-Insert Backstory Here!- And by that I mean, I'm working on it right now.
Things to note:
Pending troupe approval, I changed Inoffensive/Alluring to a single virtue, given my restricting it to such a small target group (Ghosts vs all Magical Creatures). It's largely a 'fluffy' choice, so it's no skin off my nose if you folks don't like the idea.
Thomas ex Tremere
Age: 26
Int: 2
Per: 1
Pre: 1
Com: 1
Str: 0
Sta: 1
Dex: 0
Qik: 0
Confidence 1 (3)
Virtues:
Affinity - Rego/Mentem (2)
Book Learner (1)
Inoffensive/Alluring - Ghosts (1)
Inscription on the Soul (1)
Lead Worker (1)
Minor Magical Focus Certamen (1)
Puissant/Affinity - Magic Theory (2)
Second Sight (1)
Spirit Familiar (1)
Flaws:
Ambitious (1)
Cabal Legacy - Cult of Worms (1)
Favors - Fellow Cult Members (3)
Magic Spirit Companion (1)
Mentor - Vocis (1)
Weak Spontaneous Magic (3)
Abilities:
Artes Liberales (Ritual): 1 (5xp)
Athletics (Running): 1 (5xp)
Awareness (Alertness): 1 (5xp)
Bargain (Magi): 1 (5xp)
Brawl (Dodging) 1 (5xp)
Charm (Magi): 1 (5xp)
Cult of Worms Lore (Initiating Self): 1 (5xp)
Code of Hermes (Defense): 1 (5xp)
Concentration (Spell): 1 (5xp)
English - Native (Prose): 5 (75xp)*
England Lore (Politics): 2 (30xp)*
Etiquette (Magi): 1 (5xp)
Finesse (Rego): 1 (5xp)
Folk Ken (Magi): 1 (5xp)
Guile (Magi): 1 (5xp)
Intrigue (Magi): 1 (5xp)
Latin (Hermetic Use): 4 (50xp)
Leadership (Ghosts): 4 (50xp)
Magic Theory (Rego): 5 (75/50xp) (+2 Puissant)
Order of Hermes Lore (Politics): 1 (5xp)
Parma Magica (Ignem): 1 (5xp)
Penetration (Mentem): 1 (5xp)
Philosophiae (Ritual): 1 (5xp)
Profession - Scribe (Copying): 1 (5xp)
Second Sight (Ghosts): 4 (50xp)
Swim (Not Drowning): 1 (5xp)
Arts:
Creo:
Intelligo: 5 (15xp)
Muto: 5 (15xp)
Perdo: 5 (15xp)
Rego: 10 (60/40xp)
Animal:
Aquam:
Auram:
Corpus:
Herbam: 5 (15xp)
Ignem:
Imaginem:
Mentem: 10 (60/40xp)
Terram:
Vim:
Spells: 150/150
Aura of Ennobled Presence
MuIm 5, Per, Sun, Ind
+3 on rolls to influence, lead or convince others
Blink Step
ReCo 10, Per, Mom, Ind
Moves up to 5 paces, instantly
Breaking the Captain's Batton
PeMe 20, Voice, Mom, Group
Targets ceases to be able to co-ordinate as a trained group
Coerce the Spirits of the Night (Potent 5)
ReMe 20, Voice, Conc, Ind
Makes a ghost obey you. Com + Leader + (Misc) to see how effective.
Endurance of the Berserkers
ReCo 20, Per, Sun, Ind
Ignore wound/fatigue penalties
Lay to Rest the Haunting Spirit (Potent 5)
PeMe 10, Voice, Mom, Ind
If the spell penetrates the resistance of a ghost or similar spirit, it loses 10 Might.
Ring of Warding Against Spirits
ReMe 30, Touch, Ring, Circle
Ghost w/ Magic Might can't enter/leave
Shriek of the Impending Shafts
InHe 15, Sun, Conc, Hear
+9 Def vs Wood, Dodge Missiles fired from 10+ paces
The Call to Slumber
ReMe 10, Voice, Mom, Ind
Target falls asleep
Trust of Childlike Faith
PeMe 10, Eye, Diam, Ind
Target loses judgement and believes almost any lie for the duration. 6+ Int to resist.
Personality:
Ambitious +2
Loyal +3
Serious +2