Gillaine

she/her

Total: 150 points

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
ST 7
Strength
0 points

Basic Lift 9.8 lbs.; Damage 1d-3 thrust, 1d-2 swing

DX 11
Dexterity
0 points

Basic Speed 5.50; Basic Move 4

Dodge 8

IQ 13
Intelligence
60 points

HT 11
Health
10 points
HP 8
Hit Points
0 points

Reeling at 2 HP or less (half Move and Dodge)

Will 14
Will
5 points
Per 13
Perception
0 points
FP 13
Fatigue Points
6 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.

  • Latin (Accented)
    Latin (Accented)
    4 points

    You speak and read Latin well enough to do extended research.

Advantages
  • Halfling (Not Chummy)
    Halfling
    0 5 points

    Attribute 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].

  • Intuitive Cantrip (Aid)
    Intuitive Cantrip (Aid)
    1 point

    You can use the First Aid skill without a kit or tools.

  • Magery 2
    Magery 2
    25 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.

  • 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.

  • Signature Gear 8 (Staff)
    Signature Gear 8
    8 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
  • 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
    Cooking
    1 point
  • Farming 12
    Farming
    1 point
  • First Aid 13
    First Aid
    1 point

    You can use this skill magically without a kit or tools.

  • Gardening 13
    Gardening
    1 point
  • Herb Lore 11
    Herb Lore
    2 points
  • Housekeeping 13
    Housekeeping
    1 point
  • Naturalist 11
    Naturalist
    1 point
  • Pharmacy (Herbal) 11
    Pharmacy (Herbal)
    1 point
  • Poisons 11
    Poisons
    1 point
  • Research 12
    Research
    1 point
  • Savoir-Faire (Servant) 13
    Savoir-Faire (Servant)
    1 point
  • Staff 11
    Staff
    2 points
  • Stealth 11
    Stealth
    1 point
  • Thaumatology 13
    Thaumatology
    2 points

    Includes +2 from Magery.

  • Writing 12
    Writing
    1 point
Spells

Spells marked with ✔️ and underlined have total costs (to cast and maintain) reduced by 1.

  • Alertness 13
    Alertness
    Regular
    2 points
    Duration: 10 min.
    Cost: 2/point of increase (max 5), half to maintain

    Increases all the subject’s Sense rolls.

  • Bless Plants 15
    Bless Plants
    Area
    4 points
    Time to cast: 5 mins.
    Duration: One crop or growing season
    Base cost: 1

    The crop yield within the area of effect is doubled.

  • Borrow Language 14
    Borrow Language
    Regular
    2 points
    Time 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 Truth
    Information; Resisted by Will
    4 points
    Duration: 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 Fire
    Area
    2 points
    Duration: Permanent
    Base cost: 3

    Puts out all ordinary and magical fires in its area of effect.

  • Heal Plant 14
    Heal Plant
    Area
    2 point
    Time to cast: 1 min.
    Duration: Permanent
    Base cost: 3

    Heals plants within the area of disease, parasites, and damage.

  • Identify Plant 13
    Identify Plant
    Information
    1 point
    Duration: Instant
    Cost: 2

    Locks a door magically. Resists Lockmaster spell.

  • Ignite Fire 13
    Ignite Fire
    Regular
    1 point
    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
  • Keen Taste and Smell 13
    Keen Taste and Smell
    Regular
    1 point
    Duration: 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 Vision
    Area
    1 point
    Duration: 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 Energy
    Regular
    1 point
    Duration: Instant
    Cost: Any

    Restores the subject’s lost Fatigue Points, at an energy cost to the caster.

  • Lend Language 13
    Lend Language
    Regular
    1 point
    Time 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 Energy
    Special
    4 points
    Cost: None

    A mage who knows this spell at skill 15 or higher recovers 1 FP every 5 minutes.

  • Scroll 15
    Scroll
    Enchantment
    4 points
    Time to cast: Days equal to cost of spell

    Write a magical scroll charged with a spell from one of the other colleges.

  • Season 13
    Season
    Regular
    1 point
    Time to cast: 10 sec.
    Duration: Permanent
    Cost: 2/meal

    Spices and seasons a single con￾tainer of food to the caster’s prefer￾ence.

  • Seek Plant 13
    Seek Plant
    Information
    1 point
    Cost: 2

    Obtains the direction and approxi￾mate distance of the nearest growth of plants, or of one specific plant type.

  • Sense Emotion 14
    Sense Emotion
    Regular
    2 points
    Cost: 2

    Know what emotions the subject is feeling at the moment.

  • Sense Foes 14
    Sense Foes
    Information; Area
    2 points
    Base cost: 1 (minimum 2)

    Tells the caster if the subject has hostile intent, and what the degree of hostility is.

  • Test Food 13
    Test Food
    Information
    1 point
    Cost: 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
    Truthsayer
    Information; Resisted by Will
    4 points
    Cost: 2

    Tells whether the subject is lying or not.

Gear
  • "Breathe Deep" (quarterstaff enchanted with Staff, Purify Air, and Smoke spells)