Federico Di Firenze

Federico di Firenze: flamboyant Florentine fencer filcher swordsman.

Memory of Federico

Character Description

Born: 1194 A.D. July 23

Experience: 3

Background

Federico hails from Florence (as does his fighting style). He is brown-haired and brown-eyed, with the olive skin common to his countrymen. Federico was a fairly successful burglar and bandit but ran afowl of Alibrando - the Bishop of Florence. Having at least some sense of self-preservation, Federico decided to get as far away from the city of his birth as fast as possible. At some point in his fugitive flight, the Florentine Fool happened upon a wealthy caravan of mages and invited himself to join them on a journey to England.

Possessions

  • Leather Scale Hauberk (Load -2.0)
  • Two Shortswords (Load -.5 each)
  • Heavy Crossbow (Load -1.0)

General Traits

Characteristics

Intelligence: -1 (Dense)
Perception: 0
Strength: 1 (Athletic)
Stamina: 1 (Hardy)
Dexterity: 2 (Catlike)
Quickness: 2 (Reflexive)
Presence: 0
Communication: 0

Confidence: 3/3
Size: 0
Decrepitude: 0

Virtues

Lightning Reflexes (2)
You respond to surprises almost instantly. In fact, your reflexes are sometimes so fast that you don't have a chance to think about how you are going to respond. Whenever you are surprised or startled, roll a stress die + Quickness. If you get a 3 or better, you respond reflexively. You must tell the Storyguide what one type of action (attacking, blocking, running, etc.) you would like to respond with. If attacking in response, you gain +9 to your Initiative Total. The Storyguide is the final arbiter of what happens (though it is always in the best interests of your immediate self-preservation). You only react to threats that you are not fully aware of, so you don't get a bonus against an assassin you watch sneak up on you. Note that you do not get a choice about whether to react. You could just as easily skewer a friend sneaking up in fun as you would an assassin about to strike. Also note that you must perceive an action to react to it — you can still be easily killed in your sleep. This Virtue gives you no special powers of perception.
Carefree (1)
You are unshakably cheerful and happy in all cicumstances. You receive +6 on all rolls to resist despair and sorrow (including spell effects) and +3 to Communication rolls when dealing with those who appreciate your disposition.
Ambidextrous (1)
You can use either hand equally well. You never suffer the -3 penalty for using a weapon in your off hand.
Tough (1)
You can take physical punishment better than most people. You get a +3 bonus to your Soak score.
Wanderer (0)
You are not tied to any liege or community, though you might well live at the covenant. You may have standard equipment and a riding horse.

Flaws

Overconfident (-2)
You have an exaggerated and unshakable opinion of your capabilities, and you do not hesitate to try things that promise only defeat. If you are convincing in your speech, you can infect others with your overconfidence. You gain the Personality Trait Overconfident at +3.
Enemies (-1)
Someone is causing trouble for you, such as a local baron or bishop, a band of outlaws, or a really nasty innkeeper. The enemy must be powerful enough to endanger you - this is best agreed on with the storyguide and the rest of the troupe. The value for a local enemy with moderate means is -1. Vastly powerful enemies with considerable means and spare time to spend making your life miserable are worth -4. Federico's enemy is a cardinal in Florence who occasionally sends someone to "check up" on the vulgar Italian fool.
Favors (-1)
You owe a boon to someone (or to a great many people), and may be called up on to return the favor at any time. The consequences of ignoring such a request can range from mild to deadly serious, at the Storyguide's discretion. Federico owes favors to a band of smugglers who helped him escape from Florence when the cardinal's rage was at its height.
Hatred (-1) (Clergy)
You are consumed with hatred from some person who is so powerful that exacting proper vengeance is impractical or impossible. Nevertheless, you constantly pursue opportunities to gain power over or hurt the object of your hatred, so much so that your reason is clouded. Federico hates the clergy. Especially cardinals. Those jerks.

Abilities

Speak "Italian" (Expletives) (5)
Fluency in a particular language. Rather than roll a die modifier, your score in this language measures your ability to communicate. When two people speak to each other, the lower Ability score determines how well they communicate. Characters who speak related languages can communicate at a penalty to their scores (assigned by the Storyguide) depending on how closely related the two languages are. Speak Latin (and Greek and Hebrew) cannot be chosen with this Knowledge — it is a separate Academic Knowledge. (Intelligence)
Speak English (Low English) (3)
Stealth (Interiors) (2.1)
Sneaking about without being seen or heard, also hiding in one place. This includes following people without their noticing, which is rolled against the other person's Perception. (Dexterity)
Awareness (Sentry) (1)
Noticing things, be they things you are looking for or things that you are not aware of. It is also used to see how alert you are in circumstances that require watchfulness. (Perception)
Climb (Buildings) (4)
Climbing all manner of difficult surfaces. Specialized equipment is necessary for more difficult ascents. A botch usually means a fall. (Dexterity, Strength)
Athletics (Acrobatics) (4.1)
General physical prowess. It includes moving smoothly, confidently, and with grace. Use of Athletics improves most large-muscle coordination. (Stamina, Dexterity, Quickness)
Brawling (Fist/Kick) (2)
Brawling covers fist fighting, using knives and daggers, and improvising weapons. It also covers the ability to dodge incoming blows.
Two Weapons (Two shortswords) (6.3)
The skill of using two single weapons, one in each hand. This includes Florentine style, double ax, and many other combinations.
Crossbow (Heavy crossbow) (2)
The use of mechanically drawn bows. They fire short-fletched quarrels with penetration better than most other bows.
Legerdemain (Escape Artistry) (1)
Sleight of hand and knowledge of confidence games requiring sleight of hand. It requires a delicate touch and great hand-eye coordination. Legerdemain includes filching things from market stalls and cutting purses, as well as the “magical” trickery often used to raise money from credulous folk. The target of an attempt rolls Perception + Awareness to detect your actions. If the perceiver has Legerdemain skill, he may substitute that for Awareness if he wishes. On particularly delicate moves such as picking pockets, he receives a +3 bonus.

Combat

Personality Traits

Overconfident (Ballsy) (4)

Reputations

Reckless (Bynnewalle Mages) (4)

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