Sir Alec is a knight and the lord of Guardbridge, a village along the eastern coast of Scotland on the way to St. Andrews (an important pilgrimage site) and only six miles from Cupar castle, a royal castle and home to the Steward of Fife. His father Sir Andrew was lord here before him, but when Alec returned home from the Crusades he learned his father was dead. Alec is a member of Clan MacDuff and a vassal of Malcolm, Mormaer of Fife.
While Alec was on Crusade, he acquired a holy relic: a toe bone from St. John the Merciful, that he carries in a golden amulet around his neck. This grants him 1 Faith Point and Magic Resistance 10. He regards himself as superior to almost everyone and does not interact well with equals. He is also a werewolf. He thinks his werewolf situation is an Infernal Curse, but it is actually Magic.
Age 27 Confidence 1 (3) Size 0
Decrepitude 0
Warping 0 (1)
Virtues Knight, Wealthy, Improved Characteristics, Puissant Single Weapon, Relic (1 Faith Point, Magic Resistance 10), Sharp Ears (+3 bonus for rolls involving hearing), Perfect Balance (+6 to avoid falling or tripping), Lighting Reflexes (When surprised, roll stress die +Quickness. 3 or better and I respond reflexively. If reflexively attacking, +9 to Initiative.)
Flaws Oath of Fealty, Proud (Major), Overconfident (Minor), Lycanthrope (See Wolf. Intelligence and characteristics of wolf +3 Soak. Recognize and remember friends/enemies)
Characteristics Intelligence 0, Perception 0, Strength +1, Stamina +1, Dexterity +2, Quickness +2, Presence +1, Communication +1
Abilities Artes Liberales 1 (music), Animal Handling 2 (falconry), Scottish Lore 3 (nobles), Athletics 2 (running), Awareness 3 (battle), Brawl 2 (punching), Chirurgy 1 (sword wounds) +5xp, English 3 (storytelling), Etiquette 3 (noble), Great Weapon 5 (great sword), Hunt 2 (deer), Intrigue 1 (noble courts), Latin 1 (slang), Leadership 4 (soldiers), Music 1 (singing), Gaelic 5 (giving orders), Ride 5 (in combat), Single Weapon 5 (heater shield), Survival 1 (forests)
Reputations None
Personality Traits Brave +3, Chivalrous +3, Proud +3
Fatigue Levels: OK, 0,-1, -3, -5, Unconscious
Wound Penalties: OK, Lightly Wounded (-1), Moderately Wounded (-3), Heavily Wounded (-5), Incapacitated, Dead
Equipment: Full chain mail, long sword, heater shield, great sword, toe bone of St. John the Merciful in a gold amulet around his neck
Encumbrance: 2 (3)
Sir Alec keeps a gyrfalcon which was trained for him by a professional falconer before its loyalty was transferred to him. Hunting with a falcon is a test of Pre + Animal Handling. On a result of 7+, the falcon makes an attack against its prey.
Characteristics Cun –1, Per +3, Pre –1, Com 0, Str –6, Sta –2, Dex +1, Qik +6
Size –3
Confidence Score 1 (3)
Virtues & Flaws Ferocity (swooping attack), Keen Vision, Fragile Constitution
Personality Traits Fierce +3
Abilities Athletics 5 (swift flight), Awareness 4 (spotting prey), Brawl 2 (talons), Hunt 4 (game birds), Survival 3 (cold climates)
Soak –2
Fatigue Levels OK, 0, 0, –1, –3, –5, Unconscious
Wound Levels Unhurt, Incapacitated, Dead
Characteristics Cunning +2, Perception 0, Presence –1, Communication +1, Strength 0, Stamina +3, Dexterity +2, Quickness +2
Size –1
Confidence Score 1 (3)
Virtues & Flaws Ferocity (can spend Confidence points, but only when hungry), Lightning Reflexes (see above), Long Winded (+3 on all Fatigue rolls), Perfect Balance (see above), Relic (see above), Sharp Ears (see above); Compulsion: Killing, Infamous: Wolf, Overconfident: Minor, Proud: Major
Abilities Athletics 5 (distance running), Awareness 2 (smell), Brawl 5 (teeth), Hunt 4+2 (track by scent), Leadership 5 (wolves), Survival 3 (winter)
Personality Traits Brave +3, Cowardly +3, Proud +5, Overconfident +3
Qualities Keen Sense of Smell (+3 to all rolls using the sense of smell), Pack Leader (can lead a trained group of up to 5 other wolves)
Reputation Bloodthirsty 4
Combat
Soak +7
Fatigue OK, 0, 0, -1, -1, -3, -5, Unconscious
Wounds Unhurt, Moderately Wounded (-3), Heavily Wounded (-5), Incapacitated, Dead
As a wolf, Alec still recognizes his friends and generally will not attack them, but he is still a wild animal and his actions are unpredictable. When he transforms back to human form, any wounds he's suffered vanish.