Table Talk - Development

Always forget this...

Me Tooooo!!!! T-T I really, really love these :smiley:
I hope they'll have a similar (although probably less powerfull) non-infernal write-up for this in later books, although we already have the sahir abilities, but this is very different.
If it were non-infernal, I'd done one long ago :wink:

Summoning can be non-infernal. That's why I took it for Ardath, but not the others :wink:

RoP: tI p115, "Summoning and other realms":
The Art of Summoning is not nescessarily an infernal power (though Ablating, Binding and Commanding always are)

IMO, you should still go with the character, but could either be oblivious as to your power's nature, or trying to hide it. This might make very interesting stories. Maybe you come from a tainted tytalus lineage that survived the cleansing on the house?

Shouldn't have put my book away.
IIRC, this is is veeeery large, working on demons, magical spirits... everything save angels. And even this, I'm not sure.

So does that mean your vote is that they remain infernally tainted for the purposes of this saga, or no? :wink:

Your answer is mixed... so I'm feel the need to ask for more clarity.

Slightly Revised accounting:

Early Childhood ( 45 / 45 xp )

Italian ( Prose ): 5 ( 0xp )

Athletics ( Climbing ): 1 ( 5xp )
Stealth ( Urban ): 1 ( 5xp )
Awareness ( Searching ): 1 ( 5xp )

Charm ( Dissembling ): 2 ( 15xp )
Guile ( Fast-Talk ): 2 ( 15xp )

Further Childhood, Seven Years ( 100 / 100xp )

+25xp to Italian, +30xp to Leadership, +15xp to Area Lore: Venice, +10xp to Awareness, +15xp to Etiquette, +5xp to Brawling

Further Childhood Adjusted: Italian ( Prose ): 6 ( Native+25xp ), Charm ( Dissembling ): 3 ( 30xp ), Guile ( Fast-Talk ): 3 ( 30xp ), Awareness ( Searching ): 2 ( 15xp ), Arabic ( Comprehension ): 2 ( 15xp ), French ( Orders ): 2 ( 15xp ), Brawling ( Grappling ): 1 ( 5xp )

Apprenticeship ( 240 / 240xp - / 120 spells )

Latin ( Class ): 4 ( 50xp )

Artes Liberales ( Ritual/Ceremonial Magic ):1 ( 5xp )

Philosophiae ( Ritual/Ceremonial Magic ):1 ( 5xp )

Magic Theory ( Spirits ):3 ( 30xp )

Parma Magica ( Spirits ):1 ( 5xp )

Profession: Scribe ( Copying ): 1 ( 5xp )

Concentration ( Spirits?/Goetia? ): 1 ( 5xp )

Penetration ( Spirits ): 1 ( 5xp )

Mystery Lore: Titanoi ( History ): 1 ( 5xp )

Magic Lore ( Spirits ): 1 ( 5xp ) (Lore: 20xp total, +10(15)xp total to Vim)

Faerie Lore ( Spirits ): 1 ( 5xp )

Infernal Lore ( Demons ): 1 ( 5xp )

Dominion Lore ( Angels ): 1 ( 5xp )

Rego: 12 ( 55xp + 28: 83xp)

Vim: 12 ( 50xp + 25 + 15: 90xp)

Post Apprenticeship 20 years ( 4 unalloted seasons, 4 potential additional flaws. )

1st Year: ( 30 / 40xp ) ( Adventure: Single Weapon +5xp, Study Magic Lore +10xp (+5(8) to Vim), Study Mentem +15xp, Study Artes Liberales +10xp)

1st Year Adjusted: Vim: 13 ( 98xp ), Single Weapon ( Short Sword ): 1 ( 5xp ), Magic Lore ( Spirits ): 2 ( 15xp ), Mentem: 5 ( 15xp ), Artes Liberales: 2 ( 15xp)

2nd Year: ( 30 / 30xp ) ( Adventure: Bargain ( Spirits ) +5xp, Initiate Summoning / Enemies: Sahirs, Study Summoning +15xp (+8(12)xp to Rego), Study Faerie Lore +10xp (+5(8)xp to Vim))

2nd Year Adjusted: Bargain ( Spirits ): 1 ( 5xp ), Summoning: 5 ( 15xp ), Rego: 13 ( 95xp ), Faerie Lore ( Spirits ): 2 ( 15xp ), Vim: 14 ( 106xp )

3rd Year: ( 40 / 40xp ) ( Adventure: Bargain ( Spirits ) +5xp, Study Infernal Lore +10xp (+5(8) to Vim), Study Ignem +15xp, Study Philosphiae + 10xp )

3rd Year Adjusted: Bargain ( Spirits): 1 ( 10xp ), Vim: 14 ( 114xp ), Infernal Lore ( Demons ): 2 ( 15xp ), Ignem: 5 ( 15xp), Philosphiae 2 ( 15xp )

4th Year: ( 30 / 30xp ) ( Initiate Commanding / Hermetic Patron: Titanoi, Study Commanding +10xp (+5(8) to Rego), Study Dominion Lore +10xp (+5(8) to Vim), Study Commanding +10xp (+5(8) to Rego)

4th Year Adjusted: Commanding: 5 ( 20xp ), Rego: 14 ( 111xp ), Dominion Lore ( Angels ): 2 ( 15xp ), Vim: 15 ( 122xp )

5th Year: ( 40 / 40xp ) ( Study Summoning +15xp (+8(12) to Rego), Study Commanding +10xp (+5(8) to Rego), Adventure: Bargain ( Spirits ) +5xp, Study Concentration +10xp

5th Year Adjusted: Summoning 7 ( 30xp ), Rego 15 ( 131xp ), Commanding 7 ( 30xp ), Bargain ( Spirits ): 2 ( 15xp ), Concentration ( ? ): 2 ( 15xp )

-6th Year: ( 15 / 30xp ) ( Initiate Cautious Sorcerer / ? , Study Concentration ( ? ) +10xp, Adventure: Stealth ( Urban ) +5xp )

6th Year Adjusted: Concentration ( ? ): 2 ( 25xp ), Stealth ( Urban ): 1 ( 10xp )

-7th Year: ( 25 / 40xp ) ( Adventure: Single Weapon ( Short Sword ) +5xp, Study Concentration ( ? ) +10, Train Stealth ( Urban ) +10xp)

7th Year Adjusted: Single Weapon ( Short Sword ): 1 ( 10xp ), Concentration ( ? ): 3 ( 35xp ), Stealth ( Urban ): 2 ( 20xp )

8th Year: ( 30 / 30xp ) ( Initiate Flawless Magic / Proud upgraded to major, Study Summmoning +15xp(+8(12) to Rego), Adventure: Concentration ( ? ) +5xp, Train Stealth ( Urban ) + 10xp )

8th Year Adjusted: Summoning: 9 ( 45xp ), Rego: 16 ( 143xp ), Concentration ( ? ): 3 ( 40xp ), Stealth ( Urban ): 3 ( 30xp )

9th Year: ( 40 / 40xp ) ( Study Summoning +15xp(+8(12) to Rego), Study Concentration ( ? ) +10xp, Adventure: Bargain ( Spirits ) +5xp, Study Parma Magica +10xp)

9th Year Adjusted: Summoning: 10 ( 60xp ), Rego: 17 ( 155xp ), Concentration ( ? ): 4 ( 50xp ), Bargain ( Spirits ): 2 ( 20xp ), Parma Magica ( Spirits ): 2 ( 15xp )

10th Year: ( 30 / 30xp ) ( Initiate Puissant Rego / ? , Study Summoning +15xp(+8(12) to Rego), Train Bargain ( Spirits ) +10xp, Adventure: Parma Magica ( Spirits ) +5xp

10th Year Adjusted: Summoning: 11 ( 75xp ), Rego: 18 ( 177xp ), Bargain ( Spirits ): 3 ( 30xp ), Parma Magica ( Spirits ): 2 ( 20xp )

11th Year: ( 40 / 40xp ) ( Study Summoning +15xp (+8(12) to Rego ), Study Commanding +10xp(5(8) to Rego), Adventure: Parma Magica ( Spirits ) +5xp, Study Magic Lore ( Spirits ) +10xp(+5(8) to Vim)

11th Year Adjusted: Summoning: 12 ( 90xp ), Rego: 19 ( 197xp ), Commanding: 8 ( 40xp ), Parma Magica ( Spirits ): 2 ( 25xp ), Magic Lore ( Spirits ): 2 ( 25xp ), Vim: 15 ( 130xp )

12th Year: ( 30 / 30xp ) ( Initiate Leadworker / Seeker, Study Summoning +15xp(+8(12) to Rego), Study Commanding +10xp(+5(8) to Rego), Adventure: Parma Magica ( Spirits ) +5xp )

12th Year Adjusted: Summoning: 14 ( 105xp ), Commanding: 9 ( 50xp ), Rego: 20 ( 217xp ), Parma Magica ( Spirits ): 3 ( 30xp )

13th Year: ( 40 / 40xp ) ( Study Summoning +15xp(+8(12) to Rego ), Study Commanding +10xp(+5(8) to Rego ), Adventure: Magic Lore ( Spirits ) +5xp(+3(5) to Vim), Study Mystery Lore: Titanoi ( History ) +10xp )

13th Year Adjusted: Summoning: 15 ( 120xp ), Commanding: 10 ( 60xp ), Rego: 21 ( 237xp ), Magic Lore ( Spirits ): 3 ( 30xp ), Vim: 15 ( 135xp )

14th Year: ( 30 / 30xp ) ( Initiate Puissant Vim / ? , Study Mystery Lore: Titanoi ( History ) +15xp, Train Intrigue +10xp, Adventure: Intrigue +5xp

14th Year Adjusted: Mystery Lore: Titanoi ( History ): 3 ( 30xp ), Intrigue ( Hermetic ): 2 ( 15xp )

-15th Year: ( 15 / 30xp ) ( Initiate Chthonic Magic / Upgrade Wrath to Major, Study Infernal Lore +10xp(+5(8) to Vim), Adventure: Penetration +5xp )

15th Year Adjusted: Chthonic Magic 1, Vim: 16 ( 143xp), Infernal Lore ( Demons ): 2 ( 25xp ), Penetration ( Spirits ): 1 ( 10xp ),

16th Year: ( 30 / 30xp ) ( Initiate Binding / ? , Study Binding +15xp(+8(12) to Rego), Study Penetration +10xp, Adventure: Penetration +5xp )

16th Year Adjusted: Binding: 5 ( 15xp ), Rego: 21 ( 249xp ), Penetration ( Spirits ): 2 ( 25xp )

17th Year: ( 40 / 40xp )( Train Second Sight +10xp, Adventure: Penetration +5xp, Study Faerie Lore +10xp(+5(8) to Vim, Study Latin +15xp )

17th Year Adjusted: Vim: 16 ( 151xp ), Second Sight ( Spirits ): 2 ( 15xp ), Penetration ( Spirits ): 3 ( 30xp ), Faerie Lore ( Spirits ): 2 ( 25xp ), Latin ( Prose ): 4 ( 65xp )

18th Year: ( 40 / 40xp) ( Study Dominion Lore +15xp(+8(12) to Vim), Adventure: Infernal Lore + 5xp (+3(5) to Vim), Adventure: Faerie Lore ( Spirits ) + 5xp(+3(5) to Vim), Study Second Sight +15xp )

18th Year Adjusted: Vim: 18 ( 174xp ), Dominion Lore ( Angels ): 3 ( 30xp ), Infernal Lore ( Demons ): 3 ( 30xp ), Faerie Lore ( Spirits ): 3 ( 30xp ), Second Sight ( Spirits ): 3 ( 30xp )

-19th Year: ( 25 / 40xp ) ( Adventure: Finesse ( Rego ) +5xp, Study Order of Hermes Lore +10xp, Study Latin +10xp )

19th Year Adjusted: Finesse ( Rego ): 1 ( 5xp ), Lore: Order of Hermes ( History ): 1 ( 10xp ), Latin ( Prose ): 5 ( 75xp )

20th Year: ( 40 / 40xp ) ( Study Finesse ( Rego ) + 10xp, Study Latin +10xp, Study Latin +10, Study Latin +10 )

20th Year Adjusted: Finesse ( Rego ): 2 ( 15xp ), Latin ( Prose ): 6 ( 105xp )

Revised Character Sheet, for approval. ( Assuming my aligning this character's goetia with the magic realm is 'ok'. ) Still need to discuss some things with our illustrious GM, but for most part this is pretty fixed barring issues arising. I'ved decided I'll go with the goetia either way our discussion goes. So if the group allows the magic alignment, I'll do that. Otherwise I'll still go with them as infernal.

Saga: Light of Andorra
Setting: Mythic Europe
Current Year: ?
House: Tytalus
Age: 45
Size: +1
Confidence: 2 / ( 5 )
Decrepitude:
Warping:

Birth Name: Ludovico Rudolfo Fosari
Year Born:
Gender:M
Race/Nationality: Italian
Place of Origin: Venice
Religion: Quasi-Roman Paganism
Title/Profession: Magus
Height: 5'9"
Weight: 165
Hair: Black
Eyes: Green
Handedness: Right

Sigil: Unyielding/Overbearing Dominance
Covenant: Andorra
Domus Magna: Fudarus
Primus: Harpax
Parens: Mercatora
Covenant of Apprenticeship: Rellantali

Intelligence: +2 (3)
Perception: +1 (1)
Strength: 0
Stamina: 0
Presence: +1 (1)
Communication: +1 (1)
Dexterity: +1 (1)
Quickness: 0

Virtues: Self Confident ( House ), Major Magical Focus ( Spirits ), Hermetic Sorcery ( Major ), Second Sight( Minor ), Free Expression ( Minor ), Affinity ( Rego ) ( Minor ), Affinity ( Vim )( Minor ), The Gift, Hermetic Magus

Flaws: Incomprehensible (Minor), Proud (Major), Wrathful (Major), Infamous Master (Lineage of Tasgillia)(Minor), Cabal Legacy (Titanoi)(Minor), Pagan ( Major ), Enemies: Sahirs ( Major ), Hermetic Patron: Titanoi ( Minor ), Seeker: Theurgic Magic/Mysteries ( Minor )

Initiations: Summoning, Commanding, Binding, Puissant Rego, Puissant Vim, Flawless Magic, Cautious Sorcerer, Leadworker, Chthonic Magic

Personality Traits: Dominating +3, Manipulative +3, Lover of Fine Things +3, Steadfast +1

Reputations: ??

Abilities:

Italian ( Prose ): 6 ( 105*xp)
Latin ( Prose ): 6 ( 105xp )

Charm ( Dissembling ): 2 ( 15xp )
Guile ( Fast-Talk ): 2 ( 15xp )
Intrigue ( Hermetic ): 2 ( 15xp )
Bargain ( Spirits ): 3 ( 30xp )
Leadership ( Spirits ): 3 ( 30xp )
Etiquette ( Nobility ): 2 ( 15xp )

Single Weapon ( Short Sword ): 1 ( 10xp )
Brawl ( Grappling ): 1 ( 5xp )
Stealth ( Urban ): 3 ( 30xp )
Awareness ( Searching ): 2 ( 15xp )

Lore: Order of Hermes ( History ): 1 ( 10xp )
Mystery Lore: Titanoi ( History ): 3 ( 30xp )
Magic Lore ( Spirits ): 3 ( 30xp )
Dominion Lore ( Angels ): 3 ( 30xp )
Infernal Lore ( Demons ): 3 ( 30xp )
Faerie Lore ( Spirits ): 3 ( 30xp )
Area Lore: Venice ( Sewers / Passageways ): 2 ( 15xp )
Artes Liberales ( Ritual/Ceremony ): 2 ( 15xp )
Philosophiae ( Ritual/Cermony ): 2 ( 15xp )
Profession: Scribe ( Copying ): 1 ( 5xp )

Magic Theory ( Spirits ): 3 ( 30xp )
Chthonic Magic ( Spirits ): 1 ( 5*xp )
Concentration ( Spells/Goetia? ): 4 ( 50xp )
Parma Magica ( Spirits ): 3 ( 30xp )
Finesse ( Rego ): 2 ( 15xp )
Penetration ( Spirits ): 3 ( 30xp )

Second Sight ( Spirits ): 3 ( 30xp )

Arts/Goetia:

Rego: 21 ( 249xp )

Ignem: 5 ( 15xp )

Mentem: 5 ( 15xp )

Vim: 18 ( 174xp )

Summoning: 15 ( 120xp )

Commanding: 10 ( 60xp )

Binding: 5 ( 15xp )

Here I disagree. Infernal is about corruption, not destruction. The Devil isn't at all about entropy. He is Lawful Evil (lol). But anyway, if RoP-Infernal clearly states that Summoning is not Infernal but the other related powers are, then I will stick with that. I do not have the Infernal book, bbut if played by the letter, I am willing to let Fixer or someone else serve as judge and sg for your character. My goal is to have people play the characters they really want to play, in echange for allowing me to play the covenant I really want to play :smiley:
In other words, as far as characters are concerned, troupe over rules sg.

RoP: Infernal states that Summoning is not necessarily Infernal ie. can be aligned to the Magical Realm as in Vortigern's proposed character's case (or even Faerie but probably not Divine...)

It does however mark as "tainted" regardless of Realm alignment when a character uses Sense Holiness or Unholiness, which is not exactly the most common ability...

I'll try and look over Vortigern's character Ludovico some time in the next week. I think Summoners (even Hermetics with Summoning) are really interesting as a character concept and have been contemplating exploring the Titanoi concept, so this should be interesting!

For a Mythic Companion (Infernal) Summoner example/ideas see here:

geocities.com/sanctumhr/Spec ... kamil.html

Generic Summoning / Ars Goetia clarifications by Erik Dahl:

Cheers,

Lachie

(still in broadband limbo land and sick to boot, yech...)

I’m of the opinion that Infernal powers need not necessarily and always be used for evil, but of course are much more likely to be. You might indeed be able to do a little good, if it gets Beelzebub more souls in the long run. That’s neither here nor there, though. Doing it by the book is always good with me.

Technically Flexible Formulaic Magic can’t do this – it can only change Ranges, Durations, and Targets. If you’re talking about Flex Casting, Mark’s homemade mastery ability, I have no idea. Still haven’t seen the character sheet, so I don’t know what you’re going for.

However we’re doing it is cool, but the RAW states (emphasis mine):

So they are indeed similar by that definition.

Goetia isn't really a 'calling upon the powers of the devil' type of power like a maleficia. Though christianity does condemn dealing with familiar spirits rather clearly and explicitly so... really any type of theurgy is 'diabolism' and damning by that definition. The point being that I don't see the (direct) influence of any demons/devils in Goetia unless you choose to summon them. You are perfectly free to stay 'independent' of such things and summon only spirits aligned with the other realms. Which is part of why I don't think that set of abilities ( all four ) should be inherently infernally tainted. But that is just me. :wink:

This I agree with, but bowed to the greater voice of the SG. :wink:

The Troupe Voice is greater than the SG Voice. Always rememer that.

Still, I am a bit archaic. Note that the ArM5 version of PoF & BoAF do not work the same as their 4th ed counterparts. Those were definately not similar spells, though the new versions may be. That's where my initial reaction was coming from, so I might be wrong here.

I'm planning on making ten rings as fixed ACs and maybe a couple of other doodads as spirit objects, but the rings being the major items for him. This is what I have so far.

As always comments & suggestions welcome. I'm just writing the 'fluff' part right now... I'm kind of iffy on the stats of the spirits and would appreciatte suggestions for might and powers.

Mattias Fosari, former Chancellor to the Doge of Venice several generations ago.
Magic Might: XX ( Ghost, Magic Realm )
Powers:
Fixed Arcane Connection: Preserved Skull, inscribed with runes. ( Gold Signet Ring, inscribed with Ludovico's family heraldry. Concealed setting on the underside of the ring (interior surface) is a preserved tooth from the skull, fixed as a connection. )

Ludovico discovered the long resting Mattias' remains during the frequent forays into the catacombs and tunnels of Venice of his younger days. Recognizing the markings of both rank and family upon some of the accoutrements which accompanied hastily discarded corpse the young Magus salvaged the skull, preserving it for use in his art. It was a decision he did not regret. Mattias did indeed prove to be former member of the man's own fallen house, a former chancellor to a former Doge who had been stricken with a virulent a fearful disease and been barried with undue haste ( and improper procedure ) thereby. The man's shade was not overly powerful at first after his long rest, yet with the steady service it has rendered to Ludovico it as grown into a spirit of respectable though still not considerable strength. His real value to Ludovico remains what it originally was. Sympathy for a fellow man of the same lineage and his extreme skill in management, statesmanship, and diplomacy acquired during his life. Often the mage speaks for hours with 'his chancellor' and seems to greatly value the ghost's advice. The ghost often urges him however to return to Venice and seek the restoration of his line, and to take vengeance on the house of the Doge that persecuted his family.

Yasmine, Daughter of the Grand Duke of the North Wind, Faerie Court of Winds. ( The Lady )
Faerie Might: XX ( Air Elemental, Faerie Realm )
Powers:
Fixed Arcane Connection: Ring ( Agate set in silver, finely wrought with the heraldry of her father engraved into the stone. A wisp of her hair was used in it's forging to imbue it with the desired connection.)

A noble faerie of the court of the winds, Yasmine is proud and elegant. With the bearing of the regal fae of high blood that she is, she can seem cold at first. Underneath is the wry wit and boisterous humor of a girl that adores excitement and adventure, despite her father's wishes. First encountered in the Italian countryside 'playing' with a village's small fleet of fishing craft. The Grand Duke at first despised Ludovico as unworthy of the company of his daughter and has sent lesser agents of his court to kill him twice. As the young Magus has, since surviving said attempts obviously ( and sending his retainers back chastened but unharmed ), continued to develop his powers and a quite regal bearing himself the Grand Duke has improved to simply being 'greatly dubious' as to the man's prospects. Yasmine keeps her own feelings to herself, mostly. While unfailingly proper in the high court way, she seems quite fond of Ludovico's company and is as close to the 'lady of the court' in Ludovico's odd group that can be found. Perhaps one day the Grand Duke will consent to a marriage?

Ordobos
Magic Might: XX ( Fire Elemental, Magic Realm, Spirit of a dormant volcano )
Powers:
Fixed Arcane Connection: Ring ( Ruby set in gold, engraved with images of fire and destruction )

Ordobos was deliberately sought out by Ludovico. Ludovico climbed and summoned Ordobos from his long slumber in the earth on the heights of his mountain itself and there the two parleyed. Ordobos had not been awake in almost an age. He knew that he would return to his slumber when the then young summoner released him. The two reached an accord. Ordobos desired to return to the world and Ludovico desired a strong right arm among his 'Court'. Not a grand conversationalist, but loyal to the summoner who keeps him from his stone-wrought slumber.

Valkian & Co.
Magic Might: XX
Powers:
Fixed Arcane Connection: A fine 'ivory' bracelet of many links, each link made from the bone of a diffent one of the ghosts.

Valkian was a thief who ran a decent racket and gang in the underworld of Venice for some time. Actually he was rather profitable in his trade. His problem was that his operation was not sanctioned by Rellantali. Ludovico orchestrated and lead the assault that climaxed with him killing Valkian by his own hand.

Ludovico had the bodies burned after he salvaged the bones that now constitute the bracelet he now wears and serves as the means by which he usually exerts his influence over them. There are a total of twelve shades tied to the bones that compose the bracelet, Valkian and his gang. All hate Ludovico, but serve him under binding from time to time. Frequently he uses them as spies, observing things and then reporting back to him.

Araris, former bodyguard of the Doge of Venice, several generations ago
Magic Might: XX ( Ghost, Magic Realm )
Powers:
Fixed Arcane Connection: Ring, Topaz set in silver with Araris' heraldry carved therein. Concealed tooth setting. Also possesses skull.

Araris served with the noble Mattias and died of the same disease, buried in the same haste. While not a former bloodkin to Ludovico he sees a new purpose in his unlife in serving the man alongside his old comrade Mattias... who so is so obviously devoted to the summoner. Araris frequently acts as Ludovico's spiritual bodyguard now, as he once did the Doge. He is a cany guardsman, wary and well trained. Occasionally Ludovico has channeled him to partake of his skills directly and thus charge into battle himself. Araris disapproves strongly of this later action, believing it to unduely endanger his lord.

( 4 / 10 )

Looks like a one man army to me lol.

One man armies are the easiest to defeat :wink:

No magus is an island. Thats why we needed to band together in an Order. I clearly see his strength, and they are STRONG, but I clearly see his weakness to. A Spartan's true strength is the warrior on his left and on his right.

(We are not Spartans, but I can imagine Flambeau magi admiring Doric culture and military philosophy. It is classical yet not Roman, and distinctly different from Tremere Docterine. And most importnat, it is not Persian (stinking Cult of Mithras has coopted our House)

That really is the fundamental idea of the summoner neh? Cosmic powers in a narrow focus. But if that focus happens to be summoning allies... well... versatility is a summoning away.

I have a great fondness for playing summoners in any magic oriented game.

Just hope you dont have much firepower outside summoning or else the rest of us will become irrelevant lol.

Only as strong as the soldier on his Left and Right my friend. No one become irrelevant. And I see his fatal weakness (:twisted:)

Almost none at all. That is his complete focus. He may develop out into a broader spectrum of things after the game starts, using his high rego or vim scores to various ends... but pretty much summoning is all his is good for.

Since Marko doesn't have access to RoP: Infernal, he's passed the SG hammer of reviewing Vortigern's character to me.

I've sent my comments in PM to Vortigern.

In short, it's a great concept but a bit too "enthusiastically" endowed with mystery Virtues. I think it's easy to rebalance and fix.

Cheers,

Lachie

Hmm Id have to look it over again but if thats too many mystery virtues, I dare say my character may end up failing muster as well. :frowning:

I missed this due to intermittent internet issues, apologies.

I like the themed coterie of minions approach - it's a bit of a departure from classical Titanoi but I think it works. The thief gang is an interesting idea - even if they're all about Might 5 they fit the concept nicely, a ghostly Tytalan Agency nonetheless!

See my comments via PM on powers/Might etc and ideas.

I'll look over these and see if I can come up with any specific suggestions regarding powers/Abilities etc. Sadly, I have just packed up my printer which will make reading these a bit tricky...

Cheers,

Jarkman

I agree that the V&Fs are a little top heavy. Flawles Magic? Puissant Rego & Vim seems like a little too much gravy. AND, so you know, Affinity applies when studying that Art. The bonus xp's from Hermetic Sorcery do dot get multiplied (at least I don't think they would, would they?). AND, you can only start with one single Major Hermetic Virtue, though you can gain more later.