Finn

Level 4 elf mage

Health
34/34
Mana
37/27

Talents

Lore

You have an inquisitive mind and absorb facts easily.

Novice: You have studied hard. When you make a successful Cunning test with a lore focus, the GM should give you an extra piece of information on the topic. A lore focus is any Cunning focus with the word “lore” in it, such as Cultural Lore and Historical Lore. The GM determines the additional information and it may or may not be pertinent to the main question at hand.


Primal Magic

You have delved into the secrets of Primal magic.
Novice: You can create a small flame in your hand without spending mana points. The flame can’t be used in combat but can set mundane items alight. It remains in your hand until dismissed. Creating and dismissing the flame are free actions.

Focuses

Arcane Lore (Cunning)
Knowing about magic, its traditions, and the Fade.

Primal (Magic)
Understanding the secrets of the Primal school of magic.

Religious Lore (Cunning)
Knowing religious traditions and practices, particularly those of the Chantry.

Seeing (Perception)
Using your visual sense.

Speed
14
Defense
12
Armor
3
Penalty
0
Communication
2
Constitution
0
Cunning
4
Dexterity
2
Magic
5
Perception
2
Strength
0
Willpower
2
Rolls: 3d6 + ability + focuses

Combat: 1 major + 1 minor or 2 minor.

Figures

Mother Eloïse

Chantry mother who taught them the chant, the first person Finn would go to when they had a problem. She was the one who told him he’d never be a chantry sister.


Ser Frederick

One of the “good” templars. He’d sneak extra food when Finn wasn’t allowed to eat, and while he wouldn’t intervene, he would never participate in the abuse Finn suffered. Finn eventually distanced themselves from him (following mother Eloise’s advice), refusing his help. It was eventually revealed that ser Frederick had helped several mages escape the circle (informing about patrols and giving supplies). Finn testified against him, and thinks of this as a test from the Maker. They never found out what happened of him.

Backstory

  • from an alienage
  • doesn’t know his age, the chantry knows but never bothered to tell them
  • sat down and waited for execution when the rite of annulement was called, but another mage got him out and now he has FEELINGS

My reason for having all these attack spells is that Finn has a natural affinity for Primal magic, specifically fire, and they HATE this. They wanted to be a healer and they got stuck with fucking fire, can’t cast a proper healing spell to save their life.

Flaming Weapons

Magic School: Primal

Spell type: Enhancement
Mana cost: 6
Casting time: Major Action
Target Number: 15
Test: none

The readied melee weapons of allies within 10 yards of you burst into flames, and inflict an additional 1d6 damage with each successful attack. This last for one minute; you can extend this duration when you cast the spell by spending an additional 3 MP per additional minute you would like it to last. This spell does not harm the weapons it affects and may be cast on frost weapons.

Flame Blast

Magic School: Primal

Spell type: Attack
Mana cost: 3
Casting time: Major Action
Target Number: 12
Test: Dexterity (Acrobatics) vs Spellpower

You throw a mote of fire to a point anywhere within 50 yards, where it erupts into a ball of flame with a 4-yard radius. Anyone caught in the blast takes 3d6 + Magic damage and may be knocked prone; those who make a successful Dexterity (Acrobatics) test vs. your Spellpower remain standing.

Winter's Grasp

Magic School: Primal

Spell type: Enhancement
Mana cost: 3
Casting time: Major Action
Target Number: 12
Test: Constitution (Stamina) vs. Spellpower

You envelop a visible target within 20 yards of you in a cloud of frost and ice that lasts a number of rounds equal to your Magic ability. The round you cast it, winter’s grasp inflicts 1d6 penetrating damage. While the spell is in effect, the target must make a Constitution (Stamina) test vs. your Spellpower at the start of each of their turns. If successful, the spell ends. If the test is failed, the target takes 1d6 penetrating damage and suffers a cumulative –2 penalty to Speed. Those killed by winter’s grasp are frozen solid.

Arcane Lance

Attack roll: 7
Damage: 1D6+5

Fireball

Magic School: Primal

Spell type: Attack
Mana cost: 11
Casting time: Major Action
Target Number: 17
Test: none

Gouts of blazing fire erupt from your outstretched hands, burning nearby targets. The flame blast is 8 yards long and 2 yards wide. Anyone hit by the blast takes 2d6+1 damage. Targets that make a successful Dexterity (Acrobatics) test vs. your Spellpower only take 1d6+1 damage.

Mind Blast

Magic School: Spirit

Spell type: Attack
Mana cost: 3
Casting time: Major Action
Target Number: 12
Test: Strength (Might) vs Spellpower

You create a circular blast of telekinetic force with a 2 yard radius that’s centered anywhere within 50 yards that you can see. Those caught in the blast are knocked prone and cannot take a major action on their next turn. Targets that make a successful Strength (Might) test vs. your Spellpower are only knocked prone. In either case, any prepared actions are lost.

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Have images and doodles here for fun
Write last session here
  • Nick is missing?
  • Finn goes to the library with Douglas (guard) who is SO excited to pick up his book on Avaar poetry.
  • On the way, Finn reveals he's never felt safer than these days (specifically in the context of Douglas' protection) and Douglas gets sooooo serious and says "I would die for you." which is a LOT.
  • Finn finds a bunch of books on history, learns that in early dragon era during the first blight a bunch of casteless refugees from an unknown thaig arrived in Cumberland.
  • The local dwarven merchants don't want to take them in because they're casteless, and ALSO because they're Andrastian
    • This makes zero sense because they've never been to the surface before.
    • The merchants use this as an excuse to not take them in, saying that they must be lying about being deep roads refugees
    • They are very vague about it all, but when the librarian asks them why they're andrastian one of them answers: "same as you: she freed the slaves."
    • THIS IS CRAZY
  • Finn is done, Douglas finishes the book, and tells him all about the poetry on their way back, to Finn's delight.
  • Marren is exchanging pretty trinkets at the brothel!!
  • She meets a cool qunari, sells him a trinket, learns of a blonde antivan elf with face tattoos who's a great lover
    • ZEVRAN IS HERE?? HAS BEEN HERE???? HELLO???
  • Al arrives in a panic, Nick is SO missing, it's been 3 days since we've seen him and 5 for Al.
  • A warden has left the city with a wagon. We assume she has him. We ride out, I'm on Al's horse and he's SO nice and apologetic about it.
  • We catch up, she attacks us, Marren is so fucking cool and keeps freezing her and I unlock the door
  • Nick is in the wagon, chained beaten drugged AND gagged, which should feel like overkill but really isn't
  • I unlock the chains, get Al to pick him up, Marren is still chaincasting Daze.
  • I chain the warden, we BOOK it, she chooses not to follow (cool of her).
  • We get back, Al calls for a healer and we all go to his tent which is massive (on account of he's the DUKE)
  • Nick has burn scars, torture scars, top surgery scars
  • As soon as the healer is gone Finn sits next to the bed and falls asleep, wakes up with Al's cape draped over him (angel)
  • Nick has a nightmare, Finn wakes him up, essentially tells Finn he likes him and misreads the response as a rejection but Finn fixes it and Nick falls asleep holding his hand
  • Finn needs to find a cure for the calling.