Freebies: Celestial Template, Seraph of Trade, Seraph
Total Points: 164
Unspent: 23
ST 10 [-30]
DX 11 [-20]
IQ 21 [100]
HT 13 [-10]
Power Investiture: 1/6/2
Essence: 7/9
Ethereal Dodge: 10
Celestial Dodge: 11, 14 in the Marches
Mental: Thrust 2d+1, Swing 4d+1
Perception: 22, 28 in Marches
Will: 23
Songs:
Charm (Ethereal) - 19 + 6 - 5 = 20 [2]
Healing (Ethereal) - 18 + 6 - 5 = 19 [1]
Skills:
Accounting MA - 20 [1]
Acting MA - 20 [1]
Administration MA - 21 [2]
Anthropology (Ethereals) - MH 19 [1]
Area Knowledge (Marches) ME - 23 [4]
Brawling PE - 13/23 [4]
Computer Operation ME - 21 [1]
Economics MH - 20 [2]
Fast-Talk MA - 21 [2]
Gambling MA - 20 [1]
Illusion Art MH - 21 [4]
Language (Afrikaans) MA - 20 [1]
Language (Angelic) (Native) - 21 [0]
Language (English) MA - 20 [1]
Language (French) MA - 20 [1]
Language (Helltongue) MA - 20 [1]
Law (Contract Law) MH - 21 [4]
Lucid Dreaming ME - 26 [12]
Merchant MA - 20 [1]
Psychology MH - 20 [2]
Research MA - 20 [1]
Savoir-Faire (Business) ME - 21 [1]
Writing MA - 20 [1]
Ads: Alertness +1 [5], Ally (Mercurian of Dreams - 100 over template, 6-) [3], Artifact (Summonable Infinite Notebook) [5], Charisma +3 [15], Elohite of Trade [15], Luck [15], Seraph of Dreams [9],Strong Will +2 [8], Vessel (Raven) [0].
Disads: Servitor of Trade [-6], Enemy (former second in command - 150 over template, 6-) [-10], Overconfidence [-10].
Quirks: Gives demons ratings for style, and discusses his rating system with others; Deliberately loses at poker when playing against people he likes; Twitchy around Malakim; Tracks down former enemies to apologize; In love with a bossy Mercurian of Dreams. [-5]
Artifacts: Language Talisman (Japanese [1] for effective skill 20) [1/2 Favor owed]
Background
History
Once upon a time, some two thousand years or so back, a young demonling fledged Balseraph, named himself Amittai, and took to the service of Nightmares, largely on account of having grown up near the base of her tower. (Travel isn't encouraged among the young in Hell.) After a few centuries of steady work, he distinguished himself enough in general Marches work to be given Earth duty and a little more status. While mucking about in Africa, terrorizing the locals, he stumbled across a nascent Tether to Nightmares, sheerly by accident. He reported the discovery promptly, and acquired his first Distinction. (He was, after all, still far too young to be made a Seneschal.) He was given a small staff of demonlings and younger demons, and set to the task of cultivating potential Tether sites. This was slow, subtle, delicate work.
Consequently, it was extremely boring.
After a thousand years of diligent service, in the Marches and on Earth, and the assistance in the creation of multiple new Tether sites (and no complete botches that actually managed to be reported to Beleth), Amittai was promoted to Captain, and set back to the same work, this time with a larger staff and two young Knights subordinate to him.
This continued to be very boring, except for those times when the Knights tried to stab him in the back to take his job. (Fortunately, it wasn't hard to play them off each other, so none of the coup attempts got far enough to require serious punishment of any of the useful subordinates involved in them.)
About eight years back, one of the Knights, the Impudite, was showing increasing signs of job dissatisfaction. Amittai expected these were the warning signs of another coup attempt, and planned accordingly. What he didn't expect was that the Impudite would go running off towards the brighter side of the Vale to seek redemption.
This was, from his perspective, a Bad Thing. More so because Beleth gave him the distinct impression that he should have predicted this move, and a nebulous timeline in which to resolve matters before he'd be held personally responsible for the screwup. And so Amittai collected a shard of the Impudite's Heart, then started waving the appropriate Songs at it until he got a reading in the Marches. He tracked the former Impudite, now a Mercurian of Dreams, down to a secluded dreamscape, and prepared to drag her back to Hell, or to dismember her Forces, whichever was more convenient.
At which point the rather small Mercurian of Dreams invoked Blandine.
And then, with an Archangel at her back, proceeded to lecture her former boss on his moral failings, poor life choices, and unpleasant future prospects if he continued in this vein.
Unexpectedly to all involved (except possibly Blandine), Amattai allowed that this was all true, and to be honest he was very, very tired of his current job and all the accompanying stress. He politely requested a job change from the Archangel located conveniently nearby, and several minutes later found himself at the top of Blandine's Tower, a much, much smaller celestial, and now a Seraph.
The Force loss aside, this was entirely a change for the better.
Amattai renamed himself Draco Bonnafoy, and did his best to take up service with Dreams. This was not entirely comfortable, given how many enemies he'd made in that organization over the centuries. After a few awkward months, and a great deal of research off in Destiny's libraries, Draco very politely requested an audience with Dreams, to ask for a temporary assignment to Trade. The Word seemed...interesting...and unlike several other Words, the only interaction he'd ever had with them as a demon was a wary cease-fire in a particular town where both were working on Tether nurturing.
Trade suited Draco very well: within a month, he requested a permanent transfer to that Word, and both Archangels agreed it would be for the better. The new Seraph chose to focus on the flow of Trade within the Marches, feeling he might as well get some use from his old skills developed in the service of Nightmares. When Civis was founded, he was still too new an angel to be sent out into potential danger in the Marches, but followed the progress reports with great interest.
After six years of watching developments, Draco submitted a formal proposal, requesting permission to go do research in the Marches for potential use in developing an ethereal-specific version of Divine Contract, or some equivalent attunement that would allow more effective enforcement of agreements between those who never go to the corporeal. And now, with appropriate warnings about caution when potentially dealing with demonic forces, he's been given permission to go experience this brave new world for himself.
What fun!
Personality
After centuries of being a terrifying image of Hell, Draco is taking the opportunity to have some fun. He's developing his own slightly goofy sense of humor, enjoying the ability to be nice whenever he'd like. He's also something of a chatterbox. Unfortunately, after so many centuries as a fifteen-Force Captain, Draco has a slightly exaggerated idea of the reaches of his current abilities. Having spent his time since the redemption in Heaven, he hasn't yet had the chance to realize how much more fragile he is than he used to be. He's a brisk negotiator, but sometimes a little too nice. (It's just so much fun to have the option!)
Habits
Draco is curious, though not to the point of stupidity: he'll investigate every new bit of information presented to him (resonating madly along the way), but not to the point of interference with more important tasks. He also keeps a notebook on him at all times, containing assorted important lists for him to refer to; little owed favors, research points to pursue, and a comprehensive list of every creature he can think of who he needs to apologize to. It's a very long list, but he's making his way through it one angel at a time. In his free time, he plays poker, partly because it's amusing how many people are startled that a Seraph can bluff effectively.
Appearance
In celestial form, Draco is a fairly standard-looking Seraph, with golden scales and silver-feathered wings.
On the ethereal, Draco prefers to take the image of a silver ferret wearing spectacles. (As it's an ethereal image, he has no problem with the spectacles falling off when he moves.)
His current remaining vessel is that of a glossy black raven, as Beleth always did have a thing for animals associated with death and terror and bad tidings.
Important NPCs
* Hanniel, Mercurian of Dreams: A bossy little 8-Force Mercurian, formerly a Knight of Restlessness. A sweetheart, really, but prone to lecturing people. Draco is quietly in love with her, and is still working on making an entirely comprehensive list of everything he ever did wrong to her, so that he can apologize thoroughly.
* Mephibosheth, Calabite of Nightmares, Knight of Restlessness: Draco's other former immediate subordinate. With his coworker and boss both redeeming in the space of weeks, he barely managed to save his skin with all the blame floating around, and he's really holding a grudge.
The List Of Good Things About Redeeming That Draco Is Actively Basking In
1) Having a sense of humor
2) More permissible facial expressions
3) More options in negotiations
4) No subordinates
5) No one on my side trying to kill me
6) Friendly relations with other Words
7) Bossy Mercurians
Attunements
Seraph of Trade: Retry failed resonance in seconds rather than minutes, know what someone will pay for anything.
Elohite of Trade: Know the fair market value of an item at a touch.
Seraph of Dreams: EthForces Alertness (Alertness +6) while in the Marches (not counting resonance)
Vessel
Advantages: Base Vessel cost w/ Zeroed [35], Flight (Winged) [30], Beak [5]
Disadvantages: Inconvenient Size [-15], One Fine Manipulator [-15], Bad Grip [-10], Disturbing Voice [-10], Social Stigma -4 ("dumb animal") [-20]
Skills*: Flight (Winged) DX+1 [4], Mimicry (Bird Calls) DX-2 [1]
*Instinctual, and only accessible in raven form. I'll allow it if you take raven form in the Marches, on the assumption that it's your vessel pattern you're using.
Total Vessel Cost: [0]