History:
Saxous started his story as a child kidnapped by goblins and raised in a cave. He was traumatized and scarred, but rescued by a questing knight of Flambeaux, who recognized his gift and brought him back to his covenant. A more ambitious and less questing Flambeau took the small child as an apprentice, helping train him and overcome many of his mental and physical troubles. As he comes through his Gauntlet, Saxous is trained to hunt low-might monsters for his Covenant to gather vis. His preferred method is the sword, with some backing and support from spells. He finds himself using his bow less and less.
Saxous has become a very focused hunter of vis and beasts, both Fae and Magic. He has a reputation hard-earned, and well-mantained. He is easily recognized during his visits to other covenants or the Tribunal gatherings, as a large, burly man who hunts rare monsters and sells the vis. The magi in the Tribunal who did not really know him as a youth would not recognize him - the small, wiry fighter is almost always using illusions to make himself appear to be over six feet tall, wrapped in cloak and armor. He has become a strong ally of the local Merinita, many of who know his heritage and often can see through his illusions.
Saxous ex Flambeau
House: Flambeau
Characteristics: Int +2, Per 0, Pre -2, Com -1, Str +1, Sta +2, Dex +1, Qik +2
Size -1
Age 52 (41)
Warping 4 (13)
Confidence 1 (3)
Virtues: The Gift, Puissant Perdo; Faerie Blood (Goblin), Flawless Magic, Tough, Puissant Penetration, Puissant Stealth, Quiet Magic, Special Circumstances (Faerie Aura), Warrior
Flaws: Deleterious Circumstances (direct sunlight), Difficult Longevity Ritual, Faerie Upbringing, Mentor, .Mute, Small Frame
Personality Traits: Quiet +4, Brave +2, Determined +3
Reputation: Beast Hunter 3 (Magi), Fae Ally 2 (Merinita)
Abilities: Area Lore: Local Tribunal 2 (legends), Artes Liberales 1 (ceremonia magic), Athletics 3 (climbing), Awareness 4 (in darkness), Bargain 2 (vis), Bow (short bow) 3, Brawl 3 (dodge), Code of Hermes 2 (magical resources), Concentration 3 (in pain), Faerie Lore 3 (goblins), Folk Ken(magi) 2, French (pidgin) 5, Guile 3 (hiding feelings), Hunt 3 (tracking), Magic Lore (beasts) 3, Magic Theory 6 (spell creation), Org Lore: Order of Hermes (Merinita) 2, Parma Magica 3 (corpus), Penetration 4+2 (animal), Single Weapon (long sword) 5, Stealth 4+2 (sneaking), Survival (forest) 1
Arts: (Sigil - shadowy, cracking energy)
Cr 5, In 5, Mu 5, Pe 12+3, Re 5
An 8, Aq 0, Au 0, Co 10, He 3
Ig 5, Im 7, Me 0, Te 0, Vi 5
Equipment: Simple robes, Lucky Coin, fine long sword (Ghost Blade), fine metal reinforced leather armor (full), enchanted Bow of Phantom Darts, handful of vis to trade
Combat:
Long sword: Init +3, Attack +12, Defense +9, Damage +7
Bow of Phantom Darts: Init -1, Attack +8, Defense +2, Damage +7
Dodge: Init +1, Attack -, Defense +6, Damage -
Soak: +10 (+13 with Doublet)
Spells: (All Spells have been mastered to Quiet Magic to remove penalty for spellcasting, unless otherwise stated)
Doublet of Impenetrable Silk (MuAn 15)
Bleed the Stuck Boar (PeAn 15) (Mastery 2, Silent and Penetration)
Blunt the Viper's Fangs (PeAn 20)
Bleed the Bestial Boar (PeAn 25)
Cripple the Howling Wolf (PeAn25) (Mastery 2, Silent and Penetration)
The Falcon's Hood (PeAn 25)
Shatter the Claws of the Dragon (PeAn 30)
The Hunter's Blessing (ReAn 5)
Dominance of Fang and Claw (ReAn 5)
Soothe the Ferocious Bear (ReAn 10)
Ward Against the Beasts of Legend (ReAn 10)
Viper's Gaze (ReAn 15)
Ward the Claws and Fangs (ReAn 15)
Eyes of the Cat (MuCo 5)
Growl of the Great Beast (MuCo[An] 10)
The Wound that Weeps (PeCo 15)
Nick the Giant's Knee (PeCo 20)
The Wizard's Pounce (ReCo 15)
Phantom of the Talking Head (CrIm 10)
Silence of the Smothered Sound (PeIm 20)
Veil of Invisibility (PeIm 20)
Wizard's Sidestep (ReIm 10)
Guise of Mighty Strength (ReIm [Mu] 15)
Piercing the Faerie Veil (InVi 20)
Piercing the Magical Veil (InVi 20)
Gather Essence of the Beast (ReVi 15)
The Hunter's Blessing
Rego Animal 5
R: Touch, D: Sun, T: Ind
This spell puts a veil of protection around a target, protecting them from wild beasts. While it cannot protect from any animals with Might, normal beasts find themselves unable to affect the warded target. With Saxous's version of the spell, there's a faint shadowy haze around the target in brighter light, and when it deflects an attack, there is an audible crack.
(Base 2, +1 Touch, +2 Sun)
Dominance of Claw and Fang
Rego Animal 5
R: Pers, D: Sun, T: Ind
This spell shrouds the caster in a misty shadow that deflects claws and fangs. In addition to warding against wild animals that attack you, it also protects from inanimate bone and claws, such as an animated skeleton, or a club made from wolf skull. It cannot affect any creatures with Might. It has no affect on fur or leather, allowing the caster to wear armor, but also provides no protection against weapons like bullwhips, or a leather strangling cord. With Saxous's version of the spell, there's a faint shadowy haze around the target in brighter light, and when it deflects an attack, there is an audible crack.
(Base 2, +2 Sun, +1 expanded protection)
Shatter the Claws of Dragons
Perdo Animal 30
R: Voice, D: Mom, T: Ind
This spell is cast with a sharp gesture, and the beast you afflict (up to size +4) has one of its limbs broken and cracked with a sound like thunder and a dark stain on the limb. It always targets the limb closest to the caster. Saxous experimented to complete this spell, and this was his second attempt. With an enhanced sigil, the animal's steps all cause additional cracking sounds, and the dark stain on their flesh expands for the next diameter.
(Base 15, +2 Voice, +1 size)
The Black Arrow
Perdo Animal 39
R: Touch, D: Mom, T: Ind
Death comes for thee, great beast. This charged item is an enchanted arrow with an animal-bone arrowhead delivers an Incapacitating wound to the animal it strikes. This is a level 30 effect with +18 penetration. It does not need to pierce its hide or protections, only strike the beast. This charged item uses +4 shape and material for animal bone.
(Base 20, +1 Touch, +1 size; + Penetration)
Similar to his greater beast slayin' arrows, except this time he didn't get a Similar Spell bonus.
The Ghost Blade
Perdo Imaginem 20
This steel sword is set with a large crystal quartz in the crosspiece. The sword is enchanted to be unsensed by sound, touch, or smell. This makes the sword drawn without a sound, it makes it difficult to fight against as you cannot properly sense parries, and when it wounds you, you do not feel it until the pain hits, often a moment or two after the strike hits. The sword is a lesser enchanted device and uses a +5 shape and material bonus for the quartz inset into its core. It's enchantment is level 14, with +12 penetration.
(Base 3, +2 Sun, +1 changing image, Constant effect [2 uses per day, environmental trigger])
Design Notes:
A lot of time spent increasing a number of abilities which have lagged behind, and few arts. Saxous plans to focus more on his magic soon, with the intent of creating a Talisman, once he gets a higher Magic Theory.
1 season to make both ReAn wards. 2 seasons to make and re-make incapacitating arrows. 1 season on the blade. 1 Season on Soothe and Viper's. Three seasons spent on Shatter the Claws, with two experiments and one failure.