Vibius Cornelius Bulba ex Bonisagus

Please post Vibius Cornelius Bulba ex Bonisagus' character sheet here. This this thread will also cover laboratory, personal OOC information or anything related.

Name: Vibius Cornelius Bulba Birth Name: Didderic
House: Bonisagus Age: 37 (38) Size: 0 Confidence: 1/3
Decrepitude: - Warping: 2

Spell Sigil:

Characteristics
Int: +5 Pre: 0
Per: 0 Com: +2
Str: -1 Dex: 0
Sta: -1 Qui: 0

Virtues:
The Gift (Hermetic, free)
Magus in Order of Hermes (Social, free)
Puissant Magic theory (free)
Mercurian magic
Magister in artibus
Great intelligence *2
Planetary magic
Vulgar alchemy

Flaws:
Ambitious (minor)
Painful magic
Weak magic resistance (non hermetic magic)
Nocturnal (minor)
Cabal legacy The Order of the Green Cockerel
Deficient form Animal

Abilities (speciality), score, (xp)

Artes Liberales (Ceremonial magic) 5
Charm (First impression) 2
Civil and cannon law (magic) 1
Code of Hermes (Rhine tribunal) 1
Concentration (Maintaining Spells) 1
Finesse (Craft magic) 1
Folk ken (Magi) 2
Guile (Making a trustworthy impression) 2
Latin (Writing) 5
Magic Lore (Hedge magic traditions) 2
Magic Theory (Traditionalist) 5+2
Medicine (therarics) 1
Order of Hermes Lore (History) 1
The Order of the Green Cockerel Lore ()1
Parma Magica (Ignem) 2
Penetration (Vim) 1
Philosophiae (Ceremonial magic) 5
Rhine Tribunal lore (Covenants) 1
Speak Flemish (Storytelling) 5
Teaching (single student) 1

Arts, score (xp)

Cr: 9 An: 0 Ig: 5
In: 5 Aq: 5 Im: 0
Mu: 0 Au: 9 Me: 0
Pe: 5 Co: 0 Te: 9
Re: 9 He: 0 Vi: 0

Spell / Book reference/ Te+Fo / Level/Casting total (Te+Fo+Sta) /Mastery score /Mastery
Air’s ghostly form/ ArM5 p. 130 / CrAu / 5 / +17 / 0
Bind wound / ArM5 p. 129/ CrCo / 10 / +8 / 0
Maintaining the demanding spell / ArM5 p. 162 / ReVi / 15 / +8 / 0
Opening the intangible tunnel / ArM5 p. 162/ ReVi / 15 / +8 / 0
The wizard’s leap / HoH:S p. 36 / ReCo / 15 / +8 / 0
Wizards sidestep / ArM5 p. 147 / ReIm / 10 / +8 / 0
The far speaking voice / HoH:S p. 97 / CrMe / 20 / +8 / 1 / Quiet magic
Sorcerer’s Bolt of Flame / spellswiki.wikidot.com/creo-ignem / CrIg / 10 / +13 / 0
The Spray of Poison Gas / spellswiki.wikidot.com/rego-aquam / ReAq 10 / +13 / 0
Convenient Placement of Soil / spellswiki.wikidot.com/creo-terram / CrTe / 3 / + 17 / 0
Load of a Thousand Wheelbarrows / spellswiki.wikidot.com/creo-terram / CrTe / 3 / +17 /0
Gift of the Roc / spellswiki.wikidot.com/creo-terram / CrTe / 3 / +17 /0
Rarefy the crude air // CrAu / 30 / +17 / 0
Ward against magical creature of the air // ReAu / 15 / +17 / 0
The circle of warmth /
/ CrIg / 5 / +17
The fragile lantern / spellswiki.wikidot.com/creo-ignem / CrIg / 10 / +17 / 0
True sight of the air / ArM5 p. 127 **** / InAu / 15 / +9 / 0
Command the living air / ***** / ReAu / 20 / +17/ 0
Flight of the magus /****** / Cr(Re)Au / 25 / +17 / 0

  • (works as rarefy the crude water on p. 133 of RoP:M but summon an air elemental) Major flaw, the summoned air elemental is hostile to everyone, there for it must be controlled by magic or by other means kept safe. It is impossible to train an elemental summoned with this spell according to the rules of RoP:M p. 81-82
    ** Ward against magical creatures of the air works as ward against faeries of the air in ArM5 p. 128 but against magical creatures.
    *** Circle of warmth CrIg lv. 5, R: Touch D: Ring T: Circle, Make the area within the circle warm and comfortable for humans. Base level 2 +1 touch + 2 Ring = Total level 5
    **** Minor side effect is that the spell cause the wind to drop slightly in intensity. Not enough to affect something but enough to be noticeable. The effect ends when the spell does.
    ***** Work as Command the living fire RoP:M p. 133 but work on air elementals.
    ****** Work as Wings of the soaring winds but with range personal.

Background: Bulba grew up in Flanders without a father. As a boy he where called Didderic. As soon as he could work he contributed to his poor family’s upkeep. His mother worked as a seamstress and sold of Bulba to a magus to clear a debt, once Bulbas gift had manifest.
During his apprenticeship he where introduced into the Order of the Green Cockerel as well as Mercurian mystics. Bulba could noticed his master disappointment that Bulba lacked the inventers keen mind that his master had hoped for. However his ambitions made up so at the end of his apprenticeship he seemed like a most promising new gauntled magus. A few Bonisugus elder had watched his training with some interest.

Once a magus Bulba travelled to a new founded covenant at the south edge of the Pomeranian forest where he had gained membership. He stayed there for ten years and where given hints to leave once he had put the covenant in peril twice.

Reputation

Dangerous in lab (Hermetic) 1

Original research projects

Bulba starts up with his original research to align hermetic magic to Plato’s philosophy as mentioned in A&A on page 11. This should according to A&A be a minor breakthrough.

2 points from discovery when The fragile lantern was invented

Laboratory

Size +1 (0)
Refinement 0
General Quality 0
Upkeep +1
Safety 0
Warping 0
Health +2
Aesthetics +1

Specializations: +1 Re, +1 Cr, +2 Vi, +1 Experimentation

Virtues:
Spacious (Structure, minor)
Dedicated Building (Structure, free)
Idyllic Surroundings (Structure, free)
Enchantment (Supernatural, free, because of boon Great work, effect: specialization +2 Vi)

Flaws:
Poorly insulated (Structure, minor)
Disorganized (Outfittings, free)

Advances after apprenticeship

Year 1-4
Study Auram, terram, creo and rego, New score 9 in each art.

Year 5
Study Parma magica, new score 2, Magic lore, new score 2, The Order of the Green Cockerel Lore 1, Mastery of The far speaking voice, new score 1, mastery ability; quiet magic.

Year 6
Bulba starts up with his original research to align hermetic magic to Plato’s philosophy as mentioned in A&A on page 11. This should according to A&A be a minor breakthrough.

Season 1: Invent Rarefy the crude air CrAu 30 with experimentation; Lab total 34 + 6 from dice roll: Total 40 invisiblecastle.com/roller/view/2197674/

Extra ordinary effect from season 1 (I will roll multiple dices on use them in order as there is a risk for disasters and so on. The dices will be used in the order as they are needed.) invisiblecastle.com/roller/view/2197687/

First roll 6 -2 for risk modifier gives the result of 4 that gives no extraordinary effects.

Season 2: Second set of dice rolls: invisiblecastle.com/roller/view/2197697/

Roll of 7 -2 risk modifier = 5 gives a side effect: Major flaw Suggested major flaw is that the summoned air elemental is hostile to everyone, there for it must be controlled by magic or by other means kept safe. It is impossible to train an elemental summoned with this spell according to the rules of RoP:M p. 81-82

Season 3: Third set of dice rolls: invisiblecastle.com/roller/view/2197713/

Roll of 2 -2 risk modifier = 0 no extra ordinary effect

Bulba has now invented Rarefy the crude air CrAu 30 (works as rarefy the crude water on p. 133 of RoP:M) but has a major flaw.

Season 4: Bulba continues with his original research, this time by inventing a ward against magical creature of the air lv. 15. Lab total 33 + 2 dice roll = 35 invisiblecastle.com/roller/view/2197722/

Extra ordinary effect roll invisiblecastle.com/roller/view/2197725/

Roll of 6 -2 in risk modifier = 4 for no extra ordinary effects.

Ward against magical creatures of the air works as ward against faeries of the air in ArM5 p. 128 but against magical creatures.

Year 7

Bulba continues his work.

Season 1

Bulba tries to invent the following spells in his original research:

  • The circle of warmth CrIg lv. 5
  • The fragile lantern CrIg lv. 10
  • Palm of flame lv.5

Simple die roll for CrIg spells: 6 invisiblecastle.com/roller/view/2197733/

Lab total: 33+6=39 this is to low to invent all spells in one season so Bulba drops the Palm of flame from the inventions.

Extra ordinary effect for The circle of warmth: invisiblecastle.com/roller/view/2197736/
Roll of 3 +1 for risk modifier gives no extra ordinary effects.

Extra ordinary effects for The fragile lantern: invisiblecastle.com/roller/view/2197742/

Roll of 9 +1 for risk modifier gives a discovery!

Circle of warmth CrIg lv. 5
R: Touch D: Ring T: Circle

Make the area within the circle warm and comfortable for humans.
Base level 2 +1 touch + 2 Ring = Total level 5

Season 2

Happy from his slight breakthrough Bulba tries to stabilize his discovery. As there are no need for another roll I just roll the extraordinary effect roll. invisiblecastle.com/roller/view/2197746/

Roll of 3 +1 risk modifier give no extra ordinary effects and thus the breakthrough is stabilized. Bulba has now 2 breakthrough points towards discovery.

Warping roll: 2 invisiblecastle.com/roller/view/2197750/ Bulba suffers no warping.

Season 3

Bulba make a longevity ritual for himself: -5 to ageing rolls.

Season 4

Bulba continues his research and invents True sight of the air InAu 15 (ArM5 p. 127). As he need to roll a 1 or more on the simple die I skip that step.

Roll for extraordinary effects: invisiblecastle.com/roller/view/2197767/

Roll 7 -1 in risk modifier gives a side effect. The roll of 4 gives the spell a minor side effect. Suggested minor side effect is that the spell cause the wind to drop slightly in intensity. Not enough to affect something but enough to be noticeable. The effect ends when the spell does.

Ageing roll: 3 invisiblecastle.com/roller/view/2197770/ +4 for age -1 for living conditions -5 for longevity ritual = 1 No apparent ageing

Year 8

Season 1

Bulba continues with his original research. This time he invents Conjuring the Wizards sanctum CrTe lv. 30, a spell of his own devising.

Lab total 33 +5 from dice roll, invisiblecastle.com/roller/view/2197803/

Extra ordinary effects season 1
Dice rolls: invisiblecastle.com/roller/view/2197805/

First roll 8 +2 in risk modifier= 10 gives a discovery! Now Bulba just have to not screw this up…

Season 2

Dice roll: invisiblecastle.com/roller/view/2197808/

First roll of 1 gives that the second is dubbled so 4*2+2 = 10 still on the path of discovery. 

Season 3

Dice roll: invisiblecastle.com/roller/view/2197811/

First roll of 8 +2 in risk modifier give 10, this could be a real discovery…

Season 4

Dice roll: invisiblecastle.com/roller/view/2197816/

First roll of 1 does that the second of 8 is double +2 for risk; total 16 thus Bulba most roll twice…

First of the two rolls… 1; 8*2+2= 16 two more rolls…
The second of the first two dices give a 3+2 for risk make a side effect.

Simple dice for side effect: 5 invisiblecastle.com/roller/view/2197824/ Minor side effect. Suggested effect is that the ground near the structure are make even in a pace diameter of the structure.

Now two more extraordinary effects, more dice must be rolled… Second set of rolls invisiblecastle.com/roller/view/2197828/

First roll: 6 +2 for risk gives a complete failure… Bulba realises that his experiment where built on some false premises and thus he has wasted a year.

Ageing roll: 2*3 invisiblecastle.com/roller/view/2197841/ +4 for age -1 living condition -5 longevity ritual= 5 apparent ageing increases.

Year 9

Bulba is not dishearten by his complete failure but continue his effort.

Season 1

Invents Command the living air ReAu 20.

Simple die roll: 2 invisiblecastle.com/roller/view/2197855/

Labtotal: 33+2 from dice roll = 35

Extra ordinary effect roll invisiblecastle.com/roller/view/2197862/

Roll of 8 +2 in risk modifier = 10 A new discovery!
Season 2

Extraordinary effect roll invisiblecastle.com/roller/view/2197868/

Roll: 0 and at least 2 more 2 gives that this experiment is a disaster…

Simple dice roll for disaster: invisiblecastle.com/roller/view/2197873/

Roll: 6 +2 risk modifier -0 perception = 8 Bulbas experiment endangers the entire covenant by the summoning of a most angry zephyr.

Season 3

Bulba makes a humiliating penance for his experiment that went wrong. Bulba thinks that he should find a new covenant as soon as the opportunity arises…

Season 4

Bulba makes another attempt at inventing Command the living air CrAu lv. 20

Simple die roll: invisiblecastle.com/roller/view/2197890/

Labtotal: 33+1=34

Extra ordinary effect roll invisiblecastle.com/roller/view/2197893/

Roll of 6 -2 in risk modifier = 4 No extraordinary effect

Year 10

Season 1

Extra ordinary effect roll invisiblecastle.com/roller/view/2197900/

Roll of 3-2 = 1 No extraordinary effect

Command the living air ReAu lv. 20 as Command the living fire RoP:M p. 133 but work on air elementals

Season 2

Invents Flight of the magus Cr(Re)Au 25.

Simple die roll: invisiblecastle.com/roller/view/2197916/

Labtotal 33+8 from die roll= 41

Extraordinary effect roll invisiblecastle.com/roller/view/2197918/

Roll of 6 -2 risk = 4 gives no extraordinary effect
Season 3

Extraordinary effect roll invisiblecastle.com/roller/view/2197922/

Roll: 3 -2 risk = 1 gives no extraordinary effect

Flight of the Magus Cr(Re)Au 25 as Wings of the soaring winds but with range personal.

Season 4

Bulba continues his research by inventing Howl of the Steel Weapons InTe 15

As a simple dice roll of 1 or more is needed I skip that step.

Extraordinary effect roll: invisiblecastle.com/roller/view/2197939/

As the first dice is a 0 there is a risk for a botch the first 4 dices show no botch but two more is needed. Sadly a 0 is rolled and thus it is a disaster…

Simple die for disaster: invisiblecastle.com/roller/view/2197944/

Roll 1 + 2 risk -0 perception = 3 Destroyed experiment and Bulba also blow up his stack of vis he had been hoarding for the move to a new covenant. So, he thinks, it’s time to pack my bags and head for a new home.