Willy

 

WILLY

Demigod of Musicians

Gnome Air Warlock,
Worshiper of Thoth

 

Description:

 

Willy has long black hair that flows past his shoulders. His side burns come down and form a half beard on each side. He has a soul patch. He also has a tattoo symbol of Thoth on his neck. He has a large tattoo on his back of Black Thunder. His chest hair under his clothing is groomed into a lightning bolt with the tip leading women to their destination. He wears white robes that he tucks in, but he often has to buy new ones due to his love for barbecue spare ribs. He wears goggles and a cap when he flies.

Picture from WOTC.

 

BIOGRAPHY

 

Willy has always been a risk taker. Maybe it is in part due to the curiosity of the gnomish people. Through his childhood in the Algor Mountains, he has explored and practiced his magic to the point of mastering it. When it came time for him to serve in the gnomish army protecting the mountains, he was able to rise through the ranks quickly. This was where he received Black Thunder. His mom and his dad were proud. So were his eleven other brothers and sisters. After his time was up he continued to aid on missions with Black Thunder as needed. The gnomish women of mountain swooned over Willy. Some say it is the guitar, others say its his looks, and others say its his care free good hearted lifestyle. Willy doesn’t really care about them though because all he wants to do is feel the wind in his hair and rock some amazing tunes on his guitar.

Willy being a social person has become well known amongst varying tribes in the Northern Wilderness. He is an honorary member of many different groups. He is a friend to Wolfen, Kankoran, Dwarves, Kobolds, and so on. He does not however understand the desire that humans have to wipe out the Wolfen from the Northern Wilderness. He sides with people like Avramson, but holds the highest allegiance to his own people. Willy is also known as the Singin’ Sky Gnome by many because they know he’s coming to town when they hear guitar songs being carried in the wind. Soon his life of ease will turn to hardship when Bennu summons him.

 

Name: Sky Captain William “Willy” Fappin
Rank 21st Level
OCC: Air Warlock
Race: Gnome
Land of Origin: Algor Mtns, Northern Wilderness
Citizenship: Algor Mountain Collective- Wolfen Empire

VITAL STATISTICS ATTRIBUTES SAVING THROWS COMBAT BONUSES
HT 2’ IQ 8 Save vs Magic +4/+5 Strike +5
WT 25 lbs ME 11 Save vs Psionics 0/+1 Parry +17
PPE 260/260 MA 13 Save vs coma +10%/+15% Dodge +16
PS 7 Save vs poison/disease +4/+5 Roll +9
HP 91/91 PP 20 Save vs horror +2/+3 Pull +10
SDC 160/160 PE 20 Initiative +6
Exp 1,313,600 PB 17 Knockout/
Stun
18,19,20 Damage +6
Sex M SPD 25/6 Death Blow 20 Disarm +2
Birthday 4/26/28 (86 years old) Death
Blow
20  Knockout 18-20 Critical (3x) 18-20
HTH: Expert Charm/

Impress

35% Attacks 9
Alignment  Passive
Perception
 5/12 Perception +6
Gold

3,483,000+400,000 Western Empire <> Island of Bizantium <> Eastern Territory
Timiro Kingdom <>0 Wolfen Empire <> Dragon Coins <> 215,650 Gold Coast Note <> 14 Modius Coins

Weapon Proficiencies Lvl Acquired Strike Parry Thrown/Rate Range/Entangle
Grappling Hook 1 +6 +6
Archery 1 +9 +9 10 610’

Weapons: Damage Notes
Bowflex 5D6 See Page
Grappling Hook 1D6
Special Attacks: Damage Notes
Karate 2D4
Body Flip 1D6 Knockdown
Breath Of Bennu 6D6/12D6 Lightning Breath Weapon 4/melee 100′ range 6′ wide

Demigod Abilies Description Notes
Sonic Power: Hear Wider Spectrum of Sound Allows Willy to hear and identify things at a discance. Can hear as low as 1 decibel at great distance 1000 feet Range 1000′ + 100 per lvl: Estimate Distance of sound – 50% +6% per lvl, estimate speed of approach 40%+6% per lvl, Recognize type of sound 50% +10% per lvl, pinpoint exact location of sound 24% +6% per lvl, reduce penalties for blindness by half (-4 strike, parry and dodge
Sonic Power: Emit High-Pitched Whine Emits High-Pitched Whine that will hurt and deafen and distract all. Range 180′ +5′ per lvl, 30′ radius of Willy, Victims -6 initiative, -6 to strike, parry, and dodge, also 1d6 damage per melee, plugging ears will reduce damage by half
Sonic Power: Sonic Boom or Blast Shoots a shotgun blast of sonic power at target. Range 200′ + 10′ per lvl, Instant 1d6x10 Damage; +10 under water x2 Damage vs. Devils, Deevils, Demons and Supernatural Evil
Sonic Power: Sonar Emit high frequency sound waves under water to bounce off objects returning and indicating the direction and distance of the reflecting objects Range 400′ +100′ per lvl, Interpreting shapes 50%+8% per lvl, Estimating Distance 60% + 8% per lvl, Estimating direction 50% + 8% per lvl, estimating exact location 34%+6% per lvl
Power Level PPE Cost Range Duration Save Description
Breathe Without Air 1 3 Self or Touch 12 melee/lev None All natural gases, h2o, etc
Thunder Clap 1 2 30’ Instant/2 melees Save HF10+ 1/2 levs Fail to save lose init/2 melees & warlock + 1 s,p,d vs that person
Cloud of Slumber 1 4 90’ 4 melee/lev Standard Creates a 20×20×20′ cloud Anyone in cloud falls into magic sleep. If dragged out of cloud wake in 1D4 melees
Silence 2 10 10’Diameter/lev 5 melee/lev None Prowl 90%
Levitate 2 7 30’/lev high 5 melee/lev None Straight up only
Howling Wind 2 7 100’ HF 15 4 melee/lev Howling like banshee. Creates HF15. No save, lose 1 attack, init, – 1 to strike. =2 Parry/Dodge. 40% chance flee. Animals also affected.
Call Lightning 3 10 150+ 50’/lev Instant None Line of sight, outdoors or in 1D6/lev
Wind Rush 3 10 120’ 1 melee 18-20+ Magic 60MPH Width single person to 20’ wide Fail save 2D6x10 yards away, 1 melee recover loses 1D6 belongings 1D8 melees recover belongings
Resist Cold 3 8 Self None 10 min/lev Ignore temps down to 0 F
Ball Lightning- Field 4 5 10’/level 4 melees/lev None Balls placed in triangle 4’apart Anyone who touches or pass through suffer 3D6 + 1D6/lev damage
Ball Lightning- Thrown 4 15 60’/level 4 melees/lev None 3 Balls + 5 Strike 3D6 + 1/lev damage
Invisibility 4 20 Self or 6’Area 4 melee/lev None Up to 6’ diameter Cannot cast other spells, but can do everything else
Lightning Strike 3 12 Touch 1d8 Minutes Dodge Charges arrow, spear, etc w/lightning. 1D6/lev. Range +50% Shield Parry still take 25% damage 1d6 arrows per cast
Invisible Wall 5 30 60’ away None 4 melee/lev Covers 10’/lev Wind and water. Renews 50 sdc/melee Need 100 SDC in melee to destroy
Phantom 5 30 Next to Warlock 15 min/lev None See Notes
Whirlwind 5 30 300’ 1 min/lev None 75 MPH winds 20’ diameter. Caught 1 melee, then end fly 40’ 4D6 Damage. Dazed 1D4 melees (attacks/bonuses 1/2) See notes
Electro-Magnetism 6 40 40’ area 300’ away 1 min/lev None To remove object requires PS of 80
Breath of Life 5 50 Touch Permanent None 70+ 1%/lev success must be dead less than 24 hours Gets back 1/2 HP
Circle of Rain 5 25 60’/lev None 15 melee/lev Heavy downpour, all vision/hearing 30’ 5D6/melee to vampires
Chain Lightning 5 30 300ft (91.5m) Instant None See Description on the ‘Spell Description Page’ for more info
Cloud of Steam  1  4  90′  4 melees/lvl  Standard  2D6 SDC/melee, blinds 1d4 melee rounds, no initiative, -9 Strike,parry & dodge (save = half damage) (does not effect armor of Ithan or those magically impervious heat or fire)
Globe of Daylight
Create Mild Wind  1  4  320′ radius 4 melees/lvl None 2 mph wind can direct up to 400′ away
Stop Wind 1 5 100′ radius 3 melees/lvl None Under 25mph winds
Change Wind Direction 2  6  300′ radius  4 melees/lvl None  Change the wind to blow any direction
Air Bubble  3  10 15′  15 min/lvl  None  15′ diameter 1d6SDC
Heavy Breathing  2  5  60′  5 melees/lvl Standard  1-60% chance after failing of fleeing in terror, stay is -2 strike -1 parry and dodge, Save = Not Affected
Mesmerism  2  7  5 Feet  4 melees/lvl Standard hypnotic state -4 initiative, -2 strike hth, -6 ranged, -20% skills, 1/2 speed
Miasma  2  7 100′  4 melees/lvl Standard  20′ area, 1d4 damage, -3 strike, parry, dodge per melee
Calm Storms  4  20  1000’/lvl  15 min/lvl None reduce winds by 75%, reduces waves by half, lighten dark skies
Dissipate Gases  4 15 30′ 1 min/lvl None dissipates/destroys all gases including magical clouds, mists, and fumes, but not characters that are gas
Protection from Lightning  4  20  Self 3 min/lvl None  Immune to all lightning
Circle of Rain 5 25 60’/lvl radius 15 melees/lvl None movement slowed 1/3, reduce vision 30′, 5d6 per melee to vampires
Darken the Sky  5  20 1000’/lvl 30 min/lvl None Dark sky as if storm is coming
Detect the Invisible  5  10  60′  10 min/lvl None Sees / Detects Invisible in range
Whirlwind  5  30  300′  1 min/lvl  None  75 mph sucks up anyone in 20′ diameter stuck for 1 melee before flying 40′ and taking 4d6 damage, can maneuver
Mist of Death  6 40  90′ diameter  1 melee Standard  4d6 direct to hp, does not effect armor of ithan or those magically invulnerable
Atmosphere Manipulation  7  50  300’/lvl radius  30 min/lvl  None  Raise or lover temperature 10 degrees per lvl, increase decrease wind 10mph/lvl, change wind direction, increase percipitation 12%/lvl, fog 300’/lvl, dispel fog 300’/lvl
Hurricane  7 60 120′ radius 500′ away  4 rounds/lvl  None  3d6x10 / melee (ships), 1d6x3 (people) 33% chance of getting washed overboard
Tornado  7  60  100′ diameter 600′ away  1 round / lvl  None  Sucks all up in diameter 3d6x10/melee stuck 1d6 rounds then hurled for 2d6x10, if warlock knocked out 64% chance of running wild till spell elapsed
Wind Blast  8  40  100’/lvl  Instant  Standard (For Balance)  2d6+1d6/lvl damage, roll balance save(save vs magic) or same as wind rush
Wind Cushion  8  50  1000′, covers 40’+10’/lvl  1 min/lvl  None  200+50 SDC/lvl, anyone entering cushion 1d4x10 yards 3d6 damage
Creature of the Wind  8  70  Self  1 melee/lvl  None invisible, fly 500 mph, 200 SDC, no fatigue, all attacks half damage, squeeze through keyholes, +2 initiative, +4 dodge, +20% prowl, carry 500lbs, -2 strike and parry hand held
Astral Horses 4 15 400′ 1 melee Dodge 14 Stampede HF 16 Struck save magic or stunned 1D4 melees Straight line 30mph R19
Astral Stampede 6 50 400′ 1 melee Dodge 14 Several Hundred Astral Horses 50′ wide stampede People 3D6 dam Objects 4D10 HF 18 Struck save magic or stunned 1D4 melees Straight line 30mph R19
Northern Hoarfrost 8 50 100’/lev Until melts Special Freezes all water in atmosphere 3D6 dam HP (lungs freeze) Later dam 1D4/melee or 2D6 full metal armor. HF16 after 1st attack Save- 20% chance outside of Northern Wilderness/Hinterlands, except Nimro 50% (Hades 60%) R19
Front 8 175 3 miles Instant Special R19
Orb of Cold 3 6 200′ 1 melee Dodge Softball size Ice ball Strike w/hth bonus +1 3D6 dam plus save magic or numb (-2 init, -1 strike/parry/dodge, spd -10% NH 82
Wind Run 3 6 Self or touch (1) 5 min/lev none 5′ above ground Spd up 30% NH 84
Mighty Eagle 8 75 Next Attack 10 min/lev None Summons a legendary Mighty Eagle. 20’ wingspan PS 29 SDC 300 HP 10D6 PPE 30 Attacks: 5
Bite 3D6 Claw 4D4 Diving Claw 10D6 Init +5 Strike +6 Dodge +9 Save HF +8
Ice Storm 8 175 100’/lev Take cover (none)1D6 dam/lev Encase in Ice 25%/melee (2 melee 50%, etc) Encasement 10 SDC AR12 4D6 dam Unconscious 2 min Die in 6 min Library p 74
Winds Grasp 8 10 per 100lbs 100’/lev 2 min/lev Dodge only See Super TK Main p 179
Improved Atmospheric Manipulation 8 10+ Atmos.
Manipulation
300’/lvl radius 30 min/lev None Moves with warlock
Flying Nimbus 7  50 1000′ of cloud 15 min/lev None Makes cloud a flying carpet.  Holds 2400 lbs Spd 40 mph If only warlock 2x speed
Cloud of Weed 4 20 90′ 4 melee/lev Non-Lethal Poison (16) If person saves they still lose initiative until they leave the cloud. Fail person is vomiting for 1d4 melees.
Cloud of Lightning 10 60 100’ + 10’ per level 4 melee/lev Dodge out of Cloud Cloud hits random target under cloud per attack with call lightning at the casters level. Can include friendly targets. Cloud is independent of caster and can be dispelled at will.
Fart Cloud 4 20 100’ + 10’ per level 4 melee/lev Non-Lethal Poison (16) If fail save person loses 2 attacks (fleet feet is cancelled) and is -5 to strike, parry, dodge
MAGIC JEWELRY
Eternal Torch Ring AR 17
Ring of Fleet Feet 3x/day, 10 min/use
NATURAL Skills Base % Start Current Total %
Underground Tunneling 30+5 1 21 98%
Underground Architecture 20+5 1 21 98%
Underground Sense Direction 30/20+5 1 21 98/98%
Language:Elemental 98% 1 21 98%
Sense Elementals 25+5 1 21 98%
Sense Wind/Time 62+4 1 21 98%
Sense Atmospheric Disturb. 30+5 1 21 98%
Sense Air Impurities 30+5 1 21 98%
Summon Lesser Elemental 5+5 1 21 98%

OCC Skills Base % Bonus Start Current Total %
Language: Dwarven 98 1 21 98%
Language Elven 40+5 10 1 21 98%
Lang Wolfen 40+5 10 1 21 98%
Literate Dwarven 30+5 10 1 21 98%
Lore:demon and monster 25+5 10 1 21 98%
Lore:Fairy 25+5 5 1 21 98%
Land Nav 30+4 15 1 21 98%
Wilderness Survival 30+5 10 1 21 98%
WP Grappling Hook 1 21
WP Archery 1 21
HtH Expert 1 21

OCC Related Skills Base % Bonus Start Current Total %
Lore:Magic 25+5 10 1 21 98%
Recog Ward, rune, circle 15+5 10 1 21 98%
Recog Enchantment 10+5 10 1 21 98%
Ride Exotic 30/20+5 1 21 98/98%
History: Human, Elf, Dwarf
Gnome, Wolfen, 30+5 10 1 21 98%
Gen Repair/Mtnce 35+5 15 1 21 98%
Astronomy/Nav 30+5 10 1 21 98%
Anthropology: Ancients 20+5 10 1 21 98%
Anthropology: Subterranean 20+5 10 3 21 98%
Anthropology Wolfen 20+5 10 6 21 98%
Parachuting 30+3 9 21 66%
Singing 30+5 12 21 75%
Sewing 25+5 18 21 40%
21 21
21 21
Secondary Skills Base % Start Current Total %
Falconry 30+5 1 21 98%
Prowl 35+5 1 21 98%
Swimming 40+5 1 21 98%
Streetwise 20+4 2 21 92%
Play Gnome Guitar 25+5 2 21 98%
Running 5 21
Acrobatics 5 21
Climb 55+5 5 21 98%
Balance 40+5 5 21 98%
Tightrope 30+3 5 21 80%
Back Flip 30+5 5 21 98%
Pick Locks 30+5 7 21 98%
Locate Secret Doors 15+5 7 21 85%
Card Shark 24+4 13 21 56%
Palming 20+5 13 21 60%
Disguise 25+5 17 21 45%
Gymnastics 17 21

Inventory
Name Count Location Description
Small Sacks 3 Backpack
Flame Gem on Belt 1 Belt Worn at all times except when alone with Kitty (No Dam normal fire,1/3 dam magical fire)
Candles 4 Backpack
Charcoal 1 Backpack
Symbols of Thoth 3 Necklace Worn, 2 in Backpack
Goggles 1 Head Flight Goggles
Winter Clothing 1 Backpack
Summer Clothing 1 Backpack
Hooded White Robe 1 Worn
Bedroll 1 Affixed to Backpack
Backpack 1 Back
Large Sack 1 Tied to Backpack
Waterskin 1 Backpack
Flint and Tinder Box 1 Backpack
Wooden Symbol of Thoth 1 Backpack
Small Mirror 1 Backpack
Knife 1 Boot 1D4 dam
Bowflex 1 Back
Quiver 1 Back
Arrows 12 Quiver
Grappling Hook 1 Backpack 30′ rope
Flight Cap 1 Pocket
Guitar, Blessed by gods 1 Strapped on back  Has distortion, reverb, wah, and amplification
Magic Water Skin 1 Tied to Belt 3 gallons water each day magically appears
Ring of Tongues 1 Left pinky 10 minutes, 3x/day
 Chip’s iPod and Earbuds  1  Pocket
Parachute 1 Backpack
Spear of Thoth 1 Backpack Attached
Amulet for Elements 1 Neck
Lightbringer Grapplinghook 1 Backpack
Bracelet of Dope 1 Neck See former CrIsis
Gantrium Ring 2oz 1 Left Middle Finger Holds PPE
Map Cynopolis 1 Backpack Map of Cynnopolis
Enchanted Water Skin 1 Backpack Canteen that Holds 3 gallons
Sealed Storage Container for Food 1 Backpack Protects my Food
Food Rations 4lbs horned ram rod jerky / 12 days Food Storage Container
Amulet of Protection from Supernatural Evil (demons, Devils, deevils, etc) 1 Neck Protects
Talisman of Invulnerability 1 Pocket Protects me?
Ring of True Sight 1 Right Middle Finger True Sight
Flame Gem on Belt 1 Backpack No Dam normal fire,1/3 dam magical fire
Shoes of Protection 1 Feet Protects in Hades
Ring of Demon Appearance 1 Right Index Finger Turns into Demon bat for six hours
Torch Ring 1 Left Wedding Finger See Magic Jewelry
Fleet Feet Ring 1 Right Wedding Finger See Magic Jewelry

Drama Cards, Luck Points, Ace in the Hole
Ace in the Hole 0
Luck Points 0
Drama Card – Strength 0

 

Player Secrets