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
Basic Lift 24 lbs.; Damage 1d-1 thrust, 1d+1 swing
Basic Speed 5.50; 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.
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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.
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Magery 1
Magery 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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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
Bullyself-control 15-5 points
You like to push people around whenever you can get away with it.
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Lecherousness
Lecherousnessself-control 15-7 points
You have an unusually strong desire for "romance."
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Overconfidence
Overconfidenceself-control 12-5 points
You believe that you are far more powerful, intelligent, or competent than you really are.
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Selfish
Selfishself-control 12-5 points
You are self-important and status-conscious, and spend much of your time striving for social dominance.
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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
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Acting 12
Acting2 points
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Area Knowledge (Arvey) 12
Area Knowledge (Arvey)1 point
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Brawling 11
Brawling1 point
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Carousing 12
Carousing2 points
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Detect Lies 12
Detect Lies4 points
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Fast-Talk 12
Fast-Talk2 points
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Gambling 12
Gambling2 points
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Observation 12
Observation2 points
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Research 11
Research1 point
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Sex Appeal 12
Sex Appeal1 point
Includes +1 from Appearance.
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Stealth 12
Stealth4 points
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Streetwise 11
Streetwise1 point
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Thaumatology 11
Thaumatology1 point
Includes +1 from Magery.
Spells
- Apportation 10
ApportationRegular1 pointDuration: 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
ClumsinessRegular1 pointDuration: 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
CommandBlocking1 pointCost: 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
FoolishnessRegular1 pointDuration: 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
ForgetfulnessRegular1 pointDuration: 1 hourCost: 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 EmotionRegular2 pointsDuration: 1 hourCost: 2 to cast, 2 to maintain
This spell gives its subject the outward appearance of deep calm.
Resists emotion readings.
- Itch 10
ItchRegular1 pointDuration: Until subject takes a turn to scratchCost: 2
Causes the subject to itch fiercely in a spot of the caster’s choice.
Resisted by HT.
- Lend Energy 10
Lend EnergyRegular1 pointCost: any, which goes to subject
Restores the subject’s lost Fatigue Points, at an energy cost to the caster.
- Lockmaster 10
LockmasterRegular1 pointDuration: Lock stays open until closedCost: 3
Opens locks magically.
Resisted by Magelock.
- Persuasion 12
PersuasionRegular4 pointsDuration: 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 EnergySpecial8 pointsCost: 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 DangerInformation1 pointDuration: InstantCost: 3
Tells the caster if any immediate danger is nearby.
- Sense Emotion 12
Sense EmotionRegular4 pointsCost: 2
Know what emotions the subject is feeling at the moment.
- Sense Foes 10
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.
- Spasm 10
SpasmRegular1 point
Duration: Instant Cost: 2Can 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