About George FitzroyGeorge Fitzroy
skills explanation:
Points = (4 int + 2 class +1 skilled)x3 +2 favoured = 23 (1 more) Background = 6 Appraise +8 (+3 class +4 int +1 rank) Bluff +1 (+1 rank) [+4 int if scholar of philosophy applies] Craft (Alchemy) +8 (+3 class +4 int +1 background) Heal +9 (+3 class +2 wis +3 ranks +1 trait) Knowledge (arcana) +8 (+3 class +4 int +1 rank) [AI applies] Knowledge (dungeoneering) +8 (+3 class +4 int +1 rank) [AI applies] Knowledge (engineering) +8 (+3 class +4 int +1 background) [AI applies] Knowledge (geography) +8 (+3 class +4 int +1 background) [AI applies] Knowledge (history) +8 (+3 class +4 int +1 rank) [AI applies] Knowledge (local) +10 (+3 class +4 int +3 rank) [AI applies] Knowledge (nature) +8 (+3 class +4 int +1 rank) [AI applies] Knowledge (nobility) +8 (+3 class +4 int +1 rank) [AI applies] Knowledge (planes) +8 (+3 class +4 int +1 rank) [AI applies] Knowledge (religion) +8 (+3 class +4 int +1 rank) [AI applies] Linguistics +8 (+3 class +4 int +1 background) [AI applies] Perception +12 (+3 class +2 wis +3 ranks +1 trait +3 feat) [optional alertness if familiar] Sense Motive +5 (+2 wis +3 ranks) [optional alertness if familiar] Spellcraft +8 (+3 class +4 int +1 rank) [AI applies] Survival +3 (+2 wis +1 rank) Skills Appraise +8, Bluff +1 Craft (Alchemy) +8 Heal +9 Knowledge (all) +8, Knowledge (local) +10, linguistics +8, perception +12(14), sense motive +5 (+7), Spellcraft +8, Survival +3 Traits Battlefield Surgeon (heal is a class skill, can heal deadly wounds twice each day), Valashmi veteran (+1 per, per is a class skill, +1 survival in jungles), Student of Philosophy. Drawback: overprotective Languages English, Draconic, Hindi, Latin, Greek ----- Special Abilities ----- Skilled (Ex) zzDescription Arcane Reservoir (Su) Max 6 Refill 4 Exploit: Familiar (Ex) Amateur Investigator (Ex)You can expend one use of inspiration as a free action to add 1d6 to the result of a Knowledge, Linguistics, or Spellcraft check, as long as you are trained in that skill Focused Study (Ex) zzDescription Spells 0th - all 1st - 10 (Heightened Awareness, Ears of the City, Mage Armour, Unseen Servant, Crafter’s Fortune, Alarm, comprehend languages, Identify, disguise self) 2nd - 2 (Protection from Arrows, Carion Compass) ----- Initial Equipment ----- Spellbook 0gp Silver headed Club 90gp Healer’s Kit 50gp Heritage Book 50gp Surgeon’s Tools 20gp Journal 10gp Spell component pouch 5gp Switchblade Knife 5gp Blue book 5gp Whistles - signal and silent 1.7gp Inkpen 0.1gp Ink x5 40gp Teapot 0.1gp Hypnotist’s Pocket Watch (picture of Sarah) 250gp Magnifying Glass 100gp Hooded Lantern 7gp Grooming Kit 1gp Flint and Steel 1gp Scrivener’s Kit 2gp Compass 10gp Bedroom 300gp Book Repository (Local) 460gp Book Repository (Arcana) 460gp Lavatory 120gp 12.1gp Appearance Fashionably clean shaven face Formal: a dark tail coat and trousers with a dark waistcoat, a white bow tie, and a shirt with a winged collar On the hunt: The Norfolk jacket and tweed or woolen breeches Charles
skills explanation:
Acrobatics +2 +6 when jumping (+0 class +2 dex +0 ranks) [+4 when jumping] Appraise +1 (-2 int +1 rank) Bluff -1 (+1 rank -2 cha) Craft (Alchemy) +1 (-2 int +1 background) Heal +3 (+1 wis +3 ranks) Knowledge (all) -1 (-2 int +1 rank) Knowledge (local) (-2 int +3 ranks) Linguistics -1 (-2 int +1 background) Perception +9 (+3 class +1 wis +3 ranks +3 feat) Sense Motive +4 (+1 wis +3 rank) Spellcraft +1 ( -2 int +1 rank) Survival +6 (+1 wis +1 rank) [+4 tracking] Skills As above Racial Modifiers +4 acrobatics when jumping, +4 survival when tracking by scent
concept:
I'm intrigued by the idea that Dr John Watson was based on a real person. Certainly the idea has been floated many times. The name is rather too similar to Doyle's colleague Dr James Watson. I'd like to rather ignore the reality and claim John Watson was in fact based on someone Doyle knew - George Fitzroy. Fitzroy was a prodigy, quickly achieving academic excellence in a number of fields as a lad, becoming obsessed with studies such as anthropology, mythology, chemistry, mathematics, alchemy and theology. Within these studies - and funded by his family - he spent large amounts of time and money, and actually managed to puzzle out the fundamentals of magic. From here he started to associate with the Golden Dawn. Furious that his son was wasting his talents, his father instructed him to abandon such pursuits and commit himself to a true course. Fitzroy took up medicine with vigor, quickly achieving his MD, and further pleased his father by becoming an army medic. On his father's death, Fitzroy returned from India a different - broken - man. As he helped his mother through her mourning, a series of grisly murders - of which his father appeared to be one - occured in his parish. He convinced the local constabulary to allow him to assist. His widespread knowledge, and forensic medical skills allowed them to make great headway, and the murderer was soon caught. When another set of murders occurred, he was again called in. This time four children had been killed, with nary a clue. As the body count rose, desperate to stop the murderer, Fitzroy reached out to his old contacts, managed to obtain access to a page from a dark grimoire, and one night interrogated the latest victim about his killer. Knowing the description of the man, he discovered how to fit clues together in such a way as to point out the true killer. His name was in the papers - briefly - for such an extreme ability to piece together disparate clues. 10 minute background:
Five things that define the character Doctor (trained to heal and protect) Still establishing himself Obsessed with knowledge, and magic Caught in his own reputation as a great detective A gentleman. Comes from a well-to-do family, and is looking after his mother. Goals Get a REAL spellbook Discover magic is corruptive (end of arc, please) Secrets Fitzroy is nowhere near the detective his reputation paints, as he uses magic to cheat. One of Fitzroy’s friends from the Golden Dawn was his lover, and has borne his child - something even he does not know. Ties 1. Arthur Doyle. An old school friend, the two spend quite a bit of time together. 2. Gwendolyn Fitzroy - George’s mother. Her husband’s murder has left her fragile mentally and physically. Anytime George starts to get a regular job she seems to take a turn for the worse. 3. Sarah Percy. Sarah was George’s lover in the Golden Dawn. George abandoned her to please his father, not knowing she was pregnant. Sarah was kicked from home, and turned to magic to survive, thriving in the Golden Dawn. Recently George has returned to the fold to find his ex-lover now a leading light in the only occult organisation he knows. Three Memories His first spell. Simply an incantation that created wytchlight, it was enough to prove to him that magic was real, and that humanity’s fundamental understanding of the way the cosmos worked was flawed. PTSD of his memories of an attack in India. Watching a man die twenty feet away because they were pinned down. The satisfaction he felt when he helped catch his father’s killer. |