Giacamo "the Mysterious" Du Vane

Beruk A.'s human Mage for Gene D.'s "Vanished Lands: Vistel's Circus" fantasy campaign

Description:

Player Character: “Giacomo ‘the Mysterious’ Du Vane”
Role-Player: Beruk A.
Campaign: “Vanished Lands: Vistel’s Circus” heroic fantasy

  • Game Master: Gene D.
  • Adventuring party: 39 (Boston area)
  • Rules systems: D20 Basic Fantasy Role-Playing Game, Dungeon Crawl Classics, Fantastic Adventures in Tabletop Entertainment (FATE) 3e Legends of Anglerre
  • Date revised: 5 April 2014/“23 April 1227 B.C.E.”

Aspects (can use a Fate point to tag for a +1d6 or a reroll on a 1d20 for skills, plus compels; start with five, gain one aspect or +1 to one attribute every 10 sessions or 2 levels):

  • Origin (species/race): Hifalendorin (proto-Western European/Gypsy) human
  • Occupation (class/subclass): Wizard (Mage)
    • Level: 8 (no. of sessions divided by 5)
  • Trouble/foibles: Magisterium (magic school) burnout
  • Guest Star (not a fellow party member or follower): tattoo of Ezra, “the Mad Mage”
  • Motivation (alignment): Neutral Good, with Chaotic tendencies

Additional aspects: (“Vistel’s Circus:” +3 Aspects or to Attributes)

  • Adventuring/reputation: “I pay the price for power”
  • Allegiances/personality:

Attributes (roll 4d6, drop the lowest, reroll 1s; modified by Origin, and bonuses):

  • Strength: 9 (0 bonus; x5 = max. carry, x10 = max. lift, to dam)
  • Dexterity: 12 (+ 1; x 2 = ft. per round; to initiative)
  • Constitution: 9 (0; to Hit Points per level)
  • Intelligence: 16 (+ 3 bonus)
  • Wisdom: 15 (+ 2)
  • Charisma: 9 (0)

Hit Points: 25 (Wizard d4, start at max., plus Con bonus; +1 hit die per every 5 sessions or level)
Base Attack Bonus: + 4 (on 1d20 to hit, + 1 every 10 sessions or 2 levels; no Dex bonus; see also Brawl, Melee, Shooting)
Armor Class: 15 (modified by Dex bonus, class, gear) padded vest and robes, + 2 magical ring

Skills (on 1d20; by Attribute bonus, ranks, total; 10 points to start, + 1 point per session or + 5 points per level; ranks limited to level): 45 ranks total

  • Acrobatics: 1 (0 ranks + 1 Dex bonus; Reflex, incl. escape artist, fly, tightrope, tumble)
  • Animal Handling: 3 (1 + 2 Wis; ride)
  • Area Knowledge: 3 (0 + 3 Int; by region; geography, history, law/politics)
  • Athletics: 2 (2 + 0 Str; climb, jump, lift)
  • Brawl: 0 (0 + 0 Str; unarmed combat, see Martial Arts stunt for Dex)
  • Craft: 5 (2 + 3 Int; by creation, e.g. alchemy, magic items)
  • Deception: 0 (+0 Cha; bluff, disguise)
  • Diplomacy: 3 (3 +0 Cha; bargaining, persuasion, taunt)
  • Devices: 1 (0 + 1 Dex; locks, traps, constructs, mechanic)
  • Endurance: 2 (2 + 0 Con; Fortitude, run, stamina, swim)
  • Engineering: 5 (2 + 3 Int; architecture, dungeoneering, siege engines, power systems)
  • Gaming: 3 (0 + 3 Int; incl. gambling)
  • Intimidation: 0 (0 + 0 Str; interrogation)
  • Leadership: 0 (+0 Cha; followers)
  • Linguistics: 6 (3 + 3 Int; plus native; decipher, forgery)
  • Medicine: 3 (0 + 3 Int; heal)
  • Melee: 2 (2 + 0 Str; hand-to-hand weapons)
  • Mysteries: 11/13 (8 + 3 Int; arcane spells; bonus + 2 with Lvl. 1 spells; see also stunts)
  • Perception: 4 (3 + 1 Wis; empathy/sense motive, notice)
  • Perform: 0 (0 Cha/+; by medium, incl. acting, dance, painting, sculpture, music, poetry)
  • Profession: 9 (6 + 3 Int; scholar)
  • Resolve: 10 (8 + 2 Wis; Will)
  • Science/technology: 4 (1 + 3 Int; lore, by type, e.g. alchemy)
  • Shooting: 1 (0 + 1 Dex; ranged weapons)
  • Sleight of Hand: 2 (2 + 0 Dex; holdout, pick pockets)
  • Stealth: 1 (0 + 1 Dex; follow, hide, move silently)
  • Streetwise: 0 (0 Cha; contacts/gather info, rapport)
  • Survival: 2 (0 + 2 Wis; by terrain, incl. tracking)
  • Vehicles: 1 (0 + 1 Dex; by type/medium)
  • Warfare: 3 (0 + 3 Int; tactics, strategy, weaponry)

Skill notes:

Racial abilities: Adaptable, corruptible (Humans get + 2 on any one ability at creation.)

Stunts (race/class abilities, skill specializations/feats and attribute swaps, spells, signature items, superpowers, etc.; by type, source, notes):

  • Dizzying Intellect (FATE 3e Legends of Anglerre): Can use Deception
  • Familiar (Wizard, Pathfinder): Gerald, winged leather homunculus
  • Scholar (Anglerre): + 2 on any one skill, or + 1 on any Int-based skill
  • Spellcasting (3 slots; see below)

Refresh: 4 left from 10 (out of initial total of 6 Fate points, can be used to tag an aspect, make a declaration, or activate a stunt; plus 1 every 10 sessions or 2 levels)

  • Spells/Powers (by level, source, effect; 1 stunt slot per 2 levels of castable spells; 20 spell levels per day = total Mysteries ranks + spellcasting stunt slots squared; save DC = 10 + spell level + 1/2 character level):
  • Lvl. 0 (cantrips): Animate Tool, Clean, Detect Magic, Dowse, Flare, Flavor, Inscribe, Irritate, Knot, Mage Hand, Open/Close, Read Magic, Sneeze, Summon Vermin, Transfigure
  • Lvl. 1 — BFRPG (including Libram Magica): Charm Person, Floating Disc, Hold Portal, Light, Magic Missile, Magic Mouth, Protection From Evil, Comprehend Languages, Shield, Sleep, Ventriloquism; Dungeon Crawl Classics (index, p. 127): Animal Summoning, Chill Touch, Color Spray, Ekim’s Mystical Mask, Find Familiar, Force Manipulation
  • Lvl. 2 — BFRPG: Analyze Magic, Continual Light, Detect Evil, Detect Invisible, ESP, Invisibility, Knock, Levitate, Locate Object, Message, Mirror Image, Phantasmal Force, Web, Wizard Lock; DCC: Scorching Ray;
  • Lvl. 3 — BFRPG: Clairvoyance, Darkvision, Dispel Magic, Fireball, Fly, Gust of Wind, Haste, Hold Person, Immunity to Normal Weapons, Invisibility 10-ft. radius, Lightning Bolt, Protection From Evil 10-ft. radius, Protection From Normal Missiles, Water Breathing; DCC: Runic Alphabet Fey, Transference (Turn to Stone/Turn to Flesh); Planar Step (DCC)
  • Lvl. 4 — BFRPG: Charm Monster, Confusion, Dimensional Anchor, Dimension Door, Growth of Plants, Hallucinatory Terrain, Ice Storm, Magic Mirror, Remove Curse, Wall of Fire, Wizard Sense; DCC: ?
  • Lvl. 5 — BFRPG: Conjure Elemental, Dream, Feeblemind, Hold Monster, Magic Jar, Passwall, Telekinesis, Wall of Stone; DCC: Magic Bulwark (pg 251), Mind Purge, Lokerman’s Unerring Hunter, Replication (DCC)
  • Lvl. 6 — BFRPG: Anti-Magic Shell, Disintegrate, Flesh to Stone, Geas, Invisible Stalker, Lower Water, Projected Image, Wall of Iron; _
  • Lvl. 7:
  • Lvl. 8:
  • Lvl. 9:

Weapons (ranged and melee, by reach/range, damage, ammo, qualities):

  • Daggers, 1d4
  • Sling, 1d4
  • Fancy Walking stick, 1d4
  • Quarterstaff, 1d6 + 1

Magic Items

  • Ring of Armor, + 2
  • Ring of Water Breathing
  • scroll: Invisibility Purge3rd
    *scroll: Alter Self 3rd
  • tattoo of face on back (the “Mad Mage” Ezra)
  • Whip of Entanglement, + 1 (Elsa gave to Giacamo)
  • Wizard Staff, spirit-linked, + 1 to hit, 1d4 + Lvl. damage, Light, + 2 to cast Wizard Sense and Anti-Magic Field (or Magic Bulwark, from DCC)
Bio:

Equipment

  • Clothing:
    • armor: padded vest
    • disguises:
    • formal attire: Wizard’s robes
    • traveling clothes: belt, boots, cloak, leggings, tunic, underwear
  • Occupational tools:
    • sheaths for weapons, ammunition
    • traveling spellbook, pouches of components
  • Rations:
    • dried fruit and meat, 5 days’ worth
    • bread/rice, 5 days’ worth
    • water/wineskins, 2 pints
  • Other gear:
    • backpack, leather or wicker, full
    • blankets, bedroll
    • pouches/sacks
    • rope, 50 ft., hemp
    • torches, 10
  • Animals/transport: riding horse (left back on mainland)
    • Bit, blankets, bridle, harness, tack, saddle, stirrups
    • Saddlebags, with 4 days’ grain
    • Tinker’s cart — sold
  • Money:
    • c.p.:
    • s.p.:
    • e.p.:
    • g.p.: 196
    • p.p.:
    • gems:

Description:

  • Gender: Male
  • Date of birth/age: 39
    • Date created: 12 September 2012/“1 February 1228 B.C.E.
  • Eyes: dark brown; Hair: wavy black
  • Complexion: olive skin, swarthy
  • Height: 5 ft., 8 in.; Weight: 165 lbs.
  • Languages (1 native + 6 Linguistics): Abyssal, Hifalendorin (western human common, native), Draconic (magical), and Quelithan (High Elven), Suthern, Zarendo, Zuromm (Drow/Undercommon)
  • Patron deity/philosophy: Ismiltar, matron of magic
  • Nationality/home town: Hesolin, capital of the human kingdom of Hifalendor, on the western Plains of Sathendo
  • Appearance, mannerisms: Original “Vistel’s Circus” role — prestidigitator, stage magician, card tricks, seer, ringer
  • Image links: http://www.pinkgypsy.com/male-dancers/kamaal1.jpg
  • Contacts: In Hesolin, Thadenis, Sileran, Falit, Zarendo Islands…
  • Allies/enemies: Those who distrust arcane spellcasters
  • Companions/followers: “Imaginary friend” (the “Mad Mage” Ezra), Gerald
  • Strongholds: None yet

Bio/backstory (include homeland, family/training, allegiances): Giacomo was studying to be a teacher at the Magisterium (magic school/library) in Hesolin, capital of Hifalendor. Unfortunately, he was implicated in the sack of the city by the dreaded Ghost Fleet, and his former mentor left him a strange tattoo as a gift. Giacomo then joined “Vistel’s Circus”….

Advancement:

  • Every session: +1 skill point
  • Every five sessions (D20 level): +1 hit die
  • Every 10 sessions: +1 to Base Attack Bonus and +1 Refresh; also +1 Aspect or Attribute

“Vistel’s Circus,” Player Character Party 39 in Gene D.’s " Vanished Lands " heroic fantasy campaign, using the Basic Fantasy Role-Playing Game, as of spring 2014:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, embittered by experiences in Hesolin’s Magisterium; with homunculus familiar Gerald; NGc, Lvl. 8
  • Hamfast Hammerfist [Brian W.]-male Zeda (proto-Germanic) human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 8
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 8
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and former ringmaster with a mandolin; CNg, Lvl. 8
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with Banuq (winged cat) Penryn; NGc, Lvl. 8
  • Tempestade [Josh C.]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), former roustabout, now a follower of Otih; CGl, Lvl. 8
  • Sir Torrel [Alex W.]-male Hifalendorin human Paladin of Otih, the lord of the sun and justice; LGn, Lvl. 8
  • Radius [Jason E.R./departed ]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 8

Giacamo "the Mysterious" Du Vane

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