Name: Qureine; School: Venatora

Age: 17; Gender: Female; Size: + 0
Soak: 5 / 11 (Stamina 2, Bronze Cord 2, Shapeshifting 1, Lorica Faranus 6)
Confidence: 1 / 7; Decrepitude: 0 / 0; Warping: 0 / 0
Personality Traits: Grim + 1, Practical + 2, Uncomplaining – 3
Reputations: none

Characteristics: Intelligence + 2, Perception + 3; Strength + 2, Stamina + 2; Presence + 0, Communication – 3; Dexterity + 3, Quickness + 1

Virtues and Flaws: Animal Ken, Extra Characteristics x3, Faerie Blood (Ill-kin), Inoffensive to Animals, Keen Vision, Second Sight, Shapeshifting, Strong Faerie Blood, Subtle Magic, Versatile Shooter, Wilderness Sense; Magical Animal Companion, Overconfident, Rigid Magic, Study Requirement

Abilities: Animal Ken (Wolves) x2, Animal Handling (Wolves) x3, Artes Liberales (Astronomy) x1 [read/write Karahzed], Athletics (Climbing) x1, Awareness (Outdoors) x2, Bows (Long Bow) x3, Brawl (Dodging) x1, Concentration (Maintaining Spells) x1, Dead Language: Karahzed (Studying from Books) x4, Faerie Lore (Ill-kin) x1, Hunt (Cold Environs) x1, Magic Theory (Ignem) x4, Native Language: Betraland (Outdoor Topics) x5, Organization Lore: Farrani Corps (Personalities) x2, Parma Magica (Ignem) x2, Penetration (Ignem) x1, Ride (In Battle) x2, Shapeshifting x1, Stealth (Snowy Environs) x2, Survival (Snowy Environs) x1, Weapon Mastery: Long Bow x3 (Mobile Firing, Point Blank, Precise Shot), Wilderness Lore (Fast Routes) x1

Arts: Creo 9 (0/10), Intellego 7 (0/8), Muto: 3 (0/4), Perdo: 5 (0/6), Rego 3 (1/4); Animal 9 (1/10), Aquam 2 (2/4), Auram 3 (2/4), Corpus 5 (3/6), Herbam 10 (5/11), Ignem 11 (4/12), Imaginem 3 (2/4), Mentem 3 (2/4), Terram 3 (2/4), Vim 7 (2/8)


Personal: Main-Gauche (Initiative + 1, Attack + 6, Damage + —5, Defense + 4), Long Bow (Initiative + 0, Attack + 11, Damage + 11, Defense + 3), Quiver of Arrows, Lorica Faranus (Hauberk), Green Tabard, Green Cloak (Reversible to White), The Wolves of Autumn, White Nail

Horse: Bedroll, food, tinder box, general camping supplies. Cooking with Wild Herbs

Load: 5; Burden: 2; Encumbrance: 0

Magical Animal Companion: Bledig (Wolf)

Size: – 1, Soak: + 4, Might: 11
Personality Traits: Brave +3, Cowardly +3
Reputations: Bloodthirsty (Local) 4

Characteristics: Cunning + 2, Perception + 0, Presence + 0, Communication + 0, Strength – 1, Stamina + 3, Dexterity + 2, Quickness + 2

Virtues and Flaws: Improved Characteristics x2, Ferocity (Against Livestock), Long-Winded, Sharp Ears, Compulsion (Killing), Infamous

Abilities: Athletics x5 (Distance Running), Awareness x3 (Smell), Brawl x5 (Teeth) (Initiative +2, Attack +11, Damage + 0, Defense + 9), Hunt x4 (Track by Smell)

Silent Running, 0 points, constant, Imaginem: Bledig makes no noise unless she deliberately decides to.

Terrifying Howl, 4 points, Initiative + 0, Mentem: Anyone who hears the Bledig’s howl is struck with fear of the wolf and of wilderness places away from the haunts of men. Someone already in a house will merely not want to leave. Overcoming this fear completely requires a Brave roll against an Ease Factor of 12. Acting sensibly while responding to it, such as heading back to the village carefully, requires a Brave roll against an Ease Factor of 6. Those who fail the easier roll simply flee in panic.

Familiar, Bledig is a familiar, gaining and granting the benefits of cords: Gold (2), Silver (2), Bronze (2).



Bite of Frost (Perdo Ignem 5)
R: Shot, D: Mom, T: Ind
Your shot wracks the target with a jolt of icy cold, destroying body heat. The target loses one Fatigue Level. (Base 4, + 1 Shot) CASTING TOTAL: Stress die + 18 + Aura (5 Perdo, 11 Ignem, 2 Stamina)

Burn of Sun (Creo Ignem 20)
R: Shot, D: Mom, T: Ind
Your shot seers though the target, inflicting + 20 damage from heat. (Base 15, + 1 Shot) CASTING TOTAL: Stress die + 21 + Aura (8 Creo, 11 Ignem, 2 Stamina)

Hunter’s Sense (Intellego Animal 20)
R: Per, D: Mom, T: Hearing
You sense the location and size of all animals above a certain size, so long as you are within hearing range of the noises they could make if they were making noise. You decide the size threshold when you cast the spell, such as “all animals larger than a fox.” The “noise” of an animal’s shape is louder the larger it is. A Wilderness Sense roll of 6 + will allow you to identify the type of a natural animal based on its size, so long as you have encountered such an animal before. (Base 4, + 3 Hearing, + 1 for size and location) CASTING TOTAL: Stress die + 18 + Aura (7 Intellego, 9 Animal, 2 Stamina)

Minor Personal Ward Against Heat and Flame (Rego Ignem 15)
R: Per, D: Sun, T: Ind
Keeps heat and fire at bay, unable to approach within 1 pace of you. This renders you immune to damage from flames or heat of intensity less than that of molten lead. You get a + 10 Soak against all fire-related damage. Any fire doing less than + 10 damage per round doesn’t penetrate the ward. Such fires simply dim at your passing and flare back up after you are gone. (Base 4, + 1 for up to + 10 damage, + 2 Sun) CASTING TOTAL: Stress die + 14 + Aura (3 Rego, 11 Ignem, 2 Stamina)

Shattering Shaft of Barbs (Muto Herbam 15)
R: Touch, D: Sun, T: Ind
Changes a wooden arrow so that its shaft will splinter into barbs as it hits a solid target. The effect adds 3 to the regular damage of the bow. Because the arrows splinter as they penetrate the target, they are harder to remove. Reduce the victim’s Recovery Total by 6 for his first Recovery roll. (Base 3, + 1 Touch, + 2 Sun, + 1 complex effect) CASTING TOTAL: Stress die + 15 + Aura (3 Muto, 10 Herbam, 2 Stamina)

Shriek of Impending Shafts (Rego Herbam 15)
R: Per, D: Sun, T: Hearing
Lets you know where anything wooden will be in the immediate future by a shriek that sounds in the air in advance of the wood’s coming. A piece of wood that is controlled may change course, so the spell is sometimes wrong. You get a + 9 bonus on Defense scores against wooden weapons (provided that you have the freedom to dodge), and you can automatically dodge wooden missiles fired from more than ten paces away. The shriek is only audible to you, and it cannot be simulated by people making noises. (Base 2, + 2 Sun, + 3 Hearing) CASTING TOTAL: Stress die + 15 + Aura (3 Rego, 10 Herbam, 2 Stamina)

Sinking Ship (Lab Notes: Perdo Herbam 20)
R: Sight, D: Mom, T: Part
Creates a small hole, about one hand span wide, in a wooden target such as a ship. This spell is often used to compromise a ship, slowing its movement and threatening to sink it. An able crew’s carpenter will quickly block and brace such a hole, but this takes several crew members and several minutes of hard work to accomplish. Multiple applications of this spell can keep the crew busy for quite some time or even overwhelm them. (Base 4, +3 Sight, +1 Part) CASTING TOTAL: Stress die + 17 + Aura (5 Perdo, 10 Herbam, 2 Stamina)

Trap of the Entwining Vines (Creo Herbam 15)
R: Voice, D: Sun, T: Group
Causes strong, woody vines to grow rapidly from fertile earth. The vines cover a circle 2 paces across and reach 6 feet high. Anything caught within them is immobilized. To avoid the vines, the target must make a Quickness – Encumbrance stress roll of 9 +. To break out requires a Strength stress roll of 12 + (allowed once per round). Someone not trapped can cut a trapped person free in two rounds assuming proper tools. The vines weaken and wither to dust at sunrise or sunset. (Base 1, + 2 Voice, + 2 Sun, +2 Group) CASTING TOTAL: Stress die + 20 + Aura (8 Creo, 10 Herbam, 2 Stamina)

True Rest of the Injured Brute (Creo Animal 20)
R: Touch, D: Moon, T: Ind
The injured animal gets a + 9 bonus to all Recovery rolls made while the spell is in effect. The number of days needed between Recovery checks is reduced to 1 (Light Wounds), 4 (Medium Wounds), or 14 (Heavy Wounds). (Base 4, + 1 Touch, +3 Moon) CASTING TOTAL: Stress die + 19 + Aura (8 Creo, 9 Animal, 2 Stamina)

Wall of Thorns (Lab Notes: Creo Herbam 20)
R: Touch, D: Sun, T: Group
Within seconds, this spell creates a straight wall of woody, thorny bushes up to 20 paces long, 1 pace thick, and 4 paces high. The thorns, which are unnaturally resilient, have a + 15 Soak, are cut by edged weapons only, and cutting through requires inflicting a Heavy Wound. Bodily forcing one’s way through the wall requires a Strength stress roll of 9+ and does +15 damage whether the attempt succeeds or fails. If the roll botches, an additional 5 points of damage are suffered. The wall grows out of existing bushes or fertile soil that the wizard touches. An Athletics stress roll against an Ease Factor of 9 allows a character to scale the wall, but the character takes + 1 damage in the process. (Base 1, +1 Touch, +2 Sun, +2 Group, +1 size) CASTING TOTAL: Stress die + 20 + Aura (8 Creo, 10 Herbam, 2 Stamina)


The Farrani Corps Randy cutakaypre