Mendollin (Character Build; Dead)

Names: Mendollin Duncan Ovilod; “Darin Red Hands”
Player: Troy Lancaster
Created: 2013 (not built on any existing campaign parameters)
System(s): Incarna 5
Locations: Gladnor-Steel Realms(current)
Status: Alive

Current Stats (Incarna 5)

Aptitude

Occult 5; Path: Occultist

Attributes

STR 3

VGR 6 (+1 VGR skills)

RSN 6 (+1 RSN skills)

RCT 4

INT 4

PER 4

SAN 4

CHA 3

Looks: average

SIZE = 10

Essence = 12-1 (Fandelok)=11

Traits

Basic Commmunication, Agile Communicator, Equipment, Assets 1, Occult Apprentice Experience, Mana Channeler (+2 per released potential), Good Luck, Mana Pool (1 = 62), Tithe 10% (Occult Master; Quiron Mastabal of Tamblin)

Skills

Language: Feyloise 2+1, Language: Gladnorean 4+1/literate 4+1, Lore: Umbak 1+1, Lore: Fandelok 3+1, Lore: Dunstrand 1+1, Lore: Undead 1+1, Lore: Sea Kings 1+1, Evade 3, Melee 1

Occult: Sorcery 2+1 (Rank 1), Math 2+1, Mana Sense 3, Cryptography 1+1, Occult Lore 1+1

Occult Info

Early: Parlor Tricks; Occult Approach: Hovracht (most common in the Steel Realms)

SPELLS: Locate the Weave, Torchlight

Sorcery spells must be ritualized until the Occult Familiarity trait is possessed.

ASPECTS: (Rank 1)

  • Occult Offense
  • Occult Defense
  • Occult Pulse

Combat

Health = 10 x 6 = 60

Health 6

Familiarity: Staves

Equipment

Funds: 400 silvers

Armor: Fandelkrayne (leather), leather, and a leather jerkin.

Weapons:

Clothes:

pack:

History

Background

Upbringing: Occult Apprentice Experience.

Mentor: Quiron Mastabal of Tamblin (Duchy of Fandelok – SW of Dunstrand)

> Mendollin was apprenticed to Quiron at the age of 7. His father had financed a sum for the Duke of Fandelok on a risky venture when most moneylenders would not. It was a minor venture against Umbak, but turned out well for the Duke and in return he sponsored Sira Duncan Ovilod’s son after his magus Quiron had seen his aura in court and knew his aptitude would lead him to magic. Sira Duncan was more than happy to see his odd mannered son off to apprenticeship. He left his 2 older sisters and entered a formal apprenticeship. His natural talent was highly evident, and he inspired Quiron’s teachings as a militant mage – forbidden by the order he himself had his own tutelage under (The Guild of Solars). After basic instruction for 9 years, he began leveraging teachings he had not himself mastered. Together they explored the occultists path. Sir Quiron sent him forth at the age of 20 – fully down the Occultists path by then. Having watched the troubles in neighboring Dunstrand, and even fought in battle against Umbak as events there spilled over a little into Fandelok, he felt Dunstrand was the right place for him to go. They renamed him “Darin Red Hands” (the color he had chosen for his occultists energies) to hide his real lineage and the path back to his master. He shaved his head, gathered the gear provided by his master and went forth into Dunstrand, directly seeking out The Gallants, who had taken refuge in service with the Earl of Richfield to the north of their home in Bar-Innis. There, his master felt he could do the most good. Nominally his own man at this point, his loyalty is to his master and Fandelok, who expects regular reports of the going’s on – nothing necessarily secret but an accounting of the movements and known actions… and anything that the Duke of Fandelok should be aware of that may jeopardize the stability or security of the area.

[SIGIL]

BUILD TRAIL

KELLY: sorcery with occultist path 5 aptitude > human, house? Probably mentor, not house. Okay, so i gave it a little thought. I think you will have a mentor, not a guild. As an occultist, you focus will be on ways of increasing mana, not necessarily new spells.
I got all the core stuff roughly worked out (mana sense, sorcery, etc.), and its leaving you about 6 CP. Do you have any preference for additional skills?

TROY: Acting, disguise, ventriloquism, slight of hand, appraising, empathy…if there’s a way to working in persuasion, astrology, military tactics, law, lore: religious, cryptography, musical instrument, singing? Not sure what he has already? Not sure if he has some of these yet? Basically something to imitate other people, different walks/paths of life, powers of state, etc. just some way of covering that he’s a magus most of the time. Illusions or, transmutations might also cover this area too but, I want some non-magical ways of disguise for him so he doesn’t have to waste mana unnecessarily and, can’t be detected with mana sense. When he doesn’t want people to know he’s a magus or, if he needs to imitate someone else to get us out of trouble? I want it covered. When I don’t, I want to know that I can blow them away without question, that I can kill, suppress, cause paralysis, shock the shit out of them fast or, something of the like? Kind of an infiltrator/boom stick/discern magical items guy but, in a cool hand Luke, dirty Harry magus way.

– You can take the magus out of the warrior but, it’s going to be hard to take the warrior out of the magus. I know he’s a newby though. Given I’m new at this, I want whatever will fill in best for the groups needs to be met. Be it lots of lores, military matters, magical items, infiltration, spying, info gathering etc. Something to keep me happy/busy.

– You know what I’m like but, something to help out the group and, maybe keep me out of too much trouble…man, that’s going to be hard for me but, I want to work on it. I also don’t want to be obvious that he’s a magus and getting shot at first in combat. I now it’s going to happen, that’s what we do so, I have to expect it too.

– Shit, either he blends in and hides it or, I make it obvious for the intimidation factor. I don’t know what’s best dude? Mostly I like the intimidation factor but, I’m stepping out of my normal realm so, it makes me think the less obvious path might be better? In the end we’re all Gallants and, that means we’re usually in deep ship no matter what but, that’s what makes me think the boom factor might be better? I’m at a loss brother.

– Please extract something out of the mess I’m writing down and, I’ll play it to the best of my limited experience as a magus. I don’t know if it’s shoot and grapple to be able to hit when I need it too or, books and knowledge so we aren’t getting fucked by what we don’t know? Whatever route Fazeel isn’t going down I guess. I don’t want to much overlap in our skills. He’s more of a generalist and, this guys a specialist is basically how I see it. He can do things I don’t and I’ll do things he can’t for a very long time.

– Shit…gaining information, knowing languages for spells, identifying objects, raw destructive magics and, the Military application of their best uses for us as a group is what I want in a nutshell. Knowing where he is and, how to survive would be nice too. Can he ride I horse? If knowing craft metal/fiber/organics, repair etc. will help him to figure out what objects do then as many of those as possible along with appraising and, empathy. Not sure what route to take him…if he’s not looking for new spells then he won’t give a shit about knowing that many languages. If he’s limited by spells then I’m going to have to augment his power with the use of objects for the most part so, knowing what something can do is very important but, that makes languages important again. If he has to hide who he is and what he does then it’s more about concealment, deception and, blending in a crowd/class. Once he unleashes any magical power though, his cover is blown to all hell anyway so should he even bother hiding?

– I’m down with having a mentor instead of a house, less questions that way and, fewer I have to route or report anything too if needed.

– Will this guy have any particular type of spell/elemental type or affinity that he specializes in? Or just raw magic? Is it explosive like a concussive blast? Is it sharp like a blade or spear? Is it like a wall or barrier? Is it like magic missiles, that will it track targets? Can it be delayed like a trap? Does it shock people like electricity? Not really sure what I’m dealing with here so, sorry about all the questions. Maybe if you could let me look at his back story (how you’re tying him into the group?) or what you have selected so far for him? Maybe then I could narrow it down a bit? Right now he doesn’t have much shape in my mind other then the basics of what I know a magus is so, it’s pretty open ended and making it harder for me to narrow my thinking about what else to give him.

– Again I’m sorry, I’m not sure I gave you anything useful in this reply to your question? I failed my roll again to keep it short, as per usual.

– Love you, thanks for helping me work out this new direction by creating me an Occultist.

~Troy

KELLY: Jeez, ask for the world! You wont have much as a starting character. This is all into playtest land… so dont get too attached. Be prepared to have to move or shift stuff as i make a lot of this up as i go.
I’ll try and take this and narrow it down.

TROY: I just want what will work best for the Gallants. Mostly the boom factor for combat situations. I see him as a battle Mage. Far as I’m concerned, he can be a follower of Mizras to explain the lore: religion with the lore: military for tactics and, why he chooses to be a battle Mage overall. Being able the read, sense and, identify objects or, how to counter them can sway a battle by giving us an edge so appraising and, empathy are a must. Law would help to keep us out of a little trouble and as banner-men someone should know it. If he’s going to need a cover, to blend in or, just fade in the scenery slight of hand, persuade, acting and, disguise becomes important. It’s really a matter of what will help the Gallants and, what will help him ultimately to gain more powerful magics?
So let me know when there’s some back story or, connection to the group to help flush him out in my mind. I’m pretty open and, I trust that you know best what will work within our group dynamic.

KELLY: Dude, this is a starting character. You gotta develop stuff.

TROY: I’m loving it so far. What’s his conection to the Gallants? Just a new contracted mage? Grunt battle mage?

> He wont have any – you will have to make it.

I do like the background and, it is good that you got something out of what I wrote or, trusted yourself to know what I like…it’s good. I like the militant mage
aspect…but the Guild of the Solars? Isn’t that a forbidden group of mages or, spies? They’ve had run in’s with the Gallants before so,
I hope Quiron is not connected to one of them currantly?

> Yes he is, thats his guild – it is the dominant occult guild in the realms. Its not forbidden – the High King uses them.

I will report back but, nothing secret on the Gallants. If I serve the Gallants then my loyalty has to come first to them and, then to the Duke of Fandelok.
I will do my best not to keep anything back from them if he thinks there is a potential impact on Fandelok or it’s borders but, The Red Hand must be able to work un-impeaded by past endevors or
loyalties. Not that he’ll forget where he came from but, more of an overall perspective of where he’s going – and, what may lay ahead if
allowed to flurish as a liason of Fandelok and, Dunstand as a united fornt.

> Sadly, this is the life of the mage. You want a path forward with your mentor, you MUST obey him and juggle your loyalties. Blanket statements like “Gallants First” are nice… but he trained you, and you owe EVERYTHING you are to him.

Stability is gained by the trust of the foundations layed down in the past as well as the possibilities to be gained in the future by keeping good ties. Not that he is all that but I like his potential Kelly, nice work!
Id like to see what you have set up for him and, will he have access to funds for spells components and, the like for his sponsorship, family or the like? Just wondering if he has some costs covered for anything?

> No more or less starting funds than others. He will have some standard equipment and be provided for the basics by his master (and tithe 10% to him).

TROY: Mendollin Duncan Ovilod, son of Sira Duncan Ovilod, now known as Darin Red Hands to protect his master and, family.

> Careful, now you yourself are showing conflicting loyalties! Just kidding!

Did Quiron know Taqwill by chance?

> Nope – seperate lives and the Solars are very unwelcome in Dunstrand.

Would he have sent with me a letter of recommendation into the Gallants once I reached Braddon Bog?

> No, he wants to see what you can do on your own. This is a proving time to see if he wants to invest more in you in the future.

Not knowing he was dead yet, Mendollin would have sought out Books in the Library to offer his services as a Mage to the Gallants. There are many books of reference and, Books himself to learn from about the goings on in Dunstrand.
If the Gallants are on there way to Braddon Bog, he would spend his time studying in the books and, learning as much as possible about the current events in Dunstrand to gain a better understanding. If they are going to be caught up somewhere? Then he would go forward to meet them, hopefully with Books’ acceptance and, approval into the Gallants after assessing him.

> Actually, you dont know he’s there… and to you, he’s a minor name. Thats generally a secret… or something thats slowly leaknig out into certain circles.. but not public yet.
Taqwill’s death is making its way through all magic circles. Thats terrifying to mages, when a powerful and respected member falls – its shows weakness.

Is there a device or way of communicating with Quiron back in Fandolok with out having to trust using messengers, something like what Books and, Fazeel have to communicate magically over any distance?
If he has to report then privacy and, speed of communication could be very crucial.

>Nope. House Malor uses homing pigeons. You will have to use cryptography and letters.

If it comes to fighting in close, then staff, club or knife/dagger is probably all he would or could use? also a light cross bow for ranged if not wanting to use his mana in case he was running low etc.
With a 5 occult aptitude , I think he would always be looking for a way to use his powers to work something out but, the militant side is practical in knowing that close combat with weapons is inevitable so, he’d want to be prepared for it.

> An occult aptitude 5 means its magic you rely on; militant is how you use it. Weapons are not important. Welcome to starting fucking character-land!

If he has propel? Then maybe a bandolier of throwing knives in his robes. People might assume he’s a rogue or light fighter instead of a Mage? With his slight of hand, some flip wrist sheaths with knives would be cool, he’d be like a magical Relb. Run out of knives and, hurl red lightning bolts instead or in conjunction with them?
That would be awesome!

> Again, you need to give up the mentality of a fighter or just play one. You’re a mage, AND an occultist which means bad-ass juju. Fuck those knives and shit. You’re not experienced enough to learn your magic wont always be there – role play it a bit.

Is there a way to channel his mana energies into his staff or a dagger if he wanted too? I know he’s not an archanist but, having that one ability would be cool to be able to use in a fight.

> Again, you wanted to be boom-boom. You cannot have everything, no matter how much you want, there’s a reason other characters will fill in the gaps.

Post Inititial Build

TROY: Can you link he incarna page to his OP page so I can have it for viewing either site quickly or are you having trouble with that? I see a link on Horse to incarna profile on his page but, not on Mendollin. None of Mendollin’s weapons, equipment or, pack items are there. Is it possible to have his light staff be an ENC of 5 instead of 6? That way he can use a Parlor Trick to retrive it, if it’s close by but out of his hands for whatever reason. With two-grip, swift and, poise he’ll have a +3 Init. and -1AM so, he goes on 2AM with it correct? The stats on the light staff mention it but, I wanted to clarify with you.

Got an armor question: Does the FV, PR and PV combine with the Leather Jerkin worn under the Leather armor or, is it just the FV and the PR that changes? It would seem natural the the PV would as well but, I tend to be wrong in these matters sometimes.

Also, does he have, could he have any Pacts or tokens as listed in the witchcraft section of Incarna? If done prior to seeking out the Gallants back in Fandelok, it could be interesting to have a warlock based power for him? Unless you think I’ll have a hard enough time just being an Occultist? Do Occultists seek out ways to increase their power? or is it just increasing their own personal (Mana) power they’re after? It doesn’t cost him must to use Mana Sense does it? How much Mana does it cost for torchlight and, Locate the Weave spells?

Does he have any kits to help him out with his spells, etc?

Kelly:

  1. I put a link to the empty Incarna page on OP
  2. I’m sorry, again, no time
  3. Nope, the baton should have been 5 ENC – thats corrected so you should take a look at that. And you have to have > RCTx2 to get the AM reduction.
  4. It works exactly as described online – you get a PV bonus equal to the fit value (1 or 2 depending on armor); but note the armor use requirement – this wont work for you
  5. No pacts – In addition to pushing starting character limits, its not done and i dont have time. PICK an approach dude – warlock or occultist. Again, you are trying to be a godling to start off with.
  6. Occultists always seek higher rank. Its not displayed right now because i am not finished play testing on my side or even writing all the rules. You ARE a sorcerer as well – you can improve that aspect too.
  7. Mana use is as listed – in your case 1 mana
  8. the old costs to torchlight and locate the weave apply = 5 mana per rank (so 5 mana each use)
  9. No kits right now i want to focus on testing whats there.