-You will have a superior. So expect to get some orders at some point -You may be able to leverage the Tremere's network on occasion. -Some players really like the whole "work your way up the ranks" aspect.
-You have more control over your own agenda -You do not have as much House support for your agenda
Messengers and Heralds Kind of the default model Primary role is to insure communication between covenants within a Tribunal Usually travel solo. Usually trained to protect themselves, in stealth, and survival skills. Merchants and Bankers The Redcaps run a bank for the Order that focuses on Vis rather than money. This vis exchange is sort of their primary financial service for the order. But they also hold a wide range of mercantile interests. For example, there is a trading company that runs along the length of the Rhine River that is in fact owned by House Mercere. They use it as a front for moving across Eurpoe. But they also do a lot of legitimate merchant business as well One of the other houses, Verditius, specializes in magic items. Because of the rules of the Order they can't sell magic items directly to mundanes. So they go through brokers. House Mercere is heavy involved in this as well. Mercenaries and Soldiers Pretty much what it says. The muscle of House Mercere Usually paid to escort other Redcaps but can be hired by any magi Minstrels and Wanderers This is a catch all bucket. Some messenger redcaps aren't real enthused about about their day job and so like to wander. Others wander intentionally, more or less acting as spies and gathering intel on the mundane world for the Order. I once played a Redcap who's primary goal was to find Covenant sites. He was very sensitive to magic and wandered Europe just looking for magical areas. I played another one who ran a band of smugglers. His real goal was to control the underworld of a certain region and make it safe for Redcaps to travel through as well as supply a source of income for his local covenant.
Name: | Leonard | Family Name: | Wassermann | Intelligence: | +0 |
---|---|---|---|---|---|
Covenant: | Fengheld | Ethnicity: | German | Perception: | +0 |
Gender: | Male | Role: | Grog | Strength: | +3 |
Height: | 6' 7" | Hair Color: | Brown | Stamina: | +2 |
Weight: | 252 lbs. | Eye Color: | Brown | Presence: | -1 |
Age: | 19 | Handedness: | Right | Communication: | -2 |
-Born: | 1171 | Religion: | Christian | Dexterity: | +1 |
-Apparent Age: | 19 | Quickness: | +1 |
Vital Statistics | Score | Notes |
---|---|---|
Decrepitude | 0 (0) | |
- Effects of Aging | ||
Warping | 0 (0) | |
- Effects of Warping | ||
Size | +1 | |
Soak | +2 | |
Encumbrance | 0 (0) | |
Fatigue Levels | Fresh | 0 (Winded 2 min), -1 (Weary 10 min), -3 (Tired 30 min), -5 (Dazed 1 hr), Unconscious (2 hr) |
Wound Penalties | OK | -1 (1-6) Lgt., -3 (7-12) Med., -5 (13-18) Hvy., Incapacitated (19-24), Dead (25+) |
Personality Traits | Score |
---|---|
Brave | +3 |
Loyal | +3 |
Stoic | +3 |
Reputations | Score |
Virtues | Type | Notes |
---|---|---|
Laborer | Free, Social Status | (C&G 53) The character is a trained worker who practices a trade that is a valuable service to his community, but by which no finished good is produced. Unlike a peasant, who is an agrarian worker who works at a variety of jobs, a laborer concentrates on one specific endeavor to earn his livelihood, be it hauling wood, washing clothes, cleaning latrines, carrying luggage, or serving food. |
Cautious with (Single Weapon) | Minor, General | |
Enduring Constitution | Minor, General | |
Large | Minor, Large | |
Flaws | Type | Notes |
Afflicted Tongue | Minor, General | (Damaged Voice from the Fire of Magdeburg) |
Social Handicap | Minor, General | (Menacing) |
Weakness | Minor, Personality | (Family) |
General Abilities | Specialty | Score | Experience |
---|---|---|---|
Area Lore() | |||
Animal Handling | |||
Athletics | Climbing | 3 | |
Awareness | Light Sleeper | 3 | |
Bargain | |||
Brawl | Dodging | 5 | |
Carouse | |||
Charm | |||
Chirgury* | Treating Burns | 2 | |
Concentration | |||
Craft () | |||
Etiquette | |||
Folk Ken | |||
Guile | |||
Hunt | |||
Intrigue | |||
Leadership | Intimidation | 5 | |
Legerdemain* | |||
Living Language* (High German)(Native) | Slang | 5 | |
Living Language* () | |||
Music | |||
Organization Lore | |||
Profession (Bargeman) | Smuggling | 3 | |
Ride | |||
Stealth | |||
Survival | |||
Swim | Rivers | 3 | |
Teaching | |||
Academic Abilities | Specialty | Score | Experience |
Artes Liberales* | |||
Civil and Canon Law* | |||
Common Law* | |||
Dead Language* | |||
Medicine* | |||
Philosaphiae* | |||
Theology* | |||
Arcane Abilities | Specialty | Score | Experience |
Code of Hermes* | |||
Dominion Lore* | |||
Faerie Lore* | |||
Finesse | |||
Infernal Lore* | |||
Magic Lore* | |||
Magic Theory* | |||
Penetration | |||
Martial Abilities | Specialty | Score | Experience |
Bows | |||
Great Weapon | |||
Single Weapon | |||
Thrown Weapon | |||
Supernatural Abilities | Specialty | Score | Experience |
Armor | Soak | Load | Notes |
---|---|---|---|
Full Metal Scale | 9 (7) | 7 |
Weapons | Initiative | Attack | Defense | Damage | Str | Load | Range | Notes |
---|---|---|---|---|---|---|---|---|
Dodge | 1 | n/a | 7 | n/a | n/a | 0 | n/a | Brawl |
Fist | 1 | 6 | 6 | 3 | n/a | 0 | n/a | Brawl |
Kick | 0 | 5 | 4 | 6 | n/a | 0 | n/a | Brawl |
Knife | 1 | 7 | 6 | 5 | -6/-2 | 0 | 5 | Brawl or Thrown |
Sap | 1 | 8 | 6 | 5 | n/a | 1 | n/a | Brawl |
Long Sword and Heater Shield | 3 | 5 | 5 | 9 | n/a | 3 | n/a | Single Weapon |
Equipment | Location | Load | Notes |
---|---|---|---|
Woolen clothes & Einhard Boots | Worn | 0 | with belt |
Knife | In sheath on belt | 0 | |
Heater shield & Long Sword | Back | 0 | |
Sap | tucked in clothes | 0 | |
lantern and 2 candles | marching pack | 0 | |
five paces of hawser | marching pack | 0 | stout rope |
Leather Coin purse | Tucked in clothes | 0 | |
Leather Flask | at belt | 0 | ale & 2 parts water, at belt |
Flint and tinder | Marching packl | 0 | |
Linen Bandages and leather thongs | marching pack | 0 | |
Scraps of cloth | marching pack | 0 | to repair clothes |
Small flask of oil & sharpening stone | marching pack | 0 | weapon and armor care |
Strong thread and a bodkin | marching pack | 0 | for making repairs |
Heavy Cloak | worn | 0 | |
Marching pack | carried on one shoulder | 4 | Carried on pole with two forked tines and easily dropped at a moments notice |
Woolen Blanket | Backpack | 0 | |
Leather cup, wooden bowel & eating utensils | marching pack | 0 | Wooden spoon and iron skewer |
Cheese, salted meat & hard baked biscuits | Marching pack | 0 | food for 5 days |
Short shovel | marching pack | 0 | |
Leather tarp | marching pack | 0 | for tenting |
Iron pot | marching pack | 0 |
Name: | Wulfgang | Epitaph: | Intelligence: | +0 | |
---|---|---|---|---|---|
Covenant: | Fengheld | Ethnicity: | German | Perception: | +3 |
Gender: | Male | Role: | Grog | Strength: | +2 |
Height: | 5' 9" | Hair Color: | Black | Stamina: | +1 |
Weight: | 138 lbs. | Eye Color: | Green | Presence: | +0 |
Age: | 22 | Handedness: | Right | Communication: | +0 |
-Born: | 1168 | Religion: | Christian | Dexterity: | +0 |
-Apparent Age: | 22 | Quickness: | +0 |
Vital Statistics | Score | Notes |
---|---|---|
Decrepitude | 0 (0) | |
- Effects of Aging | ||
Warping | 0 (0) | |
- Effects of Warping | ||
Size | +0 | |
Soak | +1 | |
Encumbrance | 0 (0) | |
Fatigue Levels | Fresh | 0 (Winded 2 min), -1 (Weary 10 min), -3 (Tired 30 min), -5 (Dazed 1 hr), Unconscious (2 hr) |
Wound Penalties | OK | -1 (1-5) Lgt., -3 (6-10) Med., -5 (11-15) Hvy., Incapacitated (16-20), Dead (21+) |
Personality Traits | Score |
---|---|
Brave | +3 |
Loyal | +3 |
Yearning to Explore | +3 |
Reputations | Score |
Virtues | Type | Notes | |
---|---|---|---|
Faerie Blood (Padfoot) | Minor, General | (Padfoot Blood) A padfoot is a faerie that takes the form of an immense black dog with glowing green eyes. Padfoots are commonly believed to be hostile to man, perhaps because a number of other faeries and demons take a similar form, but in actual fact they take it upon themselves to protect travelers from dangers such as treacherous bridges and bandits. Those whom they ward from these dangers are often terrified of the hound and oblivious of the danger they are in until later. Pregnant women who are protected by a padfoot may have a child who bears animal features. | |
Benefits: +1 bonus to Perception, but not to more than +3. | |||
Second Sight | Minor, Supernatural | ||
Wilderness Sense | Minor, Supernatural | ||
Flaws | Type | Notes | |
Branded Criminal | Minor, Social Status | (For 'Poaching' as a youth) | |
Covenant Upbringing | Minor, Personality | ||
(Infernal Realm) Stigmata | Minor, Supernatural | (Grogs: 83)(Eyes glow lambent green and shadow looks like a large padfoot) The character occasionally manifests physical phenomena in the presence of supernatural powers. Pick one of the four Realms of Power; whenever he enters an aura of strength 4 or more aligned to that realm, or is affected by a power greater than fourth magnitude (20th level) from that realm, he suffers from the stigmata. Every individual suffers from stigmata differently, but the most common variants are dark marks appearing on the skin, blood issuing from orifices, spontaneous eruption of wounds, minor twisting of the limbs, or the acquisition of minor animal features. Whenever they manifest, the character loses a Long-Term Fatigue level that he cannot recover while he remains under the influence of that Realm. When he recovers the Fatigue level, the stigmata fades. If he ever takes a Warping point from exposure to his sensitive Realm, his stigmata erupt so violently that he takes a Light Wound as well as Fatigue, and the stigmata remain until he recovers from this wound. |
General Abilities | Specialty | Score | Experience |
---|---|---|---|
Area Lore() | |||
Animal Handling | |||
Athletics | |||
Awareness | Searching | 3 | |
Bargain | |||
Brawl | Dodging | 2 | |
Carouse | |||
Charm | |||
Chirgury* | |||
Concentration | |||
Craft () | |||
Etiquette | |||
Folk Ken | |||
Guile | |||
Hunt | Tracking | 1 | |
Intrigue | |||
Leadership | |||
Legerdemain* | |||
Living Language* (High German)(Native) | Eavesdropping | 5 | |
Living Language* () | |||
Music | |||
Organization Lore | |||
Profession | |||
Ride | |||
Stealth | |||
Survival | Forests | 4 | |
Swim | |||
Teaching | |||
Academic Abilities | Specialty | Score | Experience |
Artes Liberales* | |||
Civil and Canon Law* | |||
Common Law* | |||
Dead Language* (Latin) | |||
Medicine* | |||
Philosaphiae* | |||
Theology* | |||
Arcane Abilities | Specialty | Score | Experience |
Code of Hermes* | |||
Dominion Lore* | |||
Faerie Lore* | |||
Finesse | |||
Infernal Lore* | |||
Magic Lore* | |||
Magic Theory* | |||
Penetration | |||
Martial Abilities | Specialty | Score | Experience |
Bows | Long Bows | 5 | |
Great Weapon | |||
Single Weapon | Heater Shield | 3 | |
Thrown Weapon | |||
Supernatural Abilities | Specialty | Score | Experience |
Second Sight | Invisible Things | 5 | |
Wilderness Sense | Resources | 3 |
Armor | Soak | Load | Notes |
---|---|---|---|
Full Metal Scale | 8 (7) | 7 |
Weapons | Initiative | Attack | Defense | Damage | Str | Load | Range | Notes |
---|---|---|---|---|---|---|---|---|
Dodge | 0 | n/a | 3 | n/a | n/a | 0 | n/a | Brawl |
Fist | 0 | 6 | 6 | 3 | n/a | 0 | n/a | Brawl |
Kick | -1 | 1 | 2 | 5 | n/a | 0 | n/a | Brawl |
Knife | 0 | 3 | 2 | 4 | -6/-2 | 0 | 5 | Brawl or Thrown |
Long Bow | -2 | 9 | 5 | 10 | n/a | 2 | 30 | Bows |
Long Sword and Heater Shield | 2 | 6 | 6 | 8 | n/a | 3 | n/a | Single Weapon |
Equipment | Location | Load | Notes |
---|---|---|---|
Woolen clothes & Einhard Boots | Worn | 0 | with belt |
Knife | In sheath on belt | 0 | |
Heater shield & Long Sword | Back | 0 | |
Long Bow | Back | 0 | |
Quiver | Back | 0 | |
lantern and 2 candles | marching pack | 0 | |
five paces of hawser | marching pack | 0 | stout rope |
Leather Coin purse | Tucked in clothes | 0 | |
Leather Flask | at belt | 0 | ale & 2 parts water, at belt |
Flint and tinder | Marching packl | 0 | |
Linen Bandages and leather thongs | marching pack | 0 | |
Scraps of cloth | marching pack | 0 | to repair clothes |
Small flask of oil & sharpening stone | marching pack | 0 | weapon and armor care |
Strong thread and a bodkin | marching pack | 0 | for making repairs |
Heavy Cloak | worn | 0 | |
Marching pack | carried on one shoulder | 4 | Carried on pole with two forked tines and easily dropped at a moments notice |
Woolen Blanket | Backpack | 0 | |
Leather cup, wooden bowel & eating utensils | marching pack | 0 | Wooden spoon and iron skewer |
Cheese, salted meat & hard baked biscuits | Marching pack | 0 | food for 5 days |
Saw and Axe | marching pack | 0 | to prepare fireword |
10 paces of thin rope | marching pack | 0 | |
5 empty sacks and 5 empty pouches | marching pack | 0 |