Tuesday, September 26, 2006

Hanno Barca

Hanno my Swashbuckling Bard in Alex's DnD game is happily developing. This game has been lots of fun with much adventuring.

Hanno Barca

Hanno cuts a magnificent and conspicuous figure in his marvelous Red Silk Flared Pants and large voluminously sleeved jacket topped by a huge wide-brimmed hat with large white feathers of an unknown but obviously rare bird – all materials are of course embroidered with fine Jade Dragons. He of course wears no shirt or shoes, what Pirate would! But he sports a splendidly embroidered red sash crossing from right shoulder to left hip. He carries a quite magnificent Cutlass and very fine Rapier in scabbards on a brightly buckled fine leather belt - finally spotting you he winks and doffs his large hat in your direction.


Hanno’s background

Born and abandoned in a back alley of the great trading city of Carthagum, Hanno was raised by a combination of his own wits and the less than altruistic hands of swindlers, professional spruikers, thieves, bouncers, bartenders and prostitutes. Hanno likes all manner of action.

Carthagum is a large and prosperous city state where everything is for sale, and everything is available. Combined with this is a total absence of discrimination, so long as you can pay, and all manner of humanoids and goblinoids exist in a semi-peaceful state with a multitude of other races. Hanno can happily exist side by side with anyone.

Amongst this population Hanno spent most of his time in the Carthagum docklands amidst goblins, dwarves and humans learning to talk, fight and think his way into and out of trouble. It was in these alleys that he also found and started to worship the Goddess Volineadiri before joining a Corsair crew bound for the Open Ocean and distant ports. For want of a mentor or father figure Hanno has embraced his religion and is a fanatical follower.

Volineadiri (Neutral Evil) is the Goddess of Drink, Wenching, Song and Death. She is beloved of the Corsairs of Carthagum as she offers guidance for Ocean travelers and those that get in fights, loves the confident and dexterous, is a Goddess for the individual and bloody unpredictable and favours the Cutlass and Rapier. To achieve Divinity Volineadiri has and continues, to cheat death an infinite number of times and looks most beatifically on those who cheat death in the mortal realm – of course this means that when you die and stay dead she has no time for you.


Male Elf Bard 2 / Swashbuckler 2
Chaotic Neutral

Strength

11

(+0)

Dexterity

22

(+6)

Constitution

8

(-1)

Intelligence

12

(+1)

Wisdom

7

(-2)

Charisma

14

(+2)

Size:

Medium

Height:

5' 7"

Weight:

90 lb

Skin:

Tan

Eyes:

Green

Hair:

Dark Brown; Straight; Beardless

Total Hit Points: 24

Speed: 30 feet

Armor Class: 17 = 10 +6 [dexterity] +1 [Magic Ring] Touch AC: 17 Flat-footed: 11


Initiative modifier:

+6

= +6 [dexterity]

Fortitude save:

+2

= 3 [base] -1 [constitution]

Reflex save:

+10

= 4 [base] +6 [dexterity]

Will save:

+1

= 3 [base] -2 [wisdom]

Attack (handheld):

+3

= 3 [base]

Weapon Finesse:

+9

= 3 [base] +6 [dexterity]

Attack (unarmed):

+3

= 3 [base]

Attack (missile):

+9

= 3 [base] +6 [dexterity]

Grapple check:

+3

= 3 [base]



Feats: Dodge, Weapon Finesse and Two-Weapon Fighting




Languages:

Common Dwarven Goblin








Magical Cutlass (+1) [1d6+1, crit 18-20/x2, 2 lb., one-handed, piercing] – (+8 two-weapon, +10 one-weapon)

Masterwork Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing] – (+1 to hit) (+8 two-weapon, +10 one-weapon)

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] (+7 two-weapon, +9 one-weapon)

Punching Dagger [1d4, crit x3, 1 lb., light, piercing or slashing] (+7 two-weapon, +9 one-weapon)

Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]] (+9 attack)

Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing] – (+7 two-weapon, +9 one-weapon)

Cutlass [1d6, crit 18-20/x2, 3 ib, one-handed, slashing] (+7 two-weapon, +9 one-weapon)

Whip [1d3 (nonlethal), crit x2, 2 lb., one-handed, slashing] (+7 two-weapon, +9 one-weapon)


Spells

Zero-level Bard spells: (3+2 = 5 per day)

Known: Lullaby, Detect Magic, Light, Read Magic and Flare

First-level Bard spells: 2 (0+2) per day

Known: Cause Fear and Cure Light Wounds



Special Abilities

Cast a Spontaneous 0-level spell once per day

Cure minor wound once per day


Money - Gold: 877

Silver: 5

Copper: 22

Possessions:

Crossbow bolts (quiver of 10) x2

Backpack

Bedroll

Caltrops

Case (for map or scroll)

Flasks full of Alcohol x2

Flint and steel

Oil flasks x2

A Signet ring

A Magic Ring (+1 AC)

Spell component pouch

Assorted weapons listed above

8 x Cure Light wounds Potions

A fantastic Red Explorers outfit

A particularly spectacular set of very fine clothes

A battered sun hat

A Spy Glass

A Horse (sold L)

A Ship The Phantom Sheeg II



Skill Name

Key
Ability

Skill
Modifier

Ability
Modifier

Ranks

Misc.
Modifier

Appraise

Int

2 =

+1

+1


Balance

Dex*

13 =

+6

+5

+2 [tumble]

Bluff

Cha

8 =

+2

+6


Climb

Str*

0 [2] =

+0

0

+2 [Use Rope]

Concentration

Con

-1 =

-1



Diplomacy

Cha

7 =

+2

+3

+2 [Bluff]

Disguise

Cha

2 =

+2



Escape Artist

Dex*

8 [10] =

+6

+2

+2 [Use Rope]

Forgery

Int

1 =

+1



Gather Information

Cha

2 =

+2



Heal

Wis

-2 =

-2



Hide

Dex*

6 =

+6



Intimidate

Cha

4 =

+2


+2 [Bluff]

Jump

Str*

5 =

+0

+3

+2 [tumble]

Listen

Wis

0 =

-2


+2 [elf]

Move Silently

Dex*

6 =

+6



Ride

Dex

6 =

+6



Search

Int

3 =

+1


+2 [elf]

Sense Motive

Wis

-2 =

-2



Sleight of Hand

Dex*

10 =

+6

+2

+2 [Bluff]

Spellcraft

Int

2 =

+1

+1


Spot

Wis

0 =

-2


+2 [elf]

Survival

Wis

-2 =

-2



Swim

Str**

4 =

+0

+4


Tumble

Dex*

11 =

+6

+5


Use Magic Device

Cha

4 =

+2

+2


Use Rope

Dex

11 =

+6

+5


Knowledge (Sea Lore)

Int

4 =

1

+3


Profession (Sailor)

Wis

2 =

-2

+4


Perform (Sea Shanties)

Chr

8 =

2

+6


* = check penalty for wearing armor



Race and Class Abilities and Equipment

Elf:

  • +2 dexterity / -2 constitution (already included)
  • Immune to magical sleep
  • +2 racial bonus to saves vs. enchantments
  • Low-light vision
  • Proficient with longsword, rapier, longbow && shortbow
  • +2 racial bonus on listen, search, and spot checks
  • Notice secret doors

Bard:

  • Bardic Knowledge
  • Bardic Music
  • Can know only limited numbers of spells
  • High charisma gains bonus spells daily

Swashbuckler:

  • Free weapon finesse feat
  • +1 on reflex saves (already included)(level 2)
  • Insightful strike (level 3)
  • Dodge bonus +1 (level 5)
  • Acrobatic Charge (level 7)
  • Improved Flanking (level 8)
  • Dodge bonus +2 (level 10)
  • Lucky (level 11)
  • +2 on reflex saves (already included)(level 11)
  • Acrobatic Skill Mastery (level 13)
  • Weakening Critical (level 14)
  • Dodge bonus +3 (level 15)
  • Slippery Mind (level 17)
  • Dodge bonus +4 (level 20)
  • +3 on reflex saves (already included)(level 20)



Jack-of-All-Trades

Jack-of-All-Trades Abilities by Level

Level Ability

1 Spell choice: 0-level 1/day

2 Spontaneous spell: 0-level 1/day

3 Skill boost

4 Ability boost

5 Save boost

6 Spell choice: 1st-level 1/day

7 Bonus feat

8 Ability boost

9 Save boost

10 Spell choice: 2nd-level 1/day

11 Skill boost

12 Ability boost

13 Spontaneous spell: 1st-level 1/day

14 Bonus feat

15 Save boost

16 Spell choice: 3rd-level 1/day

17 Skill boost

18 Ability boost

19 Spontaneous spell: 2nd-level 1/day

20 Skill boost


Jack-of-All-Trades Ability Descriptions

Spell Choice (Sp): The jack-of-all-trades gains the ability to cast spells as spell-like abilities. Each time he gains this ability, he chooses a single spell of the listed level from the wizard or cleric spell lists. All his spells must come from the one list. He may thereafter cast the spell as a spell-like ability 1/day. This ability does not mean that the Jack-of-all-trades has learned the spell for the purposes of normal spellcasting (i.e., he cannot cast the spell as a prepared spell).

Spontaneous Spell (Sp): The jack-of-all-trades gains the ability to cast whatever spell he needs as a spell-like ability. Once per day at the listed level, he may cast any spell of the appropriate level from the Wizard or Cleric list as a spell-like ability.

Skill Boost: The jack-of-all-trades gains a +4 competence bonus to a skill of his choice. The character may not choose the same skill twice with this ability.

Ability Boost: The jack-of-all-trades gains a +1 inherent bonus to an ability score of his choice. He may not choose the same ability score twice.

Save Boost: The jack-of-all-trades gains a +1 competence bonus to a saving throw of his choice. The character may not choose the same saving throw twice.

Bonus Feat: The jack-of-all-trades gains a bonus feat.

He must meet all of the feat’s prerequisites, as normal.

Sunday, September 24, 2006

An Ars Magica Character and his associates

This was going to be my Bandit Leader and his Merry Men for an upcoming game of Ars. The concept was posted earlier. It is probably not going to happen though and I am losing any creativity I had for developing the character. I had imagined the Bandit group that he leads – they are sketched out below - but I doubt that they will fit into the story guides vision of the upcoming game, c'est la vie!


Domitius Kourtikes

Domitius had a privileged upbringing as a Byzantine native of Cyprus, conceived during Aphroditic rites and born on a feast to Pan he is an inspirational figure and blessed by Venus and with just a little bit of Pan's blood coursing through his veins. He has the respect, admiration and aid of Cypriots across the Island as well as social contacts amongst the nobility - thanks to his noble birth. But in equal measure he has the suspicion and dislike of the conquerors to contend with. He uses his contacts and protection to ensure the safety of himself and his band of followers, a ragtag group of fellow dispossessed and wanders including a Displaced Greek Orthodox Priest, a Minstrel, a Forester, Domitius' self-proclaimed bodyguard, an idealistic thief, a run-away stable-boy and his daughter Kale.

The does not steal or beg from the locals, where ever he can Domitius uses his intrigue and charm to resolve conflicts within local communities and to foster peace between the conquerors and the conquered - not out of deference to the conquerors but out of fear of the consequences for the people. The Orthodox priest is a capable healer and along with leading the faithful in prayer he brings comfort to the sick. The Minstrel brings Joy to the hearts of those who hear her sing and their animals seem to lay more eggs and have fatter calves after he has passed through, the Forester provides advice on the coming seasons weather, the thief coin where he can and the body-guard and stable-boy strong backs in any endeavor.

Domitius has heard though of a Magi forming a Covenant in the West of Cyprus and he is heading there to ensure good relations between this new invader and the locals, he also knows of a Mystic in the Area, a women of Aphrodite?, and he has a secret plan to hopefully marry the daughter of one of the conquerors, to subtly reclaim at least a portion of his homeland.

Characteristics: Int +1, Per 0, Pre +3, Com +3, Str -3, Sta 0, Dex 0, Qik 0

Size: 0

Age: 30 (25), Height: 5'7', Weight: 160 lbs, Gender: Male

Decrepitude: 0

Warping Score: 0 (0)

Confidence: 2 (5)

Virtues and Flaws: Venus' Blessing (Bonus: +3 Com and Pre with sexually compatible characters), Self-Confident (Confidence: +1), Privileged Upbringing (50/50), Social Contacts (Nobles), Protection (Cypriots), Satyr Blood (Com and Pre Totals: +1 with sexually compatible characters), Unaging, Affinity with Intrigue, Affinity with Charm, Inspirational (Bonus: +3 to targets' Personality Traits), Outlaw, Outlaw Leader, Compassionate, Dependent

Personality Traits: Brave +3, Gregarious +3, Strong-Willed +3

Reputations: Good Reputation 3, Bad Reputation 3

Combat:

Dodge: Init: -2, Attack --, Defense +4, Damage --

Dagger: Init: -2, Attack +5, Defense +3, Damage +0

Knife: Init: -2, Attack +4, Defense +3, Damage -1

Fist: Init: -2, Attack +3, Defense +3, Damage -3

Kick: Init: -3, Attack +3, Defense +2, Damage +0

Soak: +7

Fatigue levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)

Abilities: Greek 5 (specific dialect), Area Lore 2 (politics), Athletics 2 (running), Awareness 2 (alertness), Charm 7 (first impressions) (2), Latin 3 (Diplomacy), Artes Liberales 1 (rhetoric), Norman French 3 (Diplomacy), Intrigue 7 (alliances) (2), Leadership 3 (bandits), Swim 1 (long distances), Survival 2 (specific locales), Brawl 3 (Dodge), Carouse 2 (folk dancing), Stealth 2 (hide), Ride 2 (battle), Guile 2 (lying to authority), Folk Ken 2 (peasants), Etiquette 2 (nobility)

Equipment: Full Leather Scale Armor (Soak: 7) (Soak: 7; Protection: 7; Quality Armor: +2); Good quality clothes; Horse; Pack; Survival Kit

Encumbrance: 2 (2)


Bardus Baduaruis

Bardus has proclaimed himself the bodyguard and protector of Domitius and Domitius’ daughter, after meeting and spending time traveling with both of them. Bardus believes that Domitius is destined for greater things and will save the people of Cyprus from their oppressive invaders.

Constantly angry Bardus could easily be accused of having a bad attitude, but with this consistency comes reliability. As the muscle of the group Bardus is ever willing to stand them and threats, though he trusts Domitius’ judgment and will not take the initiative, rather he will move based on Domitius’ actions.


Characteristics: Int 0, Per +1, Pre -2, Com -2, Str +2, Sta +2, Dex +2, Qik +2

Size: 0

Age: 23 (23), Height: 5'11'', Weight: 191 lbs, Gender: Male

Decrepitude: 0

Warping Score: 0 (0)

Virtues and Flaws: Warrior (50/50), Tough (Soak: +3), Peasant, Affinity with Single Weapon, Dutybound, Ability Block (Languages), Missing Ear (Hearing: -3)

Personality Traits: Angry +2, Brave +3, Reliable +3

Combat:

Dodge: Init: +2, Attack --, Defense +7, Damage --

Dagger: Init: +2, Attack +10, Defense +8, Damage +5

Bow, Short: Init: +0, Attack +10, Defense +7, Damage +8

Bow, Short (mounted): Init: +1, Attack +13, Defense +10, Damage +8

Spear, Short & Shield, Heater: Init: +3, Attack +11, Defense +12, Damage +7

Spear, Short & Shield, Heater (mounted): Init: +3, Attack +14, Defense +15, Damage +7

Axe & Shield, Heater: Init: +2, Attack +13, Defense +12, Damage +8

Axe & Shield, Heater (mounted): Init: +2, Attack +16, Defense +15, Damage +8

Fist: Init: +2, Attack +7, Defense +7, Damage +2

Kick: Init: +1, Attack +7, Defense +6, Damage +5

Soak: +10

Fatigue levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)

Abilities: Greek 5 (slang), Bows 4 (Bow, Short), Single Weapon 6 (Shield, Heater), Area Lore 1 (geography), Athletics 2 (running), Awareness 3 (bodyguarding), Brawl 5 (Dagger), Carouse 1 (staying sober), Folk Ken 1 (peasants), Stealth 3 (hide), Survival 3 (specific locales), Swim 1 (long distances), Ride 3 (battle), Chirurgy 2 (setting bones)

Equipment: Full Leather Scale Armor (Soak: 10) (Soak: 10; Protection: 5); Shield, Heater (Init: 0; Atk: 0; Dfn: +3; Str: 0; Cost: Standard); Horse; Survival Kit; Pack

Encumbrance: 2 (4)


Simeon Simonides

Calm and collected despite losing his position within his Monastery, Simeon works tirelessly to promote honour and just acts and will tirelessly visit all those who can to discuss their values while praying to promote for their salvation. Where he finds a flock of Christians lacking leadership to guide and protect them he will do what he can to help and lead them. Simeon believes strongly in Domitius’ focus on bringing and maintaining peace on Cyprus and he works to maintain the moral focus of Domitius and the small band of followers that accompany him. He also uses his practical knowledge of Medicine and Chirurgy to maintain the health of his companions and those he meets in his travels.

Simeon uses his abilities and Characteristics to Temper Auras, influence the personalities of those he meets and tend to the sick and injured.

Characteristics: Int +2, Per +1, Pre +2, Com +3, Str -2, Sta 0, Dex -2, Qik 0

Size: 0

Age: 30 (30), Height: 5'4'', Weight: 130 lbs, Gender: Male

Decrepitude: 0

Warping Score: 0 (0)

Virtues and Flaws: Affinity with Dominion Lore, Student of Divine (Dominion Lore: +2), Ceremony, Displaced Monk, Busybody, No Sense of Direction

Personality Traits: Pious +3, Patient +3, Industrious +3

Reputations: Homeless 1

Combat:

Dodge: Init: -1, Attack --, Defense +0, Damage --

Fist: Init: -1, Attack -2, Defense +0, Damage -2

Kick: Init: -2, Attack -2, Defense -1, Damage +1

Soak: +1

Fatigue levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)

Abilities: Greek 5 (church ceremonies), Artes Liberales 1 (music), Civil and Canon Law 1 (laws and customs of the Levant), Latin 3 (church ceremonies), Dominion Lore 6 (saints), Leadership 5 (the faithful), Swim 1 (long distances), Area Lore 2 (history), Athletics 1 (running), Awareness 1 (alertness), Ride 1 (speed), Teaching 1 (Dominion Lore), Etiquette 1 (the church), Folk Ken 2 (peasants), Survival 1 (specific locales), Stealth 2 (hide), Charm 2 (being witty), Church Lore 1 (geography), Ceremony 5 (tempering Auras), Chirurgy 3 (diagnosis), Medicine 3 (physician)

Equipment: Priest's Clothes; Donkey; Missal; Pack; Survival Kit; Quilted Armor (Soak: 1) (Soak: 1; Protection: 1)

Encumbrance: 1 (1)


Vasileios

A wanderer Vasileios was drawn to Domitius personality, travels and social contacts. Through association with Domitus Vasileios feels he fits into Cyprus and that he can travel, meet people, see the land and write and perform Ballads that bring joy, peace and health to everyone he associates with.

Vasileos enjoys the company and discussions he has with Domitius, Simeon and Basil – he also enjoys taunting the Isodorus who he knows is always not ever far away, even when he can’t see him.

Characteristics: Int 0, Per 0, Pre +1, Com +3, Str -2, Sta 0, Dex 0, Qik +2

Size: -1

Age: 22 (22), Height: 3'10'', Weight: 80 lbs, Gender: Male

Decrepitude: 0

Warping Score: 0 (0)

Virtues and Flaws: Enchanting Music, Affinity with Enchanting Music, Free Expression (Bonus: +3 to create new work of art), Wanderer, Busybody, Ability Block (Martial), Small Frame

Personality Traits: Inquisitive +3, Talkative +3, Sociable +3

Combat:

Dodge: Init: +2, Attack --, Defense +2, Damage --

Fist: Init: +2, Attack +0, Defense +2, Damage -2

Kick: Init: +1, Attack +0, Defense +1, Damage +1

Soak: 0

Fatigue levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (13-16)

Abilities: Greek 5 (singing), Norman French 4 (singing), Enchanting Music 7 (particular sort of person), Music 4 (sing), Charm 1 (courtly love), Area Lore 2 (legends), Stealth 2 (hide), Awareness 1 (alertness), Concentration 2 (music), Athletics 1 (running), Bargain 1 (specific types of products), Survival 1 (specific locales), Guile 1 (lying to authority), Folk Ken 1 (peasants), Etiquette 1 (peasants), Carouse 2 (staying sober), Teaching 1 (Enchanting Music), Swim 1 (diving)

Equipment: Good quality clothes; Musical Instrument; Pack; Survival Kit; Partial Leather Scale Armor (Soak: 3) (Soak: 3; Protection: 3); Horse

Encumbrance: 2 (2)


Isodorus

Gruff and quietly spoken Isodorus will enter villages and towns to talk, trade and offer advice but he prefers wandering the wilds to long-term association with anyone that he does not know and trust. Having rendered assistance to Domitius during a particularly nasty storm on the south coast of Cyprus Isodorus has somehow stuck with the young bandit and he feels an ever growing loyalty for the man so devoted to the island that he too loves.

Where possible Isodorus will offer advice to those he meets on the weather for the coming season. He will gauge the reaction of those he speaks with and decide if he should continue providing such advice, or even additional advice on natural resources available in the area.

Characteristics: Int +1, Per +3, Pre 0, Com -3, Str +1, Sta +1, Dex +2, Qik +1

Size: 0

Age: 25 (25), Height: 5'7'', Weight: 160 lbs, Gender: Male

Decrepitude: 0

Warping Score: 0 (0)

Virtues and Flaws: Well-Traveled (50/50), Peasant, Wilderness Sense, Puissant Survival, Afflicted Tongue, Incomprehensible, Social Handicap (Morose temperament)

Personality Traits: Taciturn +3, Loyal +3, Honest to those he Respects +3

Combat:

Dodge: Init: +1, Attack --, Defense +5, Damage --

Dagger: Init: +1, Attack +7, Defense +4, Damage +4

Knife: Init: +1, Attack +6, Defense +4, Damage +3

Fist: Init: +1, Attack +5, Defense +4, Damage +1

Kick: Init: +0, Attack +5, Defense +3, Damage +4

Soak: +2

Fatigue levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)

Abilities: Greek 5 (slang), Wilderness Sense 5 (resources), Area Lore 4 (geography), Hunt 5 (setting traps), Stealth 4 (natural areas), Brawl 3 (Dodge), Survival 4 (Cyprus), Swim 1 (long distances), Animal Handling 2 (wild animals), Chirurgy 1 (diagnosis), Awareness 3 (alertness), Athletics 2 (running)

Equipment: Small Animal Traps; Quilted Armor (Soak: 2) (Soak: 2; Protection: 1)

Encumbrance: 0 (1)


Basil

Branded and continually on the run Basil has been saved a number of times by the words and actions of Domitius. Tempered by his associations with Domitius, Simeon and Vasileios Basil attempts to give much of what he steals to the poor.

(Think Basil isn’t a good name for a Cypriot in the 13th Century, then think again because you are wrong :P)

Characteristics: Int 0, Per +1, Pre 0, Com 0, Str -2, Sta -2, Dex +3, Qik +3

Size: -1

Age: 19 (19), Height: 3'10'', Weight: 80 lbs, Gender: Male

Decrepitude: 0

Warping Score: 0 (0)

Virtues and Flaws: Puissant Stealth, Affinity with Stealth, Affinity with Legerdemain, Nocturnal (All Rolls: -1 between dawn and midday), Small Frame, Branded Criminal

Personality Traits: Practical +3, Idealistic +3, Curious +3

Combat:

Dodge: Init: +2, Attack --, Defense +6, Damage --

Knife, Throwing: Init: +2, Attack +7, Defense +6, Damage +0

Knife: Init: +2, Attack +6, Defense +5, Damage +0

Fist: Init: +2, Attack +5, Defense +5, Damage -2

Sling: Init: -1, Attack +8, Defense +7, Damage +2

Kick: Init: +1, Attack +5, Defense +4, Damage +1

Soak: -1

Fatigue levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (13-16)

Abilities: Greek 5 (slang), Area Lore 2 (geography), Athletics 3 (jumping), Awareness 3 (alertness), Bargain 1 (hard sell), Brawl 2 (Dodge), Carouse 1 (staying sober), Folk Ken 1 (townsfolk), Guile 1 (lying to authority), Legerdemain 5 (picking pockets), Stealth 5 (shadowing), Survival 2 (specific locales), Thrown Weapon 3 (Sling)

Equipment: Quilted Armor (Soak: -1) (Soak: -1; Protection: 1); Peasant Clothes

Encumbrance: 1 (1)


Petros

The stable-boy hates being told what to do and his outspoken anti-authoritarian stance has earned him many whippings at the hands of his seniors when he worked as a stable-boy, eventually he ran away, living off the land. He eventually fell under the light-handed protection of Domitius who somehow never tells the youngster what to do but always gets him to do just the right things. Moderated by the attention of Simeon whose kind words and frequent discussions with the youngster have fostered loyalty and – if somewhat belligerent - respect – although no one is game to ever tell him what to do - Petros has become a staunch supporter of Domitius and his efforts to maintain peace on Cyprus. None-the-less Petros’ outspokenness does land him in trouble with those in authority and Domitius every once in a while has to intervene to save the boy.

Characteristics: Int +1, Per +1, Pre +1, Com +1, Str +1, Sta +1, Dex 0, Qik +1

Size: 0

Age: 16 (16), Height: 5'8'', Weight: 170 lbs, Gender: Male

Decrepitude: 0

Warping Score: 0 (0)

Virtues and Flaws: Animal Ken, Peasant, Puissant Animal Handling, Compassionate, Social Handicap (anti-authoritarian)

Personality Traits: Brave +1, Cheeky +3, Disrespectful +2

Combat:

Dodge: Init: +1, Attack --, Defense +4, Damage --

Knife: Init: +1, Attack +3, Defense +3, Damage +3

Fist: Init: +1, Attack +2, Defense +3, Damage +1

Kick: Init: +0, Attack +2, Defense +2, Damage +4

Soak: +2

Fatigue levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)

Abilities: Greek 5 (slang), Animal Ken 5 (domesticated animals), Animal Handling 3 (domesticated animals), Area Lore 2 (personalities), Athletics 2 (running), Awareness 2 (keeping watch), Brawl 2 (Dodge), Swim 1 (diving), Carouse 1 (folk dancing), Survival 1 (rural areas), Guile 1 (lying to authority), Folk Ken 1 (peasants), Charm 1 (being witty), Ride 1 (tricks), Stealth 2 (hide)

Equipment: Workman's Clothes; Quilted Armor (Soak: 2) (Soak: 2; Protection: 1); Pack; Survival Kit

Encumbrance: 0 (1)


Kale Kourtikes

The compassionate and slightly distracted Kale seems permanently lost and despite the best efforts of her father and associates, and their kind words, she apparently has found no focus in her life. But her compassion combined with her quick wit and willingness to help in any endeavour wins hearts and she does not want or making new friends - she has won the heart of Petros though of course she has not noticed.

Characteristics: Int +2, Per 0, Pre +2, Com +1, Str -2, Sta +2, Dex 0, Qik 0

Size: -1

Age: 15 (15), Height: 3'10'', Weight: 70 lbs, Gender: Female

Decrepitude: 0

Warping Score: 0 (0)

Virtues and Flaws: Magic Sensitivity, Latent Magic Ability, Apt Student (Learning Bonus: +5), Compassionate, Small Frame, No Sense of Direction

Personality Traits: Helpful +3, Charming +3, Cheeky +3

Combat:

Dodge: Init: +0, Attack --, Defense +3, Damage --

Knife: Init: +0, Attack +3, Defense +2, Damage +0

Fist: Init: +0, Attack +2, Defense +2, Damage -2

Kick: Init: -1, Attack +2, Defense +1, Damage +1

Soak: +2

Fatigue levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (13-16)

Abilities: Greek 5 (poetry), Area Lore 1 (legends), Music 2 (compose), Intrigue 1 (gossip), Athletics 2 (grace), Awareness 2 (keeping watch), Brawl 2 (Dodge), Magic Sensitivity 2 (auras), Charm 3 (first impressions), Concentration 1 (singing), Folk Ken 2 (clergy), Norman French 2 (poetry), Ride 2 (speed), Stealth 2 (hide), Survival 2 (specific locales), Swim 1 (diving)

Equipment: Good quality clothes

Encumbrance: 0 (0)