<div class="floatright">(https://i.imgur.com/pua7Esl.png)</div><br/>Character: Rolando Caserto<br/>Concept: Vodacce aristocratic officer duelist<br/>Nation: Vodacce<br/>Religion: "Vaticine"<br/>Reputations: Libertine<br/>Wealth: 3<br/><br/>Backgrounds:<br/>1 - Aristocrat<br/>Quirk: Earn a Hero Point when you prove there<br/>is more to nobility than expensive clothes and<br/>attending court<br/><br/>2 - Army Officer<br/>Quirk: Earn a Hero Point when you seize<br/>command during a moment of intense violence or<br/>extreme danger.<br/><br/>Traits<br/>Brawn 3<br/>Finesse 3<br/>Resolve 2<br/>Wits 2<br/>Panache 3<br/><br/>Skills:<br/>Aim 3<br/>Athletics 1<br/>Convince 3<br/>Empathy 1<br/>Intimidate 1<br/>Notice 1<br/>Ride 2<br/>Scholarship 1<br/>Tempt 3<br/>Warfare 1<br/>Weaponry 3<br/><br/>Advantages:<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Rich</div><div class="spoiler_body">You begin each session with 3 Wealth.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Disarming Smile</div><div class="spoiler_body">Spend a Hero Point to keep another character from<br/>drawing a weapon, starting a fight or resorting to<br/>violence. She will still defend herself, but she will not<br/>start any violent conflicts.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Academy</div><div class="spoiler_body">You studied strategy, horsemanship and soldiering at<br/>one of Théah’s many military academies. When you<br/>make a Risk using Athletics, Warfare or Ride, all of<br/>your dice gain +1 to their value.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Direction Sense</div><div class="spoiler_body">As long as you have some point of reference, you are<br/>never lost. That isn’t the same as knowing exactly<br/>where you are—if you’re knocked unconscious and<br/>wake up in a dungeon, you don’t necessarily have<br/>any idea what city you are in, but if you manage to<br/>escape your cell you will never get turned around in<br/>the winding tunnels that make up the dungeon.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">We’re Not So Different... (Knack)</div><div class="spoiler_body">Spend a Hero Point to convince a Villain you are on<br/>her side. The Villain considers you a trusted ally. As<br/>soon as the Villain sees you perform a Heroic action<br/>or if you refuse to perform a Villainous action, the<br/>illusion is over. You can only use this Advantage on<br/>each Villain once. “Fool me once...”<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Reputation</div><div class="spoiler_body">You determine what your Reputation is with a single<br/>adjective—”Honorable,” “Vicious,” etc.—When you<br/>use your reputation to your advantage in a social<br/>Risk, you gain 1 Bonus Die. A Hero can buy this<br/>Advantage multiple times. Each time she does, she<br/>can choose to gain either a new Reputation or to<br/>increase the number of Bonus Dice she gains when<br/>she invokes her existing Reputation.<br/></div></div><br/><br/>Virtue - Intuitive<br/>Effects: Activate your Virtue to ask the GM one yes or no<br/>question about an NPC. The GM must answer<br/>honestly and should be generous—for example, if<br/>there is a qualifier, he should tell you and explain<br/>more fully.<br/><br/>Hubris - Ambitious<br/>Effects: You receive a Hero Point when you chase after<br/>power and the deal you’re after is dangerous or<br/>causes trouble.<br/><br/>History:<br/>Born into aristocracy in Porto Spatia in Vodacce Rolando was the eldest son of the family and was raised with certain expectations as a result of this.  While in time he had brothers and sisters as well as numerous cousins he learned at a young age that due to his father's place he would be expected to inherit and control much of the family estate.  For much of his youth he went along with this learning all courtly things as they were needed and proved to be quite skilled at this.  In particular he and the youths he caroused with became known as accomplished duelists terrorizing the streets they wandered during day and night as nobles are prone to do.<br/><br/>With conflicts against bandits from the Crescent Empire occurring on the occasion Rolando was expected to make a name for himself in some manner and this seemed an exemplary opportunity.  It was here he finally gained his rebellious streak.  Out from under the thumb of his family with the goal of making a name for himself he found leading a band of the house guard to wipe out bandits far less fulfilling than he had possibly imagined.  The scoundrels were hardly worth the shot he put into them and instead he sought something else.  As a result he has for the moment at least run away from home with the decision to only return when he felt he had earned his title and lands.