Semsuhfaw

(Guiverna)
(Semsuhfaw, from when he was a "mere" magical animal)

Semsuhfaw1 was, at one time, a common European adder. Then, one day, he woke up larger and more powerful than any of the other snakes. He was intelligent and had a purpose: to befriend, guide, and protect a human named Ève. Although he did not know exactly what he was guiding Ève toward or why (the god who had made him did not see fit to take him entirely into his confidence), but Semsuhfaw knew that it something to do with the knowledge that he had been given.

When he met Ève, he knew that he had found in her a kindred spirit (even if she was a human, after a fashion) and felt that he would have become her boon companion, even without divine intervention.

Ève had just started to blossom into a young woman, and Semsuhfaw helped her through her turbulent adolescence. He has been at her side for everything she's gone through since then, ranging from her Gauntlet to her pregnancy scare in 1232 to their encounter with Set in 1234.

After much discussion, he agreed to become Guiverna's Familiar, and the two bonded for life in the Autumn of 1240.

Background Information

Current Year: 1242 (Winter)
Size: -2
Length: 10'8" (3.25m)
Weight: 19 lbs (8.7 kg)
Age: 36
Born: 1206
Season: Summer
Personality Traits: Fond of Guiverna +3, Deceitful +2, Proud +2.
Reputations: Really big venomous snake (local) 4

Characteristics

Intelligence: +2
Perception: 0
Strength: -4
Stamina: +2
Presence: -6/+3
Communication: +2
Dexterity: +2
Quickness: +1
Magic Might: 12 (Animal)

Cords

Golden: +2
Silver: 0
Bronze: +2
Bonding Level: 27
Lab Total: 30 (PeAn)

Virtues

  • Magic Animal (Realms of Power: Magic, p. 45): Semsuhfaw is a magical animal, either a perfect example of its species that is generally known as a Beast of Virtue, or else some other sort of magical being born in an animal shape. He was designed using the Magical Animal rules for Magic Character Creation, which gave him a Magic Might Score and other advantages over mundane creatures. He must also deal with the innate limitations of an animal form, such as having no hands.
  • Lightning Reflexes
  • Unaffected by the Gift

Flaws

  • Infamous

Animal Qualities

  • Ambush Predator (Houses of Hermes: Mystery Cults, p. 40-42): Semsuhfaw lies in wait for its prey and catches it by surprise. Grants Stealth 4 (stalking prey) and Hunt 4 (prey). Semsuhfaw's specialization for Brawl changes to one of his natural weapons (in his case, fangs). If he has successfully crept up on his prey, he automatically wins Initiative in the first round of combat and gains a +3 to his Attack Total for the first round only.
  • Slippery (Houses of Hermes: Mystery Cults, p. 43): Semsuhfaw has a +6 to Defense rolls against Grapple attacks.
  • Venomous (Houses of Hermes: Mystery Cults, p. 43): Semsuhfaw's bite also delivers venom into the wounds it causes. Compare Semsuhfaw's Attack Advantage to the victim’s Protection (not Soak). If Semsuhfaw’s Advantage is higher, then the victim suffers the effect of the venom, regardless of whether the bite inflicts an actual wound. The Ease Factor to avoid damage from venom varies from 3 to 15 (see ArM5, page 180).

Animal Inferiorities

  • Loathsome Appearance (Houses of Hermes: Mystery Cults, p. 42): Semsuhfaw is so repulsive that his Presence drops to –6. However, this should be treated as a Presence of +3 if Semsuhfaw makes any attempt to scare or intimidate an opponent.

Magical Qualities

  • Gift of Speech (Realms of Power: Magic, p. 40): Semsuhfaw can speak and make sounds as a human. (This Quality allows him to overcome his natural
  • inability to talk.)
  • Greater Power (Do My Will)
  • Improved Abilities x3
  • Minor Virtue (Unaffected by the Gift)
  • Ritual Power x2 (Shed My Skin)

Abilities

Brawl (fangs) 2
Charm (persuasion) 2
Egyptian (religious) 4
Egyptian Theology (Set) 5
French (lying) 5
Guile 4
Hunt 4
Latin (Hermetic) 4
Occitan (Catalan; ) 2
Penetration (Do My Will) 1
Stealth (stalking prey) 4
Teaching (one-on-one) 5

Powers

Venomous Bite

(Animal Power) 0 Points, Init 0.
When Semsuhfaw attacks, compare his Attack Advantage to the victim’s armor Protection (not his Soak). If Semsuhfaw's advantage is higher, the victim suffers the effects of his venom (equivalent to Adder Bite, as listed in the Poison Table on page 180 of ArM5), regardless of whether the bite inflicts an actual wound. The Storyguide may adjust the required Attack Advantage for special circumstances: for instance, high boots might offer an effective Protection +3 against his special attack even though they don’t protect against normal attacks.

Do My Will

1 Might Point, Init -6 Penetration 9. Mentem.
ReMe 35
R: Eye, D: Sun, T: Individual

Upon making eye contact with the target, Semsuhfaw can give him a verbal command, which the target must carry out to the best of his ability. The command may be very simple ("Run.") to quite complex ("Go to your master's chambers, find the garnet ring, and bring it here.") The only caveat is that it must be carried out by the next sunset or sunrise.

Base 20 ("Give a person one complex command, which he tries to carry out to the best of his ability"), +1 Eye, +2 Sun

Base Might Cost is 4, Base Init is -6. The 15 points left over translates into 3 Mastery Points, which is used to reduce the Might Cost.

Shed My Skin

4 points, Init -13. Animal.
CrAn 35, Ritual
R: Personal, D: Momentary, T: Individual.

This Power allows Semsuhfaw to shed his skin, thereby healing him of all his wounds. Each use of the power incidentally increases his overall length by ½" (1 cm).
Base 35 ("Heal all wounds")

Base Might Cost 7, Base Init -13. The 15 points left over translates into 3 Mastery Points, which is used to reduce the Might Cost.

Combat

Attack Init Attack Defense2 Damage
Dodge +1 n/a +3 n/a
Fangs +1 +5 +4 -43

Soak: +2
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious.
Wound Penalties: -1 (1-2), -3 (3-4), -5 (5-6), Incapacitated (7-8), Dead (9+).

Natural Weapons: Fangs: Init 0, Atk +3, Def +1, Dam +1.

Semsuhfaw.jpg

Advancement

Year Season Activity Benefit/xp gained New score(s)
1241 Winter Assist Guiverna in laboratory 2 xp Magic Theory
1241 Spring Assist Guiverna in laboratory 2 xp Magic Theory
1241 Summer Learn Teaching from Bashir 21 xp Teaching
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