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Quick witted, slow drawling southern (that is, formerly of the south part of the empire) gem amongst gentlemen.

Biographical Data[]

Data Type Data Portrait
Name: The Honorable Doctor Zebediah Absolomb Malachai Coifpasture-McShy III
Zeb

The Honorable Doctor Zebediah Absolomb Malachai Coifpasture-McShy III

Aliases:

"Doc"

"Your Honor"

Height: 6"0'
Weight: 190 Lbs
Lifepaths:
  • Born Gifted
  • Student (City Setting)
  • Ships Doctor
  • Town Official
Languages Spoken:

Magarian

Imperial

Description:

Born over a quarter century ago in the city of Atrum, local officials quickly discovered that Zebidiah had the Gift for magic, but lacked the talent.  His frequent miscastings and failures in this regard earned him both a reputation as an incompetent boob and the ire of his instructors, who were always cleaning up his messes.  The headmaster of the school even declared him "unsalvagable" and "an utter waste of metaphysical gifts". 

The constant abuse raining down on him caused him to study - and excell in - other subjects - anatomy, history, mathematics and a plethora of others.  What his instructors failed to recognize was that while his tolerance for chanelling the energies of spells was low, his mind was a steel trap, grabbing and retaining information.  Without this information, he was constantly mistreated until eventually, he hit the breaking point and began planning escape.  Hounded through the streets as his disappearance was discovered, he stowed away on a ship, leaving forever Atrum.

Once discovered, he was put into a position of servitude.  It took him a year to demonstrate his utility, and with the ship lacking a doctor due to cholera, Zebidiah became the ships doctor.  He proved surprisingly apt at the job, probably due to a combination of his prior knowledge and an inborn talent for medicine.  He served on the boat for five years, until it was run aground in an attempt to escape pirates off the east coast of the continent.  Zebidiah left what little of the crew had survived the battle, going his own way.  He had heard that in the Magar lands, one with the gift could be free, and he desperately wanted this.

He arived in Duneain at an opportune time - there was an epidemic within the villiage, and Zebidiah was of assistance to the apothecary in solving the problem.  Using the reputation he gained from this, he catapulted himself into the political position of Deputy Mayor in the next election at the side of Thom O'Brady, and has since that time solved many problems and helped to negotiate trade with nearby Caius and other villiages.  In a very real sense, Zebidiah is the power behind the mayor, keeping their duo popular with actual results while the mayor keeps them popular by doling out political favors.  Despite their extremely effective working relationship, the two harbor a mutual dislike, with the mayor seeing Zebidiah as a pompous ass, and Zebidiah seeing the mayor as nothing but an ornament in the office of Mayor.  However, across town it is well known that neither would do as well apart as they do together.

About two years after having arrived in town, Zebidiah adopted the son of Gaius Danford, a merchant who was well connected with the political elite in Caius.  Zebidiah had known the man from his days shipboard, and had persuaded him to attempt to convince the ruling body of Caius to open more favorable trade status with Caius.  However, during negotiations, Gaius's home was firebombed.  Zebidiah's strong suspicion is that it was a move by a Magar criminal syndicate to keep the local cost of charcoal high through tarrifs.  Since charcoal is an ingredient in Firecandy, their smuggling operations would net them far greater benefit as they would be able to undercut rivals in their prices on the drug.  Feeling responsible as he was the one who pushed Gaius and his family into danger, he adopted Gaius's now orphaned son Cornelius and took it upon himself to see to the lad's education.  Cornelius is to Zebidiah both a burden and a joy, and Zebidiah wants nothing more than for the boy to have a happy and full life, in spite of the harm Zebidiah's meddling has caused.

His success in Duneain has not been attributable to his magical abilities, but rather his quickly earned reputation as a quick and efficient solver of problems.  In fact, Zebidiah can count on one hand the number of spells he has cast since entering Duneain five years ago.  He sees that part of his life as at an end, and is loathe to cast any longer.

Artha Pool[]

Fate Persona Deeds
12 10 2

Beliefs[]

Belief Role Belief Content
Long Term Despite the unmournable death of Awasa Ajuba, I find that my passion for magic has been reignited after seeing the powerful magic he was in the process of learning.  I must prove to myself that though he had more knowledge of magic, my skill is greater, by learning that which he was unable to.
Mid-Term

Those ruby gauntlets bear a makers mark.  Such an enchanter surely posessed great arcane power and knowledge.  I must learn his name, history and if he produced any writings.

I have a rubbing of the mark.  I must locate a catalogue of marks to compare it to.

Intraparty I've heard that there's a representative of the famed Order of the Wandering Quil in this city.  I want access to the archives of the Order to search for sorcerous texts.  I should try and befriend this man that I might enlist his help in acquiring knowledge of magic.

Instincts by Priority[]

Instinct Rank Instinct Content
Rank 1 Idle hands may be the devils playthings, but hasty ones are his tools.  I will use caution and care in all things and at all times.
Rank 2 A man is defined by the image he elects to present, and mine must always be fastidiously sharp.  I shall not allow myself to appear the mongrel.  Any dirt must immediately be swept from my person.
Rank 3 Cornelius must be kept safe.  I must not allow him to associate with those of suspect character alone.

Armor[]

Armor
Body Part Armor Type Armor Rating Armor Damage
Head
Torso
Right Arm
Left Arm
Right Leg
Left Leg
Shield

Wounds[]

(You'll have to adjust this a bit for your character.)

Current Status
Wound Tolerance and Penalty Wound and Recovery 1 Wound and Recovery 2 Wound and Recovery 3
B1
B2 Superficial (+1 Ob/2, -1D for 3)
B3
B4 Light (-1D)
B5
B6 Midi (-2D)
B7 Severe (-3D)
B8 Traumatic (-4D) 3 Months
B9 Mortal (Incapacitated)
B10
B11
B12
B13
B14
B15
B16

Combat (Work in Progress)[]

Equipped Melee Weapons
Weapon Length Skill Usual FoRKs Versus Armor
Bare Fist Length Skill Used
  • List
  • FoRKs
  • Here
VA Value here
Equipped Ranged Weapons
Weapon Die Roll 1-2 (Incedental) Die Roll 3-4 (Midi) Die Roll 5-6 (Superb) VA Nock and Draw
Weapon Name Here VA Value N&D Value

Stats[]

Stat Shade Dice (R) Tests (D) Tests (C) Tests Fate Persona Deeds
Will (WIL) Black 4 (N/A) 3/3 0/1 0/20 2/10 0/3
Perception (PER) Black 6 (N/A) 0/3 0/2 1/20 0/10 0/3
Power (POW) Black 3 (N/A) 0/2 0/1 0/20 0/10 0/3
Forte (FOR) Black 3 (N/A) 2/2 0/1 0/20 0/10 0/3
Agility (AGI) Black 5 (N/A) 0/3 0/1 0/20 0/10 0/3
Speed (SPD) Black 4 (N/A) 0/3 0/1 0/20 0/10 0/3
Health (HTH) Black 4 (N/A) 0/2 0/1 0/20 0/10 0/3
Steel (STL) Black 6 (N/A) 3/3 1/2 0/20 0/10 0/3
Faith (FTH) Black 0 (N/A) (N/A) (N/A) 0/20 0/10 0/3
Reflexes (REF) Black 5 (N/A) (N/A) (N/A) 0/20 0/10 0/3
Mortal Wound (MW) Black 9 (N/A) (N/A) (N/A) 0/20 0/10 0/3
Circles (CIR) Black 2 0/2 0/1 0/1 0/20 0/10 0/3
Resources (RES) Black 0 (N/A) (N/A) (N/A) 0/20 0/10 0/3

Skills[]

Skill Name Shade Dice (R) Tests (D) Tests (C) Tests Fate Persona Deeds
Sorcery (PER) Black 4 1/4 0/2 0/1 0/20 1/10 0/3
Instruction (WIL) Black 3 2/3 2/2 0/1 0/20 0/10 0/3
Write (PER/AGI) Black 3 0/3 0/2 0/1 0/20 0/10 0/3
Read (PER) Black 4 0/4 0/2 0/1 0/20 0/10 0/3
Philosophy (WIL/PER) Black 2 0/2 0/1 0/1 0/20 0/10 0/3
Rule of Law (PER) Black 5 (N/A) 1/3 0/1 1/20 0/10 0/3
History (PER) Black 3 0/3 0/2 0/1 0/20 0/10 0/3
Symbology (PER) Black 3 0/3 1/2 1/1 0/20 0/10 0/3
Anatomy (PER) Black 3 1/3 0/2 0/1 0/20 0/10 0/3
Astrology (PER) Black 3 0/3 0/2 0/1 0/20 0/10 0/3
Inconspicuous (WIL) Black 2 0/2 0/1 0/1 0/20 0/10 0/3
Apothecary (PER) Black 4 1/4 2/2 0/1 0/20 0/10 0/3
Bloodletting (PER) Black 3 0/3 0/2 0/1 0/20 0/10 0/3
Surgury (PER/AGI) Black 4 3/4 1/2 0/1 0/20 0/10 0/3
Falsehood (WIL) Black 3 0/3 0/2 0/1 0/20 1/10 0/3
Persuasion (WIL) Black 4 3/4 1/2 0/1 0/20 2/10 0/3
Ettiquette (WIL/PER) Black 2 0/2 1/1 0/1 0/20 0/10 0/3
Interrogation (WIL) Black 2 1/2 0/1 0/1 0/20 0/10 0/3
Town-Wise (PER) Black 3 0/3 0/2 0/1 0/20 0/10 0/3
Streetwise (PER) Black 3 1/3 0/2 0/1 0/20 0/10 0/3
Foriegn Language (WIL) Black 4 0/4 0/2 0/1 0/20 0/10

0/3

Survival (PER/WIL) Black 0 1/5 (N/A) (N/A) 0/20 0/10 0/3
Observation (PER) Black 3 1/3 0/2 1/1 0/20 0/10 0/3
Stealthy (SPD) Black 0 2/6 (N/A) (N/A) 0/20 0/10 0/3
Graveyard-Wise (PER) Black 0 2/4 (N/A) (N/A) 0/20 0/10 0/3
Climb (SPD) Black 0 2/6 (N/A) (N/A) 0/20 0/10 0/3
Ancient Languages (PER) Black 0 1/4 (N/A) (N/A) 0/20 0/10 0/3
Mending (PER/AGI) Black 0 3/5 (N/A) (N/A) 0/20 0/10 0/3
Dancing (SPD) Black 0 1/5 (N/A) (N/A) 0/20 0/10

0/3

Traits[]

Trait Description of Effect (If Any)
Misunderstood Nobody ever really understood Zebidiahs magical gift, and he has never been able to explain it properly.  +1 Ob to any test involving explaining magic and its use.
Gifted Zebidiah has the ability to use magic.  He casts using vocalization.
Rabble Rouser Zebidiah is a crochety bastard, and enjoys stirring the pot on occasion. 
Incomprehensible Diagnosis Zebidiah understands his own diagnoses, but he's usually the only one.  While he is an excellent doctor, his combined usage of made up words and obsolete terminology make him difficult to understand his prescriptions.
Pragmatic Zebidiah is the soul of efficiency when he sets his mind to a goal. 
Atrovieso Zebidiah can be VERY fidgety.  He provokes Ob 3 WIL tests when under stress or entering a new place.  Should he fail these tests, he must make a beeline for the nearest fragile or dangerous thing and begin fiddling with it.
Dreamer Zebidiah has, since his childhood, been subject to dreams that portend the future.
Transformative Tumor (Formerly) Zebidiah acquired a transformative tumor from the creature at the cathedral.  Upon the death of the creature, the tumor exploded, giving Zebidiah an anyeurism.

Material Goods[]

Cash on Hand (Resources)
Type Dice
Town 0
Property
Type Details Status
Cottage Industry Zebidiah is the closest thing to a lawyer that is available in this sleepy little villiage.  Over the years, he's become reasonably competent at it.  He acts as the Deputy Mayor of the town, and is often called upon to act as a public defender as well. Thriving
Posessions
Type Details Status
Shoes Once again, these are just some shoes, albiet very fancy ones. Good Repair.
Finery Zebidiah does not dress down.  He wears nothing but the very finest clothing, never anything less than a 100 thread count suit. Fine
Traveling Gear Zebidiah owns a set of traveling gear, lightly used in occasional bad weather or on the way to functions outside the town. Good Repair
Surgury Toolkit Various tools for performing surgury - knives, saws, grasping implements, needles, thread, ect. Unused
Gladius Good Repair
Scroll of Gray Cloak Good Repair
Brass Ring Emblazoned with the Elder Sign from the C'thulhu mythos.

Good Repair

Book of the Lower Planes Good Repair, on Loan to Kador
Enchanting Toolkit Good Repair

Immaterial Assets[]

Reputations And Effects
Reputation Effect
What is it? What's it do for you?
Contacts and Affiliations
Name Background Status
Cornelius Marlon Danford Coifpasture-McShy The adopted son, student and new attache of Zebidiah.  After the deaths of his Cornelius's parents in a fire, Zebidiah took the boy on as a ward.  One of Zebidiahs ambitions is to see his adoptive son (a brooder) go out and find some happiness. Attache
Royden O'Mally Leader of the charcoal burners guild.  Son was murdered by Skarn.  Supports you in ousting the Mayor in return for your promise to kill Skarn. Political Ally
Owasa Ajuba An Ordani mage who was living in Duenain.  He fled with the group.  I am now apprenticed to him. Master
Blackmantle Imports and Exports Grundin the Dwarf's Import and Export business.  Grundin was killed by Kumbish, and now these people are enemies. Enemy Group
Spells Known
Spell Name Spell Effect Obsticle Actions
Low Speech

Allows conversation with a specific animal type.  Choose type before casting.  Obsticles are as follows:

  • Ob 1: Apes and Simians
  • Ob 2: Dogs, Pigs, Dolphins
  • Ob 3: Horses, Oxen
  • Ob 4: Wild Beasts
  • Ob 5: Birds
  • Ob 6: Reptiles
  • Ob 7: Fish
  • Ob 8: Insects
Varies Ob x 3
Magic Whistle

A miniature firework launches from the magicians finger and corkscrews crazily off into the air.  Its journey ends with a loud whistle. 

Weapon Length as Sword, Range as Pistol.

1 2
Binding This useful incantation allows the wizard to bind together two or more pieces (up to his WIL exponent) of similar material so they metaphysically fit together like pieces of a puzzle, and move as one despite an intervening physical gulf.  The objects are held together with a POW equal to the wizards WIL exponent.  Area of effect is half presence. 2 2
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