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- Stephen O'Flannigan - Muggle Born - Gryffindor
- FATE: 2/2
- BOD: 18
- AGI: 16
- STR: 16
- INT: 14
- WP: 21
- CHA: 20
- Health: 61
- Reflexes: 57
- Resist Magic: 67
- Study: 53
- Hexer – Dark Magic comes disturbingly easy to you. Hexes, Jinxes, and Curse spells are like
- best friends. You gain +10 to your Casting skill rating for Dark Magic, though you suffer a -5
- to your Persuasion skill as people are less incline to believe someone so familiar with the
- dark side of magic.
- The Gift – You possess the gift of prophecy. Whether others believe you or not is a different
- matter. Once per game, you may have the GM relay a vague prediction to you that will
- somehow come true.
- SKILLS:
- Acrobatics 16
- Animal Handling 20
- Athletics 40
- Casting 40
- Composure 40 (50)
- Con 20
- Craft 16
- Dark Arts 50
- Duelling 50
- Enchant 34
- Fight 20
- Games 14
- Gossip 20
- Herbology 14
- Intimidate 40
- Instruction 14
- Knowledge 14
- ---Wizarding Law 30
- Larceny 16
- Leadership 20
- Medicine 14
- Muggle World 34
- Perception 40
- Persuasion 40
- Ride 30
- Stealth 20
- Survival 21
- Technology 34
- Wizarding World 14
- TALENTS:
- Determination – You will stop at nothing to reach your goals. Add your Willpower to the amount of
- Lethal Damage you can take
- Loyalty – Your loyalty to your friends, family, and house knows no bounds. If you would roll your
- Composure skill to resist betraying the things you care about, you add +20 to the skill rating.
- Bravery – You do not scare easily. You gain a +10 to your Composure skill rating
- WAND:
- Unicorn Hair – Within your wand is a hair from the mane or tail of a unicorn, a rare and
- powerful magical horse. Wands with this core are often harder to turn to the Dark Arts, are
- loyal, and the core can ‘die’ if seriously mishandled. Wands with this core give you a free
- re-roll with Casting skill rolls once per day, though you gain no extra effect from having
- Degrees of success and you take no penalties for having lost a duel. If you fail three casting
- rolls in a row, however, the core dies.
- Ash – Ash wands belong to their true master and them alone. They should not be gifted or
- handed down, as it would cause a great decrease in power. Wands of ash, like their owners,
- tend to be quite stubborn and cannot be swayed from beliefs or purposes. Ash wands
- double the non-owner penalty for using it.
- Quite Short – The wand is smaller than 8 inches.
- Quite Rigid
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