Lady Penelope Lane

GM: stormwell
Griffin Squadron is a special unit of pilot commandos who are sent on black op missions in order to defend the Commonwealth and its interests.
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Penelope Lane
Posts: 115
Joined: Wed May 29, 2019 4:29 am

Lady Penelope Lane

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Character Name: Penelope Lane
Rank: Veteran
Race: Human
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d6, Vigor d8
Pace: 6; Parry: 4; Toughness: 6
Skills:
  • Academics d6
  • Athletics d4
  • Boating d4-2
    • Ignore 2 points of penalties
  • Common Knowledge d4
  • Driving d4-2
    • Ignore 2 points of penalties
  • Fighting d4
  • Knowledge (Glim-Tech) d4
  • Notice d6
  • Persuasion d6
  • Piloting d8
    • Ignore 2 points of penalties
  • Repair d4
  • Research d4
  • Shooting d6
  • Stealth d4
  • Weird Science d8
Languages: Gwentian, Artian, Tylander, Sodkan

Hindrances
  • Curious (Major): Very interested in relics and the ancient past, especially Ancient Terran technology.
  • Driven (Major): Wants to prove a woman can compete in a man’s world.

Edges
  • Ace: Ignore 2 points of penalties to Boating, Driving, or Piloting. May spend Bennies to Soak damage to their vehicle using appropriate skill instead of Vigor.
  • Arcane Background (Weird Science)
  • Gadgeteer: Spend up to three Power Points to “jury rig” a device from most any reasonable collection of spare parts. This allows her to use any power normally available to Weird Scientists of her Rank or lower in her particular setting, with a Power Point cost of 3 or lower. The total cost of the power (plus any modifiers) cannot exceed the points spent to create it, but she may create multiple devices as long as she has the points to do so. This takes one entire turn, during which she can do nothing else but make a Weird Science roll at −2 (she cannot take MultiActions that turn). The inventor uses Power Points directly from her pool for the device, but once its initial Duration is finished (it cannot be maintained) it falls apart into its component pieces.
    • Novice: Arcane Protection, Beast Friend, Blind, Bolt, Boost/Lower Trait, Burrow, Burst, Confusion, Darksight, Deflection, Detect/Conceal Arcana, Disguise, Dispel, Elemental Manipulation, Empathy, Entangle, Elemental Protection, Fear, Havoc, Healing, Illusion, Light/Darkness, Mind Link, Mind Reading, Protection, Relief, Shape Change (Novice), Smite, Sound/Silence, Speak Language, Stun, Summon Ally (Novice), Wall Walker
    • Seasoned: Barrier, Blast, Farsight, Growth/Shrink, Object Reading, Sloth/Speed, Slumber, Teleport
    • Veteran: Banish, Drain Power Points, Fly, Mind Wipe, Puppet, Zombie
  • Artificer: Artificers can create Arcane Devices and give them to their allies.

Powers Power Points: 20 Recover: 5 PP/hour
  • Firebolt Pistol (Bolt)
    • 1 PP
    • Range: Smarts x 2
    • Trappings: Pistol that shoots a blast of fire.
    • Damage: 2d6; Raise 3d6
    • Modifiers
      • Armor Piercing (+1 to +3): AP 2 per point spent
      • Damage (+2): 3d6; Raise 4d6
      • Glow (+1): SBT light around target. Negates 1 point of Illumination penalties until end of target’s next turn.
      • Heavy Weapon (+2): Counts as a Heavy Weapon.
      • Lingering Damage (+2): On victim’s next turn, target suffers 2d4/3d4/4d4 damage
      • Range (+1/+2): Double or triple the range.
  • Goggles of Night (Darksight)
    • 1 PP
    • Range: Self
      • Limitation: Self only
    • Duration: 1 hour
    • Trapping: Set of goggles
    • Ignore 4 points of Illumination penalties; Raise ignore 6 points.
  • Sticky Gun (Entangle)
    • Cost: 2
    • Range: Smarts
    • Duration: Instant
    • Trappings: Tarry substance
    • Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like Trappings (Hardness 5). If successful, the target is Entangled. With a raise, he’s Bound. Victims may break free on their turn as detailed under Bound & Entangled on page 98.
    • Area of Effect (+2/+3): MBT/LBT
    • Strong (+2): Hardness 7. Rolls to break free are at -2.
  • Regeneration Serum (Healing)
    • Cost: 3
    • Range: Touch
    • Trappings: Injection
    • Removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points.

Background

Penelope was born to a well-off family in the Commonwealth. Her father is an academic at the University, her mother a homemaker and active socialite, and her uncle was in the RAF and is currently a member of parliament.

Early on, Penelope was fascinated by the ancient Terran histories her father studied, much to her mother’s chagrin, who wanted her to take an interest in the pursuits that better fit a young lady. Penelope was particularly fascinated by the Ancient Terran technology. She started to experiment and study glim-tech. She sat in classes at her father’s university, though wasn’t allowed to formally attend because she was a woman.

One of her other pursuits was flying. She was fascinated by airplanes. After the war, the opportunity emerged to travel to the colonies in Alyeska to serve as a pilot and also continue her studies of Ancient Terran technology. While there, her skills were such that she was drafted into the local RAF unit, and she is determined to prove herself.

Gear
  • Trench Knife
    • Damage: Str+d4 AP 1
    • Brass knuckles in handle: Str+d4
  • Rifle
    • Damage: 2d8
    • Range: 24/48/96
    • Shots: 10
    • Weight: 9, Str min d6
  • Revolver
    • Damage: 2d6
    • Range: 12/24/48
    • Shots: 6
    • Weight: 2
  • Backpack
    • Wood axe
    • Bed roll
    • Binoculars
    • Cigarettes (20)
    • Canteen
    • Compass
    • Flashlight
    • Matches (100)
    • Mess kit
    • Parachute
    • Rope (50’)
    • Shovel
    • Tools, repair kit
    • Gun cleaning kit
    • Simple dress
  • Clothes
    • Cartridge Belt
      • Pistol bullets (100)
      • Rifle bullets (100)
    • Holster x 2
    • Flask of liquor
    • Belt
    • Boots
    • Flight jacket
    • Gloves
    • Goggles
    • Pants
    • Shirt

Money: 75

Contacts

Advances
  • Initial Advances: (From Hindrances): Smarts d8, Weird Science
  • Free Edge (Human): Ace
  • Novice 1 Advance: Agility d8
  • Novice 2 Advance: Power Points +5 PP
  • Novice 3 Advance: Piloting d8, Weird Science d8
  • Seasoned 1 Advance: Gadgeteer
  • Seasoned 2 Advance: Vigor d8
  • Seasoned 3 Advance: Notice d6, Persuasion d6
  • Seasoned 4 Advance: New Powers (Healing, Entangle)
  • Veteran 1 Advance: Artificer
  • Veteran 2 Advance: Smarts d10
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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Penelope Lane
Penelope Lane
Last edited by Penelope Lane on Tue Jan 04, 2022 5:06 am, edited 7 times in total.
User avatar
Penelope Lane
Posts: 115
Joined: Wed May 29, 2019 4:29 am

Re: Lady Penelope Lane

Post by Penelope Lane »

Q3 2019 Advance: +5 PP
User avatar
Penelope Lane
Posts: 115
Joined: Wed May 29, 2019 4:29 am

Re: Lady Penelope Lane

Post by Penelope Lane »

Q3 2021: Artificer Edge
User avatar
Penelope Lane
Posts: 115
Joined: Wed May 29, 2019 4:29 am

Re: Lady Penelope Lane

Post by Penelope Lane »

Q4 2021: Smarts d10
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