Giullietta the Marmot
A descendant of Dulcila
אין איש יודע את המקום בו נולדה ג’ולייטה, מי היו אמה או אביה או איך הגיעה בעודה תינוקת לידיהן של המרמיטות בפסגה האדומה, אך כשהיתה כבת חמש היא אותרה על ידי מאגוס נודע, חבר אגודת פולחן הגיבורים ושמו גרגוריוס לאקמוס. גרגוריוס שלח את בלינדה רטגאת, רדקאפ מוכשרת שפעלה בעיקר באלפים ובצפון איטליה, לאסוף את הילדה ג’ולייטה מידי המרמיטות. כאשר בלינדה הגיעה אל הפסגה האדומה, היא אכן מצאה את ג’ולייטה חיה כאחת המרמיטות – דוברת את שפתן ומתנהגת כאחת מהן. בעזרתו של מאגוס מהאחווה בה הדרכים מסתיימות הצליחה בלינדה לשוחח עם המרמיטות ולשכנע אותן להעביר את ג’ולייטה לידי מסדר הרמס בהבטחה שבתוך 21 שנה תחזור ג’ולייטה אליהן (הבטחה שגרגוריוב לאקמוס לא התכוון לקיים).
בלינדה רטגאת, היתה הקשר הראשון של ג’ולייטה עם ציוויליזציה, ושימשה לג’ולייטה כאם ומחנכת במשך שנים ארוכות. בלינדה הביאה את ג’ולייטה לאחוות הפלאטין ברומא שם גרגוריוס לאקמוס פרש עליהן את חסותו.
בלינדה מתה במפולת שלגים באלפים רגע לפני שג’ולייטה סיימה את הכשרתה כרדקאפ, ומאז ועד היום ג’ולייטה מחשיבה עצמה כממשיכת דרכה של מורתה.
התימה הסיפורית של ג’ולייטה:
ג’ולייטה היא צאצאית של הגיבורה המיתולוגית דולסילה
סיפור חייה היה ויהיה רצוף באהבות נכזבות – גברים רבים מתאהבים בה, אך לרוב היא אינה מחזירה להם אהבה. כאשר היא סוף סוף מתאהבת באמת, נסיבות גורל שונות ומוזרות מביאות אותה להפר את שבועות האהבה.
ג’ולייטה היא מנהיגה מלידה
גרגוריוס לאקמוס, הפטרון של ג’ולייטה, מנסה להכווין אותה אל הייעוד שלה כגיבורה מיתולוגית תוך השגת מקסימום רווח (ומינימום נזק) לעצמו ולמסדר הרמס.
irtues and Flaws
Major, Social Status
You are a full member of the Order of Hermes and of House Mercere. You deliver messages for the Order, and you possess a number of enchanted devices to help you do this. A newly-Gauntleted Redcap has enchanted devices with fifty levels of effect. These will be upgraded and replaced in return for good service, on average an extra two levels per year.
You may take Academic, Arcane, and Martial Abilities during character generation, gained a total of 300 experience points years of training. You have the Well Traveled Virtue at no cost. When you start to age, a magus will devise a Longevity Ritual for you free of charge. You are supported by your covenant, so you cannot take the Wealthy Virtue or Poor Flaw. You may not take The Gift. You must spend two seasons per year delivering messages for the Order.
You have journeyed extensively in this part of the world and find it easy to get along with people throughout the area. You have fifty bonus experience points to spend on living languages, Area Lores, and Bargain, Carouse, Charm, Etiquette, Folk Ken, or Guile.
You are a stirring speaker or a heroic figure, and can urge people to great efforts. You give targets a +3 bonus to rolls for appropriate Personality Traits.
AFFINITY WITH (Leadership + Bows)
All Study Totals for one Ability are increased by half, as are any experience points you put in that Ability at character creation.
You can remember, word for word, any short messages you have heard or read in the last year. You can even recall personalized details like inflection and handwriting, though you may not be able to perfectly reproduce these nuances. While you might recall excerpts of longer works, like an hour-long speech or a book, it is impossible for you to memorize more than a few choice passages.
As long as you have traveled the route before, you never become lost on a journey, and you may add +3 to any Survival rolls based on finding your way through unfamiliar terrain. You are never adversely affected by weather, bad roads, or other negative travel conditions; you can muddle through no matter what, making nearly the same time as you would in ideal circumstances. If you are leading other travelers you can speed the journey for all of you by encouraging them to match your pace. This does not apply when you do not control of the means of travel (riding in a cart, traveling by ship).
MYTHIC PRESENCE (commanding presence)
Because of your great innate potential, you may take a specialty for one of your positive Characteristics, similar to an Ability specialty. Whenever this specific circumstance applies to one of your rolls for that Characteristic, you may treat your score as if it were one greater, and if you roll a potential botch, you reduce the number of dice by one. You may take this virtue more than once, though not for the same Characteristic
People are often attracted to you. You get +3 on Communication and Presence rolls with sexually compatible characters in appropriate situations. At times you can put this to good use. At other times it’s an annoyance.
You have been trained to fight, and may have spent some time campaigning, perhaps on one of the Crusades. You may acquire Martial Abilities during character creation, and gain an additional 50 experience points which must be spent on Martial Abilities.
You are mystically attuned to the ways of the wilderness. A Perception + Wilderness Sense roll against an Ease Factor of 9 lets you determine the direction of north, the upcoming weather, or the presence of natural hazards or resources. One roll will only reveal one piece of information.
HEROES’ BIRTHRIGHT (Dormant)
You have a special magical power which you can invoke and cancel at will, or which is always active. It should be designed as a Hermetic effect, no greater than Level 15.
Magical Effect: When ever Giullietta is hit by a weapon her skin momentarily turn stone hard, granting her a +3 soak bonus. (Base +15, Personal +0, Momentary +0, Individual +0)
ANIMAL KEN (Dormant)
You can communicate with animals as if they were human beings.
You may change your shape into that of a mundane animal from the size of a robin (–5) to that of a bear (+2). This requires a few seconds’ (one round’s) concentration, and a roll of Stamina + Shapeshift against an Ease Factor of 9. Changing back to human form requires the same concentration, and the same roll. You have a limited repertoire of shapes, one for every point you have in the Shapeshift ability. Every time you raise the Ability by one point, you may choose a new shape.
Magic Items (Dormant)
You begin with 25 more starting levels of magic items than you would otherwise, and the rate at which your items are improved is increased by one level per year. This is probably because of your exceptional devotion to the House, or because you have inherited a number of items from other Redcaps. You must be a Redcap to take this virtue, and you may take it more than once, though no single effect in any of your items can be greater than Level 30. (current effect level: 25 + 1 per year = 30)
You may take Personality traits of up to +5 or –5, and have a Confidence score of two. You also begin with five Confidence points instead of three. As part of your being a hero, however, you may occasionally do things without knowing why, as you receive guidance or direction from some kind of higher power. Your feelings are so strong that you may lose control of yourself and act on instinct, without thinking about the consequences, allowing the storyguide to bring you into a story or cause you to respond to a situation in a certain way, based on these heroic traits.
You grew up in the wilderness, either raised by wild animals or surviving on your own. For much of your life you could not speak, and knew nothing of human ways. You may only choose beginning Abilities that you could have learned in the wilds. In particular, you may not start with a score in a Language. In your first five years you gain 120 experience points, which must be split between (Area) Lore, Animal Handling, Athletics, Awareness, Brawl, Hunt, Stealth, Survival, and Swim.
You were raised in a large, old covenant that has little contact with the outside world. You might have very strange religious beliefs, and you certainly find medieval social and political structures very odd. You may take Latin and Order of Hermes Lore at character creation. While Latin cannot be your native language, you may speak a language closely related to Latin that is spoken only at your home covenant.
You have a completely unshakable faith in your own abilities. You believe that you will always perform at, or slightly above, the peak of your abilities, and cannot imagine failure. If you actually botch, you come up with some rationalization as to what “really” happened.
You tend not to notice that situations are threatening. You start with a Personality Trait of Reckless +3, and can never have a positive Personality Trait reflecting care or patience. Whenever the storyguide deems it necessary for you to check bravery or a similar Personality Trait, make a roll against your Reckless score instead. A success means you do not realize your danger, and can act immediately without further checks.
TRAGIC INTELLIGENCE (Easily tricked)
You must take a specialty for one of your negative Characteristics, similar to an Ability specialty. Whenever this specific circumstance applies to one of your rolls for that Characteristic, subtract three from your total and roll one additional botch die. You should roleplay this failing whenever you attempt this sort of action. Here are some examples of negative Characteristic specialties.
You must be a Redcap or magus to take this Flaw. You are watched over by an older magus or a more established Redcap, who considers you his charge and helps you out from time to time. This patron must be an NPC. Because of your special relationship, he is willing to do additional favors for you that cost him little, such as casting spells on you, lending you magic items, allowing you access to his books, providing you with mundane materials, supporting you financially for a season or two, or even adopting you into his House. However, in return he will expect special attention from you, and may periodically send you on missions or assign you important tasks.
MAGICAL ANIMAL COMPANION (dormant [Marmot])
You are accompanied by a magical animal that’s smart enough to follow your orders or to disobey them on its own initiative. The smaller and more innocuous the creature, the more intelligent it is. A ferret or crow is as intelligent as a human, a wolf is very cunning, and an animal the size of a horse is simply more intelligent than normal. The creature has a Magic Might score of 10 – Size.
Red Cap Magical Items
This is the only magical item that Giullietta received at the end of her training, and it was given to her by Gregorios Lacmos, but it originally belonged to Belinda Rategat.
Ancestor of the modern icepick, this is a long thin staff of oak about 6 feet long, capped at one end with a steel ferrule used to aid climbing and hiking in mountainous areas. A colorful red and blue leather string is tied bellow the metal ferrule, meant to be vividly visible in snowy conditions. The alpenstock is a favorite tool carried by Redcaps of the Greater Alps and can also be used as a weapon (treat as a quarterstaff) to ward off wolves, bandits and other threats.
A Tool of Convenience
MuTe 15, R: Per, D: Sun, T: Ind;
This effect transforms the metal ferrule of the walking stick into the head of a metal efficient working tool or shafted weapon that can be used as a mace.
Trigger: command word, Frequency: 3/day; Harnessed, Tethered
(Base 1, +2 metal, +2 Sun, +2 frequency)
From Hiking to Hunting
MuHe(An) 30, R: Per, D: Diam, T: Ind; Pen: +2, 12/day;
This effect transforms the alpenstock into a long bow with a penetration of +2.
Trigger: Command word, Frequency: 12/day; Harnessed, Tethered
(Base 3, +1 Diam, +1 Req, +4 Freq, +1 penetration)
Ring of Warmth
A silver ring set with a small red stone that can maintain her at a warm temperature no matter how cold it is. On her first year as a Redcap she was given this ring from a Magus lover. She forgot his name, but she still carries his ring.
The stone that kept me warm
CrIg 5, R: Per, D: Sun, T: Ind;
This effect keeps the target warm and cozy
Trigger: motion, Frequency: 2/day; Harnessed, Tethered
(Base 2, +2 Sun, +1 Freq)