Character sheets

Aelianus Robur Ex Verditius


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


Size - Human: 0
Age: 42 (45 -15 years out of apprenticeship)
Decrepitude: 0
Warping Score: 3 (0)


Virtues: Verditius magic, The gift, Hermetic magus, Educated, Cyclic magic (day), Minor magical focus (wooden wands), Affinity w. Woodcarving, Great intelligence *2, Improved characteristics, Affinity w. Creo, Puissant Creo, Inventive genius, Enchant casting tools, Affinity with Ignem

Flaws: Blatant gift, Pagan, Proud (major), Covenant upbringing, Limited magic resistance Vim, Deficiency with Aquam


Abilities:
Area lore Flanders 2 (Covenants)
Area lore Normandy tribunal 1 (Covenant)
Artes Liberales* 1 (Ceremonial magic)
Awareness 1 (Spotting ambushes)
Bargain 2 (Magical items)
Charm 2 (Debate)
Craft: Woodcarving 6 (Wands)
Code of Hermes 1 (Normandy tribunal)
Concentration 1 (Spell concentration)
Finesse 1 (Precision)
Folk Ken 2 (Magi)
Guile 2 (Debate)
Intrigue 1 (Debate)
Language: Flemish 5 (Story telling)
Language: Latin* 5 (Hermetic use)
Leadership 1 (Forge companions)
Magic lore 1 (Magical creatures)
Magic theory 4(18) (Enchanting items)
Order of Hermes Lore 1 (Normady tribunal)
Parma magica 4 (2) (Ignem)
Penetration 1 (Auram)
Philosophiae 3 (Verditius runes)
Teaching 0 (2) (Single student)
Verditius cult lore 2(11) (Inventing scripts)

Arts
Cr: 11+3 An: 6 Ig: 11(5)
In: 7 Aq: 1 Im: 1
Mu: 6 Au: 2 Me: 5
Pe: 4 Co: 6 Te: 0
Re: 5(1) He: 0 Vi: 6

Spells
Spell Te+Fo+Sta Bonus Level Mastery score Mastery
Bind wound CrCo +21 10
The wizards leap ReCo +10 15
The wizards sidestep ReIm +5 10
Shriek of the wooden shaft InHe +8 15
Air’s ghostly form CrAu +17 5
Wreaths of foul smoke CrAu +17 10
Broom of the winds CrAu +17 15
Charge of the angry winds CrAu +17 15
Whispering winds InAu +10 15
Trust of childlike faith PeMe +10 10
Daemons eternal oblivion PeVi +10 5
Sap the griffins might PeVi +10 5
The silent uttering of words CrMe +20 15
Dart of Fiery conflagration* CrIg +25 15
Lamp without flame CrIg +25 10
The entrapping cage of flames** CrIg +25 25
Curse of the Haunted Forest Mu(Pe)He +4 55

*Dart of Fiery conflagration as Pillum of fire but with a base lv 5, thus damage +10. Enchanted casting tool, fast cast, 4 multiple castings, +14 to casting total.
** The entrapping cage of flames as Circle of encompassing flames (p. 140 ArM5) but with a base level of 10, thus doing +10 damage to those who try to move through the flames. The flames are shaped like a cage.

Personality Traits: Hubris +4(8) (Proud), +2 practical +2 devoted to Cult of Mercury

Equipment: Ostentatiously decorated clothing of the finest fabrics and dyes, all in the latest fashion. In laboratory he uses more practical clothes.

Longevity potion: -6 to aging rolls.

Appearance: Aelianus has much body hair and a large beard though his head is blessed with a bald patch. He has the sturdy body of a craftsman and would easily be mistaken for one if not for his clothing. His hair is dark blonde and notoriously hard to keep in place.

History: Aelianus grew up in the same covenant as he now rules. He was the son of his parens forge companion and where expected to follow that path himself. His gift matured late but once it did he where cursed with the blatant gift. Aelianus where a well liked young lad with a few close friends but as soon as his gift begun to manifest this changed to the worse. His former friends didnt want anything to do with him.

Aelianus proved to be a intelligent student and had his full attention towards his master, the only one who where friendly towards him. Once Aelianus where gauntleted he decided to stay at the covenant but his first task where to search for a familari, Aelianus had long longed for a friend and after a half year long quest he found a magical cat that where attuned to him. That where the last longer trip that Aelianus took outside of the covenant for a long time, his blatant gift hindering him from travel the well populated areas of Flanders.

During the years Aelianus spent much time improving his laboratory and inventing items and enchanting his familari. Recently he travelled to Florum to be initiated into the mystery of enchanting casting tools.

Familari - Diodorus

Characteristics: Int -3, Per +2, Pre 0, Com -4, Str -5, Sta 0, Dex +5, Qik +6

Size - Cat: -2
Age: ?
Magic might: 6

Qualities: Personal powers, Lesser power, Improved powers

Powers/Cost/Initiative
Cat like a shadow/1/4
True sight of the air/2/4
Humans are easily misplaced/0/4

Bond scores:
Arts used: Intellego Animal
Lab total: 28
Gold cord: +2
Silver cord: 0
Bronze cord: +2

Bond powers

Speech once per day MuAn 20 Bond maintains concentration

Virtues and Flaws: Lightning reflexes, Warrior, Large, Magical friend, Nocturnal, Proud (minor)

Abilities:
Athletics 3 (Jumping)
Brawl 5 (claws)
Swim 1 (fast)
Artes liberates* 1 (rhetoric)
Awareness 4 (at night)
Charm 3 (humans)
Folk ken 3 (magi)
Guile 2 (lying to magi)
Etiquette 2 (magi)
Leadership 2 (Cats)
Hunt 4 (mice)
Survival 1 (undergrowth)
Language: Flemish 5 (Story telling)
Language: Latin* 5 (Hermetic use)
Magic theory 2 (Enchanting items)

Personality Traits: Proud +3, Lazy +1

Appearance: A large cat with heavy bone structure and a triangular head. The cat has a long tail and is covered in long white fur.

Magical items in studio:

Wooden sphere of the days light

A unremarkable sphere made out of a single piece of wood. There are only two runes on the item, one of Ignem and one for Creo. There are two spheres in the studio.

The sphere glows with light equal to that of a clouded day. The sphere is activated once someone speaks the word for light in Latin.

CrIg Base: 4 + 2 sun => Level 10

Bowl of peering into the mysteries of herbs and plants

A deep and broad bowl with a trim depicting roman myths that tells tales of forests. On the bottom there is a circle of Verditius runes. The magic’s of the bowl are activated if someone draws their finger along the trim in a clockwise movement starting from the top.

The bowls reveals all mundane and magical properties of the contents as long as it is herbs or plant material. The bowl grants +2 to any herbam specialisation of a laboratory.

InHe(Vi) Base 4 + 1 touch + 1 requisites => Level 10 +10 unlimited uses per day => Total 20

Rein of the Equestrian Magus
Lesser Enchanted Device; 4 pawns
ReAn40, Base 15, +1M Touch, +1M Concentration, +5L Item Maintains Concentration, 10 L Unlimited Use; F&E Bonus for Rein = +5 to tame/ride horses.

The mystical wand of incineration and devastation

A plain wooden wand crafted from three different types of wood they fit seamless to gather and the wand is shaped like a cone but in stead of a tip as en end there is a sculpted dragons head. The bottom of the cone is shaped in a convex shape. The convex area is filled with verditius runes.

Total level 40, Creo Ignem Base 10, +2 for voice, +5 lv for fast cast, +3 lv for 6 uses per day and +12 for penetration +24.

Modest rod of flames and fury

The wand is a cylinder with a square at each end. On the top square there is a carved fire elemental reaching for the sky.

Total level 20, Creo Ignem Base 5, +2 for voice range, +3 for 6 uses a day and +2 for a penetration of +4.

Flash fire wand

The wand is a cone and has carved flames along the entire surface. The bottom end is a inch wide and the entire wand is as long as Aelianus forearm. The bottom is convex and made out of a dark wood and smooth. The verditi runes are hidden amongst the flames.

Level 30, Creo Ignem Base 5, +2 for voice range, +5 lv. for fast cast, + 4 for 12 uses per day and + 6 for a penetration of +12.

Wand of Vulcan’s breath

The entire wand is covered in miniature verditi runes and patterns of flame. At the bottom there is an orb of gopher wood, above it there is a handle of juniper wood and above the rest of the wand is made out of birch. The wand is thinner to the top than near the handle and ends in a smooth end. The activation phrase is “Vulcan’s breath” and once that phrase is spoken a jet of flame shoot out from the tip of the wand. The flame does +15 in fire damage.

CrIg base 10 + 2 voice = 20 +4 for 12 charges a day and +16 for penetration of+32; total level 40.

Lab texts

Sylph of the pleasant chamber

A elegant figurine crafted out of a single piece of wood. It has a base that are carved with Verditius runes and the figurine is depicting a sylph that is taking of from ground.

Creates a warm breeze that keeps the chamber that it is used in warm and with fresh air. Grants the virtue superior magical heating to a laboratory.

CrAu(Ig) Base: 1 +1 touch +2 sun +1 requisites => Level 10 +4 of constant effect => Total 14

Wooden sphere of the days light

A unremarkable sphere made out of a single piece of wood. There are only two runes on the item, one of Ignem and one for Creo.

The sphere glows with light equal to that of a clouded day. The sphere is activated once someone speaks the word for light in Latin.

CrIg Base: 4 + 2 sun => Level 10

Wooden wand of fierily conflagiation
An elegant wooden wand that has a sculptured flame at the end of it and looks like a miniature roman pillar. The wand has runes covering the base but the pillar is smooth.

The flames that is cast out of the flame at the top of the wand is activated with the Latin phrase for “Bring flames and ruin to my foe”. The damage is +5 and the penetration + 18 and it has twelve uses per day.

CrIg Base 4 + 2 voice => Level 10 + 5 fast casting + 4 for 12 uses per day + 9 for penetration => Total 28

Bowl of peering into the mysteries of herbs and plants

A deep and broad bowl with a trim depicting roman myths that tells tales of forests. On the bottom there is a circle of Verditius runes. The magic’s of the bowl are activated if someone draws their finger along the trim in a clockwise movement starting from the top.

The bowls reveals all mundane and magical properties of the contents as long as it is herbs or plant material. The bowl grants +2 to any herbam specialisation of a laboratory.

InHe(Vi) Base 4 + 1 touch + 1 requisites => Level 10 +10 unlimited uses per day => Total 20

Rein of the Equestrian Magus
Lesser Enchanted Device; 4 pawns
ReAn40, Base 15, +1M Touch, +1M Concentration, +5L Item Maintains Concentration, 10 L Unlimited Use; F&E Bonus for Rein = +5 to tame/ride horses.

Cage of Change

Cage of Change as per RoP:M p. 79 but the cage is a construction of both iron bars and wooden sections filled with carvings of wild beasts, gladiators fighting beasts, and a beast hunting humans. If one looks close at one of the carvings there is a Christian cast to the lions depicted. The Cage can be used to either give a bonus to experimentation or Muto in addition to the bonuses from a cage as a minor virtue.

Preservation of the magus bounty

A figurine depicting the Roman goddess of Trivia. Trivia is the roman equivalent of Hecate. Aelianus tries to enhance the mystical aspects of Trivia and conducts some experimentation with the aesthetical form of the figurine. Aesthetic quality of 12.
The figurine prevents any decaying in human or animal tissue or any fluids or vegetarian product in the same room as it is placed. If used as a laboratory equipment piece it gives the lab the preserved virtue. CrAn(He,Co,Aq) 24 (Base level 2, +1 touch, +2 sun, +2 room, +1 size, +4 levels for constant effect). It can affect a room up to 4000 square feet.

The mystical wand of incineration and devastation

A plain wooden wand crafted from three different types of wood they fit seamless to gather and the wand is shaped like a cone but in stead of a tip as en end there is a sculpted dragons head. The bottom of the cone is shaped in a convex shape. The convex area is filled with verditius runes.

Total level 40, Creo Ignem Base 10, +2 for voice, +5 lv for fast cast, +3 lv for 6 uses per day and +12 for penetration +24.

Modest rod of flames and fury

The wand is a cylinder with a square at each end. On the top square there is a carved fire elemental reaching for the sky.

Total level 20, Creo Ignem Base 5, +2 for voice range, +3 for 6 uses a day and +2 for a penetration of +4.

Flash fire wand Total

The wand is a cone and has carved flames along the entire surface. The bottom end is a inch wide and the entire wand is as long as Aelianus forearm. The bottom is convex and made out of a dark wood and smooth. The verditi runes are hidden amongst the flames.

Level 30, Creo Ignem Base 5, +2 for voice range, +5 lv. for fast cast, + 4 for 12 uses per day and + 6 for a penetration of +12.

Wand of Vulcan’s breath

The entire wand is covered in miniature verditi runes and patterns of flame. At the bottom there is an orb of gopher wood, above it there is a handle of juniper wood and above the rest of the wand is made out of birch. The wand is thinner to the top than near the handle and ends in a smooth end. The activation phrase is “Vulcan’s breath” and once that phrase is spoken a jet of flame shoot out from the tip of the wand. The flame does +15 in fire damage.

CrIg base 10 + 2 voice = 20 +4 for 12 charges a day and +16 for penetration of+32; total level 40.

Laboratory

Aelianus laboratory is located in the grey tower and takes up the two top floors.

Virtues

Elevated
Greater expansion +2 Items
Greater feature (a work bench for wood crafting) +3 Items
Spacious
Familari -1 GQ +2 safety
Superior magical heating
Superior magical lightings

Flaws
Focus (a work bench for wood crafting) +4 Items
Awkward shape

Magical items

The incinerator

Lesser enchanted device. A stone platter made out of white granite with raised edges that depicts several circular pattern showing of the creators proficiency with the liberal arts. It gives a laboratory a +3 Bonus to Ignem when the device is used to rareficate a natural flame that is placed upon the platter. The device starts when the activation words is spoken. The activation words are commence rarefication.
ReIg level 30 (Base 3 + 1 touch + 1 concentration + 5 levels maintain concentration + 2 for complexity + 10 unlimited uses)

The fuel pot

Lesser enchanted device. A stone pot made out of brown gneiss with a decorated trim with floral pattern, the creator shows of his skill with geometrical patterns. When the pot is filled with earth and the activation phrase is spoken any seed within the earth begins to grow into a tree that is shaped so that it will be aligned with the mystical aura. The device gives +4 to any Creo specialisation.
Cr(Re)He(Vi) level 40 (Base 15 + 1 touch + 1 concentration + 5 levels maintain concentration +2 requisites)

Characteristics

Size: 3 Refinement: 1 General quality: -1 Upkeep: 5 Safety: 0 Warping: 0 Health: 1 Aesthetics: 5

Specialisations: Items 9, Texts 1, Creo 4, Imaginem 1, Auram 1, Ignem 4

Aelianus personal fortune

4 pounds of silver
7 Ignem vis

Roberto Rodriguez of Flambeau:
Characteristics: Int +2, Per +0, Com +0, Pre +1, Str +2, Sta +1, Dex +1, Quik +1
Size: 0
Age: 36; appears 36
Chronology: born in 1190, apprenticed in 1205 at age 15, battlefield gauntlet in 1214 at age 24, finished training under mentor and joined Novus Mane in 1220 at age 30, current year 1226
Decrepitude: 0
Warping: 0 (1)
Confidence: 2 (10)
Virtues: +0 Gifted Hermetic Magus, +F Puissant Ignem, +1 Puissant Creo, +1 Life Boost, +1 Improved Characteristics, +1 Mastered Spells, +1 Self Confident, +1 Skilled Parens, +1 Warrior, +3 Flawless Magic
Flaws: -1 Infamous Master, -1 Reckless, -1 Mentor, -1 Unimaginative Learner, -3 Overconfident, -3 Weak Magic Resistance (when not in possession of a symbol of his Catholic faith, such as a rosary or a crucifix (he carries one of each))
Personality Traits: Reckless +3, Brave +3, Self Assured +3, Introspective +1
Reputations: Infamous Master 3 (Hermetic), House Flambeau Acclaim 2 (Hermetic)

Combat:
Dodge: In +1, Atk n/a, Def +5*, Dmg n/a
Grapple: In +1, Atk +5, Def +5*, Dmg +2
Fistfight: In +1, Atk +6, Def +6*, Dmg +2
Dagger: In +1, Atk +7, Def +5*, Dmg +5
Long sword: In +3, Atk +11, Def* +8, Dmg +8 **
Long sword & Round Shield: In +3, Atk +11, Def* +10, Dmg +8 **
*(add an additional +9 to defense if using Howl of the Steel Weapons or Shriek of the Wooden Shafts, versus the appropriate forms of attack)
**(Dmg +14 if using Sword of the Avenger)

Soak: +1, +3 in studded leather hauberk (add an additional +15 versus heat & flames if using Ward against Heat and Flames)
Fatigue: OK, 0, -1, -3, -5, ko
Wound Penalties: -1 Light (1-5), -3 Medium (6-10), -5 Heavy (11-15), Incapacitated (16-20), Lethal (21+)

Abilities: Artes Liberales 1 (literacy), Athletics 2 (fitness), Awareness 1 (alert), Brawl 4 (fistfight), Charm 1 (1xp) (wit), Code of Hermes 1 (procedure), Concentration 2 (spells), Finesse 2 (precision), French, Langue D'Oc 3 (tough talk), Folk Ken 2 (1xp) (warriors), Guile 1 (smarminess), Iberian Area Lore 2 (Reconquista), Latin 4 (dramatic speech), Leadership 2 (3xps) (in combat), Magic Lore 1 (mythic beasts), Magic Theory 4 (10xp) (inventing spells), Normandy Tribunal Lore 1 (Flambeau magi), Order of Hermes Lore 1 (4xp) (Flambeau), Parma Magica 4 (Ignem), Penetration 2 (Creo), Philosophiae 1 (ceremonial casting), Profession-Scribe 0 (2xps) (copying), Profession-Seaman 0 (2xp) (marine), Profession-Soldier 2 (shock troops), Ride 1 (in battle), Single Weapon 5 (8xp) (long sword), Spanish, Castellan 5 (banter), Stealth 1 (ambush), Strategy 1 (2xp) (tactics), Teaching 1 (martial training)

Arts:
Creo 5+3, Intéllego 3, Muto 0, Perdo 4 (1xp), Rego 8
Animal 0, Aquam 0, Auram 3 (3xp), Corpus 4, Herbam 3
Ignem 9+3 (2xp), Imaginem 0, Mentem 0, Terram 3, Vim 2

Twilight Scars & Effects: none
Magic Sigil: style and grace
Symbolic Sigil: a wide seven pointed star
Equipment: hauberk of studded leather armour (partial suit, metal reinforced leather), long sword, round shield with insignia of Novus Mane, dagger, knife, rosary, crucifix, leather boots & gloves, cloak, gold ring with a small ruby, sigil, other clothing, magical rein
Vis Stock: 2 Ignem & 5 Vim in ring
Encumbrance: 0 (Load 5, Burden 2, Str +2)

Laboratory: Magic Aura 6, Int +2, Magic Theory 4 (spells)
Characteristics: Size +0, Refinement +1, General Quality +0, Upkeep +2, Safety +1, Warping +0, Health -2, Aesthetics +3 (Reputation-Spell Master +2 (Hermetic))
Virtues: +0 Defenses, +0 Guard, +0 Superior Construction, +0 Superior Equipment, +1 Living Quarters, +3 Greater Feature-Spell Circle (inscribed with sigil)
Flaws: -3 Greater Focus-Spell Circle
Specializations: +7 Spells, +1 Vis Extraction

Spells Known:
CrCo20 Purification of the Festering Wound: CT +14, Mastery 1 (Ceremonial Casting)
ReCo15 Wizard's Leap: CT +14, Mastery 2 (Fast Cast, Stalwart)
ReCo20 Incantation of Paralyzation: CT +13, Mastered 1 (Imperturbable)
InHe15 Shriek of the Wooden Shafts: CT +8, Mastery 1 (Stalwart Casting)
CrIg10 Heat of the Searing Forge: CT 22, Mastery 1 (Penetration)
CrIg10 Lamp without Flame: CT 22, Mastery 1 (Imperturbable)
CrIg15 Test of the Flames: CT +22, Mastery 1 (Resistance)
CrIg20 Flash of Dazzling Light: CT +22, Mastery 1 (Fast Cast)
CrIg20 Pilium of Fire: CT +25, Mastery 4 (8xp) (Penetration, Fast Cast, Multicast, Quick Cast)
Cr(Re)Ig20 Sword of the Avenger: CT +24, Mastery 4 (Imperturbable Casting, Penetration, Fast Cast, Subtle)
PeIg5 Chill of Winter: CT +18, Mastery 1 (Subtle)
PeIg20 Wizard's Touch of Cold: CT +18, Mastery 1 (Penetration)
ReIg25 Ward against Heat & Flames: CT +21, Mastery 1 (Stalwart Casting)
InTe15 Howl of the Steel Weapons: CT +8, Mastery 1 (Stalwart Casting)
PeVi5 Demon's Eternal Oblivion: CT +8, Mastery 1 (Penetration)
PeVi15 Thwarting the Thaumaturgical Threat: CT +9, Mastery 2 (Fast Cast, Stalwart)

Enchanted Items:
Rein of the Equestrian Magus: Lesser Enchanted Device, 4 pawns
.....When Roberto first came to Novus Mane, he rode on a horse using a magical reign, given to him by Santiago. His instructions were to turn the rein over to Aelianus. In turn, Santiago commissioned and paid Aelianus to make another magical rein. Aelianus was given the original to keep, along with the Lab Text to construct it (these notes also teach the Form & Effect bonus of +5 to tame/ride horses. Roberto has never seen this lab text and thinks the original rein had an expiry. It doesn't. These are gifts for Aelianus.

ReAn40 Command the Mounted Beast:
R: Touch, D: Concentration, T: Ind
.....The rein is worn by the horse and activates automatically, as this is the triggering condition. This effect allows the one who holds the rein to control the horse and ride it, even in battle; despite any defects in the mount or the effects of the Gift. The riders scores in Animal Handling and Riding are used as normal, as you need to know when and what to command the horse to do.
(Base 15, +1M Touch, +1M Conc, +5L Item Maintains Concentration, 10 L Unlimited Use)

Description of New Spells:
ReCo20 Incantation of Paralyzation
R: Voice, D: Conc, T: Ind
.....This spell hold the target’s body completely immobile for the duration.
(Base 5, +2 Voice, +1 Conc)

CrIg20 Flash of Dazzling Light
R: Eye, D: Mom, T: Ind
.....This spell flashes a brief dazzle of light in the target's eyes. This isn't strong enough to blind them, but it can disadvantage them. The target must make a Stamina Stress roll of 9+ or suffer a -3 penalty to all rolls and actions. The next round the penalty is only -1, and it wears off after that. If the roll is botched, the effects are twice as long lasting. This spell is designed to be cast without words or gestures, so that it may be mastered and fast cast in combat to gain an edge on an opponent.
(Base 4, +1 Eye, +3 no Words or Gestures)

CrIg20 Sword of the Avenger:
R: Touch, D: Conc, T: Ind, Reqs: Rego
.....This ignites a flame along the edge of a sword blade, doubling its damage value. More than a simple variant, this spell is intended for use with the Mastery Ability of Imperturbable Casting, because of the difficulty maintaining concentration on a spell during combat. Concentration does not need to be checked every round, as wielding a flaming sword in combat is what the spell is designed to do. But the caster does need to check when he exerts himself in combat or is struck a blow (even if it does no injury). The Rego requisite protects the sword from the flames, allowing the spell to be used repetitively on a weapon with out harming it. This also protects the wielder.
(Base 5, +1 Touch, +1 Concentration, +1 Requisite)

PeIg5 Chill of Winter:
R: Touch, D: Mom, T: Ind
.....The target to feel a sudden chill as they loose body heat, causing them to loose a Fatigue Level.
(Base 4, +1 Touch)

PeIg20 Wizard's Touch of Cold:
R: Touch, D: Mom, T: Ind
.....Inflicts +15 damage from cold.
(Base 15, +1 Touch)

InTe15 Howl of the Steel Weapons:
R: Per, D: Sun, T: Hearing
.....This spell warns you of the danger of metallic weapons with a howling sound signaling motion. This grants a +9 Defense bonus versus metallic weapons, provided you are able to parry or evade the attack, and you can dodge any metallic or metal tipped projectile originating from more than ten paces distance. The howl is only audible to you and cannot be mimicked by voices.
(Base 2, +2 Sun, +3 Hearing)

PeVi15 Thwarting the Thaumaturgical Threat: (CT +4, Mastery 1: Fast Cast)
R: Voice, D: Mom, T: Ind
.....Similar to Winds of Mundane Silence, but scaled down to affect a single spell (even if it is of momentary duration). This will counter or cancel a spell if your roll of a SD + (Level + 10) equals or exceeds twice the level of the opposing spell. For this version (Level 15), the roll is a SD +25 versus an ease factor of twice the level of the opposing spell. Countering another spell as it is being cast requires a successful Fast Cast roll, and thus requires Mastery of the spell and choosing the Fast Cast ability. Canceling an existing spell uses normal Initiative, and no Mastery is required.
(Base 5, +2 Voice)

Books
Grimoire of Roberto of Flambeau , by Roberto of Flambeau (Latin 4)
CrIg15 Test of the Flames:
CrIg20 Pilium of Fire:
InHe15 Shriek of the Wooden Shafts:
InTe15 Howl of the Steel Weapons:
PeVi15 Thwarting the Thaumaturgical Threat:

Development
Winter 1220: With Wirth's assistance, manage labor team to repair wharf and breakwater (2xp Leadership). End of winter/start of spring, had a minor sea adventure (1xp Profession-Seaman).
Spring 1220: Refine and Customize Lab (2xp Magic Theory)
Summer 1220: Study Shield of Magic (11xps Parma Magica)
Autumn 1220: With the assistance of Havlard and Iolar, invent a new spell; PeVi15 Thwarting the Thaumaturgical Threat, (1xp Perdo, 1xp Vim)
Winter 1221: Adventure "Sangria in Toledo" (5xps in Spell Mastery, 2xps Perdo)
Spring 1221: Write out a Grimoire of his spells (80 levels, 2xps Scribe)
Summer 1221: Normandy Regional Tribunal meeting of 1221 (5xps Normandy Tribunal Lore)
Autumn 1221: Study "Prominence and Demise" (10xps Rego)
Winter 1222: Practice mastery of PeVi15 Thwarting the Thaumaturgical Threat (10xp)
Spring 1222: Engage in diplomacy on the behalf of Novus Mane, achieving status as an independent commune with reasonable dues and taxes to be paid to the local noble. (1xp each for Charm, Folk Ken, Leadership, Single Weapon, & Strategy.
Summer 1222: Extract Vis from the Aura (2xps and 2 Vim traded for 2 Ignem)
Autumn 1222: Study "Wintry Grey" (10xp Ignem)
Winter 1223: Adventure with Wirth (1xp Parma Magica, 2xp Single Weapon, 3xp PoF Mastery, 3xp Order of Hermes Lore, 5 Vim vis from the Magic Realm)
Spring 1223: Invent Spell from scratch; CrIg20 Flash of Dazzling Light.
Summer 1223: Practice mastery of ReCo15 Wizard's Leap (10xp)
Autumn 1223: Study "Shield of Magic" (11xps)
Winter 1224: Study "Shield of Magic" (11xps)
Spring 1224: Invent two Spells from scratch; CrIg10 Heat of the Searing Forge and CrIg10 Lamp without Flame.
Summer 1224: Invent two spells, one from text and the other from scratch; PeIg20 Wizard's Touch of Cold and PeIg5 Chill of Winter.
Autumn 1224: Study "Soaring Like The Birds" (9xps)
Winter 1225: Study "Be Not No More" (8xps)
Spring 1225: Participate in joint training exercises with Maxamillan Bernard, with the grogs of Novus Mane and the village guard he recruited.
Summer 1225: Adventure: “The Bone Merchant”, 6xp
Autumn 1225:Study “Prominence and Demise”, (10xp Rego)
Winter 1226: Make an aging roll: (invisiblecastle.com/roller/view/2424954/)
stress die 6, +4 for current age, -2 for magi living conditions, +1 for Lab Health, equals 9: Apparent age increases by one year.
Begin inventing spell, “Incantation of Paralyzation”; ReCo20 (Base 5, +2 Voice, +1 Conc). My Lab Total will be 30 (Int +2, Aura 6, Magic Theory 4 (spells), Lab Specialization in Spells +7, Rego 7, Corpus 3). (2xp Corpus)
Spring 1226: Finish inventing the spell (2xp Corpus)
Summer 1226: Study “Shield of Magic” (11xp Parma Magica)

Background:
.....Born on the borderlands of New Castile, Roberto was the son of a prosperous freeman. His father was a retired caballero villano turned farmer, raising Roberto to be strong and fierce to follow after his own example. His mother was a Christian Mozarab from Andalusia, and is the one who instilled Roberto with his deeply rooted belief in Christianity and his introspective sense of honor. However, he was orphaned at age 10 when his home was razed by raiders from a nearby Tafia. No one wanted to take him in because his emerging Gift disturbed them, so he fell in with gangs of thugs that accepted him because of his courage and sheer tenacity. He was eventually recruited by a band of Almogavars as a lackey and shield bearer, and though he still suffered social difficulties, his personality and knowledge of warrior culture helped him overcome this and gain acceptance. Roberto had seen his first battle by age 14 and had already learned how to kill a man with a sword. His Parens discovered him and made him an apprentice at age 15, but instead of employing him as a lab assistant, Roberto served his master as a shield grog on many exploits and expeditions. He was trained rigorously in the field, taught how to use his magic to his best tactical advantage, and more importantly, to master each and every spell he knew. His parens pursued a relentless grudge against the Almohades, which Roberto enthusiastically participated in. Roberto earned his Gauntlet on the field of battle, attested to by the magus who became his mentor. This mentor is a fellow Flambeau magus and was an amicus of his parens, more subtle and restrained in his methods, and steers him towards a more enlightened mindset. Indeed, Roberto had satiated his vengeance in his apprenticeship and does not hunger for war. Rather, he seeks adventure. However, because of the infamy of his pater, other magi look at him with scorn, expecting him to be nothing more than a blood-thirsty hot head. The fact that he is overconfident and reckless does not help to assuage this reputation, but his confidence and skill help him accomplish some pretty daring deeds. His mentor tries to use this to steer Roberto towards activities that will reverse the negative reputation that is the legacy of Roberto's parens. To that effect, Roberto has left Iberia and, with the recommendation of his mentor, he has come to participate in the revitalization of Novus Mane.

Saga of Joel Muniz, Knight of Seneca
.....Joel Muniz of Flambeau was Roberto's parens, the one that left him with the legacy of the Infamous Master Flaw. Some call him hero, some call him dastardly villain. Santiago called him brother. Roberto respects his memory, but he personally thinks that there was something seriously wrong with the man. Joel is an often misunderstood character, by both his friends and his enemies, and both his supporters and detractors admit that his actions and death are a complicated debate to say the least.
.....Joel possessed a rare trait amongst Flambeau magi. He had the Gentle Gift. He was also quite the skilled magus, but his social skill amongst fighting men gave him an edge his fellows lacked. It also allowed many of his actions to passed unnoticed by his fellows, for no one knew that it was a magus who was captain of the mercenary company called the Caballeros los Reculed de Segovia.
A driven and passionate magus, his hatred for his enemies can easily be misconstrued as intolerant bigotry, for he loathed the Almohades with every fiber of his being. Joel was a member of a prestigious societas known as the Knights of Seneca, known for their love of adventure and excitement; they also have a history of conflict with wizards outside the Order. At one time this included the Sahirs, but they formed an alliance with them against the Almorovide Marabouts (the Sahirs are mostly Umayyad, and the fundamentalist Almororvides and later Almohades hate Sahir magic).
.....So, in truth, Joel's anger was not against Islam at all. His wife, Jasmine, was an Andalusian princess and a sahira. His wrath was directed solely at the Berber Almohades, who murdered her. He blamed himself, for it all happened while he was away on one of his many adventures, a vainglorious quest, and he pursued his vengeance unto his dying day. He carried out his wrath upon mundanes though, and the extent of his law-breaking will probably never be fully known.
.....It was while carrying out his secret mission that Joel met Santiago. In those days, Santiago was a reckless young hothead who was eager for nothing but battle. It was Joel who mellowed him out and taught him to be more focused and orderly, like a professional soldier. Ironically, it is Santiago who took the more enlightened path in the long run, for he eventually matured into a pious and faithful Christian, and as one of the Hoplites of the Order, he seeks to further the cause of righteousness and justice.
.....Roberto joined the band of mercenaries when he was only 14 years old (1204). At first he was just a hanger-on, earning his food by carrying gear and fetching drink. Though the warriors found him odd and disturbing, they admired his tenacity and aggression. When the camp was attacked in a raid, Roberto proved his worth in battle when he picked up a sword and killed one of the intruders in a quick but fierce fight. Joel took notice when his men began speaking of this strange boy who earned their begrudging respect. He placed the lad on special duty, testing his prowess and ferocity. Pleased with his find, he eventually pulled him aside for special training.
.....Though an apprentice (1205, age 15), Roberto received no special treatment. He was still a soldier and obeyed all of his superior officers. The reason Roberto holds Joel in such high regard, despite his infamy, is because of the valuable lessons he taught him. Not just magic, but more importantly, lessons about respect and honor. It was Joel that gave him confidence, made him a leader of men, and taught him to overcome the handicap of his gift and to persevere against adversity.
.....Joel and his mercenary band, including Roberto, participated in the great battle of Las Navas de Tolosa. He was not the only magus guilty that day, for it was a very chaotic conflict full of subterfuge and intrigue on all sides; mundane and arcane. Many Dark Secrets, Infamous Reputations, and bitter Enemies were made that day. Magi don't speak of it, No charges ever brought forth. Nothing but a code of silence and a few longstanding grudges. Santiago was there too. His participation is a Dark Secret, whereas Joel became infamous. Joel got carried away. The battle was so fierce and violent that slanderous rumors became attached to the event. For example; the Shadow Flambeau had nothing to do with the battle, yet it has become a fixed part of legend that they were the secret leaders of both armies, playing a game of diabolic chess with the blood and souls of mortals.
.....Joel's infamy is not the taint of diabolism though. But the revelation that he was the secret leader of this mercenary company was a shock to many and caused the Knights of Seneca to have to face accusations that they were participating in the Reconquista yet again (which is perhaps why they where so vehement in their war to eradicate the Shadow Flambeau). If Joel had faced Tribunal for his actions, he probably would not have been renounced, but he surly would have been severely punished.
.....But Joel never faced tribunal, for he himself was slain in that very battle. He was decapitated by an axe wielding Ghul conjured against him by an unknown enemy wizard. Roberto avenged his master and destroyed the fiend, earning his battlefield gauntlet. The tribunal would have probably taken away his familiar and destroyed his talisman. His familiar was also killed, and his talisman broken. Roberto was innocent because he was only an apprentice at the time. Santiago's participation in the battle and the activities of the mercenaries before that was (and still is) unknown. He claimed that he was just as shocked by his friend’s actions as anyone else, and of course neither he nor any of the other Knights of Seneca knew anything about the Caballeros. They all stood up for Roberto though, and claimed that since he survived and was on the triumphant side of a battle that his master was slain in, this qualified as his Gauntlet.
.....Roberto was thus officially a sworn magus at the age of 24 (1214), though his training was far from complete. Santiago took him under his wing and taught him what he could. As his protégé, Roberto fought alongside Santiago in the Shadow Wars, the struggle to eliminate a cult of Infernalists that infiltrated the Order. This was a cathartic part of Santiago’s career, which is the reason he has become more faithful and pious in his maturity. Roberto himself is not infamous, only his dead former parens. Roberto’s heroism alongside Santiago exonerates him in the eyes of fellow Flambeau magi. However, none of the acclaim is his because he was just a sidekick. It is believed that the Shadow Flambeau have been eliminated, but the Iberian magi are ever vigilant. Having reached the proper age of a young journeyman magus, Santiago decided it was time for Roberto to go and make his mark in the Order.
.....Now a mature magus, Santiago has recently joined the Cult of Mercury, where he had met (the former master of Aelianus Robur Ex Verditius). He was saddened to hear that his new friend had passed on, and was also disappointed to hear what a shamble the old mans covenant had become. He hopes that Roberto will help make it great again, and make something of himself in the process. Santiago sent Marcello along with him, his only (and failed) attempt at training an apprentice of his own.
.....In the past six years, Roberto has done quite a bit to make a name for himself. He has exposed Leolinus of Jerbiton as an Infernalist, he secured the sovereignty of Novus Mane by triumphing in single combat, he helped to defeat the Witches of Thessaly and their demons in Greece, he has flown a ship across the English Channel, invented several new and useful spells, and much more.

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Havlard Arawinson
Characteristics: Int +3, Per 0, Pre +1, Com +1, Str 0, Sta +2, Dex 0, Qik 0
Size: 0
Age: 29 (26), Height: 5'8'', Weight: 180 lbs, Gender: Male
Decrepitude: 0
Warping Score: 0 (0)
Confidence: 2 (4)
Virtues and Flaws: The Gift, Hermetic Magus, Skilled Parens, Strong Unseelie Blood, Elemental Magic, Cyclic Magic (Positive): +3 At Night, Study Bonus (Study: +2), Enduring Constitution (Resist Pain: +3), Improved Characteristics, Enchanting Music, Arcane Lore (50/50), Second Sight, Chaotic Magic, Weird Magic (Botches on Stressed Casting: Extra botch die), Hedge Wizard, Ambitious, Proud, Nocturnal (All Rolls: 1 between dawn and midday), Visions, Susceptibility to Divine Power
Personality Traits: Proud +3, Unforgiving +2, Honorable +2
Reputations: Hedge Wizard 3
Combat:
Dodge: Init: +0, Attack , Defense +0, Damage
Fist: Init: +0, Attack +0, Defense +0, Damage +0
Kick: Init: 1, Attack +0, Defense 1, Damage +3
Soak: +2
Fatigue levels: OK, 0, 0, 2, 4, Unconscious
Wound Penalties: 1 (1), 3 (6), 5 (11), Incapacitated (16) (total penalties reduced by 1)
Abilities: Isle of Mann Lore 1 (legends), Wales Lore 1 (legends), Artes Liberales 1 (rhetoric), Awareness 2 (alertness), Charm 1 (being witty), Code of Hermes 1 (tribunal procedures), Concentration 2 (reading), Enchanting Music 1, Faerie Lore 2 (Unseelie Court), Finesse 2 (targeting), Folk Ken 2 (magi), French 1(5) Guile 2 (fast talk), Hunt 2 (tracking), Latin 4 (hermetic usage), Magic Lore 1 (Norse Legends), Magic Theory 5(86) (Vim), Manx 2 (storytelling), Music 1 (Harp), Order of Hermes Lore 1(10) (personalities), Parma Magica 2(25) (Ignem), Penetration 2 (Auram), Scribe 2(20) (copying), Second Sight 1, Single Weapon 1 (Spear, Short), Survival 1 (Woods), Theology, Norse 1, Welsh 5 (storytelling)

Arts:
Cr 7(28), In 5, Mu 5, Pe 5,Re 9(45),
An 1, Aq8(36), Au 8(37), Co 1,
He 1, Ig10(55), Im 1, Me 1, Te 7(33), Vi 2

Equipment:
Encumbrance: 0 (0)
Spells Known:
Cloak of the Duck's Feathers (ReAq 5) +20
Geysers Sulfurous Blast CrAq(Ig) 20 +17

Charge of the Angry Winds (CrAu 15) +17
Rain of Stones (MuAu(Te) 20) +16
Whispering Winds (InAu 15) +16

Gloom of Evening (PeIg 10) +16
Heat of the Searing Forge (CrIg 10) +18
Pilum of Fire (CrIg 20) +18
Winter's Icy Touch (PeIg 10) +16

Fist of Shattering (PeTe 10) +14
Supple Iron and Rigid Rope (MuTe 10) +14
Trackless Step (ReTe 10) +19
Eostre's blessing(MuTe20)
The Stone Palanquin(ReTe 15) +19
Invisible Sling of Valano (ReTe 15) +19. Move a stone through the air as fast as a bird flys. when the caster stops concentrating the stone falls to the ground

Appearance: Black hair and colorless eyes. Has an air of superiority about him.

Background:
Halvard Arawinson was born and abandoned on the Isle of Mann. Fate would lead Thorbrand Finnson to find the baby who obviously has strong fae bloodlines. Thorbrand saw a great potential in this baby and decided to raise him to be his successor as the Raven of Odin on the Isle of Mann. Culhwch, A hermatic mage from Cad Gadu, found the boy while on a vis gathering expedition. He kidnapped the boy for his apprentice.
William, as he was called now, seemed to be an excellent student. In what was his 13th year the Wild Hunt came to Cad Gadu on All Hallows Eve. The Huntsmen did not enter but flew around the lake blowing their hunting horns. William could not resist and left to join them much to the angst of his Parens and the rest of the Covenant. The next morning William came back to Cad Gadu, battered and bruised and slept for much of the day. From that day on he would leave on All Hallows Eve and May Day Eve to ride with the Wild hunt. He also became much more nocturnal as his heritage started becoming stronger.
At the completion of his Gauntlet, the other Magi at Cad Gadu strongly suggested that he move to a new Covenant to...ah..expand his knowledge. They were really more worried about the Wild Hunt and the problems it caused.


Eostre's blessing
MuTe 20
R: Touch, D: Moon, T: Part
This spell transforms the topsoil of a medium to large field to excellent topsoil. All crops in the field will grow healthier and larger. This does not prevent blight or stop weather related events
Notes: This spell will affect about 100 cubic paces of earth. Given the topsoil is usually only a few inches deep, this should be sufficient to affect any reasonably sized field.
(Base: 2, R: Touch +1, D: Moon +3, T: Part +1, Size +1)

The Stone Palanquin
ReTe 15
R: Touch D: Sun T: Ind
Enchants a stone, large enough to bear the caster, to carry him along at his mental direction. The stone moves with a speed, direction, and height above the ground that he decides (maximum speed as of a galloping horse, maximum height of 10 paces above the ground). The stone can only maneuver across terrain that can support it, and so cannot cross water or crevasses without sinking unless they are no more than 10 paces deep. If the caster directs the stone to maneuver rapidly, he may be forced to make a Dexterity + Agility roll or fall from the stone.
(Base 3, +1 Touch, +2 Sun, +0 Ind, +1 for enhanced effect)

Geysers Sulfurous Blast
CrAq(Ig) 20
R: Voice D:moment T: Individual
A column of super heated water hits a single target for +10 damage that armor can soak and +10 of heat damage that armor can not. Target must make a Strength + size stress roll of 9 or be sent flying back.
(Base 5, +2 Voice)

Unspent xp :5

David ben Ezra Ex Tremere, Aged 26, just out of Apprenticeship
Covenant of Origin: Koblenz, Rhine Tribunal
Sigil: David's spells are accompanied by the sound of distant, sad wailing.
Warping: 0
Characteristics: Int:3 Per:1 Pre:-1 Com:2 Str: 0 Sta:1 Dex:-2 Qik:0
Virtues:
The Gift, Hermetic Magus (free) Minor Magical Focus (Certamen) (free House Virtue)
Flexible Formulaic Magic
Enduring Magic
Luck
Strong-willed
Skin-changer (wolf)
Skilled Parens
Affinity with Corpus
Flaws:
Outsider (Jew)
Favor (major, to parens)
Succeptible to Divine Power
Pessimistic
Dutybound (613 Mitzvot)
Personality traits: Irritable +2, Inscrutable +2, Distant +1
Abilities (specialization) xp / score
Native Language: Taytsh (the origin of modern Yiddish, spoken by the Ashkenazi Jews of the Rhine valley) 75/5
Dead Language: Hebrew (Church ceremonies) 30/3
Living Language: German (Expansive vocabulary) 30/3
Latin (Hermetic usage) 75/5
Magic Theory (Corpus) 50/4
Artes Liberales (Ritual magic) 5/1
Parma Magica (Muto) 5/1
Awareness (alertness) 15/2
Athletics (running) 5/1
Charm (first impressions) 5/1
Survival (Rhine valley) 5/1
Etiquette (court) 30/3
Reputation: Jew (-2 among most Christians)
Magical ArtsCr 10, Me 7, Re 10, Co 10
Spells
The Chirugeon's Healing Touch (CrCo Ritual 20)
Charm Against Putrefaction (CrCo 10)
Strings of the Unwilling Marionette (ReCo 25)
Seven-League Stride (ReCo 30)
New Spells
The Corpse Struck Down (PeCo 10, as Dust to Dust but R reduced from voice to touch)
The Rigid Foe (paralyzation (B:5, R: Voice +2, D: Sun +2, T: Individual) ReCo 25)
Legs to the Immobile Corpse (as The Walking Corpse but D reduced from Year to Sun) (ReCo (Me) 25)
The Touch of Sleep (as The Call to Slumber but R reduced from voice to touch)(ReMe 5)

Appearance: David is somewhat short and stocky, with dark hair and a beard that is surprisingly thick and long for his age. He always wears a rounded black cap, though he frequently keeps his hood up over that. He has the long payot (sidelocks) of a Jew, which he keeps wrapped and tucked behind his ears so they are scarcely visible. His robes are the dark blue of a newly gauntlented Tremere, and he wears them proudly and keeps them spotlessly clean. Hanging from his neck is a wolf's tooth necklace.

Story
: David, the son of an extremely pious Jew, hails from the section of the valley of the Rhine known as Ashkenaz, one of the few areas in Europe where Jews are more populous than Christians. Although his years of apprenticeship in the strictly regimented House Tremere have left him with a religious fervor far short of his father's, he still does his best to hold to the old faith. He came into his apprenticeship as a hot-tempered youth, but years with a relatively young, strict primus have taught him the importance of keeping his anger masked under a veneer of civilty. Often impeccably courteous, if sometimes cold, he is able to hold his own in any social circle - and if not, that's what certamen is for.

[u]Dragor Ivorovich[/u] Covenant Autocrat
Characteristics: Int +1, Per +1, Com +1, Pre +1, Str -1, Sta +1, Dex +0, Quik +2
Size: 0
Age: 41
Year: 1226
Decrepitude: 0
Warping: 0 (0)
Confidence: 1 (4)
Virtues: +3 Dhampir (Natural Longevity, Faerie Eyes, Second Sight, +1 to Faerie Lore), +3 Entrancement, +1 Custos, +1 Piercing Gaze, +1 Arcane Lore, +1 Puissant Entrancement
Flaws: -3 Lycanthrope, -3 Oath of Fealty (House Tremere), -1 Dutybound, -1 Covenant Upbringing, -1 Nocturnal, -1 Offensive to Animals
Personality Traits: Loyal +3, Brave +1, Ruthless +2, Discrete +1
Reputations:
Combat:
Dodge: In +2, Atk n/a, Def +6, Dmg n/a
Grapple/Fistfight: In +2, Atk +4, Def +6, Dmg -1
Knife: In +2, Atk +6, Def +7, Dmg +1
Soak: +1
Fatigue: OK, 0, -1, -3, -5, ko
Wound Penalties: -1 Lt (1-5), -3 Med (6-10), -5 Hvy (11-15), Incap (16-20), Dead (21+)
Abilities: Awareness 3 (watching), Bargain 4 (hard bargain), Brawl 4 (knife), Charm 3 (wit), Concentration 2 (attention), Entrancement 6+2 (9xps) (interrogation), Etiquette 3 (Tremere), Faerie Lore 2+1 (dark fae), Flemish 3 (business), Folk Ken 2 (covenfolk), Guile 3 (half-truths), Infernal Lore 1 (curses), Intrigue 3 (gossip), Latin 4 (magi), Leadership 4 (intimidation), Magic Lore 1 (shapeshifters), Novus Mane Area Lore 2 (surrounding wilderness), Order of Hermes Lore 2 (Transylvania), Penetration 3 (Entrancement), Profession-Autocrat 3 (steward), Profession-Scribe 2 (correspondences), Serbian 5 (villagers), Second Sight 3 (spirits), Stealth 3 (discretion)
Equipment: knife, black robes and cloak
Encumbrance: 0
Background: Dragor is the son of a vampire who tormented his mother and his village. The Hunters of House Tremere killed Dragor’s father and took the boy from the village to raise as their servant. Fed on doctrine, to him the House is a Mother and a Father. He can never be a magus, and he knows of his curses. Still, his stalwart loyalty to his masters knows little bounds. His Oath of Fealty is to House Tremere, thus his greater loyalty is to powers outside of the covenant though.
As a side note; Dragor is certain that he is damned. He also knows what happens to him after he dies. His hope is that his Tremere overlords can lay his soul to rest through obliteration.

Werewolf Statistics
As per the statistics for a Wolf from the Book of Beasts PDF and the rules for Shapeshifters given in HoH-Mystery Cults.
Characteristics: Cun +2, Per +1, Com +1, Pre -1, Str -1, Sta +3, Dex +2, Quik +2
Size: -1
Confidence: 1 (3)
Virtues and Flaws: Improved Characteristics (x2), Ferocity (when hungry), Long-Winded, Sharp Ears, Compulsion (killing), Infamous
Qualities: Aggressive, Hardy, Keen Sense of Smell, Pack Animal/Pack Leader, Pursuit Predator, Sharp Ears, Thick Fur, Vocal
Human Virtues & Flaws that apply: Faerie Eyes, Second Sight, Entrancement, Piercing Gaze, Puissant Entrancement, Offensive to Animals
Personality Traits: Brave +3, Cowardly +3, Loyal +3, Ruthless +2, Discrete +1
Reputations: Bloodthirsty (local) 4
Combat:
Teeth: Initiative +2, Attack +11, Defense +9, Damage 0
Soak: +7
Fatigue Levels: OK, 0/0, -1/-1, -3, -5, Unconscious
Wound Penalties: -1 (1-4), -3 (5-8 ), -5 (9-12), Incapacitated (13-16)
Abilities: Athletics 5 (distance running), Awareness 3 (smell), Brawl 5 (teeth), Entrancement 6+2 (interrogation), Hunt 4 (track by smell), Second Sight 3 (spirits), Survival 3 (winter)
Natural Weapons: Teeth: Init 0, Atk +3, Def +1, Dam +1. Its thick fur gives it a Protection of +1.

OKEANOS Ex Merinita (MSTISLAV Stanislaus)
Saga: Novus Mane
Characteristics:
Int +2, Per +1, Pre +1, Com +1, Str 0, Sta +1, Dex 0, Qik 0
Size: 0
Age: 35 ( look 28 ), Height: 5'6'', Weight: 150 lbs, Gender: Male
Decrepitude: 0
Warping Score: 0 (0)
Confidence: 1 (3)
Virtues:
The Gift,
Strong Undine Blood (Underwater Actions: +2) +3,
Second Sight 0 (free with strong fey blood),
Faerie Magic 0 (house virtue),
Hermetic Magus 0,
Mythic Blood+3 hermetic virtue,
Power - breath in water (Lungs of the Fish (MuAq(Au) 20 + 10 penetration)
Minor Magical Focus (stagnant water),
Inoffensive to Faeries,
Alluring to Faeries (Bonus: +3 to Communication and Presence with Faeries) +1,
Deft form (Aquam) +1,
Enachanting Music (sing)

Flaws:
Chaotic Magic,
Plagued by Supernatural Entity (Faerie),
Faerie Upbringing,
Driven (To become an under water fey Lord)
Envious, free(minor) (mythic blood)

Personality Traits:
Honest -2, Wanderer +2, Determined +3, Arrogant +1, Reliable -3, envious +1
Combat:
Dagger: Init: +0, Attack +5, Defense +3, Damage +3
Spear, Long: Init: +1, Attack +3, Defense +1, Damage +7
Dodge: Init: +0, Attack --, Defense +2, Damage --
Fist: Init: +0, Attack +2, Defense +2, Damage +0
Kick: Init: -1, Attack +2, Defense +1, Damage +3

Abilities:
[color=indigo]Area Lore: North Sea - 1 (5)
Second Sight 3 (regiones),
Artes Liberales 2 (ritual magic),
Charm 2 (gaining trust),
Enchanting Music(sing),
Faerie Lore 2 (water fay),
Faerie Magic 3 (Charm Magic),
Folk Ken 2 (what people will believe),
Guile 2 (sustained lies),
Latin 4 (Hermetic terms),
Magic Theory 3 (Aquam),
Slavic 5 (faeries),
Penetration 2 (Mentem),
Parma Magica 1 (Mentem),
Finesse 2 (Mentem),
Concentration 2 (spell concentration),
Athletics 1 (running),
Brawl 2 (Dagger),
Bargain 2 (+2),
Swim 3(+2) (underwater maneuvering),
Survival 2 (under water)

western norse 3
Arts:
Cr 5, In 3, Mu 3, Pe 7, Re 8, An 0, Aq 9, Au 0, Co 3, He 4, Ig 0, Im 4, Me4 Te 0, Vi 2
Equipment: Wizardly robes; Pack; Survival Kit
Encumbrance: 2 (2)
Spells Known:
Clear Sight of the Naiad (InAq 5) +13
Words of unspoken silence (CrMe10) +10
Creeping Oil (CrAq 15) +15
Prying Eyes (InIm 5) +8
Push of the Gentle Wave (ReAq 15) +18
Wizards Leap (ReCo 15) +12
Rise of the Feathery Body (ReCo 10) +14
Intuition of the Body of water (InAq 10) +13

Wizard's Sidestep (ReIm 10) +13
The Dagger of ice (Cr(Re)Aq 10) +15

The Call to Slumber (ReMe 10) +13
Trust of Childlike Faith (PeMe 10) +12

Background - Plagued by Supernatural Entity (Faerie Lord)
(Faerie - Father Vodnik, fey of slavic origin that lure people to there death under water and make their palaces out of sunken ships, tend to do so near whirlpools. the Russian version also take women as their slaves and sometimes changing them into Rusalka of which this King did to my mother. (( a water spirit that lures others to their deaths)) in many ways i think you can use Lord Marsyne out of the Main Book for many of the same powers but he is supposed to look like an old man with algae for hair and black eyes. he is also known for giving fish in exchange for a pipe leaf.) He was won as a lab aid for a merinita in the novograd tribunal supposed to be part of a bargain. My parens had since come to fear him has sent me away to keep him from reclaiming me and me from exacting revenge and possibly involving his covenant in the conflict. thus I have come west to get far away and to acquire power for myself to one day go back and challenge my Father, in the mean time be far enough away that he would not hinder me ( ah but those pesky fey regios do not necessarily have their entrances and egresses correspond to real world locations and/or distances)

Carlos Guiterez (grog)
Characteristics: Int +0, Per -1, Com +0, Pre +2, Str -1, Sta +0, Dex +2, Quik +2
Size: -1
Age: 30
Year: 1226
Decrepitude: 0
Warping: 0 (0)
Confidence: 0
Virtues: +0 Covenfolk, +1 Lightning Reflexes, +1 Venus' Blessing, +1 Warrior
Flaws: -1 Carefree, -1 Small Frame, -1 Weakness (women)
Personality Traits: Loyal +1, Brave +1, Loves the Ladies +2, Relaxed +3
Reputations:
Combat:
Dodge: In +2, Atk n/a, Def +6, Dmg n/a
Grapple/Fistfight: In +2, Atk +6, Def +6, Dmg -1
Knife: In +2, Atk +8, Def +7, Dmg +1
Short sword: In +3, Atk +10, Def +8, Dmg +4
Soak: +0
Fatigue: OK, 0, -1, -3, -5, ko
Wound Penalties: -1 Lt (1-4), -3 Med (5-8 ), -5 Hvy (9-12), Incap (13-16), Dead (17+)
Abilities: Animal Handling 1 (horses), Athletics 1 (acrobatics), Awareness 2 (details), Bargain 2 (fence), Brawl 4 (knife), Carouse 4 (7xps) (drinking songs), Spanish 5 (rhymes), Charm 4 (ladies), Flemish 4 (local slang), Folk Ken 3 (covenfolk), Guile 3 (innocent face), Iberia Area Lore 3 (legends), Leadership 1 (hair brained schemes), Legerdemain 3 (tricks), Music 4 (guitar), Novus Mane Lore 2 (where the party is at), Order of Hermes Lore 1 (Iberia), Profession-Soldier 2 (shield grog), Ride 2 (travel), Single Weapon 4 (short sword), Stealth 3 (hide in shadows)
Equipment: Spanish guitar, knife, short sword
Encumbrance: 1 (Load 1, Burden 1, Str -1)
Background: Carlos was a young shield grog that was recruited shortly after Roberto was apprenticed, serving his master along each other. They fought alongside each other in battle, served as the master’s private guard, and accompanied him on various escapades. Carlos was put out of a job when the master died, so he decided to travel with his friend Roberto up North to seek his fortune amongst the Franks and the Flems. In the past dozen or so years, Carlos has become familiar with his friend’s Gift, but it isn’t the sort of thing you get used to. It still irks him, but he looks past it. New magi he is not familiar with may cause him more discomfort, but he has learned to expect it and keeps his mouth shut (except in the case of a maga with a positive presence score of course:-).

Carlos knows how to work fight, but he would much rather play and love. He is also pretty lazy. In metagame terms, Carlos is simply not motivated enough to be a companion, for even in his frivolous activities he is laid back. He knows how to sing and play guitar with competence, but he is not good enough to be an entertainer. He knows how to scrounge a living as a rogue and a thief, but he would much rather have honest easy employment. Though he is a veteran fighter who has shed blood, he always tried to pull the easiest lightest duty he could; and though he is a skilled swordsman, he isn’t what you would consider a front line soldier. He is lithe and wiry, and though small, he is fast and precise with his strikes.

Carlos is also blessed with the sort of rugged good looks that ladies seem to find attractive, not too hard or too soft. He has black hair and olive skin, clean shaven, and a smile full of clean intact teeth with no visible cavities (a rare thing in the middle ages). He is most alive in social settings, especially when ladies are present. He can get a crowd going singing rounds of drinking songs, or entertain them with a ballad or a flamenco on his guitar. His fondness for the ladies and they for him can sometimes lead to trouble. The only stronger desire in him is relaxation. Some may call him a moth drawn to a flame, but those who know him well say he is more like the flame drawn to the moth, for his skill in the art of romance is almost magical, a mystery method even he does not understand completely.

Pedro Herrero (grog)
Characteristics: Int +0, Per +0, Com -2, Pre -1, Str +3, Sta +2, Dex +2, Quik -1
Size: 0
Age: 34
Year: 1226
Decrepitude: 0
Warping: 0 (0)
Confidence:
Virtues: +0 Covenfolk, +1 Puissant Craft-Blacksmith, +1 Warrior, +1 Tough
Flaws: -1 Temperate, -1 Dutybound, -1 Higher Purpose
Personality Traits: Stoic +3, Loyal +2, Self Righteous +1
Reputations:
Combat:
Dodge: In -1, Atk n/a, Def +4, Dmg n/a
Grapple: In -1, Atk +7, Def +4, Dmg +3
Fistfight: In -1, Atk +8, Def +5, Dmg +3
Hammer: In +0, Atk +12, Def +6, Dmg +11
Long Spear: In +2, Atk +10, Def +5, Dmg +10
Soak: +5
Fatigue: OK, 0, -1, -3, -5, ko
Wound Penalties: -1 Lt (1-5), -3 Med (6-10), -5 Hvy (11-15), Incap (16-20), Dead (21+)
Abilities: Athletics 3 (lifting), Awareness 2 (danger), Brawl 5 (fistfight), Spanish 5 (stern lectures), Craft-Blacksmith 7+2 (1xps) (Toledo style), Concentration 3 (on work), Flemish 3 (local slang), Guile 3 (straight faced), Great Weapon 4 (long spear), Iberian Area Lore 3 (New Castile), Leadership 3 (work), Novus Mane Lore 2 (local craftsmen), Profession-Soldier 1 (shield grog), Single Weapon 6 (mace or hammer), Teaching 2 (blacksmithing)
Equipment: Hammer, tools,
Encumbrance: 0
Background: Pedro is a little bit older than Roberto or Carlos, but acts as if he were a generation ahead of either of them. He is stoic to a fault, hard working, dour, and stalwart. He isn’t a very complicated man and isn’t given to many words. He is serious about his work, having transitioned from soldier to a very adept blacksmith, and was trained in the Toledo style of craftsmanship

Iolar Firewing Maruhis Age 69 (21)

Born to two magi of the covenant of Moles Magna who where also members of the Huntress of the woods cult , the mother was a Bjonear from the Novograd tribunal called Elena whose heartbeast was that of the eagle and claimed descent from the Russian Firebird, the Father was a Brettonian Merinita magi with nature magic leanings called Artos . Artos was one of the descendents of a Diedne apprentice taken into house merinita to protect him amidst the chaos of the Schism war. Born in 1152 she grew up in the covenant of Moles Magna and once her gift was noticed began training an apprentice from the age of 5 at the age of 15 her heartbeast was awakened at the gathering of 12 years in 1167 and until her training was completed in 1179 and she gauntleted at the tribunal of the same year. She spent her apprenticship and pre gauntlet career studying a the covenant under her parents and with the Huntress of the wood cult and then vanished . While traveling with a fellow junior mage from house Merinita and returning from the Tribunal of 1179 she vanished into the woods of the Morvan while seeking out a faerie the covenant had a treaty with, Neither of them where seen until the winter of 1219 when she returned from the woods to find her covenant destroyed and her parens missing presumed killed in the disaster. After traveling briefly to Oleron covenant the liege of Moles Magna she traveled to the covenant of Novus Mane to find a place.
Her magical training emphasized both the potential of her Phoenix bloodline and the druidic/bardic legacy of the Diedne magic , this also fitted in well with the pagan nature priestess teachings of her parents she considers that many of the ancient gods where just aspects of the same female goddess and follows Artemis, Diana and several celtic goddesses as well as honoring most of the other pagan gods. Most unusually for a Bjornear her magics emphasize Ignem

Appearance
Iolar appears as a young women in her late teens or perhaps early 20’s. Her hair is a vivid Flame red , with emerald green eyes. She has a slight build and is fairly short. Her skin is very pale. She tends to wear silk robes and is usually indifferent to the cold. The skin of her torso and upper arms is covered in a series of intricate celtic woad tattoo’s although these do not continue to her face or lower limbs where they would be normally visible.

As an Eagle She is about 95 cm long with a wingspan of about 230cm massing a good 10 kg large even for a golden eagle.
The plumage colours is a dark brown although the edges of some of the feathers have an unnusual red-gold coloration , with a striking golden-buff crown and nape, which give the bird its name. The upper wings also have an irregular lighter area.

Stats
Int +2 Str -2 Dex 1 Pre +2(3)
Per +1 Sta 0 Qui 1 Com +1

Magical Sigil: Flames , when casting spells her hair and eye's seem to give off flames for more powerful spells it can seem her hair has momentarily become living flame

Flaws
Dark Secret/ Enemies- What happened to her home covenant, and her parents why was she lost in the woods for what seemed like a month and was many years, where is the merinita who went into the woods with her
Infamous- The only survivor of an entire covenant of elder magi , and has spent years in the faerie woods. Do you not think that’s odd?
Suceptible to Divine power
Reckless
Covenant Upbringing
Deficient Technique Perdo
Vow- Obedience to Huntress of the Woods
Fragile constitution- Ordeal to learn Sorcerous music
Weird Magic

Heartbeast- Eagle (A noble Golden Eagle)
Diedne magic
Unaging
Subtle Magic
Personal vis source ( Ignem vis from Blood)
Strong Magical Blood
Puissant Ignem
Sorcerous Music
Nature Lore
Thaumaturgy
Venus Blessing
Strong magical blood (same as strong faerie blood) gives no aging until 50, -3 on aging rolls, +1 presence and her blood smoulders and occasionally catches flame if spilled.)

Skills
Athletics(Grace) 2
Brawl (Dodging) 1
Native Language Brettonian Gaelic 5
Awareness (Alertness) 1
Survival (Woods) 2
Stealth (woods) 1
Artes Liberale (Music) 1
Latin 4
Magic Theory (Inventing spells) 3 (4)
Order of Hermes Lore (History) 1(5)
Magic Lore( Magical traditions) 1
Faerie Lore (Faerie Forests) 1
Thrown weapons(Sling) 2
Charm (Being Witty) 2(+5)
Profession Bard (Storytelling) 2
Parma Magica (Animal) 2(1)
Huntress Lore 3(1)
Nature Lore(Weather) 3
Music (Singing) 2
Heartbeast (To Eagle Form) 2
Area Lore Covenant area 0 (2)
Profession Scribe 0(2)
Arts
Creo 9(3)
intellego 6(1)
Rego 6(4)
Muto 4
Ignem 10(8)
Animal 6
Auram 6
Corpus 5
Herbam 5
Imagonem 9
Aquam 2
Spells
Pilum of Fire CrIg 20 +22
Arc of Fiery Ribbons CrIg 25 +22
Ward Against rain ReAu 10 +12
Aura of Ennobled Presence MuIm 10 +13
Notes of Delightful Sound MuIm 10 +13
Voice of the Bjornear MuAn (Co) 15 +10
Feathers of flame (As coat of flames but Range P Damage +10, rego req protects caster) CrIg (Re) 20 +19
Heat of the Searing Forge CrIg10 +22
Combat
Weapon Init Atk Defense Damage
Punch +1 +2 +2 -2
Dodge +1 N/A +3 N/A
Dagger +1 +4 +2 +1
Sling -2 +5 +2 +2
Thrown Knife +1 +4 +2 0

Eagle Form
Size -1 (Eagles are -2 in general , golden eagles at the larger end are about the same size as a swan which is -1)
Strength -2 Dex+1 int +2 Pre +2
Stamina 0 qik +4 per +2 Com -1
Brawl 2(dodging), Survival (Home Terrain)3, Awareness(food) 4, Athletics (flying) 3
Lesser immunity (Blindness), Piercing Gaze, Proud(Minor)
Qualities
Extra Natural weapon claws, Fast Flyer, Keen vision, pursuit Predator(Sanguine with choleric aspect)
Combat init atk def dmg
Claw +3 +5 +10 0
Bite +4 +6 +8 -1
Dodge +$ n/a +7 n/a

Marcello - Companion of Roberto


Characteristics: Int +2, Per +1, Pre +1, Com +1, Str +3, Sta +1, Dex +1, Qik 0


Size: 2
Age: 30 (30), Height: 6'11'', Weight: 300 lbs, Gender: Male
Decrepitude: 0
Warping Score: 0 (0)
Confidence: 1 (3)
Virtues and Flaws: Warrior, Well Traveled, Improved Characteristics, Mendicant Friar(Friars Minor,), Giant Blood, Busybody, Monastic Vows, Mentor (Santiago), Carefree, Optimistic


Personality Traits: Boisterous +2, Chivalrous +2, Quick Tempered +1
Combat:
Dodge: Init: +0, Attack , Defense +4, Damage
Sword, Long: Init: +2, Attack +11, Defense +7, Damage +9
Fist: Init: +0, Attack +5, Defense +4, Damage +3
Kick: Init: 1, Attack +5, Defense +3, Damage +6
Soak: +3
Fatigue levels: OK, 0, 1, 3, 5, Unconscious
Wound Penalties: 1 (17), 3 (814), 5 (1521), Incapacitated (2228)
Abilities: Spanish 5, Single Weapon 5 (Sword, Long), Carouse 3, Guile 2 (fast talk), Folk Ken 3 (clergy), Flemish 2(6)(expansive vocabulary), Etiquette 2 (peasants), Charm 2 (being witty), Theology 3 (biblical knowledge), Latin 4 (church ceremonies), Bargain 2 (haggle), Philosophiae 3 (moral philosophy), Iberia Lore 1 (geography), Leadership 2 (inspiration), Artes Liberales 2 (rhetoric), Awareness 2 (keeping watch), Brawl 4 (Grappling), Church Lore 2, Music 4 (Spanish Guitar), Survival 2 (Urban areas), Teaching 3 (Teaching)
Equipment: Heavy Leather Armor (Soak: 3) (Soak: 3; Protection: 2); Guitar; Pack
Encumbrance: 0 (2)


Marcello was Santiago ex Flambeau's first apprentice ( then known as Alvaro). Fiery and strong in both magic and combat Marcello was well know for taking risks and his temper. One day, while working in his master's lab, Marcello was caught in an explosion of magical forces beyond his control. When the other Magi found his he was unconscious. He finally awoke three weeks later as a totally different person. He called himself Marcello and seemed to have lost his Gift.
Santiago could only watch as his once very promising apprentice joyfully joined the fighting ranks of the Covenant and then became a Friar. All the while Santiago watch and kept in contact. He thinks Alvaro is still in there with the Gift, just waiting to come out again.
Marcello talks to his godfather ( as he calls Santiago) often and listens to his advice. He sometimes wonders why he was asked to help Roberto but he is an enjoyable companion on the road, for a mage.

=========
2 seasons of experience(16) with Flemish

Colijne Boone

Companion of Aelianus Robur (covenant manager)

Characteristics: Int +1, Per +1, Com +2, Pre +4, Str +0, Sta +0, Dex +0, Quik -1
Size: +1
Age: 30
Decrepitude: 0
Warping: 0
Virtues +9
Entrancement, Well Travelled, Inspirational, Improved Characteristics, Great Presence, Gossip, Large
Flaws -9 :
Optimistic, Plagued by Supernatural Entity (faerie? ghost?), Meddler, Motion Sickness, Covenant Upbringing
Personality Traits: Imposing +3 Forgiving -2 Optimistic +3
Abilities:
Flemish 75/5, Latin 50/4, Norman French (langue d'oc) 15/2, Saxon 15/2, Castillano 5/1, Low German 15/2, Charm (wit) 50/4, Flanders Lore (personalities) 15/2, Folk Ken (townsfolk) 50/4, Awareness (alertness) 15/2, Bargain (hard sell) 15/2, Carouse (staying sober) 15/2, Brawl (punches) 5/1, Ride (speed) 5/1, Entrancement (underlings) 50/4, Etiquette (townsfolk) 50/4, Intrigue (gossip) 50/4, Leadership (inspiration) 50/4

Description: Colijne is very large, towering over most men at the covenant, and there is something about her that makes people's jaws drop. Even when she's drinking grogs under the table or swapping stories with the locals, she seems like she could just as easily command armies as the motley assortment of covenant mundanes she oversees. She is very down-to-earth and optimistic, and when in a good mood can be positively jovial. There is something unnaturally captivating and at the same time terrifying about her, and even when she acts like just another regular person, people around her tend to fall silent in awe. In her spare time, she enjoys sketching fortifications and planning exactly how to hypothetically besiege local towns.

History: Colijne was born and raised in Flanders. Even at an early age, she had a way with people, and was forever leading her band of fellow peasant youth in mock battles. She was soon noticed by the magi of the local covenant, who took her in in the hopes that she might prove an able apprentice. When she displayed no sign of a Gift, they kept her as staff. She rose astonishingly quickly through the ranks of the grogs, becoming the top un-Gifted member of the covenant by the age of fifteen.

Jan axel is here, and Wirth is there, along with Clara :smiley:

Kilica Ozal
Strength +1 Dexterity +4 Intelligence +1 Presence 0
Stamina +1 Quickness +2 Perception +1 Communication -2

Age 25

Virtues
Puissant Great weapon
Affinity Great weapon
Greater Immunity Swords
Warrior
Improved characteristics
Great Dexterity
Sense Holy Unholy
Relic
Covenfolk

Flaws
Outsider- Turkish Zorostarian
Haunted by Supernatural
Vow- Loyalty to House Flambeau
Covenant Upbringing
Incomprehensible
No Sense of Direction

Skills
Area Lore Turkey(Zorastorian communities) 2
Athletics (Grace) 2
Awareness (Bodyguarding) 3(7)
Brawl (Dodge) 2(2xp)
Chirurgy (Binding Wounds) 2
Craft Swordsmith (Greatswords) 2
Etiquette (Mages) 1
Hunt (Tracking) 2
Zorostarian Lore (Prophecies) 2
Ride (Battle) 2
Stealth (Natural areas) 3
Survival (Hills) 2
Swim (Long distances) 2
Bows (Crossbow) 3
Great weapon (Greatsword) 7+2 (18)
Turkish (Hill Country Dialect) 5
Greek (Military Discussions) 2
Latin (Military Discussions) 2
Sense Holy/Unholy (Evil) 3
Order of Hermes Lore(Flambeau) 1
Speak Flemish(Martial Terms) 1(3)
Teach (weapons) 0(2)
Combat
Partial Chain Mail, Greatsword, Dagger, Crossbow, burden 2

Weapon Init Atk Dfn Dam
Dodge +2 - +5 -
Punch +2 +6 +4 +1
Kick +1 +6 +3 +4
Dagger +2 +8 +4 +4
Greatsword +4 +19 +14 +10
Crossbow +7 +13 +6 +7 range 25 4 minutes to reload

Soak +7
Background
Born in an isolated Zorostarian Community in the Anatolian highlands built around a covenant of the order of the hermes. She was born on an auspicious omen to a line of warriors believed to be descended from Alexander the great . With her Auspicous Birth the Magoi celebrated her birth with rituals and ceremony anointing her with sacred oil to protect her against the trials of life ahead.
It seemed that something had gone wrong with the rituals and the minions of Angra (Demons) had taken an interest in her. As she was raised it became apparent that her fate was a nuisance for the covenant particularly as the minions of Angra where stronger in that area. After she had sworn her fealty to the magoi and the House of Flambeau she was sent off to a colleague of the magoi of the covenant in Southern France. He was delighted by this gift and having recently sent his apprentice off to a new covenant he decided that this apprentice could use a bodyguard and so sent her off to join Wirth at Novus Mane .

Ulrich One Eye

Covenant: Novus Mane

Saga: Novus Mane

Characteristics: Int -2, Per 0, Pre +1, Com 0, Str +2, Sta +2, Dex +2, Qik +2

Size: 0

Age: 26 (26), Height: 5'8'', Weight: 170 lbs, Gender: Male

Decrepitude: 0

Warping Score: 0 (0)

Confidence: 1 (3)

Virtues and Flaws: Ways of the Forest, Improved Characteristics, Ways of the Town, Puissant Brawl, Tough (Soak: +3), Puissant Great Weapon, Outlaw Leader, Wrathful, Fury (Enraged: +3 damage, -1 on all other scores), Greedy, Disfigured (Diagonal scar going from left temple to upper left lip), Missing Eye (Melee: -1, Missiles: -3)

Personality Traits: Aggressive +1, Arrogant +2, Boastful +1, Wrathful +3, Violent +1, Ruthless +1

Reputations: Drunk 3, Cold-Blooded Killer 3

Combat:

Dodge: Init: +2, Attack --, Defense +7, Damage --

Dagger: Init: +2, Attack +8, Defense +7, Damage +5

Fist: Init: +2, Attack +7, Defense +8, Damage +2

Knife: Init: +2, Attack +7, Defense +7, Damage +4

Spear, Long: Init: +4, Attack +10, Defense +9, Damage +9

Kick: Init: +1, Attack +6, Defense +6, Damage +5

Bow, Short: Init: +0, Attack +4, Defense +4, Damage +8

Knife, Throwing: Init: +2, Attack +1, Defense +3, Damage +4

Knife, Throwing: Init: +2, Attack +1, Defense +3, Damage +4

Mace & Shield, Round: Init: +2, Attack +7, Defense +7, Damage +10

Soak: +9

Fatigue levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)

Abilities: Animal Handling 1 (Horses), Flanders Lore 2, Athletics 2 (running), Awareness 3 (searching), Bargain 1 (hard sell), Bows 1 (Bow, Short), Brawl 3 (Fist), Carouse 3 (power drinking), Folk Ken 2 (peasants), Thrown Weapon 1, French 5 (cursing), Great Weapon 3 (Spear, Long), Guile 2 (lying to authority), Hunt 2 (covering tracks), Leadership 4 (bandits), Ride 2 (speed), Single Weapon 2 (Mace), Stealth 3 (sneak), Survival 2 (Flanders), Latin 2, Swim 1 (long distances)

Equipment: Full Metal Reinforced Leather Armor (Soak: 9) (Soak: 9; Protection: 4); Peasant Clothes; Horse; Pack; Survival Kit; Shield, Round (Init: 0; Atk: 0; Dfn: +2; Str: -1; Cost: Inexpensive)

background -Ulrich,
Lost his mother in child birth,
grew up on a farm outside Burgess as a peasant
Grew up with harsh conditions ( peasant farm that under produced),
Tax collectors came and father died refusing to pay tribute
Ulrich killed the collector, but lost an eye. He tried to hide out as a thief in the city but was easily identified, he eventually fell in with a gang of highwaymen
Through attrition and with his own fury Ulrich has become the leader of what’s left of this band. They were eventually routed and came to the covenant town, have been hiding out and spending their spoils. They hit occasional merchant shipments but Ulrich still has a deep resentment for anyone resembling a tax collector. The town has earned his respect. it is the first place he has started to call home. What’s left of his band will defend this place.

Bandit Outlaws - (the Land robbery crew)

Arnoul

Covenant: Novus Mane

Saga: Novus Mane

Characteristics: Int -1, Per 0, Pre 0, Com 0, Str +1, Sta +1, Dex +2, Qik +2

Size: 0

Age: 25 (25), Height: 5'7'', Weight: 160 lbs, Gender: Male

Decrepitude: 0

Warping Score: 0 (0)

Virtues and Flaws: Covenfolk, Warrior (50/50), Weakness (Drink)

Personality Traits: Loyal +2, Cruel +3, Calculating +1

Combat:

Axe & Shield, Heater: Init: +0, Attack +12, Defense +11, Damage +7

Fist: Init: -1, Attack +7, Defense +7, Damage +1

Dodge: Init: -1, Attack --, Defense +6, Damage --

Kick: Init: -2, Attack +6, Defense +5, Damage +4

Soak: +8

Fatigue levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)

Abilities: French 5 (cursing), Area Lore 3 (taverns), Athletics 3 (running), Awareness 3 (in combat), Bows 4 (Bow, Short), Brawl 4 (Fist), Carouse 3 (drinking), Charm 2 (opposite sex), Etiquette 2 (magi), Great Weapon 4 (pole axe), Guile 2 (avoiding duties), Single Weapon 5 (Shield, Heater), Survival 1 (for a short period)

Equipment: Shield, Heater (Init: 0; Atk: 0; Dfn: +3; Str: 0; Cost: Standard); Full Metal Scale Armor (Soak: 8) (Soak: 8; Protection: 7); Pack

Encumbrance: 3 (4)

Jean

Covenant: Novus Mane

Saga: Novus Mane

Characteristics: Int 0, Per +3, Pre -2, Com -2, Str 0, Sta +1, Dex +2, Qik +2

Size: 0

Age: 20 (20), Height: 5'6'', Weight: 150 lbs, Gender: Male

Decrepitude: 0

Warping Score: 0 (0)

Virtues and Flaws: Covenfolk, Warrior (50/50), Pessimistic

Personality Traits: Loyal +1, Brave +1, Irritable +2, Sociable -2

Combat:

Bow, Short: Init: -1, Attack +9, Defense +6, Damage +6

Dodge: Init: +0, Attack --, Defense +2, Damage --

Fist: Init: +0, Attack +2, Defense +2, Damage +0

Kick: Init: -1, Attack +2, Defense +1, Damage +3

Soak: +3

Fatigue levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)

Abilities: Area Lore 4 (game traiils), Athletics 1 (climbing), Awareness 5 (woodlands), Bows 4 (shooting from cover), Hunt 5 (deer), French 5 (talking about forests), Stealth 2 (hunting), Survival 4 (woodlands)

Equipment: Arrows (×20); Heavy Leather Armor (Soak: 3) (Soak: 3; Protection: 2); Survival Kit

Encumbrance: 2 (2)

Guy

Covenant: Novus Mane

Saga: Novus Mane

Characteristics: Int -1, Per 0, Pre +1, Com -1, Str +1, Sta +3, Dex 0, Qik +1

Size: 1

Age: 19 (19), Height: 6'3'', Weight: 210 lbs, Gender: Male

Decrepitude: 0

Warping Score: 0 (0)

Virtues and Flaws: Covenfolk, Large, Tough (Soak: +3), Warrior (50/50), Overconfident, No Sense of Direction, Weakness (Drinking)

Personality Traits: Brave +3, Loyal +2, Subtle -2

Combat:

Axe & Shield, Heater: Init: -1, Attack +10, Defense +10, Damage +7

Grappling: Init: -1, Attack +4, Defense +5, Damage +1

Fist: Init: -2, Attack +3, Defense +4, Damage +1

Dodge: Init: -2, Attack --, Defense +4, Damage --

Kick: Init: -3, Attack +3, Defense +3, Damage +4

Soak: +13

Fatigue levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-6), -3 (7-12), -5 (13-18), Incapacitated (19-24)

Abilities: Area Lore 2 (brewers), Athletics 1 (running), Awareness 3 (in combat), Bows 1 (Bow, Short), Brawl 3 (grappling), Carouse 4 (drinking), Charm 3 (when drunk), Folk Ken 1 (the opposite sex), Great Weapon 3 (Pole Axe), Guile 1 (elaborate lies), Francien 5 (talking about fighting), Music 1 (drinking songs), Single Weapon 5 (Shield, Heater), Survival 1 (on rivers), Thrown Weapon 2 (Axe)

Equipment: Shield, Heater (Init: 0; Atk: 0; Dfn: +3; Str: 0; Cost: Standard); Full Metal Scale Armor (Soak: 13) (Soak: 13; Protection: 7); Pack

Encumbrance: 3 (4)

Cable

Covenant: Novus Mane

Saga: Novus Mane

Characteristics: Int -2, Per -1, Pre -1, Com -1, Str +3, Sta +2, Dex +2, Qik +1

Size: 1

Age: 15 (15), Height: 6'5'', Weight: 230 lbs, Gender: Male

Decrepitude: 0

Warping Score: 0 (0)

Virtues and Flaws: Covenfolk, Berserk (Bonus: +2 Attack, +2 Soak, -2 Defense), Large, Short Attention Span, Wrathful

Personality Traits: Angry +3, Brave +3, Loyal +1, Obedient -2

Combat:

Pole Axe: Init: +2, Attack +13, Defense +7, Damage +14

Dodge: Init: +1, Attack --, Defense +4, Damage --

Fist: Init: +1, Attack +5, Defense +4, Damage +3

Kick: Init: +0, Attack +6, Defense +4, Damage +6

Soak: +9

Fatigue levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-6), -3 (7-12), -5 (13-18), Incapacitated (19-24)

Abilities: Area Lore 1 (streams), Athletics 2 (running), Awareness 3 (attackers), Brawl 3 (kick), Guile 1 (apologising), Great Weapon 5 (pole axe), French 5 (insults), Single Weapon 1 (Shield, Heater), Survival 3 (hills)

Equipment: Full Metal Scale Armor (Soak: 9) (Soak: 9; Protection: 7); Pack

Encumbrance: 0 (3)

Pirates and Townsfolk
These are all Non Player Characters, for the use of whomever is wearing the storyguide hat at the time. The principle figures; Fred Fischer, Betty & Johan VanHalen, Reginald Montclair, and Walter & Veronica Eyke; are treated as Lesser Companions in status, having up to +/- 5 points of Virtues and Flaws and a confidence score. The reason I do this is so that they can have the Outlaw or Dark Secret Flaws or the Wealthy Virtue. There are also roughly a dozen or more pirate rabble plus a dozen or so other townsfolk. These are treated as Grogs, though some of the pirates may be allowed up to +/-5 points of Virtues and Flaws so that they can take the Outlaw Flaw plus two minor Flaws, but they still have no Confidence score and must abide by other restrictions for Grogs.

Fred Fischer the New Pirate Leader
Characteristics: Int +0, Per +0, Com +1, Pre +2, Str +1, Sta +1, Dex +1, Quik +2
Size: 0
Age: 21
Decrepitude: 0
Warping: 0
Confidence: 2 (5)
Virtues: +1 Improved Characteristics, +1 Lesser Immunity (undisturbed by the Gift), +1 Self Confident, +1 Social Contacts (pirates), +1 Well Traveled
Flaws: -1 Ambitious, -1 Carefree, -1 Outlaw Leader, -1 Overconfident, -1 Poor Student
Personality Traits: Ambitious +1, Confident +2, Cheerful +2, Brave +1, Loyal -1
Reputations: New Pirate Leader 1 (local)
Combat:
Fistfight: In +2, Atk +4, Def +5, Dmg +1
Knife: In +2, Atk +6, Def +6, Dmg +3
Longknife: In +1, Atk +7, Def +7, Dmg +6
Soak: +1
Fatigue Levels: ok, -0, -1, -3, -5
Wounds: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Lethal (21+)
Abilities: Athletics 2 (climb), Awareness 1 (trickiness), Bargain 1 (friendly haggle), Brawl 3 (knife), Carouse 2 (hold his liquor), Channel Area Lore 3 (local coast), Charm 2 (wit), Dutch 3 (seamen), Flemish 5 (cuss words), French 3 (merchants), Folk Ken 3 (criminals), Profession-Fisher 2 (nets), Leadership 3 (attract followers), Navigation 1 (loadstone), Order of Hermes Lore 1 (Novus Mane), Profession-Seaman 3 (pirate), Single Weapon 3 (short sword), Stealth 1 (ambush), Strategy 1 (naval), Swim 1 (in the channel)
Equipment: knife, long knife (short sword), loadstone
Encumbrance: none
Description: Fred’s parents were covenfolk of Novus Mane and he grew up here. His father was a fisherman that provided the covenant’s food, and dwelled in a little shack (that washed away a long time ago). The reason he did this is because Fred’s mother was a severely unpleasant woman that harped and nagged and beat him constantly. They have both been dead several years. Fred is the archetypical charming crook. His father taught him to be a seaman and a fisherman, but he found it more profitable to work as a sailor and rob his employers. That’s how he met Johan VanHalen, Ulrich, Ugly Pete, and Reginald Montclair. He knew Betty since they were kids (she used to baby sit him).

Betty VanHalen (wife of the pirate Johan VanHalen)
Characteristics: Int -1, Per +1, Com +1, Pre +2, Str -1, Sta +1, Dex +2, Quik +1
Size: 0
Age: 25
Decrepitude: 0
Warping: 0
Confidence: 1 (3)
Virtues: +1 Gossip, +1 Improved Characteristics, +1 Intuition, +1 Educated
Flaws: -1 Branded Criminal, -1 Busybody, -1 Compulsion (stealing little things), -1 No Sense of Direction
Personality Traits: Nosey +3, Gumption +2, Klepto +1, Loves Husband +3
Reputations: Blabbermouth 2 (local), Busybody 1 (local)
Combat:
Catfight: In +1, Atk +5, Def +4, Dmg -1
Knife: In +1, Atk +7, Def +5, Dmg +1
Soak: +1
Fatigue Levels: ok, -0, -1, -3, -5
Wounds: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Lethal (21+)
Abilities: Artes Liberales 1 (grammar), Awareness 3 (anything that is none of her business), Brawl 3 (knife), Carouse 2 (hold liquor), Charm 2 (wit), Dutch 2 (swears), Flemish 5 (euphemisms), French 4 (girl talk), Folk Ken 3 (rabble), Intrigue 4 (gossip), Latin 3 (prayers), Legerdemain 4 (filching), Profession-Serving wench 2 (acting like that’s what Profession-Housewife really is), Profession-Prostitute 2 (hey, she was young, and its just as easy as stealing), Stealth 2 (hide), This Area Lore 4 (who is up to what, especially pirates)
Equipment: kitchen knife
Encumbrance: none
Description: Betty has also lived here her whole life. Her father built this house and was a farmer. He died when she was a baby, and she was raised by her widowed mother. Betty took to playing with boys at a young age. She was sent to a convent school where she learned Latin, but was kicked out for stealing. She has also had less reputable professions, and has a brand on her cheek from when she was caught stealing bread from a merchant in another town. Betty is pretty; blonde hair, blue eyes, and pouty lips. She used to baby sit Fred when he was a lad, and taught him other things when they were older. He introduced her to Johan, and it was a perfect match. Fred still kicks himself. She and her husband both have True Love, but since they are both NPC’s, it is neither a Virtue nor a Flaw.

Johan VanHalen
Characteristics: Int -2, Per +1, Com -1, Pre +1, Str +2, Sta +2, Dex +0, Quik +2
Size: 0
Age: 28
Decrepitude: 0
Warping: 0
Confidence: 1 (3)
Virtues: +1 Puissant Carouse, +1 Affinity with Brawl, +1 Affinity with Profession-Seaman, +1 Puissant Profession-Seaman, +1 Well Traveled
Flaws: -3 Outlaw, -1 Compulsion-Drinking, -1 Simple Minded
Personality Traits: Loyal -2, Brave +1, Drunkard +2, Loves wife +3
Reputations: Drunkard 1 (local)
Combat:
Wrestle: In +2, Atk +6, Def +8, Dmg +2
Knife: In +2, Atk +8, Def +9, Dmg +4
Soak: +2
Fatigue Levels: ok, -0, -1, -3, -5
Wounds: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Lethal (21+)
Abilities: Athletics 3 (climb), Brawl* 6 (knife), Carouse 3+2 (power drink), Channel Area Lore 4 (Pirates), Dutch 5 (swearing in general), Flemish 1 (swearing at wife), French 4 (swearing at sailors), Folk Ken 3 (pirates), Guile 3 (straight faced lies), Profession-Seaman* 6+2 (helmsman), Stealth 3 (ambush), Swim 3 (with burden)
Equipment: knife
Encumbrance: none
Description: Johan is a complete drunk, but he is a gifted helmsman. He steered a ship through the Devil’s Teeth Rocks while utterly blitzed. Fred met him a few years back, and Johan introduced him to the pirate game. Johan’s method of operation has usually been to out sail his prey, board them and rob them. Hijacking and hostages is not really his style, but he goes with the flow. Johan and Betty have the perfect rogue’s romance going on. He and his wife both have True Love, but since they are both NPC’s, it is neither a Virtue nor a Flaw.

Reginald Montclair
Characteristics: Int +1, Per -1, Com +2, Pre +2, Str +0, Sta +0, Dex +0, Quik +1
Size: +0
Age: 26
Decrepitude: 0
Warping: 0
Confidence: 1 (3)
Virtues: +0 Wanderer, +1 Luck, +1 Privileged Upbringing, +1 Puissant Charm, +1 Puissant Guile, +1 Social Contacts-other pirates
Flaws: -3 Dark Secret, -1 Lecherous,
Personality Traits: Lecher +3
Reputations: Pirate 2 (local)
Combat:
Wrestle: In +1, Atk +3, Def +4, Dmg +0
Knife: In +1, Atk +5, Def +5, Dmg +2
Soak: +0
Fatigue Levels: ok, -0, -1, -3, -5
Wounds: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Lethal (21+)
Abilities: Athletics 1 (climb), Awareness 2 (alert), French 5 (proper speech), Charm 4+2 (seduction), Brawl 3 (knife), Carouse 3 (games), Channel Area Lore 4 (French Coast), Dutch 2 (pirates), English 4 (pirates), Folk Ken 4 (pirates), Guile 4+2 (con game), Profession-Seaman 3 (shirking hard work), Stealth 3 (hide), Swim 1 (tread water)
Equipment: knife, nice clothes
Encumbrance: none
Description: Reginald went from France to England, England to the Netherlands where he met Johan and Fred, back to England where he met Pete, back to the Netherlands, then to Novus Mane. Though he is a criminal, no one knows he is an Outlaw, so he is a Wanderer instead. He has pirate contacts in other ports.

Walter Eyke
Characteristics: Int +3, Per +0, Com +1, Pre -1, Str -1, Sta -1 (1), Dex +0, Quik +2 (2)
Size: 0
Age: 42 (42)
Decrepitude: 0 (3)
Warping: 0
Confidence: 0
Virtues: +0 Merchant, +3 Wealthy, +1 Educated, +1 Social Contacts-other merchants
Flaws: -3 Low Self Esteem, -1 Apostate, -1 Judged Unfairly
Personality Traits: Feels Pathetic +3
Reputations: Apostate 2 (local)
Combat:
Dodge: In +2, Atk n/a, Def +2, Dmg n/a
Soak: -1
Fatigue Levels: ok, -0, -1, -3, -5
Wounds: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Lethal (21+)
Abilities: Artes Liberales 3 (mathematics), Bargain 4 (financial negotiations, Channel Area Lore 3 (merchants), Civil and Cannon Law 3 (business law), Concentration 3 (work), Dutch 5 (business), Etiquette 3 (business), Flemish 5 (family), French 5 (business), Guile 4 (sincerity), Hebrew 3 (torah), Latin 4 (classic), Profession-Accounting 6 (receivables), Profession-Moneylender 6 (calculating interest), Profession-Scribe 6 (forgery), Teaching 3 (mercantile abilities)
Equipment:
Encumbrance: none
Description: Walter Eyke is the son of a Dutch merchant who married a Flemish Jewish woman and converted religions. Walter in turn converted to Christianity when he married Veronica. Both marriages were social climbing. His last name should properly be VanEyke, but he never bothered correcting it. Walter has a defeatist attitude. For example, he knows his wife is cheating on him, but has given up caring about it. He can’t prove it, is in denial, and the only man he trusts is the one that she is cheating with. Though he is very much the stereotypical pipsqueak, he is very much underestimated. He is very intelligent and shrewd, and he is merely biding his time until he can play his best hand in his favor. For example, he is an agent of many, put to his point of view, he is well connected. He is also somewhat of a drama queen. Yeah, Ulrich picks on him, but they have also been partners in shady schemes that profited both of them.

Veronica Eyke
Characteristics: Int -1, Per -1, Com +2, Pre +3, Str -1, Sta +0, Dex +0, Quik +1
Size: 0
Age: 25
Decrepitude: 0
Warping: 0
Confidence: 1 (3)
Virtues: +0 Merchant’s Wife, +1 Privileged Upbringing, +1 Temporal Influence (clique leader), +3 Wealthy
Flaws: -3 Dark Secret (Cheating on husband), -1 Lecherous, -1 Proud
Personality Traits: Lustful +2, Arrogant +3
Reputations: Tramp 1 (local)
Combat:
Dodge: In +1, Atk n/a, Def +1, Dmg n/a
Soak: +0
Fatigue Levels: ok, -0, -1, -3, -5
Wounds: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Lethal (21+)
Abilities: Artes Liberales 3 (literacy), Carouse 4 (get drunk quick), Charm 5 (flirt), Etiquette 5 (aristocracy), Flemish 5 (servants), French 5 (elegant speech), Folk Ken 4 (wealthy middle class), Guile 3 (denial), Intrigue 4 (gossip), Latin 4 (classical poetry), Leadership 3 (clique)
Equipment: jewels
Encumbrance: none
Description: Veronica is a spoiled B!, having grown up accustomed to finery. She is a trophy wife from a wealthy family, and cheats on her husband Walter constantly with a French pirate named Reginald, who constantly supplies her with gifts and trinkets.

Rabble & Common Folk
Bob (Pirate)
Characteristics: Int +1, Per +0, Com +0, Pre -1, Str +2, Sta +2, Dex +1, Quik +2
Size: 0
Age: 32
Decrepitude: 0
Warping: 0
Confidence: 0
Virtues: -3 Outlaw, -1 Pessimistic
Flaws: +1 Cautious with Profession-Seaman, +1 Improved Characteristics, +1 Tough, +1 Well Traveled
Personality Traits: Pessimist +2
Reputations:
Combat:
Wrestle: In +2, Atk +1, Def +2, Dmg +2
Knife: In +2, Atk +2, Def +2, Dmg +4
Long-Knife: In +1, Atk +4, Def +3, Dmg +7
Soak: +5
Fatigue Levels: ok, -0, -1, -3, -5
Wounds: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Lethal (21+)
Abilities: Awareness 2 (alert), Brawl 5 (fistfight), Carouse 4 (games of chance), Channel Area Lore 3 (pirates), Dutch 3 (pirates), English 5 (swearing), French 5 (seamen), Folk Ken 2 (pirates), Leadership 3 (intimidation), Profession-Seaman 4 (galleys), Single weapon 5 (short sword), Stealth 4 (stalk), Survival 2 (at sea), Swim 2 (tread water)
Equipment:
Encumbrance:
Description: Bob is one of the two pirates Okeanos rescued, just after George confessed his undying love. Bob is a known pirate.

George (pirate)
Characteristics: Int +0, Per +1, Com +1, Pre +0, Str +0, Sta +1, Dex +2, Quik +1
Size: 0
Age: 32
Decrepitude: 0
Warping: 0
Virtues: +1 Affinity with Legerdemain, +1 Cautious with Legerdemain, +1 Gossip, +1 Light Touch, +1 Puissant Legerdemain,
Flaws: -3 Dark Secret (switch hitter), -1 Branded Criminal, -1 Soft Hearted
Personality Traits: Closeted :wink: +2, Soft Heart +2, Chatty +1
Reputations: Gossip +1 (local)
Combat:
Wrestle: In +1, Atk +7, Def +6, Dmg +0
Knife: In +1, Atk +9, Def +7, Dmg +2
Soak: +1
Fatigue Levels: ok, -0, -1, -3, -5
Wounds: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Lethal (21+)
Abilities: Awareness 3 (opportunity), Brawl 5 (knife), Carouse 4 (drinking songs), English 5 (innuendo), French 4 (seamen), Folk Ken 3 (read faces), Guile 3 (straight faced lie), Legerdemain*** 6+3 (pickpocket), Profession-Seaman 5 (deck hand), Stealth 3 (sneak), Swim 2 (tread water)
Equipment: knife
Encumbrance: 100
Description: George is one of the two pirates Okeanos rescued, right after he came out of the closet. Gorge is a branded criminal, convicted of thievery and chicanery.

New Abilities
• Navigation (charts, stars, landmarks, particular areas): Navigation is superior to merely using Area Lore. Area Lore is effective in many circumstances, but when you out of a familiar area or you lack landmarks, Area Lore is next to useless. Navigation allows you to gain your bearings, sense of direction, and plot a course in unfamiliar waters using your knowledge of the sea, guidance of the stars, and perhaps a loadstone.
• Profession-Fisher (sea-fishing, net-fishing, hook & line) Sport and solo fishing is covered by the Hunting Ability, and to a lesser extent by Survival. This profession concerns commercial fishing, heading out on a boat and catching mass amounts of fish using traps, nets, and multiple lines. This Ability includes knowing the best areas to fish, operating equipment , and the best methods of collection.
• Profession-Seaman (oars, sails, specific duty, specific position) Often referred to as simply a Sailor, a Professional Seaman knows how to work aboard both sail and oared vessels. This Ability includes knowledge of all general crew functions, general procedures and operations, and knowledge of how to fill one or more duties & positions.
• Profession-Soldier (army, mercenary, marine, specific duty, specific position) Camp life is certainly different that civilian life, and many of the duties of a soldier do not directly involve combat. These include guard duty, patrol, KP, mess, the march, making & breaking camp, organization, and more. Professional armies are popular in Spain, Italy, Greece, and the Levant.
• Strategy (raising troops, maneuvers, logistics, sieges, naval combat) This represents the ability to lead (or advise) a force in battle, making the most of one’s own strengths while exploiting the terrain and the enemies weaknesses.
• War Engines (giant crossbow, springal, catapult) On land this Martial Ability is Siege Engines, but aboard a ship this sounds ridiculous. This involves operating, loading, aiming, and firing the equipment.

New Specializations
Area Lore (sea lanes, ports of call, pirate activities)
Athletics (boarding, climbing)
Folk Ken (seamen, pirates)
Stealth (while swimming, while rowing)
Survival (at sea)
Swim (tread water, carrying burdens, in surf, during storms)

Reginald Montclair (aka Amphoraxius of Tytalus)
Characteristics: Int +3, Per 0, Com +2, Pre +2, Str +0, Sta +0, Dex +0, Quik +1
Size: +0
Age: 36 (26); apprenticed at 10, Gauntlet at 25; tenure 11 years
Decrepitude: 0
Warping: 0 (0)
Confidence: 2 (6)
Actual Virtues: +0 Hermetic Magus, +T Self Confident, +3 Gentle Gift, +1 Affinity with Corpus, +2 Improved Characteristics (twice), +1 Puissant Corpus, +1 Puissant Guile , +1 Skilled Parens, +1 Well Traveled
Actual Flaws: -3 Dark Secret (deep cover), -3 Lecherous, -3 Short Ranged Magic, -1 Higher Purpose
Pretend Virtues & Flaws: +0 Wanderer (what he pretends to be), +1 Luck (explains his magical advantage), +1 Privileged Upbringing (explains his education), +1 Puissant Charm (excuse for a spell), +1 Social Contacts-other pirates (true), -3 Dark Secret (everyone knows he is dinking Veronica, and this is no secret), -1 Lecherous (actually major)
Personality Traits: Lecher +3
Reputations: Pirate 2 (local)
Combat:
Dodge:
Grapple/Fistfight:
Knife:
Soak: +
Fatigue: OK, 0, -1, -3, -5, ko
Wounds: -1 Lt (1-5), -3 Med (6-10), -5 Hvy (11-15), Incap (16-20), Dead (21+)
Abilities: Athletics 1 (climb), Awareness 2 (alertness), Brawl 3 (knife), Carouse 3 (games), Channel Area Lore 4 (French Coast), Charm 4 (ladies), Concentration 2 (spells), Dutch 2 (pirates), English 4 (pirates), Finesse 1 (grace), France Lore 1 (home village), French 5 (Lang D’Or), Folk Ken 4 (pirates), Guile 4+2 (elaborate lies), Magic Theory 5 (spells), Parma Magica 3 (Corpus), Penetration 1 (Mentem, Profession-Seaman 3 (shirking hard work), Stealth 3 (hide), Swim 1 (tread water)
Arts: Cr 1, In 5, Mu 9, Pe 1, Re 7, An 0, Aq 0, Au 0, Co* 11+3, He 0, Ig 0, Im 6, Me 8, Te 0, Vi 1
Twilight Scars & Effects:
Magic Sigil:
Symbolic Sigil:
Equipment: knife, nice clothes
Encumbrance: 0
Laboratory:
Characteristics: Magic Aura 3, Size -1, Refinement +2, General Quality +1, Upkeep +0, Safety -4, Warping +0, Health -2, Aesthetics +0
Specializations: +1 Spells, +1 Texts, +3 Muto, +1 Corpus, +2 Imaginem, +1 Terram
Virtues: +0 Highly Organized, +0 Magically Superior Heat & Light, +1 Lesser Feature-Still, +1 Lesser Feature-Cauldron, +1 Lesser Feature-Statue, +1 Living Quarters, +1 Opulent
Flaws: -0 Disguised, -0 Subterranean, -0 Uneven Floor, -0 Gaudy, -0 Missing Sanctum Marker, -1 Cramped, -2 Missing Equipment (no working with Experimentation, Familiars, Longevity Rituals, or Teaching)
Spells Known:
MuCo5 The Succubus’s Trick
MuCo5 Eyes of the Cat
MuCo5 Gills of the Fish
MuCo15 Disguise of the New Visage
MuCo30 Cloak of Black Feathers
ReCo15 Wizard’s Leap
ReCo35 Touch of the Seven League Stride
InIm5 Prying Eyes
InIm20 Ear for the Distant Voice
InIm25 Summoning the Distant Image
MuIm4 The Clandestine Mask
MuIm10 Aura of Ennobled Presence
MuIm10 Aura of Beguiling Appearance
MuIm10 Aura of Childlike Innocence
PeIm20 Veil of Invisibility
CrMe4 Touch of Communion
R: Touch, D: Mom, T: Ind
Silently speak two words inside the taget’s mind
(Base 3, +1 Touch)
CrMe15 Panic of the Trembling Heart
CrMe15 Passion from the Lover’s Touch
R: Touch, D: Sun, T: Ind
Places lustful desires in the targets mind, centered on the caster.
(Base 4, +1 Touch, +2 Sun)
MuMe4 Recollection of Memories Never Quite Lived
MuMe35 Donning the Mask of Another
PeMe5 Tip of the Tongue
PeMe10 Trust of Childlike Faith
PeMe15 Loss of But a Moment’s Memory
ReMe10 Call to Slumber
ReMe10 Snap of Awakening
ReMe10 Ring of Warding Against Spirits
ReMe20 Aura of Rightful Authority
InTe4 Probe for Pure Silver
InVi4 Sense of Supernatural Power
Determines if you are in a supernatural aura, and what the nature of that aura is.
(Base 3, +1 Touch)
Background: Reginald is in deep cover, posing as one of the leaders of the pirates that harbor by Novus Mane. If discovered, players might automatically assume he is up to some intrigue to the detriment of Novus Mane. In fact, his intent is quite the opposite. He is a member of the Cabal of the Lance (HoH-True Lineages, page 85). His true purpose is to help the newly reborn Novus Mane overcome the challenges and intrigues of the Normandy Tribunal. He cannot shield them entirely, but he can help them prosper in the face of adversity. He also makes sure to take a bit for himself of course. Reginald spent his first six years after his Gauntlet adventuring, and after joining the cabal, he played a minor support role to senior agents. This is his first deep cover operation, having quickly achieved renown and status with his fellow Tytali. He now has five years invested in the Reginald the pirate identity, and is working on building a strong base of income for the covenant.
Born as Reginald DeMonticello, his Hermetic name is Amphoraxias, but for this operation he is boldly using a variation of his original name and his true face. This is his main identity, and he needs no magic to maintain it. He does play other parts however, using a variety of spells to achieve his masks for his many roles.
Alibi: Reginald went from France to England, England to the Netherlands where he met Johan and Fred, back to England where he met Pete, back to the Netherlands, then to Novus Mane. Though he is a criminal, no one knows he is an Outlaw, so he is a Wanderer instead. He has pirate contacts in other ports.

Nestor ex Trianoma (Bonisagus)

Characteristics: Int +2, Per +1, Com +0, Pre +0, Str +0, Sta +2, Dex +0, Quik +0

Size: 0

Age: 27 (27)

Decrepitude: 0

Warping: 0 (0)

[b]Confidence: 1 (3)

Virtues: Gifted Hermetic Magus (Magi, Free), Puissant Intrigue (House, Free), Puissant Parma Magica (General, Minor), Puissant Penetration (General, Minor), Warrior (General, Minor), Enduring Constitution (General, Minor), Puissant Rego (Hermetic, Minor), Gentle Gift (Hermetic, Major), Special Circumstances: Dominion (Hermetic, Minor), Affinity with Rego (Hermetic, Minor)

Flaws: Deficient Technique: Muto (Hermetic, Major), Clumsy Magic (Hermetic, Minor), Enemies: Elder Magi (Story, Major), Deleterious Circumstances: Running Water (Minor, Hermetic), Infamous Master: Meddling Questitor (Minor, Hermetic), Driven: A Reckoning (Personality, Minor),

Personality Traits: Stubborn +3, Cynic +2, Inappropriately Chivalrous +3,

Reputations: Infamous Master 3 (Hermetic)

Combat:
Initiative, Longsword +2
Defence, Longsword: +6
Attack, Longsword: +9

Initiative, Knife +0
Defence, Knife +3
Attack, Knife +3

Initiative, Brawl: +0
Attack / Defence Brawl +2

Soak: +2

Fatigue: OK, 0, 0, -2, -4, ko

Wound Penalties: -1 Lt (1-5), -3 Med (6-10), -5 Hvy (11-15), Incap (16-20), Dead (21+)

Abilities: Artes Liberales (ceremonial magic): 2, Athletics (running): 2, Awareness (being watched): 2, Brawl (knife): 2, Burgundian (creative cursing): 5, Charm (redheads): 2, Code of Hermes (loopholes): 2, Concentration (Maintain Spells): 2, Finesse (aiming): 1, Folk Ken (no good bastards): 2, Guile (getting out of trouble): 2, Intrigue (conspiracies): 2+2, Magic Theory: 4, Parma Magica (Mentem): 1+2, Penetration (Rego): 1+2, Ride (Battle): 2, Single Weapon (longsword): 4, Speak Latin: 4, Survival (emergencies): 2, Swim (distance): 2,

Arts: Cr: 5, In: 6, Mu:0 , Pe: 0, Re: 8+3, An: 0, Aq: 0, Au 0, Co: 3, He: 0, Ig: , Im: 5, Me: 5, Te: 6, Vi: 2

Twilight Scars & Effects: none

Magic Sigil: reluctance

Symbolic Sigil: Open palm, in black

Equipment: longsword, knife x2, worn leather boots, soft robes, warm thick cloak,

Laboratory:

Formerly owned by the Archmagus Nimh, the lab is blessed with superior acoutrements, unlimited supplies, and is inhabited by a race of intelligent rats who have found a way to amicably co-exist with the lab's human inhabitants. The lab is, however, in poor shape, and will require significant cleaning before it is ready for habitation. A deep, apparantly bottomless pit in one corner of the lab is an ongoing mystery, and the chill eminating from the pit makes the lab extremely difficult to heat.

Flaws: Subterranean (Free, Structure), Dirty (Free, Outfittings), Abyss (Free, Supernatural), Defective Heating (Minor, Outfittings)

Virtues: Lesser Horde (Supernatural, Minor), Inexhaustible Supplies (Supernatural, Free), Superior Equipment (Outfittings, Free), Superior Tools (Outfittings, Free)

Size: +0
Refinement: +0
General Quality: +1
Upkeep: +1
Safety: +1
Warping: +1
Health: -3
Aesthetics: -3
Specialties: +1 Te, +1 Vis Extraction, +1 Items, +3 Pe, +1 An

Encumbrance:

Spells Known:

Wizards Sidestep: ReIm10 Per / Sun / Ind
Aura of Inconsequence ReMe25 Touch / Sun / Spec.
Crest of the Earth Wave ReTe20 Voice / Mom. / Part.
Ring of Warding Against Spirits ReMe20 Touch / Ring / Circle
Ear for Distant Voices ReIm20 Arc. / Conc. / Room
The Inexorable Search Inco20 Arc. / Conc. / Ind.

New Spells: N / A

Background:

Nestor is the product of Order politics gone wrong. Apprenticed to a Guernican Quaestitor, his life was torn asunder when his master was killed in a Wizard’s War. Although both dedicated and honest, his master lacked allies within his tribunal. Having crossed one too many politically powerful magi, he found himself isolated and hunted down by magi whose violations of the Code of Hermes were exceeded only by their political clout in the tribunal.

Nestor was born in Burgundy, a younger son of a minor merchant family. A glib and sociable child, he was placed in the care of a local monastery. Although he was not expected to become a monk, it was hoped the education he received would secure him a position as a clerk later in life. Nestor took to the monks’ teaching with enthusiasm, and was an able student. His life, unremarkable to this point, took a sudden turn when he was twelve, when a visiting copyist somehow convinced both the monks and Nestor’s family to allow him to adopt the young student as his apprentice.

The copyist, of course, was Nestor’s pater. Recognizing in the young boy a subtle, but potent gift, he had used his magic to secure the child as his filius. Nestor took to his new life even more than his old, drinking in all that his pater could teach. He absorbed more than knowledge; he also absorbed his master’s value and vision of the Order. For the young apprentice, the Order of Hermes was a society in which law served justice, the Code served law, and the Quaestitors served the Code.

This made his master’s betrayal and destruction particularly traumatic for Nestor, as well as dangerous. As an apprentice, Nestor might easily have disappeared alongside his pater. Instead, he was taken in by a member of the Trianoma lineage of house Bonisagus. His new master used her prerogative to adopt the apprentice before he could be eliminated. Although formally a member of house Bonisagus, the bulk of Nestor’s training was as a Quaestitor, and he embodies the characteristics of that House. Nestor has been deeply scarred by his experience as an apprentice, and in consequence, is deeply cynical about both the legitimacy and politics of the Order.

He has reason to be. As witness both to the validity of his master’s complaints, and the process which resulted in his master’s demise, Nestor represents a real threat to a number of old, powerful, and politically influential magi within the Order. Attempts on his life have already been made, and Nestor has begun to develop a reputation as an irritation that simply will not die. If he manages to continue this trend, he may yet have a chance to realize a secret vision.

Despite his evident cynicism, Nestor harbours a deep-seated desire to both avenge his master, and redeem the traditions he was taught. His recognizes that this will take time, and intends to proceed carefully, reclaiming his Quaestitorial status, moving against his master’s enemies, and eventually, revitalizing the original legal traditions of the Order. While to any casual acquaintance, he appears to be dismissive of issues of rank, prestige, and legitimacy, within the Order, in his heart of hearts, he desires the return of the ideal vision his master passed on to him.

Nestor sees himself as a Quaestitor and hoplite in training. His master instilled in him a willingness to back ideals with action, and he has placed himself in harm’s way more than once to defend those unable to defend themselves. He has difficulty with targeting spells, however, so relies on grosser arcane effects and his blade in combat. His experience within the Order, however, has taught him the value of discretion. He prefers to operate quietly, when possible, attracting as little attention as possible.

Nestor has a weakness for women, particularly redheads. In fact, he has a weakness for women in general. In point of fact, it tends to get him in trouble, in that despite the fact that he knows better, he has trouble acting violently towards women, even when they pose an evident threat. This has gotten him in trouble more than once, though as yet, not more than he can handle. Whether it will prove to be his undoing in the future remains to be seen.

I had Wirth's lab here

Aelfred the Gate warden
Age indeterminate but at least 45
Str +1 Sta +1 Dex -1 Perception +1 Int 0 Quick -1 Comm 0 Pre 1
Athletics 2
Brawl 2
Flemish 5
Swim 2
Latin 4
Spear 6
Awareness 4
Area Lore Novus Mane 6
Etiquette 2
Folk ken 3
Stealth 3
Bow 3

Flaws
Covenant Upbringing, Arthritis, Poor hearing
Virtues
Custos, Warrior, Faerie Blood- Goblin

The aging , bent and decrepit guardian of the covenant gate, last survivor of the old Turb, heir to traditions and knowledge lost to all others. Most of it irrelevant of course

You meant Area Lore: Novus Mane :wink:

Yes , unless he is secretly clairvoyant