I'm in on all that. Happy to have Jack more of a sergeant. I'll make the adjustments to the character sheet later today.
Do we have a Wiki where we are housing Grog character sheets? Not sure it warrants a whole thread.
I'm in on all that. Happy to have Jack more of a sergeant. I'll make the adjustments to the character sheet later today.
Do we have a Wiki where we are housing Grog character sheets? Not sure it warrants a whole thread.
One thread for shield grogs is good. The first post is wikified so you can edit Jack thereinto (is that a word?).
One post per grog, I think.
Jack does not have to have leadership, it suffices if Iago the Welsh has it, but then it makes sense if the one played the most has ...
I am tempted to say that Iago the Welsh has exactly the same charactersheet as Jack the Saxon, just swapping the two languages and replacing fishing with farming.
Rough draft , still incomplete.
Concept: A Pralician specialized in Perdo magic.
Summary Background: Born in a hedge tradition of England, his family was murdered by the Diedne while he was still young.
Virtues:
Flaws:
Have you thought about his apprenticeship and where they have been after the family was killed? I suppose he could have been trained at Cad Gadu, which has kept largely out of harms way.
There is one hedge tradition introduced in the saga already, namely nomadic druids, similar to folk witches but they have a custom telepathy power and forest lore, instead of shapeshifting and one other canon witch power. Turold companion is an unGifted member of the tradition and could be a potential link, as distant cousin or something. These druid are likely ancient enemies of the Diedne too. Just an idea. I don't recommend either way.
Like I said in Discord, Highly recommend Flawless Magic for spell mastery sweetness. Also, Inoffensive to Magical Beings and Alluring to Magical Beings is a good combo for hanging with the Hedgies.
Obviously, you do you but you will get a lot more from being able to fast cast formulaic PeVi counterspells and apply the Unraveling mastery than you will from sponting those same spells.
The concept is now less focused in counterspelling in combat, and more interacting with hedge traditions to convince them to join the Order. So the Gentle Gift will make it much easier to interact with non-magi.
After a short period of initial training, partly at the now-destroyed covenant of Roma Nova and partly at Cad Gadu, his master spent several years in Pomenaria investigating the hedge traditions there, including shapeshifters. It is only once his apprenticeship was finished that my magus chose to travel back to England and join the fight against the Diedne.
If they are part of a hedge tradition they will likely be magically-aligned beings, all you need is a magically-aligned supernatural virtue or ability and the cheaper Inoffensive to Magical Beings will do you fine.
If you aren't interested in counterspelling in combat then I'm not sure the point of Fast Caster and some of your other choices or even the purpose of counterspell specialist.
A more advanced version, at the time of his Gauntlet
Age: 24
Characteristics: Int +1, Per +4, Str 0, Sta +1, Pre -1, Com 0, Dex 0, Qik +2
Virtues: The Gift, Hermetic Magus, Gentle Gift, Comprehend Magic (free), Minor Magical Focus (Exotic Magic) (free), Fast Caster, Quiet Magic, Skilled Parens, Well-Travelled, Great Characteristic (Perception), Improved Characteristics
Flaws: Weak Magic Resistance (any spellcaster not analyzed using Comprehend Magic) (free), Deficient Technique (Creo), Ambitious (major), Hedge Wizard, Hatred (Diedne), Lesser Malediction (arriving late), Visions
Abilities: Animal Handling (oxen) 1, Area Lore: England (East Anglia) 2, Area Lore: Rhine (Pomenaria) 1, Artes Liberales (astronomy) 1, Athletics (jumping) 1, Awareness (alertness) 2, Bargain (joining the Order) 2, Brawl (dodging) 2, Charm (first impressions) 1, Code of Hermes (apprentices) 2, Commprehend Magic (Supernatural Virtues) 4, Concentration (spell) 1, Faerie Lore (faerie forests) 1, Folk Ken (peasants) 2, Language/native: English (East Anglian) 5, Language: Latin (Hermetic usage) 4, Language: Brythonic (Welsh) 3, Language: Low German (Pomenarian) 2, Magic Lore (magical traditions) 2, Magic Theory (Perdo) 3, Organisation Lore: Order of Hermes (House Ex Miscellanea) 2, Parma Magica (Corpus) 1, Profession: Merchant (peddler) 2, Stealth (sneak) 1
Magical Arts: In 3, Pe 10, Re 3, Aq 3, Co 3, Im 4, Vi 8
Spells: Veil of Invisibility (PeIm 20), The Witch Reborn (PeVi gen/20), Wind of Mundane Silence (PeVi gen/25), Parching Wind (PeAq 20), Unravelling the Fabric of Imaginem (PeVi gen/15), Pit of the Gaping Earth (PeTe 15), Fist of Shattering (PeTe 10), Intuition of the Forest (InHe 10), Cloak of the Duck's Feathers (ReAq 5), Circle of Beast Warding* (ReAn 5), Touch of the Goose Feather (PeCo 5)
Spell Masteries: Wind of Mundane Silence 1 (Unravelling), Touch of the Goose Feather 1 (Fast Casting)
Not so much that I'm not interested in it, rather than not focused on it at the time of his Gauntlet. Having Fast Caster sets to table to allow him to develop that capacity. He'll just have to master each spell specifically. As you can see from my advanced draft just above, not all his spells will benefit from spell mastery.
I see him as moving easily amongst mundanes to gather information (such as about local hedge traditions), so Gentle Gift is essential for that. Inoffensive with Magical Being won't cut it for that purpose.
Name : Sionag ex-Miscellenae, lignage Pharmacopean
Age : 25 years old (5 years post gauntlet)
characteristics : intelligence : 2, perception : 1, strength : -1, stamina : 1, presence : 0, communication : 2, dexterity : 2, quickness : -2
Virtues | ||
---|---|---|
The Gift | free | |
Hermetic magi | free | |
Mythic herbalism | house | |
Root-Cutter | house | |
Minor magical focus : healing | minor | |
Puissant Corpus | minor | |
Greater purifying touch : gangrene | major | |
puissant chirurgy | minor | |
puissant medecine | minor | |
Greater immunity : iron | major |
Flaws | ||
---|---|---|
Deficient technique (perdo) | house | |
reckless | minor, P | |
weak magic | minor, H | |
Noncombattant | minor, P | |
small frame | minor, G | |
Restriction : dirty hands | Major, H | |
Pagan | Major,S |
Abilities | |||
---|---|---|---|
XP | Abilities | Specialty | Score |
5 | Awareness | during healing | 1 |
15 | Parma Magica | Corpus | 2 |
15 | Artes Liberales | medecine | 2 |
15 | Philosophiae | natural | 2 |
5 | Concentration | spell casting | 1 |
30 | Magic Theory | corpus | 3 |
15 | Profession Apothicaire | treating disease | 2 |
50 | Latin | Hermetic usage | 4 |
75 | Native language | Medical vocabulary | 5 |
5 | Area lore | Medical plants | 1 |
5 | Etiquette | Magi | 1 |
15 | Folk Ken | Wounded people | 2 |
15 | charm | first impression | 2 |
5 | Athletics | running | 1 |
5 | Survival | forest | 1 |
15 | Medecine | physician | 2(+2) |
30 | chirurgy | magical wounds | 3(+2) |
35 | mythic herbalism | healing wounds | 3 |
Arts | ||
---|---|---|
XP | Abilities | Score |
33 | Creo | 7 |
15 | Intellego | 5 |
21 | Muto | 6 |
0 | Perdo | 0 |
15 | Rego | 5 |
0 | Animal | 0 |
0 | Aquam | 0 |
0 | Auram | 0 |
28 | Corpus | 7(+3) |
28 | Herbam | 7 |
0 | Ignem | 0 |
0 | Imaginem | 0 |
0 | Mentem | 0 |
0 | Terram | 0 |
15 | Vim | 5 |
Spells
Spell Name | Arts | Level |
---|---|---|
bind wound | CrCo | 10 |
circle of recovery | CrCo | 20 |
the chirurgeon's healing touch | CrCo | 20 |
Revealed flaws of mortal flesh | InCo | 10 |
Eyes of the cat | MuCo(An) | 5 |
Circle of eternal spring | CrHe | 4 |
Conjure the sturdy vine | CrHe | 5 |
Probe Nature's hidden lore | InHe | 4 |
Hunt for the wild herb | InHe | 5 |
pass the unyielding portal | MuHe | 5 |
Gentle touch of the purified body | CrCo | 20 |
Scales of the magical weight | InVi | 5 |
Sense the nature of vis | InVi | 5 |
Sense the infernal power | InVi | 2 |
He's a bit older that I initially thought, but here's a first draft of my companion.
I'll post the background soon.
(Initial stats)
Age: 20
Confidence Score: 1
Confidence Points: 3
Warping: 0 (0)
Characteristics: Int 0, Per +2, Str -1, Sta +1, Pre +1, Com +3, Dex 0, Qik 0
Virtues: Redcap, Well-Travelled (free), Independent Study, Luck, Puissant Charm, Puissant Guile, Faerie Blood (nymph), Second Sight (faerie-aligned), Premonitions (faerie-aligned)
Flaws: Age Quickly, Generous (major), Small Frame, Carefree, Master of None (Grogs 81), Faerie Friend (Jason the Jay)
Personality Traits: Generous* +5, Carefree* +3, Brave -1, Loyal +2, Flirtatious +2
Reputations: None
Abilities:
Area Lore: England (geography) 4
Artes Liberales (geometry) 1
Athletics (running) 2
Awareness (alertness) 2
Bargain (food and lodging) 2
Brawl (dodge) 2
Charm (making friends) 4+2
Code of Hermes (redcaps) 1
Etiquette (magi) 1
Faerie Lore (nymplhs) 2
Folk Ken (women) 3
Guile (pretending innocence) 3+2
Language/native: Anglo-Saxon (Mercia) 5
Language: Latin (Hermetic usage) 3
Language: Gaelic (Scottish) 1
Legerdemain (magic tricks) 2
Magic Lore (creatures) 1
Music (sing) 1
Organisation Lore: Order of Hermes (Stonehenge Tribunal) 3
Premonitions (battles) 1
Ride (speed) 1
Second Sight (faeries) 2
Stealth (sneak) 2
Swim (rivers) 1
Equipment and Wealth:
Clothes
Appearance
A small young man with dark gold hair and laughting blue eyes. He has abeautiful voice and friendly demeanor, who laughes often even in the face of difficulties. He will literally give the clothes off his back to help others less fortunate. He is often flirtatious with women, and friendly with men.
Background
Daniel was born of a redcap family in Mercia, and from an early age it was clear that he would become one himself. He was enthusiastic about learning the many things a redcap needed to know about, but his attention would flag if he had to concentrate for too long on the same lessons. He also was very good at making friends with other children, and would quickly charm any adult he met, even the worst curmudgeon amongst them.
At the age of 10, he started travelling with his uncle Robert, who was in charge of messages in eastern Mercia. They spent months on the road, moving from covenant to covenant, but also from town to town along the way. He wasnât so sure about the magi, they were often disturbing and rude, but his uncle explained that is was due to their gift for magic. But Daniel got to meet many other people along the way, so he was happy. When the war with House Diedne started, it mostly made him sad, while his uncle became more worried and careful during their travels.
Robertâs worries came true not long after Danielâs 16th birthday. While visiting a covenant in Northumbria, there was an attack by the Diedne, which destroyed the covenant. Robert and Daniel escaped to the nearby forest, but Robert was grieviously wounded and died soon after. After burying his uncle, Daniel wandered in the forest for hours, lost. He finally come upon a glade with a small waterfall and colorful flowers, and a maiden bathing in the water. Under the charm of the nymph, Daniel was pulled into the faerie regio where the vitality of the young man satisfied the needs of the nymph.
While there â between the bouts of lovemaking with the nymph â Daniel became friend with a talking jay, whic he named Jason. Even with Jasonâs help, it took 4 years before Daniel was able to find his way out of the faerie glade. The man who emerged -- with the faerie friend on his shoulder -- was different from the youth whoâd entered the glade. He didnât look much older, but was now experienced in the act of love, but he was also tainted by the faerie nature of the place. He could now sometimes see through the illusions of the faerie, and could tell when something dagerous was about to happen. But the time spent in the timelessness of the faerie glade has also accelerated his aging.