About Arabella Stormworth-DarlingThis name was used with a character in the campaign Exploring the Savage World of Keltica. Those posts go through post 514.
Portrait, use with Paizo Chrome Browser Extenstion if you have it Background:
Cortex Search: Arabella Stormworth-Darling
Birthdate: unknown, circa 2461 Birthplace: unknown, no birth record available on Alliance planets, so likely born in the Rim. Parents: unknown Adopted Guardians:
Arabella Stormworth-Darling time line
Attributes [points spent] Agility d4 [0] Smarts d8 [2] Strength d4 [0] Spirit d8 [2] Vigor D6 [1] Attribute roll Dicebots:
[dice=Agility]1d4[/dice] [dice=Wild]1d6[/dice] [dice=Smarts]1d8[/dice]
[dice=Strength]1d4[/dice]
[dice=Spirit]1d8[/dice]
[dice=Vigor]1d6[/dice]
Pace 5 [6 - 1 from Elderly Hindrance]
Hindrances [points]
Hindrances Details:
Code of Honor Honor is very important to your character. She keeps her word, doesn’t abuse or kill prisoners, and generally tries to operate within his world’s particular notion of proper behavior.
Elderly: Your adventurer is getting on in years, but she’s not quite ready for the nursing home yet. Her Pace is reduced by 1, and she subtracts 1 from running rolls (minimum 1). She also suffers a −1 penalty to Agility, Strength (including damage), and Vigor rolls, but not linked skills. On the plus side, the wisdom of her years grants the hero 5 extra skill points which may be used for any skills linked to Smarts. Combat Paralysis (Major)
Edges [Source]
Edge Details:
Shepherd +2 to Persuasion, and a Quirk : constant preaching. Requires an Vow Hindrance of your choice.
Charismatic Your hero is likable for some reason. She may be trustworthy or kind, or might just exude confidence and goodwill. You get one free reroll on Persuasion rolls. Hard to Kill This adventurer has more lives than a herd of cats. She may ignore her Wound penalties when making Vigor rolls to avoid Bleeding Out (see page 95). Normal: Wound Penalties: Each Wound a character suffers causes a −1 cumulative penalty to his Pace (minimum of 1″) and all Trait rolls—up to a maximum penalty of −3. Bleeding out: The injured character is dying and must make a Vigor roll at the start of his turn. Failure means he perishes. With success he survives but must roll again next turn (or every minute if not in combat). With a raise, he stabilizes and no further rolls are required. With a d6 vigor, with the wound penalty the chance of success is 30% and of a raise is 11%. Without the penalty chances increase to 76% and 25%.
Skills [skill points spent]
Skill Dicebots:
[dice=Athletics]1d4[/dice]
[dice=Wild]1d6[/dice] [dice=Common Knowledge]1d6[/dice]
[dice=Fighting]1d6[/dice]
[dice=Healing]1d8[/dice]
[dice=Intimidation]1d4[/dice]
[dice=Knowledge Planets]1d4[/dice]
[dice=Notice]1d6[/dice]
[dice=Performance]1d4[/dice]
[dice=Persuasion]1d8[/dice]
Reroll from Charismatic Edge
[dice=Science]1d6[/dice]
[dice=Shooting]1d8[/dice]
[dice=Stealth]1d4[/dice]
[dice=Survival]1d4[/dice]
[dice=Taunt]1d4[/dice]
[dice=Run]1d6[/dice]
Equipment [Cost in Platinum] (weight in lb)
Income:
Job 1: Archeology salvage 373 P Job 2: ore transport to rim 123 P Job 3: Party trick 67 P Donates 5 platinum to the temple for meditation space. Job 4: fertilizer delivery 126 p Job 5: Film crew assist 100 p Job 6: Tech equipment shipment 72 p Flashlight: 20/3 Pepper Spray: 15/0.5 Stun Gun: 25/0.5 Pump Action Shotgun: 150/8 Shotgun Shells (25): 15/1.5 Backpack: 50/2 Advancement:
Currently novice level 0 Advance 1: Add 1 die to 2 skills: Common Knowledge d8, Intimidation d6 Advance 2: Add 1 die to 2 skills: Notice d8, Taunt d6. I Ching Coin Toss:
6 -x- 7 -- 8 —— 9 —o— Toss 1 [dice]1d2 + 1 + 1d2 + 1 + 1d2 + 1[/dice] -- Toss 2 [dice]1d2 + 1 + 1d2 + 1 + 1d2 + 1[/dice] — Toss 3 [dice]1d2 + 1 + 1d2 + 1 + 1d2 + 1[/dice] -x- Toss 4 [dice]1d2 + 1 + 1d2 + 1 + 1d2 + 1[/dice] — Toss 5 [dice]1d2 + 1 + 1d2 + 1 + 1d2 + 1[/dice] — Toss 6 [dice]1d2 + 1 + 1d2 + 1 + 1d2 + 1[/dice] — |