Difference between revisions of "Fortunato the Fool"

From RPGnet
Jump to: navigation, search
(Fortunato Walker)
 
(20 intermediate revisions by the same user not shown)
Line 1: Line 1:
 +
Back to '''[[The_Slayers_II]]'''
 +
[[File:Fortunato01.jpg|thumb|alt=Fortunato Walker|Fortunato Walker, magician]]
 
=== Fortunato Walker ===
 
=== Fortunato Walker ===
*(Class): (Level)
+
*Magician: 3
*(Experience currently possessed) / (Experience needed for next level)
+
*Gender: Male
*Hits: (current)/(maximum)
+
*Experience: 1500 / 3000
*Combat Pool: (number goes here)
+
*Hits: 3 / 3
*Modifiers: (List any modifiers consistently applied to all melee, ranged, or spellcasting actions.)
+
*Combat Pool: 1
*Morale: (number goes here)
+
*AC: 3
*Reaction: (number goes here)
+
*Modifiers: None
*Initiative: (etc.)
+
*Morale: 0
*Movement: (etc.)
+
*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'''
 
'''Traits'''
*Gifts & Curses: (Give their names and a brief description of what they do in the blanks below.)
+
*Gifts & Curses:
** Lucky
+
** 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
+
** Craven: automatic failure on morale checks
** Fool
+
** 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: (Same as for G&C)
+
*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'''
 
'''Equipment'''
*Armour: (Enter information and stats on armor and shield in the space below)
+
*Armour: none
**
+
*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
*Treasure
+
** Coarse clothes 1p
 +
** Rations, 5 days 5p
 +
** Jack of sack 1p
 +
*Treasure (starting 20s)
 
**Marks:
 
**Marks:
 
**Crowns:
 
**Crowns:
**Shillings:
+
**Shillings: 18s
**Pennies:
+
**Pennies: 11p
 
**Farthings:
 
**Farthings:
 
**Gems, Jewelry, and so forth:
 
**Gems, Jewelry, and so forth:
*Spells: (delete if inapplicable.  Otherwise list the spell along with its CL and other relevant statistics.)
+
*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

Latest revision as of 15:22, 16 April 2012

Back to The_Slayers_II

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