Breandan is beset by conflicts, as befits the grandson of a powerful Tytalus magus. He has reconciled himself to become a member of House Tremere. While he respects the House, he has no love for his House, and his mater’s machinations haven’t necessarily warmed him to the overall House’s culture. He has great respect for it, and gives respect and deference to the traditions of the House, but not out of any particular love of the House. Even should his vulgar grandfather attempt to woo him to House Tytalus and endure some measure of Tytalus training and gauntlet, he doesn’t consider that a valid option. Homesickness is calling Breandan to return to Hibernia. Playing his cards right, he could return to Hibernia almost as a conquering hero, leading the magi who have gathered together lo these many years back to his boyhood home. Leading the magi back home should not prove to be overly difficult, as Cassidy is nominally from Hibernia and Gustov is the discipulus of a Hibernian magus. At his earliest opportunity he will begin floating the idea of going to Hibernia to everyone else, that we need to begin planning sooner rather than later about where we will go, as everyone knows a newly gauntleted magus is rarely allowed to remain in the Tribunal for very long.Magic addiction is a constant thorn in Breandan’s side, despite his vast intellect and efforts to control the addiction. Breandan has resigned himself to be a generalist magus, because high level spells entail so much risk for him succumbing to his addiction. With training from Diana he will be relatively capable with illusions and mentem spells to use against the weak willed, and with some judicious learning of other Arts and his superior intellect he can begin to put the art of Muto that Diana first taught him to use. Muto is the hardest Art to master, because it is changing, and because so many spells with that technique rely upon form requisites. In order to tackle the challenge of being a generalist, in addition to being an accomplished master of Muto magics, Breandan intends to chart an individualized curriculum that will bring him knowledge of all forms such that he understands 1st magnitude effects
Size 0
Age 32 (born 1194)
Confidence 1 (3)
Fandom 0
Warping 1 (1)
Virtues (+10) The Gift; Affinity with Corpus (+1), Affinity with Magic Theory (+1), Affinity with Mentem (+1), Flawless Magic (+3), Great Intelligence (+1), Inventive Genius (+1), Strong Willed (+1), Subtle Magic (+1)
Flaws (-10) Deficient Auram (-1), Dutybound (-1), Overconfident: Major (-3), Hermetic Patron: Archmage Busiran (-1), Magic Addiction (-3), Poor Strength (-1)
Int +4, Per 0, Pre +1, Com +2, Str -4, Sta +1, Dex +4, Qik +1
Abilities Alps Lore 1 (1), Artes Liberales (ritual magic) 3, Athletics 1 (2) (running), Awareness 2 (10) (alertness), Brawl 2 (2) (evasion), Charm 1 (seduction), Cherbourg Lore 1 (geography), Circulus Ruber Lore 1 (history), Code of Hermes 1 (Certamen), Concentration 3 (spells), Faerie Lore 1 (5), Finesse 1 (Mentem), Folk Ken 1 (2) (covenfolk), French 2 (Cherbourg dialect), Gaelic 5, German 2 (1), Guile 1 (fast talk), Intrigue 1 (nobles), Latin 5 (hermetic usage), Leadership 2 (magi), Legerdemain 2 (1) (stealing), Magic Theory 6 (72 + Affinity) (Imaginem), Order of Hermes Lore 2 (history), Parma Magica 1 (ignem), Penetration 1 (5) (Corpus), Philosophiae (ritual magic) 1 (5), Profession: Scribe 1 (Hermetic), Stealth 3 (sneak), Survival 1, Swim 1, West Norse 4 (22)
Personality Traits Acquisitive +2, Disciplined +1, Scheming +3
Reputations Alpine Apprentice 2 (5), Grandson of an Archmage 2, Leader 1
Combat
Evasion Init: +1, Attack --, Defense +4, Damage --
Fist Init: 0, Attack 0, Defense 0, Damage -4
Kick Init: -1, Attack 0, Defense -1, Damage -1
Soak 0
Fatigue levels OK, 0, -1, -3, -5, Unconscious
Wound Penalties ‑1 (1‑5), ‑3 (6‑10), ‑5 (11-15), Incapacitated (16‑20), Dead (21+)
Certamen
Fighting Style: Gladiatrix
Initiative: +2 (3 if Mentem)
Attack: +1
Defense: 0
Weakening: +5 (6 if Corpus)
Resistance: +2 (3 if Ignem)
Laboratory
Size +1 Refinement +1 General Quality +1 Upkeep +4 Safety +2 Warping 0 Health 0 Aesthetics +3
Specializations: Items +6, Mentem +1
Lab Total: Te + Fo + 16 (Int 4 + MT 6 + Aura 5 + Lab 1) + personal and lab specializations (+1 Imaginem, +1 Mentem, +6 Items)
Virtues: Greater Expansion (+3), Highly Organized (0), Servant: Alfred +1 (0), Superior Construction (0)
Flaws: Greater Focus: Items (-3)
Arts Cr 6, In 7 (2), Mu 7 (2), Pe 5, Re 7; An 6, Aq 7, Au 5, Co 10 (37 total XP + Affinity), He 5, Ig 6, Im 7, Me 9 (30 total XP + Affinity), Te 2, Vi 6
Victor's Grimoire
STATUS: NPC (As of the beginning of Season Two, Victor is no longer a player character and is now an NPC controlled by the Storyguide.)
Equipment Traveling clothes, toga praefecta, bulla, alpenstock, 5£
Vis: 7 pawns Intellego, 2 pawns Vim
Encumbrance 0 (0)
Victor has recruited or appropriated a few different groups of field agents and spies by which he remains informed of events in the region, and through which he can implement plots and schemes.
Lindsey the Pickpocket, a Scotsman who followed Sir Blane to Ireland in 1221, is Victor's most trusted, most competent, and most loyal agent. Lindsey moves from Trim in the east, through Devlin, and west to Clonmacnoise in a rough circle, staying in each locale for a few days before moving on.
The V-Team: Originally formed by Samson to hunt for vis in Devlin, the V-Team consists of Andel, Dobbins, Frederic, Yanick and Maria, Myrna's former servant. The group pretends to be pilgrims from Europe who have come to Ireland to visit the holy sites. Lindsey reported on the V-Team's activities to Victor before Samson told Victor about them and gave Victor permission to use them for whatever task Victor may see fit. Victor's primary interest in Devlin is keeping the covenant on the good side of the Baron, who has become especially paranoid about his infant child ever since his wife died and he baby was kidnapped by a faerie queen. Yanick and Dobbins are loyal to Samson, but Frederic is more keen on Victor and is usually in Lindsey's company when Lindsey is in town.
The Academy: The Academy is an acting troupe led by Wilhelm, formerly a manservant for Alfeva but who was rejected by her when it became clear he expected to satisfy her sexually. Wilhelm is good looking and charismatic and was chosen to lead the troupe by Coleman, who is the real brains behind the operation. Coleman provides the plays while Wilhelm manages the business. Wilhelm is glad to be out of the covenant and he hopes to spend as little time there as possible. Although he was raised to be a servant to a magus, he now resents them and enjoys his freedom. He is not, however, above taking Victor's money, and is now one of Victor's agents. Wilhelm recruited most of his fellow players from Dublin, and that is where the troupe most frequently performs. They withdraw to Cor Draconis between plays, to work on their performances and develop new material. The other performers know little about the magi and Victor has no contact with them.
Advancement
1220: Spring: 5 adventure in Hibernia Lore (covenants) and 1 correspondence in Concentration. Summer: 6 adventure XP unspent and spent half the season at Circulus Ruber where he copied lab texts totaling 60 levels (25 of which was a casting tablet for Aegis of the Hearth). He also orders four yew effigies in the shape of human figures. 1 correspondence in MT. Autumn: Still at Circulus Ruber, working on his Tremere assignment, opening the first of the four effigies at a cost of 4 vis, paid for by Circulus Ruber. 2 exposure and 1 correspondence in MT. Winter: Opens the second of four effigies at a cost of 4 vis, paid for by Circulus Ruber. 2 exposure and 1 correspondence in MT.
1221: Spring: 6 adventure XP in Magic Theory, changing his specialization to Imaginem, and 3 adventure XP in Rego. Constructs his lab. 1 XP correspondence in Order of Hermes Lore. Summer: Finishes constructing his lab; 2 Exposure and 1 correspondence XP in Rego. Autumn: Refines his lab, gaining Highly Organized. 2 exposure and 1 correspondence in Rego, possibly installing a Greater Focus; Winter: Opens the third of four effigies, this being the one which will serve at Cor Draconis, fulfilling his covenant obligations for the year. This costs 4 Vim vis drawn from covenant stocks. 2 Exposure in Vim and 1 Correspondence in Rego.
1222: Spring: Opens the last of four Effigies, expending 4 of his own Vim vis. 1 Correspondence in Vim as he writes to Busiran, 2 Exposure in Concentration. Summer: Enchants the first of four effigies, this being the one that will stay at Cor Draconis, fulfilling his covenant obligations. Uses 2 Rego and 2 Intellego from the covenant stores. 2 Exposure XP in Order of Hermes Lore and 1 Correspondence in Concentration. Autumn -- Enchants the second of the four effigies, using 1 Intellego and 3 Rego from covenant stores. 2 Exposure and 1 Correspondence in Animal. Winter -- Enchants the third of the four effigies, using 4 of his own Intellego. 2 Exposure Perdo and 1 Correspondence Terram.
1223 Spring: Enchants the last of the four effigies, converting 2 Muto and 2 Perdo from covenant stocks to Imaginem. 2 Exposure in Terram, 1 Correspondence in Herbam; Summer: Reads Efficiacious Conjuring for 14 Creo, 1 correspondence Creo; Autumn: Reads The Decline of Things, 11 XP and 1 Correspondence Perdo; Winter: reads A Hermetic Bestiary for 15 Animal and 1 Correspondence Auram.
1224 Spring: Reads Mobilis in Mobili for 21 XP and 1 Correspondence Aquam; Summer: reads The Second Book of the Winds for 12 Auram and 1 Correspondence Auram; Autumn: Reads Antonius's Herbal for 11 Herbam and 1 Correspondence Auram. Winter: Writes a Quality 8 Tractatus on Spell Mastery: Wizard's Leap for service. 2 Exposure and 1 Correspondence in Herbam.
1225 Spring: For service, and to prepare for the attack on Summerlin, Victor uses the covenant's lab text to make a Ring of Fortitude. 2 Exposure and 1 Correspondence in Animal. Summer and Autumn: Reads The Gospel According to Gabriel for 18 XP Ignem, takes 2 Correponsence Ignem.
1226 Spring: Copies out 120 levels of his own spells for service. 1 Correspondence Ignem, 2 Exposure Magic Theory. Summer: Plans to study Terram from vis.
1205: Spring -- 5 points Adventure XP, spent on Magic Theory. Summer and Fall -- 16 points in German. Winter -- Artes Liberales 2.
1206: Spring -- 10 points Artes Liberales, 10 points Philosophiae, 2 points Concentration; Summer -- 5 points Leadership; Autumn -- 20 points Latin, 2 points Concentration; Winter -- 5 points Profession: Scribe.
1207: Spring -- 15 points in Latin, 5 points in Magic Theory, 1 point in Concentration, 1 point in Order of Hermes Lore. Summer -- 2 xp Folk Ken, 2 xp Leadership, and 1 xp in Legerdemain; Autumn -- 10 xp Latin, 5 xp Magic Theory, 5 xp Alps Lore, 2 xp Concentration; Winter -- 2 XP Mentem.
1208: Spring -- 1 point Creo, 1 point Vim; Summer -- 2 points Magic Theory; Autumn -- 13 points Mentem. Breandan has also gained Affinity for Mentem and Overconfidence; his Covenant Upbringing changes to Hermetic Patron: Archmage Busiran. Winter -- 3 Practice XP in Awareness, 2 Practice XP in Survival.
1209: Spring -- 5 XP Brawl, 5 XP Swim, 3 XP Survival; Summer -- 8 XP Leadership, 5 XP Intrigue; Autumn -- 13 XP Imaginem; Winter -- 15 XP Muto.
1210: Spring -- 5 XP Code of Hermes, 5 XP Order of Hermes Lore, 1 XP Magic Theory, Penetration, and Finesse; Summer -- 5x2=10 XP Spell Mastery in Prying Eyes; Autumn -- 15 XP in Corpus; Winter -- 15 XP Intellego.
1211: Spring -- 4 XP Finesse and Penetration, 5 XP Concentration; Summer -- 2 Adventure XP in Athletics, 3 in Awareness; Autumn -- 2 Exposure in Creo; Winter -- 15 Teaching XP in Imaginem.
1212: Spring -- 10 Teaching XP in Concentration, 1 in Finesse, Penetration, and Parma; Summer -- Spells and 1 Exposure XP in Rego and another in Aquam; Autumn -- Aquam 5 XP, Rego 2 XP, Vim 2 XP, Perdo 1 XP; Winter -- 15 Teaching XP in Mentem.
1213: Spring -- 4 Teaching XP in Parma and 4 Scamandrius XP in Awareness and 5 in Penetration; Summer -- 3 Adventure XP in Corpus, 2 in Mastery of Touch of the Goose Feather; Autumn -- 2 Exposure in Creo; Winter -- 15 Teaching in Intellego.
1214: Spring -- 5 Adventure XP into Mastery of Sense the Faerie Power and 1 XP in Order of Hermes Lore, plus 8 more Adventure XP, 5 in Faerie Lore, 3 in Mastery of Sense of the Infernal Power; Summer and Autumn -- 32 Teaching XP Magic Theory, 5 in Charm, 5 in Artes Liberales, 2 in Concentration; Winter -- 15 Teaching XP in Muto.
1215: Spring -- 2 Exposure XP; Summer -- 2 Exposure XP; Autumn -- Inventing spells and 1 Exposure in Creo, 1 in Magic Theory; Winter -- Taught spells, 2 Exposure XP.
1216: Spring -- 2 Exposure XP; Summer -- Inventing spells and 2 Exposure Magic Theory; Autumn -- Inventing spells and 2 Exposure Magic Theory; Winter -- 15 Teaching XP in Corpus.
1217: Spring -- 12 Teaching XP in Brawl; Summer -- 5 Adventure XP in Faerie Lore and 1 in Alps Lore; Autumn -- Read Tractatus on Wizard's Leap mastery 10 xp; Winter -- 15 XP Imaginem instruction from Diana.
1218: Spring -- Language instruction; Summer -- Invent Ritual Communion 25, Adventure XP allocated to Corpus 4, Wizard's Leap 3, Concentration 3; Autumn -- Language Instruction; Winter -- Taught Vim by Diana
1219: Spring -- Language Instruction; Summer -- Invent Aegies of the Hearth 25, 2 xp Magic Theory; Autumn -- language instruction; Winter -- learning spells from Amaltheia: Silent Shout CrIm10, Phantasm of the Human Form CrIm25, Image Phantom MuIm20, Veil of Invisibility PeIm20, Wizard's Sidestep ReIm10
Projects:
Victor is tasked with creating secure magical communications between four covenants in Hibernia, including his own. His chosen method for this is to enchant four Effigies of the Errant Image, each of which will be kept at one of the four covenants and will permit projection of the user's image into any of the other four covenants.
Victor's lab total target is Re(In)Im 40. He currently has 7 Re + 7 Im + 4 Int + 7 MT counting specialization + 3 Inventive Genius + 2 shape/material bonus + 7 Lab counting specializations + 5 Aura = 42. He needs casting tokens for Ashenrise, Praesis and Pro Quietus, presuming he enchants the items at Uisneach where he is part of the Aegis ritual. To secure these tokens, he intends to offer arcane connections to himself as security, vials of his blood, which will last for years. This will be long enough for him to enchant the effigies.
Each effigy requires 2 seasons (one to open the item for enchantment and the other to actually enchant), 4 pawns of vis to prepare, and 4 pawns to enchant, and only functions with an arcane connection to the target covenant. Victor is worrying about collecting these connections later, in the hope that the three covenants may already have them or be willing to provide them.
As of 1224, Victor has completed his task and has enchanted 4 effigies. They lack the Arcane Connections to the various covenants to function, and he intends to send Brogan to arrange these. In the meantime, he is currently raising his Arts up from 0 in order to be both a better generalist and better at Certamen. Raising his Parma, Finesse, and Penetration are also important priorities for him. For service to the covenant, he is writing books on Spell Mastery, a favorite niche for him thanks to his Flawless Caster. The books he writes are Quality 8 tractati.
Cantation XP: 60 (60 spent)
Warping Log
Writ of Nestor: 1
Spell Botch in ????: 1
Spell botch in 1218: 1
3 Castings of Alacrity of the Hunter on Breandan:3