Table talk: OOC

Here is Milo Ferox with new flaws and virtues. I cut back to 7 points worth. I was thinking of making him 5 years out of Gauntlet. I wanted to start with an enchanted item so I need the lab time. I could also just take the masterpiece virtue.

Milo Ferox, Journeyman follower of Verditius

Birth Name: Klaus Habermehl
Race/Nationality: Caucasian/German
Place of Origin: Oldenburg, Germany
Religion: Roman Catholic
Title/Profession: Journeyman
Confidence:1(3)
Current Year:1220(5 A.G.?)
Year of Guantlet:1215
Year Born:1190
Age:30
Gender:Male
Size:-2
Height:3.5ft
Weight:80 lbs
Hair:Copper
Eyes:Blue
Handedness:Right

Decrepitude:0
Warping:0(0)

Intelligence:+3
Perception:0
Strength:-3
Stamina:+1
Presence:0
Communication:0
Dexterity:+1
Quickness:0

Personality Traits:
Disciplined +2
Kind +1
Patient -2

Virtues:
*The Gift
*Hermetic Magus
*Verditius Magic
Clear Thinker
Puissant Parma Magica
Skilled Parens
Inventive Genius
Secondary Insight

Flaws:
Dwarf
Oversensitive (Disrespect)
Ability Block (Martial)
Deleterious Circumstances (Touching Gold)
Mentor

Abilities:(xp)score
Artes Liberales*(geometry)=(5)1
Awareness (Flaws in materials)=(30)3
Concentration(lab work)=(15)2
Craft: Woodworking(Furniture)=(30)3
Craft: Bowyer(Crossbows)=(15)2
Leadership (motivation) =(30)3
Low German (Saxon)= (0)5
Latin(Hermetic Usage)=(50)4
Magic Theory*(enchanting items)=(75)5
Parma Magica*(Mentem)=(5)1+2
Stealth(hiding)=(15)2

House:Verditius
Covenant:Ad Fons
Sigil:Scent of cedar
Domus Magna:Verdi
Primus:Stouritus
Parens:
Covenant of Apprenticeship: Fengheld

CREO:(15)5
INTELLEGO:(15)5
MUTO:(15)5
PERDO:(15)5
REGO:(15)5

ANIMAL:0
AQUAM:(15)5
AURAM:0
CORPUS:0
HERBAM:(45)9+3
IGNEM:0
IMAGINEM:0
MENTEM:0
TERRAM:(15)5
VIM:0

Enchanted Devices:

Grimoire:

Perdo Aquam
-Parching Wind 20

Rego Aquam
-Break the Oncoming Wave 10

Creo Herbam
-Trap of the Entwining Vines 15
-Wall of Thorns 20

Intellego Herbam
-Shriek of the Impending Shafts 15

Muto Herbam
-Piercing Shaft of Wood 10
-Thaumaturgical Transformation of Plant to Iron 20

Rego Herbam
-Ward Against Faeries of the Woods 5
-Dance of the Staves 5

Muto Terram
-Edge of the Razor 20

Rego Terram
-The unseen Porter 10 :slight_smile:

That's a 5 year character? Seems a bit light... hrmmm, not going to crunch the math, but seems that way at first glance.

As Ardath pointed out, this math is short. These should have an absolute sum of +7 - and you have only +2.

+3 -3 +1 +1 = +2. Add 5 pts.

Vitues:
Only +7? Meh... I like big, dramatic plus's and minus's, but that's personal taste.

"Deleterious circumstances: Touching Gold"

Hrmmm... up the SG, natch, but this is something less than "uncommon". If he isn't wearing a gold ring, it's at best an "extremely rare" circumstance. Perhaps "carrying gold on his person", or "near gold" or "within sight of gold"... gold itself is rare enough in ME, so "touching" it seems a bit much, imo. I mean, he drops the coin/cross/whatever that he's holding, and casts the spell - done deal.

Abilities:
Thin but adequate - myself, I like more abilities to fall back on, but that's not to everyone's taste.

Arts:
A "5" in each Technique is the road to whitebread city, mediocre spells across the board. Unless his Parens was preparing your Character to take an apprentice asap (an odd choice, but not completely improbable), it's not a strong way to go. If you have no pressing interest in Perdo (as in, no spells to learn!), don't bother with it. Bump those Arts that your mage is interested in* - better lab totals mean stronger or more spells, better casting totals when you do need them, better Sponts - more flavour all in all.

(* From what I see, Herbem, and possibly Muto, to make his combat spells more reliable. Muto 6 adds to three combat-ish spells, and I think he can make Herbem 10, which would give +2 in that category of resistance.)

Your Character's higher-level Rego spells are not "combat critical" spells - that is, they are not something that your character is likely to need to cast repeatedly and unquestionably; for the most part, he takes his time, casts them once, maybe waits and tries again, all good. And they're only Level 10 (or less), so Rego might get bumped down a bit without fear for the Casting Total, and, again, those points funneled into something more "casting critical", some Art that feeds those do-or-die, ohgawdzhereitcomesnotmenotintheface, cast it again-and-again-and-again sort of spells.

Or not - but that's my 2 sheckles worth, if worth that.

I haven't added the 5 years worth of experience yet, working on it now.

Characteristics are not short, Milo is, he's a dwarf.
7 points spent as follows...I followed the rules on page 18 and 30.
Int+3(cost 6)
Strength -2(gain 3)-1 for dwarfism=-3
Stamina +2(cost 3) -1 for dwarfism=+1
Dexterity +1 (cost 1)

Total cost =7

Good point on the gold. I'll modify it.
I realized my mistake with the arts when I started picking spells.

Thanks for helping a newbie out.

:smiley:

Welcome, Furaxis and Bruce!

Character is still in the works - stand by.

Phew! Good to know my eye is not that far off!

Bah! Of course he is. Details, always in the details... :blush:

The balance of Spell/Art selection in Ars is one of the toughest parts of CharGen, and potentially one of the more subtle and therefore challenging (and most open to individual preference!) of any CharGen process that I know of.

I usually make a grid, with the 5 (or fewer) Techniques down the side, my chosen Arts across the top, and numbers representing the Levels of the Spells I want where they intersect. Then it's a matter of making the T+F+Int+etc add up to that amount, to get that spell - and the casting total beyond that. It's also a graphic that helps me spot spells/effects that are in common. Or that are "rogue", such as your one lone Intellego spell - those need to be reevaluated or put on the chopping block. (Could a non-Intellego spell achieve an equally effective defense?) And if several/many spells share a single favorite Technique or Form, that's where your points are best invested, and then see if other of your effects can be spun from there.

If you can think of some "equivalent" effects that are all powered by two of the three Forms, create some acceptable alternative spells for those and then concentrate all/more of your points on just those Arts, even better (esp when it's Lab time!).

(You're probably way ahead of me on most of this, I just like to spell it out, make it concrete.)

There is no one "right" or "best" approach or strategy to building a character. And I'm not talking about power-gaming and min-maxing, but just how to grok it all at once and come out with something enjoyable for you. But, imo, there are some mistakes to avoid, and a couple of tactics to try - here's a link to what I once posted on that subject, for your perusal. Adopt, adapt, consider or ignore, as you please.

Here's the big rework of Milo. I'm still designing some lesser enchanted items he built in his 5th year. I'll have them done by this weekend.

As always comments are welcome.

Milo Ferox, Journeyman follower of Verditius

Birth Name: Klaus Habermehl
Race/Nationality: Caucasian/German
Place of Origin: Oldenburg, Germany
Religion: Roman Catholic
Title/Profession: Journeyman
Confidence:1(3)
Current Year:1220(5 A.G.)
Year of Guantlet:1215
Year Born:1190
Age:30
Gender:Male
Size:-2
Height:3.5ft
Weight:80 lbs
Hair:Copper
Eyes:Blue
Handedness:Right

Decrepitude:0
Warping:0(0)

Intelligence:+3
Perception:0
Strength:-3
Stamina:+1
Presence:0
Communication:0
Dexterity:+1
Quickness:0

Personality Traits:
Disciplined +2
Kind +1
Patient -2

Virtues:
*The Gift
*Hermetic Magus
*Verditius Magic
Puissant Parma Magica
Puissant Muto
Skilled Parens
Inventive Genius
Secondary Insight

Flaws:
Dwarf
Oversensitive (Abuse of power)
Ability Block (Martial)
Deleterious Circumstances (in complete darkness)
Poor Memory (Names)


Abilities:(xp)score

Artes Liberales*(geometry)=(5)1
Awareness (Flaws in materials)=(30)3
Code of Hermes*(mundane relations)=(5)1
Concentration(lab work)=(15)2
Craft: Woodworking(Musical Instruments)=(30)3
Craft: Weaving(Linen)=(30)3
Finesse(Herbam)=(5)1
Leadership (motivation) =(5)1
Low German (Saxon)= (0)5
Latin(Hermetic Usage)=(50)4
Lore:Fengheld Covenant (Personalities)=(5)1
Magic Theory*(enchanting items)=(75)5
Music (play the rebec)=(5)1
Parma Magica*(Mentem)=(5)1+2
Penetration(Perdo)=(5)1
Philosophiae* (Ritual Magic)=(15)2
Stealth(hiding)=(15)2


Soak:+1

Wounds:
Light 1-3 (-1)
Medium 4-6 (-3)
Heavy 7-9 (-5)
Incapacitated 10-12
Dead 13+

Fatigue Levels:
Fresh
Winded (0/2min)
Weary (-1/10min)
Tired (-3/30min)
Dazed (-5/1hr)
Unconscious (na/3hr)


House:Verditius
Covenant:Ad Fons
Sigil:Scent of Pine Needles
Domus Magna:Verdi
Primus:Stouritus
Parens:
Covenant of Apprenticeship: Fengheld

CREO:(66)11
INTELLEGO:0
MUTO:(56)10+3
PERDO:0
REGO:(78)12

ANIMAL:0
AQUAM:0
AURAM:0
CORPUS:0
HERBAM:(26)6
IGNEM:0
IMAGINEM:0
MENTEM:(26)6
TERRAM:(23)6
VIM:(11)4

Lab Results and Notes:

Year 1 AG...
Finese 0>1(5)
Penetration 0>1(5)
Code of Hermes 0>1(5)
Philosophiae 0>2(15)

Year 2 AG...
Study Creo 9>10(10)
Study Muto 5>7(20)
Secondary Insight Bonus 4xp added to Te,Me,He,Vi

Year 3 AG...
Study Rego 10>12(23)
Study Terram 3>5(7)
Secondary Insight Bonus 3xp added to Te,Me,He,Vi
Secondary Insight Bonus 1xp added to Cr,Mu

Year 4 AG
Study Creo 10>11(10)
Study Muto 8>10(20)
Secondary Insight Bonus 4xp added to Te,Me,He,Vi

Year 5 AG
Created Milo's Wonderous Wooden Bridge
(Other items being designed.)


Raw Vis:

Longevity Ritual:

Enchanted Devices:
Milo's Wonderous Wooden Bridge: This palm sized model of a bridge when placed on the ground and commanded can cast Bridge of Wood(CrHe) up to 3 times a day.


Grimoire:

Trap of the Entwining Vines 15(CrHe)
Wall of Thorns 20(CrHe)
Piercing Shaft of Wood 10(MuHe)
Dance of the Staves 5(ReHe)
Tangle of Wood and Thorns 15(ReHe)

Rising Ire 15(CrMe)
Panic of the Trembling Heart 15(CrMe)
Scent of Peaceful Slumber 20(ReMe)

The unseen Porter 10(ReTe)
Weilding the Invisible Sling 10(ReTe)
Supple Iron and Rigid Rope 10(MuTe)

Palm of Flame 5(CrIg)

So, with MT 5, Int 3, Aura 3*, and Inventive Genius +3, he could achieve Lab totals that look something like... [code] He Me Te Vi
6 6 6 4

Cr 11 31 31 31 29
In 0 (20) (20) (20) (18)
Mu 10 30 30 30 28
Pe 0 (20) (20) (20) (18)
Re 12 32 32 32 30[/code](* That's "standard" aura - don't know if yours is higher/lower, but it's a safe assumption for a pre-game start.)

Being able to crank out a Level 15 spell in a season, or a Level 20 in two, is perfectly respectable at this stage, esp for a non-specialist*. If he wants to live large and experiment, he can reliably get above 35 with most without worrying about the die result. (+3 more from IG, +2 minimum on the die roll.) Lab Total of 38 is the next cut point, so he can get a Level 25 spell in 2 seasons (13+13), and 40 obviously. But he's very close, so that's a good thing.

(* "Specialist" being someone investing in no more than 3-4 Arts; this character has twice that.)

But, he might want to consider doing just that either pre-gauntlet and/or in his seasons - taking fewer and "larger" spells pre-game start, and then inventing the easy ones that he can knock off in a season afterward. If at a loss, bump one of Target/Range/Duration of the spells he has - Eye to Voice or Voice to Sight, another magnitude of amount created/affected, maybe Individual to Group (+10), whatever. Better to have one Level 25 spell than two 10's and a 5, as far as making the best use of his later time (With Lab Totals of 30, it would take 6 seasons to invent one Level 25 spell, while only 2 seasons to invent two Level 15's, but IC considerations trump such, natch.) Having one big hammer in your toolbelt is never a bad plan, and now is the "best" time to grab it. :wink:

Lastly, Piercing Shaft of Wood & Wielding the Invisible Sling seem a bit redundant to each other, as do Tangle of Wood and Thorns & Trap of the Entwining Vines, but if you have your reasons, all good. (Or, take a risk and experiment with them - if one goes wrong, the other is there for a back-up, and if it goes right...) 8)

You forgot +3-4 for his craft(wood, cloth) and +2 for Verditius Runes.

Very true. I was trying to make him more specialized so I could make more powerful items, however, I didn't want to over specialize him to the point that he could only create items with a very narrow range of effects.

You have a good point on the spells. I'm going to take a second look at them.

I was reading "Houses of Hermes:Mystery Cults" today and thinking about the 4th and 5th year.

If Max allows it I was thinking of using that time to have him initiated into the inner mystery "Elder Verditius Runes". They allow him to double his arts scores when calculating lab totals for item enchantment.

Thanks again for the advice. :slight_smile:

I've got to change the above if I'm gonna make study for Wizard's Communion. Alright, since I have to be at a total of 21, on my first season I'll study a vim tractatus - Application of Muto Vim magic’s Vol. 1, By Minerva Ex Merinita, Vim, Q 12 - + 3 (Book Learner) for 15 total and add 2xp for Latin exposure and then, finally, I can get Wizard's Communion in the second season. woo-w00t! Finalmente! ...I think? :laughing: And my 25 xp in Vim 6 jumps to 40xp and Vim 8?

Thanks...very happy to be here. If playing is as much fun as creating the character I'm going to love this game.

Unfolds big red hammer...

One mystery can be allowd for our Verditius magus and it could be elder runes if you wish.

Folds back and puts away red hammer.

No, I was talking about spells, not items, tho' with those bonuses he might be able to get better mileage out of some items, esp for those effects that are only needed a few times/day, or more rarely. (And the Vis is "free" at this stage!)

For instance, a big Intellego or Healing spell is usually enough to fulfill the job it's designed for in one shot, compare to, say, Crystal Dart or BoAF that might have to be cast many times in a desperate combat.

He might also want to take a few seasons out to create and invest a Talisman, to get the casting bonuses in those categories he can foresee they'll be needed. Just something else to consider.

Excellent! Thank you Max.
I'll post an updated sheet soon. :smiley:

Yup.
Impressive.

Ouch! This is gonna hurt! :laughing:

Well here is the final sheet for your approval!

Milo Ferox, Journeyman follower of Verditius

Title: Journeyman
House:Verditius
Covenant:Ad Fons
Sigil:Scent of Pine Needles
Parens:
Covenant of Apprenticeship: Fengheld

Birth Name: Klaus Habermehl
Nationality: German
Place of Origin: Oldenburg, Germany

Current Year:1220(5 A.G.)
Year of Guantlet:1215
Year Born:1190
Age:30
Gender:Male
Size:-2
Height:3.5ft
Weight:80 lbs
Hair:Copper
Eyes:Blue
Handedness:Right

Confidence:1(3)
Decrepitude:0
Warping:0(0)

Intelligence:+3
Perception:0
Strength:-3
Stamina:+1
Presence:0
Communication:0
Dexterity:+1
Quickness:0

Personality Traits:
Disciplined +2
Kind +1
Patient -2
Hubris +1

Virtues:
*The Gift
*Hermetic Magus
*Verditius Magic
Puissant Parma Magica
Puissant Creo
Skilled Parens
Inventive Genius
Secondary Insight
Minor Inner Mystery: Verditius Elder Runes

Flaws:
Dwarf
Oversensitive (Abuse of power)
Ability Block (Martial)
Deleterious Circumstances (in complete darkness)
Poor Memory (Names)
Hubris

Abilities:(xp)score
Animal Handling
Artes Liberales*(geometry)=(5)1
Athletics
Awareness (Flaws in materials)=(30)3
Bargain
Brawl
Carouse
Charm
Chirurgy*
Civil and Canon Law*
Code of Hermes*(mundane relations)=(5)1
Common Law*
Concentration(lab work)=(15)2
Craft: Woodworking(Musical Instruments)=(30)3
Craft: Weaving(Linen)=(30)3
Etiquette
Finesse(Herbam)=(5)1
FolkKen
Guile
Hunt
Intrigue
Leadership (motivation) =(5)1
Legerdemain*
Low German (Saxon)= (0)5
Latin(Hermetic Usage)=(50)4
Lore:Fengheld Covenant (Personalities)=(5)1
Magic Theory*(enchanting items)=(75)5
Medicine*
Music (play the rebec)=(5)1
Parma Magica*(Mentem)=(5)1+2
Penetration(Perdo)=(5)1
Philosophiae* (Ritual Magic)=(15)2
Profession:
Ride
Stealth(hiding)=(15)2
Survival
Swim
Teaching
Theology*
Verditius Cult Lore=(15)2

Soak:+1

Wounds:
Light 1-3 (-1)
Medium 4-6 (-3)
Heavy 7-9 (-5)
Incapacitated 10-12
Dead 13+

Fatigue Levels:
Fresh
Winded (0/2min)
Weary (-1/10min)
Tired (-3/30min)
Dazed (-5/1hr)
Unconscious (na/3hr)

Equipment:Robes, casting tools.

Background:Late in fall of 1195 a bundle of rags was left on the doorstep of the village church in Oldenburg. The priests found a crying disfigured infant that had obvoiusly stunted limbs. The only people kind enough to take pity on the boy were an elderly oat farmer and his wife, Manfred and Olga Habermehl.

They named him Klaus and raised the boy as their own. Despite his stunted growth the boy was quite active and for a few years had a very happy childhood. His parents already old when they adopted him grew frail and sick by the time he was 6 years old. When Manfred died Olga had no choice but to give the boy to the church orphanage.

Klaus was bullied and tormented by the other children. The boy quickly learned to keep his head down and avoid confrontation. A few years later when his Gift finally began to manifest itself the mistreatment and abuse increased. He languished in the orphange until about the age of ten when he was drug from his bed in the middle of the night and handed over to his his new master.

From that point on his life had changed for the better. The man who would be his Parens, placed him on the back of a donkey and took him back to the coventant of Fengheld where he would start his training as a Magus.

15 years later Klaus became Milo Ferox, journeyman of house Verditius when he passed his gauntlet. Before the season was over Milo set out on a journey south to the domus magna of House Verditius. He spent just over 3 years at Verdi learning about the inner mysteries of Verditius magic. In the 4th year he and his mystagogue made the long journey north to the covenant of Durenmar. There at the forge of Verditius Milo Ferox went through an initiation ritual that revealed the secrets of Verditius Elder Runes to him.

Milo was glad to be back in his homeland and decided to stay at Durenmar for a few seasons until he found a covenant to settle at. Opportunity presented itself when he heard news of an old friend, Justus Felix, who had started a new covenant in the Pomeranian forest. It seemed a bit far away from civilization for his taste, but the promise of uncontested vis sources and a forest of raw materials was very appealing.

Milo and Justus had met during apprenticeship, when Justus and his parens had come to stay at Fengheld for a year. During that year they became friends, but after Justus moved on they never saw each other again. That was over 10 years ago.

As Milo wrote a letter to Justus, inquiring about space at Ad Fons, he wondered if the follower of Pralix would remember him...

Milo is very serious about his work and very impatient with anyone or thing that interferes with it. While he has a kind disposition it can often be overshadowed by his fits of frustration when things do not go smoothly. HE is particularly impatient with the incompetence or laziness of others. During these moments he can often treat others harshly, but is quick to make ammends when appropriate.

Reputations:

CREO:(58)10+3
INTELLEGO:0
MUTO:0
PERDO:0
REGO:(81)12

ANIMAL:0
AQUAM:0
AURAM:0
CORPUS:0
HERBAM:(20)5
IGNEM:0
IMAGINEM:(19)5
MENTEM:(55)10
TERRAM:0
VIM:(5)2

Lab Results and Notes:

Year 1 AG...
Study Finese 5xp
Study Penetration 5xp
Study Code of Hermes 5xp
Study Philosophiae 15xp

Year 2 AG...
Study Creo 10xp
Study Mentem 20xp
Secondary Insight Bonus 2xp added to Im,Me,He,Vi
Secondary Insight Bonus 2xp added to Cr,Re

Year 3 AG...
Study Rego 23xp
Study Imaginem 7xp
Secondary Insight Bonus 3xp added to Im,Me,He,Vi
Secondary Insight Bonus 1xp added to Cr,Re

Year 4 AG
Study Verditius Cult Lore 0>2(15)
2 seasons spent enchanting a wand
1 season spent traveling to Durenmar to sacrifice the wand in Verditius' forge and complete the initiation into the inner house mystery Verditius Elder Runes.

Year 5 AG
1 season create and open a flute carved from walnut
1 season to attune flute as Talisman
2 seasons to invest effect Visions of Infernal Terror
Base Effect=30
2 Elder Runes=10
+16 Penetration=8
Total Effect level=48

Re+Me=22
int=3
magic theory=5+1
aura=3
Craft=3+1
Philosophiae=2
Talisman bonus=5
shape/material bonus=6
Elder Runes(Re,Me)=22
Total Lab=73

73-48=25x2seasons=50

Enchanted Devices:

Ferox's Flute (Talisman)
Casts Visions of Infernal Terror (Re,Me 30 +16 Penetration) once per day when a combination of 3 trigger notes are played.


Grimoire:

Trap of the Entwining Vines 15(CrHe)
Wall of Thorns 20(CrHe)
Dance of the Staves 5(ReHe)
Tangle of Wood and Thorns 15(ReHe)

Rising Ire 15(CrMe)
Panic of the Trembling Heart 15(CrMe)
Scent of Peaceful Slumber 20(ReMe)
Aura of rightful authority 20 (ReMe)

Wizard's Sidestep 10 (ReIm)

The Unseen Porter 10 (ReTe)

Palm of Flame 5(CrIg)

Hi all.

Great story, interesting characters, solid writing... but the pace of the game just isn't there to hold my interest as a player. Blame it on ADD, blame it on impatience - I need something that moves just a little faster than a SG post 2-3 times/week.

So, no Tytalus from this corner, sorry.

Didn't want to just disappear - have fun!

Thanks for considering us.

Should I post Milo to the character sheet section yet?

Go for it! You can always edit if Fix' catches something. :wink: