Seamus the Red (development)

Status: Ready for review.

Seamus the Red
A cold and bloodthirsty mercenary leader, who with his warband acts as muscle for hire.

Characteristics: Int 0, Per +1, Pre +2, Com 0, Str +2, Sta +2, Dex 0, Qik 0
Size: 0, Age: 45 (45), Gender: Male
Decrepitude: 0, Warping Score: 0 (0), Confidence: 1 (3)
Virtues and Flaws: Improved Characteristics, Mercenary Captain, Social Contacts (the Order), Unaffected by the Gift, Wealthy, Well-Traveled (50/50), Unaging, Puissant Single Weapon, Ambitious, Bloodthirsty, Continence, Favors (a Lord tba), Infamous, Magical Animal Companion (Dog, Size: -2, Might: 12) [Size: -2]

Reputations: Cold 1, Humourless 2, Bloodthirsty 4 (?)

Abilities: Animal Handling 1 Area Lore: Area Lore: Scottland 2 (backways), Area Lore: Ireland 2 (holdfasts), Area Lore: England 2 (backroads), Athletics 2 (running), Awareness 3 (alertness), Bargain 4 (warbands), Carouse 1 (staying sober), Chirurgy 2 (binding wounds), Church Lore 1, Combat: Bows 3 (Bow, Long), Brawl 5 (Dodge), Crossbows 1 (Point Blank), Great Weapon 4 (Pole Axe), Single Weapon 8+2 (Sword, Long), Thrown Weapon 2 (Knife, Throwing), Concentration 1 (in combat), Etiquette 2 (the Order), Folk Ken 2 (peasants), Guile 3 (non-commital answers), Hunt 4 (people), Intrigue 2 (alliances), Languages: English 1, Gaelic 5 (being polite), Irish 2, Welsh 2, Leadership 5 (in combat), Order of Hermes Lore 1, Ride 3 (battle), Scribe 1, Soldier 2, Stealth 2 (shadowing), Survival 2 (wilderness), Swim 2 (staying afloat), Teaching 3 (Single Weapon).

Advancement (in play)

  • 1220.1 = The Day's Blank Slate: Corbin - 1xp in Area Lore: Covenant of Insula Canaria. link

This is the kind of thing, when I have idle time between meetings - I start google searching...

Since we're not using Lords of Men in this saga, use the stats for Crossbows from Covenants (with the exception of the reload times: 3 rounds normally with a "goat's-foot", 1 round with a Str of +3 or better).

But, yeah, lots of holes to fill in. :smiley:

I'm still thrashing on some details, trying to see just how old I should make him and also considering the Story flaws. I'd really like the Magical Animal Companion but it puts me over on story flaws.

Can that limit be flexible?

You know it is flexible, right? You can have two, just not two Major Story Flaws.

For people itching to reply with RAW, this is a House Rule that can be found on the wiki at http://lochness.wikidot.com/house-rules#toc24

Though we have to make certain that the parenthetical ("although it is strongly recommended that they only take one") is not mostly observed in the breach.

Updated the first post with final stats.

Irish is a part of Gaelic, and not its own separate language. Basically, Gaelic encompasses both Middle Irish and Scottish Gaelic, and Irish and Scottish could be considered possible Specializations for Gaelic. (this may not be 100% historically accurate, but it keeps it simple.) So, that frees up 15 points for something else.

Has Seamus and his merry men been at Insula Canaria for a while, or is he a newcomer?

I'd probably prefer if the warband had been there a little while, it might have been part of bootstrapping the new covenant, or the relationship might also pre-exist the new Magi. Open to both options to suit. I'll be writing up other grogs as members of the warband as I get time.

I forgot to post Seamus' hound companion - if this draft is ok?

Fearg, a Bloodhound
Magic Might: 15 (Animal)
Characteristics: Int +1, Per +2, Pre -4, Com 0, Str +2, Sta +2, Dex +2, Qik +2
Size: 0
Season: Spring, Confidence: 1 (3)
Virtues and Flaws: Affinity with Brawl, Improved Characteristics*, Long-Winded (Fatigue Rolls: +3), Magic Animal, Puissant
Brawl, Sharp Ears (Hearing: +3)
, Tough (Soak: +3), Reckless*, Wrathful

Qualities and Inferiorities: Gift of Speech, Greater Power × 2: 100/100, Improved Abilities × 2 (+100 exp), Improved Damage ×2 (Bite: +6), Improved Defense × 1 (Dodge: +2), Personal Power × 3: 60/75

Personality Traits: Reckless +3, Loyal +3, Brave +2
Reputations: Loyal (Local) 2

Combat:
Bite: Init: +2, Attack +11, Defense +9, Damage +9
Dodge: Init: +2, Attack --, Defense +11, Damage --
Soak: +5
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
Abilities: Athletics 4 (distance running), Awareness 4 (keeping watch), Brawl 4+2 (Dodge), Concentration 1, Gaelic 2 (Profanity),
Hunt 4 (track by scent), Stealth 1 (+2, 2), Survival 1 (Moors), Swim 1
Equipment:
Encumbrance: 0 (0)

Powers:

Invulnerability to Metal (Personal: 45), Points: 0, Initiative: Qik-3, Form: Terram, Range: Per, +0, Duration: Sun, +2, Target: Ind,
+0, Level: ReTe30, Design: 30 levels, Base 5, +2 Sun, +1 constant, +2 affect metal, -3 Might cost

Nose of the Bloodhound (Greater: 40), Points: 0, Initiative: Qik-2, Form: Corpus, Range: Arc, +4, Duration: Conc, +1, Target: Ind,
+0, Level: InCo25, Requisite: Animal, Design: 25 levels, Base 3, +4 Arc, +1 Conc, +1 scent acts as Arcane Connection, -3 Might cost

Shadow Form (Greater: 60), Points: 0, Initiative: Qik-2, Form: Animal, Range: Per, +0, Duration: Diam, +1, Target: Ind, +0, Level:
MuAn35, Design: 35 levels, Base 30, +1 Diam, -4 Might cost, +1 Initiative cost

Sleep with Eyes Open (Personal: 15), Points: 0, Initiative: Qik-1, Form: Animal, Range: Per, +0, Duration: Sun, +2, Target: Circle,
+0, Level: ReAn10, Design: 10 levels, Base 3, +2 Sun, +1 constant, -1 Might cost

Hound Like a Shadow (Personal: 15), Points 2, Per, Sun, INd - Invis for the hound.

It looks okay so far, but Magic characters, I always have a harder time with than "normal" ones for some reason.