Character sheets

: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

I agree with Fixer. However feel free to go ahead. I GUARANTEE however that in a plot I SG you will have to use the attributes you have taken as dump stats for important things , this goes along with my opinion that a flaw which is not a flaw is worth nothing. In particular I find the extreme stamina/strnegth combo to be pushing the envelope .
You want to be about as strong as an 8 year old, so plan on carrying nothing of any weight. Plan on dropping and tripping over everything . yet as tough as heavy weight boxer or olympic marathon runner. OK , however be warned these limitations will be ruthlessly exploited at any oppertunity

I'm not sure you add up correctly

INT +3 6pts
PER +3 6pts
STA +3 6pts
PRE +2(+1 from sidhe blood) 1 pt
COM +5(Great Com x2) - Inspirational- 6 pts

total = 25

STR -3 6pts
DEX -3 6pts
QUi -3 6pts

total -18

Difference =7

please delete.

@Jebrick: He's right about the stats.

... Which is why you have skills :wink:

Statistics are much more akin to your fixed, genetic potential, which is why there's no way in-game (aside from magic) to increase them: If you train in order to run a longer time, if you swim each day for hours, you won't increase your stamina, you'll increase your Athletics and Swim skills. If you read a lot, you won't get more intelligent, but will increase your AL, Philosophiae, Lore skill or whatever.

Even then.
I've avoided sports most of my life, and am pretty bookish.
Does that means I've got the strength and coordination of a 8-year-old, with the intelligence of a bright scientist? Nope. I suspect that we're quite a bunch here with the same character build :wink:

What your stats convey is not the result of sitting reading about magic all day (which would convey, for example, a high MT score).
This is a character who is naturally very bright, really perceptive, awesome with words, tough and with an iron will... but also naturally and profundly clumsy, terribly weak and as slow as you can get.
I'd expect such dump stats from someone who was little fed, perhaps beaten, during his first 15-20 years (aside from the Stamina, which doesn't fit).

And I understand Xavi's POV pretty well.
But I also understand this: Aside from (sometimes!!!) quickness, these are disabilities that can easily be overcome with magic in-game, which is why they are easy dump stats. No one will make you roll for all the little problems that plague this character's life, only for the important ones, which you can magic out.

This is pretty extreme, such stats define a character as much as virtues/flaws, yet you didn't even try to explain them or write them into you character, which would have helped to swallow the pill and to suspend disbelief. As it is, I only see optimisation.
Not that you can't go with this.
20 years ago, this wouldn't have bothered me in the least. It's just that, as I grow older, I tend more and more to shy away from it, especially when it isn't woven into a character and backstory, as it breaks my suspension of disbelief.

So please, could you at least try to convey both his Captain Americanitude and his Mr Beanitude in his story and description?

I am sorry, I am really not in the mood to staying arguing about Character sheet and as I see it is not leading nowhere it is only upsetting me and bothering a little some of the peopple in here, I don't wanna cause trouble in a project that is already working very well. So since I don't fit in, i take my leave.

I wish a very good game and please also delete this mensage, since it will be here just as a spam.

thanks anyway and gl hf

O_o

I think you missed that

I'm not asking you to convince me or anyone else, and I didn't see any clear opposition in any of the other players. Just disbelief.

Thus, I'm saying "If you really want to, go with it, but at least make both his awesomeness and his badness appear in what you wrote about him".
Give some flesh to these numbers, make us believe in him.

Is this so difficult? To add some phrases here and there about his malnourishments and beatings during infancy? About how he was an awesomely bright lad, left in a husk of a body, with frail limbs contrasting to the vigor of his intellect?

And if you don't feel like it, it's not very difficult to simply shift some number around, and/or to take Improved Characteristics. No?