Saevitius ex Tytalus

Please post Saevitius ex Tytalus' character sheet here. This thread will also cover laboratory, personal OOC information or anything related.

Background and Gauntlet

[size=85]Callistus ex Tytalus, formerly Callistus ex Jerbiton, was apprenticed in the same covenant at the same time as a Tytalus apprentice who took the name Astrates. From their first meeting, Astrates developed an appreciation of Callistus and his mater’s penchant for the finer things in life, but felt that these fell too easily to the Jerbiton. He took it upon himself to be the adversity in Callistus’ life that would make him stronger. Callistus enjoyed the game, and while their rivalry was never considered “beloved,” the two enjoyed meddling in each other’s mundane affairs. The situation became personal when Astrates attacked Callistus’ family, and the two dueled over the problem in the days just prior to the opening of a Tribunal. Callistus won, and Astrates welcomed him into House Tytalus. Far from being outraged, Callistus realized that he enjoyed the contest more than he worried about his family, and accepted the invitation, much to the chagrin of the rest of House Jerbiton attending the Tribunal.

Years later, Callistus discovered a small boy who bore the brunt of the neighborhood bullies, yet seemed resilient enough to withstand their attacks and enact small but potent revenges. The boy, Etienne, proved to have The Gift, and Callistus took him on as an apprentice. Early on, Callistus discovered the boy’s inability to perform magic without touching stone, and made sure that he was taught some martial abilities by the covenant grogs. As Etienne grew in ability, he came to see Callistus’ Jerbiton background as a weakness, and the two enjoyed a struggle for power throughout the apprenticeship.

Etienne was not an easy apprentice, and his inability to check his anger resulted in many a sleepless night trying to keep a bowl of water balanced on his chest; a punishment which Callistus calmly and repeatedly enforced, according to The Book of Instruction. Eight years into his apprenticeship, Callistus began quoting, from the hated book, a remedy for Etienne’s outburst over being forbidden to study a particular set of spells. Etienne’s anger blossomed into a full-fledged rage, and he demonstrated his abilities with Rego and Terram, sending lab equipment flying across the room, as he practically screamed enchantments. Alarmed by the commotion, Callistus’ shield grog burst into the lab, to find Callistus casting Lift the Dangling Puppet. Separated from the stone floor of the lab, Etienne’s arcane tantrum was reduced to loud but impotent screams. The next day, Etienne secretly crafted a necklace of stone beads to where under his tunic, so he would not be so easily rendered magically helpless. Callistus spent the next few weeks under the constant protection of several warding spells, remembering Etienne’s ability to plot revenge.

At his Gauntlet, Etienne found himself in a similar position, as Callistus tried the same spell to render his apprentice powerless. As Etienne continued to cast spells, Callistus magically destroyed the younger man’s clothing to find the stones he must have been touching. After the necklace was destroyed, Etienne hung limply in the air, and the onlookers thought they had witnessed a humiliating failure. As Callistus began uttering the ritual words of triumph, the dirt under his feet disappeared. Etienne had secreted small pebbles under his toenails, and cast a spontaneous RegoTerram spell without words or gestures, a talent he had managed to keep secret from his master for over a decade. Caught off guard, Callistus fell into the hole, which was immediately refilled with the transported dirt. Etienne fell to the ground as Callistus lost concentration, and a moment later, when no reply was heard from his master, uttered the words of triumph. In so doing, he triggered a waiting spell Callistus had cast on him, and announced, much to his own horror, “My name is Saevitius!” The witnesses applauded their new sodalis, and despite his attempts to rename himself with a Tytalan name, the Latin stuck. Saevitius quickly dug out his former master, unwilling to let the contest end there, and demanded that his pater carus teach him the Parma Magica. Surprised and pleased, Callistus obliged his filius carus, and the two have been beloved rivals since. [/size]

Name: Saevitius ex Tytalus Birth Name: Etienne
House: Tytalus Age: 37 (36) Size: -1 (Small Frame) Confidence Score: 2 (5)
Decrepitude: 0 (1) Warping Score: 2 (15) Gender: Male Nationality: Norman
Height: 5’2” Weight: 108 lbs Hair: Brown Eyes: Gray Handedness: Right
Religion: Christian Title: Magus Parens: Callistus ex Tytalus

Magic Sigil: Dirt

Int +2 (Planner), Per -1
Prs 0, Com +1 (Clear)
Str 0, Sta +2 (Scrappy)
Dex +1 (Agile), Qik -1 (Slow reflexes)

Persistent 1
Patient 2

The Gift (Hermetic, free)
Hermetic Magus (Social, free)
Self-Confident (House, free)

Affinity with Terram (Hermetic, minor)
Deft Form, Terram (Hermetic, minor)
Gentle Gift (Hermetic, major)
Life Boost (Hermetic, minor)
Puissant Brawl (General, minor)
Puissant Rego (Hermetic, minor)
Spell Mastery (Hermetic, minor)
Tough (General, minor)

Deficient Animal (Hermetic, minor)
Beloved Rival (Story, minor)
Restriction (Hermetic, major) (Must be in contact with stone)
Small Frame (General, minor)
Weak Scholar (Hermetic, minor)
Wrathful (Personality, major)

Area Lore (Normandy wine making country) (good vineyards) 1
Area Lore (Small Town in Normandy wine country) (hiding places) 2
Artes Liberales (rhetoric) 1
Athletics (running) 2
Awareness (alertness) 1
Bargain (wine) 1
Brawl (bludgeon) 2
Charm (being witty) 1
Code of Hermes (apprentices) 1
Concentration (spell concentration) 1
Folk Ken (townsfolk) 1
Guile (feigning innocence) 2
House Tytalus Lore (politics) 1
Intrigue (keeping secrets) 2
Language (talking with merchants and growers) 2
Latin (Hermetic usage) 4
Magic Theory (Rego) 4
Native Language (French) 5
Parma Magica (Corpus) 2
Penetration (Rego) 1
Profession: Wine Making (choosing grapes) 2
Single Weapon (short sword) 2
Stealth (hide) 2

Reputation: none
Combat: (Modified for characteristics and abilities)
Dodging: Init -1, Atk n/a, Dfn +2, Dam n/a
Bludgeon: Init -1, Atk +6, Dfn +2, Dam +4
Short Sword: Init +0, Atk +7, Dfn +2, Dam +7
Soak: +5 (+2 Stm, +3 Tough)
Fatigue Levels: OK, 0, -1, -3, -5, unconscious
Wound Penalties: -1 (1-4), -3 (5-8), -5 (9-12), incapacitated (13-16)

Cr 10(2), In 2, Mu 5, Pe 4, Re 8
An 3, Aq 3, Au 3, Co 10, He 3(1), Ig 6, Im 4, Me 5, Te 11, Vi 5.

Twilight Scars: none
Equipment: Wizard’s Robes, Short Sword, stone beads on a leather cord worn around the neck (talisman), The Analects of Tytalus (stored in lab); Lab texts for Blade of Virulent Flame, Earth’s Prison, Longevity Ritual +5.
Encumbrance: 0

Spells Known:
Blade of Virulent Flame (CrIg15)
Confusion of the Numbed Will (ReMe15) (Mastered 2, fast casting, penetration)
Earth’s Carbuncle (ReTe15)
Earth’s Prison (Cr(Re)Te20) (Mastered 1, fast casting)
Earth’s Shiver (ReTe5) (Mastered 1, fast casting)
Disguise of the Transformed Image (MuIm10)
Invisibility of the Standing Wizard (PeIm10) (Mastered 2, quiet casting, still casting)
Spasms of the Uncontrolled Hands (ReCo5) (Mastered 1, penetration)
Immediate Stone (CrTe5)
Wound that Weeps (PeCo15) (Mastered 3, fast casting, penetration, multiple casting)
Trust of Childlike Faith (PeMe10) (Mastered, 1, still casting)
Masking the Odor of Magic (PeVi 15)
Wizard’s Sidestep (ReIm10)
Touch of the Pearls (InAq5) (Mastered, still casting)

[i]Earth’s Prison /i
R: Voice, D: Sun, T: Group
Creates and holds in place a dome-shaped earthen room with outside dimensions six paces across and four paces tall, with walls two paces thick.
(Base 1, +2 Voice, +2 Sun, +2 Group, +1 for requisite)

[i]The Earth’s Shiver /i
R: Voice, D: Mom, T: Part
Causes the earth in an area (about three paces wide) to buckle and become uneven. Anyone in the area must make a Dex stress roll of 6+ or trip and fall.
(Base 2, +2 Voice, +1 Part)

[i]The Immediate Stone /i
R: Personal, D: Sun, T: Ind
Creates a fist-sized stone in the magus’ hand.
(Base 3, +2 Sun)

I edited my earlier posts showing Saevitius as a newly gauntleted magus(viewtopic.php?f=41&t=5009&start=0). The biggest change is that he no longer has the magical animal companion story flaw, taking the Beloved Rival flaw instead. (His parens, Callistus is his rival.)

I think I need to take an additional minor flaw based on his warping score, but I am not sure what to take.

I do plan on posting some narrative to go with his advancement, but for now, I just have the (revised) advancement stats:

Year 1 through 3 (90 points total)
Magic Theory to 4 (Uses 20)
Creo to 7 (uses 13)
Rego to 8 (uses 15)
Corpus to 6 (uses 11)
Ignem to 4 (uses 10)
Mentem to 5 (uses 5)
Terram to 9 (uses 8 (12 with affinity))
Vim to 5 (uses 9)

Year 4:
Season 1: Open necklace of stones for enchantment (4 pawns of vis to open)
Season 2: Attune necklace as talisman
Season 3: Instill a version of Lift the Dangling Puppet (R: Personal, D: Concentration, T: Individual) (ReCo5: Base 4, +1 Conc); Effect Level is 15: Base 5 + 5 (24 uses per day) +5 (device maintains concentration); Lab Total Re8 + Co6 + Int2 + MT4(+1) + Aura3 + PuissantRe3 + TalismanBonus5 = 32, so instilled in one season using 2 pawns of vis.
Season 4: Instill a version of Ward Against Heat and Flame (R: Personal, D: Concentration, T: Ind) which gives +10 to Soak against all fire-related damage. (ReIg10: Base 4, +1 for up to +10 damage, +1 Concentration); Effect Total is 15: Base 10 + 5 (device maintains concentration); Lab Total Re8 + Ig4 + Int2 + MT4(+1) + Aura3 + PuissantRe3 + TalismanBonus5 = 30, so instilled in one season using 2 pawn of vis.

Year 5 (30 points)
Creo to 8(1) (uses 9)
Corpus to 8 (uses 15)
Aquam to 3 (uses 6)

Year 6
Season 1: Invent Longevity Ritual (CrCo Lab Total = 8+8+2+4+3 = 25) +5 bonus to aging rolls; requires 7 pawns of vis.
Seasons 2 – 4: (20 points total)
Muto to 5 (uses 9)
Ignem to 6 (uses 11)

Aging roll: Stress Die (3) + Age/10 (4) – Longevity Ritual (5) – Living Conditions (1) = 1 (no apparent aging) (extra dice in case needed)

Year 7 (30 points)
Parma Magica to 2 (uses 10)
Terram to 11 (uses 14 (21 with Affinity))
Auram to 3 (uses 6)

Aging roll: Stress Die (5) + Age/10 (4) – Longevity Ritual (5) – Living Conditions (1) = 3 (apparent age increases by 1) (extra dice in case needed)

Year 8
Invent Blade of Virulent Flame (CrIg15). Lab Total: Cr8 + Ig6 + Int2 + MT4 + Aura3 = 23. Accumulate 8 points in Season 1 and another 8 in Season 2, so invented in two seasons.
Seasons 3 – 4: 10 points total
Herbam to 3(1) (uses 4)
Animal to 3 (uses 6)

Aging roll: Stress Die (18) + Age/10 (4) – Longevity Ritual (5) – Living Conditions (1) = 16 (apparent age increases by 1, and 1 aging point in Per)

Year 9 (30 points total)
Creo to 10(2) (uses 21)
Corpus to 10 (uses 19)

Aging roll: Stress Die (8) + Age/10 (4) – Longevity Ritual (5) – Living Conditions (1) = 6 (apparent age increases by 1)

Year 10
Seasons 1-2 Invent Earth’s Prison. CrTe(Re)20 (R: Voice, D: Sun, T: Group) Creates and holds in place a dome-shaped earthen room with outside dimensions six paces across and four paces tall, with walls two paces thick. (Base 1, +2 Voice, +2 Sun, +2 Group, +1 for requisite) Lab Total: Cr10 + Te11 + Int2 + MT4 + Aura3 = 31. Accumulate 10 points per season, invented in 2 seasons.
Season 3 Master Earth's Prison (fast cast)

Aging roll: Stress Die (9) + Age/10 (4) – Longevity Ritual (5) – Living Conditions (1) = 7 (apparent age increases by 1)

This is a copy of an earlier post with some background, edited to reflect the revisions.

[size=85]Etienne was always in trouble with his mother for getting dirty. He and his sisters would play outside, and inevitably Etienne would return home with twice as much soil on his clothes and face as his two older sisters combined. The son of a wine merchant, Etienne started accompanying his father to his shop and local vineyards when he was eight. One night, the shop was burned, and Etienne’s father was killed trying to extinguish the flames. Etienne’s mother had to take jobs as a servant to support the family, while his two older sisters lost opportunities to marry well, and went to live with relatives. Etienne had always been bullied as a child, because of his small size but with his family’s reduced status, the neighborhood tormentors took additional delight in picking on the boy. Left on his own much of the time, Etienne quickly learned to defend himself, and became adept at retaliating against his tormentors. One-on-one, Etienne was eventually able to subdue those who picked on him. Revenge on groups of bullies usually entailed methodical plans that involved getting them alone, and exacting individual tolls. On his twelfth birthday, Etienne received a silver coin from his mother who had saved carefully to provide the gift. The next day, three boys rolled Etienne through the mud in the street, and took his coin while others looked on and laughed. Over the next two weeks, many of the onlookers found themselves tripping and falling into mud puddles, while Etienne looked on and laughed. Etienne snuck up on two of the main bullies and pummeled them, but the ring leader was treated to a beating with rocks, accompanied by a mud bath, in which he almost drowned. Shortly after this incident, a scholar asked to take Etienne away to be educated, offering his mother a significant amount of money. Unable to refuse, based on her situation and her exasperation with her son, Etienne’s mother agreed to the bargain.

… Armand and his two friends sauntered around the corner of the building just a few paces in front of Etienne. His first instinct was to run, but Michel, always alert and very fast, got behind Etienne quickly, blocking his exit. Jerome was the one to worry about however. He knew just where on your arm to dig his fingernails so anyway you moved it felt like your skin would come off. Etienne dodged Armand’s first blow, which only served to recall for Armand the last time the two had met alone, when Etienne had managed to bloody the bigger boy’s nose and escape unscathed. “Squash the bug,” Armand snarled. Etienne managed to get one punch in Jerome’s gut, avoiding the fingernails that grabbed for his arm, but Michel grabbed his arms from the back and held on while Armand’s second swing caught Etienne just below the ribs. Jerome grabbed for Etienne’s arm again, but missed, hooking his hand into Etienne’s shirt instead. The shirt ripped as Etienne struggled to free himself from Michel’s hold and Armand’s oncoming fist. There was a small ping and splush as Etienne’s birthday coin dropped from his ripped pocket, hit a stone, and bounced into the mud. Michel pushed Etienne into Armand’s arms and went after the coin. Armand pushed him back, and off-balance, Etienne fell into the mud. The crowd of boys that always seemed to appear when a fight took place snickered as Etienne tried to wipe mud out of one eye with an already dirty hand. Armand bellowed “Gimme that!” but Michel was already running away with Etienne’s small fortune. Etienne grunted as Jerome kicked him in the side; “Look at the bug crawling through the dirt!” “Anymore pennies, Bug?” Armand ripped off the rest of Etienne’s shirt, and gave him another kick. Etienne tried to stand up, but Armand planted a foot on his back, pushing the smaller boy back into the dirt, while he groped the shirt for any more coins. “Should’ve given me the coin, Bug. Might’ve saved you a mud bath!” Jerome laughed, “He probably stole it from his momma while she was on her back earning another!” He aimed another kick at Etienne’s side. Armand dragged the ruined shirt through the mud and dropped it on Etienne’s head. “Next time, stay in the dirt, where you belong, Bug. C’mon Jerome, let’s find Michel before he hides that coin.” Armand and Jerome ran off as the onlookers laughed and the mud dripped down Etienne’s face. He knew he could not get his coin back, but he also knew how to find Michel and Jerome alone. Armand would be trickier to catch off-guard, especially after the last time. Through the tears and dirt, Etienne glared at the dispersing crowd, remembering everyone who saw his humiliation. Grimly, he thought they would find it hard to laugh with mouths full of mud. One of the last boys to leave, still snickering at Etienne, heaved a ball of mud toward him. Etienne smiled, and the boy tripped as he left the scene, falling face first into the mud. Armand would certainly pay for this latest beating, with interest.

Etienne smiled grimly as he left the stable. The muffled screams ended with the loud thunk of stone hitting the straw-strewn floor, and he released the spell. Creating the rock was so easy since Callistus had lent him that book on Terram, even if it did require him to catch his breath afterward. Etienne wondered why he could do things with Terram without the words or gestures Callistus was teaching him. He thought about asking his magister, but figured it might be better to keep that bit a secret. Nevertheless, he was glad he had practiced on the dog first, as conjuring a rock around someone’s head took a little concentration. Unlike the dog, the stable hand, Armand, would live, much like the Armand who called him “Bug” back in his hometown. Etienne sighed as the anger left him. The stable hands’ laughter as he left them last evening had been infuriating, and he could have sworn he heard the word “bug” from one of them. They still viewed him as inconsequential, even though he had been training with Callistus for the last six years. True, they had called off the dog long enough for that poor badger to escape when he told them to stop, but they were only surprised by his command, then angry that their sport had ended with several bets unresolved. While they would never lay a hand on the Master’s apprentice, the stable hands had a habit of finding small ways to let Etienne know what they thought of him. Earlier today, Armand had deliberately dropped the muck rake where it would splatter his clothes. Etienne had learned long ago that telling Callistus about taunts and pranks like this only earned him a lecture about strength and determination, so Etienne figured that Callistus would approve of his show of magical strength tonight. Either that or start in again about how strength came from more than just magic. That was one of the reasons Callistus had insisted Etienne practice with the grogs.[/size]

You dont need to add a flaw for warping. Thats only for non-mages. Mages get the increased risk of wizards twilight instead, nothing more.

Dunno why you wanna do a second longvity ritual but right now your using a total of 23 vis in your 10 years, which, according to ROF, is too much.

Yes it is slightly over the top.

You could opt for a loan, but it is going to be expensive...

Yikes! I had not intended to go over the limit. :blush: I'll fix that tomorrow; right now, I need some sleep.

Okay. The doubled longevity ritual is eliminated, along with my overage on vis use. Spent the time instead on mastering the spell just invented. (earlier posts edited to reflect the changes)


Built into the side of a hill, the wooden structure is made of wood, on a natural stone floor. The space is drafty at times as the wood of the walls has warped. The door on the downhill side leads to a series of stone stairs leading down to one of the many paths wandering through the grounds.

Size +1
Refinement 0
General Quality 0
Upkeep +1
Safety 0
Warping 0
Health +1
Aesthetics +1

Specializations: +1 Re, +2 Te, +2 Vi

Spacious (Structure, minor)
Dedicated Building (Structure, free)
Idyllic Surroundings (Structure, free due to covenant boon of vivid environment)
Enchantment (Supernatural, free due to Great Work, +2 Vi)

Poorly Insulated (Structure, minor)
Uneven Floor (Structure, free, due to natural stone)