This thread is exclusively for The Woad's character sheet
The Woad (winter 1244)
Revised Jan 16th 2020
At first glance he looks average and unimpressive, but on closer look he seems fit, tough, and wiry. Reddish dark hair is long and bound, he sports a neatly groomed beard, now long after weeks on the road. He wears foreign looking clothing, woollen and inappropriate for the Iberian climate.
He has brooding, indeterminately blue-grey coloured eyes, his face shown little emotion.
Characteristics: Int +1, Per 0, Pre -2, Com -3, Str +3, Sta +5, Dex +2, Qik 0
Age: 28 (28), Height: 170 cm, Weight: 75 kg, Gender: Male
Warping Score: 0 (0)
Confidence: 1 (3)
Virtues and Flaws: The Gift, Hermetic Magus, Flexible Formulaic Magic, Minor Magical Focus (Violent elemental manipulation), Faerie Magic*, Magical Blood: Thing, Personal Power × 1 (50/25), Great Stamina × 2, Improved Characteristics, Warrior, Chaotic Magic, Enemies (Individual magi Merinita), Difficult Spontaneous Magic, Mentor (Santiago), Driven (Master of destruction), Ambitious
Personality Traits: Ambitious +3, Driven +3, Rebellious +1, Stoic +2
Dodge: Init: +0, Attack --, Defense +2, Damage --
Fist: Init: +0, Attack +3, Defense +1, Damage +3
Spear, Long - Slea Lugh (Extraordinary +3/+3): Init: +1, Attack +13, Defense +6, Damage +13
Kick: Init: -1, Attack +3, Defense +0, Damage +6
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: Irish 5 (Munster), Area Lore: Ireland 2 (covenants), Concentration 3 (spell concentration), Stealth 3 (sneak), Athletics 3 (running), Awareness 3 (alertness), Survival 2 (mountains), Latin 4 (hermetic usage), Artes Liberales 1 (ritual magic), Faerie Magic 1, Finesse 1 (precision), Magic Theory 4 (inventing spells) (13), Magic Lore 2 (creatures) (5), Hunt 2 (magical creatures), Faerie Lore 2 (beasts) (5), Penetration 3 (Perdo), Parma Magica 2 (Mentem) (10), Great Weapon 4 (Spear, Long), Order of Hermes Lore 2 (personalities), Brawl 1 (Dodge)
Arts: Cr 0, In 0, Mu 6, Pe 10, Re 10, An 1, Aq 0, Au 0, Co 0, He 6, Ig 0, Im 1, Me 0, Te 8, Vi 1
Equipment: Spear, Long - Slea Lugh (Extraordinary +3/+3) (Initiative: +1; Attack: +13; Defense: +6; Damage: +10; Strength: 0; Ability: Great Weapon; Cost: Expensive (Extraordinary); Creator: The Woad; Created: Spring 1244; Vis Capacity: 8; Talisman; Total Pawns Invested: 2; Total Effect Level: 14; Effect Name: Shaft of Unbreakable Wood; Effect Level: 14; Effect Details: R: Per, D: Conc, T: Ind, Frequency: 2/day, Concentration, Trigger: Environmental (sunrise/-set); Arts: MuHe 5; Design: Base 4, +1 Conc)
Encumbrance: 2 (2)
Stoneskin (Personal: 50), Points: 1, Initiative: Qik+0, Form: Corpus, Range: Per, +0, Duration: Sun, +2, Target: Ind, +0, Level: MuCo35, Requisite: Terram, Design: 35 levels, Base 25, +2 Sun, -3 Might cost, +4 Initiative cost
Blunt the Viper's Fangs (PeAn 20) +20
Rend the Wyrm's Scales (PeAn 20) +20
The Wound that Weeps (PeCo 15) +21, Mastery 2 (multiple casting, magic resistance)
Veil of Invisibility (PeIm 20) +16
Fist of Shattering (PeTe 10) +27
Pit of the Gaping Earth (PeTe 15) +27
Rust, Rot, and Ruin the Soldier's Kit (PeTe 20) +27
Shattering the Sword into Seven Sharp Shards (Pe(Re)Te 25) +36, Mastery 1 (multiple casting)
Dreadful Bane of the Fae (PeVi 5) +20
*Rend the Wyrm’s Scales Pe An 20
Rips and tears an animal’s hide, scales, or other natural armour. The Animal has its Soak total halved. Affects animals up to size +4.
(Base 5, +2 Voice. +1 size)
*Rust, Rot and Ruin the Soldier’s Kit PeTe20
Spell weakens all metal, leather, and wooden components of a single fighter’s weapons, shield, and armour. Casting requisites may apply. For weapons and shields this his halves Damage total (including Attack Advantage) and Defense totals. For armour it halves the Protection value (plus the die roll for Soak rolls) in the Soak Total . If the victim Botches an attack, defense, or Soak roll the item used may break.
(Base 2, +2 metal, +2 Voice, +2 Group)
*Shattering the Sword into Seven Sharp Shards Pe(Re)Te25
Shatters a solid inanimate object made of metal, stone, or clay, plus wood or bone (with casting req.) showering the vicinity with jagged fragments. Affects individual objects up to 1 cubic foot metal (400 lbs), 1 cubic pace stone (5000 lbs), 1 cubic pace wood (800 lbs). Damage +10 to one target within 1 pace.
(Base 3,+2 metal , +2 Voice, +1 Part, +1 Rego to fling shards, casting req for Form free)
Connor was his mundane name, born and raised in Ireland. He was always a strange child, with strange things happening around him, and most people thought the worst of him. In his early childhood a pattern could be seen, since household objects with flaws or damage quickly wore out or broke. This lead to many clouts of the ear which he quickly learned to dodge and run away from. In his youth he was ‘volunteered’ to the tedious and sometimes dangerous task of guarding the cattle in the hills, which were at times plagued by the local rock faeries. The harsh weather toughened him up, and he learned to patiently wait in total stillness for the faeries, because they never appeared if they heard people moving about. He had learned they would turn to stone if seen by humans.
At the age of 10 he was kidnapped during the night from the mountains by Iluara of Merinita from Cliffheart. She was an unpleasant, acquisitive, and paranoid old maga who mistakenly thought Connor had faerie blood in his veins, knowledge of, and an interest in the fae. She had found herself an apprentice willing to learn but unwilling to obey. The misery his Gift had brought him in his early years culminated in anger. Within a year of opening Connor’s Arts Iluara ran afoul of Torc Dubh of Flambeau while raiding the resources of Circulus Ruber covenant. In the ensuing Wizard’s War Torc Dubh killed Iluara and took Connor as his own apprentice, believing the knowledge of Bloodline magic from the Merinita mystery would be useful for powerful curses. Although still a willfull youth, things improved for Connor, as Torc Dubh showed him respect in accordance with his improvement. Whenever Connor disobeyed or failed to do his best, Torc Dudh would punish Connor by giving him tough and potentially dangerous tasks, while the pater secretly observed. These would either teach him humility or hone his skills. In his second year under Torc Dudh he was sent to investigate an ancient standing stone which was rumoured to be haunted. Connor disappeared into a regio for an entire season, and Torc Dubh could not find a way in. When Connor finally emerged, his skin was gray and stone-like with blue patterns, like the Picts of old, carrying a longspear. The place was haunted by the spirit of the standing stone, whom Connor had formed an understanding with. The regio was the prison of a Fir Bolg and held the corpse of an old hero and warrior. Aided by the spirit Connor used the spear to fight and in the end defeat the Fir Bolg. This feat earned him the new name “the Woad” for Hermetic use, from the appearance of painting himself with blue patterns before a battle like the Picts of old did. He insisted the spear was special, in fact the spear of legendary Lugh, He held on to the spear even though it has never been identified with any powers. From this time on he was touched by the spirit of stone, and had the power to harden his skin.
In the remainder of his apprenticeship the Woad grew gradually wiser and less challenging of authority, and the mutual respect between parens and filius grew. The Woad was taught combat magic, in a variant of the School of Apromor. He had developed a knack for the violent, destructive manipulation of of elemental matter commonly associated with natural disasters like earthquake, tidal waves, and great storms. Apart from magic, he trained in combat with the turb, and took part in a good deal of skirmishes and raids during his last years, notably during his Macgnimartha.
The Woad was tested in typical Flambeau fashion, by being placed on the coast of Connacht at sunrise of the day before Tribunal, and told to get there on time. He succeeded in the task, using equal parts force and diplomacy (or perhaps the threat of force) and passed his Gauntlet satisfactorily, with neither praise nor criticism. After Gauntlet he stayed at the covenant of Lambaird for a year before moving on to Andorra.
In Andorra the Woad has the initial goals of fitting in and making himself useful, for instance by learning the local language, geography, and customs. He intends to improve his fighting skills and arcane knowledge, with the eventual goal of mastering great, destructive magics of natural disasters, as well as becoming known as the magus to call upon should the Order want an area decimated.