Pirate Queen

Gynnie Swiftwhistle's page

18 posts. Alias of wicked_raygun.


Race

Halfling| Agl d8 Sma d6 Spi d6 Str d6 Vig d6 | Pace 5 Parry 6 Tough 6 (+2) |

Gender

Combat:
dagger d8 (str+d4) | spellcasting d6, PP 10/10, Bennies 2/4

About Gynnie Swiftwhistle

Name: Gynnie Swiftwhistle
Race: half-folk "halfling"
Gender: female

Pace: 5 (-1 size)
Parry: 6
Toughness: 6 (+2 leather, -1 size)
Power points: 10
Bennies: 4

Attributes
• AGL d8
• SMA d6
• SPI d6
• STR d6
• VIG d6

Skills
• Athletics d6
• Fighting d8
• Common Knowledge d4
• Notice d6
• Persuasion d4
• Spellcasting d6
• Stealth d8
• Thievery d8

Hindrances
• Curious (major)
• Loyal (minor)
• Wanted (minor, for thievery in Magnimar)

Edges
• Arcane Background (Magic)
• Thief

Race: Half-Folk (Halfling):

Half-Folk "Halfling"

Half-folk are small, nimble creatures with fuzzy brown or black hair. Though they are frail compared to most other races, their cheerful optimism (or wily cunning) gives them a “never say die” attitude that makes them more than a match for creatures twice their size.

Half-folk see no reason to invite trouble, and tend to live in their own little communities far off the beaten path.

Fortunate: Half-folk draw one additional Benny per game session. This may be combined with the Luck and Great Luck Edges.
Reduced Pace: Decrease the character’s Pace by 1
and their running die one die type.
Short: Half-folk average only about 4’ tall. This gives them a Size of –1 and subtracts 1 from their Toughness.
Spirited: Half-folk are generally optimistic beings. They start with a d6 Spirit instead of a d4.

Edge: Arcane Background (Magic):

Arcane Background (Magic)
Arcane Skill: Spellcasting (Smarts)
Starting Power Points: 10
Starting Powers: 3

Magicians range from powerful wizards to vile cultists. They draw on raw supernatural energy to fuel their eldritch fires. This energy often infuses the worlds in which they live, and is drawn forth with elaborate rituals, words of power, runes, or perhaps even dark sacrifices.

Wizards are often quite weak early in their careers, but are forces to be reckoned with as they become powerful sorcerers.

►►Backlash: When a wizard rolls a 1 on his Spellcasting die (regardless of his Wild Die), he is automatically Shaken. This can cause a wound.

Edge: Thief:

Thief
Requirements: Novice, Agility d6, Stealth d6, Thievery d6

+1 Thievery, Athletics rolls made to climb, Stealth in urban
environments.

Power: Bolt (Acid Arrow) :

Bolt "Acid Arrow"
Rank: Novice
Power Points: 1 per missile
Range: 12/24/48
Duration: Instant
Trapping: Acid

Acid Arrow hurls an acidic missile at a target. The damage of the bolt is 2d4.

►►Burn: Acid Arrow does one less die of damage on the caster’s next action unless counteracted in some way (taking an action to wash it off or stripping off the acid-covered item). For instance, a 2 PP acid arrow causes 3d4 when it hits and 2d4 on the caster’s action as well (unless the target neutralizes it with liquid).

►►Additional Bolts: The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the fullauto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice.

►►Additional Damage: The caster may instead cast a single 3d4 bolt for 2 Power Points. He may not cast multiple bolts when using this ability.

Power: Confusion (Color Spray) :

Confusion "Color Spray"
Rank: Novice
Power Points: 1
Range: Smarts x 2
Duration: Instant
Trapping: A spray of swirling, hypnotic lights.

Instilling confusion in enemies is a powerful aid in combat, and this power provides that ability. On a success, a target must make a Smarts roll at –2 or be Shaken, and on a raise, the roll is made at –4.

►►Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.

Power: Deflection (Mirror Image) :

Deflection "Mirror Image"
Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Trapping: Illusionary duplicates

Mirror Image produce illusionary duplicates that misdirect incoming melee and missile attacks from the user.

With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.

Equipment:

Wealth: d6

• thick leather armor, +2 armor, weight 8, $80
• dagger x4, Str+d4, weight 1, $25 x4 = $100

• backpack, weight 2, $50
• lockpicks, weight 1, $200
• crowbar, weight 2, $10
• waterskin, weight 1, $5
• clothing, casual, weight 2, $20