Tharmaneagh, Hermetic Bane's Ghost
On our first draft of Tharmaneagh, things didn't make much sense. Let's revisit the big question there:
Well: he isn't.
When Rubrus Ignem and his fellows attacked the Diedne magi on Man, the dragon hunter squad ambushed Tharmaneagh, and actually managed to slay the dragon. But something went terribly wrong: maybe a huge botch while sitting over a lot of vis, influenced by Tharmaneagh special alignment with magic, and the not to be dismissed weight of the dragon realizing, at the moment of his death, that Gwalltgwyn ex Diedne was bound to die that same day, if she hadn't been killed yet.
So the dragon, in death, got turn into a ghost (and a big --and bad tempered, magi-hater, warped, warper one--, as his might was retained), who then wipped out all attacking magi. No survivors managed to left the island this time. No one could return and inform that the dragon wasn't, well, a dragon anymore.
From that day, no one had been able to stand against Tharmaneagh mostly because they are expecting to find something that he is not anymore. Thinks are worsened because, on one hand, he is still able to create a physical body, who looks, acts and feels like a living dragon (despite his now ghostly, warping fire breath), and on the other ghosts are hard things to get rid off. Even if discovered as a dragon, dispelling him wouldn't work: the issue still attaching him to this world must be resolved, so Tharmaneagh can finally banish.
And what would that be? Probably helping him reach Gwalltgwyn. She is still trapped in a regio somewhere on Man, still fighting Rubrus Ignem.
Death is a life-changing experience, and since that day Tharmaneagh hadn't been the same. His goals had all switched to wander around Man, looking for dead Diedne he can question about his beloved one, and the ocasional patrol looking for hermetic magic signals. His quarrel with Chenney-Mooar for hunting rights, which had lasted for centuries, was suddenly dropped, as well as any other interests he had when alive. Cheeney-Mooar is a good candidate to check for information about Tharmaneagh: he may be aware of his old enemy current status, and if not he will anyway will have quite useful information.
His lair, now placed on the ruins of the former Diedne covenant, is a place of dark illusions where everything seems ominous and bleak. His Vim monstrosity makes him feel pain when he is not in a magical aura, so he keep his raids out of it brief and unfrequent, only possible when hate or his lack of patience are big enough to overcome that pain.
One final note before going to his stats: the Servus Maris survivor, and the warning letter, in 1160. Why would Tharmaneagh send such a message? Is he sick already of magi, wanting to focus only in finding Gwalltgwyn? Could the letter a forgery by Chenney-Mooar, maybe to avoid future trouble? Or by the Hedge Wizards in Man, seizing the catastrophe as a way to get the Order away from their lands?
Magic Might: 50 (Vim)
Vis: 10 Vim pawns on ghostly dragon blood, soaking from the weapon who ended his life. Touching this blood barehanded should probably inflict a couple of power points, however, so it should be handled with care (and magic).
Characteristics: Int +4, Per +3, Pre +4, Com -1, Sta +1, Str +17, Dex +3, Qik -3
Size: N/A (+8)
Season: Winter
Virtues & Flaws: Affinity with Brawl, Arcane Lore, Berserk, Educated, Enduring Constitution, Greater Immunity (heat & fire) (Quality), Improved Characteristics (x8) (Quality), Keen Vision, Magic Spirit, Puissant Brawl, Second Sight, Tough, Warrior; Baneful Circumstances (during the day), Blatant Magical Air (Inferiority), Dark Secret, Driven (major) (kill every hermetic magi who sets foot on Man) (Inferiority), Hatred (major) (Order of Hermes) (Inferiority), Infamous, Lost Love, Magical Air (Inferiority) (Free), Magical Monster, Mute (Inferiority), No Hands (Inferiority), Restricted Power (x7) (Inferiority), Slow Power (x5) (Inferiority), Vim Monstrosity
Magical Qualities & Inferiorities: Focus Power, Gift of Speech, Greater Power (x6), Improved Attack: Large Fangs (x2), Improved Damage: Large Fangs (x2), Improved Defense: Large Fangs (x4), Improved Fatigue (x4), Improved Initiative: Large Fangs (x2), Improved Int, Pre, Qik (x2) (x4), Improved Powers (x12), Improved Soak (x8), Major Virtue: Greater Immunity, Minor Virtue: Improved Characteristics (x8), Personal Power (x4), Ritual Power (x2), Vim Resistance; Major Flaw: Blatant Magical Air, Major Flaw: Driven (major), Major Flaw: Hatred (major), Major Flaw: Magical Air, Major Flaw: Mute, Major Flaw: No Hands, Minor Flaw: Restricted Power (x7), Minor Flaw: Slow Power (x5), Reduced Abilities (x10)
Personality Traits: Hateful +6, Violent +3, Proud +3, Curious +2, Patient -2
Reputations: Hermetic Bane [Order of Hermes] 4
Combat:
Dodge: Init -3, Defense +7
Large Fangs: Init +3, Attack +22, Defense +17, Damage +26
Large Claws: Init -3, Attack +18, Defense +10, Damage +21
Constriction: Init -3, Attack +16, Defense +7
(+2 to Attack, -2 to Defense when Berserk)
Soak: +20 / +22 when Berserk
Fatigue Levels: OK, 0/0, 0/0, -2/-2, -4/-4, Unconscious
Wound Penalties: 0 (1 - 13), -2 (14 - 26), -4 (27 - 39), Incapacitated (40 - 52), Dead (53+)
Abilities: Brawl (Large Fangs) 8 + 2, Dominion Lore (saints) 2, Magic Lore (magical beasts) 4, Athletics (Flying) 3, Single Weapon (Long Sword) 3, Isle of Man Lore (Diedne ruins) 5, Awareness (alertness) 3, Code of Hermes (Wizard War) 2, Order of Hermes Lore (Schism War) 3, House Diedne Lore (history) 4, Faerie Lore (faeric dragons) 3, Infernal Lore (Man's demons) 3, Latin (hermetic use) 4, Artes Liberales (rethoric) 1, Hunt (humans) 5, Profession: Scribe (letters) 2, Survival (coastline) 3, Second Sight (regio boundaries) 5, Vim Resistance (hermetic spells) 5
Equipment: He had quite a treasure back in the day, but after two centuries abandoned by now it will probably had been spoiled or ruined. Around his dying spot, however, some useful enchantments and items can be found (like, for example, the sword Gram stabbed into the dead dragon corpse).
Powers:
—The Reaper's Stare: 5 points, Init +1 Penetration 25, Corpus.
R: Eye, D: Mom., T: Ind.
If this power penetrates, Tharmaneagh can kill a human if they make eye contact. Restricted Power (Tharmaneagh can only use this power while in any of his visible forms, solid or not). (Base 30, +1 Eye)
PeCo 35: Greater Power (+7 Initiative, --1 Might cost)
—Whispers through the Black Gate: 0 point, Init -6 Penetration 50, Corpus.
R: Touch, D: Sun, T: Ind.
The dragon is able to speak with corpses that has not yet decayed into skeletons. Corpses cannot have been buried in Church burial, nor belong to spirits what went straight to Heaven. All those around him can hear the dead talking when he uses this power. Restricted Power (Tharmaneagh can only use this power while in any of his visible forms, solid or not), Slow Power. (Base 5, +1 Touch, +2 Sun, requisite free)
InCo(Me) 25: Personal Power (-3 Might cost, Constant)
—Vision of Heat's Light: 0 point, Init -6 Penetration 50, Ignem.
R: Per., D: Sun, T: Vision
Tharmaneagh sees the heat of objects that are of human body temperature or hotter. Excellent for use in the dark, but it doesn’t give true vision. You can see well enough to use a weapon, even a missile weapon, without penalty, but recognizing people is very difficult. (Base 2, +2 Sun, +4 Vision)
InIg 25: Personal Power (-3 Might cost, Constant)
—Bleak Chambers: 0 point, Init -7 Penetration 50, Imaginem.
R: Touch, D: Sun, T: Structure
Tharmaneagh transforms the image of his surroundings (up to R:Structure). Around him everything looks ominous, bleak and sinister, imposing a -3 modifier to appropiate personality traits. Slow Power.
MuIm 35: Greater Power (-4 Might cost, Constant)
—Eidolon: 0 point, Init -6 Penetration 50, Imaginem.
R: Touch, D: Conc., T: Ind.
Creates the illusionary body Tarmaneagh had when alive. The image can move and speak as directed by the ghost, and lasts until the spirit has no further use for it. Slow Power. CrIm 25 (base 2, +1 Touch, +1 Conc, +2 move at command, +1 intricacy, +2 Size)
CrIm 25: Greater Power (-3 Might cost)
—Peering Into the Mortal Mind: 0 point, Init +2 Penetration 50, Mentem.
R: Touch, D: Mom., T: Ind.
As the spell on page 149 of ArM5, but Tharmaneagh can read the mind of anyone he can touch (while in corporeal or incorporeal form: which the Presence power below, this power can be used on anyone inside the boundary where his Presence power works); the target does not need to make eye contact with him. Restricted Power (Tharmaneagh can only use this power inside his Presence power boundary. InMe 30 (Base 25, +1 Touch)
InMe 30: Greater Power (+8 Initiative, -3 Might cost)
—Sight of the Lingering Magic: 0 point, Init -8 Penetration 50, Vim.
R: Per., D: Sun, T: Sight
Tharmaneagh can see, as ""auras"" around things, the presence of many magical residues, even from weak spells as well as giving the presence and power of active spells. He also knows which magical tradition originated the effect. (Base 15, +2 Sun, +4 Sight)
InVi 50: Personal Power (-5 Might cost, Constant)
—Warped Fire Breath: 2 points, Init +3 Penetration 40, Vim.
R: Voice, D: Mom., T: Ind.
When alive, Tharmaneagh was able to create fire delivering +45 damage. Now that he is dead, he still can belch forth a torrent of ghostly fire 50 paces long and 10 paces wide. Anyone caught in its path takes 8 warping points, anf if he is a magus he must check for Twilight; a character may attempt to dodge with a Qik + Athletics roll; if the roll succeeds against an Ease Factor of 9, the character only recibes 2 warping points (still enough to check for Twilight); if the rolls succeeds against an Ease Factor of 12, the character avoids warping. Restricted Power (Tharmaneagh can only use this power while in any of his visible forms, solid or not). CrIg 50 (Base 25, +2 Voice)
CrVi 50: Greater Power (+11 Initiative, -3 Might cost)
—Donning the Corporeal Veil: 2 points, Init -7 Penetration 40, Aninal.
R: Touch, D: Sun, T: Ind.
Tharmaneagh can recreate his former physical body. The body created with this power has the same physical statistics as his incorporeal form, and is of size +7. The ghost dragon may maintain the body indefinitely, recreating it every time the duration expires, but it is subject to aging, disease, and deprivation (but not fatigue) just like a living being. The body lasts until slain or dissolved by the spirit. If slain in material form, the spirit is also destroyed, and the body will contain pawns of vis equal to that within the spirit’s spiritual form. A spirit whose body is sorely injured usually dissolves it to prevent its own death. The body formed with this power retains all the intrinsic powers he had when alive, except the ability to breath fire, which was replaced with the Warped Fire Breath power. Restricted Power (he can only create inside the Caarjyn Arawn boundary, though he can later exit the ruined covenant if he wishes), Slow Power. (base 5, +1 Touch, +2 Sun, +2 Size, +1 requisite)
Cr(Re)An 35: Greater Power (-2 Might cost)
—Presence: 0 point, Init -7 Penetration 50, Imaginem.
R: Arc., D: Sun, T: Ind.
Grants awareness of everything that happens within the bounds of the former Diedne covenant of Caarjyn Arawn. In essence, the ghost is coterminous with the covenant's place, so it is present simultaneously everywhere within its boundaries. The area controlled by the ghost can produce a yearly harvest of 5 pawns of Vim vis, which manifests as physical objects within the controlled region. Harvesting this vis does not erode the ghost’s Might. Slow Power. (Base 2, +4 Arc, +2 Sun, +1 non-Hermetic effects)
InIm 35: Greater Power (-4 Might cost, Constant)
—Master of Vim: 1-5 points, Init +3, Vim.
R: Varies, D: Varies, T: Varies
Duplicates any of a range of non-Ritual Muto or Perdo Vim spells up to level 25, at a cost of 1 Might point per magnitude of the effect.
Pe(Mu)Vi 25: Focus Power (+11 Initiative)
—Poison the Gift: 5 points, Init -23 Penetration 25, Vim.
R: Touch, D: Mom., T: Ind.
Death just made this power worsen. Now instead of imposing the Painful Magic, it imposes Unstructured Caster. Tharmaneagh can decide to bestow the flaw permanently or temporarily. If permanent, the power is a ritual-like power and costs points from the creature’s Might score as well as Might pool (see Ritual Power, below). If temporary, the Might points spent on this power are only recovered when its effects are withdrawn. No Hermetic equivalent. Restricted Power (in order to activate this power, Tarmanneagh must be able to bite his victim, though he can do it incorporeal form by using his Eidolon using then his Bite Attack, and ignoring any defensive bonus granted by weapons or shields)
To make things even worse (and that is pretty much Tharmaneagh's ghost point), this power could work the other way; instead of Tharmangeah deciding first hand if this power is going to be permanent or temporary, it might be permanent until Tharmaneagh retrieves his might back, which would be terrible for magi having this power inflicted at the moment of Tharmaneagh's hypothetical death, as the flaw would then stick.
CrVi 50: Ritual Power (-5 Might cost)
Appareance: when taking visible or physical shape, Tharmaneagh looks mostly as he did when alive. Probably he will show more scars, a grimmer, darker look, and a closer exam could reveal deadly wounds below his broken scales, but nobody usually gets the time or the chance to do that.