People of Bronze
I wrote these ages ago, reused them in another book, and then had to reconstruct them, so they seem a fair way to ease into this project.
People of Bronze active in Mythic Europe attach themselves to either side in a major conflict, and attempt to exterminate the other side as efficiently as possible. They feel no compassion, so they consider utter elimination of enemy settlements a particularly valuable tactic. This includes the slaughter of children, as a way of preventing a community seeking intergenerational revenge. People of Bronze conquer for the vitality that human death brings them, and the respect they earn from others of their kind: they care nothing for power or riches, except insofar as they allow a Person of Bronze to increase the scale of his or her campaigns.
Some People of Bronze train People of Iron in the arts of war. They do this in the hope that the People of Iron will develop into suitably challenging opponents. People of Bronze have been known to declare war on individual magi. This war may take many years to come to fruition, as the Person of Bronze uses its infinite lifespan to lay up materiel for the campaign before engaging its foe. People of Bronze always select magi who are renowned as warriors as their victims.
People of Bronze are not suited as player characters.
Faerie Might: 25 (Corpus)
Characteristics: Int +2, Per +1, Pre +3, Com +1, Str +6, Sta +3, Dex +2, Qik 0
Size: +2
Virtues and Flaws: Huge, 4 x Increased Faerie Might; Cognizant within Role, Faerie Sight, Faerie Speech, 2 x Great Characteristic, Humanoid Faerie, Observant*, 4 x Improved Characteristics, Improved Damage (sword), 4 x Personal Faerie Powers, Puissant Militant Pretense; Sovereign Ward (blinding light), Sovereign Ward (The Dominion)
Personality Traits: Proud +6.
Combat:
Brawl (2 x spiked gauntlets)**: Init 0, Attack +5, Defense +7, Damage +18
Great spear and huge circular shield:** Init +3, Attack +17, Defense +16, Damage +20
** Also includes +5 for Improved Damage Virtue and +5 for Damaging Effect Power.
Soak: +12 (while wearing armor)
Wound Penalties: –1 (1–7), –3 (8–14), –5 (15–21), Incapacitated (22–28), Dead (29+)
Pretenses: Area Lore 9 (kingdom being invaded), Awareness 9 (enemies), Brawl 9 (mortals), Charm 9 (other bronze men), Etiquette 9 (faerie court), Faerie Speech 6 (taunts), Leadership 9 (battle), Ride 9 (war charriot), Single Weapon 9+2 (battlefield).
Powers:
Damaging Effect: 2 points: Init –6, Terram (supernaturally sharp weapons), 2 intricacy points spent on cost.
Costs 15 spell levels (Base 5, +1 Part, +1 Diameter. This Base is lower than might appear usual in Hermetic magic.)
Sight Beyond Sight: 3 points, Init –3, Corpus. All five senses of the creature operate at a distance, as far as the
creature can see. This makes the creature supernaturally aware of everything that occurs; so it is xceptionally
difficult to catch it by surprise.
Costs 30 spell levels (InIm Base 5, +1 Conc, +4 Vision),
Shift Human Shapes: 0 points, Init –1, Corpus. Allows the knight to don or remove armor simply by willing it.
(1 intricacy point to reduce cost). R: Per, D: Mom, T: Ind. (Costs 5 spell levels (Base 3, +2 Sun))
Equipment: Armor made of magical scales of faerie iron. Lance with pennant and other weapons. Attendant
as squire. The champion’s glamor produces a faerie horse for him, which shares his vis, Might, and Magic Resistance. As it is an extension of his glamor.
Vis: 5 pawns Corpus, a rusty piece of bronze.
Appearance: An immense human figure clad in shining bronze
Source: Left over from Realms of Power : Faerie , then Realms of Power : Magic, then used with variation as The Distinguished Knight in Hooks.
Blog post: None
Podcast: None