--- title: Angelhart the Veteran categories: PC grog --- # Background A grog of the turb, Angelhart has known the young magus since he first came to the covenant as a child. The apprentice was always eager to hear the stories Angelhart could from his travels with the magi of the covenant. When the magus passed his gauntlet and was going to leave his Alma Mater, it was decided that Angelhart would be his escort and keep him safe. He sometimes gets flashbacks to one or two adventures with a rather ruthless Tytalus(?). They attacked a village harbouring an infamous hedge wizard. It was an easy match, and as the villagers were pleading for mercy, the magus ordered them killed. The flashbacks also make a curse of slander, and he typically acquires a reputation of merciless where-ever he goes. The flashbacks have made him more compassionate over the years. # Clothing and equipment + Heater Shield and Axe + Two hatchets (throwable), usually one in pack, one in belt + Sling, 20 shots in belt + 20 extra shots in pack + four torches + 35' rope + Full metal reinforced leather armour (Prot 4, Load 4) + Shortbow and arrows # Sheet Age : 50 Aging : aging points: Int, Com, Qik (2), and Sta (2). Born : 1180 Game entered : 1220 Spring Personality Traits : Loyal +2, Arrogant +2, Follower -3, Compassionate +3 Characteristics : Int -1 (1), Per +1, Pre +1, Com +2 (1), Str 0, Sta +2 (2), Dex 0, Qik +2 (2) Virtues : Warrior, Improved characteristics, Hermetic Experience Flaws : Compassionate, Flashbacks, Curse of Slander | Ability | Spec. | Start XP | XP | Score | xp | Remark | |-------------------|-------------------| -: | -: | -: | -: |----| | High German | Franconian | native | | 5 | | | | Low German | Lubeck | | 8 | 1 | | | | East Norse | Swedish | | 70 | 4 | | W 1221 | | Latin | Hermetic | 30 | | 3 | | | | Magic Lore | | 15 | | 2 | | | | Animal Handling | Pack Animals | 5 | | 1 | | | | Athletics | Run | 30 | | 3 | | | | Awareness | Alertness | 50 | 25 | 5 | | | | Brawl | Dirty Fighting | 30 | | 3 | | | | Bargain | Inns | 50 | | 4 | | | | Carouse | Gossip | 30 | | 3 | | | | Charm | Make friends | 5 | | 1 | | | | Chirurgy | Battle wounds | 15 | | 2 | | | | Concentration | Guard duty | 15 | | 2 | | | | Folk Ken | Dishonesty | 15 | | 2 | | | | Guile | Disguise | 5 | | 1 | | | | Hunt | Track | 30 | | 3 | | | | Leadership | Turb | 15 | | 2 | | | | Legerdemain | Cut-purse | 5 | | 1 | | | | Music | Flute | 34 | | 3 | 4 | | Prof: Storytelling| Own adventures | 50 | | 4 | | | | Ride | Combat | 15 | 4 | 2 | 4 | | | Craft: Cooking | Campfire | 15 | | 2 | | | | Stealth | Sneak | 15 | | 2 | | | | Survival | Forest | 15 | | 2 | | | | Swim | Desperate survival | 5 | | 1 | | Teaching | Single Weapon | 5 | 34 | 3 | 9 | | Area Lore: The Rhine region | Sites of Magic | 30 | | 3 | | | | Area Lore: Lübeck | Taverns | | 5 | 1 | | | | Area Lore: Scania | Coast | | 5 | 1 | | | | Area Lore: Sweden | Churches | | 5 | 1 | | | | Org. Lore: OoH | Rhine Tribunal | 5 | | 1 | | | | Single Weapon | Heater Shield | 105 | 35 | 7 | | | | Thrown Weapon | Sling | 50 | | 4 | | | | Bows | Short Bow | | 35 | 3 | | | + 45 EC + 50 Warrior + 50 Hermetic Exp + 35*15 = 350 + 175 = 525 + = 670 # Combat stats Axe : Init 0, Atk 11, Def 9, Dam +6 Axe and Heater Shield : Init 0, Atk 12, Def 13, Dam +6 Hatchet : Init -1, Atk 10, Def 9, Dam +4 Hatchet and Heater Shield : Init -1, Atk 11, Def 13, Dam +4 Thrown axe : Init -1, Atk +6, Def +7, Dam +6, Range 5 Sling : Init -4, Atk +6, Def +7, Dam +4, Range 20 Soak : 6 (armour 4, Sta 2) ## Combat Notes Encumbrance : 3 (Armour Load 4, Weapon load 4 including one hatchet) Stats : Init -1 with encumbrance, Atk 0, Def +2, Dam 0 Axe bonuses : Init 1, Atk 4, Def 0, Dam +6, Ability 6 Hatchet bonuses : Init 0, Atk 3, Def 0, Dam +4, Ability 6 Heater shield bonuses : Def +3, Ability spec +1 # Advancement log + Aging 35-40 (five years pre-game). Three aging points in any characteristics: Com, Qik, and Sta. + Spring 1220: 10xp story - 5xp Single Weapon and 5xp Awareness + Summer 1220: 2xp teaching (teaching somebody) - could swap with Autumn + Autumn 1220: Practice Lübeck Lore 5xp + Winter 1220: 11xp Bows - trained by Gesche + Aging W'20 rolled 7 - no effect + Spring 1221: 11xp Bows - trained by Gesche + Summer 1221: teaching exposure 2xp in teaching + Autumn 1221: teaching exposure 2xp in teaching + Winter 1221: taught Danish by Talpa 13 xp (Talpa also taught Volkert) + Aging W'21 rolled 7 - no effect + Spring 1222: Adventure to Öland 7xp Single Weapon 5 + Awareness 2 + Summer 1222: Exposure 2xp in teaching. Teaching Single Weapon to Claas. Others? + Autumn 1222: Practice Low German 8xp + Winter 1222: Learn Bows from Gesche SQ8 + Aging W'22 rolled 8 - no effect + Spring 1223: Teach - Exposure 2xp teaching (teaching score 1) SQ 12 + Summer 1223: Practice 4xp Music + Autumn 1223: Teach - Exposure 2xp teaching (teaching score 2) SQ 13 + Winter 1223: Practice 4xp Music + Aging W'23 rolled 0+4 - no effect + Spring 1224: Practise Swedish 8xp + Summer 1224: Story 15xp (Awareness 4, Swedish 1, Sweden 5, Scania 5) + Autumn 1224: practice Swedish 8xp (-> 3) + Winter 1224: Story 10xp (Awareness and Single Weapon) + Aging W'24 rolled 3+5 - aparrent age increases + Spring 1225: teaching single Weapon to Claas - SQ14 with specialty - 2xp teaching. + Summer 1225: Practice Swedish (hanging around with staff and in town) +8xp -> 38xp + Autumn 1225: teaching (to Siemer) SQ13 with specialty (14 in single weapon) - 2xp teaching -> 21xp + Winter 1225: Practice Swedish (hanging around with staff and in town) +8xp -> 38xp + Aging W'26 rolled 6+5 - one aging point in Int + Spring 1226: teaching single weapon to Claas SQ14 with specialty - 2xp teaching -> 23xp + Summer 1226 Practice Swedish 8xp + Autumn 1226: teaching single weapon to Jeppe SQ19 with specialty + Good Teacher Figurine - 2xp teaching -> 23xp + Winter 1226: teach with benefit from Good Teacher. Exposure 2xp in teaching + Aging W'26 rolled 0+5 - aparrent age increases + Spring 1227: Practice Single Weapon 4xp + Summer 1227: Story 15xp Single Weapong, Bows, Awareness + Autumn 1227: Teach single weapon to Jeppe. 2xp exposure in teaching. Study total 14 + Winter 1227 Practice Music 4xp + Aging roll (1,5 +5 -> 15) aging point in Sta + Spring 1228 Practice Music 4xp + Summer 1228 Exposure 2xp Awareness + Autumn 1228 Hang around in bars and learn Swedish 8xp + Winter 1228 Teach Music SQ13 (assuming one student - Talpa) 2xp exposure teaching + Aging roll (3 +5 -> 8) apparent age increases + Spring 1229 Exposure 2xp Awareness + Summer 1229 Teach Ride to Gesche (single student) SQ 14, exposure 2xp teaching -> 3(3) + Autumn 1229 Hang around in bars and learn Swedish 8xp + Winter 1229 + Practice Music 4xp + Aging roll 11 + one aging point in any characteristic + Spring 1230 Teach thrown weapon to Gesche. Exposure 2xp teaching. + Summer 1230 + Practice Ride 4xp + Autumn 1230 + Learn Single Weapon from Gesche. SQ12, capped at 7. + Winter 1230 + Teach thrown weapon (Q11) to Claas and Gesche. + Exposure 2xp teaching $\to 3(7)$ + Aging roll 7 : apparent age increases + Spring 1231 + Teach single weapon (Q15) to Werner + Exposure 2xp teaching $\to 3(7)$ + Autumn 1231 : TBC Practice Music 4xp # Elaboration ## Curse of Slander (Minor, General or Supernatural) Wherever he stays, unpleasant rumors and ill-favored stories about this character begin to spread within a short time. This can be due to bad luck, or it could be something supernatural, like a curse. The slander is centered on one specific section of mundane society — the nobility, the church, guilds, peasants — and it seriously hampers his working life. After staying one season in an area, he gains a bad Reputation at level 1, usually a Local Reputation. He gains one point toward raising the Reputa- tion in each further season, or more if he is involved in disturbing or strange events. Truly remarkable deeds can halt the increase for one season, but they will be forgotten come next season. At a covenant, people are used to strange things and deviant behavior. The Reputation is gained and increases in intervals of years rather than seasons, giving the poor victim more time before he becomes completely shunned. If the character leaves an area, the Reputation stops increasing, and may even fall, at the troupe’s discretion ## Flashbacks (Minor, General) When engaged in combat, or a similar violent and tense situation, the stress might trigger a flashback to the horrors of past battles, which left this character mentally scarred. The hallucinations seem so real that it is hard to avoid reacting to them. When an event appropriate for the Flashbacks occurs, roll a stress die against an Ease Factor of 9. On a failure, the character panics and revert to his past nightmares. At the storyguide’s discretion, modifiers from –1 to –5 could apply, for things like full-scale battle, fires, or stampeding animals. In addition, add or subtract any relevant Personality Traits, depending on whether they might lessen or worsen the effects of this Flaw. Bear in mind that positive traits like loyal, reliable, law-abiding, or calm should be helpful in avoiding this affliction. Similarly, negative traits like selfish, angry, or corrupt subtract from the roll, making him more likely to succumb. Often, his actions hurt, embarrass, or offend comrades, employ-