Background
Antoni is the son of a wealthy merchant. Attractive, rich, and well liked, but only mildly talented and a poor student, he excels more in business affairs than magic. His confident demeanor masks a deep fear of inadequacy. With his training now complete, he wants to start his life without relying on his family’s wealth or connections, to prove that he can make it on his own.
Antoni and Caleb plan to open a shop together. Caleb will enchant inexpensive magic items, and Antoni will manage sales and finances. Before they can begin, Antoni must get Caleb to sign a contract formalizing the partnership, so he can secure a storefront from the Merchants Guild.
Miranda and Antoni have been on-again-off-again lovers for two years. While they are currently on-again, Antoni has recently been dwelling on his attraction to Jensen, which he believes is mutual.
Gillaine accuses Antoni of stealing her idea for a final project. The two have been rivals for some time, and the halfling believes that the similarities in their work go beyond coincidence. Antoni doesn’t know where she got this idea and has publicly denied any wrongdoing.
Antoni secretly despises Kenlee, but says nothing because of her status. For her part, Kenlee has never taken the hint and thinks she and Antoni are great friends.
Goals
- Get Caleb to sign the contract.
- Choose between Miranda and Jensen.
- Convince Gillaine you didn't steal her research.
Attributes
Basic Lift 20 lbs.; Damage 1d-2 thrust, 1d swing
Basic Speed 5.25; Basic Move 5
Dodge 8
Reeling at 3 HP or less (half Move and Dodge)
Very tired at 4 FP or less (half Move, Dodge, and ST)
Languages
- Anglish (Native)
Anglish (Native)0 points
You speak Anglish fluently, as it is the common tongue of your home nation, Megalos.
- Dwarvish (Accented)
Dwarvish (Accented)4 points
Through dealings with the many dwarven merchants in Arvey, you speak and read Dwarvish quite well.
- Elvish (Broken spoken)
Elvish (Broken spoken)1 point
You speak a little Elvish, enough to hold a halting conversation. You cannot read Elvish at all.
- Latin (Broken)
Latin (Broken)2 points
You speak and read enough Latin to survive your education.
Advantages
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Appearance (Attractive)Appearance (Attractive)4 points
You are generally good looking, giving a +1 reaction bonus from everyone. This also gives a +1 bonus included in your Sex Appeal skill.
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Business Acumen 1Business Acumen 110 points
A talent included in your Accounting, Administration, Finance, Gambling, Market Analysis, and Merchant skills. Also gives a reaction bonus from anyone you do business with.
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Charisma 1Charisma 15 points
You are naturally impressive, giving a reaction bonus from anyone you interact with.
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Heir (Wealthy)Heir (Wealthy)10 points
You are set to inherit a modest fortune. Until then, you have half the benefits of your future wealth (included in your starting gear).
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Honest FaceHonest Face1 point
People tend to trust and think well of you unless you give them a reason to do otherwise.
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Magery 1Magery 115 points
You are a mage. This gives a bonus included in your Thaumatology skill and all spells. You may sense magic items whenever you first see them or touch them.
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Staff BondStaff Bond1 point
You have a magic bond with a staff (your wand listed in gear) that aids in concentration. You ignore -1 point of penalties for spells currently "on."
Disadvantages
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Bad Sight (Nearsighted; Wears glasses)
Bad Sight (Nearsighted; Mitigator, Glasses, -60%)-10 points
Without your glasses, -6 to spot things more than a yard away.
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Chummy
Chummy-5 points
You react to others positively most of the time. When alone, you are unhappy and distracted.
- Quirks
- Portrays confidence to mask insecurity
- Wants to get by on his own merits, not relying on his family
- Alcohol Intolerance
- Responsive
- Distractible
Skills
- Accounting 11
Accounting1 point
Includes +1 from Business Acumen.
- Administration 12
Administration1 point
Includes +1 from Business Acumen.
- Carousing 11
Carousing2 points
- Diplomacy 11
Diplomacy2 points
- Fast-Talk 12
Fast-Talk2 points
- Finance 11
Finance1 point
Includes +1 from Business Acumen.
- Gambling 12
Gambling1 point
Includes +1 from Business Acumen.
- Market Analysis 11
Market Analysis1 point
Includes +1 from Business Acumen.
- Merchant 12
Merchant1 point
Includes +1 from Business Acumen.
- Research 11
Research1 point
- Sex Appeal 11
Sex Appeal2 points
Includes +1 from Appearance.
- Shortsword 11
Shortsword4 points
- Thaumatology 12
Thaumatology4 points
Includes +1 from Magery.
Spells
- Clean 12
CleanArea2 pointsDuration: PermanentBase cost: 2
Cleans the subject area or being.
- Continual Light 11
Continual LightRegular1 pointDuration: 2d daysCost: see below
Make an object glow with white light.
Brightness Cost Candle 2 Torch 4 Daylight 6 - Find Weakness 12
Find WeaknessInformation2 pointsTime to cast: 2 sec.Duration: InstantCost: 1*
* Cost is 1/yard for a large object. Double cost if subject is alive.
Sense the weakest part of the subject.
- Hide Emotion 13
Hide EmotionRegular4 pointsDuration: 1 hourCost: 2 to cast, 2 to maintain
Gives its subject the outward appearance of deep calm. Resists emotion readings.
- Ignite Fire 12
Ignite FireRegular2 pointsDuration: 1 sec.Cost: see below
Produces a single spot of heat, and is used to set fire to a readily flammable object.
Heat Cost Match 1 Torch 2 Blowtorch 3 Magnesium 4 - Light 11
LightRegular1 pointDuration: 1 min.Cost: 1 to cast, 1 to maintain
Produces a small light like a candleflame.
- Magelock 12
MagelockRegular2 pointsDuration: 6 hoursTime to cast: 4 secondsCost: 3 to cast, 2 to maintain
Locks a door magically. Resists Lockmaster spell.
- Measurement 11
MeasurementArea; Information1 pointBase cost: 1
Tells the caster any one of the following things about the subject: (a) its weight; (b) its measurements in all dimensions; (c) its area; (d) its volume.
- Persuasion 12
PersuationRegular; Resisted by Will2 pointsDuration: 1 min.Cost: Twice bonus, same to maintain
Used when a reaction roll is required, this spell makes the subject more likely to react favorably (giving a Reaction Roll bonus of up to +5).
- Purify Air 12
Purify AirArea2 pointsDuration: Instant; purification is permanentBase cost: 1; cannot be maintained
Removes all impurities from the air in its area of effect.
- Purify Water 12
Purify WaterSpecial2 pointsDuration: Water remains pure unless recontaminatedTime to cast: 5–10 sec./gallonCost: 1/gallon
Remove all impurities from water by pouring it through any hoop or ring into a container.
- Seek Earth 12
Seek EarthInformation2 pointsTime to cast: 10 sec.Cost: 3
Tells the caster the direction and approximate distance of the nearest significant amount of any one type of earth, metal, or stone.
- Seek Water 11
Seek WaterInformation1 pointCost: 2
Determines the direction, distance, and general nature of the nearest significant source of water.
- Sense Danger 11
Sense DangerInformation1 pointDuration: InstantCost: 3
Tells the caster if any immediate danger is nearby.
- Sense Emotion 12
Sense EmotionRegular2 pointsCost: 2
- Sense Foes 11
Sense FoesInformation; Area1 pointBase cost: 1 (minimum 2)
Tells the caster if the subject has hostile intent, and what the degree of hostility is. Can be cast on one person or a whole area.
- Watchdog 12
WatchdogArea2 pointsDuration: 10 hoursTime to cast: 10 sec.Base cost: 1 to cast, 1 to maintain
When cast around an area, this spell warns the caster of anyone or anything crossing with hostile intent.
Gear
- Wand (baton enchanted with Staff) set with a 3-point Powerstone