Antoni

he/him

Total: 150 points

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
ST 10
Strength
0 points

Basic Lift 20 lbs.; Damage 1d-2 thrust, 1d swing

DX 10
Dexterity
0 points

Basic Speed 5.25; Basic Move 5

Dodge 8

IQ 12
Intelligence
40 points

HT 11
Health
10 points
HP 10
Hit Points
0 points

Reeling at 3 HP or less (half Move and Dodge)

Will 12
Will
0 points
Per 13
Perception
5 points
FP 14
Fatigue Points
9 points

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
  • 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.

  • Business Acumen 1
    Business Acumen 1
    10 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.

  • Charisma 1
    Charisma 1
    5 points

    You are naturally impressive, giving a reaction bonus from anyone you interact with.

  • 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).

  • Honest Face
    Honest Face
    1 point

    People tend to trust and think well of you unless you give them a reason to do otherwise.

  • Magery 1
    Magery 1
    15 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.

  • Staff Bond
    Staff Bond
    1 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
  • 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.

  • 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
    Accounting
    1 point

    Includes +1 from Business Acumen.

  • Administration 12
    Administration
    1 point

    Includes +1 from Business Acumen.

  • Carousing 11
    Carousing
    2 points
  • Diplomacy 11
    Diplomacy
    2 points
  • Fast-Talk 12
    Fast-Talk
    2 points
  • Finance 11
    Finance
    1 point

    Includes +1 from Business Acumen.

  • Gambling 12
    Gambling
    1 point

    Includes +1 from Business Acumen.

  • Market Analysis 11
    Market Analysis
    1 point

    Includes +1 from Business Acumen.

  • Merchant 12
    Merchant
    1 point

    Includes +1 from Business Acumen.

  • Research 11
    Research
    1 point
  • Sex Appeal 11
    Sex Appeal
    2 points

    Includes +1 from Appearance.

  • Shortsword 11
    Shortsword
    4 points
  • Thaumatology 12
    Thaumatology
    4 points

    Includes +1 from Magery.

Spells
  • Clean 12
    Clean
    Area
    2 points
    Duration: Permanent
    Base cost: 2

    Cleans the subject area or being.

  • Continual Light 11
    Continual Light
    Regular
    1 point
    Duration: 2d days
    Cost: see below

    Make an object glow with white light.

    Brightness Cost
    Candle 2
    Torch 4
    Daylight 6
  • Find Weakness 12
    Find Weakness
    Information
    2 points
    Time to cast: 2 sec.
    Duration: Instant
    Cost: 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 Emotion
    Regular
    4 points
    Duration: 1 hour
    Cost: 2 to cast, 2 to maintain

    Gives its subject the outward appearance of deep calm. Resists emotion readings.

  • Ignite Fire 12
    Ignite Fire
    Regular
    2 points
    Duration: 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
    Light
    Regular
    1 point
    Duration: 1 min.
    Cost: 1 to cast, 1 to maintain

    Produces a small light like a candleflame.

  • Magelock 12
    Magelock
    Regular
    2 points
    Duration: 6 hours
    Time to cast: 4 seconds
    Cost: 3 to cast, 2 to maintain

    Locks a door magically. Resists Lockmaster spell.

  • Measurement 11
    Measurement
    Area; Information
    1 point
    Base 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
    Persuation
    Regular; Resisted by Will
    2 points
    Duration: 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 Air
    Area
    2 points
    Duration: Instant; purification is permanent
    Base cost: 1; cannot be maintained

    Removes all impurities from the air in its area of effect.

  • Purify Water 12
    Purify Water
    Special
    2 points
    Duration: Water remains pure unless recontaminated
    Time to cast: 5–10 sec./gallon
    Cost: 1/gallon

    Remove all impurities from water by pouring it through any hoop or ring into a container.

  • Seek Earth 12
    Seek Earth
    Information
    2 points
    Time 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 Water
    Information
    1 point
    Cost: 2

    Determines the direction, distance, and general nature of the nearest significant source of water.

  • Sense Danger 11
    Sense Danger
    Information
    1 point
    Duration: Instant
    Cost: 3

    Tells the caster if any immediate danger is nearby.

  • Sense Emotion 12
    Sense Emotion
    Regular
    2 points
    Cost: 2
  • Sense Foes 11
    Sense Foes
    Information; Area
    1 point
    Base 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
    Watchdog
    Area
    2 points
    Duration: 10 hours
    Time 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