Josh C.'s human Monk for Gene D.'s "Vanished Lands: Vistel's Circus" fantasy campaign


Player Character: “Tempestade”
Role-Player: Joshua C.
Campaign: “Vanished Lands heroic fantasy

  • Game Master: Gene D.
  • Adventuring party: 39 (“Vistel’s Circus,” Boston area)
  • Rules systems: D20 Basic Fantasy Role-Playing Game, Fantastic Adventures in Tabletop Entertainment (FATE) 3e Legends of Anglerre
  • Date revised: 23 June 2014/“12 March 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): Time-displaced Brazilian/Barbari human
  • Occupation (class/subclass): Battle Dancer (Cleric/Monk)
    • Level: 9 (no. of sessions divided by 5)
  • Trouble/foibles: Friends die for secrets exposed
  • Motivation (alignment): “Break the chains, burn the masters” (hates slavery; Chaotic Good, with Lawful tendencies)
  • Allegiances: Acolyte of Otih, the lord of the sun and Justice

Attributes (roll 4d6, drop the lowest, reroll 1s; added 2 to Dex at origin; and bonuses):

  • Strength: 17 (+ 2 bonus; x5 = (85 lbs.) max. carry, x10 = (170) max. lift; to damage)
  • Dexterity: 21 (+ 4; x2 = ft. per round; to initiative)
  • Constitution: 12 (+ 1; to Hit Points per level)
  • Intelligence: 13 (+ 1; see skills below)
  • Wisdom: 15 (+ 2; to Resolve/Will)
  • Charisma: 11 (0; to Leadership)

Hit Points: 59 (Cleric d8, 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 below)
Armor Class: 23 (incl. + 2 Dex bonus, class, gear; 26 fighting defensively, 23 on total defense)

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): 55 ranks total

Attack Skills
Skill Attribute Total Rank Bonus Base Attack Bonus Notes
Brawl Dex 17 9 +4 +4 unarmed combat, see Martial Arts stunt
Melee Dex 10 4 +4 +4 hand to hand weapons
Shooting Dex 8 0 +4 +4 ranged weapons
Saving Throw Skills
Skill Attribute Total Rank Bonus Notes
Acrobatics Dex 12 8 +4 Reflex, incl. escape artist, fly, tightrope, tumble
Endurance Con 7 6 +1 Fortitude, run, stamina, swim
Resolve Wis 5 3 +2 Will
Skill Attribute Total Rank Bonus Notes
Animal Handling Wis ride
Area Knowledge Int geography, history, law/politics
Athletics Str 5 3 +2 climb, jump, lift
Craft Dex/Int wood carving
Deception Cha 4 3 +1 bluff, disguise
Diplomacy Cha bargaining, persuasion, taunt
Devices Dex locks, traps, constructs, mechanic
Engineering Int l architecture, dungeoneering, siege engines, power systems
Gaming Int l incl. gambling
Intimidation Str interrogation
Leadership Cha followers
Linguistics Int 7 6 +1 plus native; decipher, forgery
Medicine Wis heal
Mysteries Wis spells/psi/powers
Perception Wis 4 2 +2 empathy/sense motive, notice
Perform Cha 2 1 1 by medium, incl. acting, dance, painting, sculpture, music, poetry
Profession Int non-adventuring, e.g. appraisal
Science/technology Int by type, e.g. biology, computers
Sleight of Hand Dex holdout, pick pockets
Stealth Dex 10 6 4 follow, hide, move silently
Streetwise Cha 2 1 1 contacts/gather info, rapport
Survival 4 2 2 by terrain, incl. tracking
Vehicles Dex by type/medium
Warfare Int tactics, strategy, weaponry
Weather Wis 3 2 1 Weather Power skill from Legends of Anglerre; Trappings — Manipulate Weather, Predict Weather, Weather Words

Skill notes

10 Capoeira (Brawl/Martial Arts style) maneuvers

  • KI Attack
    • Hands and melee weapons count as magic, as per AotGW.
  • Meditation
    • By setting aside at least an hour a day, can avoid negatives from lack of food or sleep
  • Fighting Defensively
    • You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 to AC until the start of your next turn.
  • Unarmed damage
    • 1d6 at first level + 1d6 every four levels (3d6 Current)
  • Crane Style
    • You take only a -2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
  • Crane Wing
    • Once per round, when fighting defensively with at least one hand free, you can designate one melee attack being made against you before the roll is made. You receive a +4 dodge bonus to AC against that attack. If you using the total defense action instead, you can deflect one melee attack that would normally
      hit you. An attack so deflected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed.
  • Crane Riposte
    • You take only a -1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to deflect an opponent’s attack, you can make an attack of opportunity against that opponent after the attack is deflected.
  • Martial Arts
    • Use Dex instead of Str bonus for Brawl (unarmed, hand-to-hand combat), each total rank of Brawl
  • Martial Arts II
    • Use Dex instead of Str bonus for brawl Damage.
  • AC bonus (class):
    • Base currently 20, see table in AofGw description.


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

  • Move
    • As per Basic Fantasy, +40 currently
  • Flurry of Blows
    • 3 attacks per round (As per Adept of the Great Way)
  • Turn Undead
    • 8d6 holy damage 8 times a day
  • Weather
    • Access to the weather skill from Legends of Anglerre
  • Speak With Animals
    • 1x Lvl. per day

Refresh: 4 remaining of 10 total (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)


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

  • chain, spiked: enchantment and 1 hex/5-ft. reach, plus entangle (Ref save DC 10 + 1/2 Lvl.)
  • daggers, silvered 1d4
  • fists, 3d6 (per Adept of the Great Way)
  • sling 1d3
  • Javelin of lightning


  • Gender: Male
  • Date of birth/age: 26
    • Date created: 10 September 2012/“1 February 1228 B.C.E.
  • Eyes: brown; Hair: bald
  • Complexion: dark
  • Height: 6 ft., 1 in.; Weight: 219 lbs.
  • Languages (native + Linguistics): Portuguese (native), Hifalendorin (western human common)


  • Magic/empowered items (nonweapon):
    • Boots of Spider Climb
    • Dust of Trackless Steps (DC 20 to track)
    • Ring of Jumping + 3
    • potions:
    • scrolls:
  • Clothing:
    • armor: none
    • disguises: winter clothing
    • formal attire: simple robe
    • traveling clothes: belt, boots, cloak, leggings, tunic, underwear
  • Occupational tools:
    • holy symbol of Otih — sun disc
    • sheaths for weapons and ammunition
  • Rations: 10 lbs.
    • dried fruit and meat, 5 days’ worth
    • bread/rice, 5 days’ worth
    • water/wine skins, 2 of 2 pints each
  • Other gear:
    • backpack, leather, full
    • blankets, bedroll
    • pouches/sacks
    • rope, 50 ft., hemp
    • tent, small
    • torches, 10
  • Animals/transport: No steed at moment
    • Bit, blankets, bridle, harness, tack, saddle, stirrups
    • Saddlebags, with 4 days’ grain
  • Money:
  • Copper pieces: 10
  • Silver pieces: 50
  • Electrum pieces: 0
  • Gold pieces: 190
  • Platinum pieces: 0
  • Gems (number, g.p. value): 0
  • Homeland/nationality: Brazilian ex-slave (not native to the “Vanished Lands”)
  • Patron deity/philosophy: " Otih is my orisha."
  • Appearance, mannerisms: Pretends to be obsequious to slavers
  • Image links:
  • Contacts:
  • Allies/enemies:
  • Companions/followers:
  • Strongholds: None yet

Bio/backstory (include homeland/nationality, family/training, allegiances): Tempestade was born Miguel, a slave to the Candyland plantation, one of the largest plantations in the Mina Gerais state in Brazil. In his youth he was told that it would take more than a day to cross the land owned by Lord Yves d’Agneau, the Mestre of the estate.

Candyland was organized into different villages, each working different fields. Miguel lived in Rio de Cidade, a “port” town where sugarcane, coffee, and other crops were taken for transport downriver. The river proved to be his means of escape.

One day, Miguel noticed several men hiding in a cart of sugarcane, the bosses were passed out drunk in the noon sun so they didn’t. Miguel seized his opportunity and stowed away with them. They were not happy having such an inexperienced boy along with them, however kicking him out would attract more attention than letting him stay.

He followed the men back to a small Mocambos hidden in the forest. Lead by a man named Armadeiras. While other runaway slaves were content to live and enjoy their freedom, he was not. He taught the runaways how to fight back against their former owners, as well as how to fight back against those much more powerful including stealth, sabotage and Capoeria.

While there, Miguel was taught to hide, when to fight, and when not to fight. One fateful night while practicing in a storm, Armadeiras came out and watched Miguel training. He was impressed enough to baptize Miguel as Tempestade. Tempestade joined the men for a bit raiding until the bosses became sick of it.

One day, they came with metal monsters bellowing smoke and fire, gun that shot lightning and airships that dropped fire. Armadeiras told them to run and meet up later. Every man would look for a new place to set up the Mocambos.

Tempestade ran and found something strange, a small redheaded man, he offered to send Tempestade to a place where he could find a new home for his people. All he asked in return was when he came back to do as much damage as possible to his former bosses. Tempestade agreed and just as he was sent he noticed the man’s backwards feet.

Soon after the man sent him to this new land, he found Vistel’s Circus and began traveling with them….

“Vistel’s Circus,” Player Character Party 39 in Gene D.’s " Vanished Lands " heroic fantasy campaign, using the D20 Basic Fantasy Role-Playing Game and FATE 3e Legends of Anglerre, as of summer 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. 9
  • Hamfast Hammerfist [Brian W.]-male Zeda (proto-Germanic) human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 9
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 9
  • Tempestade [Josh C.]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), former roustabout, now a follower of Otih; CGl, Lvl. 9
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and former ringmaster with a mandolin; CNg, Lvl. 9
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with Banuq (winged cat) Penryn; NGc, Lvl. 9
  • Radius [Jason E.R./departed ]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 9
  • Sir Torrel [Alex W.]-male Hifalendorin human Paladin of Otih, the lord of the sun and justice; LGn, Lvl. 7
  • Rhys Davies [Drew S.]-male Tinker Gnome (Minoi) clockwork gadgeteer; TNg, Lvl. 9


  • 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


Vanished Lands josh61980