Character sheets

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

:laughing:

Two Grogs that Halvard hired:

Two brothers. One is a warrior and the other is a teamster. The younger brother is a bit simple-minded so the older one looks after him a lot. More of a write up later.

[size=150]Thor Jonsson[/size]
Characteristics: Int 0, Per +1, Pre +1, Com 0, Str +2, Sta +2, Dex +1, Qik +1
Size: 0
Age: 28 (28), Height: 5'8'', Weight: 170 lbs, Gender: Male
Decrepitude: 0
Warping Score: 0 (0)
Virtues and Flaws: Covenfolk, Warrior (50/50), Affinity with Single Weapon, Improved Characteristics, Close Family Ties, Pessimistic, Lecherous
Combat:
Dodge: Init: +1, Attack , Defense +3, Damage
Knife: Init: +1, Attack +5, Defense +4, Damage +4
Axe & Shield, Round: Init: +1, Attack +10, Defense +8, Damage +8
Club & Shield, Round: Init: +1, Attack +8, Defense +9, Damage +5
Fist: Init: +1, Attack +3, Defense +3, Damage +2
Kick: Init: +0, Attack +3, Defense +2, Damage +5
Soak: +8
Soak: +2
Fatigue levels: OK, 0, 1, 3, 5, Unconscious
Wound Penalties: 1 (1-5), 3 (6-10), 5 (11-15), Incapacitated (16-20)
Abilities: Norse 5, Single Weapon 5 (Shield, Round & Axe), Awareness 3 (keeping watch), Brawl 2 (Knife), Carouse 3 (games of chance), Folk Ken 2 (the opposite sex), Guile 3 (fast talk), Leadership 3 (intimidation), Survival 2 (specific locales), Swim 1, Athletics 2 (running), Thrown Weapon 4 (Axe, Throwing), Great Weapon 3 (Cudgel), Bargain 2 (hard sell), Weaponry 5 [Category: Weapons and Armor], Woodworking 1 [Category: Consumables], Carpentry 2 [Category: Buildings], Animal Handling 1, Blacksmith 1 [Category: Consumables], Masonry 1 [Category: Buildings]
Equipment: Partial Metal Scale Armor (Soak: 8) (Soak: 8; Protection: 6; Quality Armor: +2); Shield, Round (Init: 0; Atk: 0; Dfn: +2; Str: 1; Cost: Inexpensive); Survival Kit
Encumbrance: 0 (0)

[size=150]Balin Jonsson[/size]
Characteristics: Int -2, Per -1, Pre +1, Com -1, Str +3, Sta +3, Dex 0, Qik -1
Size: 1
Age: 25 (25), Height: 6'5'', Weight: 230 lbs, Gender: Male
Decrepitude: 0
Warping Score: 0 (0)
Virtues and Flaws: Large, Puissant Animal Handling, Reserves of Strength (Strength: +3 once/day), SimpleMinded, SoftHearted, Hunchback (Penalty: 3 on agility, balance and Com rolls involving good looks)
Combat:
Dodge: Init: 1, Attack , Defense +3, Damage
Fist: Init: 1, Attack +5, Defense +4, Damage +3
Kick: Init: 2, Attack +4, Defense +2, Damage +6
Soak: +3
Fatigue levels: OK, 0, 1, 3, 5, Unconscious
Wound Penalties: 1 (1-6), 3 (7-12), 5 (13-18), Incapacitated (19-24)
Abilities: Norse 5, Animal Handling 5(draft animals), Brawl 4 (Fist), Folk Ken 1 (peasants), Awareness 2 (searching), Ride 1, Survival 4, Swim 2, Music 1, Teamster 2, Whittling 3, Navigation 2, Knot Tying 2, Flemish 1, Blacksmith 2 [Category: Consumables], Hunt 3
Equipment:
Encumbrance: 0 (0)

Javier Costa Hernandez

Characteristics:

Intelligence +2,
Perception +1 ,
Strength -2,
Stamina +1 ,
Dexterty +0,
Quickness +1,
Presence +1,
Communication +2

Personality Threads: suspicious +3, friendly +3, fanatic +2

Size - Human: 0

Age: 22 ( 10 years of apprenticeship by Alejandro ex Jerbiton)

Virtues:
The gift
Apprentice of the Order of Hermes
Educated (House Virtue)
Gentle Gift
Affinity with Imaginem
Affinity with Perdo
Affinity with Intrigue
Quiet Magic (two times)
Subtle Magic
Minor Magical Focus (sight)

Flaws:
Enemies (Sociates Ad Gladius)
Outsider (He is a Berber)
Deficient Technique (Creo)
Driven (Endow peace to the Order of Hermes )

Abilities:
Arabic(Almohad Empire) 5
Area Lore (Almohad Empire) 3
Artes Liberales (Defeating muslim logic) 3
Awareness (Traps) 2
Charm (Cajole) 1
Code of Hermes (Interfering with mundanes) 1
Etiquette (Almohad Empire) 2
Folk Ken (Lies) 2
Guile (Jusitfy) 2
Intrigue (Defence) 3
Islamic Law 2 (Qiyas)
Islamic Theology (Muslim magics) 3
Latin (Hermetics) 4
Magic Theory (sympatric magic) 4
Philosophiae (Defeating muslim logic) 3
Christian Theology (Pilgrimship) 1

Arts: Intellegio 4, Perdo 5, Imaginem 5

Spells:
Disguise the Wizard’s Appearance. (MuIm 3 )
Veil of invisibility (PeIm 20)
Curse of the rotten wood (PeHe 5)
Sight of the true form (InCo 7)
Prying Eyes and Ears (InIm 10)
Trust of childlike faith (PeMe 10)
Aura of ennobled presence (MuIm 10)
Taste Of The Spices And Herbs (MuIm 5)
Image of the Beast (InAn 5)

Appeareance:
Javiers appeareance depends on the situation and the environment in which someone meets him.
He has a great talent for changing his visual appeareance and is used to disguise his muslim origin.

Meeting him in the muslim city of Cordova will give you the image of a scholar in the early twenties.
You will note him as a serious man wearing a white caftan and a blue turban.
A prominent nose indicating his berberian origin, a short beard wittnessing his young age and his status as a philosophical famulus.
His deep brown eyes watching thoughtfuly, carefully balanceing your thoughts and reasons.
There is always a small smile on his face, althought only few people have seen him laughting.
It is this sign of sympathy glowing in his eyes, creating a peaceful calmness, which makes it comfortable beeing around him.

If you meet him in christian lands he appears like a poor monk wearing a simple cowl.
Althought surrounded by an aura of ease, his face looks like a flandern man with dark blonde hair, a typical european nose and brown eyes.

History:
Javier Costa Hernandez was born in 1205 as the son of an almohadian warrior and his wife. His parents were caring and lovley.
And he could have lived the wonderful life of a good upgrowing child if there hadn't been the tragedy of the year of 1210.
It was in this year that a rabble of christian daredevils assaulted the village were his family were living.
It was in those hell of war and smoke, that one of the christian raised his sword to attack the five year old child.
Javier was frightend to death and while gazing at the wild christian warrior he could feel his scare quite into his heart.
He shiverd and something unbelivable happend. His fright turned into anger.
He opend his arms and his fury was creeping out of his hands, forming a black shadow which was flooding over the body of the christian attacker.
The poor man was screaming like an animal, blindfolded , trying to cover his eyes and was killed by one of the defenders.

It was that picture of the screaming man blindfolded from himself wich he would never forget.
It was a picture that guided him on his path, of becoming a wise man.

He didn't knew what happend after that terrible moment, when his hate slew the Christian soldier.
Javier was told that he was found unconscious between the burning house of his family.
But his live had changed permanently.
His parents were dead, the christians had fled the battle unable to fight a daemon.
The villagers themself were in panic of the deamon boy. It was to his luck that a stranger showed up.
A wise man, possible one of the lords of cordova.The man who took the daemon boy with him.
Alejandro ex Jerbiton (the wise man) was propably the only person who ever earned the trust of Javier after that incident.

He took Javier into an small mezoarab village and explained him the mysteries about his soul and his destination in live.
Javier was a Magus, also a very young one, but with an extraordinary talent and of extraordanary danger.
He taught him that people were afraid of magic, althought in his part they were not afraid of his magic nature itsself,
but they were affraid of the unknown dangers he wields on them.
He taught him that Magic had to be controlled and that a Magus wields a fairt amount of responsibility about his doings.
Alejandro taught him of the Order of Hermes and the institutions it provides to help the magi to maintain peace between them and the mundanes.
Javier learned that conflict and war were inner instincts of the mankind and as those have to be accepted as realities of live.
But there were many reasons for an attempt to change the world to a better.
It was Alejandro who told him of the importance of acceptance and tolerance, althought he coudn't expect them from the world.
It was Alejandro who told him to change the world, even if that would mean to fight a war in a bad world to create a better.
At least it was Alejandro who told him that he had to learn all those things before he could become a great mage.

The wise man offered him to become his apprentice, and the young boy agreed to him because he had a natural trust in the older man.
It was a long way for the young boy to evolve to a young magus and the first 7 years were spent by teaching him the mysteries of the mundane world.
His master told him about latin, of the courtly arts and mysteries of christian and muslim religion.
After that (at the age of twelve) he joined the Order of Hermes as the apprentice of Alejandro ex Jerbiton, still naming him secretly "The Wise Man".
Having him told everything about the mundane world in his first part of his apprenticeship Alejandro was now beginning to open him for the Arts and teaching him the arts of magic.
They were fighting on many front-lines, most of them at the court of the Almohades throughout the empire.
Others lay at the battlefield of muslim philosphy attacking the Almohade ignorance and supporting the more moderate positions of the Umayyads.
And at least there were some struggels about the integration of muslim wizards into the order of hermes and the end of the feud between the sahir and some parts of House Flambeau.

It was here were they suffered the most. Live had been a continous changing of cities, a series of spying, negoations and intervations, but after entering the discussion about the sahirs live were a nightmare. Although a majority of house Flambeau felt up to end the feud and to tie forces against the Almohads, there were other parties holding powerful opposition.
House Tremere and the Bonisagus ex Trianoma didn't like the vision of a more unified House Flambeau ruling the Iberian Tribunal and diplomatic support from House Jerbiton was not welcome.
Rumors were spreaded, baseless investigations were made and schemes were spun, to discredit Alejandro and his apprentice.
It all ended in a quite bigger conflict, with House Jerbiton and the knights of seneca as backer of a united force of the sahrirs and house flambeau on the one side,
and Patrizo Ragusa ex Flambeau as the leader of the "The Sociates Ad Gladios " backend by followers of House Tremere and House Bonisagus on the other side.
Both sides began a witch-hunt against the leaders of the others and within of seasons many wizard wars waged the tribunal.

There had been deaths on both sides when Patrizio declared wizard war to Alejandro and at the same time there was a declaration of the "Sociates Ad Gladius" to lay arms down, if Alejandro were able to kill Patritzio in a direct duel. Although no one believed that Alejandro could be the winner in such a duel, it was Alejandro who agreed to the offer hoping to bring peace back to the order. He gave Javier to his old friend Santiago ex Flambeau and take a leave from his friends to prepare an old ritual which he had learned from an old sufi in the city of Cordova.
Nobody knews how he prepared for this ritual but it must have been from divine or even demonic sources.
Anyway Alejandro appeared at the agreed time in a valley near the city of barcelona. He was standing still and looking seemingly happy, waiting for Patrizio to attack.
He doesn't move when Patricio hurled a wave of fire against him, burning him in an fearious attack.
It were his ashes which wave through the air and spread over Patricio who asphyxiated under the remains of his dead opponent.

Alessio Calitori Ex Jerbition
Characteristics: Int +2, Per +0, Pre +2, Com +5, Str –1, Sta +0, Dex –1, Qik +0
Size: 0
Age: 30
Decreptitude: 0
Wraping: 0 (0)
Confidence: 1 (3)
Virtues: +0 Hermetic Magus, +0 The Gift, +0 Good Teacher, +3 Gentle Gift, +1 Affinity with Mentem, +1 Skilled Parens, +1 Deft Form (Mentem), +1 Venus’ Blessing, +2 Great Communication (x2), +1 Improved Attributes
Flaws: –3 Envied Beauty, -3 Driven (Archmage), -1 Leecherous, -3 Chaotic Magic
Personality Traits: Confident +2, Hedonistic +2
Reputations: Scoundrel –2 (Venice), Dangerous Fool –2 (Hemertic)
Combat:
Dodge: Int +0, Atk n/a, Def +2, Dam n/a
Fists: Int +0, Atk +0, Def +1, Dam –1
Dagger: Int +0, Atk +2, Def +1, Dam +2
Soak: +0
Faigtue: 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 (music), Athletics 1 (grace), Awareness 2 (women), Bargain 1 (magi), Brawl 1 (dodge), Carouse 1 (games), Charm 2 (seduction), Codes of Hermes 1 (mundanes), Concentration 1 (spells), Etiquette 2 (nobility), Finesse 1 (mentem), Flemish 1 (poetry), Folk Ken 2 (nobility), Guile 1 (elaborate lies), Intrigue 1 (gossip), Italian 5 (bragging), Latin 5 (vocabulary), Leadership 1 (inspriation), Lore Italy 1 (venice), Lore Order of Hermes 1 (personalities), Magic Theory 3 (mentem), Parma Magica 1 (mentem), Penetration 1(mentem), Philosophiae 1 (ceremonial magic), Profession Scribe 1 (lab texts), Ride 1 (tricks), Teaching 1 (magi)
Arts: Cr 5, In 8, Mu 5, Pe 5, Re 7, An 0, Aq 0, Au 0, Co 5, He 0, Ig 5, Im 5, Me 15, Te 0, Vi 1
Twilight Effects and Scars: none
Magic Sigil: Charming and Elegant
Symbolic Sigil: A Torus
Equipment: Dagger, knife, tailored cloths, one or two pieces of fine jewellery (nothing gaudy)
Vis Stocks: none
Encumbrance: none
Laboratory: none
Spells Known:
MuCo5 The Incubus’s Trick: CT +10
ReCo5 Spasms of Uncontrolled Hand: CT +12
CrIg10 Fire Sparks: CT +11, Mastery 1 (Multicast)
CrIg15 Flash of Scarlet Flames: CT +11, Mastery 1 (Multicast)
InIm5 Prying Eyes: CT+13
MuIm10 Aura of Beguiling Appearance: CT+10
ReIm10 Wizard’s Sidestep: CT +12
CrMe15 Passion of Lover's Eyes: CT+20
InMe30 Betraying Whispers of the Jealous Mind: CT +24, Mastery 1 (Imperturbable)
InMe20 Pose the Silent Question: CT +23
MuMe20 The Unbidden Task: CT +20
PeMe10 Agnosia: CT +20
ReMe25 Aura of Inconseqeunce: CT +22
ReMe15 Confusion of Numbed Will: CT +22
ReMe5 Gaze of Sleep: CT +22

Description of New Spells
CrIg10 Fire Sparks:
R: Voice, D: Mom, T: Ind

This spell conjures several small sparks of fire which strike a single target for +5 damage.
(Base4, +2 Voice)

CrMe15 Passion of Lover's Eyes:
R: Eye, D: Sun, T: Ind

This spell places lustful desires in the target's mind, centered on the caster.
(Base 4, +1 Eye, +2 Sun)

ReMe5 Gaze of Sleep:
R: Eye, D: Mom, T: Ind

This spells functions exactly as The Call to Slumber but it’s range is reduced to Eye.

Appearance
Alessio is a handsome man, with dusty brown hair tied back into a simple ponytail, and clean shaven. Born in North Italy, he is slightly tanned. Given the choice, he dresses in fine cloths, and has a silver necklace bearing the cross and a simple silver ring with delicate inscriptions on it. He is somewhat slight of build, but a little taller than average, giving him a lean look about him.

Background
The young Alessio Calitori was the eldest son of a successful Genoa Merchant. His father had built his business himself and gained the privileged position of becoming the head of a company. Alessio had a very comfortable childhood. His father paid for him to have an education, and his mother schooled him in correct manners and the proper way of addressing people. By the time he was ten, he had learnt his letters, spoke prefect Italian and was praised by many.

It was during that year that a man of the courts came to his father's home. He introduced himself as Anson of Jerbition. He was very interested in Alessio. His father knew of the man’s reputation. After a night of bargaining, Alessio was told that he would be leaving for a school, where he would continue his studies. His father told him that he would be allowed to return to visit them, but he would live at the school. Alessio found the idea exciting, but still a little sad that he would be away from his mother and father.

Alessio left the next morning for Feritel, which was a little way west of Genoa. On the road, Anson spoke of what the young boy could expect. He would improve his rudimentary Latin first before moving onto greater things. When the young Alessio happily asked why would Latin help a Merchantmen, Anson told that Alessio that he would not carry on his father’s business, that greater pursuits awaited him. He fell silent for the reminder of the afternoon on the road, but when they reached Feritel, and Alessio walked within its walls, any doubts about his future washed away.

Alessio took to his new life with enthusiasm, eagerly learning new things. He was a boon to the covenant, able to happily talk with mundanes and the magi alike. Anson cultivated these talents, taking Alessio on many trips to Genoa or further afield, always to the homes of noblemen or merchants. He also developed a talent with Mentem magics, which only strengthened his talents of persuasion.

During the later years of his apprenticeship, he came known to the covenant of Rellantali, during one of his visits to Venice. As when he was only a child, older people begun discussing his value, only now instead of his parents and Anson, its was Anson and another magus, Artur of Jerbition. Eventually after many months, it was agreed that Alessio would join Rellantali after his gauntlet for Rellantali’s support in formerly recognising Ferital at Tribunal.

His gauntlet came and went. His charm and command of Mentem magic made it easy to pass. Joining Rellantali, he quickly discovered to his great delight that they were based almost entirely in Venice! This gave him ample opportunity to partake of his greatest joy, women. He quickly developed a reputation in Venice as a charming rogue. Any women his desired was his, if not through his charms, then through subtle magics. He worked his charm to gain Rellantali sponsors among the noblewomen of Venice and his sodales took the silver and ignore his methods. He spent little time studying.

Towards the end of one autumn, he managed to acquire an invitation to the masquerade winter ball of Venice. During the ball, he not only danced with the obvious Lady Zani, wife of the Doge, but also with another beautiful young women, which on returning to an upstairs room, turned out to be the Doge’s daughter, Sofia. During the winter, he had several more meetings with her, but also, to his great delight and surprise, Lady Zani developed an interest as well.

Come the new year, the Doge left for business in Constantinoples, and Alessio had many more meeting with the two Ladies. However, an unexpected change of schedule of his sodales of Rellantali required that he return to the covenant proper for a season to watch over the old buildings. Not wanting to leave without saying goodbye to both of the Lady’s of Venice, but lacking the time, he used his Mentem magics to persuade both of them to come to him together for one last night. He left in the morning while both slept.

The spring back at the covenant was boring and slow, but eventually summer dawned and Alessio returned to Venice. His first night back in Venice, he ventured down to one of the many Inns to enjoy the atmosphere of returning to the city. The following morning at the covenants townhouse, a dozen palace guards came to arrest him. He dissuaded them, before the other magi could enquire as to way they were there. Unfortunately, later that day, three dozen palace guards came in full armour to arrest him. He couldn’t get out if it, he was arrested. That night, he fled his captors, and fled the city itself. He began to make his way back to Genoa and Feritel to ask for help. He never made it. A hopfulite, Verox ex Flambeau, caught up with him only days out of Venice, quickly surrounding Alessio is a wall of white hot flame, Alessio quickly surrendered.

Little more than a month later, he was in front of a small tribunal of magi from across the tribunal. Charged with interfering with the mundanes and endangering the Order. He somehow managed to talk the tribunal out of marching him, but he was still banished from the Tribunal, and Rellantali were fined a hefty amount of vis and silver. Later Alessio discovered that his magics of the night he spent with both Lady’s of Venice lasted much longer than he intend, their infatuation with him lasting the entire month, with both of them declaring their undying love to him in front of the Doge himself. Not surprisingly, word reached him on the road that he faced execution if he ever returned to Venice.

Following his exile, he travelled through several tribunals looking for a covenant that would accept him, but it seemed that word had spread from Rome of his antics. On the road for more than a year, it slowly changed him. He lost his carefree attitude and even the embrace of a young woman wasn’t quite as sweet as it once was. He vowed that he would prove his worth to the Order, to prove that he wasn’t just an embarrassment. He would gain the rank of Archmage.

And now he travels to his hope of finding acceptance within the Order...

Bernhard filius Caecilius ex Bonisagus

Characteristics: Int +5, Per 0, Pre -1, Com +4, Str -1, Sta +1, Dex -1, Qik 0
Size: 0
Age: 29 (29), Height: 5'5'', Weight: 140 lbs, Gender: Male
Decrepitude: 0
Warping Score: 0 (0)
Confidence: 1 (3)

Virtues and Flaws:
The Gift, Secondary Insight, Book Learner (Book Quality: +3),
Great Intelligence, Student of Magic (Magic Lore: +2),
Good Teacher, Improved Characteristics, Great Communication,
Puissant Magic Theory, Hermetic Magus, Driven (Extend Magical Theory and Understanding), Favors (Durenmar Magi and Knights of the Thorn),
Deficient Technique (Perdo), Fear (snakes)

Personality Traits: Studious +2, Curious +3, oblivious +1

Combat:
Dodge: Init: +0, Attack --, Defense +0, Damage --
Fist: Init: +0, Attack -1, Defense +0, Damage -1
Kick: Init: -1, Attack -1, Defense -1, Damage +2

Soak: +1

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

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

Abilities: Artes Liberales 1 (logic), Awareness 2 (when working), Charm 2 (equals), Concentration 3 (spell casting), Folk Ken 2 (magi), Latin 4 (Hermetic technical terms), Magic Lore 4 (non-Hermetic magic), Faerie Lore 1 (faerie forests), Leadership 1 (laboratory work), Magic Theory 4 (Creo), German 2 (expansive vocabulary), Flemish 5 (educated talk), Order of Hermes Lore 2 (great discoveries), Parma Magica 2 (Mentem), Penetration 1 (Ignem), Teaching 3 (Hermetic Arts)

Arts: Cr 5, In 10, Mu 3, Pe 0, Re 3, An 0, Aq 0, Au 0, Co 5, He 0, Ig 6, Im 1, Me 6, Te 0, Vi 5

Equipment: Wizardly robes

Encumbrance: 0 (0)

Spells Known:

Piercing the Faerie Veil (InVi 20) +16
Piercing the Magical Veil (InVi 20) +16
Scales of the Magical Weight (InVi 5) +16
Sense the Nature of Vis (InVi 5) +16
Gather the Essence of the Beast (ReVi 15) +9
Frosty Breath of the Spoken Lie (InMe 20) +17
Peering into the Mortal Mind (InMe 30) +17
Pilum of Fire (CrIg 20) +12
Aura of Ennobled Presence (MuIm 10) +5
Wizard's Sidestep (ReIm 10) +5

Bernhard started with his name and his master liked the sound of it, so he ended his gauntlet with it also. He was born somewhere in the Normandy tribunal, the exact location is unrecorded and not remembered by the Magus. His parents were travelling to a new home when a group of bandits attacked killing all the travellers, leaving only the child Bernhard alive. He too would have perished, but for a Jerbiton Magus from a local Covenant stumbling upon the unfortunate waif.
The budding Gift was evident. And so the Mage removed the terrified 6 year old boy from the presense of his dead parents and from the attentions of a mundane snake that had roamed into the area. The death of his parents and his feelings toward snakes are intimitately linked to this day. Two years later, and various exchanges of favors lead the boy, now eight years old to his final destination, House Bonisagus. His extreme intelligence and communicative skills became evident at the very beginning of his tutelage. He was the envy of many a Magi. As he grew in stature and knowledge of the arcane, his inquisitive nature lead him to the study of Intelligo and a fairly diverse repertoire of forms, though nothing surpassing his talent for Intelligo.
He devoured as much knowledge about magical phenomena as possible. Becoming an avid student of such happenings.
After his gauntlet he was determined to not live out his existance in a safe established place, rather wishing to push out to the outskirts of 'civilized' mage areas. He ended up picking the his original home tribunal of Normandy mainly as a whim, and after a little research(very little if the truth be told) and some drunken conversations with a certain Tytalus he settled on the covenant of Novus Mane as his destination. The Tytalus was named Reginald and a member of the Cabal of the Lance. Favors were exchanged and he set out to discovered the mysteries of the Magical world.

please delete

A veeery quick glance.

Not that you can't by the rules, but must you really take so extreme stats?

INT +3
PER +3
STA +3

STR -3
DEX -3
QUi -3

Not only does this strike me as almost pure min-maxing (although I'd shift Perception and Quickness for fast-casting...), it tends to stretch the bounds of my credulity (On the one side, he's a monster. On the other, he's pathetic), especially as you've made no mention on how your character, while being very bright, perceptive and endurant, among the best of the order, is also incredibly slow, weak and clumsy (But still beautiful, of course ^_^).
You might want to try to "sell" it, make him more believable than the frankenstein monster he appears to be.

Please, don't take it wrongly, this is something we've all done to an extand or another, but we're supposed to be a little better now...

please delete