Jensen

he/him

Total: 150 points

Background

To the professors at the Academy, Jensen was a bright, if unambitious, pupil. That’s because his true talent lies in an area the Academy doesn’t cover much: Mind Control spells. These he has studied extensively on his own, sometimes at the cost of his other subjects.

In his personal life, Jensen is the consummate schemer. He uses his natural looks and unnatural charm to manipulate others and get what he wants. He pushes others and uses their discomfort to make himself look better.

Jensen sees Antoni as a mark and leverages the other man’s (obvious to Jensen) attraction. He hopes to insert himself into Antoni’s business to siphon away his family’s money.

Miranda and Jensen are rivals for Antoni’s affections. Neither has told him that they slept together during one of the couple’s break-ups.

Jensen finds Caleb unnerving but can’t put his finger on why. He is equally curious about and repelled by the man.

He is friendly and generous toward Gillaine, plying her with drink to get her to divulge gossip about everyone else.

Jensen has definitely slept with Kenlee. Surprisingly, he caught legitimate feelings for her, and he doesn’t know what to do with them. He knows she has feelings for Antoni, and that makes him treat the other man even worse.

Goals
  • Make someone throw a drink in someone else's face.
  • Con Antoni and/or Kenlee out of plenty of money.
Attributes
ST 11
Strength
10 points

Basic Lift 24 lbs.; Damage 1d-1 thrust, 1d+1 swing

DX 11
Dexterity
20 points

Basic Speed 5.50; Basic Move 5

Dodge 8

IQ 12
Intelligence
40 points

HT 11
Health
10 points
HP 11
Hit Points
0 points

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

Will 12
Will
0 points
Per 12
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.

  • Dwarvish (Accented spoken, Broken written)
    Dwarvish (spoken Accented, written Broken)
    3 points

    You can read a bit of Dwarvish, and you can speak it even better.

  • 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.

  • 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.

  • Mind Control Magery 2
    Magery 2 (One-College, Mind Control, -40%)
    12 points

    You have even greater aptitude with Mind Control magic. This gives a bonus included in all of your spells of that college.

Disadvantages
  • Bully
    Bully
    self-control 15
    -5 points

    You like to push people around whenever you can get away with it.

  • Lecherousness
    Lecherousness
    self-control 15
    -7 points

    You have an unusually strong desire for "romance."

  • Overconfidence
    Overconfidence
    self-control 12
    -5 points

    You believe that you are far more powerful, intelligent, or competent than you really are.

  • Selfish
    Selfish
    self-control 12
    -5 points

    You are self-important and status-conscious, and spend much of your time striving for social dominance.

  • Quirks
    • Covers for his own feelings with a nasty wit
    • “Just one more drink, what’ll it hurt?”
    • Stirs up shit at the worst times
Skills
  • Acting 12
    Acting
    2 points
  • Area Knowledge (Arvey) 12
    Area Knowledge (Arvey)
    1 point
  • Brawling 11
    Brawling
    1 point
  • Carousing 12
    Carousing
    2 points
  • Detect Lies 12
    Detect Lies
    4 points
  • Fast-Talk 12
    Fast-Talk
    2 points
  • Gambling 12
    Gambling
    2 points
  • Observation 12
    Observation
    2 points
  • Research 11
    Research
    1 point
  • Sex Appeal 12
    Sex Appeal
    1 point

    Includes +1 from Appearance.

  • Stealth 12
    Stealth
    4 points
  • Streetwise 11
    Streetwise
    1 point
  • Thaumatology 11
    Thaumatology
    1 point

    Includes +1 from Magery.

Spells
  • Apportation 10
    Apportation
    Regular
    1 point
    Duration: 1 min.
    Cost: see below

    Move physical objects without touching them.

    Weight Cost
    less than 1 lb. 1
    up to 10 lbs. 2
    up to 50 lbs. 3
    up to 200 lbs. 5
    every additional 100 lbs. +4

    Resisted by Will.

  • Clumsiness 10
    Clumsiness
    Regular
    1 point
    Duration: 1 min.
    Cost: 1–5, half to maintain

    The subject suffers -1 to his DX and DX-based skills for every point of energy put into the spell.

    Resisted by HT.

  • Command 12
    Command
    Blocking
    1 point
    Cost: 2

    Give a subject one immediate command – a word and a gesture, or at most two words.

    Resisted by Will.

    Includes +2 from Mind Control Magery.

  • Foolishness 12
    Foolishness
    Regular
    1 point
    Duration: 1 min.
    Cost: 1–5; half to maintain

    The subject suffers -1 to his IQ and IQ-based skills (including spells) for every point of energy put into the spell.

    Resisted by Will.

    Includes +2 from Mind Control Magery.

  • Forgetfulness 12
    Forgetfulness
    Regular
    1 point
    Duration: 1 hour
    Cost: 3 to cast, 3 to maintain

    Causes the subject to forget one fact, skill, or spell temporarily.

    Resisted by Will or skill.

    Includes +2 from Mind Control Magery.

  • Hide Emotion 11
    Hide Emotion
    Regular
    2 points
    Duration: 1 hour
    Cost: 2 to cast, 2 to maintain

    This spell gives its subject the outward appearance of deep calm.

    Resists emotion readings.

  • Itch 10
    Itch
    Regular
    1 point
    Duration: Until subject takes a turn to scratch
    Cost: 2

    Causes the subject to itch fiercely in a spot of the caster’s choice.

    Resisted by HT.

  • Lend Energy 10
    Lend Energy
    Regular
    1 point
    Cost: any, which goes to subject

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

  • Lockmaster 10
    Lockmaster
    Regular
    1 point
    Duration: Lock stays open until closed
    Cost: 3

    Opens locks magically.

    Resisted by Magelock.

  • Persuasion 12
    Persuasion
    Regular
    4 points
    Duration: 1 min.
    Cost: Twice the bonus to be added to the roll (max 5); same to maintain

    Used when a reaction roll is required, this spell makes the subject more likely to react favorably.

    Resisted by Will.

  • Recover Energy 15
    Recover Energy
    Special
    8 points
    Cost: None

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

    Includes +2 from Mind Control Magery.

  • Sense Danger 10
    Sense Danger
    Information
    1 point
    Duration: Instant
    Cost: 3

    Tells the caster if any immediate danger is nearby.

  • Sense Emotion 12
    Sense Emotion
    Regular
    4 points
    Cost: 2

    Know what emotions the subject is feeling at the moment.

  • Sense Foes 10
    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.

  • Spasm 10
    Spasm
    Regular
    1 point
    Duration: Instant
    Cost: 2

    Can be directed against any of the subject’s voluntary muscles. Directed against a hand, it causes the subject to drop whatever he is holding.

    Resisted by HT.

Gear
  • Wizard’s wand (baton enchanted with Staff spell) mounted with a 2-point One-College (Mind Control) Powerstone