Captain,

The Guard at the Giant's Gates

Captain, Noble Alaunt

Magical Might 18 (Animal)

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

Size +1

Virtues and Flaws: Magical Animal; Essential Virtue(Loyal), Keen Smell, Self-Confident, Sharp Ears, Tough, [+1]; Dutybound, Hatred of Cats, Lame, Magical Air, Magical Monster, Slow Power (Scent of Kin)

(15)Magical Qualities: Gigantic, Improved Attack (bite), Improved Damage x2 (Bite), Improved Defense x3 (dodge), Improved Might, Lesser Power, Personal Power x2; Succeptible to Deprivation

Personality Traits: Brave +2, Dog* +3, Hatred of Felines +3, Loyal* +6, Stubborn +4

Combat:

Bite: init +0, attack +15, defense +8, damage +12

Dodge: Init +0, Attack -, Defense +12 , damage -

Soak +5

Abilities: Animal Handling 3 (canines), Area Lore: Home Region 3 (scents), Athletics 4 (running), Awareness 5 (Intruders), Brawl 7 (bite), Folk Ken 4 (Guests), Hunt 4 (food), Language: Cornish 4 (threats), Leadership 4 (Dogs), Magic Lore 2 (Giants), Penetration 5 (Growl), Stealth 5 (lurking), Survival 4 (hills), Swim 3 (dragging others)

Powers:(Penetration includes Ability)

  • Scent of Master's Kin (1 might, -1 Init, Pen 18)

R: Pers, D: Conc, T: Ind

Captain, of the Guard Dogs, knows his master's scent, and every other scent in the castle. With only a bit of focusing, he can increase his sense of smell to an extreme degree, which allows him to scent the bloodlines of his master when they visit the castle. His magically enhanced senses can even scent magical bindings, such as those who have magical oaths to his master. Since this ability is tied to his ability to detect similarity of scents, rather than detecting the magic, he could (for example) befriend a magus and sense the scent of his Apprentice or talisman - or detect the scent of the Witch who cursed his friend.

(Intellego Imaginem(Vim) 5: Base 3, +1 Concentration, +1 Vim Requisite)

  • Growl of Impending Dread (2 might, Init -2, Pen 14)

R: Voice, D: Conc, T: Ind

Captain's growl strikes fear into those who earn it's rumbling tones, and only the most hearty can resist fleeing. Every round that the alaunt growls, the target needs to make a 9+ Personality roll using Brave or succumb to an overwhelming urge to flee. Most animals and lesser men will flee without even trying to resist - the ease factor increases by 1 for every round that Captain continues to express his ire.

(Rego Mentem/Animal 20: Base 5, +2 voice, +1 Concentration

  • Jaws of Iron Resolve (1 might, Init -1, Pen 18)

R: Pers, D: Conc/Grapple, T: Ind

With a fierce bite, the massive dog's grip becomes irresistible. Captain's bite gains +4 damage to its bite for the round it initiates, and his jaws will lock on with a successful bite, effectively initiating a grapple with his maw. This lasts until Captain releases his chosen prey. Further rounds, he can bite down, delivering a normal bite attack with an additional +3 attack - both Captain and his prey may have penalties to defense as well.

(Muto Animal 10: Base 5, +1 Concentration duration - until the jaws release)

  • Steadfast Guard of the Hearth (3 might, Init -3, Pen 8)

R: Pers, D: Conc, T: Ind

The massive alaunt hound can plant himself in a spot and become immovable. His body becomes like stone, and will seem to fuse with the earth and stone he stands on. This gives Captain a +6 bonus to soak, and a -2 penalty to Quickness and Dexterity. He becomes as difficult to move as a boulder embedded in the earth, though he can move himself around - and if someone does manage to tear his paws from the earth and stone, the power obviously ends.

(Muto Animal (Terram) 30: Base 25, +1 Concentration)

Vis: 4 pawns of Animal, in his Teeth

Captain of the Guards (sired by Lieutenant of the Guards, Grandsired by Marshall, Great Grandsired by Captain), is the last of his line - noble Alaunts that guards the Sutherstone Castle. An ancient and storied castle ruled by a family of giants. Captain's family has served as the castle's guardians since it was first built, but the castle has stood empty for centuries. The ruling Cornish giant went to war in the time of King Arthur, and the soldiers never returned, leaving Captain to guard the castle as it faded into obscurity and antiquity.

After centuries of keeping the castle safe, one of the Giant's Welsh rivals finally recovered the long-lost keys to the castle, and stormed the regio, breaking the gates and stealing the treasury. So Captain has finally left his post to seek vengeance.

Design notes: Yeah, all of Captain's powers are Concentration - not originally intended, but after designing the powers, I kind of like finding excuses for him to start using his Essential Loyal trait for concentration rolls. Also, his name is Captain, 'of the Guards' is more of a title, since his family is 'the Guard'