Learner, for he thought it was frivolous to waist vis in such a way (and had the same flaw himself). Flawless Magic was also a result of his master's training, so rigorous was his training in such regards. Likewise, Joel had this virtue, and the magic he taught Roberto has distinctive traits of Mercurian tradition (though neither Roberto nor his parens ever put much thought to that or even bothered to notice it). Roberto is of the school and lineage of Delendos, whom the Knights of Seneca (his societas) claim was of the lineage of Flambeau. From this he gains both Puissant Ignem and Puissant Creo, which is his free house Virtue and which is bought as a Minor Virtue is irrelevant. Roberto has them, his master Joel had them, Joel's parens as well and on back to Julius filius Delendos.
Infamous Master is a result of Joel's violation of the Oath and Code by participating in mundane wars. Santiago took him under his wing as a Mentor. Since Roberto earned his gauntlet under sudden and unexpected circumstances that rendered Joel unable to teach him the final secret of Parma Magica (since he died), this was left up to Santiago. Because of some unknown quirk Santiago had acquired in his magic around that time, Roberto's magic resistance is dependant upon his Catholic faith. When conducting his Parma Magica ritual he incorporates prayers to Saint James and the Virgin Mary. He also suffers from the Flaw of Weak Magic Resistance when not in possession of something symbolic of his religion, such as a crucifix or a rosary (he carries one of each).

75bp of covenant resources...
Items given Roberto by Santiago with the intent of sharing them with Mons Electi in effort to earn their favor.

Grimoire of Novus Mane, by Roberto of Flambeau, 120 levels of spell lab texts (24bp)
Cr(Re)Au30 Wings of Soaring Wind
CrCo30r Gentle Touch of Asclepius
ReCo35 Leap of Homecoming
PeIm10 Hide from Prying Eyes (As Veil of Invisibility, with R: Personal, D: Conc)
ReVi15 Transfer the Essence of Vis

Pyromancy, by Incedius of Flambeau, 55 levels of lab texts (11bp)
CrIg5 Palm of Flame
CrIg25 Arc of Fiery Ribbons
CrIg25 Coat of Flame

Scroll of Santiago, by Santiago of Flambeau, 100 levels of spell lab texts (20bp)
MuAn15 Doublet of Impenetrable Silk
MuHe15 Aegis of Unbreakable Wood
CrTe15 Sword from the Unseen Scabbard
MuTe25 Hardness of Adamite
PeTe30 Hauberk of Sublime Lightness

Title & Deed to a Share of Tagus: Vis source yielding 4 Ignem per year (20bp)
Granted by Master Santiago, approved by Grandmaster Antonio.
The Knights of Seneca hold a collective claim to an isolated valley near the Tagus River in Spain. In said valley exists a weak magic aura, and the herbs and other natural objects accumulate vis in the Form of Ignem. This deed entitles Roberto to a share of this vis and use of this land, yielding an annual dividend of 4 Ignem. Santiago's intent is for Roberto to share this vis with his new covenant, but if he is not accepted or relocates, the deed goes with him. It is not necessary to travel to Spain to harvest the vis. It may instead may be acquired from Redcaps who hold a small reserve on account in the name of the Knights of Seneca.

not taking your bridle?

it's on the list, towards the top with his other posessions. I refer to it as the rein of the equestrian magus. Still, as you may recall, he is not much of a horseman, he's infantry.

Reviewed all this and it looks good, though I haven't run the numbers (let someone with that Windows-ridden Metacreator handle that!)

I particularly like the flavor of your vis source incorporating access to the lands as well as the source. And I think it's neat how you divided your scrolls into Grimoires, though I think you miss a beat by doing so -- Why throw such a huge chunk of spell points into the Novus Mane Grimoire? Make it three grimoires, representing a third element to your history.

Off to read your grogs now...

Mons Electi is the third part of his history now :slight_smile:
Dividing spells into grimoires/tomes/etc is an old-old habbit. The idea is to think on how many levels a magus/scribe could write out in a season (Latin x 20 / Scribe x 60), and try for that number. For the NM grimoire, those are mainly spells Roberto eventually wants to learn, and indeed some were my player picks back when we built that covenant.
I revised things a bit, and I will hike the laptop 2 library 2morrow to post that and the two other grogs. I drop the spells JL was uncomfortable with, change Santiago's scroll to all armament spells from societas, and increase the vis source to 4pwns/yr. My idea is that I am to use the vis source to sorta bribe my way in to your covenant :slight_smile:

Allen Girrard,
Chronology: Born in 1197, currently age 29 in 1226
Characteristics: Int +0, Per +1, Com -1, Pre -1, Str +3, Sta +1, Dex +1, Quik +0
Size: 0
Age: 29
Year: 1226
Decrepitude: 0
Warping: 0 (0)
Confidence:
Virtues: +0 Almogavar, +1 Hermetic Experience, +1 Premonitions, +1 Warrior
Flaws: -1 Compassionate, -1 Dutybound, -1 Close Family Ties (Lumina Company)
Personality: Loyal +3, Brave +2, Cares about People +2, Serious +1
Reputations:
Combat:
Dodge: In +0, Atk n/a, Def +4, Dmg n/a
Fistfight: In +0, Atk +6, Def +5, Dmg +3
Dagger: In +0, Atk +7, Def +4, Dmg +6
Axe (w/Round Shield): In +1, Atk +11, Def +6 (+8), Dmg +9
Thrown Axe: In +0, Atk +8, Def n/a, Dmg +9
Soak: +7
Equipment: chain mail hauberk, axe, round shield, dagger, short sword
Encumbrance: 0 (Load 8 = Burden 3, minus Str +3)
Fatigue: OK, 0, -1, -3, -5, ko
Wound Penalties: -1 Lt (1-5), -3 Med (6-10), -5 Hvy (11-15), Incap (16-20), Dead (21+)
Abilities: Animal Handling 2 (pack animals), Athletics 3 (climb), Awareness 4 (keep watch), Basque Language 4 (family), Brawl 4 (fistfight), Carouse 1 (stay sober), France Lore 2 (Gascony), French-Langue D'Oc 5 (Gascony), Folk Ken 2 (soldiers), Latin 3 (talking to magi), Leadership 2 (intimidation), Magic Lore 1 (monsters), Order of Hermes Lore 1 (Famous Grogs of the Order), Premonitions 4 (martial), Profession-Soldier 4 (siege), Single Weapon 5 (axe), Ride 1 (travel), Survival 2 (sieges), Thrown Weapon 4 (axe)
Background: Allen Girrard is from the Gascony region of France, of Basque heritage but French in culture (as is common in his region). He first became a mercenary around age 15, but did not see his first battle until he was 19. The next few years of his life were hard and grueling years of strife and war, this-that-these-and-others. Petty nobles constantly squabbling. He first encountered the Knights of Santiago when he was 23, hired by Santiago to serve in his Lumina Company (see below). He does not arm or equip himself the way a traditional Almogavar would, being more experienced with the heavier Frankish style. His partner Albert prefers a more lightweight style, for he is a traditional style Almogavar. However, they have influenced each other (martial tactics is their favorite banter topic), and they are each equipped with a medium weight class of armaments (an optimal balance of protection and maneuverability).
To most initial perceptions, Allen may seem utterly grim and serious at all times. But in reality he is quite cheerful and friendly, which is most evident when he is off duty amongst friends and family. To others though, it is all business-face all the time.
His past six years in the Lumina Company have been good to him; the pay is excellent, the fights are few (though fierce), the rations are plentiful, and the amenities unique. He has even gotten his two brothers to join the company, and made many close friends amongst the mercenary band.
Allen has a minor Supernatural talent in the form of Premonitions. Minor traits such as this are common in his family (his brother has Second Sight for example). But Allen has never put much effort into thinking about this. In his mind, his precognitive ability (or "sense for danger") is actually a highly attuned combat intuition coming from years of experience and his brother just has really good eyesight.

Alberto Hernandez,
Chronology: Born in 1194, joined Segovia Almogavars in 1210 at age 16, fought at Las Navas in 1214 at age 20, Segovia Company broke up and he drifted for a few years until recruited by Santiago in 1220 at age 26, currently age 32 in 1226
Characteristics: Int +0, Per -1, Com +1, Pre +0, Str +2, Sta +0, Dex +2, Quik +1
Size: 0
Age: 32
Year: 1226
Decrepitude: 0
Warping: 0 (0)
Confidence:
Virtues: +0 Almogavar, +1 Hermetic Experience, +1 Tough, +1 Warrior
Flaws: -1 Dutybound, -1 Lingering Injury, -1 Optimistic,
Personality: Loyal +3, Brave +2, Cares about People +2, Serious +1
Reputations:
Combat:
Dodge: In +0, Atk n/a, Def +5, Dmg n/a
Wrestle: In +0, Atk +7, Def +6, Dmg +2
Knife: In +0, Atk +7, Def +6, Dmg +4
Shortsword (w/Round Shield): In +1, Atk +9, Def +6 (+8), Dmg +7
Spear (w/Round Shield): In +1, Atk +9, Def +6 (+8), Dmg +7
Thrown Spear: In +1, Atk +9, Def n/a, Dmg +7
Soak: +6
Equipment: metal reinforced leather hauberk, round shield, short sword, knife, (sometimes a spear or two)
Encumbrance: 0 (Load 5 = Burden 2, minus Str +2)
Fatigue: OK, 0, -1, -3, -5, ko
Wound Penalties: -1 Lt (1-5), -3 Med (6-10), -5 Hvy (11-15), Incap (16-20), Dead (21+)
Abilities: Animal Handling 1 (herd animals), Athletics 3 (run), Awareness 3 (alert), Brawl 5 (wrestle), Carouse 2 (drinking songs), Catalan 3 (Barcelona), Charm 1 (wit), French 1 (slang), Folk Ken 2 (soldiers), Hunt 2 (trap), Iberia Lore 2 (Aragon), Latin 3 (talking to magi), Leadership 3 (combat), Magic Lore 2 (wizards), Order of Hermes Lore 2 (Flambeau magi), Profession-Soldier 3 (march), Single Weapon 5 (spear), Ride 2 (travel), Spanish-Aragonese 5 (banter), Stealth 3 (ambush), Survival 2 (forage), Thrown Weapon 5 (spear)
Background: Alberto Hernandez is a veteran Almogavar, and served in the Sergovia Company of Joel Muniz. That company broke up after Las Navas in 1214, and Alberto drifted off and found employment as a Bouncer in a Barcelona tavern. Santiago and (insert name of captain/companion of Santiago) tracked him down years later and convinced him to join the Lumina Company. Fed up with his hum-drum life since the war, he agreed, and for the past six years things have worked out well all around.
Albert has a Lingering Injury, wounded twelve years ago by a spear in the thigh. This inflicts a -1 penalty to physical actions (figured into his combat stats). If he botches a physical action, this aggravates the injury and the penalty becomes -3. The condition will worsen with age, multiplying the penalty by (1 + his Decrepitude score).
Note that, though he served in the same Sergovia Company as Roberto, the two did not know each other. He knew Pedro somewhat and was acquainted with Carlos, but Roberto was just the creepy guy who served the boss. Santiago is also eerie, but (Santiago's companion) convinced him.

The Lumina Company
The Lumina Company was formed by Santiago in 1220 to serve as his personal retinue, and are also deployed under the command of other magi of his societas. The core of the group were recruited from Iberia, mainly veterans of the Sergovia Company that once served his mentor. The Sergovia Company lost a third or more of its numbers at Las Navas, along with the magus who led them. They broke up and went their separate ways, but Santiago managed to track down and convince a handful to follow him. However, six years later, the majority of the Lumina Company consists of mixed mercenaries from the various regions Santiago has wandered, adding those he feels have special qualities that may be of use. Most usually this is having some experience with the supernatural and/or familiarity with Hermetic magi. A few were chosen for possessing some unique or perhaps supernatural ability (such as Intuition, Premonitions, or Second Sight). Exceptional skill at arms is always a desired quality, but not without the aforementioned ones.
Though hailing from a diversity of regions and cultures, the traditional code and associated customs of the Almogavars is still the center of their camaraderie. Similar traditions are found in mercenary bands throughout Europe, mandating a code of conduct and personally administered military law. The Lumina Company are not custos (though they may be casually referred to as such in parlance amongst magi). They are paid mercenaries. As loyal as they may be, they expect to be paid; and associated with magi (as employees, not servants), they also expect to be rewarded with magical benefits such as longevity or enchanted devices. The contract Santiago negotiated pays the company (???) amount of silver each month. Members receive their wages from the company paymaster, not directly from a magus. A member is eligible for magical benefits after ten years of service (officers receiving said benefit up front). Further benefits are granted for exceptional service. As a note, not much of this magic has been handed out yet (the company is only in the sixth year of service and there are only three officers). Deploying them in the service of other magi of his societas, his idea is that these others will be the ones to craft longevity potions and lesser devices for them.
The Luminaries number only around two dozen soldiers plus three officers. Half of them are retained by Santiago himself, the others deployed in small units of two to four men, sent to aid other Knights of Seneca.

A note about the vis source. Much like Alexei's vis source, it's held in trust with House Mercere. This isn't an uncommon arrangement, due to the Perthean Compact, that source, much like Alexei's should be available to anyone in the Tribunal. So, you have an account with House Mercere, there's no interest or fees.

For personal vis stock, you can have 2 years of accumulation on you when you arrive at Mons Electi. Keep in mind that while Roberto might be expecting to use his source as a tool for negotiation, you as a player, should be well aware that Mons Electi is a rich covenant. At least rich in supply, there are no vis stocks (collectively) to speak of.