Difference between revisions of "Vericus Valentus"
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==Goals== | ==Goals== | ||
− | *Find a worthy successor to command the Academy | + | *Find a worthy successor to command the Academy (he is considering Sir Ruvand Durwald and Worthy Sir Nyle Caeden). |
− | *Build a grand Arcadae/Concert Hall | + | *Build a grand Arcadae/Concert Hall and otherwise increase civic beauty in Houndsreach. |
− | * | + | *Ensure Ludogranz's lasting legacy; preferably have him become an Uncta. |
− | **Erect a heroic statue of Ludogranz on horseback in front of the Academy | + | **Erect a heroic statue of Ludogranz on horseback in front of the Academy. |
==Possessions== | ==Possessions== |
Revision as of 14:32, 25 July 2021
Vericus Valentus
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Holy Sir, Commander of Gatewatch Academy
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Age: 55 • Virtue: Honest • Vice: Depression Goals: Increase Imperium and Civic Beauty in the Holding, Find a worthy replacement for himself at the Academy |
Abilities
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Agility: 2, Quickness 1b Animal Handling: 2 Athletics: 2 Awareness: 5, Empathy 2b Cunning: 4, Decipher 1b, Logic 1b Deception: 2 Endurance: 3 Fighting: 4, Long Blades 1b, Shield 1b Healing: 2 Languages: 4 Knowledge: 2 Marksmanship: 1 Persuasion: 4, Bargain 1b, Charm 1b, Convince 1b Status: 2, Reputation 2b Stealth: 2 Survival: 2 Thievery: 2 Warfare: 4, Strategy 1b, Command 2b Will: 4, Dedication 1b |
Intrigue
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Intrigue Defense: 11 • Composure: 12 |
Combat
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Combat Defense: 9/13 • Health: 9 Armor Type: Full Plate • Armor Rating: 10 • Armor Penalty: -6 Weapons: Longsword |
Sorcery
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Sorcery Points: 0 • Sorcery Defense: 11 Arts & Works: x |
Qualities
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Destiny Points: 1 |
Benefits
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Artist (Musical Composition), Blood of the Eagle, Cautious Diplomat, Courteous, Dutiful, Eloquent, Knight-Sanctified, Prophetic Alignment |
Drawbacks
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Crippled, Fear (Heights/Cliffs), Flaws (Marksmanship, Survival, Thievery), Honor-Bound, Inept, Nemesis |
Background
Adolescence: The childhood friendship between Vericus and Ludogranz grows into something more and Ludogranz names him his Sworn Companion. They both attend the Coronet, where Vericus discovers a love for music.
Young Adult: Vericus is sponsored by House Stannum to attend the Academy of Courtly Arts, where his musical talent is nurtured and developed. There, he meets and falls in love with another student, and together they are a sensation at court. She isn't satisfied however, and uses the Ritual of the Muse. Together, they create masterpieces but afterwards she breaks up with Vericus.
Adult: A heartbroken Vericus leaves House Gerwalt for a while, learning from the followers of Eleah and attending a few classes at the University. When he returns, he becomes Ludogranz's squire, and eventually is Knighted.
Middle Age: Vericus helps Ludogranz form the Academy. He survives the attack on Ludogranz with grievous injuries, and is named Commander once he has recovered.
Rumors & Tendencies
There are a variety of local rumors about Vericus:
- Vericus was grievously injured in the same attack that killed Ludogranz. He walks with a pronounced limp and he has reduced strength in his left arm. His left hand sometimes shakes. Vericus does his best to hide his injuries, but that only seems to call attention to them more.
- Some uncultured wags in the Academy speculate that Vericus was neutered as well in the attack, as no one can remember him coupling with anyone since. In truth, after losing both of the loves of his life, he has been despairing of ever finding love again.
- Vericus is prone to bouts of melancholia. Many think this somehow romantic, as they assume he is simply still in mourning for his beloved Ludogranz.
Goals
- Find a worthy successor to command the Academy (he is considering Sir Ruvand Durwald and Worthy Sir Nyle Caeden).
- Build a grand Arcadae/Concert Hall and otherwise increase civic beauty in Houndsreach.
- Ensure Ludogranz's lasting legacy; preferably have him become an Uncta.
- Erect a heroic statue of Ludogranz on horseback in front of the Academy.
Possessions
Possessions: 260 sd, common clothes, boots, Dagger, Longsword, Heavy Shield, Full Plate Armor, Courser, Destrier.
Qualities
- Destiny Points: 1
- Prophetic Alignment Destiny Points: x
Benefits
- Artist (Musical Composition): You are a skilled artist in a particular form, able to create works that denote exceptional amateur ability, if not a gift honed during an apprenticeship.
Choose any one art form. Examples include painting, poetry, composition, and sculpture. You may produce art of its kind. Spend eight hours each day for five days performing your art and earn 10 silver pieces. You may also make a Challenging (9) Cunning test to earn 1 extra silver piece per degree. At the Narrator’s discretion, you may gain +1D on Persuasion tests against people aware of and impressed by your work. - Blood of the Eagle: You show blood of the Lands of the Eagle, from the old Empire. Those of those lands tended to be slender and slight, with quick, dextrous hands. They were olive and tawny complected, with very straight hair in blacks and greys (even in the young), and eyes of black, blue, or silver. They were known for their excellent senses, and comfort in heights. Whenever you test Awareness, add +2 to the result. When testing either Agility (Balance) or Athletics (Climb), you may re-roll a number of 1s equal to your Awareness.
- Cautious Diplomat: Extensive experience with negotiation gives you an advantage when you take the time to size up your opponent first. Whenever you take the Consider action during an intrigue, the bonus dice gained can exceed the normal limits on bonus dice. In addition, you retain these dice until the end of the intrigue.
- Courteous: You have impeccable manners. Add a number to Deception test results equal to one-half your Persuasion ranks (round down, minimum 1). In addition, when an opponent targets you with the Read Target action, increase your passive Deception result by a number equal to your Cunning ranks.
- Dutiful: You are unfailingly loyal. Opponents have –1D on all Persuasion tests made to influence you involving Convince, Intimidate, or Seduce.
- Eloquent: When engaged in an intrigue using a Language in which you have rank 4 or greater, you automatically go first in the round.
- Knight-Sanctified (The Wisterian Arbor): You have been anointed a Holy Knight of Distinction, acknowledged not simply for your skill at arms, but also for your dedication to and reverence for the unctæ.
- You gain a +2 to Status tests in situations where your Distinction is known.
- When making a Fighting Test, you may re-roll a number of 1s equal to your Will.
- You also likely belong to a Knightly Order, one dedicated to a specific one of the unctæ.
- Prophetic Alignment: A sorcerer has shared their visions of the future with you. You are moved and driven to either see that their prophecy comes to pass, or filled with the determination to prevent it somehow. Either way, this Benefit grants you a number of Prophetic Destiny Points equal to the Vision ritual’s Unleashing degrees of success, plus one. These points may be spent or burned as normal Destiny Points, save that the outcome of that expenditure must either aid or hinder the prophecy from coming true. This may even be used to power sorcerous work, so long as the magic directly contributes to the culmination or prevention of the future vision.
Once you have burned all of these Prophetic Destiny Points, you lose this Benefit and regain the point of Destiny invested in it: you have done all you can to either fight or facilitate the prophecy, and it is now in the hands of others, and fate.
Drawbacks & Flaws
Future Benefit Wishlist
- Adept Negotiator (Deception 3)
- Inspiring
- Natural Leader
- Pious
- Polyglot
- Respected
- Shield Mastery
- Stubborn