Name:                     Domongart                                                           Personality Traits:

Age:                        20                                                                                            Trait                        Score

Year:                                                                                                                      Kind                       +2

Gender:                  Male                                                                                       Introverted            +2

House:                    Bjornaer                                                                                 Spontaneous       -3

Covenant:                                                                                                             

Player:                   Bill                                                                          Decrepitude points:                0

                                                                                                                                Descriptions:

Reputations:

                Type/Target           Score

                Violent                   +2

 

Characteristics:

                                Orig                Curr                Spec                                        Abilities:

                Int                2                2                                                                              Abilitiy                   Specialty                                Score                Exp

                Per                2                2                                                                              Dodge                    when surprised                  3             

                                                                                                                                Penetration           Animal                      3

                Str                2                2                                                                              Finesse                  Rego                          2

                Sta                3                3                                                                              Alertness                ambushes                 2

                                                                                                                                Animal Ken         wolves                      1

                Pre                -2                -2                                                                            

                Com                -3                1                                                                              Verditius Magic     Creo                           2

                                                                                                                                Certamen              Creo                           2

                Dex                2                3                                                                              Parma Magica   Perdo                         4

                Qui                1                2                                                                              Survival                 woodlands               1

                                                                                                                                Concentration      ignoring sounds      2

                Conf                3                                                                                              Stealth                    forest                         2

                Siz                           -1                                                                             Staff                        wild melees       2

 

Virtues:                                                                                                                 Hermes History                                      2

                Score                Description                                                                            Hermes Lore                                           2

                +2                Heart Beast (wolf)                                                           Magic Theory                                      5

                +2                Magical Animal Companion                                            Speak Own                                           4

(wolf)                                                                                Speak Latin                                                   4

                +1                Good Characteristic (Com = 1)                                               Scribe Latin                                          3

                +1                Lithe (+1 Dex, Qui, -1 Siz, No                                           Sign Language                with Sithec        2

fresh or unhurt

wound/fatigue levels)

                +1                Enduring Constitution (wound

and fatigue penalties -1)

                +3                Highly Skilled (20 pts of skills)

Wolf Virtues:                                                                                       Body Levels:

                +1                Tough (+3 to soak)                                                           Level                                       Modifier

                +1                Hardy Convalescence (+3 to                                      Hurt                                        0                              __x__

                                                damage recovery rolls)                                      Light Wounds                                0                             _____

                                                                                                                                Medium Wounds                                -2                             _____

Flaws:                                                                                                                     Heavy Wounds                                -4                             _____

                Score                Description                                                                            Incapacitated                       ---                            _____

                -2                Verditius Magic (must cast

formulaic with focus,                                                 Soak Total = Prot + Sta + Siz = 7

no bonus from spell foci,

verditius magic skill)                                Fatigue Levels:

                -4                Demon plagued (Rage; +12 on                                    Level                                       Modifier

                                                demon's penetration,                                           Winded                                  0                              __x__

                                                Infernal Might 24+)                                            Weary                                    0                              _____

                -3                Fury (mistreatment of animals)                                 Tired                                       -2                             _____

                -1                Black Sheep (Reputation of                                      Dazed                                     -4                             _____

                                                Violence +2)                                                          Unconscious                        ---                            _____

                -2                Incompatible Arts (perdo animal)

                                                                                                                                Fatigue Total = Stm - Enc = 3

Weapons:                                                                                                                                              Armor:

                Weapon                  Init                Atk                Dfn                Dam                Rng                Spc                Str              Type                        Prot                Load

                Brawl                      2 (0)                3 (0)                3 (0)                1 (0)                ---                0                ---               Scale Cuirass                5                2             

                Staff                        9 (5)                7 (2)                11 (7)                5 (4)                ---                2                -2

 

Init = Qui + Weapon Skill + Weap Init - Enc,  Atk = (Dex or Per) + Weapon Skill + Atk Bonus,  Dfn = Qui + Weapon Skill + Weapon Def - Siz

Dam = (Str + Siz) or (Nothing) + Weapon Dam,  Rng = effective range of weapon,  Spc = open paces around you for weapon use,  Str = min Str for use

 

Equipment:                                                                                            Notes:

                Load                Item and Notes

0                Staff                                                                        ___________________________________________________

2                                             Scale mail Cuirass                                                ___________________________________________________

__                ______________________________                ___________________________________________________

__                ______________________________                ___________________________________________________

__                ______________________________                ___________________________________________________

__                ______________________________                ___________________________________________________

__                ______________________________                ___________________________________________________

                                                                                                ___________________________________________________

Total Load = 2                                                                 ___________________________________________________

Encumbrance (Enc) = Total Load - Str = 0                     ___________________________________________________

 

Magic Arts:

                Technique              Score                Exp                Form                       Score                Exp                Form                       Score                Exp

                Creo                        5                              Animal                   6                              Ignem                     4

                Intellego                                2                              Aquam                   5                              Imaginem             4

                Muto                      2                              Auram                    2                              Mentem                 2

                Perdo                      5                              Corporem             3                              Terram                    5

                Rego                       5                              Herbam                  1                              Vim                         5

 

Casting Spontaneous Spells = Int + Tech + Form - Enc                 Casting Formulaic Spells = Stm + Tech + Form - Enc

                Divide by 2 if spending Fatigue level, 5 if not                Casting Ritual Spells = Formulaic Total + Concentration

Magic Resistance = Parma Magica x 5 (+Form and Bonuses)                Targeting Roll = Perception + Finesse = 4

Concentration Roll = Intelligence + Concentration = 4                 Fast-Cast Speed = Qui + Finesse - Enc = 4

Certamen = Int + Certamen + Tech + Form = 4 + Tech + Form        Basic Lab Total = Int + Magic Theory + Tech + Form = 7 + Tech + Form

Maximum Vis Per Season = Magic Theory + Vim = 10


Spells:

                Spell:                Heat of the Searing Forge                 Form/Tech/Level: Cr / Ig / 10

                Range:                near / sight                                       Duration: Inst                       Cast Total: 12

                Target:                                                                   Aim:                                        Page: 215

                Notes:

 

Spell:                Spasms of the Uncontrolled Hand                Form/Tech/Level: Re / Co / 5

                Range:                near / sight                                       Duration: Inst                       Cast Total: 11

                Target:                                                                   Aim:                                        Page: 210

                Notes:

 

Spell:                The Wound that Weeps                   Form/Tech/Level: Pe / Co / 15

                Range:                near / sight                                       Duration: Inst                       Cast Total: 11

                Target:                                                                   Aim:                                        Page: 210

                Notes:

 

Spell:                Mighty Torrent of Water                  Form/Tech/Level: Cr / Aq / 20

                Range:                spec                                                        Duration: spec                      Cast Total: 13

                Target:                                                                   Aim:                                        Page: 200

                Notes:

 

Spell:                Thief of the Stolen Breath                 Form/Tech/Level: Pe / Au (Co) / 10

                Range:                near / sight                                       Duration: Inst                       Cast Total: 11

                Target:                                                                   Aim:                                        Page: 205

                Notes:

 

Spell: Invisibility of the Standing Wizard                Form/Tech/Level: Pe / Im / 15

                Range:                self / touch                                      Duration: sun / year                Cast Total: 12

                Target:                                                                   Aim:                                        Page: 221

                Notes:

 

Spell:                Invocation of Weariness                   Form/Tech/Level: Pe / Co / 5

                Range:                near / sight                                       Duration: Inst                       Cast Total: 11

                Target:                                                                   Aim:                                        Page: 209

                Notes:

 

Spell:                Weaver's Trap of Webs                    Form/Tech/Level: Cr / An / 20

                Range:                near / sight                                       Duration: sun / Inst                Cast Total: 14

                Target:                                                                   Aim:                                        Page: 196

                Notes:

 

Spell:                Pit of the Gaping Earth                         Form/Tech/Level: Pe / Te / 15

                Range:                near / sight                                       Duration: Inst                       Cast Total: 13

                Target:                                                                   Aim:                                        Page: 229

                Notes:

 

Spell:                Earth's Carbuncle                                              Form/Tech/Level: Re (Mu) / Te / 5

                Range:                near / sight                                       Duration: Inst                       Cast Total: 10

                Target:                                                                   Aim: +1                                  Page: 234

                Notes:

 

Spell:                Circular Ward against Demons                Form/Tech/Level: Re / Vi / 20

                Range:                spec / ring                                         Duration:                               Cast Total: 13

                Target:                                                                   Aim:                                        Page: 234

                Notes:

 

Domongart's story
 
Domongart was born of hard-working, well-respected parents.  The first
few years of his life were uneventful, and early on in his life he grew
comfortable with the fact that he would some day marry and take over his
father's position as leader of clan Colquhoun.  He worked hard at being
good at everything he did, and made his parents proud.  As fate would
have it, however, his simple expectations of life were not to be.
 
As his childhood progressed, Dom began to feel different.  It was if his
awareness of the world transcended the perception of his fellow
clansmen.  He began to feel as if his full potential was unrealized, and
that something about him was going to change.  This made him
uncomfortable, and short-tempered.  He began to spend more and more time
alone, as other people made him nervous and irritable.
 
One day, as Dom was walking through the countryside, trying to come to
terms with his newfound senses, a demon appeared before him.  Initially
terrified, he turned and tried to flee.  With lightening speed, the
demon was in front of him again.  Once again Dom spun around and ran,
and once again was intercepted.  Realizing that he couldn't escape the
vile beast, Dom stopped and prepared to fight.  He knew that the odds of
him being able to defeat this spawn of hell were slim, but he wasn't
about to surrender without a battle.  The demon did not attack, however,
but instead began to taunt him.  It spoke of Dom's feeling of hidden
potential, which surprised Dom for he had never told a soul about his
suspicions.  The demon began to talk of hell and of Dom's inevitable
place there among the ruling class.  "We've been watching you," it said.
 "Join us, and you will feel the power that only those of Hell can
possess!"  The demon continued to regale him with his potential future,
and gradually it's voice began to take on a droning, buzzing quality.
Dom felt his head spinning.  He knew the demon represented utmost evil,
and that the promises would come true at the cost of his very soul, but
the power of the beast was overwhelming him.  As the demon droned on,
Dom closed his eyes and fought to retain his sanity and his soul.
 
He heard a new noise.  When he opened his eyes, he saw a large wolf
standing just behind and to one side of the demon.  The wolf looked at
him, and he looked deep into her eyes.  "The Evil is stealing your
soul," the eyes seemed to say.  "You have within you the power to break
free.  Reach deep and find the power!"  Not knowing whether he had heard
the words or only felt them, Dom closed his eyes again.  He
concentrated, tried to shut out the buzz in his head that threatened to
overwhelm his sanity.
 
He never could remember what happened next.  In later years, he would
realize that he had most likely tapped into his innate magical ability,
and spontaneously created the spell that he desperately needed.  With
sudden realization of what was happening, the demon shrieked and
attacked Dom, just as Dom's powerful raw energy spell coursed out of his
outstretched hands.  There was a huge explosion, and Dom was thrown
backwards and knocked unconscious.  When he awoke, he was alone, and
hurt.  In his hand he discovered a long black wolf tooth.  In awe of all
that had happened to him, he made his way painfully back to home.
 
A couple of weeks later, having recovered from his wounds, Dom was
helping a man and two other youths his own age build a stone wall.
Hearing something behind him, Dom turned, and there sat the wolf, once
again looking at him.  As he took a step toward her, one of the other
boys shouted and threw a stone at the wolf, hitting her in the leg,
causing her to yelp in pain and run off.  Something inside Dom snapped,
and he picked up a stick and began beating the boy senseless.  When the
older man and the other boy tried to intervene, he began attacking them,
too.  Eventually, bruised and battered from the Dom's berserk assault,
the three ran for their lives.
 
Breathing heavily, Dom turned and proceeded in the direction the wolf
had taken.  He found her not far away, licking a small cut in her leg.
She sat and watched him as he tore off part of his shirt and bandaged it
around her leg.  Standing up, Dom once again looked into her eyes.
"Come with me."  He knew this time that the words were in his heart, not
his ears.  "Become as me, and I will take you to one you knows you."
Dom felt a stirring deep within him, and let the feeling spread to every
part of him.  Suddenly, he was a wolf, and instead of shock, he was
elated.  He felt as if he was finally beginning to unravel the mysteries
of his existence.  He knew his old life was older, and that his future
lay in a new direction.  With a happy bark, he followed the wolf into
his new life.
 
His new companion led him deep into a distant forest, to an old but
well-maintained house.  The owner of the house did indeed know Dom for
what he was, for the old man was an ancient Mage.  The old Mage taught
Dom for many years, helping him to acknowledge his power, teaching him
how to use it.  Dom found that he could wield great power, but only when
he was in contact with his icon, his black wolf tooth.  He kept the
tooth on a leather thong around his neck at all times.  The old mage had
many books of knowledge, and Dom studied them long and hard, trying to
better master his newfound abilities.  As Dom grew stronger in power and
learned more about the world, he remembered his encounter with the
demon.  He realized that Hell had indeed taken an interest in him, and
that he had probably not seen the last of the demon.
 
When Dom came back from gathering firewood one day, the house was gone.
It hadn't disappeared; it had blown up.  The only remnants were some
charred pieces of wood and a few twisted metal tools.  His only guess
was that his master had tried some new spell that had gone awry, and had
suffered the consequences.  Heartbroken, he and his wolf companion
headed back into the world.
 
As he left the forest, he chanced upon a man fighting off several
bandits.  Dom was just about to join the fray and help the victim when
it became apparent that the man needed no help.  His skill with the
greatsword was incredible.  In only a few minutes, the swordsman had
killed two of the bandits and chased off the rest.  Turning and seeing
Dom, he assumed a defensive position.
 
After assuring the swordsman that he was no threat, he asked his name.
The swordsman pointed to a horrid scar on his throat, and shook his
head.  Then he moved his hands about in a pattern that fascinated Dom.
Dom asked if the man would care to travel with him, to which the man
nodded his head and smiled.  As time progressed, they became good
friends, and Dom spent the next few months learning the sign language
that was the man's only form of communication.  Dom learned that the
swordsman's name was Sithec, and he also learned all about Sithec's
life.
 

 

 

 

 

 

Name:                     Sithec                                                     Personality Traits:

Age:                        25                                                                                            Trait                        Score

Year:                                                                                                                      Friendly                 +1

Gender:                  Male                                                                                       Loyal                      +3

House:                                                                                                                    Cunning                 -2

Covenant:                                                                                                              Trustworthy         +3

Player:                   Bill                                                                         

                                                                                                                Decrepitude points:                0

Reputations:                                                                                                         Descriptions:

                Type/Target           Score

                                               

 

Characteristics:

                                Orig                Curr                Spec                                        Abilities:

                Int                1                1                                                                              Abilitiy                   Specialty                                Score                Exp

                Per                1                1                                                                              Dodge                    slash                          4          

                                                                                                                                Search                    sounds                      1

                Str                3                3                                                                              Athletics              long distance run             2

                Sta                3                3                                                                              Alertness                bodyguard               2

                                                                                                                                Climb                      trees                          1

                Pre                -1                -1                                                                             Healer                     broken bones        2

                Com                -1                -1                                                                            

                                                                                                                                Survival                 woodlands               2

                Dex                -2                3                                                                              Track                      humans                     2

                Qui                -3                2                                                                              Brawl                      punching                 2

                                                                                                                                Stealth                    forest                         2

                Conf                3                                                                                              Greatsword                bodyguard               5

                Siz                           0                                                                             

                                                                                                                                Sign Language                with Domongart               5

Virtues:                                                                                                                 Occult Lore                                           1

                Score                Description                                                                            Fantastic Beast

                +2                Knack (+4 to sword attacks)                                                  Lore                dragonkind              2

                +2                Superior Characteristic (Dex 3)                                   

+2                Superior Characteristic (Qui 2)                                   

                +1                Good Armaments                                                                           

                                                                                                                               

 

 

                 

                                                Soak Total = Prot + Sta + Siz = 10

               

                                                                                                Body Levels:

                                                                                                                                Level                                       Modifier

                                                                                                                                Unhurt                                   0                              __x__

                                                                                                                                Hurt                                        0                              _____

                                                                                                                                Light Wounds                                -1                             _____

                                                                                                                                Medium Wounds                                -3                             _____

Flaws:                                                                                                                     Heavy Wounds                                -5                             _____

                Score                Description                                                                            Incapacitated                       ---                            _____

                -2                Mute

-2                Overconfident (belief in ability to                                Fatigue Levels:

defeat any foe)                                                                Level                                                Modifier

-1                Orphan                                                                                   Fresh                                      0                              __x__

                -2                Tainted with evil                                                                 Winded                                  0                              _____

                                                                                                                                Weary                                    -1                             _____

                                                                                                                                Tired                                       -3                             _____

                                                                                                                                Dazed                                     -5                             _____

                                                                                                                                Unconscious                        ---                            _____

                                                                                                               

                                                                                                                                Fatigue Total = Stm - Enc = 2

                                                                                                                               

Weapons:                                                                                                                                              Armor:

                Weapon                  Init                Atk                Dfn                Dam                Rng                Spc                Str              Type                        Prot                Load

                Brawl                      3 (0)                5 (0)                4 (0)                3 (0)                ---                0                ---               Ring Hauberk                7                3             

                Greatsword          11 (5)                15 (3)                12 (5)                14 (11)                ---                3                1

 

Init = Qui + Weapon Skill + Weap Init - Enc,  Atk = (Dex or Per) + Weapon Skill + Atk Bonus + Knack,  Dfn = Qui + Weapon Skill + Weapon Def - Siz

Dam = (Str + Siz) or (Nothing) + Weapon Dam,  Rng = effective range of weapon,  Spc = open paces around you for weapon use,  Str = min Str for use

 

Equipment:                                                                                            Notes:

                Load                Item and Notes

1                Greatsword                                                          ___________________________________________________

3                Ring Mail Hauberk                                        ___________________________________________________

__                ______________________________                ___________________________________________________

__                ______________________________                ___________________________________________________

__                ______________________________                ___________________________________________________

__                ______________________________                ___________________________________________________

__                ______________________________                ___________________________________________________

                                                                                                ___________________________________________________

Total Load = 4                                                                 ___________________________________________________

Encumbrance (Enc) = Total Load - Str = 1                     ___________________________________________________

 

Sithec's story
 
Sithec's life took a turn for the worse when he was only a few days old.
 His evil mother was the high priestess of an evil, demon-worshipping
cult.  She had bore her son only as fodder for human sacrifice in her
attempt to summon the object of her devotion into the physical realm.
As she stood above the altar deep in the dark forest, surrounded by her
followers and chanting the name of the demon she loved, a lone
swordsman, Cennedig, came upon the nightmare scene, realized what was
about to happen, and attacked. He had arrived a little too late,
however, and Sithec's mother was able to drive the ritual dagger into
Sithec's throat.  
 
 Cennedig killed Sithec's mother, as well as killing or driving off the
rest of the cult members.  He was a master swordsman, and had no
problems defeating the entire congregation.  He grabbed Sithec, bundled
him up, and raced on his horse to a church that he knew nearby, where he
hoped they would be able to save this innocent child.  
 
The druid there was able to keep the child from dying, but was not able
to remove his mother's taint of evil from him.  No matter what path in
life he took, no matter how good he was, Sithec would have a vague aura
of evil that would go with him to his grave.  Also, the druid was not
able to fully heal the damage that had been done to the baby's throat,
and Sithec was unable to utter a sound.  These curses were his mother's
legacy.
 
Cennedig felt sorry for the poor orphan, and took him in, caring for him
as he grew up.  Cennedig and Sithec learned to communicate with each
other using an odd form of hand signals.  Cennedig was a dragon slayer,
and began teaching Sithec the art of the sword as he matured.  Sithec
was a fast learner, and soon became quite good with a blade.  He was
best with the greatsword, and with this weapon in his hand, he was
almost unbeatable in combat.  His only downfall was that his belief in
his skills made him overconfident, and he never learned the value of
retreat.  He always believed that his skills would prevail over any foe.
 
Together, Cennedig and Sithec were an imposing team, traveling the
countryside quite extensively in search of their prey.  They defeated
four dragons together in as many years.  Then came the fateful day when
a misstep brought Cennedig into the open jaws of a particularly large
dragon.  While the dragon was distracted with maiming Cennedig, Sithec
dealt the beast a deathblow.  He was too late, however, and Cennedig was
killed.
 
Sithec was heartbroken.  The only things he had in the world were the
armor on his back and his greatsword, both gifts from his beloved foster
parent.  In depression, he began to travel the land in search of his
destiny.  At some point in his travels, he was accosted by several
bandits.  The knaves were no match for his steel, however, and he easily
drove them off.  It was then that he met Domongart and his wolf
companion, and over the course of the next few months, they became good
friends.  At some point, they heard a rumor that a covenant of Magi was
looking for new blood.  Interested, they headed out.
 

 

1