Simian Rex
Int 2 Per 1
Pre 1 Com 1
Str -6 Sta 1
Dex 2 Quick 3

Size:-3 Might:50 Confidence:5(21)

Personality: Carefree +3, Reckless +3, Monkey +3*, Monkey King +3, Loyal- Andros (from bond) +3

Reputation: Fun! (regio inhabitants)

traits: essential monkey, crafty, defensive fighter, skilled climber, timid

Virtues: magical champion (monkeys), pack leader, master of corpus creatures, voice of the forest, unaffected by the gift, forest regio network, lightning reflexes, True Friend- Andros (from bond)

Flaws: magical friend, carefree, reckless, feral upbringing, difficult underlings

Qualities: fatigue mastery, gift of speech, vis mastery, ritual power- oath swearing, improved confidence x4, calling the troop- greater power, cost 0*, improved defense (dodge)x5, guide, grant ways of the wood, grant no sense of direction, improved ability grant ways of the wood- cost reductionx5, improved ability no sense of direction penetration:3, improved ability oath swearing: cost reduction:5, Improved Powers 1125 (-3 cost to Calling the Troop, +2 Initiative), Improved Powers 1128 (-2 Cost, +3 init A friend for my need) , Greater Power: Simian Imperatus, Greater Power: A friend for my need, Improved Characteristics x1, Tough

Inferiority: Restriction Greater Power Simian Imperatus

Abilities: athletics(climbing) 3 (19), awareness(food) 6(0), brawl(dodge) 5(5), stealth(hiding) 5(9), survival(foraging) 3, area lore- European forests(5) 5, animal handling(corpus creatures) 5, carouse(life of the party) 5 (29), hunt(traps) 5, leadership(monkeys) 8 (), swim(rivers) 3(5), legerdemain(palming) 2, Living Language: French 5(storytelling)M, Living Language: Italian 4(storytelling)M, Dead Language: Latin 5(Hermetic usage)M, Magic Lore 1 (Magic Realm), Magic Theory 8(33) (Aid in Lab), Penetration 3(10) (Monkeys), Teaching 5(0)(Magical beings), Artes Liberales (Rhetoric) 1(5)

M: from bond to Andros

custom powers: calling the troop- summons a group of normal monkeys to follow their king's orders: Cr An base 15, target: group, duration:day, range: voice, Improved powers to cost 0 points, +2 Init

Greater Power:
Simian Imperatus: ReMe(An)45 (Base 20, Voice +2, +2 Sun, T: Ind, +1 requisite) Can give a complex commands to a simian creature whether intelligent or not, and the creature carries this out to the best of its ability. The minor inferiority is a Restriction, power only works on creatures of simian/monkey/ape form. Used the Base for Me, which is higher than for An.
Cost: Magnitude/2 = 5-1=4, Initiative Quik - 5
1 Mastery point left over, spent on decreasing cost

Greater Power
A friend for my need
Greater Power: MuCo(An)50 Base 10, Voice +2, +2 Sun, T Ind, +1 An Requisite, +3 size modifier: Transforms any person or animal up to size +7 into a regular sized monkey/simian/ape of caster's choice. Used the base for Co, as it is higher.
Cost: Magnitude/2 = 5, Initiative Quik- 5
Improved Powers 1128, -2 Cost, + 3 Init

Cords: Bronze+3, Silver +1, Gold +3

1115: Spring-Taught MT +26/Summer: Wasted/Fall: Training MT +10/Winter Exposure MT +2
1116: Spring- adventure 6 xp (Awareness)/Summer +2 exposure MT/Fall adventure 4xp (Awareness)/Winter exposure MT +2xp
1117: Spring- Taught MT +26 xp/Summer +2 exposure MT/Fall +2 exposure MT/Winter +2 exposure MT
1118: Spring-help in lab +2 MT/Summer Adventure 7 xp: 5 Awareness, 2 MT/Fall Adventure 8 xp: 5 Awareness, 3 Stealth/Stay in Lab+2 MT
1119: Spring-help in lab , Adventure + 5 awareness, +2 Stealth/Summer +2 MT/Fall Adventures 15xp: +5 Stealth, +5 Carouse , +5 Leadership/Winter too many adventures! 37 xp, 5 Awareness, 5 magic theory, 5 Stealth, 5 Area Lore (European Forest), 5 leadership, Carouse 5, Swim 5, Athletics 2
1120: Spring: Take xp from adventure: 7- 5 Stealth, 2 Leadership/Summer adventure: 9 xp: 5 Awareness, 4 Leadership/Fall Adventure 7 xp: 5 Awareness, 2 Stealth/Winter Lab assistance +2 MT
1121: Spring: +2 MT/Summer: +2 MT/Penetration +20/Adventures +17 xps: Awareness 5, Carouse 5, Stealth 5, Athletics 2
1122: Spring: Adventures + 17: 5 Athletics, 5 Leadership, 5 MT, 2 Awareness/Summer: +2 MT/Fall: +2 MT/Winter +2 MT
1123: Spring: exposure 2 MT/Summer: exposure 2 MT/Fall: Penetration +20/Winter adventure 5 xp awareness 5
1124: Spring: adventure 7 xp: 3 Awareness, 4 Carouse/Summer: exposure 2 MT/Fall: MT 13/Winter adventure 5 xp Improved Powers Quality
1125: Spring taught Teaching (problem student!), +25 Teaching, 5 AL/Summer +16 MT/Fall +2 MT/Winter: adventures scheduled, 17 xp: +5 xp Improved powers Quality, 5 Leadership, 5 MT, 2 Stealth…10 xp for Improved Powers spent on gaining it. 3 points to reduce cost of Greater power to 0, increasing Init +2
1126: Spring +16 MT/ Summer + 2 MT/ Fall +2 MT/ Winter adventures + Transformation, -55 Confidence, 20 xp: 5 Athletics, 5 teaching, 5 leadership, 5 carouse, Transformation 76, so 1 Major Quality (30 points), 1 Major Quality + minor inferiority (25 points), 2 Minor Qualities (10 points each).
1127: Spring +16 MT/Summer 30 xp adventures: Brawl 5, MT 5, Magic Lore 5, Leadership 5, Athletics 5, Improved Powers 5/Fall +2 MT/Winter +2 MT
1128: Spring +25 Teaching, +5 AL/Summer+2 MT/Fall +2 MT/Winter - 4 adventures: Quest for Resonant Materials 7xp, Quest to explore Regio Hook 5xp, Mercere House Quest 8xp, Faerie Knight nuisance adventure 4xp = 24 xp, 5 Improved Powers, 5 Athletics, 5 Carouse, 4 Leadership, 5 Stealth
1129: Spring: Teaching +20, +5 AL/Summer Exposure MT +2/Fall Exposure MT +2/Winter +16 MT

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