Val CHA Cost Roll Notes 8 STR -2 11- Lift 75.8kg; 1 1/2d6 HTH Damage [2] 16 DEX 18 12- OCV: 5/DCV: 5 11 CON 2 11- 8 BODY -4 11- 18 INT 8 13- PER Roll 13-/15- 14 EGO 8 12- ECV: 5 10 PRE 0 11- PRE Attack: 2d6 14 COM 2 12- 3 PD 1 Total: 3 PD (0 rPD) 2 ED 0 Total: 2 ED (0 rED) 3 SPD 4 Phases: 4, 8, 12 4 REC 0 22 END 0 18 STUN 0 Total Characteristics Cost: 37 Movement: Running: 6"/12" Swimming: 2"/4" Cost Powers & Skills 15 Circle of Astral Projection: Desolidification (affected by affected by magic/other astral creatures), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); OAF Immobile Fragile (magic circle can easily be broken or disturbed by anyone outside it; -2 1/4), Leaves Insensate And Helpless Body Of Flesh Behind (-1), Astral Body And Flesh Both Suffer Each Other's Damage (-1), Both Bodies Die If They Do Not Recombine In 24 Hours (-1), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Incantations (Requires ; Latin phrases throughout casting; -1/2), Requires A Skill Roll (-1/2) plus Invisibility to Sight and Hearing Groups , Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (56 Active Points); OAF Immobile Fragile (magic circle can easily be broken or disturbed by anyone outside it; -2 1/4), Leaves Insensate And Helpless Body Of Flesh Behind Power loses about half of its effectiveness (-1), Astral Body And Flesh Both Suffer Each Other's Damage (-1), Both Bodies Die If They Do Not Recombine In 24 Hours (-1), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Incantations (Requires ; Latin phrases throughout casting; -1/2), Requires A Skill Roll (-1/2), Linked (Desolidification; -1/2), Character Visible To Other Astral Creatures And Characters With Astral Awareness (-1/2) 4 Circle of Divination (Aura): Detect A Class Of Things 15- (Sight Group), Discriminatory; Extra Time (1 Minute, Only to Activate, -3/4), Costs Endurance (-1/2), Incantations (Requires ; Latin phrases throughout casting; -1/2), Requires A Skill Roll (-1/2), END 1 9 Circle of Divination (Clairvoyance): Clairsentience (Sight And Hearing Groups), x128 Range (19,200"); OAF Immobile Fragile (magic circle can easily be broken or disturbed by anyone outside it; -2 1/4), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Extra Time (1 Minute, Only to Activate, -3/4), Incantations (Requires ; Latin phrases throughout casting; -1/2), Only Through The Senses Of Others (requires someone known to the caster to be present at the scene; -1/2), Requires A Skill Roll (-1/2), Requires Something (crystal ball, pool of water, smoke) To See Visions In (-1/2), END 6 4 Circle of Divination (Consultation): Precognitive Clairsentience (Sight Group); OAF Immobile Fragile (magic circle can easily be broken or disturbed by anyone outside it; -2 1/4), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Precognition Only (-1), Extra Time (1 Minute, Only to Activate, -3/4), Requires A Skill Roll (-1/2), Incantations (Requires ; Latin phrases throughout casting; -1/2), No Range (-1/2), Requires A Prop To Show Answers With (-1/2), END 4 4 Fox Ears: +2 PER with Hearing Group Perks 2 Fringe Benefit: Member Of The Lower Nobility Skills 0 AK: England 8- 1 CK: London 8- 1 CK: Paris 8- 3 High Society 11- 1 Language: English (idiomatic; literate) 4 Language: French (completely fluent; literate) 1 Language: Latin (basic conversation; literacy only, literate) 3 Paramedics 13- 9 Power: Sorcery 16- 2 Circle of Sorcery: +5 with Sorcery Skill; Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Skill Levels Only Applicable For Next Spell Cast (-1), Extra Time (1 Minute, Only to Activate, -3/4), Incantations (Requires; Latin phrases throughout casting; -1/2), Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 2 PS: Writer (magical theory) 11- 0 TF: Equines 2 WF: Blades, Early Muzzleloader Pistols 3 Scholar 2 1) KS: Ancient Ring of Druidic Tradition 13- 1 2) KS: Herbs And Herbalism 11- 2 3) KS: Medicine 13- 2 4) KS: Sorcery 13- 2 5) KS: The Mystic Order of the Rosy Cross 13- 1 6) KS: Theology 11- 3 Scientist 2 1) SS: Alchemy 13- 1 2) SS: Chemistry 11- 1 3) SS: Mathmatics 11- 88 Total Powers & Skills Cost 125 Total Character Cost 50+ Disadvantages 10 Distinctive Features: Aristocratic Bearing (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: assorted magical orders of Europe 8- (Mo Pow, NCI, Watching) 0 Psychological Limitation: Vain About His Appearances (Common, Moderate) 15 Psychological Limitation: Freezes Up In Combat (Common, Strong) 10 Psychological Limitation: Seeks New And Unusual Magical Knowledge (Common, Strong) 20 Social Limitation: Outlaw (Frequently, Severe) 10 Experience 125 Total Disadvantage Points
Background/History: Jonathan was born in 1666 to the Roberts family of England. The Roberts being a family of fine English foxes, Jonathan was brought up with the sort of education one would expect of a member of the aristocracy. As he showed some aptitude for sorcery, Jonathan was entered into the Order of the Ancient Ring of Druidic Tradition (who are nowhere near as old as they claim, but are at least English). He proved an apt pupil, and quickly advanced in his studies, mastering several circles of magic. He also attended universities in London and Paris, until strained relations between England and France called the latter off. It was while in Paris that Jonathan first encountered the Mystic Order of the Rosy Cross (a.k.a. the Rosicrucians), who ignited in him a passion for exploring the laws of the universe.
Completing his studies, Jonathan elected to go to the New World and make his fortune among the English Colonies. Sorcery is a highly respected profession in England, (held in the same regard as a doctor, lawyer, or member of the clergy), and one skilled in the arts of Divination could become quite wealthy in the Americas. Unfortunately for Jonathan, he never made it to his destination.
Nearing Bermuda, Jonathan's ship was taken by pirates. As the ship's captain and crew had the audacity to first run, and then fight back, the pirates weren't in all that great of a mood when they finally captured their prize. Most of the crew ended up dead in the fighting, and those that survived were treated to a number of horrific torments before being disposed of. The passengers fared little better, being robbed and beaten before being set adrift in a small boat. Jonathan himself almost shared their fate, until one astute pirate realized that from his books and tools, Jonathan was in fact a magician. Since wizards were hard to come by, especially wizards willing to serve on a pirate ship, Jonathan was immediately press-ganged into service as the ship's resident magician. Jonathan, being none too brave in the face of great physical harm, agreed.
Presently Jonathan serves as the ship's sorcerer and assistant to the ship's doctor (whom Jonathan privately thinks is an idiot). Since magicians need their rest, as well as a quiet place to concentrate in order to cast spells, Jonathan's been given the second largest cabin on the ship -- which basically means enough space for a bed, a cabinet or two, and sufficient headroom for him to stand fully erect. The crew treat him with a mixture of awe, dread, and contempt, while Jonathan does his best to avoid the crew altogether. Presently, his only hope is that the ship will run afoul of a British pirate-chaser, and he'll be freed from his servitude.
Personality/Motivation: Jonathan is not a brave fox. He is more interested in his books and his magic than swords, cannon, and pieces of eight. He doesn't mind the sea, but he can't stand the crowded, smelly conditions on board ship, and misses a good hot bath. He is a touch vain about appearances, and attempts (without much success) to keep himself properly dressed and appointed -- as befitting an English gentleman.
Being a scholar, Jonathan tries to avoid combat, especially ship-to-ship engagements. He does know how to use a sword (all young English nobles should understand fencing), and has been trained in the use of firearms, but doesn't do well if confronted with more than one attacker. In more open combat, such as a melee, Jonathan will freeze up and be unable to decide on any course of action. Fortunately for him, his orders are to go below the moment it looks like the guns are to be run out and the shooting will start.
Jonathan's driving ambition is learning. He is fascinated by the world around him, and used to enjoy attending lectures and debates by members of the Rosicrucians back in Paris. Part of his desire to travel to the New World was the chance to see that which few others had, and well as the possibility of learning something new. Naturally, he is also interested in anything related to his chosen profession of sorcery, and will tend to forget his natural instinct for self-preservation in the face of new and unusual discoveries. This fascination will also lead him into experimenting with new spells and unknown enchanted items. Although he has not yet suffered any harm from this rather reckless form of study, it is only a matter of time.
Quote: "Jonathan Roberts, esquire, at your service madam. And may I assure you that although I am in the company of these ruffians, it was not by choice, for I am a gentleman sorcerer, and am in no way a pirate."
Powers/Tactics: As ship's sorcerer, Jonathan's duties are quite simple: he to assist in finding prizes to be taken, identify unusual items taken from a prize, assist the ship's doctor, and assist the ship's navigator when normal navigation instruments are useless. During combat, he is to stay below, as the crew would rather not risk their magician in an open fight (and besides, the pirates all know Jonathan is pretty useless in combat). As Jonathan knows the pirates don't really need him around, and would probably kill him if he disobeyed their orders, he does what they say.
Using his herbalist, alchemical and medical skills, Jonathan mixes up medicines for the pirate crew, doing his best to treat illnesses and injuries. He is also called upon to make gunpowder, directing the crewmen in the proper mixing of raw materials. As his spells have no direct combat use, Jonathan casts them only if the ship is lost, in bad weather, without wind, or hasn't seen a prize in any length of time. The crew has also learned that Jonathan's divination spells are highly useful in identifying rich prizes and unusual plunder, so he is often asked to scan a haul after it is brought on board.
Notes on Spells: All of Jonathan's spells require him to draw a large circle on the floor, sit within that circle and recite certain Latin (or Gaelic) phrases. All his spells take a minute to cast, although Jonathan will often take even longer (thus getting an Extra Time bonus to his Skill Roll), if he is not being rushed.
Appearance: Jonathan is an English fox, 24 years old, with thick black hair and gray eyes. He stands a mere 5'1" and weighs 105 pounds dripping wet, which seeing as he is now a pirate, is far more often than he likes. As Jonathan would like to retain some sense of dignity and class, even on board a pirate ship, he goes to great lengths to keep himself as well-groomed as possible. He keeps his hair combed and tied back with a fine length of ribbon, although he is despairing of ever getting a proper wig again. As for clothing, the crew allows him to take his share of any treasure in the form of fine lace, silk and brocade, which means that Jonathan can at least dress well. Unfortunately, this still means that Jonathan's wardrobe isn't all that big, and what there is is a bit threadbare.
Currently, Jonathan dresses in black knee breeches and a slightly stained white linen singlet. Over this he wears a gray sleeveless doublet, and over that goes a blue velvet coat with gold rim (which is too big for him). Jonathan is fairly pleased with the end result -- one can at least tell he is a gentlemen -- but is uncomfortable with the fact that almost all his current clothing was stolen.
Equipment: Jonathan has very little in the way of belongings at the moment. He has his spell book, a diary, a few quills and a small quantity of ink, a small knife, a comb, some cologne, the tools of his trade (chalk, crystal ball, Tarot cards etc.) and a change of clothing. The captain of this ship has given him a small sword (1d6 HKA, STR Min 8) to wear and a wheellock pistol that no one else wanted. Jonathan also has a small quantity of money (mainly Spanish silver) tucked away under his mattress.
Designer's Notes: Jonathan is derived from the world of the Fuzzy Pirates RPG. Fuzzy Pirates is a pirate game (naturally) set in an alternate 1690 in which the world is populated by intelligent animals (a.k.a. "anthromorphics"). Jonathan himself was inspired by a drawing of a young sorcerer looking somewhat out of his league while in the midst of casting a spell. With a little work, I came up with the idea of a young press-ganged sorcerer unwillingly serving with a bunch of pirates.
Although set in 1690, Jonathan's character is such that I think he can easily be adapted to any fantasy setting. The main elements of his character are his unwillingness to get into open combat and his desire for knowledge. Thus, he may not make a good Player Character, but he certainly makes for a good NPC or DNPC.
(Character sheet created by Michael Surbrook)
Jonathan Roberts, esq's Hero Designer File
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