Here's what he looks like fifteen years post Gauntlet.
Thomas ex Tremere
Age: 41
Confidence 1 (3)
Warping: 1 (9)
Int: 2
Per: 1
Pre: 1
Com: 1
Str: 0
Sta: 1
Dex: 0
Qik: 0
Virtues:
Affinity - Rego/Mentem
Book Learner
Greater Potent Magic - Necromancy
Inoffensive/Alluring - Ghosts
Inscription on the Soul
Lead Worker
Major Magical Focus - Necromancy
Puissant/Affinity - Magic Theory
Second Sight
Spirit Familiar
Flaws:
Ambitious
Cabal Legacy - Cult of Worms
Difficult Spontaneous Magic
Favors - Fellow Cult Members
Magic Spirit Companion
Mentor - Vocis
Study Requirement
Weak Spontaneous Magic
Abilities: 170xp
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 Lore (Initiating Others): 4 (50xp)
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 (Mentem): 6 (105/70xp) (+2 Puissant)
Order of Hermes Lore (Politics): 1 (5xp)
Parma Magica (Ignem): 4 (50xp)
Penetration (Mentem): 4 (50xp)
Philosophiae (Ritual): 1 (5xp)
Profession - Scribe (Copying): 1 (5xp)
Second Sight (Ghosts): 4 (50xp)
Swim (Not Drowning): 1 (5xp)
Arts: 255xp
Creo:
Intelligo: 10 (55xp)
Muto: 10 (55xp)
Perdo: 5 (15xp)
Rego: 15 (120/80xp)
Animal:
Aquam:
Auram:
Corpus:
Herbam: 10 (55xp)
Ignem:
Imaginem:
Mentem: 15 (120/80xp)
Terram: 10 (55xp)
Vim:
Cords:
Gold: 1
Silver: 2
Bronze: 3
Spells: 15xp Mastery
Arming the Legion of the Dead (Potent 7)
MuMe(Te) 70, Touch, Moon, Group
Allows Ghosts (up to 10,000) to use their entire 'kit', granting missile attacks, the ability to engage in field engineering and the use of siege weapons.
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
Mastery 1 - Fast
Breaking the Captain's Batton
PeMe 20, Voice, Mom, Group
Targets ceases to be able to co-ordinate as a trained group
Call the Fallen Eagles From the Mist (Potent 7)
ReMe65, Touch, Moon, Group
Used on a battlefield, summons the dead (up to 10,000) and grants control. Ghosts won't directly oppose their reason for remaining on earth.
Coerce the Spirits of the Night
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
Incantation of Summoning the Dead (Potent 7)
ReMe40, Arc, Conc, Ind
Call up a person's ghost. You must either be on the spot where they died or have the corpse. Alternately you can summon any ghost that haunts the area you are in if you know its full name.
Lay to Rest the Haunting Spirit
PeMe 10, Voice, Mom, Ind
If the spell penetrates the resistance of a ghost or similar spirit, it loses 10 Might.
Peering into the Unresting Mind (Potent 7)
InMe 45, Arc, Momentary, Ind
By means of this spell the caster contacts a ghost which has not yet passed to final judgement, and draws a set of knowledge from the remains of it’s mind about a specific topic or question. The caster must have an arcane conenction to the ghost he wishes to question, and typically the unhallowed corpse of the target is used.
Perpetual Torture of the Restless Dead (Potent 7)
PeMe 35, Arc, Ring, Individual
This spell connects the caster to ghost of a dead person for whom they possess the arcane connection (or body), and inflicts pain upon the ghost.
Ring of Warding Against Spirits (Potent 7)
ReMe 30, Touch, Ring, Circle
Ghost w/ Magic Might 30 or less can't enter/leave
Mastery 1 - Penetration
Ring of Warding Against Spirits (Potent 7)
ReMe 50, Touch, Ring, Circle
Ghost w/ Magic Might 50 or less can't enter/leave
Mastery 1 - Penetration
Shriek of the Impending Shafts
InHe 15, Per, Sun, Hear
+9 Def vs Wood, Dodge Missiles fired from 10+ paces
Spectral Quinreme (Potent 7)
MuMe(He)50 Eye, Moon, Structure
Makes a spectral ship suficiently solid for humans to sail upon her and store cargo safetly within her hold.
Swords of Silver and Moonlight (Potent 7)
MuMe(Te)40, Eye, Sun, Ind
Makes the metal accouterments of a ghost solid.
The Call to Slumber
ReMe 10, Voice, Mom, Ind
Target falls asleep
The Face in the Mirror (Potent 7)
ReMe35, Eye, Sun, Ind
Forces a ghost to possess a magus. Magus remains in control but can use the ghost's skills/mentally communicate with it. Raising Parma usually purges the ghost from the body.
Trust of Childlike Faith
PeMe 10, Eye, Diam, Ind
Target loses judgement and believes almost any lie for the duration. 6+ Int to resist.
Voices From Hollow Spaces (Potent 7)
ReMe35, Voice, Ring, Ind
Binds ghosts to objects or places.
Personality:
Ambitious +2
Loyal +3
Serious +2
Lab:
Size: 0
Refinement: 0
Quality: +1
Upkeep: +2
Safety: +2
Warping: 0
Health: 0
Aesthetics: +3
Mentem: +1
Ghosts: +16
Vis Extraction: +2
Virtues:
Familiar: (To be made)
Flawless Equipment: +2 Quality, +2 Upkeep, +2 Vis Extraction (Free)
Greater Feature - Necromantic Circle: +2 Aesthetics, +3 Necromancy (3)
High Organized: +1 Quality (Free)
Lesser Guardian - Ghost: +1 Safety, +1 Necromancy (1)
Magic Item - Necromantic Summoning Circle: +12 Necromancy (Free)
Servant - Ghost: +1 Aesthetics, +1 Safety, +1 Mentem (Free)
Superior Construction: +1 Aesthetics, +1 Safety (Free)
Flaws:
Greater Focus - Necromantic Summoning Circle: -2 Quality, +4 Necromancy (3)
Inhabitants - Ghosts: -1 Aesthetics, -1 Safety, +1 Necromancy (1)