The Spider chargen

I like the wood carving thing myself. I prefer it to the fiber thing.

The one we'd be fiddling with.
Figured it'd be cool to tie her to an "existing" covenant. Can do another, mind you :wink:

  • No, and IMO, the less I have, the better. Diabolic mystery cult, had branchs in at least Provence and Iberia. They teach infernal virtues and how to get infernal blessings (love that virtue, very tempting. Like all infernal virtues, in fact)
    Their modo: Recruit, young, vulnerable and corruptible magi, and either induct them, or seed them for later inductment.
  • Rasus was a part of it, although he may have striken off on his own
  • As I see it, we've got various different, but related, groups. Like you've got one Infernal Mystery Cult, for whom different guys are part of, but these guys either belong to , or form cults on their own, either maintaining or severing ties to the IMC. So the groups are more or less linked, but different, and may be at odds with each other.
  • It happened during her apprenticeship, but she had run-ins with them later.

BTW, wanting to invent this spell, but checking beforehand:
Circular Ring of Enduring Concentration ReVi Gen
ReVi general (Sustain a spell you have cast whose lvl is less than (lvl +2 magnitudes of this spell)
R: +1 touch, D: +2 ring, T: +0 Ind
As "Maintaining the Demanding spell", but with Ring duration. This maintains a Concentration spell of (lvl-05) or less, if the caster was inside the ring at the time of casting (note that the Target is the spell maintained, not the caster), the spell is centred on the ring (not maintaining a spell here a spell you’ve cast at sight range), and the spell is static (which would make it "leave" the ring, so you can’t do this for your veil of invisibility and then leave the ring), so long as the ring is intact.

The goal is, aside from the obvious uses, to make magical traps. For example, she has an offensive creo effect that is supressed. The suppressor is maintained by such a ring. If the ring is broken, the suppressor is, too, and the offensive effect is released ^^
With a circular laboratory, this can also be used to maintain spider control spells, so that her lab is full of little wood spiders :smiley:

First draft for her 1st and 2nd cycle:

First Cycle: She spends some time in Laguna Sententia, developing her spells, but feeling unwelcome due to her pater's presence. In Summer 1202, she is contacted by Dorika Guernici, and founds Insidiae Covenant with her and Clarisse Jerbitonis, taking Isabelle with her. They are to investigate minor events, both magical and political, and smooth things up before it becomes a problem requiring the attention of senior guernicus magi.
All goes well at first, until, in Winter 1204, while investigating a minor cult, she is grievously stabbed by a man, but not before being recognized by the cult leader, with hints to her diabolic past. She spends the rest of the season recovering, but is shaked by the event.

Second Cycle: Insidiae is developing nicely, helped by Magvilus. They are send on missions that are more and more important, usually to investigate hedge mages or supernatural nuisances.
This is also the time when, against all expectation, Isabelle gets married. The event shakes Hélène, as her best friend, who she's been in love for years with, leaves her to live with her husband, a valorous (and widowed) knight they helped deal with a Faerie problem.
To cope with this, she holes up into the lab, learning her arts and crafting more and more items.
This is then, at her most vulnerable, that she is approached again by the magus that inducted her into infernal mysteries, promising that his masters can make Isabelle truly love her. Hélène is sorely tempted, but rejects him nonetheless, telling him to go to hell. Dorika and Clarisse suspect something, but say nothing.
In 1207, the Shadow Flambeau are exposed. The 3 maga do frequent trips to Iberia to participate in the search for the Renounced Magi. They also manage in 1209 to seek out and kill Landis, a black flambeau that had slipped into Provence.
In winter 1210, at age 34, feeling age coming, she gets a lvl 50 LR done for her by a specialist, in exchange for a whole bunch of charged items and 17 pawns of vis. She hasn't yet discovered her lesser malediction.

Just be careful you don't go Ludoviccio on me!
:laughing:
You can be Tainted or Blessed (or both?), but not outright Infernal or Divine. Maybe Divine for a Companion. No Infernals. You hate evil for you have faced it, and thought it may tempt or taint you, it has not corrupted you.
Yet.
:smiling_imp:

Oh, no! :laughing:
This is how the cult works*, but she escaped them before! So she has 0 infernal-related virtues.

First Cycle: She spends some time in Laguna Sententia, developing her spells, but feeling unwelcome due to her pater's presence. In Summer 1202, she is contacted by Dorika Guernici, and founds Insidiae Covenant with her and Clarisse Jerbitonis, taking Isabelle with her. They are to investigate minor events, both magical and political, and smooth things up before it becomes a problem requiring the attention of senior guernicus magi.
All goes well at first, until, in Winter 1204, while investigating a minor cult, she is grievously stabbed by a man, but not before being recognized by the cult leader, with hints to her diabolic past. She spends the rest of the season recovering, but is shaked by the event.

Second Cycle: Insidiae is developing nicely, helped by Magvilus. They are send on missions that are more and more important, usually to investigate hedge mages or supernatural nuisances.
This is also the time when, against all expectation, Isabelle gets married. The event shakes Hélène, as her best friend, who she's been in love for years with, leaves her to live with her husband, a valorous (and widowed) knight they helped deal with a Faerie problem.
To deal with this, she holes up into the lab, learning her arts and crafting more and more items.
This is then, at her most vulnerable, that she is approached again by the magus that inducted her into infernal mysteries, promising that his masters can make Isabelle truly love her. Hélène is sorely tempted, but rejects him nonetheless, telling him to go to hell. Dorika and Clarisse suspect something, but say nothing.
In winter 1205, at age 34, feeling age coming, she gets a lvl 50 LR done for her by a specialist, in exchange for a whole bunch of charged items and 17 pawns of vis.
In 1207, the Shadow Flambeau are exposed. The 3 maga do frequent trips to Iberia to participate in the search for the Renounced Magi. They also manage in 1208 to seek out and kill Landis, a black flambeau that had slipped into Provence.

Third Cycle:
In 1209, Dorika negociates for the team to spend 2 season in Magvillus, to use their library and be taught in various disciplines, all so that they can be a better team.
While hunting diabolists, she befriends Antonio Perez in 1210. They spend some time together fighting magical threats, and will correspond, however irregularly, for the years to come.
Back in Provence, the maga of Insidiae are given more and more secret missions by Magvillus, and Hélène crafts quite a lot of different spiders. She takes the habit of traveling with a lot of different items, in order to compensate her deficient formulaic magic. She also reinforcates the covenant's defenses, putting various traps and charged items in it.
In 1214, she is asked by Antonio and Dimir Taar to work on the Vault's defenses. Both are satisfied by her work.
In 1215, she learns that Isabelle and her husband have been killed, supposedly by a dragon. Grieving, she tracks down the beast, only to discover that it was a cover story concocted by the real killer, Asterion Ex Bjornaer. Their child was gifted and he wanted to take him, but the parents refused. Things escalated, as he couldn't take "no" for an answer. He never could, and thus killed the parents, captured the child. Arachné declares a Wizard's War with Asterion, but she finds herself on the bad end of the war, as her magical defenses proves unsufficient to the task. Luckily for her, while desperately trying to cancel Asterion's parma, she botches her spell, and is send into twilight. Lost in the magic realm, she meets Melantha, a spirit that claims to be her ancient, greek ancestor. Melantha guides her back to the mortal world, and Arachné discovers there that her Parma Magica has been greatly enhanced by the experience.
Suspecting Asterion will come back to her, she plays the fearful part. True to his colerous character, the bjornaer declares a war on her as soon as he heard she has returned. This time, however, she is able to better resist his spells, and manage to kill him. This, however, does nothing to alleviate the loss she feels.

4th cycle:
Following her victory on Asterion, she claims Isabelle's child as her trophy, and beings to induct the yound boy, damien, into hermetic magic. Soon, however, she finds that the boy reminds her too much of her former love. Through Antonio, she arranges for Damien to be ceded to a flambeau friend of his. That was the last time she heard of Damien.
In 1217, Dorika, Clarisse and Arachné head to Magvillus, to receive further training in the Mercurian tradition. Arachné is proposed to be subjected to a ritual (and initiation) granting her Mercurian Magic, but it fails. Nonetheless, they are able to improve their arts, learn some spells, and, more importantly, learn some special Mastery abilities.
In 1221, she is hired by Lycaneon covenant to work on their defenses and supply them with charged items. She finds that a sign that her skills are beginning to get recognized. She spends 4 years here, studying in their library while installing many defenses and crafted items. She comes out of it with a better appreciation of Doctrina and synergy in a team of magi.
In 1221, Arachné is contacted by the Diabolic Cult. They deny all allegiance to demons, and claim that Landis has returned as a demon, and offer their help in rounding him up. Arachné refuses.
In 1222, signs that the info was right abound. The 3 maga are powerless to track down their ennemy, which causes a lot of trouble to them, and puts them close to having trouble with the Code. The cult contacts Archné again, but she refuses to deal with them. They then give her the information about where "landis" is to be found. Reluctantly, Arachné uses it, and the maga of Insidiae are able to find and destroy the fell beast.

5th cycle: this is when Insidiae is destroyed, and she learns of Antonio’s disappearance. Could the 2 events be linked (or not, but she thinks so)? Like, they were after hedge magicians that hated Andorra?

I am very satisfied with this character concept and the little hooks and nuances included. And you are the rules shark, so I am gonna trust your mechanics and let vit roll as is (though I will look closer later to get a gague on how to handle stories she is in).
Once you have calculated your last cycle, feel free to repost the polished character for me to sticky.
In fact, I am ready to start you off with a prelude story whenever you are ready. Something that happens during this cycle that directly ties into the situation in the "present". Maybe, just maybe, tie something into the disappearance (or demise) of Dimir Taar.
As for comments you made about variable cycle length and potential munchkin abuse, I have a solution, but it would mostly have no effect on short term advancement. The Shirley aging table from Sub Rosa 11 is based on a decade. My thought is to tie bulk aging to the cycle regardless of length. Short cycles age you faster. Look at US presidents! Their terms (cycles) last 4yrs, and they look like they age ten!

My goal with her is to work on andorra's defenses, beginning by her sanctum, and to uncover what happened to her friend.
She is tied to this in 2 ways, by personnal pride (she worked on the vault's defenses, to no avail), and by friendship. She wants to discover what happened, save her penpal, and work on Andorra's defenses so that it becomes recognised as an impregnable covenant (this is for me: it means I can "do things" and have fun without an older character being much present in stories, and without her lab work being disruptive either, as it'll be "passive", staying at the covenant*)

I see her as staying behind the lines, like, the characters are with a spider she controls through a tunnel, she teleports in if need be, drops one or 2 spiders, but prefers to stay in her sanctum's safety.
For adventures, I think I'll do an hedge wizard companion, much younger. Must rememer to place Intissar somewhere.

And I'm working on a picture I'm quite proud of :smiley:

  • For exemple, I picture her sanctum as circular, maintaining several human-shaped animated wood guards. This is cool, but seldom matters in play: She could have a bazillion such guards, it would change nothing in adventures. This is what I'm aiming for.

Slightly changed her cycles, put up the 5th (may add some things later).
I've put up enough clues and vagueness that the ennemy that destroyed her covenant may be Amazons, Sahirs (with guards) or infernalists, should you chose to use it.

First Cycle: She spends some time in Laguna Sententia, developing her spells, but feeling unwelcome due to her pater's presence. In Summer 1202, she is contacted by Dorika Guernici (investigative magics), and founds Insidiae Covenant with her and Clarisse Jerbitonis (social graces and mentem mastery), taking Isabelle with her. They are to investigate minor events, both magical and political, and smooth things up before it becomes a problem requiring the attention of senior guernicus magi.
All goes well at first, until, in Winter 1204, while investigating a minor cult, she is grievously stabbed by a man, but not before being recognized by the cult leader, with hints to her diabolic past. She spends the rest of the season recovering, but is shaked by the event.

Second Cycle: Insidiae is developing nicely, helped by Magvilus. They are send on missions that are more and more important, usually to investigate hedge mages or supernatural nuisances.
This is also the time when, against all expectation, Isabelle gets married. The event shakes Hélène, as her best friend, who she's been in love for years with, leaves her to live with her husband, a valorous (and widowed) knight they helped deal with a Faerie problem.
To deal with this, she holes up into the lab, learning her arts and crafting more and more items.
This is then, at her most vulnerable, that she is approached again by the magus that inducted her into infernal mysteries, promising that his masters can make Isabelle truly love her. Hélène is sorely tempted, but rejects him nonetheless, telling him to go to hell. Dorika and Clarisse suspect something, but say nothing.
In winter 1205, at age 34, feeling age coming, she gets a lvl 50 LR done for her by a specialist, in exchange for a whole bunch of charged items and 17 pawns of vis.
In 1207, the Shadow Flambeau are exposed. The 3 maga do frequent trips to Iberia to participate in the search for the Renounced Magi. They also manage in 1208 to seek out and kill Landis, a black flambeau that had slipped into Provence.

Third Cycle:
In 1209, Dorika negociates for the team to spend 2 season in Magvillus, to use their library and be taught in various disciplines, all so that they can be a better team.
While hunting diabolists, she befriends Antonio Perez in 1210. They spend some time together fighting magical threats, and will correspond, however irregularly, for the years to come. This is also the year in which Arachné discovers a vis source she registers on her own name.
Back in Provence, the maga of Insidiae are given more and more secret missions by Magvillus, and Hélène crafts quite a lot of different spiders. She takes the habit of traveling with a lot of different items, in order to compensate her deficient formulaic magic. She also reinforcates the covenant's defenses, putting various traps and charged items in it.
In 1214, she is asked by Antonio and Dimir Taar to work on the Vault's defenses. Both are satisfied by her work.
In 1215, she learns that Isabelle and her husband have been killed, supposedly by a dragon. Grieving, she tracks down the beast, only to discover that it was a cover story concocted by the real killer, Asterion Ex Bjornaer. Their child was gifted and he wanted to take him, but the parents refused. Things escalated, as he couldn't take "no" for an answer. He never could, and thus killed the parents, captured the child. Arachné declares a Wizard's War with Asterion, but she finds herself on the bad end of the war, as her magical defenses proves unsufficient to the task. Luckily for her, while desperately trying to cancel Asterion's parma, she botches her spell, and is send into twilight. Lost in the magic realm, she meets Melantha, a spirit that claims to be her ancient, greek ancestor. Melantha guides her back to the mortal world, and Arachné discovers there that her Parma Magica has been greatly enhanced by the experience.
Suspecting Asterion will come back to her, she plays the fearful part. True to his colerous character, the bjornaer declares a war on her as soon as he heard she has returned. This time, however, she is able to better resist his spells, and manage to kill him. This, however, does nothing to alleviate the loss she feels.

4th cycle:
Following her victory on Asterion, she claims Isabelle's child as her trophy, and beings to induct the yound boy, damien, into hermetic magic. Soon, however, she finds that the boy reminds her too much of her former love. Through Antonio, she arranges for Damien to be ceded to a flambeau friend of his. That was the last time she heard of Damien.
In 1217, Dorika, Clarisse and Arachné head to Magvillus, to receive further training in the Mercurian tradition. Arachné is proposed to be subjected to a ritual (and initiation) granting her Mercurian Magic, but it fails. Nonetheless, they are able to improve their arts, learn some spells, and, more importantly, learn some special Mastery abilities.
In 1221, she is hired by Lycaneon covenant to work on their defenses and supply them with charged items. She finds that a sign that her skills are beginning to get recognized. She spends 4 years here, studying in their library while installing many defenses and crafted items. She comes out of it with a better appreciation of Doctrina and synergy in a team of magi.
In 1221, Arachné is contacted by the Diabolic Cult. They deny all allegiance to demons, and claim that Landis has returned as a demon, and offer their help in rounding him up. Arachné refuses.
In 1222, signs that the info was right abound. The 3 maga are powerless to track down their ennemy, which causes a lot of trouble to them, and puts them close to having trouble with the Code. The cult contacts Archné again, but she refuses to deal with them. They then give her the information about where "Landis" is to be found. Reluctantly, Arachné uses it, and the maga of Insidiae are able to find and destroy the fell beast.

5th cycle:
In 1225, Melantha, deeming Arachné ready, leads her on a mystical quest to a portal that leads them through the Magic Realm. This allows Arachné to unlock the link to her ancestors, and she gains Magical Blood, although this lessen her ties to the mortal world, giving her a Fragile Consitution. During the quest, she also suffers twilight due to a botched spell. She manages to control it, though, and comes out with Cautious Sorcerer, thus increasing her chances to avoid further botches.
In 1228, they are asked to investigate the disappearance of a covenant in the Levant. They send a bunch of grogs there and follow thereafter. They find out that the covenant was attacked by a mixture of mundane and supernatural forces. Cautiously, they try to determine whether this was the Order of Suleiman striking at the order or not, when their base camp is brutally attacked, in the midst of the night, by winged, dark creatures, backed up by mundane archers. Dorika is killed by the first strike, as are most of the grogs. Seeing that the battle is lost, Clarisse and Arachné teleport back to Insidiae, leaving the few surviving grogs to their fate, and immediately send a report back to Magvillus.
2 nights thereafter, while they lick their wounds, thinking themselves safe, they are attacked, apparently by the same forces. This time, the battle is massive, as Insidiae harbors a lot of magical defenses elaborated by Arachne over the years. Fighting desperately, the two maga and their servants manage to kill most of their attackers, but the covenant is leveled by the magics unleashed (due in no small part to Arachné's destructive traps). In the morning, the 2 maga stands triumphant, although Clarisse, grievously wounded, agonizes in her friend's arms. Of their assaillants, there is no trace. Broken and tired, having lost all she trived for, Arachné warns Magvillus, and decides to rest and hide at her friend Antonio's powerful Andorra covenant.

Helène, Arachne, the Spider, rustic maga
Can be foundhere, too

Covenant: Andorra
Characteristics: Int +2, Per +1, Pre 0, Com -1, Str -2, Sta +1, Dex +2, Qik +2
Size: 0
Age: 59 (36), Height: 168 cm, Weight: 55 kg, Gender: Female
Decrepitude: 0
Warping Score: 4 (6¼)
Confidence: 1 (3)

Virtues: Affinity with Perdo, Affinity with Rego, Book Learner (Book Quality: +3), Craft Magic*, Cautious Sorcerer** (Bonus: Three fewer botch dice casting spells or in lab), Fast Caster (Initiative: +3 to cast spells in combat), Flawless Magic (Study Totals: Doubled for spell mastery), The Gift, Hermetic Magus, Magical Blood: Spirit**, Minor Magical Focus (Dispelling Magic), Personal Vis Source (Rego), Puissant Parma Magica, Puissant Woodworking, Puissant Finesse, Second Sight* [Note: Eyes flare red], Spell Foci*, True Friend (Familiar) (Bonus: +3 to appropriate Personality Traits)*

Flaws: Diabolic Past [Note: Joined a Mystery cult that promised great power, but found out it was diabolic and fled], Driven (Become the greatest trap creator in the world. (surpass hermanus)), Fragile Constitution (Healing: -3), Hedge Wizard, Lesser Malediction (Longevity rituals have no effect on appearance), Magic Spirit Companion [Note: Melantha], Reclusive, Warped Magic (Nails become black and grow like sharp claws. For higher magnitudes, dark vein-like streams grow on the arms, even going as far as the face and torso for mag 40-50 spells, the whole body for Rituals. This lasts 1 minute per magnitude, 2 for rituals.) [Side Effect: Nails become black and grow like sharp claws. For higher magnitudes, dark vein-like streams grow on the arms, even going as far as the face and torso for mag 40-50 spells, the whole body for Rituals. This lasts 1 minute per magnitude, 2 for rituals.], Weak Spontaneous Magic*

Personality Traits: Analytical +3, Loyal (Familiar) +3, Brave +1, Cautious +2, Ruthless +1, Enjoys complex plans +1
Reputations: Hedge Wizard 3

Combat:
Dodge: Init: +2, Attack —, Defense +4, Damage —
Fist: Init: +2, Attack +4, Defense +4, Damage -2
Kick: Init: +1, Attack +4, Defense +3, Damage +1
Soak: +1
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)

Abilities:

  • Area Lore: Provence 3 (geography), Area Lore: Andorra 2 (history), Area Lore: Toulouse 2 (geography), Area Lore: Transylvania 1 (geography), Artes Liberales 2 (cermonial magic), Awareness 3 (Determining effect)
  • Brawl 2 (Dagger)
  • Charm 2 (Low-born girls), Code of Hermes 3 (mundane relations), Concentration 3 (spell concentration), Covenant Lore: Lycaneon 1 (personalities), Covenant Lore: Insidiae 2 (politics), Covenant Lore: Laguna Sententia 1 (personalities), Covenant Lore: Andorra 1 (personalities)
  • Etiquette 2 (nobility)
  • Finesse 4+2 (casting speed), Folk Ken 2 (magi)
  • Goldsmith 1 (Rings), Guile 3 (elaborate lies)
  • Infernal Lore 3 (demons), Intrigue 3 (plotting)
  • Latin 4 (hermetic usage), Leadership 4 (laboratory work)
  • Magic Lore 2 (magical traditions), Magic Theory 6 (enchanting items)
  • Occitan 5 (Catalan), Order of Hermes Lore 3 (personalities), Organization Lore: House Tremere 1 (Doctrina)
  • Parma Magica 5+2 (Mentem), Penetration 4 (Vim), Philosophiae 2 (ceremonial magic)
  • Scribe 1 (copy lab text), Second Sight 3 (5), Stealth 2 (hide)
  • Weaver 3 (Clothes), Woodworking 5+2 (Spiders)

Arts: Cr 9, In 5, Mu 5, Pe 15, Re 21, An 5, Aq 5, Au 5, Co 6, He 6, Ig 5, Im 5, Me 6, Te 7, Vi 14

Talisman: Pristine Ring of the Weaver
Pristine Ring of the Weaver: Amber and Basalt rings welded together by a mesh of Silver linings, with a Magnet inserted in it though a Mercury-circle opening.

  • Creator: Helène, Arachne, the Spider, rustic maga
  • Created: Winter 1213; Vis Capacity: 12; Talisman; Total Pawns Invested: 9; Total Effect Level: 76
  • Attunement Bonus: Magnet: +4 Rego Terram; Basalt: +3 Perdo; Mercury: +5 Muto
  • Effect Name: Maintaining the Demanding Spell; Effect Level: 35; Effect Details: R: Touch, D: Conc, T: Ind, Frequency: 24/day, +5 Maintains Concentration; As the regular spell, but Duration: Concentrion, maintained by the talisman. This maintains spells up to level 25
    Arts: ReVi 25; Design: Base 15, +1 Conc, +1 Touch
  • Effect Name: Shriek of the Impending Shafts; Effect Level: 16; Effect Details: R: Per, D: Sun, T: Hearing, Frequency: 2/day, +3 constant; Arts: InHe 15; Design: Base 2, +2 Sun, +3 Hearing
  • Effect Name: The Flying Spiders; Effect Level: 25; Effect Details: R: Voice, D: Mom, T: Group, Frequency: 24/day
    Sends a Group-Sized volume of wood flying at great speed towards the target. This does +05 to +15 damage, depending on the amount of wood, but is subject to MR. Arachne uses this to send crafted spiders to touch targets: Even if protected by MR, this is enough to deliver a Touch range charged effect
    Arts: ReHe 20; Design: Base 3, +2 Group, +2 Voice, +1 Speed

Encumbrance: 0 (0)

Corpus Spells

  • Eyes of the Cat (MuCo(An) 5) +12, Mastery 1 (quiet casting)
  • Eyes of the Hawk (MuCo 5) +13, Mastery 1 (quiet casting). HP p87, with Touch range: The target gains the eyes of a hawk, which allows him to clearly see for vast distances
  • The Leap of Homecoming (ReCo(AnHeTe) 35) +28, Mastery 1 (fast casting)
  • Soar with the Birds (ReCo 20) +29, Mastery 1 (imperturbable casting). Move a target quickly in any direction you please. A base 15 Personnal range, Duration Concentration flight spell
  • Wizard's Leap (ReCo(AnHeTe) 15) +28, Mastery 1 (fast casting)

Imaginem Spells

  • Aura of Childlike Innocence (MuIm 10) +12, Mastery 1 (quiet casting)
  • Aura of Ennobled Presence (MuIm 10) +12, Mastery 1 (quiet casting)
  • Mask of the Mundane Male (MuIm 4) +12, Mastery 1 (imperturbable casting). Appears as a 30-years old male, to touch, sight and hearing. Base 3, per, +1 Conc
  • Mask of Youth (MuIm 4) +12, Mastery 1 (imperturbable casting). Change the caster's appearance to that of a young, beautiful girl in her twenties. This affects sight, hearing and touch. Base 3, per, +1 Conc
  • The Silent Magus (PeIm 5) +22, Mastery 1 (quiet casting). Destroy an object's ability to affect hearing: THe magus makes no sound at all. Note that this precludes the use of Voice range spells. Base 4, +1 Conc
  • Through the Eyes of the Spider (InIm 15) +12, Mastery 1 (quiet casting). Use one sense at a distance: This allows the maga to see as if she was located at the Touched object location. Base 1, +1 Touch, +1 Conc, +4 Vision.
  • Veil of Invisibility (PeIm 20) +22, Mastery 1 (quiet casting)
  • A Visible Demand for Sustained Repair (MuIm 4) +12, Mastery 1 (imperturbable casting). As per the spell's description, but with Concentration Duration. This is destined to be maintained
  • Wizard's Sidestep (ReIm 10) +28, Mastery 1 (quiet casting)

Ignem Spells

  • Ward Against Heat and Flames (ReIg 25) +28, Mastery 1 (fast casting)

Herbam Spells

  • Animate the Wooden Spider (ReHe 10) +29, Mastery 1 (tethered casting). Based on LoH p112, "Animate Mannequin".
    This allows the control of a wood spider. Must concentrate on it to give it orders.
  • The Carved Assassin (ReHe 20) +29, Mastery 1 (imperturbable casting). Like the spell in TOME, with Duration: Concentration. This animates a wooden object so that it follows simple commands and solves simple problems, without the direct oversight of the magus. The object must be wooden, and no larger than a pace square. Arachne uses this in conjonction with Maintaining the Demaning Spell

Mentem Spells

  • The Call to Slumber (ReMe 10) +29, Mastery 1 (magic resistance)
  • Incantation of Summoning the Dead (ReMe 40) +33, Mastery 1 (Ritual Mastery (-1 botch dice))
  • The Penitent's Confession (ReMe 30) +29, Mastery 1 (quiet casting)

Terram Spells

  • Invisible Sling of Vilano (ReTe 10) +31, Mastery 2 (multiple casting, precise casting)
  • Unseen Arm (ReTe 5) +30, Mastery 1 (quiet casting)
  • Command the Living Stone (ReAq 20) +28, Mastery 1 (imperturbable casting). Completely control an elemental

Vim Spells

  • Break the Shield (PeVi 10) +46, Mastery 2 (magic resistance, penetration). HP p85: Dispel effects of a specific type with a level less than the level + 3 magnitudes of the Vim spell + a stress die => Dispells any Parma Magica whose score is less than (25+stress die)/5
  • Circle of Spell Sustaining (ReVi 25) +37, Mastery 1 (ceremonial casting). As "Maintaining the Demanding spell", but with Ring duration. This maintains a Concentration spell of (lvl-05) or less, if the caster was inside the ring at the time of casting (note that the Target is the spell maintained, not the caster), the spell is centred on the ring (not maintaining a spell here a spell you’ve cast at sight range), and the spell is static (which would make it "leave" the ring, so you can’t do this for your veil of invisibility and then leave the ring), so long as the ring is intact.
  • Demon's Eternal Oblivion (PeVi 5) +32, Mastery 2 (multiple casting, penetration)
  • Dreadful Bane of the Fae (PeVi 5) +31, Mastery 1 (multiple casting)
  • The Invisible Eye Revealed (InVi 10) +21, Mastery 1 (quiet casting)
  • Maintaining the Demanding Spell (ReVi 20) +37, Mastery 1 (Fast casting)
  • Masking the Odor of Magic (PeVi 40) +31, Mastery 1 (quiet casting)
  • Opening the Intangible Tunnel (ReVi 10) +37, Mastery 1 (Magic Resistance)
  • The Patient Spell (ReVi 20) +37, Mastery 1 (imperturbable casting). MoH p113: Delays another spell cast at the same time (which requires an Int + Conc roll of 9+) until the caster ceases concentration on The Patient Spell. A spell thus held can be used to interrupt an action in the same manner as a fast cast spell.
  • Reaching the Distant Target (ReVi 20) +37, Mastery 1 (penetration). As Intangible Tunnel, but Sight range, and works on spells up to (Tunnel + 05)
  • Sap the Griffin's Strength (PeVi 5) +31, Mastery 1 (multiple casting)
  • Suppressing the Wizard's Handiwork (ReVi 30) +37, Mastery 1 (imperturbable casting)
  • Unravelling the Fabric of Animal (PeVi 20) +46, Mastery 2 (fast casting, quick casting)
  • Unravelling the Fabric of Aquam (PeVi 20) +45, Mastery 1 (fast casting)
  • Unravelling the Fabric of Auram (PeVi 20) +45, Mastery 1 (fast casting)
  • Unravelling the Fabric of Corpus (PeVi 20) +46, Mastery 2 (fast casting, quick casting)
  • Unravelling the Fabric of Herbam (PeVi 20) +45, Mastery 1 (fast casting)
  • Unravelling the Fabric of Ignem (PeVi 20) +46, Mastery 2 (fast casting, quick casting)
  • Unravelling the Fabric of Imaginem (PeVi 20) +45, Mastery 1 (fast casting)
  • Unravelling the Fabric of Mentem (PeVi 20) +46, Mastery 2 (fast casting, quick casting)
  • Unravelling the Fabric of Terram (PeVi 20) +46, Mastery 2 (fast casting, quick casting)
  • Unravelling the Fabric of Vim (PeVi 20) +46, Mastery 2 (fast casting, quick casting)
  • Watching Ward (ReVi 30) +42, Mastery 2 (imperturbable casting, Ritual Mastery (-1 botch dice))

Vis: Vis: 24 Pawns of Choose (59-35) to use for Mustering. Probably gonna take all as texts/items salvaged from Insidiae.
Vis: 20 Pawns of Rego from Personnal Vis Source

Intissar, cat familiar. Must stat it. Melantha, too.
Cord Scores: Gold +3, Silver +0, Bronze +2

Brilliant blend of power and consequence!
Ideas inspired by the backstory...

  • When you first met Antonio, how well did you manage dealing with his incorrigible lust (Major Personality Flaw)? I know Arachne is of alternative persuasion (lesbian), but this won't matter to the old goat and might encourage him. I mean, he won't do anything stupid or offensive. But he will try macking on you anyway.
  • Concerning Dimir Taar, the Vault, and covenant defenses: what sort of defenses should I take into account? The original vault, we established it was crafted by Valdarius but was destroyed by Khyron. We can rule that Arachne helped Dimir Taar create a new Vaault (which was opened or broken in the recent attack.
  • At the end of your story you mention going to Andorra. What I would like to do is have her present during the attack, but zipped out due to Twilight, and pops back when the player character investigation arrives. Hand wave warping points or benefit from a few (a new spell maybe?). Just story fluff. Then I can impart to you what you witnessed of the attack.
  • The Cult leader, is he still around? Is this Rassus you mean to imply, or another cult to play with?
  • The child, where is he now? How long ago did he become an apprentice and how far from Gauntlet?
  • other stuff and more stuff :laughing:

Post the finished current Arachne in a clean thread so I can sticky it. Keep all of your history and relevant details. Save detailed development and discussion for this thread (which can be used as a worksheet).

Thanks!

If I find the time, I'll work more on it, I had great fun writing it :smiley:
I'd also like to stat out the (dead) Dorika and clarisse, if only for amusement and to provide stats for people.

So, when she met antonio, given that her LR doesn't slow down her aging (wanted to get rid of that when she was old enough, didn't think to. I think her looking about 60 is great, but that's all), she looked about 34... So yes, she was probably attractive to him.
She will hide it from him (she doesn't advertise it, for obvious reasons). Since isabelle is still alive, she'll say no, and explain that she's in love with someone else. She'll be firm, and if he insists, she'll clearly say that he's becoming bothersome and can go to hell :smiley: I think this may have factored in their friendship, like in a way, they could have been an item, if only the sexual attraction was similar. Yet it wasn't, and, to antonio, her staunch refusal gave birth to a kind of respect, from which friendship grew. Does this makes sense?

I've actually thought about this :smiley:
Her magical traps rely on a combo of circular maintaining spells, charged items, and patient spells. She also uses watching wards.

Nooo! I realize I have forgotten an important spell :frowning: Too bad, I'll have to invent it the first season. If I think about it :laughing:

So she'll put Watching Wards, with Break the Shield spells into it, so as to destroy any opponen'ts parma.

She'll cast a lot of low-level static illusions (lvl 1 to fool the sight, +1 touch, +1 conc, +1 size = lvl 4. She could spont this, even if she had to do it ritually), maintained by circular maintaining spells (some hidden mundanely, some not), so that the vault people will see won't be the real vault.
So, intruders will only need to break the circles to see the real vault? Yes, but some circles are different, in that they maintain Patient Spells, that are putting on hold effects created by a nearby, hidden spider. So when you break the circle, the patient spell ceases, and the retarded spell is unleashed.

And she'll put Masking the odor of magic on some, but not all of these (all of the watching wards, though), so that magic detection spells see nothing, hoping that people, having possibly detected some traps/illusions, will relax until they trigger a Masked trap, or be fooled by Masked illusions.

So, you'll tell me, people with second sight or appropriate InVi spells will see through the illusions nonetheless, and perceive the real vault? Not only are people still susceptible to disrupt a circle, thinking it holds some defensive enchantment, but...
She'll do claymores, too :smiley: Spiders with Creo Ignem spells (usually high damage, since the target is supposed to have no penetration) put under false floor, and triggered by pressure being applied on it. Boom! :smiley:

You get the idea. Of course, most of this will be quite damaging to the vault. She can be subtle, but she thinks that at least some traps should not be, so as to frighten the enemy and divert his attention from the subtle ones.

Great, and easy!

I had her going into twilight in 1225, while on her quest with Melantha. We just have to say this happens at the first spell she casts during the confrontation :smiley:

Of course he is!
I left it, as so much details, deliberately vague, so that you may tailor it to your uses, but I can whip up something if it helps you. Just know that, well, it'll be slow :frowning:

Damien? Lemesee... His arts were opened in 1215, so... Well, he should be just about gauntleted :smiley: And ready for Auntie Arachné :smiley: She would have taken news from time to time, probably send him a few gifts (take one day to craft a spider or a tunic, and send it to him for his anniversary), but wouldn't have corresponded with him, and denied all attempts at contact.

So, revised 5th cycle:

5th cycle:
In 1225, Melantha, deeming Arachné ready, leads her on a mystical quest to a portal that leads them through the Magic Realm. This allows Arachné to unlock the link to her ancestors, and she gains Magical Blood, although this lessen her ties to the mortal world, giving her a Fragile Consitution.
In 1229, they are asked to investigate the disappearance of a covenant in the Levant. They send a bunch of grogs there and follow thereafter. They find out that the covenant was attacked by a mixture of mundane and supernatural forces. Cautiously, they try to determine whether this was the Order of Suleiman striking at the order or not, when their base camp is brutally attacked, in the midst of the night, by winged, dark creatures, backed up by mundane archers. Dorika is killed by the first strike, as are most of the grogs. Seeing that the battle is lost, Clarisse and Arachné teleport back to Insidiae, leaving the few surviving grogs to their fate, and immediately send a report back to Magvillus.
2 nights thereafter, while they lick their wounds, thinking themselves safe, they are attacked, apparently by the same forces. This time, the battle is massive, as Insidiae harbors a lot of magical defenses elaborated by Arachne over the years. Fighting desperately, the two maga and their servants manage to kill most of their attackers, but the covenant is leveled by the magics unleashed (due in no small part to Arachné's destructive traps). In the morning, the 2 maga stands triumphant, although Clarisse, grievously wounded, agonizes in her friend's arms. Of their assaillants, there is no trace. Broken and tired, having lost all she trived for, Arachné warns Magvillus, and decides to rest and hide at her friend Antonio's powerful Andorra covenant.
In 1229, she arrives at Andorra, where she is welcomed by Antonio and Dimir Taar. Understanding her plight, the magi let her settle a lab and make herself at home... And it is then that Andorra is attacked. But sadly (or luckily for her?) Arachné sees little of the fight: In the first minutes of the engagment, while casting Reaching the Distant Target with some vis to boost her Penetration, she also suffers twilight due to a botched spell. She manages to control it, though, and comes out with Cautious Sorcerer, thus increasing her chances to avoid further botches. But she comes out too late, as Andorra is in ruins.

Excellent! I will PM you with what you saw, and we can fiddle with the events to make it plausible. The vault is busted open, that is part of the saga set up. But your traps may have resulted in a lot of dead attackers that may be questioned by summoning their ghosts (is there a necromancer in the house?).
I like your ideas concerning how she relates to Antonio. He shall stay in Twilight though. His presence overshadows players.
And I like how you and Carmen are the only ones left who ever personally knew the old goat. It fosters mystery and legend (and allows me to lie :laughing:)

Actually, she has Incantation of Summoning the Dead :smiley:
But it's a ritual... :-/

Agree about antonio :smiley:

Did a first draft for her. I'm not finished, but at about 5min/day, it takes a lot of time :laughing:

(Clic for a bigger version)

I don't think it is a ritual. lemme check. i seem to recal eratta on that one...

Some more work.
So, what does she looks like when traveling? Sure, at home, she always carries some materials to aid in spell casting (in the belt vials and pouch), and her talisman materials are quite useful for that, but when she needs more?

Well, she carries even more S&M things (in the cross belt), and a staff with a ruby. Non-magical, but she can use their bonuses when sponting, which makes all the difference*. Same with the dagger, which can probably count as "sword" shape bonus, aside from its obvious utility.
She also has this big bag full of spiders :laughing:

(Will rework the picture if/when having more time, but you get the idea)

*I find it great, since it encourages her to use all kind of props she wouldn't need otherwise

Awesomness :smiley:
Feel free to pop out of Twilight at any time.
:wink:

Oh, the mustering

59 pawns left, -35 hermetic age = 24 pawns *4 = 96 pts

LAB TEXTS, which she spend the last season acquiring (some at magvillus, some at lycaneon) and/or salvaged from Insidiae's destruction (47 points)

  • Voice from Hollow Spaces* ReMe 35 - 07 points
  • Rarefy the Crude Stone** CrTe 30 - 06 points
  • Personnal Ward against Metal ReTe (All Metal, Conc duration, doesnt affect personnal metal, +20 soak) ReTe 40 - 08 points
  • Lab text for a lesser item, a golden bracelet that casts Maintaining the Demanding spell, concentation, maintains concentration, unlimited uses per day, maintains lvl 40 spells ReVi55 - 11 points
  • Lab Text for Sight of the Active Magics InVi 40 -08
  • Lab Text for Obliterate the Shield (like Break the Shield, but lvl 35) - 07
    49 points left

BOOKS (29 points)

  • Intellego Summa Q09 L20
    20 points left

ITEMS (18 points)

  • Robes of the Spider, woven in dyed red silk, and with personnal constant Doublet of Impenetrable Silk (lvl 14) - 18 pts
    02 points left

WEALTH (02 points)
I use this to cover all her props from the Shape and Material bonuses that she uses to boost her spontaneous magic. I think I'll try to make a list on what she carries on her when normal and when needed.

  • The goal for this is to imprison summoned ghosts that'll, in time, serve as magical sentries/watchmen and/or activate items. She learned this trick in Lycaneon, when someone inadvertently discussed Hermanus methods before her.
    ** The goal for this is to have bound earth elementals "stocked" in various points of the covenant, ready to be commanded by the grogs, or summoned and unleashed through a Watching Ward.

Nice 8)

Aging:
59 years => + 12 -2 bronze cord - 1 living conditions - 10 lvl 50 LR = 1d10=4 - 01 = 3.

And she takes 1 pawn of creo