Fantus

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History:

Fantus has always been interested in what he calls "pure distalled magic". Or as everyone else calls it, potions. To him it is an amazing aspect of magic not yet realized. With a potion in hand a normal man can swim like a fish, breath fire, or even lift heavier loads. He was tought his trade by an elder gentleman who went by the name of Budmasier. The old man passed away several years ago but left his book of brewing tips to Fantus. The book is not always stright forward and reading it takes time, much more time to actually understand it. (Book has no game affect, just how I explain leveling up sometimes.)

He is a quick lad and doesn't care too much for being told what to do by people he doesn't know. He hopes to one day make a healing potion to break the monoply Amor has on the trade, he does not share this goal with many though.

Another potion type he is researching is body modification, such as growing claws or wings.


My potions:

Unless otherwise noted all potions take six hours to brew and provide 4 charges per bottle.

Alright, here are the potions I have... put up 3 weeks before we start play!

Potion of Dragon's Breath, 2D6 RKA, One Hex

Potion of Boar's Might, +10 STR (lasts five minutes)

Potion of Underwater Comfort, breath underwater and safe in intense cold (lasts 1D6 hours)

Potion of Stone Skin *NEEDS GM REVIEW* Gives the user 3 PD and ED for 1 hour, this is a drinkable potion.

Oil of Armor Enchancement, gives armor +3/+3 or whatever, takes a minute to apply but lasts all day.

Jitterbug Potion, LS-User doesn't need sleep, lasts for one day (24 hours), uncontrolled (user CAN NOT sleep), and most likely will give minuses to social rolls as the user twitchs a lot. Jitterbug only takes an hour to brew and each bottle has two doses.


Group Role: He has a lot of boosting abilities for other team mates to use, as I can give out my potions to other players (although these DO count against the total number I can have ready). Down the line he may move into a sneaky type role.

Budmasier's History


Stats, quick listed for you pleasure:

STR 10
DEX 14
CON 10
BODY 13
INT 18
EGO 10
PRE 10
COM 14
PD 3
ED 2
SPD 3
REC 4
END 20
STUN 23
Running 7
Swimming 2 (I actually didn't sell back swimming!)
Leaping 2

SKILLS:
Only non-free ones are listed.

PS Alchemy 13-
KS: PLants 13-
KS: Lost History or General History
Persuasion 11-
Acrobatics 12-
Fast Draw: Potion 12-

Cool Stuff:
Human Luck

Leather Armor (1 PD and ED for 1 point, yay!)

Potion of Fire Breath
Potion of Underwaer Comfort
Potion of the Boar
Potion of Stoneskin
Ointment of Armor Enhancement - May drop this... just doubles what I already have -
Jitterbug Potion
Bag of Stuff

Disadvantages: Distinctive Features: Green splash mark over right eye from a failed potion.
Concealable; Noticed and Recognizable, Detectable by commonly used senses - 10 points
Reputation: Student of Budmasier, 11-, Master was a little odd and did some experiments that even other potion makers found to be dangerous. 10 points
Social Limitation: Potion Maker, 5 points
Psychological Limitation: Wouldn't you like to know? Uncommon, Total, 15 points
Dependent NPC, 14-, Useful noncombat position or skills, custom adder (reduced the amount this is worth by 5 points). The book Fantus's master left to him is not normal..., 10 points.

My Raven:

So I made my Raven. Its powers are as follows, let me know if these are okay.

Killing attack, 1 point, yeah, watch out!

Flying, duh.

240 degree perception (from the book for Ravens)

+2 DCV (Again from the book, they are small)

+2 to perception (you know, for being a bird)

Clairvoynce (Only to see through others' senses the bird and the character, black out, some range that I forgot, 0 END)

And Mind Link, with the bird and character.

This all okay?


BEN: are the +2 perception and +2 to DCV in addition to the + to perception and DCV that birds get already? It will automatically have everything that Ravens get in the book. As for mind link and clairvoyance...it is ok, I suppose, although your character just got it as a present from the witch and doesn't have animal handler or anything. Did your character just suddenly develop an awareness that he can go into a trance and see through the bird's eyes/have mental contact with it?
Some rules points: I am a little uncomfortable with allowing you to buy the clairvoyance on the bird, since that technically means he can see through your eyes, not vice versa: this should be (I need to check the rules on this) a power you buy on your character, rather than the bird, I think, but I could be wrong on that. Also, a bird that has magical powers in its skill set will definitely show up to detect magic, magesight, etc, just so you know.


GABE: Well it is a magic bird I thought, so I didn't think training was nessary. The +2 perception is just to make him very aware, he is also not stupid, equal to maybe a dull human. I got him the familiar package and smart package from the monster book, basically. I think it also has useable on others but only me, or something like that. I'll look it up in a bit as I have the character sheet here.

BEN: it is a magic bird, or at least a special bird, so training isn't necessary: I'm more curious from an RP perspective how your character discovered these special abilities and figured out how to use them. It's personal curiosity, and it doesn't impact your ability to give your familiar those abilities, as long as they follow the rules for the abilities in the book.
You DON'T lose the points if he gets killed, you get them all back. The raven has the "unique" disadvantage, not "independent", and as I put on one of the rules pages, unique items that are lost cannot be replaced, but the points return to the character, although they must then be spent on other equipment and cannot be spent on stats, skills, or other inherent/learned abilities.
So it all sounds good to me: just double check on how the clairvoyance works, and the mind link.