Fredo Cozzafrenzi

A Barker at Miss Collette Du Bois' Star Theater

Description:

ASPECTS
Might -2
Grace +2
Speed -2
Resilience +2

Charm +1
Cunning +1
Intellect +1
Tenacity -1 (-3 Modified + 2 to -1)

DERIVED ASPECTS
Defense: Evade + (Speed x .5) = Minimum 2
Willpower: Centering + (Tenacity x .5) = Minimum 2
Wounds: Toughness + (Resilience x .5) + 4 = 5
Walk: 4 + (Speed x .5) = 3
Charge 4 + Speed = 3
Height: 2
Characteristics: Living, Fated, Human

SKILLS
Appraise Soulstone ( ) 1 (1 XP)
Bureaucracy (Cunning or Intellect) 1
Harness Soulstone (Charm or Tenacity ) 5 (3 + 1 station skill + 1 XP = 5)
Literacy (Cunning or Intellect) *2*

Notice (Cunning) 2
Prestidigitation (Cunning) 5 (3 + 1 XP + 1 XP = 5)
Sorcery (Intellect) 5 + 2 TOMES + 1 MASK (3 + 1 XP + 1 XP = 5)
Stealth (Cunning) 2 (2 XP)
Enchanting (Tenacity) 1 (1 XP)

GEAR
Guild Scrip: 10§

Collier Navy revolver (Pistols + Grace)
12 yds, 2/4/4 damage, 6 rounds, reload takes 2 AP (9§) + ammo

Cozzafrenzi Family Mini Grimoire

Telekinetic Movement (Sorcery + Tenacity)
AP 1 TN 7 Masks Resist Wp Range 5 yds

Teleport (Prestidigitation + Intellect)
AP 1 TN 10 TOMES Resist Wp Range 30 yds
Talent Spell Affinity – Teleport – Add + TOME when casting Teleport.

Combined Spell (TN +5) [MASTERED]
Can combine Telekinetic Movement with Teleport.

Delay [MASTERED]
Turns (TN +2): Delay up to 10 turns.
At Will (TN +5): Release as a 0 AP action. Can only delay one At Will spell at a time.
Defined (TN +5): Dissipates at sunrise or sunset (whichever comes first) unless made permanent through Harness Soulstone.

Increase AP (TN -3)
The spell requires 1 additional AP to cast. May not be spent over multiple turns.

Blast (TN +2)
(Learned from Miss Collette 8/6/13)
Add 0/0/BLAST to damage flip.

Soulstones
3 Soulstones all Size 3 Quality 3 —> Lade 6 Fill 13 Seep 2 Charges/Week Each Worth 90,000§

TWIST DECK
Defining Suit (Ace, Five, Nine, King) TOMES (CLUBS)
Ascendant Suit (Four, Eight, Queen) RAMS (HEARTS)
Center Suit (Three, Seven, Jack) MASKS (DIAMONDS)
Descendant Suit (Two, Six, Ten) CROWS (SPADES)

CURRENT PURSUIT
Performer
Powerful Impression
As long as a Fated is following the Performer Pursuit he gains the following Trigger on all Social Flips: MASKS: Draw a Twist card.

TALENTS
Ingenious [Requirement: Might -1 or lower.] To counter this character’s frequent inability to open stubborn jars of jam, he has become adept at using tools. This character adds half his Intellect to any Duel that normally requires tools (such as Crafting).]

Arcane Musings – May take magic skill instead of the skill offered by the Fatemaster when advancing.

Great Fate – Draw an extra fate card each session.

Mastered Immuto – Delay

Specialized Skill – Add + MASK to the Skill Sorcery.

Spell Affinity – Teleport- Add + TOME when casting Teleport.

Mastered Immuto – Combined Spell

Hard to Kill – Ignore one Critical Effect per Dramatic Time.

Mastered Immuto – Combined Spell

Unimpeded – (Requirement: Grace 1 or higher) Ignore penalties for terrain during Movement

Mastered Magia – Telekinetic Movement – Can cast magia without tome/with tome that does not include this magia.

Empowered Channeling – Any (2) Channel action grants the Channeled 1 AP spell + 2 TOMES to the Challenge Flip instead of + TOME. In addition, any damage from the spell gains a + TOME.

Bio:

STEP ONE: CONCEPT
Dabbler

STEP TWO: CROSS ROADS TAROT

Station Card – 3 of Crows

Western Card – 2 of Crows – Physical Aspects

Northern Card – 12 of Tomes – Skills

Eastern Card – 6 of Tomes – Mental Aspects

Southern Card – 12 of Rams – Skills

STEP THREE: STATION

Dabbler

STEP FOUR: THE BODY

-2/-2/2/2
Might -2
Grace +2
Speed -2
Resilience +2

STEP FIVE: UPBRINGING

Literacy (Cunning or Intellect) 2

Prestidigitation (Cunning) 5 (3 + 1 XP + 1 XP = 5)

STEP SIX: MIND
-3/1/1/+1
Charm +1
Cunning +1
Intellect +1
Tenacity -1 (-3 Modified + 2 to -1)

STEP SEVEN: EDUCATION

Harness Soulstone (Charm or Tenacity ) 5 (3 + 1 station skill + 1 XP = 5)

Sorcery (Intellect) 5 + 2 TOMES + 1 MASK (3 + 1 XP + 1 XP = 5)

STEP EIGHT: MODIFY
Modified Station Skill Harness Soulstone from 3 + 1 to 4
Modified Cunning Aspect from -3 to -1
Chose General Talent Ingenious [ Requirement: Might -1 or lower. To counter this character’s frequent inability to open stubborn jars of jam, he has become adept at using tools. This character adds half his Intellect to any Duel that normally requires tools (such as Crafting).]

STEP NINE: DIVING FATE

You will nearly die.

The sleeper dreams, and you wake.

You will take up the sword of your father.

Look upon your beating heart.

You will be maimed.

STEP TEN: STARTING PURSUIT

Dabbler
Personal Magical Theory: Tradition Magic
The character chooses a pairing of skills (as presented below). The character then chooses one of those two skills and gains a +2 TOMES in all duels with the chosen skill [Sorcery]. However, he may never have a rating higher than 1 in the paired skill [Counter-spelling].

STEP ELEVEN: DERIVED ASPECTS
Defense: Evade + (Speed x .5) = Minimum 2
Willpower: Centering + (Tenacity x .5) = Minimum 2
Wounds: Toughness + (Resilience x .5) + 4 = 5
Walk: 4 + (Speed x .5) = 3
Charge 4 + Speed = 3
Height: 2
Characteristics: Living, Fated, Human

STEP TWELVE: GEAR

Collier Navy Revolve: Range 12 yds Damage 2/4/4 Capacity 6 Reload 2 AP (9§)
Ammo

1 Grimoire containing:
- 1 Sorcery Magia: Telekinetic Movement
Aspect Tenacity AP 1 TN 7 Masks Resist Wp Range 5 yds

- 1 Prestidigitation Magia: Teleport
Aspect Intellect AP 1 TN 10 TOMES Resist Wp Range 30 yds

- 3 Immuto
Combined Spell (TN +5) – Allows to combine Telekinetic Movement with Teleport
Delay [Special] (TN Variable)
Increase AP (TN -3)

3 Soulstones – Size 3 Quality 3
Lade 6 Fill 13 Seep 2 Charges/Week 90,000§@

CURRENT PURSUIT
Dabbler
Epiphany: As long as a Fated is following the Dabbler Pursuit he may remove a single TOME from the TN of any Spell.

SKILLS
Notice (Cunning) 1
Bureaucracy (Cunning or Intellect) 1

EXPERIENCE ADDS
Date / Pursuit / Skill / Experience Spent On

05-07-13 / Dabbler / Sorcery / Dabbler Pursuit Step 1 – Arcane Musings
05-14-13 / Dabbler / Harness Soulstone / Dabbler Pursuit Step 2 – General Talent – Great Fate – draw an extra fate card
05-21-13 / Dabbler / Sorcery / Dabbler Pursuit Step 3 – Mastered Immuto – Delay
05-28-13 / Dabbler / Prestidigitation / Dabbler Pursuit Step 4 – General Talent – Specialized Skill – Add + MASK to the Skill Sorcery
06-04-13 / Dabbler / Prestidigitation / Dabbler Pursuit Step 5 – Spell Affinity – Teleport- Add + TOME when casting Teleport.
06-11-13 skipped
06-18-13 / Dabbler / Notice / Dabbler Pursuit Step 6 – General Talent – Hard to Kill – Ignore one Critical Effect per Dramatic Time.
06-25-13 skipped
07-01-13 skipped
07-09-13 / Dabbler / Bureaucracy / Dabbler Pursuit Step 7 – Mastered Immuto – Combined Spell
07-16-13 / Dabbler / Enchanting / Dabbler Pursuit Step 8 – General Talent- Unimpeded – Ignore penalties for terrain during Movement.
07-23-13 / Dabbler / Notice / Dabbler Pursuit Step 9 – Mastered Magia – Telekinetic Movement
07-30-13 / Dabbler / Stealth / Dabbler Pursuit Step 10 – Empowered Channeling
08-06-13 / Performer /

NOTES
Dabbler Talents
Step Talent
1 Arcane Musings
2 General Talent
3 Mastered Immuto or Spell Affinity
4 General Talent
5 Mastered Genus or Spell Affinity
6 General Talent
7 Mastered Immuto or Mastered Genus
8 General Talent
9 Mastered Magia or Spell Affinity
10 Empowered Channeling

Spend points to go up level in Pursuit, gaining next Talent OR add one to a Skill OR purchase a Manifested Power.

No skill can ever go over 5 unless you purchase an appropriate talent.

Fredo Cozzafrenzi

Through the Breach shadowopal schiann