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.
Magic Might: 12 (Animal)
Characteristics: Int +2, Per 0, Pre -6/+3, Com +2, Str -4, Sta +2, Dex +2, Qik +1
Length: 10'8" (3.25m)
Weight: 19 lbs (8.7 kg)
Virtues: Magic Animal, Lightning Reflexes, Unaffected by the Gift.
Animal Qualities: Ambush Predator, Slippery, Venomous.
Animal Inferiorities: Loathsome Appearance.
Magical Qualities: Gift of Speech, Greater Power (Do My Will), Improved Abilities x3, Minor Virtue (Unaffected by the Gift), Ritual Power x2 (Shed My Skin).
Personality Traits: Fond of Guiverna +3, Deceitful +2, Proud +2.
Reputations: Really big venomous snake (local) 4
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious.
Wound Penalties: -1 (1-2), -3 (3-4), -5 (5-6), Incapacitated (7-8), Dead (9+).
Abilities: Brawl (fangs) 2, Charm (persuasion) 2, Egyptian (religious) 4, Egyptian Theology (Set) 5, French (lying) 5, Guile 4, Hunt 4, Latin (Hermetic) 4, Penetration (Do My Will) 1, Stealth (stalking prey) 4, Teaching (one-on-one) 5.
Venomous Bite, 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.
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.
Natural Weapons: Fangs: Init 0, Atk +3, Def +1, Dam +1.