Fortunato the Fool

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Fortunato Walker
Fortunato Walker, magician

Fortunato Walker[edit]

  • Magician: 3
  • Gender: Male
  • Experience: 1500 / 3000
  • Hits: 3 / 3
  • Combat Pool: 1
  • AC: 3
  • Modifiers: None
  • Morale: 0
  • Reaction: 0 or -2 (see Fool)
  • Initiative: 0
  • Movement: 20
  • Description/Background: A dabbler in magicks, Mr. Walker travels the world seeking fame and fortune. Thus far, both have eluded him.

Traits

  • Gifts & Curses:
    • Lucky: "The character can attempt deus ex machina rolls at any level, and may re-try any failed saving throw, ability roll, attack or other roll once per day per level."
    • Craven: automatic failure on morale checks
    • Fool: "always believes in illusions, and may not learn the Scholar or Lore abilities. -2 reaction roll modifier from anyone who would judge the character’s intelligence or maturity."
  • Abilities:
    • Familiar: Jenkin the homonculus looks like a six-inch miniature of Fortunato himself. In moments of frankness, the magician admits to the familiar's being the smarter of the pair. "Only a magician who has the Familiar ability may posses one, and he or she can posses only one at a time (if it dies, he may summon another and bind it to his will). A familiar provides a +1 bonus to arcane spell casting rolls. And, they can absorb 1 Hit and 1 penalty die of exhaustion incurred from arcane spell casting. This temporarily incapacitates the familiar, until it recovers as per the normal rules."
    • Crafty: "The character has an exceptionally sharp mind. +1 bonus to attempts to cast or learn spells, and ability or saving rolls involving memory, deduction or other cleverness."
    • Literacy: "The character can read and write any language he knows."

Equipment

  • Armour: none
  • Weaponry: (cudgel, dagger, staff, rapier)
    • Staff (-1 skirmish, -1 damage, 0 dueling attack, +1 dueling parry, 0 dueling reach)5p
  • Gear: (All other relevant items of equipment. I recommend listing more than one item per line, for reasons of space.)
    • Rags 2f
    • Backpack 1s
    • Pouch 2f
    • Coarse clothes 1p
    • Rations, 5 days 5p
    • Jack of sack 1p
  • Treasure (starting 20s)
    • Marks:
    • Crowns:
    • Shillings: 18s
    • Pennies: 11p
    • Farthings:
    • Gems, Jewelry, and so forth:
  • Spells
    • Astral Projection CL: 5 Range: Ranged Save: Yes Duration: Level hours
    • Charm CL: 1 Range: hearing Save: Special Duration: Temporary
    • Fireball C.L.: 1-5 Range: Ranged Save: Yes Duration: Instantaneous
    • Legedermain CL: 1 Range: Ranged Save: No Duration: Temporary
    • Levitation CL: 2 Range: Self Save: No Duration: Temporary