Current Stats:
[size=150]Benedict, a Jinn-blooded Redcap[/size]
Year: Spring 1221
Size: 0
Age: 45 (25) [Level 10 LR]
Height: 5'10"
Weight: 165 lbs
Gender: Male
Decrepitude: 0 (0)
Warping Score: 1 (5)
Confidence: 2 (5)
[size=150]CHARACTERISTICS [/size]
Int +2
Per +1
Pre +5
Com 0
Str +1
Sta +1
Dex +1
Qik 0
[size=150]VIRTUES[/size]
- Blood of Heroes (free): Benedict is a heroic companion.
- Gift of Tongues [1]: like his father, Benedict can understand any language.
- Great (Presence), x2 [1]: Benedict has inherited a jinn's tremendous presence.
- Improved Characteristics, x2 [3]: Benedict's jinn blood has enhanced his characteristics.
- Magic Items, x3 [3]: because Benedict is favored in the House, he has been granted additional magic items.
- Magical Blood (Jinn) (free from Blood of Heroes): Benedict's father is a marid.
- Personal Power, x4 [4]: Benedict has inherited several of the abilities of his father.
- Personal Vis Source (Rego) [1]: As a gift from his father, Benedict received an ancient stone bowl with scenes of dhows at sea carved on the side. Each solstice and equinox, sea water placed in the bowl will crystalize into a single pawn of Rego vis.
- Puissant Living Language [1]: Benedict has a gift with languages. (His Gift of Tongues doesn't let him read foreign languages.)
- Redcap [3]: Benedict is a Redcap of House Mercere.
- Second Sight (free from magical blood): Benedict inherited his father's eyes. Whenever he sees something magical, his eyes turn solid blue and seem to move like the surface of the sea.
- Unaffected by the Gift [1]: Benedict's magical nature allows him to ignore the effects of the Gift.
- Unaging [1]: Although Benedict is not immortal like his father, he retains his youthful appearance.
- Voice of the Sea [1]: Benedict can speak to creatures of the sea, and is not generally viewed as a threat or a prey object by them.
- Well-traveled (free from Redcap virtue): Benedict has traveled extensively as a Redcap.
[size=150]FLAWS[/size]
-
Ability Block: Martial [1]: As a Redcap, Benedict has little desire to learn to fight.
-
Carefree [1]: Benedict has lived a relatively carefree life traveling from covenant to covenant (mostly by sea). This has left him feeling relatively cheerful and happy in most circumstances.
-
Essential Flaw: Com - Flighty (-3) [1]: While Benedict sees himself as carefree, some interpret that as being flighty. As a result, sometimes people will dismiss him as being flighty and not take him seriously.
-
Heroic Personality [1]: As a hero, sometimes Benedict's nature gets the better of him.
-
Magic Spirit Companion (jann) [1]: Benedict has made a bargain with a jann named Bul Abdul Abuli to accompany him and protect him. Unbeknownst to him, the jann was told to make the bargain by Benedict's father to keep an eye out on him for the marid. Thus, while the jann is bound by the agreement to protect Benedict, he sometimes has a separate agenda.
-
Optimistic [3]: For the most part, Benedict has lived a charmed life. As a result, he tends to be convinced that everything will always work out for the best.
-
Uncertain Faith [1]: Having grown up a Christian in a Muslim world, and with an non-religious father, Benedict has a shaky faith.
-
Visions [1]: Benedict's jinn nature sometimes gives him visions, often in the form of jinn and the City of Brass. Interpreting them can be challenging at times.
-
Craving for Travel [0][sup]1[/sup]: Because of Warping from his longevity ritual, Benedict's normal desire to travel has been amplified.
[sup]1 - From Warping[/sup]
[size=150]PERSONALITY TRAITS [/size]
- Uncertain Faith +1
- Optimistic +3
- Carefree +2
- Flighty -1
[size=150]REPUTATIONS[/size]
None
[size=150]COMBAT [/size]
Dodge: Init: 0, Attack: --, Defense: +4, Damage: --
Fist: Init: 0, Attack: +4, Defense: +3, Damage: 0
Kick: Init: -1, Attack: +4, Defense: +2, Damage: +3
Soak:1
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (13-16), Dead (17+)
Encumbrance: 0
[size=150]ABILITIES [/size]
[tableborder][tr][th][left]Ability[/left][/th] [th]Score[/th] [th][left]Specialty[/left][/th] [th]XP[/th][/tr]
[tr][td]Area Lore: Thebes Tribunal[/td] [td][center]4[/center][/td] [td]geography[/td] [td][center]50[/center][/td][/tr]
[tr][td]Area Lore: Roman Tribunal[/td] [td][center]2[/center][/td] [td]geography[/td] [td][center]15[/center][/td][/tr]
[tr][td]Area Lore: Levant Tribunal[/td] [td][center]3[/center][/td] [td]geography[/td] [td][center]30[/center][/td][/tr]
[tr][td]Area Lore: Mythic Europe[/td] [td][center]3[/center][/td] [td]geography[/td] [td][center]30[/center][/td][/tr]
[tr][td]Artes Liberales (Latin, Greek, and Arabic)[/td] [td][center]3[/center][/td] [td]astronomy[/td] [td][center]30[/center][/td][/tr]
[tr][td]Athletics[/td] [td][center]3[/center][/td] [td]running[/td] [td][center]30[/center][/td][/tr]
[tr][td]Awareness[/td] [td][center]3[/center][/td] [td]alertness[/td] [td][center]30[/center][/td][/tr]
[tr][td]Bargain[/td] [td][center]3[/center][/td] [td]books[/td] [td][center]30[/center][/td][/tr]
[tr][td]Brawl[/td] [td][center]3[/center][/td] [td]dodge[/td] [td][center]30[/center][/td][/tr]
[tr][td]Carouse[/td] [td][center]3[/center][/td] [td]staying sober[/td] [td][center]30[/center][/td][/tr]
[tr][td]Charm[/td] [td][center]7[/center][/td] [td]captivating a crowd[/td] [td][center]140[/center][/td][/tr]
[tr][td]Chirurgy[/td] [td][center]1[/center][/td] [td]binding wounds[/td] [td][center]5[/center][/td][/tr]
[tr][td]Code of Hermes[/td] [td][center]1[/center][/td] [td]Redcaps[/td] [td][center]5[/center][/td][/tr]
[tr][td]Concentration[/td] [td][center]1[/center][/td] [td]reading[/td] [td][center]5[/center][/td][/tr]
[tr][td]Dead Language: Latin[/td] [td][center]4[/center][/td] [td]conversational[/td] [td][center]50[/center][/td][/tr]
[tr][td]Etiquette[/td] [td][center]3[/center][/td] [td]magi[/td] [td][center]30[/center][/td][/tr]
[tr][td]Finesse[/td] [td][center]3[/center][/td] [td]grace[/td] [td][center]30[/center][/td][/tr]
[tr][td]Folk Ken[/td] [td][center]3[/center][/td] [td]the opposite sex[/td] [td][center]30[/center][/td][/tr]
[tr][td]Guile[/td] [td][center]3[/center][/td] [td]fast talk[/td] [td][center]30[/center][/td][/tr]
[tr][td]Hunt[/td] [td][center]2[/center][/td] [td]fishing[/td] [td][center]15[/center][/td][/tr]
[tr][td]Intrigue[/td] [td][center]2[/center][/td] [td]gossip[/td] [td][center]15[/center][/td][/tr]
[tr][td]Leadership[/td] [td][center]1[/center][/td] [td]Redcaps[/td] [td][center]5[/center][/td][/tr]
[tr][td]Living Language: Arabic[/td] [td][center]5+2[/center][/td] [td]conversational[/td] [td][center]0[/center][/td][/tr]
[tr][td]Living Language: Greek[/td] [td][center]4+2[/center][/td] [td]hermetic usage[/td] [td][center]50[/center][/td][/tr]
[tr][td]Living Language: Italian[/td] [td][center]3+2[/center][/td] [td]conversational[/td] [td][center]30[/center][/td][/tr]
[tr][td]Magic Lore[/td] [td][center]2[/center][/td] [td]jinn[/td] [td][center]15[/center][/td][/tr]
[tr][td]Magic Theory[/td] [td][center]1[/center][/td] [td]humoring magi[/td] [td][center]5[/center][/td][/tr]
[tr][td]Philosophiae[/td] [td][center]1[/center][/td] [td]natural philosophy[/td] [td][center]5[/center][/td][/tr]
[tr][td]Profession: Sailor[/td] [td][center]4[/center][/td] [td]navigation[/td] [td][center]50[/center][/td][/tr]
[tr][td]Profession: Storyteller[/td] [td][center]4[/center][/td] [td]1001 Nights tales[/td] [td][center]50[/center][/td][/tr]
[tr][td]Ride[/td] [td][center]2[/center][/td] [td]long distances[/td] [td][center]15[/center][/td][/tr]
[tr][td]Second Sight[/td] [td][center]5[/center][/td] [td]seeing through illusions[/td] [td][center]70[/center][/td][/tr]
[tr][td]Stealth[/td] [td][center]3[/center][/td] [td]sneaking[/td] [td][center]30[/center][/td][/tr]
[tr][td]Survival[/td] [td][center]3[/center][/td] [td]the sea[/td] [td][center]30[/center][/td][/tr]
[tr][td]Swim[/td] [td][center]4[/center][/td] [td]underwater maneuvering[/td] [td][center]50[/center][/td][/tr]
[tr][td]Teaching[/td] [td][center]1[/center][/td] [td]languages[/td] [td][center]5[/center][/td][/tr][/tableborder]
[size=150]MAGICAL POWERS[/size]
100 available points in powers
59 points used
41 extra for Mastery = 8 mastery points (all used to reduce Fatigue cost)
Lungs of the Marid
MuAq 15
Fatigue Cost: 2 -> 0
R: Per, D: Sun, T: Part
Req: Auram
Turns water into air as it enters Benedict's lungs, allowing him to breathe water as he does air.
(Base 4, +2 Sun, +1 Part)
Marid’s Movement
ReCo 25
Fatigue Cost: 3 -> 0
R: Per, D: Sun, T: Ind
Benedict can move freely in sea or air at the speed of a fast fish – a maximum of about forty miles an hour. Fancy maneuvers may require a Finesse roll.
(Base 15, +2 Sun)
Continual Warmth
CrIg 4
Fatigue Cost: 1 -> 0
R: Per, D: Sun, T: Ind.
Maintains Benedict at a warm temperature.
(Base 2, +2 Sun)
Extended Sight of the Marid
InAq 15
Fatigue Cost: 2 -> 0
R: Per D: Sun T: Vision.
Benedict can see as clearly through water as he can see through air.
(Base 1, +2 Sun, +4 Vision)
[size=150]EQUIPMENT[/size]
- Well-made traveling clothes
- Dagger
- Knife
[size=150]VIS[/size]
Rego: 60
[size=150]MAGIC ITEMS (225)[/size]
Base Starting: 50
Virtues Starting: 75
Base Increase: 220 = 40
Virtues Increase: 320 = 60
[tableborder][tr][th][left]Item[/left][/th] [th]Cost[/th][/tr]
[tr][td]Ring of Drying[/td] [td][center]15[/center][/td][/tr]
[tr][td]Amulet of Change[/td] [td][center]26[/center][/td][/tr]
[tr][td]Belt of Sidestepping[/td] [td][center]19[/center][/td][/tr]
[tr][td]Buckle of Invisibility[/td] [td][center]26[/center][/td][/tr]
[tr][td]Charm of the Ennobled Presence[/td] [td][center]11[/center][/td][/tr]
[tr][td]Charm of the Cat's Eyes[/td] [td][center]6[/center][/td][/tr]
[tr][td]Charm of Clothes Fortification[/td] [td][center]21[/center][/td][/tr]
[tr][td]Charm of Light[/td] [td][center]26[/center][/td][/tr]
[tr][td]Ring of Sleep[/td] [td][center]30[/center][/td][/tr]
[tr][td]Dry Backpack[/td] [td][center]19[/center][/td][/tr]
[tr][td]Charm Against Heat and Flame[/td] [td][center]26[/center][/td][/tr]
[tr][th][left]TOTAL[/left][/th] [th]225[/th][/tr][/tableborder]
Ring of Drying
PeAq 15
R: Touch, D: Mom, T: Ind
Dries a person and his or her clothes. This is a ring with a sea-blue crystal.
(Base 4, +1M Touch, +10 unlimited uses)
Amulet of Change
MuIm 26
R: Touch, D: Conc, T: Ind
Any one thing, including a living thing, can be made to appear as if it were something else of approximately the same shape and size. The illusion cannot be cast on things that have a shape or size improper to the final appearance. If the target moves or is moved in such a way that the illusion is inappropriate, it looks very strange indeed. This is a small amulet that hangs around Benedict's neck.
(Base 5, +1M Touch, +1M Conc, +5 device maintains conc, +6 uses/day: 50)
Belt of Sidestepping
ReIm 19
R: Touch, D: Conc, T: Ind
The target's appears up to 1 pace from where he actually is, so attacks aimed there are likely to miss him. Whenever the image is successfully struck, it disappears and reappears in another spot. In combat, early attacks are aimed at the image, and so automatically miss. Once the image has been hit once, the target has a +9 bonus to Defense, as attackers must try to find him in a fairly large area. This is a fine leather belt
(Base 2, +1M Touch, +1M Conc, +1M changing image, +1M moved image matches changes, +5 device maintains conc, +4 uses/day: 12)
Buckle of Invisibility
PeIm 26
R: Touch, D: Conc, T: Ind
The target becomes completely undetectable to normal sight, regardless of what he does, but still casts a shadow. This is a silver belt buckle.
(Base 4, +1M Touch, +1M Conc, +1M changing image, +5 Device maintains Conc, +6 used/day: 50)
Charm of the Ennobled Presence
MuIm 11
R: Touch, D: Sun, T: Ind
The target appears more forceful, authoritative, and believable. Numerous subtle changes in appearance bring about this change, including a slight supernatural illumination of the face, a more erect posture, and a louder and smoother voice. The character gets a +3 on rolls to influence, lead, or convince others. This is a small charm with a topaz that hangs next to the Amulet of Change.
(Base 3, +1M Touch, +2M Sun, +1 uses/day: 2)
Charm of the Cat's Eyes
MuCo(An) 6
R: Touch, D: Sun, T: Ind
The target gains the eyes of a cat, which allow him or her to see in near darkness (but not in absolute darkness, such as a lightless subterranean cavern). This is a small charm with a deep blue cat's eye gem that hangs next to the Amulet of Change.
(Base 2, +1M Touch, +2M Sun, requisite free, +1 uses/day: 2)
Charm of Clothes Fortification
MuAn(He) 21
R: Touch, D: Sun, T: Ind.
This wand can change an item made of animal material — silk, wool, cotton, linen, leather, etc. — so it cannot be cut or penetrated by weapons. A simple cloth doublet becomes the equivalent of armor with no Load and a +3 Soak bonus. Armor made of quilted material or any kind of leather improves its Protection by an additional +3. The magic does not make the armor better at absorbing shock, so this +3 bonus is the limit that can be bestowed without changing the material into something completely different. At the storyguide’s option, the bonus given by this spell may not apply against strictly blunt weapons like clubs and staves. This is a small charm that can be pinned on Benedict's tunic.
(Base 4, +1M Touch, +2M Sun, +1M He requisite, +1 uses/day: 2)
Charm of Light
CrIg 26
R: Touch, D: Conc, T: Ind
This spell creates a steady light from as bright as moonlight to as bright as light on a cloudy day. The light has no apparent source, but illuminates an area about ten paces across, centered on an item touched by the charm (or the charm itself). This point may be a mobile item. This is a small charm that can be pinned on Benedict's tunic.
(Base 3, +1M Touch, +1M Conc, +1M variable, +5 device maintains conc, +6 uses/day: 50)
Ring of Sleep
ReMe 30
R: Sight, D: Diam, T: Ind
The target becomes sleepy and falls asleep within a few seconds. The target remains asleep for at least a diameter or longer if not disturbed. This is a simple walnut ring. It's activated by tapping the ring three times with his thumb.
(Base 4, +3M Sight, +1M Diam, +10 unlimited uses)
Dry Backpack
ReAq 19
This backpack and all its contents remain dry even if submerged under water.
(Base 4, +1M Touch, +1M Sun, +1M for slightly unnatural control, +1 uses/day: 2, +3 environmental trigger: dawn/sunset)
Charm Against Heat and Flame
ReIg 26
R: Touch, D: Sun, T: Ind
Keeps heat and fire at bay, unable to approach within 1 pace of the target. This renders the target immune to damage from flames or heat of intensity less than that of molten iron. The target gets a +15 Soak against all fire-related damage. Any heat or fire doing less than +15 damage per round doesn’t penetrate the ward. Such fires simply dim at the protected person’s passing and flare back up after he or she is gone.
(Base 4, +2M for up to +15 damage, +1M Touch, +2M Sun, +1 uses/day: 2)