Grogs of New Atlantis

This is a thread to post the grogs of New Atlantis.

[size=150]Aidan[/size]

Role: personal servant to Magnus

Background
Even as a child, Aidan saw things that weren't there. When he was a young boy, things got out of hand and he was in line to be killed as a witch. Magnus stepped in that day and rescued the boy, taking him under his wing and bringing him to the covenant to eventually serve as his personal servant.

Size: 0
Age: 25
Decrepitude: 0(0)
Warping: 0(0)

Characteristics

[tableborder][tr][th]Characteristic[/th] [th]Score[/th][/tr]
[tr][td][center]Int[/center][/td] [td][center]+2[/center][/td][/tr]
[tr][td][center]Per[/center][/td] [td][center]+1[/center][/td][/tr]
[tr][td][center]Str[/center][/td] [td][center]+1[/center][/td][/tr]
[tr][td][center]Sta[/center][/td] [td][center]+1[/center][/td][/tr]
[tr][td][center]Pre[/center][/td] [td][center]+0[/center][/td][/tr]
[tr][td][center]Com[/center][/td] [td][center]+0[/center][/td][/tr]
[tr][td][center]Dex[/center][/td] [td][center]+1[/center][/td][/tr]
[tr][td][center]Qik[/center][/td] [td][center]+0[/center][/td][/tr][/tableborder]

Virtues
Educated
Second Sight
Unaffected by the Gift

Flaws
Busybody
Covenant Upbringing
Small Frame

[size=150]ABILITIES[/size]

[tableborder][tr][th][left]Ability[/left][/th] [th]Value[/th] [th][left]Specialty[/left][/th] [th]XP[/th][/tr]
[tr][td]Animal Handling[/td] [td][center]1[/center][/td] [td]horses[/td] [td][center]5[/center][/td][/tr]
[tr][td]Area Lore: Glen Airgead[/td] [td][center]2[/center][/td] [td]people[/td] [td][center]0 (+15)[/center][/td][/tr]
[tr][td]Area Lore: Northern Scotland[/td] [td][center]1[/center][/td] [td]people[/td] [td][center]5[/center][/td][/tr]
[tr][td]Artes Liberales (Greek and Latin)[/td] [td][center]2[/center][/td] [td]rhetoric[/td] [td][center]15[/center][/td][/tr]
[tr][td]Athletics[/td] [td][center]2[/center][/td] [td]running[/td] [td][center]15[/center][/td][/tr]
[tr][td]Awareness[/td] [td][center]3[/center][/td] [td]alertness[/td] [td][center]30[/center][/td][/tr]
[tr][td]Bargain[/td] [td][center]2[/center][/td] [td]food and lodging[/td] [td][center]15[/center][/td][/tr]
[tr][td]Brawl[/td] [td][center]2[/center][/td] [td]dodge[/td] [td][center]15[/center][/td][/tr]
[tr][td]Charm[/td] [td][center]2[/center][/td] [td]looking innocent[/td] [td][center]15[/center][/td][/tr]
[tr][td]Concentration[/td] [td][center]1[/center][/td] [td]drudgery[/td] [td][center]5[/center][/td][/tr]
[tr][td]Dead Language: Latin[/td] [td][center]5[/center][/td] [td]hermetic usage[/td] [td][center]50[/center][/td][/tr]
[tr][td]Etiquette[/td] [td][center]3[/center][/td] [td]magi[/td] [td][center]30[/center][/td][/tr]
[tr][td]Folk Ken[/td] [td][center]3[/center][/td] [td]coven folk[/td] [td][center]30[/center][/td][/tr]
[tr][td]Guile[/td] [td][center]1[/center][/td] [td]lying to authority[/td] [td][center]5[/center][/td][/tr]
[tr][td]Intrigue[/td] [td][center]2[/center][/td] [td]gossip[/td] [td][center]15[/center][/td][/tr]
[tr][td]Leadership[/td] [td][center]1[/center][/td] [td]grogs[/td] [td][center]5[/center][/td][/tr]
[tr][td]Living Language: Gaelic[/td] [td][center]5[/center][/td] [td]expansive vocabulary[/td] [td][center]0 + (75)[/center][/td][/tr]
[tr][td]Music[/td] [td][center]3[/center][/td] [td]dulcimer[/td] [td][center]30[/center][/td][/tr]
[tr][td]Order of Hermes Lore[/td] [td][center]2[/center][/td] [td]grogs[/td] [td][center]15[/center][/td][/tr]
[tr][td]Philosophiae[/td] [td][center]1[/center][/td] [td]natural philosophy[/td] [td][center]5[/center][/td][/tr]
[tr][td]Profession: scribe[/td] [td][center]2[/center][/td] [td]copying books[/td] [td][center]15[/center][/td][/tr]
[tr][td]Profession: valet[/td] [td][center]4[/center][/td] [td]Magnus' needs[/td] [td][center]50[/center][/td][/tr]
[tr][td]Second Sight[/td] [td][center]3[/center][/td] [td]seeing invisible[/td] [td][center]25 (+5)[/center][/td][/tr]
[tr][td]Stealth[/td] [td][center]1[/center][/td] [td]sneaking[/td] [td][center]5[/center][/td][/tr]
[tr][td]Swim[/td] [td][center]1[/center][/td] [td]staying afloat[/td] [td][center]5[/center][/td][/tr][/tableborder]

A few for Constantine, from the grogs dev thread:

Tearlach MacEwen
Role: Constantine's Shield Grog,
Background: Lived, worked, and adventured with Constantine in his previous covenant and agreed to follow him onward. His failing is a belief that he'll always pull through, which makes him a little eager.

Characteristics: Int -1, Per 0, Pre 0, Com -2, Str +2, Sta +3, Dex +1, Qik +1 Size: +1 Age: 23 (23), Gender: Male
Virtues and Flaws: Covenfolk (0), Large (1), Tough (Soak: +3)(1), Warrior (50/50)(1), Overconfident (-1), Uncontrollable Strength (-1), Incomprehensible (-1)
Personality Traits: Brave +3, Loyal +2, Subtle -2
Abilities: Animal Handling 1, Area Lore: Area 2, Athletics 3 (running), Awareness 4 (in combat), Bows 2 (Bow, Short), Brawl 3 (Dodge), Carouse 3 (drinking), Charm 3, Folk Ken 3 (magi), Gaelic 5, Great Weapon 2 (Staff), Guile 1 (lying to magi), Hunt 2, Single Weapon 5 (Shield, Heater), Survival 1 (the coast), Thrown Weapon 2 (Axe)

Drummond the Bruce
Role: Constantine's Servant
Background: A gentle and quiet man who could not complete his Monk training. Befriended by Constantine during a visit to his last monastery Drummond took the oppotunity offered by the magus to live among the coven-folk. He has found his new life complex but also rewarding, and has recently started learning to teach.

Characteristics: Int 0, Per +2, Pre 0, Com +1, Str 0, Sta 0, Dex 0, Qik 0 Size: 0 Age: 40 (40), Gender: Male
Virtues and Flaws: Unaffected by The Gift, Unaging, Intuition, Weak Characteristics: -3, Compassionate, Failed Monk [Gender: Monk]
Reputations: Failed Monk (The Church and local area) 2
Abilities: Area Lore: Scottland 4, Artes Liberales 2, Autocrat 2, Bargain 3, Brawl 1, Charm 2, Chirurgy 2, Civil and Canon Law 2, English 4, Etiquette 4, Folk Ken 3, Gaelic 5, Guile 2, Intrigue 2, Latin 5, Leadership 2, Legerdemain 1, Philosophiae 2, Scribe 4, Steward 5, Teaching 2

Aging rolls:

  • Based upon age with -1 bonus for reasonable living conditions because of good covenant environment.
  • 35: 6+3 for age, -1 for living mod = 8 = normal aging,
  • 36-39: rolls 6,6,2,2 = 8,8,4,4 = normal aging,
  • 40:roll 2 = 4 = normal aging

Jonat Nyn Nele
Role: Constantine's Lab Assistant
Background: Found by Constantine living in abject squalor at a very young age, Jonat was identified by Constantine as having a sharp mind but lacking the gift. Instead she was heavily educated in matters relating to magic, and now helps scribe, copy texts, and prepare for experimentation.

Characteristics: Int +2, Per +1, Pre 0, Com +2, Str -1, Sta 0, Dex +1, Qik 0 Size: 0 Age: 25 (25), Gender: Female
Virtues and Flaws: Covenfolk, Educated (50/50), Arcane Lore (50/50), Puissant Scribe, Covenant Upbringing, Ability Block (Athletic), No Sense of Direction
Abilities: Area Lore: Scottland 3, Artes Liberales 2, Concentration 2, Dominion Lore 1, Etiquette 1, Faerie Lore 1, Finesse 2, Folk Ken 2, Infernal Lore 2, Irish 1, Language: Gaelic 5, Latin 5, Leadership 2, Magic Lore 1, Magic Theory 3 (Assisting), Medicine 1, Organization Lore: Order of Hermes 4, Scribe 5+2, Steward 2, Teaching 4

Tearlach is shy two points of Flaws. Overconfident can only be minor, since grogs can't take Major Flaws.

He also needs Aging Checks from 35

[size=150]Kendric Sinclair[/size]

Role: Lab assistant to Magnus
Background: Kendric was a village healer and wise man when Magnus found him. He tended the villagers' ills and told fortunes on the side. But in him Magnus found a clever person who might understand the ways of the lab. A lab accident in his early years left Kendric unaging and stuck looking his age at the accident - 28.

Characteristics: Int +2, Per +1, Pre 0, Com +2, Str -1, Sta +1, Dex +1, Qik -1
Age: 40 (28), Height: 5'8'', Weight: 150 lbs, Gender: Male
Decrepitude: 0 (2)
Warping Score: 0 (0)
Virtues and Flaws: Educated (50/50), Unaging, Wise One (Arcane), Compassionate, Lame (Penalty: -6 on moving quickly and agility, -3 Dodge and -1 combat), Visions
Personality Traits: Compassionate +3, Loyal +2, Inquisitive +2

Abilities: Animal Handling 2 (sheep), Area Lore 0 (personalities), Artes Liberales (logic) 1, Awareness 2 (alertness), Bargain 2 (lab materials/equipment), Brawl 2 (Dodge), Charm 2 (putting people at ease), Chirurgy 5 (treating injury), Concentration 2 (in the lab), Dominion Lore 1 (saints), Etiquette 2 (magi), Faerie Lore 1 (specific types of faeries), Folk Ken 2 (magi), Gaelic 5 (extensive vocabulary), Infernal Lore 1 (undead), Intrigue 1 (gossip), Lab Assistant 4 (Magnus' needs), Latin 4, Leadership 1 (grogs), Magic Lore 2 (creatures), Magic Theory 2 (understanding magi), Medicine 5 (treating disease), Order of Hermes Lore 2 (history), Philosophiae 2 (natural philosophy), Ride 2 (speed), Scribe 4 (copying), Stealth 2 (sneak), Survival 2 (woodlands), Swim 2 (long distances), Teaching 4 (one-on-one)

Aging Checks
35: Aging check: 1D10+3 = [9]+3 = 12; 1 AP
36: Aging check: 1D10+3 = [3]+3 = 6; no APs
37: Aging check: 1D10+3 = [3]+3 = 6; no APs
38: Aging check: 1D10+3 = [5]+3 = 8; no APs
39: Aging check: 1D10+3 = [8]+3 = 11; 1 AP
40: Aging check: 1D10+3 = [6]+3 = 9; no APs

Tearlach - Changed to: Overconfident (-1), Dutybound: Selfless Shieldgrog (-1), Incomprehensible (-1).
Drummond - He has the Unaging virtue. But I added some aging checks added to the post, no disasters/effects apart from normal aging.

Sorry to be so difficult, but Overconfident and Dutybound are both personality Flaws, and grogs can't have more than one personality Flaw.

Hmm, I thought that too initially but it gets touch to find a flaw to represent them. How about Ability Block: Logic (general flaw -1), which should go well with incomprehensible?

I feel your pain. Getting that third grog Flaw is always tough for me too.

Ability Block (logic) is a valid Flaw, but not for Tearlach. Ability Block (logic) would rule out Artes Liberales, Philosophiae, any Law, Medicine, and Theology, all abilities that Tearlach already can't take, since he doesn't have Educated or a similar Virtue.

Though I suppose that raises a good question about grogs and Abilities. Do the limitations about what grogs can take vis a vis Arcane, Academic, and Martial abilities only apply to character generation, or do they pass through to further development?

I think the guideline of "that's not really a flaw for that character" should be used. So fair point.
I'll have a link about Uncontrollable Strength as he's large. Might be a better choice.

withdrawn at troupe request

I'm not sure if I want magical grogs. And this one seems awfully min-maxed to be a Finesse teach-bot that dodges around he limitation that grogs only get three Virtues and have an upper limit on ability scores.

I'd say no to magical grogs personally. While Ars isn't exactly focused on balance Magical Companions/Grogs are particularly out of whack. I'm not so worried about magical companions, but Grogs just seem a touch to far. On that note: Grogs. Seven of them! They have little decorum.

[strike]Role: Armor-smith, Drill Master
Name: Gardar Smith
Age: 35
Traits: Glutton+3, Cruel+1, Loyal+3
Characteristics: Int+0 Com+1 Per+0 Pre-2 Str+2, Dex+2, Qik+0 Sta+2
Virtues: Educated, Warrior, Good Teacher
Flaws: Raised in the Gutter, Greedy, Obese
Abilities: West Nordic 5, Latin 5, Area Lore: North of the Rhine 3, Brawl 3 (Knives), Artes Liberales 1 (Astrology), Bargain 2, Craft: Armorsmith 6 (Plate), Single Weapon 6 (Long Swords), Bows 6 (Longbows) Teaching 4 (Large Groups), Leadership 3 (Assistants), Carouse 3 (Holding Drink), Awareness 4 (Sprints), Swim 4 (Cold Water), Survival 2 (Winter)
Life Story: Gardar is a former shield Grog of Artemis, who has recently retired from fieldwork. He let himself go out of shape at an alarming rate and is usually snacking while he works. Depending on covenant need he now works a forge or trains new recruits. He's not particularly nice to his students, but he says it helps them learn.

Artemis's Guard: This group of grogs has adventured with Artemis for a while. Its members change overtime, and right now this is essentially the “second generation”. They've loosely organized roles, and have roughly similar training. They might not be able to go toe to toe with a band of knights, but that's what magi are for. They help Artemis “hide” her Gift, scare bandits or muggers and rough up people who need it.

They're used to Artemis's Gift, but are only partially acclimated to the Gift in general. Essentially they don't see ill-will or maliciousness but more naivety and incompetence. They're also a bit bitter about how magi can blow up whole armies.

Role: Battle Seer
Name: Vilja
Age: 21
Traits: Brave+2 Loyal+2 Bloodlust+2
Characteristics: Int-1 Com+1 Pre+1 Per+1 Str+2 Qik+1 Sta+1 Dex+0
Virtues:: Educated, Premonitions, Warrior
Flaws: Covenant Upbringing, Raised in the Gutter, Fragile Constitution
Abilities: West Nordic 5 (Under Pressure), Area Lore: North of the Rhine 2 (Hunting Spots), Athletics 2 (In snow), Folk Ken 2 (Danger), Brawl 4 (Knives), Latin 4 (Under Pressure), Artes Liberales 1 (Geometry) Craft: Arrows 5 (Scavenged Materials), Bows 5 (Bow, Long) Single Weapon 4 (Longsword) Leadership 2 (Archery Groups), Swim 2 (Cold Water), Premonitions 5 (Human Threats) Hunting 2 (In Snow)
Life Story: Artemis's Branch House has always placed significant value on magical senses. When Vilja started having Premonitions of danger she was quickly assigned to a squad to train with them. She was eventually assigned to Artemis's guard. She supports using volleys of arrows to solve more problems then she probably should. She's a good friend of Talia.

Role: Squad Leader
Name: Grey Blood
Age: 25
Traits: Brave-1 Loyal+2
Characteristics: Pres+1 Int+0 Com+2 Per-2 Str+2 Qik+2 Sta+0 Dex+0
Virtues:Educated, Affinity for Leadership, Good Teacher
Flaws: Branded Criminal, Raised in the Gutter, Lecherous
Abilities: West Nordic 5,
Life Story: West Nordic 5 (Battle Cries), Awareness 1 (Humans), Swim 1 (Rivers), Survival 1 (Forests), Area Lore: Mythic Europe 3 (Dens of Sin), Brawl 4 (Knives), Single Weapon 4 (Longsword), Bows 4 (Longbow), Leadership 8 (Trained Grogs), Teaching 4 (Martial), Latin 4 (Giving Orders), Artes Lib 1 (Geometry), Charm 5 (Women),

Grey Blood is a former raider. He grew up being communally raised by a group of transient raiders slash mercenaries. Ironically, he was branded for mouthing off to a merchant. His talents pushed him to leading others, but his personality kept him from rising too far. Eventually as he matured the desire to settle took hold and Artemis needed a new officer for her squad. He's the type to lead from the rear.

Role: Medic
Name: Talia Snow
Age: 20
Traits: Cheery+3
Characteristics: Per+2 Int+1 Com+0 Prs+1 Str+2 Qik-1 Dex+0 Sta+0
Virtues: Educated, Warrior, Second Sight
Flaws: Carefree, Raised in the Gutter, Fragile Constitution
Abilities: West Nordic 5 (Insults), Survival 3 (The Cold), Athletics 2 (Snow), Bow 5 (Longbow), Single Weapon 3 (Longsword), Chirurgy 5 (Battle Wounds), Awareness 3 (Animals), Brawl 3 (Knives), Charm 2 (Patients), Guile 2 (Patients), Folk Ken 2 (Liars), Artes Liberales 2 (Geometry) Latin 4 (Church Usage), Second Sight 4 (Ghosts), Carousing 1 (Holding Her Wine)
Life Story: Talia is the medic of the squad. She started when she was a young teen. Originally assigned because she could see spirits and similar things. Being a medic was only a secondary role. As she worked with the squad she picked up their habits, got better at treating wounds and learned usage of weapons. She is surprisingly cheerful for her line of work, both the killing and the saving. She's a good friend of Vilja.

Role: Team Weapon-smith
Name: Ragnar the Red
Age: 21
Traits: Sarcastic+2
Characteristics: Int-1 Com-1 Pre+1 Per+0 Str+2 Dex+2 Qik+1 Sta+1
Virtues: Turb Trained, Educated
Flaws: Covenant Upbringing, Unspecialized
Abilities: West Nordic 5, Awareness 3, Brawl 2, Charm 2, Carouse 2, Craft: Weaponsmith 5 (swords), Folk Ken 2, Bows 4, Single Weapon 4, Latin 4, Area Lore: North of the Rhine 3, Stealth 2, Athletics 1, Artes Liberales 2, Medicine 3, Teaching 1
Life Story: Ragnar is the only member of the squad that doesn't make inappropriate comments, swear constantly or make rude jokes. He's also used the mundane library far more than any other members of the group. He has defaulted to a large amount of sarcasm to cope. He gets some friendly barbs from the rest of the group, but you can never be too mean to the guy who keeps your weapons in shape.

Role: The Armor-smith
Name: Richard the Drunk
Age: 24
Traits: Suspicious+2, Mirthless+1
Characteristics: Int +1, Com+1, Per-2, Prs+2, Str+2, Dex+1, Sta+0, Qik+1
Virtues: Baccalaureus
Flaws: Branded Criminal,
Abilities: English 5 (Academic), Latin 5 (Academic), Artes Liberales 2 (Music), Area Lore: Oxford 2 (Schools), Awareness 3 (Pranks), Brawl 4 (Daggers), Leadership 3 (Crafting), Bargain 3 (Tuition), Intrigue 3 (Academic), Charm 4 (Women), Folk Ken 3 (Women), Craft: Armorer 5 (Plate), Single Weapon 3 (Sword), Bows 4 (Longbow), Guile 1 (B.S.ing)
Life Story: Richard is not actually a drunk. Really he's only gotten drunk once in his life. When he woke up he had been exiled from Oxford with a brand on his hand. After a short career as a petty bandit, his ability to converse in Latin saved his life and got him a new job! Covenants always need more Latin speakers. The groups armor-smith was getting close to retirement from field duty and a replacement was in order. Richard got a crash course and a new nickname when the others learned how he got to this point in his life.

Role:Vanguard
Name: Valdor the Brave
Age: 16
Traits:: Brave+2, Loyal+2
Characteristics: Int+0, Com+0 Per+1 Prs+1 Str+2, Sta+1, Dex+0, Qik+1
Virtues: Warrior, Educated, Tough
Flaws: Disfigured, Raised in the Gutter, Covenant Upbringing
Abilities: West Nordic 5, Brawl 3, Athletics 3, Latin 4, Artes Liberales 1, Bow 4, Single Weapon 5, Craft: Butcher 4, Hunt 3, Survival 3, Awareness 2
Life Story: Valdor's life story is an easy one. He sees the Grogs as heroes. And adventurers and so forth. He wants to be the hero leading the charge. The rest of the group was more than happy to let take point.[/strike]

Too much xp.

And most people are satisfied with a single shield grog. :wink:

One major concern I have with these grogs is that most of them have two Personality Flaws. Grogs are only allowed one Personality Flaw.

You mean Raised in the Gutter? That's a general flaw. Although I can certainly see an argument that it really should be a personality flaw. Want me to treat it like one?

I stand corrected. I thought it was a personality flaw. No need to change.

So the grogs I made, I assumed 20xp/year, like the magi. I'm not sure why I assumed that. :blush: But its all fixed. The stats haven't come into play yet, sooo... its all good? With only 15 grogs Artemis won't be able to monopolize 6 of them for obvious reasons. But I bet they would fit in with Melia's exploration of the Faerie aura.

Role: Armor-smith, Drill Master
Name: Gardar Smith
Age: 31
Traits: Glutton+3, Cruel+1, Loyal+3
Characteristics: Int+0 Com+1 Per+0 Pre-2 Str+2, Dex+2, Qik+0 Sta+2
Virtues: Educated, Warrior, Good Teacher
Flaws: Raised in the Gutter, Greedy, Obese
Abilities: West Nordic 5, Latin 5, Area Lore: North of the Rhine 2, Brawl 3 (Knives), Artes Liberales 1 (Astrology), Bargain 2, Craft: Armorsmith 6 (Plate), Single Weapon 5 (Long Swords), Bows 4 (Longbows) Teaching 3 (Large Groups), Leadership 3 (Assistants), Carouse 3 (Holding Drink), Athletics 3 (Sprints), Swim 3 (Cold Water), Survival 2 (Winter)
Life Story: Gardar is a former shield Grog of Artemis, who has recently retired from fieldwork. He let himself go out of shape at an alarming rate and is usually snacking while he works. Depending on covenant need he now works a forge or trains new recruits. He's not particularly nice to his students, but he says it helps them learn.

Artemis's Guard: This group of grogs has adventured with Artemis for a while. Its members change overtime, and right now this is essentially the “second generation”. They've loosely organized roles, and have roughly similar training. They might not be able to go toe to toe with a band of knights, but that's what magi are for. They help Artemis “hide” her Gift, scare bandits or muggers and rough up people who need it.

They're used to Artemis's Gift, but are only partially acclimated to the Gift in general. Essentially they don't see ill-will or maliciousness but more naivety and incompetence. They're also a bit bitter about how magi can blow up whole armies.

Role: Battle Seer
Name: Vilja
Age: 21
Traits: Brave+2 Loyal+2 Bloodlust+2
Characteristics: Int-1 Com+1 Pre+1 Per+1 Str+2 Qik+1 Sta+1 Dex+0
Virtues:: Educated, Premonitions, Warrior
Flaws: Covenant Upbringing, Raised in the Gutter, Fragile Constitution
Abilities: West Nordic 5 (Under Pressure), Area Lore: North of the Rhine 2 (Hunting Spots), Athletics 2 (In snow), Folk Ken 2 (Danger), Brawl 3 (Knives), Latin 4 (Under Pressure), Artes Liberales 1 (Geometry) Craft: Arrows 5 (Scavenged Materials), Bows 5 (Bow, Long) Single Weapon 4 (Longsword), Swim 1 (Cold Water), Premonitions 4 (Human Threats) Hunting 1 (In Snow) Carouse 1 (Holding Drink)
Life Story: Artemis's Branch House has always placed significant value on magical senses. When Vilja started having Premonitions of danger she was quickly assigned to a squad to train with them. She was eventually assigned to Artemis's guard. She supports using volleys of arrows to solve more problems then she probably should. She's a good friend of Talia.

Role: Squad Leader
Name: Grey Blood
Age: 24
Traits: Brave-1 Loyal+2
Characteristics: Pres+1 Int+0 Com+2 Per-2 Str+2 Qik+2 Sta+0 Dex+0
Virtues:Educated, Affinity for Leadership, Good Teacher
Flaws: Branded Criminal, Raised in the Gutter, Lecherous
Abilities: West Nordic 5,
Life Story: West Nordic 5 (Battle Cries), Awareness 1 (Humans), Swim 1 (Rivers), Survival 1 (Forests), Area Lore: Mythic Europe 2 (Dens of Sin), Brawl 3 (Knives), Single Weapon 4 (Longsword), Bows 4 (Longbow), Leadership 7 (Trained Grogs) [150xp], Teaching 4 (Martial), Latin 4 (Giving Orders), Artes Lib 1 (Geometry), Charm 2 (Women),

Grey Blood is a former raider. He grew up being communally raised by a group of transient raiders slash mercenaries. Ironically, he was branded for mouthing off to a merchant. His talents pushed him to leading others, but his personality kept him from rising too far. Eventually as he matured the desire to settle took hold and Artemis needed a new officer for her squad. He's the type to lead from the rear.

Role: Medic
Name: Talia Snow
Age: 20
Traits: Cheery+3
Characteristics: Per+2 Int+1 Com+0 Prs+1 Str+2 Qik-1 Dex+0 Sta+0
Virtues: Educated, Warrior, Second Sight
Flaws: Carefree, Raised in the Gutter, Fragile Constitution
Abilities: West Nordic 5 (Insults), Survival 2 (The Cold), Athletics 2 (Snow), Bow 4 (Longbow), Single Weapon 3 (Longsword), Chirurgy 5 (Battle Wounds), Awareness 2 (Animals), Brawl 3 (Knives), Charm 2 (Patients), Guile 2 (Patients), Folk Ken 2 (Liars), Artes Liberales 2 (Geometry) Latin 4 (Church Usage), Second Sight 3 (Ghosts), Carousing 1 (Holding Her Wine)
Life Story: Talia is the medic of the squad. She started when she was a young teen. Originally assigned because she could see spirits and similar things. Being a medic was only a secondary role. As she worked with the squad she picked up their habits, got better at treating wounds and learned usage of weapons. She is surprisingly cheerful for her line of work, both the killing and the saving. She's a good friend of Vilja.

Role: Team Weapon-smith
Name: Ragnar the Red
Age: 23
Traits: Sarcastic+2
Characteristics: Int-1 Com-1 Pre+1 Per+0 Str+2 Dex+2 Qik+1 Sta+1
Virtues: Turb Trained, Educated
Flaws: Covenant Upbringing, Unspecialized
Abilities: West Nordic 5, Awareness 3, Brawl 2, Charm 2, Craft: Weaponsmith 5, Folk Ken 2, Bows 4, Single Weapon 4, Latin 4, Area Lore: North of the Rhine 2, Athletics 2, Artes Liberales 1, Medicine 3,
Life Story: Ragnar is the only member of the squad that doesn't make inappropriate comments, swear constantly or make rude jokes. He's also used the mundane library far more than any other members of the group. He has defaulted to a large amount of sarcasm to cope. He gets some friendly barbs from the rest of the group, but you can never be too mean to the guy who keeps your weapons in shape.

Role: The Armor-smith
Name: Richard the Drunk
Age: 23
Traits: Suspicious+2, Mirthless+1
Characteristics: Int +1, Com+1, Per-2, Prs+2, Str+2, Dex+1, Sta+0, Qik+1
Virtues: Baccalaureus
Flaws: Branded Criminal,
Abilities: English 5 (Academic), Latin 5 (Academic), Artes Liberales 2 (Music), Area Lore: Oxford 2 (Schools), Awareness 2 (Pranks), Brawl 3 (Daggers), Leadership 3 (Crafting), Bargain 2 (Tuition), Intrigue 2 (Academic), Charm 2 (Women), Folk Ken 2 (Women), Craft: Armorer 5 (Plate), Single Weapon 3 (Sword), Bows 4 (Longbow), Guile 1 (B.S.ing), Athletics 1 (Sprinting)
Life Story: Richard is not actually a drunk. Really he's only gotten drunk once in his life. When he woke up he had been exiled from Oxford with a brand on his hand. After a short career as a petty bandit, his ability to converse in Latin saved his life and got him a new job! Covenants always need more Latin speakers. The groups armor-smith was getting close to retirement from field duty and a replacement was in order. Richard got a crash course and a new nickname when the others learned how he got to this point in his life.

Role:Vanguard
Name: Valdor the Brave
Age: 17
Traits:: Brave+2, Loyal+2
Characteristics: Int+0, Com+0 Per+1 Prs+1 Str+2, Sta+1, Dex+0, Qik+1
Virtues: Warrior, Educated, Tough
Flaws: Disfigured, Raised in the Gutter, Covenant Upbringing
Abilities: West Nordic 5, Brawl 3, Athletics 2, Latin 4, Artes Liberales 1, Bow 4, Single Weapon 5, Craft: Butcher 4, Hunt 1, Survival 3, Awareness 2
Life Story: Valdor's life story is an easy one. He sees the Grogs as heroes. And adventurers and so forth. He wants to be the hero leading the charge. The rest of the group was more than happy to let take point.
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