[size=150]Lionel, a Whitelighter[/size]
Sex: male.
Age: 30
Overview: a medium-sized man with brown curled hair and a soft and round face, always looking for new ways to help people. He Comes and go without warning, healing wounded peasants, fighting the wild beasts of the forest or counselling the priests and the old ones about what must be done to protect or save the village. He is a nice guy.
Characteristics: Com+1, Dex-2, Int+1, Per+2, Pre0, Qik+2, Sta+2, Str-1
Virtues & Flaws: Intuition, Lesser Purifying Touch (wounds caused by claws), Monstrous blood (Magic spirit â grants Orbing, his skin glows whenever he uses it) (Folk Witch Flaw), Noncombattant, Overwatch, Protector.
Abilities: Athletics 1 (lift), Awareness 2 (weapons), Charm 1 (women), Chirurgy 1 (bleeding wounds), Concentration 1 (supernatural concentration), Divine Lore 2 (creatures), Etiquette 3 (folk witches), Finesse 2 (overwatch), Intrigue 1 (demons), Living Language 5 (religious matters), Orbing 3 (in a house), Overwatch 3 (at night), Swim 1 (quickness).
Personality traits: Benevolent +3, Pious +2, Curious +2
New Flaw: Protector (Minor, Supernatural, Status flaw)
This character is linked to a specific human being, referred to as his âchargeâ. The Whitelighter feels responsible for this character and must make all what he can to protect her. They may not be blood-related, and the Whitelighter might receive his mission without never having viewed his charge, beginning to protect her from the day he is confirmed a true Whitelighter (basically during the season he becomes a member of a coven). This Flaw works in a similar way as Dutybound, though the duty of the Whitelighter is to protect his charge, and he cannot switch to another duty as long as his charge is alive. If the charge dies, the Whitelighter must either choose another charge, or change this Flaw to the Flaw Depressed. The Whitelighter may increase a sole Ability about Realm Lore during the character creation.
New Ability: Overwatch
Characteristic: Perception
Form: Imaginem
Method: Incantation.
Defense: grants a bonus to the Magical Resistance, against any supernatural effect making the character to lose his senses (including the magic sense granted by Overwatch).
The Whitelighters have the supernatural power to watch over a specific âchargeâ âaka a guarded human being. They can constantly hear the lives of their charges in their heads, too. Supervised characters most of the times arenât aware of this privilege.
The Whitelighter makes an Overwatching + Perception roll against an Ease Factor of 12. You may reduce the Ease Factor from as many points as the higher Reputation the Whitelighter has concerning his charge, if any. This roll is subjected to the rules of aura interactions, both for the aura surrounding the Whitelighter and the aura surrounding the charge. The Whitelighter must pass the chargeâs Magic resistance, except if they both have an arcane connection to each other.
If the roll is successful, the Whitelighter may see his charge and the immediate surrounding area, changing his point of view with Finesse + Int roll. This vision lasts as long as he maintains his concentration. The charge may make an Awareness + Per roll to notice the Whitelighterâs eye and she may make a Concentration + Sta roll against an Ease Factor of 9 to banish the observer â this could require her to pass the Whitelighterâs Magic resistance granted by his Folk Witch Defense.
When this spy activity ends, the Whitelighter must make a Stamina roll against an Ease Factor of 6, and if he fails this trial he loses one Long-term Fatigue level.
Virtues like Acute Senses, Piercing gaze, Poor Eyesight, etc. do have impact on the Ability Overwatching as if the character was using his mundane sight.
Specialties: at night, a specific season, a specific day of the week.
New Ability: Orbing
Characteristic: Quickness
Form: Corpus
Method: Special (see below).
Defense: grants a bonus to the Magical Resistance, against any supernatural effect making the character to move against his will.
All Whitelighters possess the ability to teleport in a swarm of tiny blue orbs, whenever they feel the urge to reach their âchargeâ. They intervene when necessary to help this person along her path and keep her safe; a Whitekighter can also be called by their charges. If the charge calls her Whitelighter's name, the protector can usually show up at a moment's notice.
This Ability may be used in two ways. The first case, the spontaneous orbing, is the Whitelighter noticing his charge need some help; this advice being given either when he directly watches her in a dangerous situation, or when he uses the Ability Intuition to have a tail about her current destiny. The second case, the summoned orbing, is the charge pronouncing the name of her Whitelighter, while she currently is in great danger (this requires the charge both is aware she is under a Whitelighterâs guard and knows his name).
In both cases, the Whitelighter makes an Orbing + Qck roll against an Ease Factor of 12. You may reduce the Ease Factor from as many points as the higher Reputation the Whitelighter has concerning his charge, if any. This roll is subjected to the rules of aura interactions, both for the aura surrounding the Whitelighter and the aura surrounding the charge.
If the roll is successful, the Whitelighter is teleported at the place of the charge, arriving at Range: Touch, then he suffers one Long-term Fatigue Level. If the roll fails, he doesnât move and suffers two Long-term Fatigue level. In both cases, he cannot recover from his lost Fatigue levels of any kind, as long as he hasnât saved his chargeâs life, or until she is in a well-defined safe area.
In the case of a spontaneous orbing, the Whitelighter must pass the chargeâs Magic resistance, if she has one. In the case of a summoned orbing, the Whitelighter ignores the chargeâs Magic resistance, if any.
Specialties: spontaneous, summoned, when the Whitelighter is in a specific place.
Notes: even if he tries to follow the Will of God and makes his best to follow the good path, his supernatural virtues and abilities are not necessarily linked to the Divine Realm. Most of the Whitelighters think they are servants of God, when they truly are pawns for another supernatural being. In that case, consider switching the Flaw Dutybound to the Flaw Delusion or Manufactured Ignorance. In the rare case they are aligned to the Evil, you should modify his Lesser Purifying Touch so that it mends wounds caused by supernatural beings from another Realm.
Please take note the Folk Witch Flaw Monstrous blood applies for all supernatural powers and abilities, meaning the character shines even if he uses the Ability Overwatch, or any other Supernatural Ability he could learn later.
This character is a tribute to Leo Wyatt from the sitcom "Charmed".
About Folk Witch Traditions: the Whitelighters form a society and donât like to mess with other Folk Witches. They are only a few, because their kind is very rare. They are scattered across Mythic Europe, but they deploy impressive efforts to contact their fellowship, report their adventures and discover new members of their sort. Whitelighters covens are uncommon and frequently count only three or four members. The Whitelighters are dedicated to their task, choosing and protecting random people when they think it is the Will of God. They obey to their masters and superiors unconditionally.
Other characters from the same Folk Witch Tradition may have other versions of the Virtue Lesser Purifying Touch, like healing pneumonia, mending bleeding neck wounds or healing acid corrosion - all sorts of dangers a casual life rarely bring.
Story hook: What a Kind Neighbour
Lionel settles in the village neighbouring the covenant and start to help the servants. He obviously takes a look on them. Even if he is nice and kind, Magi may start to worry about that too curious guy. He may have chosen one of the servants as his charge, or his coven sent him to protect the apprentice of one of the Magi. This is not great, because Lionel could start to mess in the Magi's business, elaborate plot against the baron so that he couldn't harm his precious protégé, or even try to kidnap the apprentice in order to keep her in a safer place - maybe a monastery.
Story hook: Good versus Evil
Lionel is a part of a small group of dedicated people, who comes in the area looking for evil things and sinners. Maybe they are an inquisitor's retinue. They start to observe and interrogate locale inhabitants. If the Magi let them proceed, they will discover the covenant's existence, sooner or later. Lionel in fact searches new children from his kind, but will fight against those his master will interpret as "devil worshipers".