Sabriyya Kalmeralm

Arabella Stormworth-Darling's page

826 posts. Alias of Clebsch73.


Full Name

Arabella Stormworth-Darling

Race

Human

Classes/Levels

Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

Gender

Female

Size

5'5", 135 lb, left-handed

Age

55-ish

About Arabella Stormworth-Darling

This name was used with a character in the campaign Exploring the Savage World of Keltica. Those posts go through post 514.
New profile with campaign Savage Firefly.

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:
_Abraham Stormworth-Darling
_Born 2426, Persephone, Thermopylae, to low ranking nobles Arthur Stormworth and Jean Darling.
_Educated: Law degree from Wang-ki Law Academy.
_Professional Career: known as a good lawyer who specializes in cases defending the interests of unions and victims of human _trafficking. Does pro-bono work for indigent clients.
_Criminal record: 4 contempt of court citations, no criminal convictions.
_Political record: suspected to be sympathetic to the cause of the independents but no known acts supporting the independents or opposing the Alliance.
_Xiu Lóng
_Born 2435, Paquin, New Rome to Melody Máo, companion in the House of Rén. Father unregistered.
_Married Abraham Stormworth-Darling 2461.

Arabella Stormworth-Darling time line
Born circa 2461
2468: Adopted after being freed from slavery in an illegal salvage factory on Beylix.
2469–2478: student of public education on Persephone
2478: dropped out and ran away from home at age 17.
2479: Arrested on pirate salvage ship caught salvaging spaceships without license, given probation under supervision of House of Rén Companion training facility.
2482: Registered as Companion
2482–2490: worked as a companion aboard cruise ships and pleasure yachts.
2490: quit companion work, got married to Random Blackthorn.
2492: gave birth to Jaquel Stormworth-Darling-Blackthorn.
2494: Separated from family. Filed report stating husband kidnapped Jacquel, but case was not aggressively pursued and was closed in 2498.
2494–2499: crew member of trading ship Sapphire. Suspected of illegal shipping activities, but authorities never had sufficient proof to charge with crimes.
2499–2510: member of Zhao Daoling Monastery of Celestial Masters sect of Taoism.
2510: awarded Shepherd status
2510–2518 (present): Activities unknown.


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=Wild]1d6[/dice]

[dice=Strength]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Spirit]1d8[/dice]
[dice=Wild]1d6[/dice]
Combat Paralysis rolls are at -2

[dice=Vigor]1d6[/dice]
[dice=Wild]1d6[/dice]

Pace 5 [6 - 1 from Elderly Hindrance]
Pace 5
Parry 5 [2 + 6(fighting)/2
Toughness 5 [2 + 6(vigor)/2] (2) Armored Duster

Hindrances [points]
Combat Paralysis (Major) [2]
Elderly (Major) [2] (mid 50's worse for wear from a hard life)
Quirk: preaches a lot [0] (will be part of code of conduct to generally share the wisdom of the ancients)
Vow: minor (0) Basically observes Taoist Principles, Quotes the Tao Te Ching a lot.
Quirk and vow are required by Shepherd Edge.

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)
When bullets start flying, you freeze up. You cannot start making Standard Actions at the beginning of melee until you Succeed at a Free Spirit-2 roll (made once per turn). You cannot spend Bennies on this roll.

Edges [Source]
Shepherd [Human]
Charismatic [Major Hindrance]
Hard to Kill [Major Hindrance]

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%.
Other characters may stop a victim’s bleeding by making a Healing roll. This is an action, and if successful the patient is stabilized.

Skills [skill points spent]
Athletics (Ag) d4 [0]
Common Knowledge (Sm) d8 [1 + advance 1]
Fighting (Ag) d6 [1]
Healing (Sm) d8 [3]
Intimidation (Sp) d6 [1 + advance 1]
Knowledge Planets (Sm) d4 [1]
Notice (Sm) d8 [1 + advance 2]
Performance (Sp) d4 [1]
Persuasion (Sp) d8 [2] Shepherd +2, Charismatic: 1 free reroll
Science (Sm) d6 [2]
Shooting (Ag) d8 [5]
Stealth (Ag) d4 [0]
Survival (Sm) d4 [1]
Taunt (Sm) d6 [1 + advance 2]
Total includes 15 base + 5 spent on Smarts based skills from Elderly Hindrance

Skill Dicebots:
[dice=Athletics]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Common Knowledge]1d6[/dice]
[dice=Wild]1d6[/dice]

[dice=Fighting]1d6[/dice]
[dice=Wild]1d6[/dice]

[dice=Healing]1d8[/dice]
[dice=Wild]1d6[/dice]

[dice=Intimidation]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Knowledge Planets]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Notice]1d6[/dice]
[dice=Wild]1d6[/dice]

[dice=Performance]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Persuasion]1d8[/dice]
[dice=Wild]1d6[/dice]
Shepherd: +2

Reroll from Charismatic Edge
[dice=Persuasion]1d8[/dice]
[dice=Wild]1d6[/dice]
Shepherd: +2

[dice=Science]1d6[/dice]
[dice=Wild]1d6[/dice]

[dice=Shooting]1d8[/dice]
[dice=Wild]1d6[/dice]

[dice=Stealth]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Survival]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Taunt]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Run]1d6[/dice]

Equipment [Cost in Platinum] (weight in lb)
Armored duster [75] (6)
Dagger/knife [25] (1) b
Colt Peacemaker (.45) [200] (4) b
20 rounds [50] (4) b
Rapier [150] (2) x
Ship's Medic Kit [-](carried by Daisy)
Flashlight [20] (3) b
Pepper Spray [15] (0.5)
Stun Gun [25] (0.5)
Pump Action Shotgun [150] (8)
Shotgun Shells (25) [15] (1.5)
Backpack [50] (2)
Food for farmers: (10)
b: carried in pack; x not carried
Weight Carried: 32.5; w/o pack 18.5
Weight Limit: 20
Cash: 432 P

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] —