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Back to '''[[The_Slayers_II]]'''
 
[[File:Fortunato01.jpg|thumb|alt=Fortunato Walker|Fortunato Walker, magician]]
 
 
=== Fortunato Walker ===
 
=== Fortunato Walker ===
*Magician: 3
+
*(Class): (Level)
*Gender: Male
+
*(Experience currently possessed) / (Experience needed for next level)
*Experience: 1500 / 3000
+
*Hits: (current)/(maximum)
*Hits: 3 / 3
+
*Combat Pool: (number goes here)
*Combat Pool: 1
+
*Modifiers: (List any modifiers consistently applied to all melee, ranged, or spellcasting actions.)
*AC: 3
+
*Morale: (number goes here)
*Modifiers: None
+
*Reaction: (number goes here)
*Morale: 0
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*Initiative: (etc.)
*Reaction: 0 or -2 (see Fool)
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*Movement: (etc.)
*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'''
 
'''Traits'''
 
*Gifts & Curses:
 
*Gifts & Curses:
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** 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."
 
** 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:
 
*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."
+
** Familiar
** 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."
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**
** Literacy: "The character can read and write any language he knows."
+
**
 
'''Equipment'''
 
'''Equipment'''
*Armour: none
+
*Armour: (Enter information and stats on armor and shield in the space below)
*Weaponry: (cudgel, dagger, staff, rapier)
+
**
** Staff (-1 skirmish, -1 damage, 0 dueling attack, +1 dueling parry, 0 dueling reach)5p
+
**
 +
*Weaponry: (Same)
 +
**
 
**
 
**
 
**
 
**
 
*Gear: (All other relevant items of equipment.  I recommend listing more than one item per line, for reasons of space.)
 
*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
+
*Treasure
** Rations, 5 days 5p
 
** Jack of sack 1p
 
*Treasure (starting 20s)
 
 
**Marks:
 
**Marks:
 
**Crowns:
 
**Crowns:
**Shillings: 18s
+
**Shillings:
**Pennies: 11p
+
**Pennies:
 
**Farthings:
 
**Farthings:
 
**Gems, Jewelry, and so forth:
 
**Gems, Jewelry, and so forth:
*Spells
+
*Spells: (delete if inapplicable.  Otherwise list the spell along with its CL and other relevant statistics.)
** Astral Projection CL: 5 Range: Ranged Save: Yes Duration: Level hours
+
**
** Charm CL: 1 Range: hearing Save: Special Duration: Temporary
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**
** 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
 

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