Dustan Towme

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Name Dustan Towme
Age 20
Race Human
Class Wizard
Status PC (Living)
Rank
Allegiance Wizards' Guild, Heroes' Guild
Culture Generic
Religion Pantheonism
Residence The Capital

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Title: Dustan Towme, Novice of the Wizards' Academy, Initiate of the Heroes' Guild
Actor: Simon Pegg

Concept

Young wizard looking for adventure!

Tropes

Details

Timeline:

  • -20ya, Dustan born, third son of an oppressive upper-trade-class father, an accomplished bookbinder and book merchant in the Capital, Academics District
  • -19ya, mother died, having never fully recovered from childbirth.
  • -6ya, Dad pulls some strings and gets Dustan sent off to the Spire to train at the Wizards' Academy there—like it or not; met and became best buds w/ [Nick Frost] and [Anakin Potter]
  • -5ya, Dustan gets paired off with Magister Mintôr, a 300yo elf, who claims he drew the short straw (but probably actually saw some potential, and has been a good teacher).
  • -1.5ya, [Anakin Potter] identified as the Chosen One™ gradually leaves the other two behind (which reminds Dustan of home)
  • -1ya, Dustan allowed to take some educational/vocational time-off "on errant" under Magister Mintôr's occasional supervision; joins the Heroes' Guild
  • -<1ya(?), Dustan joins brothers-at-arms company with other PCs

Misc Notes

  • Grew up around lots and lots of books—learned all about books, covers, bindings, storage and care, etc.
  • Father has always considered Dustan to be pretty much worthless; favored the older brothers.
  • Dustan was a bit old to start at the Wizards' Academy, so he was always the older kid in the class.
  • Always had problems with the hierarchical and ritualized structure at the Guild; a bit of a free-thinker (and occasionally, troublemaker)
  • Trying to decide whether to continue with the Guild or strike out on his own.
  • Father & brothers still live at the family home/business in Academics District, in the Capital

Traits (150 points)

Needs update

ST 10 [0]; DX 11 [20]; IQ 14 [80]; HT 11 [10].
Damage 1d-2/1d; BL 20 lb; HP 10 [0]; Will 14 [0]; Per 14 [0]; FP 12 [3].
Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 8.

Social Background

TL: 3 [0].
CF: Imperial (Native) [0].
Languages: Common (Native) [0].

Templates and Meta-Traits

Apprentice - Wizard (Dungeon Fantasy; p. DF15:7) [0]; Apprentice (Dungeon Fantasy; p. DF15:6; Specialized) [0]; Fluidism (Magical Style; p. Magical Styles - Dungeon Magic: 6) [0]; Wizard (Dungeon Fantasy, Placeholder; p. DF1:13) [0].

Advantages

Elder Gift 1 [5]; Guild Rank 0 (Heroes' Guild) [0]; Guild Rank 0 (Wizards' Guild) [0]; Magery 0 [5]; Magery 3 [30]; Patron (Master Míntor; 6 or less) [5].
Perks: Improvised Magic (Fluidism); Magical School Familiarity (Fluidism). [2]

Disadvantages

Code of Honor (Wizards' Code) [-15]; Curious (12 or less) [-5]; Duty (Wizards' Guild; 9 or less (fairly often)) [-5]; Impulsiveness (12 or less) [-10]; Sense of Duty (Adventuring companions) [-5]; Wealth (Struggling) [-10].
Quirks: _Unused Quirk 1; _Unused Quirk 2; _Unused Quirk 3; _Unused Quirk 4; _Unused Quirk 5. [-5]

Skills

Alchemy/TL3 (VH) IQ-2 [1]-12*; Artist (Calligraphy) (H) IQ-2 [1]-12; Artist (Illumination) (H) IQ-2 [1]-12; Body Sense (H) DX-2 [1]-9; Diplomacy (H) IQ-2 [1]-12; Expert Skill (Books and Bookbinding) (H) IQ [4]-14; Fast-Talk (A) IQ-1 [1]-13; Hidden Lore (Magical Writings Lore) (A) IQ+1 [2]-15*; Hidden Lore (Secret Writings) (A) IQ [1]-14*; Hiking (A) HT-1 [1]-10; Innate Attack (Beam) (E) DX+1 [2]-12; Innate Attack (Projectile) (E) DX+1 [2]-12; Meditation (H) Will-2 [1]-12; Observation (A) Per-1 [1]-13; Occultism (A) IQ [1]-14*; Philosophy (Fluidism) (H) IQ-2 [1]-12; Research/TL3 (A) IQ-1 [1]-13; Scrounging (E) Per [1]-14; Speed-Reading (A) IQ-1 [1]-13; Staff (A) DX+1 [4]-12; Swimming (E) HT [1]-11; Teaching (A) IQ-1 [1]-13; Thaumatology (VH) IQ+2 [2]-16†; Weather Sense (A) IQ-1 [1]-13; Writing (A) IQ-1 [1]-13.

Spells

Apportation (H) IQ+1 [1]-15‡; Create Water (H) IQ+1 [1]-15‡; Deflect Missile (H) IQ+1 [1]-15‡; Detect Magic (H) IQ+1 [1]-15‡; Haste (H) IQ+1 [1]-15‡; Purify Water (H) IQ+1 [1]-15‡; Seek Water (H) IQ+1 [1]-15‡; Shape Water (H) IQ+1 [1]-15‡; Shield (H) IQ+1 [1]-15‡; Water Jet (H) IQ+1 [1]-15‡.

Footnotes

* Includes +1 from 'Elder Gift'.
† Includes +3 from 'Magery', +1 from 'Elder Gift'.
‡ Includes +3 from 'Magery'.

Notes