I am interested in finding some players of Ars Magica who are interested in a game set in the Rhine Tribunal.
Things to note:
Characters:
If you don't know much about Ars Magica, I can assist you to play and make characters.
Everyone makes a wizard as a main character, and a single shield grog that they were gifted from their master.
Wizards are all age 0, fresh from apprenticeship. I don't mind what sort of wizard you are, and don't mind if you use the abilities, flaws, and so on from other 5e expansion books as I have most of them already. I also suggest that you make wizards who are not from the Rhine, though I can bend this if you are familiar with the Rhine tribunal.
All the other things are standard from the book as per character creation.
Companions: We will make companions after we begin playing; when you feel a companion is good for the story, basically.
Basic Story: You are a group of young wizards who have been summoned to the Rhine tribunal by Murion of House Bonisagus. What awaits you, you are uncertain.
Hi, I'm Strahd's friend, and I'm definitely interested. I'll think of a character and send it over (magus plus grog).
I assume the proper age is 25, 0 years post gauntlet?
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Birth Place: Poland
Gender: Male
Height: 175 cm
Weight: 75 kg
Hair: Dark brown
Eyes: Deep black
Description: A horribly ugly haunchback with a tattooed face.
Characteristics
Intelligence Int +3
Perception Per 0
Presence Pre (ugly) -4
Communication Com +1
Strength Str 0
Stamina Sta +3
Dexterity Dex 0
Quickness Qik 0
Virtues and Flaws
Virtues:
The Gift (Special)
Flexible Formulaic Magic (Major, Hermetic)
Subtle Magic (Minor, Hermetic)
Quiet Magic (×2) (Spellcasting Penalty: None for not speaking)
(Minor, Hermetic)
Method Caster (Formulaic Spells: +3) (Minor, Hermetic)
Sense Holiness and Unholiness (Minor, Supernatural)
Hermetic Magus (Free, Social Status)
Skilled Parens (Minor, Hermetic)
The Enigma (Minor, Hermetic)
Flaws:
Disfigured (criamon tattoes) (Minor, General)
Twilight Prone (Major, Hermetic)
Hunchback (Penalty: -3 on agility, balance and Com rolls involving
good looks) (Minor, General)
Weak Spontaneous Magic (Major, Hermetic)
Poor Presence (Minor, General)
Abilities
Exp. ABILITY (SPECIALTY) SCORE
10 Enigmatic Wisdom (interpreting signs) 2
5 Philosophiae (ritual magic) 1
30 Dominion Lore (divine creatures) 3
15 Athletics (climb) 2
30 Brawl (Bite) 3
30 (Durenmar) Lore (personalities) 3
5 Artes Liberales (ritual magic) 1
75 Magic Theory (Vim) 5
5 Magic Lore (regiones) 1
5 Parma Magica (Vim) 1
5 (Tribunal) Lore (geography) 1
5 Guile (elaborate lies) 1
5 Stealth (hide) 1
0 German (specific dialect) 5
15 Order of Hermes Lore (personalities) 2
5 Church Lore 1
25 Sense Holiness and Unholiness (good) 3
75 Latin (hermetic usage) 5
Spell - (CT) (Level) (Range) (Duration) (Target) (Pen.)
Agony of the Beast (+7) (PeAn15) Voice Conc Ind -8
Wizard's Communion (+15) (MuVi15) Voice Mom Group +0
Piercing the Divine Veil (+18) (InVi20) Per Conc Vision -2
Sense of Divine Power (+18) (InVi2) Touch Mom Ind +16
Sense the Nature of Vis (+18) (InVi5) Touch Mom Ind +13
Aura of Rightful Authority (+12) (ReMe20) Eye Sun Ind -8
Disguise of the new visage (+10) (MuCo10) Per Sun Part +0
Endurance of the Berserker (+12) (ReCo15) Per Conc Ind -3
Gift of the Frog’s Legs (+12) (ReCo15) Touch Mom Ind -3
Lifting the Dangling puppet (+12) (ReCo15) Voice Conc Ind -3
Preternatural Growth and Shrinking (+10) (MuCo15) Touch Sun Ind -5
Whispers Through the black gate (+13) (InCo15) Touch Conc Ind -2
Panic of the Elephant’s mouse (+7) (ReAn15) Eye Conc Ind -8
The Wound that Weeps (+12) (PeCo15) Voice Mom Ind -3
Gorgamesh is exceedingly ugly, a deformed haunchback of terrible quitessence whose master only added sin to inquity by blatantly tattoing his face with mystic symbols. Little girls have been known to run screaming at his sight.
Gorgamesh's parens is Master Cato, a Criamon member of Durenmar whose studies focus on the formation of magic and magic auras. He brought Gorgamesh to Durenmar as a babe (no one knows from where), and started his tutalage early. The true story is that when Gorgamesh was born, the town's people declared that he was cursed by demons when he was in the womb. His mother decided to give him away to the church, but an old man, that felt that the little baby got something special took him to Durenmar.
He encouraged Gorgamesh to join #name of new place#, urging him to get out into the world and put his theories to test. Gorgamesh casts all his spells with no gestures or words, bringing forth magic with mere thought. He has learned many spells, and can stretch his Formulaic spells somewhat. His spontanous spellcasting ability, however, is very weak. His spells focuses on sensing the divine and physical deformations, and he is fairly skilled in Vim and Rego, and has an uncanny ability to notice the Divine.
Gender: Male
Religion: Christian
Title/Profession: Royal Jester
Social status: Wanderer
Height: 1.45 m
Weight: 47 kg
Hair: Dark Brown
Eyes: Brown
Handedness: right
Characteristics
Intelligence Int (+1)
Perception Per (+1)
Strength Str (-2)
Stamina Sta (+1)
Presence Pre (+2)/(+3)*
Communication Com (+2)/(+3)*
Dexterity Dex (+2)
Quickness Qik (+1)
*Vs. Sexually compatible characters.
Virtues and Flaws
Virtues:
Maestro (Free)* – associate with magic realm.
* Affinity with Enchanting singing
Enchanting singing (minor, super natural) – inducing emotions and beliefs in others. (Faerie realm)
Unbound tongue (minor, supernatural) – may speak human language in animal form.
Faerie blood Satyr (Minor, supernatural)
Shapeshifter (Major, supernatural) – Shape changing to animals. (Faerie realm)
Luck (minor, general) - +1 - +3 to luck rolls.
Improved characteristics (Minor, general)
Gossip (minor, general) – roll of 6+ to hear news before everyone.
Inspirational – A stirring speaker Give others +3 for personality traits.
Flaws:
* Susceptibility to divine power (minor, Hermetic) – Suffer twice the penalties from dominion
Small frame (minor, general) – Size reduced to -1
Indiscreet (Major, story) – Unable to keep secret unless pass 9+ int stress roll.
Name: Theodor Bergo
Age: 23 Size: 0 Confidence: --
appearance and info
Gender: Male
Religion: Christian
Nationality: German
Birth place: Hamburg
Title/Profession: Hunter
Social status: Wanderer
Height: 1.70 m
Weight: 65 kg
Hair: Brown
Eyes: Hazel
Handedness: right
Characteristics
Intelligence Int 0
Perception Per (Acute) +2
Presence Pre (Unkempt) -1
Communication Com (Loner) -2
Strength Str 0
Stamina Sta (Athletic) +2
Dexterity Dex (Agile) +3
Quickness Qik (Cautious) -1
Virtues and Flaws
Virtues:
Animal Ken (Minor, Supernatural)
Wilderness Sense (Minor, Supernatural)
Warrior (50/50) (Minor, General)
Wanderer (Free, Social Status)
Theodor has wandered the forests and woodlands of Germany for most of his life. Born with an uncanny ability to commune with animals - a gift never understood or accepted by his family or the villagers of his home village - and with a most intuitive sense of the forest ways, Theodor would often disappear for weeks at time before returning to his home. His absenses were little spoken of, nor was there much joy shown upon his return, though his family did - with no show of gratification - greedily accept the meat and furs he would invariably return with. At a point in his early teens, Theodor left once again, and this time did not return.
More the next many years Theodor lived off his own wits and the bounty of the forests, hunting and fishing for his needs, and only going into town or village when absolutely necessary. He was discovered by a resident member of Durenmar who initially hired him on merely as a guide for a few weeks of service, but upon learning of his impressive aptitudes, offered him a home within the covenant. There, Theodor found acceptance within the turb, despite his peculiar gifts, which no one seemed to mind and, in fact, proved quite useful on more than one occassion. He remained with Durenmar through the intervening years, though his wanderer nature occassionaly distracted him back to the forests for weeks at a time.
Still working...
__________________
Spoiler:
Zirat Igruf, Gladiator (Rhun's ToEE): OOC ; IC ; RG
So far the only thing to realise is that your master has recently received a letter from Murian, the Prima of house Bonisagus - as have all of the wizards parens - inviting the freshly gauntleted magus to Durenmar.
Whichever home covenant you like is up to you.
I also notice you have Gild training. Which Gild are you a member of?
Last edited by ArghMark; 23rd September 2009 at 03:37 AM..
I'm thinking of creating a Bjornaer from the cult of the Huntress in the Wood (from Houses of Hermes: Mystery Cults), already initiated into the first rank. He'll hail from the Rome Tribunal, and be called Leo, for bearing the lion heartbeast.
A complication is the Forest Lore I wished him to be initiated into. This requires a locale that he is to be focused on. I'm thinking the sacred grove around Lake Nemi for him. The problem is that coming to the Rhine Tribunal will deprive him of his home locale, effectively reducing his Forest Lore to -2... I can work with that, or not, as you wish. We could have the initiation delayed for in-saga (if ever), or have it the Rhine/Crintera, or allow him to have Forest Lore 3 (even though he should have been initiated recently), or whatever.
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I have no problem doing your forest law initiation happening, but for sake of the game issues you mentioned we could simply leave the initiation until after you have set up your covenant.
What we can say is that just prior to the meeting with Murion, you entered the mystery, with the Rhine valley as your focus, which is where the majority of the campaign will take place. Sound workable?
Appearance: Leo is a large man, nearly 7 feet tall, with a short but flowing mane of blonde hair and beard. He has impressive features and a regal manner, but there is a spark of wildness in his eyes. His attire seems to vary, but is always respectable and has a certain elegance to it, even when dressed in peasant's ware; close inspection will reveal it to be illusiory, as Leo doesn't actually wear clothes nor carries any gear.
In lion form: Characteristics: Int +3, Per 0, Pre +3, Com -4, Str +7, Sta +3, Dex +2, Qui +0 Size: +3 Virtues & Flaws: As above; does not gain lion's V&F. [lose Tough and Puissant Brawl] Abilities: gain Athletics 5* (pouncing), Awareness 2 (smell), Brawl 5 (claws), Hunt 4 (deer), Stealth 4 (stalking)
* A lion can make impressive leaps, and gets +3 to jump-related rolls. It can easily jump high enough to attack a man on horseback. Fatigue Levels: as above, or as lion's? Soak: +5 Wound Penalties [per Size +2] -1 (1-7), -3 (8-14), -5 (15-21), Incapacitated (22-28)
Natural Weapons: Large claws: Init 0, Attack+5, Defense +3, Damage +4; Large teeth: Init 0, Attack +4, Defense +1, Damage +3. Its hide gives it a Protection of +2.
Combat:
Claws: Init 0, Attack+13, Defense +11, Damage +11
Bite: Init 0, Attack +11, Defense +8, Damage +10
Appearance: Leo appears as an exceptionally large lion, weighing 70 stone (980 pounds, about 500 kg) and with a body length of about 13 feet. It has a short, broad muzzle with powerful jaws and teeth. Its coat is tawny and he has a majestic mane of similar hue.
Background: Leo was raised by an eremite Bjornaer magus at a secret glade near Lake Nemi in the Rome Tribunal. From early age he was indoctrinated into the cult of the Huntress in the Wood, and is now a devout pagan worshipping the old nature deties and devoted to restoring the wild magic of old. In many ways, he is a stereotypical Bjornaer. His fellow House and Clan members (with the notable exception of his parens) see his devotion to the cult as mild insanity - not too surprising in an Ilfetu. As long as it doesn't interfere with his House duties, which he and his parens perform diligently, it is tolerated. His fellow cult members see him and his parens as both assets and dangerous mystics. For while the cult sees the House mysteries as irrelevant, Leo's parens sees them as corrupted teachings of Merinita, that they seek to purify and integrate into the Cult's practices. So far Leo has only assisted his parens on some minor aspects of this research, but generally he adheres to his parens' teachings on this, although seemingly with less passion. The cult, too, tolerates the lineage's idiosyncracies, if only due to the great respect the Ilfetu are granted among other Bjornaer.
For his initiation into the cult, he traveled to the great forests of the Rhine Tribunal, where he communed with the forest spirits of the Rhine Gorge. This made a lasting impression on him, and he is now ecstatic about the great forests. He and his mystagogue were both surprised to find a redcap looking for him, however, who delivered the letter from Murion. The hierarch didn't know why Murion summoned him, and even more importatntly how she knew where to find him. Fearful that Murion has some intelligence source on the cult, he sent Leo to her with clear instructions to do as she says but reveal nothing of the cult and try to ascertain how much she knows and, if possible, how. Leo is not quite sure how to do that, and is rather nervous about the meeting.
Notes: Leo's delterious circumstances are when he is in human shape; I assume his "magical totals" are halved means his Casting Total, Lab Total, and so on, not his spell casting roll or so on, and that halving means rounding down. He can cast his spells normally while in his heartbeast shape, and should he acquire the inner house mystery, partial change into it would suffice as well (I'm imagining a man with lion's head here).
Leo's major story flaw is Pagan. But his paganism may be of little consequence for a magus. If this is so, I'll replace it with Dark Secret - his membership in the Huntress would be secret, and worse, revealing it might cause other Bjornaer to dig into his parens' doings and thereby discover that he's been corrupting the Ritual of Twelve Years (the Thousand Heartbasts story hook). That would, at minimum, cast a seep shadow over Leo's own doings, and Bjornaer are not generally known for giving the benefit of the doubt...
The forest Leo is attuned to is currently some unnamed forest in the Rhine Gorge. If you wish, he may instead be attuned to the Lake Nemi glade, which fits his background more. This is fine by me, and would be especially appropriate if the saga is not heavily involved with forest spirits. In that case, however, a future "reattuning" to some great forest spirit might be in order if the saga progresses far enough.
I suspect that the Size of lions is mistaken. It should be +1, as large as a large person, not +2, as large as a horse. In that case their Wound Penalties also make sense. I've made the Wound Penalties fit Size +2, instead of the +3 that a Large lion would be.
I'm not entirely sure what to make of their Fatigue Levels and V&F. Serf's parma.
In terms of goals, Leo is intended to explore nature mysteries (possibly related to the Hercylian forest spirit), huntress mysteries, and house mysteries (as well as clan mysteries) and to "steal" appropriate initiation scripts to incoporate in the Huntress lore. He'll be interested in anything on that direction, and in Wilderist issues more generally. Increasing his Forest Lore, Heartbeast, and Parma as well as amassing more spells, especially to do with Rego, Animal, and Herbam, are also of interest.
If there is anything here that isn't suitable to the saga you have in mind - just give me more direction. I can change anything and everything, including making an entirely new character (a Jerbiton harmonist? Demon-hunting Flambeau? Whatever, I'm game).
Quote:
Originally Posted by Walking Dad
Maybe my could be a kind of apprentice to the other one?
My magus would be too young to have an apprentice. We could come from the same "sept", the same family, with you being the apprentice of another magus in my master's "family", or we could be both apprentices of the same master (very rarely do magi raise two apprentices at the same time, but it happens). Or we could just be unrelated Bjornaer It's a big-enough House for that....
What's the idea for your character? Perhaps we can mesh our characters together better, regardless. I'm using some things from some ArM supplements to build mine, but don't sweat it - if you give me or ArghMark the idea, we could either tell you what's relevant, or you could stay with the (simpler) core mechanics and ideas with no real problem.
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Last edited by Yair; 24th September 2009 at 10:31 AM..
As for going around in the forest and the like, that can be entirely up to you. The first part of the story will be choosing and getting support for your little covenant.
Walking Dad:
It is possible that you are from the same 'sept', as Yair said; there are a few about, and its entirely possible you are even from the same covenant as Yair's character. If Yair is happy to do it, as he is obviously very knowledgeable about the setting he could be some help roleplaying wise as well.
Your idea about a shapechanging Bjornaer mage is also a little on the odd side for your house (but don't let that put you off!). It will be quite easy to put together a plant/animal mage for you, as well.
Not to worry about not knowing about the setting or things like that. I'll introduce things as they come, and as cool as the previous characters are there'll be time to delve in that after the initial start up.
Basically the only thing to worry about for you is sorting out your magic arts and spells. Did you get my last message?
Cautiously interested. I have the books, and I have an idea for a feyblooded magus that I'd like to try. If this doesn't step on any toes, are you still accepting applicants?
As for going around in the forest and the like, that can be entirely up to you.
I'll just leave it as-is, then.
I also corrected a few mistakes in the heartbeast stats, below. I'm following the lion statistics in RoP:M, and the heartbeast rules in HoH:MC.
Spoiler:
Leo Braveheart Ilfetwis
Size: +1
Age: 25 (Apparent 25)
Personality Traits: Lion (Fierce, Brave) +1, Idealistic +3, Curious +1; Weakness +3, Vow +3
Characteristics: Int +3, Per 0, Pre +3, Com -3, Str +1, Sta 0, Dex 0, Qui 0
Virtues & Flaws: (Free) The Gift, Hermetic Magus, Heartbeast; (Minor Virtues) Clan Ilfetu, Inspirational, Inoffensive to Animals, Nature Lore, Subtle Magic, Unbound Tongue, Large, Ways of the Forest, Puissant Rego, Puissant Forest Lore; (Major Flaw) Pagan, Twilight Prone; (Minor Flaw) Vow (obedience to Huntress hierophants), Weakness (submission), Deleterious Circumstances (in human shape), Weak Enchanter
Confidence Score: 1 (3)
Abilities: Lake Nemi Lore 2, Athletics 2, Animal Handling 1, Italian (archaic dialect) 5, Stealth 1, Survival 2, Brawl (unarmed) 2, Hunt 1, Leadership 3, Order of Hermes Lore 1, House Bjornaer Lore 4 (house initiations), Intrigue 1 (sniffing out plots), Artes Liberales 1, Latin 4 (hermetic usage), Magic Theory 3 (inventing spells), Parma Magica 1 (An), Concentration 1 (maintaining a spell), Gothic 4 (house initiations), Magic Lore 1 (great beasts) , Huntress Lore 1 (inventing new initiations), Forest Lore 1+2, Heartbeast 1 (change into heartbeast)
Wizard's Sigil: Leo's spells are imbued with majesty and serenity.
Arts: In 1, Mu 5, Re 8+3, An 5, He 5, Me 4, Vi 3
Spells: Casting Total is given in Heartbeast/Human-form. Note the +3 in forests is not included.
Clothes for the Bjornaer: Make the caster look and feel like he's dressed. MuIm 4 (B2, +2 Sun): CT +8/+2
Strike of the Angered Branch ReHe 15: CT +19/+8
Spasm of the Uncontrolled Hand ReCo 5: CT +14/+5
Sooth the Ferocious Bear ReAn 10: CT +19/+8
Shiver of the Lycanthrope InAn 10: CT +9/+3
Image of the Beast InAn 5: CT +9/+3
Wizard's Sidestep ReIm 10: CT +14/+5
Aura of Rightful Authority ReMe 20: CT +18/+7
Unseen Arm ReTe 5: CT +14/+5
Trackless Step ReTe 10: CT +14/+5
Scales of the Magical Weight InVi 5: CT +7/+2
Sense the Nature of Vis InVi 5: +7/+2
Gather the Essence of the Beast ReVi 15: CT +17/+7
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Soak: 0
Brawl: Init 0, Attack +3, Defense +3, Damage +1
Wound Penalties: -1 (1-6), -3 (7-12), -5 (13-18), Incapacitated (19-24)
Appearance: Leo is a large man, nearly 7 feet tall, with a short but flowing mane of blonde hair and beard. He has impressive features and a regal manner, but there is a spark of wildness in his eyes. His attire varies, but is always respectable and has a certain elegance to it, even when dressed in peasant's ware; close inspection will reveal it to be illusiory, as Leo doesn't actually wear clothes nor carries any gear.
In lion form:
Characteristics: Int +3, Per 0, Pre +3, Com -3, Str +6, Sta +3, Dex +2, Qik +1
Size: +2
Confidence Score: 2 (6)
Virtues and Flaws: gain Ferocity (self-defense), Puissant Brawl, Self-Confident, Tough, Proud
Qualities: Aggressive, Ambush Predator, Crafty, Good Jumper, Hardy, Imposing Appearance, Large Claws, Large Teeth, Tough Hide, Vocal
Personality Traits: (gain Proud)
Reputations: None (yet)
Combat:
Claws: Init +1, Attack +15, Defense +12, Damage +10
Bite: Init +1, Attack +13, Defense +9, Damage +9
Soak: +8
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-7), -3 (8-14), -5 (15-21), Incapacitated (22-28), Dead (29+)
Abilities: gain Athletics 5* (pouncing), Awareness 2 (smell), Brawl 5+2 (claws), Hunt 4 (deer), Stealth 4 (stalking), Survival 5 (arid climates). Can speak with lions.
Gets +3 to jump-related rolls.
Natural Weapons: Large claws: Init 0, Attack +5, Defense +3, Damage +4; Large teeth: Init 0, Attack +4, Defense +1, Damage +3. Its hide gives it a Protection of +2.
Appearance: Leo is a particularly large lion, weighing in at about 35 stone (490 pounds) and with a body length of over ten feet. It has a short, broad muzzle with powerful jaws and teeth. Its coat is tawny and so is his majestic mane.
Background: Leo was raised by an eremite Bjornaer magus at a secret glade near Lake Nemi in the Rome Tribunal. From early age he was indoctrinated into the cult of the Huntress in the Wood, and is now a devout pagan worshipping the old nature deties and devoted to restoring the wild magic of old. In many ways, he is a stereotypical Bjornaer. His fellow House and Clan members (with the notable exception of his parens) see his devotion to the cult as mild insanity - not too surprising in an Ilfetu. As long as it doesn't interfere with his House duties, which he and his parens perform diligently, it is tolerated. His fellow cult members see him and his parens as both assets and dangerous mystics. For while the cult sees the House mysteries as irrelevant, Leo's parens sees them as corrupted teachings of Merinita, that they seek to purify and integrate into the Cult's practices. So far Leo has only assisted his parens on some minor aspects of this research, but generally he adheres to his parens' teachings on this, although seemingly with less passion. The cult, too, tolerates the lineage's idiosyncracies, if only due to the great respect the Ilfetu are granted among other Bjornaer.
For his initiation into the cult, he traveled to the great forests of the Rhine Tribunal, where he communed with the forest spirits of the Rhine Gorge. This made a lasting impression on him, and he is now ecstatic about the great forests. He and his mystagogue were both surprised to find a redcap looking for him, however, who delivered the letter from Murion. The hierarch didn't know why Murion summoned him, and even more importatntly how she knew where to find him. Fearful that Murion has some intelligence source on the cult, he sent Leo to her with clear instructions to do as she says but reveal nothing of the cult and try to ascertain how much she knows and, if possible, how. Leo is not quite sure how to do that, and is rather nervous about the meeting.
WalkingDad: Just FYI, Bjornaer generally dislike Shapechangers for two reasons. For one thing, the change is only "skin-deep"; the magus is still a human underneath the magic - for example, he's still affected by Corpus and Mentem spells. The Bjornaer see the change as partial also at the spiritual level. Furthermore, Bjornaer generally see Shapechanging as taking the form of ancestor spirits against their will; I suggest we diss this part of the official House's description, however, if you intend to play a Shapechanging Bjornaer.
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Alright, finished the grog. I took a little liberty with the Warrior virtue, making him a soldier for the mob rather than an army. His blocked abilities are social-skills - he's inherently unable to relate to people and make them like him; but I assume he is able to lie well enough, and to learn games of chance or hold his liqueur. I also took some skill in storytellling, even though there isn't such a skill per se.
Guerino, the Sour
Age: 20
Characteristics: Int -3, Per +1, Pre 0, Com -3, Str 0, Sta +3, Dex +3, Qui +3
Virtues & Flaws: Puissant Great Weapon, Tough, Warrior; Ability Block (social skills), Branded Criminal (Social Status), Pessimistic (Personality Flaw).
Abilities: Athletics 2, Awareness 2 (hidden weapons), Brawl 3 (fist), Carouse* 2 (games of chance), Great Weapon 5+2 (Staff), Italian 5, Legerdemain 1 (con games), Mafia Lore 4 (crime lords), Nemi Glade Lore 2 (covenfolk), Profession: Ruffian 3, Stealth 2 (in city), Storytelling 1, Venice Lore 4 (dark alleys)
* This represents knowledge and skill in the games, but not friend-making behavior, which Guerino is unable to master. Guerino may play well, but he doesn't play nice.
Personality Traits: Pessimistic +3, Tale-spinner +1 (morbid tales), Stubborn +3
Equipment: Staff (Init +2, Atk +3, Dfn +3, Dam +2, Load 2), Leather Scale Hauberk (Protection/Load 3)
Burden 2 [4 points]; Encumbrance 2 [reduces Initiative and athletic activities]
Soak: 9
Combat:
Staff: Init +3, Atk +14, Dfn +14, Dam +2
Fist: Init +1, Atk +7, Dfn +7, Dam +0
Kick: Init +0, Atk +6, Dfn +5, Dam +3
Background: Growing up as a ruffian in Venice left Guerino with a rather dour and morbid take on life. He was always tough and capable, but never much-liked, and he didn't like the job too much. Not the sharpest knife in the shed, Guerino got caught for beating some noble's son up, and ended up branded as a criminal. Though this didn't hurt his business much, he didn't like the duke's prison, at all, and decided to seek alternative employment. He eventually landed in the Nemi Glade as a guard, but his sour outlook soon led him to be "exported" into serving as Leo's bodyguard when he was sent to the north, to Germany. Guerino doesn't mind - he much prefers this job, and is rather surprised things didn't go much worse for him. If he was a betting man, and he is, he'll bet that this is just a curse in disguise, and he'll surely die at some dragon's jaws or something soon enough. Until then, he's determined to live his life the way a man should - with force and tenacity.
The only problem is that no one seems to speak Italian is these foreign lands. He can't make sense of their barbarian speech. This leaves him only the company of Leo, which neither one of them particularly enjoys.
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Last edited by Yair; 28th September 2009 at 11:10 PM..