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The Inimitable Polidori

 

The inimitable Polidori is well-known as a travelling magician. He can be found at fairs small and large, throughout the land, pulling coins from people's noses or roses out of horse's manes and similar tricks. In addition, he does a trade in small trinkets and charms, and minor healings. He is instantly recognisable - a stout man, perhaps running a little to fat, with a small, neatly trimmed goatee and receding hairline, his hair oiled and tied back in a short queue. More than this though, he is made recognisable by his flamboyant dress - shirts with extravagantly ruffled collars and cuffs, coats in all shades and floppy hats with drooping feathers. The inimitable Polidori is popular at inns and with small children, who will run alongside his wagon to catch the trinkets he tosses, which no-one ever seems to be quite able to catch. He is well known to be kindly and jolly, friend to the aged and weak, and is said to dispense medicines freely to those who truly cannot afford them.

The inimitable Polidori is also known in the quiet backrooms of power, for quite another reason, and by quite another name. These employers know him as an efficient killer and breaker in-at-windows. He sells his expertise as an assassin, counter-assassin, a thief or a catcher of thieves. To him, it's all one and the same. Under his jolly exterior, he has the heart of a quiet sociopath. Murder and theft is as good a way to earn his bread as healing. He carries on his life as travelling hedge-wizard since it allows him freedom of movement and an unequalled cover. Who could suspect the jolly Polidori? At least part of his reliance on a life of crime is his enjoyment of both the cash it brings and the opportunity to exhibit his own cleverness in the most demanding arena.

CHA

VAL

Cost

STR

15

+10

DEX

14

+12

CON

13

+6

BOD

12

+4

INT

18

+8

EGO

9

-2

PRE

10

COM

10

PD

3

ED

3

SPD

4

+16

REC

5

-4

END

26

STUN

27

Total

+50

OCV

5

±4 with Martial Arts

DCV

5

±4 with Martial Arts, +2 for shield

ECV

4

Powers, skills, etc

2

FAM : Common melee weapons

1

Languages: Dymerian (native, literate)

3

FAM: FAM: High Society (8-), FAM: Forgery (8-), FAM: Acting (8-)

12

Climbing, Lockpicking, Stealth, Sleight of hand (all 12-)

12

Disguise (11-), Security Systems (13-), Shadowing (11-), Streetwise (11-)

20

+4 with thief skills

12

10 point pool Gadgets (alchemical toys and stage magician's gear) All items OAF (-1), requires a sleight of hand roll to change (-1/2), limited range of powers (-1/4)

16

Martial Arts Multipower (16 point reserve, Way of the Assassin)

1,u

Block

+2 OCV, +2 DCV

1,u

Disarm

+2 OCV, +1 DCV

1,u

Dodge

+5 DCV

1,u

Lightning Strike

+3d6 HA, +3 OCV (6d6 HA with STR)

1,u

Killing Strike

1d6 HKA (2d6 with STR)

1,u

Nerve strike

+ 2d6 HA, NND (31/2 d6 with STR)

1,u

Throwing skill

1d6 RKA (requires appropriate objects to throw, -1/2)

1,u

Throttle

1" Darkness vs hearing (only to cancel voice of victim, -2) +1d6 HA NND (3d6 w. STR, defence is armour on neck)

12

+4 with martial arts

Normal Equipment

Generally carried:

6 daggers (distributed about person)

Clothing - ornate, with plenty of ruffles, a wide sash belt and short hooded cape.

Large hat with feathers

Leather Armour (Torso locations) worn under clothing

Backpack

Tinder Box

Belt Pouch, small x 3

Extra equipment: medium shield, Chain shirt and small helmet (6 PD/ED), Lantern, small wagon and donkey, Magician's stage materials

100+

Disadvantages

15

Secret ID

5

Psychological limit : Wanderer (Uncommon, moderate)

10

Psychological limit : Amoral (Common, moderate)

5

Psychological limit : Likes to outwit/embarrass foes (uncommon, moderate)

5

Reputation: wandering magician/trickster (8-)

5

Reputation: Thief-catcher/thief (8-)

5

Watched ( 8-, by Thieves' Guilds, more powerful, NCI, limited area)

Typical gadgets in pool:

Cost

Item/Power

2

Garrote: +10 STR. Only for choking attacks (-2), OAF (-1)

2

Smoke bombs: Images vs normal sight (only of smoke, -2), OAF (-1), 6 charges, each lasts 1 turn (-1/4)

2

Chilli-filled eggshells: 1d6 Flash. OAF (-1), 2 charges (-1 1/2), reduced by range (-1/4)

2

Pepper: Images vs tracking scent. OAF (-1), 1 use, lasts 1 minute (-1), requires concentration (1/2 DCV) and Gestures throughout (sprinkling over tracks, -1/2) Balanced throwing darts: + 2 OCV to throwing skill OAF (-1), 6 uses, (-3/4)

1

Breathing tube: Life support - breathe underwater. OAF (-1), only within 1 foot of surface (-2), requires concentration throughout (1/2 DCV, -1/2)\

2

Swingline: 10" swinging. OAF (-1), 1 recoverable charge (-1 1/4), full phase to use (-1/2), no noncombat multiple (-1/4)

2

Caltrops: 1 point HKA, autofire, triggered by crossing area where they are sprinkled, OAF (-1), 1 recoverable charge (-1 1/4), full phase to use (-1/2), can be swept away (-1/4)

2

Marbles: 1/2d6 running drain, 1 hex area effect, triggered by moving into area where they are dropped, OAF (-1), 1 recoverable charge (-1 1/4), Full phase to use (-1/2), can be swept away (-1/4)

2

Lockbreaker: +5 STR. Only for forcing locks (-2), OAF (-1)

1

Healing herbs: + 2d6 Healing. OAF (-1), 4 charges (-1 1/4), Full phase to use (-1/2), Gestures (take and eat, -1/4), Gradual effect (1 day, -3)

3

Assassin's fuligin outfit with padded shoes, etc: +3 to stealth rolls. OIF (-1/2), causes consternation in viewers (side effect, -1/2)

3

Tiger's Claws: +3 to climbing rolls. OIF (-1/2), Only where claws can dig in (-1/2)

5

Magician's tools: Images to normal sight, (OAF-1)