[size=150]Chenney-Mooar, Politician Dragon[/size]
The last two issues of Hermes' Portal featured a two-piece article called Treasures of the Sea, depicting the Isle of Man as a scenario for Ars Magica. 5th edition was brand new back then, so some of the stats given to NPC there were a bit odd when compared with similar creatures on the current edition. This was quite obvious with dragons: the Isle of Man have three of them, and their sheets were quite underpowered, putting them more at the level of drakes than real dragons.
I will come back to that later, when dealing with the third dragon of the isle, so for now let's just say that there are three dragons on the island. Being such a small place (one can cross it merely walking in one day), it points one of my biggest concern when we have to mix an historical setting with the mythic one to use it into a Saga: historical events have the (otherwise obvious) tendency of ignoring the interaction with myths. But for me it seems impossible to think that the history of Mythic Europe in general and of Mythic Man in particular was impacted by its mythic components.
Whit that in mind, and the ability of Chenney-Mooar of taking human form, came this redesign. Chenney-Moar is at the small size of dragons, with size +7, but is still a serious beast. But he loves human affairs. In particular, politics. And he have the power to meddle with them and to interfere with them, and had been doing that for centuries. Now re-read the history of the island, and take a look at all the movements there; norse invaders, civil wars, kings crowned and overthrown... the idea is that Chenney-Mooar is always related into these struggles. Taking into account that such a creature lives in the island (and that, by his nature, he is hard to miss), and that he have powers useful for anyone aspiring to the throne, any contender to the throne's first step would probably be look for Chenney-Mooar, and get his support.
Doing that, the contender will gain some benefits: when Chenney-Mooar decides to give his blessings to someone, he does so by using one of his powers, which grants the virtue Death Prophecy upon the target. That costs Chenney-Mooar 5 points of might that won't be recovered until the prophecy is fulfilled (and the target thus dies), but also builds an Arcane Connection to the target of the power, that allow Chenney-Mooar to use a couple other powers to follow the progress of the target. The Arcane Connection work in both ways, so anyone wanting to reach the dragon could use this (though the best way to reach Chenney-Mooar is to look for a dark-skinned guy either in the court or around the taverns of the island, anyway).
For any hermetic magi traveling to the island Chenney-Mooar won't be the first priority, anyway; that would be the third dragon in the list. But if they get involved into the island politics, and they probably will (if only because any hermetic intrusion into the island will draw the attention of the hedge wizards, which have some influence in court), they will probably end entangled into Chenney-Mooar's political plans.
Magic Might: 45 (Aninal) (usually lowered to 40 if he is supporting someone though his powers; in politically convulse times, it can be just 35, if supporting two sides of a political struggle)
Vis: 4 Animal pawns on his fangs, 1 Ignem pawn on his tongue, 4 Mentem pawns on his eyes.
Characteristics: Int +4, Per +2, Pre +4, Com +3, Sta +2, Str +15, Dex +2, Qik -3
Virtues & Flaws: Arcane Lore, Educated, Enduring Constitution, Entrancement (Quality), Greater Immunity (fire & flames) (Quality), Improved Characteristics (x13) (Quality), Inspirational, Magic Animal, Piercing Gaze, Puissant Brawl, Puissant Entrancement, Second Sight, Tough, Unaffected by The Gift (Quality), Warrior; Ambitious (major), Busybody, Dark Secret, Magical Monster, Mute (Free), No Hands (Free), Slow Power (Inferiority)
Magical Qualities & Inferiorities: Gift of Speech, Greater Power (x3), Improved Abilities (x4), Improved Attack: Large Claws (x1), Improved Damage: Large Claws (x1), Improved Defense: Large Claws (x4), Improved Fatigue (x2), Improved Initiative: Large Claws (x2), Improved Powers (x4), Improved Soak (x7), Lesser Power (x2), Major Virtue: Entrancement, Major Virtue: Greater Immunity, Minor Virtue: Improved Characteristics (x13), Minor Virtue: Unaffected by The Gift, Personal Power (x4), Ritual Power (x3); Minor Flaw: Slow Power, Reduced Might (x8), Susceptible to Deprivation
Personality Traits: Ambitious +6, Brave +4, Curious +3
Reputations: Wise counselor [Manx court] 4, Fearful Dragon [Isle of Man] 4
Dodge: Init -3, Defense +5
Large Claws: Init +3, Attack +18, Defense +17, Damage +22
Large Fangs: Init -3, Attack +14, Defense +6, Damage +18
Constriction: Init -3, Attack +13, Defense +5
Dagger (in human form): Init -3, Attack +15, Defense +15, Damage +4
Long Sword (in human form): Init -1, Attack +14, Defense +13, Damage +7
Fatigue Levels: OK, 0/0, 0/0, -2, -4, Unconscious
Wound Penalties: 0 (1 - 12), -2 (13 - 24), -4 (25 - 36), Incapacitated (37 - 48), Dead (49+)
Abilities: Anglo-Saxon (soldiers) 3, Artes Liberales (rethoric) 3, Athletics (flying) 4, Awareness (searching) 4, Bargain (favors) 3, Brawl (Large Claws) 6 + 2, Carouse (games of chance) 3, Charm (being witty) 4, Common Law (local laws) 3, Concentration (powers) 3, Dominion Lore (angels) 2, Entrancement (questionable orders) 4 + 2, Etiquette (Isle of Man customs) 5, Faerie Lore (Manx fae) 4, Folk Ken (nobility) 4, Gaelic (commanding) 5, Guile (disguises) 5, Infernal Lore (Manx demons) 4, Intrigue (politics) 6, Iris Sea Lore (coastlines) 1, Isle of Man Lore (towns & villages) 5, Latin (ecclesiastic) 3, Leadership (inspiration) 5, Magic Lore (magical beasts) 5, Nobility Lore (who is who) 2, Norse (nobility) 4, Ogham (poetry) 3, Philosophiae (moral philosophy) 3, Second Sight (invisible things) 4, Single Weapon (Long Sword) 4, Skye & the isles Lore (towns & villages) 3, Stealth (in human shape) 2, Teaching (children) 4
Equipment: When in human form he usually travels with fine clothes and carries a Long Sword and a Dagger. As most dragons he had gathered through the ages a sustancial treasure that keeps on his lair. As he had been meddling in politics for quite a while now, that treasure is substantially large, and sometimes he is willing to loan part of it to political allies.
—Human Shape: 3 points, Init -6 Penetration 30, Aninal.
R: Per., D: Sun, T: Ind.
Chenney-Mooar can take the form of a human of black hair and dark skin, allowing him to move through mundane society relatively unnoticed (relatively because, on one side, he looks like a foreigner from far south, and on the other because most people in the Isle of Man have heard about him and can guess who he is pretty clearly). Slow Power. (Base 10, +2 Size, +2 Sun)
MuAn(Co) 30: Personal Power
—Broom of the Winds: 1 point, Init -11 Penetration 40, Auram.
R: Touch, D: Conc., T: Ind.
The wings flapping of Chenney-Mooar can whip up violent, swirling winds around and below him. Anyone The target must make a Size stress roll of 9+ to remain standing. If the target is braced or holding onto some support, he may also make a Strength stress roll of 9+. If both rolls fail, the target is knocked in a random direction. The target may be damaged, depending on whether he strikes anything. (Base 3, +1 Touch, +1 Conc, +2 unnatural, +1 Size)
CrAu 20: Lesser Power (-3 Might cost)
—Fiery Breath: 2 points, Init +2 Penetration 35, Ignem.
R: Voice, D: Mom., T: Ind.
Chenney-Mooar can belch forth a torrent of fire 50 paces long and 10 paces wide. Anyone caught in its path takes a stress die +35 damage from the flames; a character may attempt to dodge with a Qik + Athletics roll; if the roll succeeds against an Ease Factor of 12, the character is only singed for a stress die +10 damage. CrIg 50 (Base 30, +2 Voice)
CrIg 40: Greater Power (+9 Initiative, -2 Might cost)
—Aura of Ennobled Presence: 2 points, Init -5 Penetration 35, Imaginem.
R: Per., D: Sun, T: Ind.
Chenney-Mooar can alter his image to appear more forceful, authoritative, and believable, getting a +3 on rolls to influence, lead, or convince others, as in the spell of the same name of the corebook. He can use this power either as a dragon or a human. (Base 3, +2 Size, +2 Sun)
MuIm 15: Personal Power
—Staring Into the Mortal Mind: 0 point, Init -7 Penetration 45, Mentem.
R: Sight, D: Mom., T: Ind.
As the spell on page 149 of ArM5, but Chenney-Mooar can read the mind of anyone he can see; the target does not need to make eye contact with him. (Base 25, +3 Sight)
InMe 40: Personal Power (-4 Might cost)
—Words Of The Unbroken Silence: 2 points, Init -9 Penetration 35, Mentem.
R: Sight, D: Conc., T: Ind.
Lets Chenney-Mooar speak directly to the mind of a target. The target can recognize the dragon's voice and knows that the message is of supernatural origin. (Base 3, +1 Concentration, +3 Sight)
CrMe 15: Lesser Power (-1 Might cost)
—Weight of a Thousand Hells: 3 points, Init -6 Penetration 30, Mentem.
R: Voice, D: Moon, T: Ind.
Chenney-Mooar can curse a target so he suffers the equivalent of the spell of the same name. He usually uses this power over anyone who bothers him while in human form to get rid of them. (Base 4, +2 Voice, +3 Moon, +1 complexity)
CrMe 30: Greater Power
—Foresee the End of the Mighty King: 5 points, Init -23 Penetration 20, Vim.
R: Eye, D: Mom., T: Ind.
By looking into someone's eyes, the dragon can foresee the target death. This imposses on the target the Death Prophecy Major Virtue. The virtue is imposed permanently, until the prophecy is fulfilled (so it always lasts as long as the target's life). The Might points spent on this power are only recovered when the prophecy is fulfilled (i.e., when the target dies). The might invested in the target builds an Arcane Connection between the target and the dragon. (No hermetic equivalent)
CrVi 50: Ritual Power (-5 Might cost +10 Max Level)
—Summon the Prophetised Vision: 0 point, Init -6 Penetration 45, Imaginem.
R: Arcane, D: Conc., T: Spec.
Chenney-Mooar can summon the image of these he have an arcane connection to. The image allows him to see and hear the target, and its immediate surroundings, but images are blurred two paces away, and sounds become too faded to be heard (Base 2, +4 Arcane, +1 Concentration, +2 Special target similar to room)
InIm 25: Greater Power (-3 Might cost)
—Summon the Prophetised Dream: 1 point, Init -6 Penetration 40, Mentem.
R: Arcane, D: Conc., T: Ind.
Chenney-Mooar can insert a complete memory in the mind of these he have an arcane connection to. A Int roll of 9+ reveals the memory as false. When the duration expires, the memory fades, though the target remembers remembering it. Chenney-Mooar uses this power to communicate with these whose destiny had foreseen. (Base 5, +4 Arcane, +1 Concentration)
CrMe 30: Greater Power (-2 Might cost)
—Oath-Swearing: 5 points, Init -13 Penetration 20, Vim.
R: Touch, D: Mom., T: Group
As the power in RoP:M page 39, the dragon can enforces the power of a solemnly-sworn oath between two or more parties. All parties must agree to the oath of their own free will, and it must Penetrate the Magic Resistance of all parties to take effect. If a participant in the oath tries to break it, he immediately becomes aware of this. If he carries on, then he is struck with the Minor Flaw Tainted with Evil. This Flaw can be removed by re-swearing the oath in front of the original participants, though Chenney-Mooar doesn't like to give second chances. This power persists until there is no further record of the oath, either in the memories of the participants or in written form. New participants may be added to the oath by swearing to it in the presence of Chenney-Mooar, and if it pays the original Might cost again. Unlike other Ritual powers, Might points spent on Oath-swearing regenerate normally. This power is priceless when signing peace treaties. (No Hermetic equivalent)
CrVi 25: Ritual Power
Appareance: Chenney-Mooar is a muscular, thickset, black scaled dragon, around 60 feet long and a weight of 12 tons, which lives on the mountain of Slieau Dhoo. It is Tharmaneagh's declared enemy. He is fascinated by humans, keeps an active network of agents, and takes also an active part in Manx polithics, sometimes as a first-seat watcher, but mostly favouring one side in quarrels and disputes. He does so mostly for fun, though he enjoys spending countless hours trying to find philosophical reasons for his choices and moves, but if he is interested in something he can be quite persuasive, either by mundane or magical means. Chenney-Mooar occasionally attends the hedge sorcerers Yule Hof-thing at Saurssgrove in his human form, making the other attendees rather nervous. He does not pledge to help defend the island, but he does enjoy hearing about the magical events of the last year. In exchange for this information, he often provides tidbits from his vast store of lore about Man and its environs. If he encounters Hermetic magi, Chenney-Mooar will surely be very curious about them.
When in human form he usually takes luxury items from his treasury. He have a nice collection of hight quality weapons and armor, though he have the tendency of preferring beauty over quality when selecting his gear. His human shape is crow-black haired and dark of skin, so people encountering him for the first time might take it as a foreign from far southeast.