Name: Mister Harold Bismarck
Titles: Steward of Nesiwald. Formerly heir of House Bismarck, a small but established Noble House in the Kingdom of Veschwar.
Portrait: To-Do
Bio: Harold Bismarck was a promising young man, taking to reading and arithmetic lessons well. He was heir to a solid if not especially famous house in the martially-inclined nation of Veschwar. Unfortunately, even from a young age he was not a very promising leader of men in war. He was both a poor tactician and had extremely lacklustre skill with a blade - to the point where he has not unsheathed the knife he carries for years. (You're not fully dressed in Veschwar unless you have at least one weapon on you.)
He was thrust into a military position despite his talents lying more in management and suffered defeat after disastrous defeat, eventually being stripped of his title and cast out by his own father, then assigned to a post as Steward of a small village in the hinterlands to languish with no room for advancement. However, he is now determined to make a mark on the world with an artifact that shows glimpses of a miraculous future...
Born in September 1117, currently 22 years old.
Stats:
Martial: 8 + 1 + 0 + 1 = 10
Stewardship: 13 + 1 + 2 + 1 = 17
Learning: 13 + 1 + 2 + 2 = 18
Diplomacy: 12 + 1 + 2 - 1 = 14
Intrigue: 10 + 1 = 11
Piety: 10 + 1 = 11
Combat Prowess: 6 + 1 - 1 + 1 = 7
Traits:
Noble Upbringing: A childhood and adolescence with enough food, access to doctors and tutors, and exposure to court politics. +1 to all stats. +2 Diplomacy.
Literate and Numerate: Being able to read, write, and do reasonably complex math is a rare thing in this world. +2 Stewardship, +2 Learning.
Martial Thought: Your past failures show that you're unsuited to the life of a soldier, but if you think carefully and try to see the 'rules', you can fit yourself into that headspace. -1 to all groups' opinions, +0 Martial, potential to evolve further.
Diligent: You cross the T's and dot the I's. Everything will be just so, even if you have to check it a dozen times. +1 Stewardship. +10 on certain rolls.
Codex Sync: You feel a bit more quick-witted than before. Is this the Codex Crystal's doing? Something to look into. +2 Learning. Learning and some Stewardship actions have dice explode on 96-100, not just 100.
Battle Trauma: Experiences in battle have left you with a palpable fear and hesitation that can make you freeze up when threatened with violence. This seems to be abating somewhat. -1 Combat Prowess.
Vengeful: Violence is the quickest solution to any problem, and taking vengeance for trespasses will teach people not to cross you. -1 Diplomacy. +1 Personal Combat. +1 Martial.
You get a bonus on relevant rolls and vote weighting towards actions that are harsh or vengeful. You face a malus on actions that are forgiving or merciful and may need to pass willpower checks to take such actions.
Cautious Fighter: The better part of valor is living to fight another day...
Affects your strategic and tactical thinking.
Sword Skill: 1/2 to completion.
Hobbies: What do you do for fun? Rated from 1 (occasional urge) to 15 (constant indulgence/addiction).
The first things you leap to when you need to relax or have fun. These numbers don't have an absolute mechanical meaning or even necessarily reflect how often you actually
do your hobbies, but are just to keep track of what the character wants to do to indulge, what urges he faces when stressed, a big part of what makes him
human.
- Reading/Experimenting/Being a nerd (9)
- Boasting/bragging (5)
- Organizing things (4)
- Petty revenge (I.E. Moving someone's favorite cup somewhere hard to find) (3)
- Time with family (4)
- Expensive food (3)
- Comfortable Lounging (2)
- Romance/Sex (Harold does not see a difference between the two at this point) (2)
- Booze (1)
- Gambling (1)