Background
Gillaine grew up on a farm a couple days outside of Arvey. When the Mages’ Guild discovered her magical aptitude, she was offered a spot at the Academy. To cover the costs of her enrollment, however, she spent much of her time as a menial servant to various instructors. She performed well and learned much from her instructors, but she didn’t always get on well with her fellow students.
Shortly before graduation, a professor gifted Gillaine with a unique wizard’s staff named “Breathe Deep.” She cherishes it and takes it with her everywhere.
Gillaine believes Antoni stole her final project idea. She doesn’t know how he could have gotten his hands on her notes, but the similarities are just too great.
She doesn’t fully trust Jensen, but she is willing to let him buy her drinks. Gillaine thinks she remembers everything she has told him while drunk.
The halfling comes from a tenant family on Kenlee’s land. The two were friends as children, before class differences drove them apart. She resents that Kenlee didn’t renew their friendship at the Academy.
Gillaine has a crush on Caleb, but he has never shown any interest in her whatsoever. She is shy but friendly with him.
Miranda and Gillaine share a lasting rivalry, but ultimately, they each respect the other as wizards. She thinks they could be friends now that they’ve graduated.
Goals
- Prove Antoni stole your research.
- Work up the courage to tell Caleb how you feel.
- Make friends with Miranda.
Attributes
Basic Lift 9.8 lbs.; Damage 1d-3 thrust, 1d-2 swing
Basic Speed 5.50; Basic Move 4
Dodge 8
Reeling at 2 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.
- Latin (Accented)
Latin (Accented)4 points
You speak and read Latin well enough to do extended research.
Advantages
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Halfling (Not Chummy)Halfling
05 pointsAttribute Modifiers: ST-3 [-30]; DX+1 [20]; HT+1 [10].
Secondary Characteristic Modifiers: SM -1; HP+1 [2]; Basic Move-1 [-5].
Advantages: Halfling Ranged Weapon Talent 2 [10]; Silence 1 [5]; Social Regard 1 (Good Neighbor) [5].
Disadvantages:
Chummy [-5]; Code of Honor (Halfling) [-5]; Gluttony (12) [-5].Quirks: Dislike large bodies of water; Staid. [-2].
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Intuitive Cantrip (Aid)Intuitive Cantrip (Aid)1 point
You can use the First Aid skill without a kit or tools.
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Magery 2Magery 225 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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Named Possession ("Breathe Deep")Named Possession ("Breathe Deep")1 point
You have a piece of gear that has been ritually named (the staff "Breathe Deep"). It slowly gains magical power as your legend grows.
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Signature Gear 8 (Staff)Signature Gear 88 points
Your wizard's staff, "Breathe Deep", is worth far more than you could afford on your own. It is one of your most treasured possessions. (It has an amount of "plot immunity.")
Disadvantages
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Jealousy
Jealousy-10 points
You react poorly toward those who seem smarter, more attractive, or better off than you!
-
Wealth (Struggling)
Wealth (Struggling)-10 points
You are less well off than the average, giving you less cash and fewer quality employment opportunities.
- Quirks
- Likes to show up snobs
- Prefers wine to beer
- Loud drunk
- Thinks she’s good at cards
Skills
- Cooking 12
Cooking1 point
- Farming 12
Farming1 point
- First Aid 13
First Aid1 point
You can use this skill magically without a kit or tools.
- Gardening 13
Gardening1 point
- Herb Lore 11
Herb Lore2 points
- Housekeeping 13
Housekeeping1 point
- Naturalist 11
Naturalist1 point
- Pharmacy (Herbal) 11
Pharmacy (Herbal)1 point
- Poisons 11
Poisons1 point
- Research 12
Research1 point
- Savoir-Faire (Servant) 13
Savoir-Faire (Servant)1 point
- Staff 11
Staff2 points
- Stealth 11
Stealth1 point
- Thaumatology 13
Thaumatology2 points
Includes +2 from Magery.
- Writing 12
Writing1 point
Spells
Spells marked with ✔️ and underlined have total costs (to cast and maintain) reduced by 1.
- Alertness 13
AlertnessRegular2 pointsDuration: 10 min.Cost: 2/point of increase (max 5), half to maintain
Increases all the subject’s Sense rolls.
- Bless Plants 15
Bless PlantsArea4 pointsTime to cast: 5 mins.Duration: One crop or growing seasonBase cost: 1
The crop yield within the area of effect is doubled.
- Borrow Language 14
Borrow LanguageRegular2 pointsTime to cast: 3 sec.Duration: 1 min.Cost: 3 to cast, 1 to maintain
Caster gains a language at the subject’s comprehension level or Accented – whichever is less.
- Compel Truth 15
Compel TruthInformation; Resisted by Will4 pointsDuration: 5 min.Cost: 4 to cast, 2 to maintain
The subject becomes unable to lie, though he may keep silent or tell partial truths.
- Extinguish Fire 14
Extinguish FireArea2 pointsDuration: PermanentBase cost: 3
Puts out all ordinary and magical fires in its area of effect.
- Heal Plant 14
Heal PlantArea2 pointTime to cast: 1 min.Duration: PermanentBase cost: 3
Heals plants within the area of disease, parasites, and damage.
- Identify Plant 13
Identify PlantInformation1 pointDuration: InstantCost: 2
Locks a door magically. Resists Lockmaster spell.
- Ignite Fire 13
Ignite FireRegular1 pointDuration: 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 - Keen Taste and Smell 13
Keen Taste and SmellRegular1 pointDuration: 30 min.Cost: 1/point of increase (max 5), half to maintain
Gives a +1 bonus per point of energy spent to Sense rolls of the appropriate type.
- Keen Vision 13
Keen VisionArea1 pointDuration: 30 min.Cost: 1/point of increase (max 5), half to maintain
Gives a +1 bonus per point of energy spent to Sense rolls of the appropriate type.
- Lend Energy 13
Lend EnergyRegular1 pointDuration: InstantCost: Any
Restores the subject’s lost Fatigue Points, at an energy cost to the caster.
- Lend Language 13
Lend LanguageRegular1 pointTime to cast: 3 sec.Duration: 1 min.Cost: 3 to cast, 1 to maintain
Subject gains a language at the caster’s comprehension level or Accented – whichever is less.
- Recover Energy 15
Recover EnergySpecial4 pointsCost: None
A mage who knows this spell at skill 15 or higher recovers 1 FP every 5 minutes.
- Scroll 15
ScrollEnchantment4 pointsTime to cast: Days equal to cost of spell
Write a magical scroll charged with a spell from one of the other colleges.
- Season 13
SeasonRegular1 pointTime to cast: 10 sec.Duration: PermanentCost: 2/meal
Spices and seasons a single container of food to the caster’s preference.
- Seek Plant 13
Seek PlantInformation1 pointCost: 2
Obtains the direction and approximate distance of the nearest growth of plants, or of one specific plant type.
- Sense Emotion 14
Sense EmotionRegular2 pointsCost: 2
Know what emotions the subject is feeling at the moment.
- Sense Foes 14
Sense FoesInformation; Area2 pointsBase cost: 1 (minimum 2)
Tells the caster if the subject has hostile intent, and what the degree of hostility is.
- Test Food 13
Test FoodInformation1 pointCost: 1 for a single meal or bottle of wine; 3 for everything within 1 yard
Identifies whether a substance is good to eat.
- Truthsayer 15
TruthsayerInformation; Resisted by Will4 pointsCost: 2
Tells whether the subject is lying or not.
Gear
- "Breathe Deep" (quarterstaff enchanted with Staff, Purify Air, and Smoke spells)