DeadQM

Urban Warlock Character Sheet

Aug 7th, 2016
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  1. Mark Blaine
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  3. Fey Pact Warlock: You have sealed a deal with a Sidhe Lady, and she has granted you magical power. You can advance this pact via sealing deals on behalf of the Faerie courts.
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  5. Stats: Your stats represent your inherent abilities and training. Each full point represents a 10% increased chance of succeeding a roll related to the stat. Magic represents the stat used for 'wizard' spells, that is, spells cast without the use of a pact, and can only be advanced by finding a capable teacher, or a spell-book.
  6.  
  7. Strength 3
  8. Agility 4.4
  9. Intellect 3
  10. Willpower 2
  11. Charm 3
  12. Magic 0
  13.  
  14. Feats:
  15. Background: Thief- You lose one point of willpower and gain one point of Agility. Furthermore, when you have no immediate missions you can commit burglaries to advance your Agility and make money. Finally, you know a fence in any city larger than 50 000 people in size, and through them, can find the local criminal underground.
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  17. Infiltrator: When using agility to move silently, and when using charm to disguise or deceive, you gain a +1 to the roll. You are developing a reputation for professionalism and might gain opportunities for infiltration work with rewards of its own.
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  19. Fey Pact Spells:
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  21. Minor Illusion: You create the visual seeming of an item no larger than a SUV. This illusion only influences sight, and is slightly transparent. If used to trick an unwilling opponent, you must roll a standard Charisma check. If the opponent is unaware of the supernatural, you gain a 10% bonus to the roll.
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  23. Face-Changer: You mold your face to whatever shape you desire. This spell can only be seen through by high level magic, but it does have its limitations- you cannot change your voice with it, and you cannot change any part of your body except for your face.
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  25. Ghost Sound: An illusory sound is created. You can choose the origin, nature and the volume of the sound, though it can be no louder than a gunshot, and since the sound isn't actually real, it shall not cause any damage to the hearing of anyone nearby. To use this spell to communicate, you have to roll a very simple (+20%) intelligence check.
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  27. Inventory:
  28. $40 000
  29. Tattered Business Suit
  30. A fashionable outfit
  31. Sunglasses
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  33. Contacts, Contracts, Allies and Foes
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  35. Gwynn: The senior partner of your pact, she is the Fae that you made the pact with. Aloof, haughty, beautiful beyond mortal ken, she is constantly running at least three different cons on whosoever she talks to. She is charming, and while she can be cruel, you are fairly certain she is not evil beyond reason. Attitude: Neutral.
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  37. Master Ash: A living skeleton, and the owner of The Neon Elvii Casino. Your landlord and temporary boss. Attitude: Neutral
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  39. The Crimson King: You're looking in the wrong place, sloshing one. Attitude: Cromunculy
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  41. Leigh Cromwell: A wizard that maybe died on your trail. He has been either cured, or brought back to life by the Crimson King and taken into its service. He dislikes you, violently. Attitude: Enemy
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  43. Timmy: A small-time crook, and sometime tag-along on your burglaries. He has seen some shit that cannot be explained by science, but he is not fully aware of the magical world. Attitude: Co-Operative
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  45. Barty James Winchester: A crazy cunt and a mid-tier boss of the criminal underground. He's been thoroughly bullied by Gwynn and he never liked you in the first place. Attitude: Enemy
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  47. Mr. Moraney: One of the top mob bosses of Las Vegas, you have shown him your almost preternatural skill at larceny. A man who appreciates results, he is warming to you. Attitude: Neutral.
  48.  
  49. Wizard Jacovitz: A local legitimate wizard, he has helped you out in a bind once before. While what you have is primarily a brief business relationship, he seems to be growing less suspicious of you. Attitude: Suspicious
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