Midge
“I'm an adventurer, looking for treasure.” ― Paulo Coelho, The Alchemist
An elf, a human and a dwarf are all enjoying drinks in a tavern when each notices a fly in their glass.
The elf places his napkin over the glass and pushes it off to the side.
The human removes the fly and keeps drinking.
The dwarf pulls out the fly and starts yelling, "Spit it out, ya bastard! Spit it out!"
Midge's Formula and Spell List
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Contents
Background
In the Turquoise Shire sat a little Halfling village. It was a quiet, provincial village. Nothing exciting happened all that often, unless you counted the annual festivals to celebrate the seasonal holidays. For a young gnome girl it wasn’t the most fun place to grow up, but for Midge it was the only home she knew.
She was raised by a gnome woman, who she was pretty sure was her birth mother, a man who she knew wasn’t her birth father but treated her like a daughter anyway, and an elderly gnome woman who she called Granny, there exact blood relationship was in question. With gnomes it really didn’t matter. They are firm believers in the ‘it takes a village’ theory. In this case it was a halfling village.
Midge’s parents were landowners, with a large farm that sustained most of the village with produce. They were quite well off, able to provide for their only daughter easily. What they couldn’t provide however was adventure. Adventure was something that the young gnome Midge was always on the lookout for adventure. And oft times this lead to trouble and one time death…or pretty close to it. It was this near-death experience that put her on the path to becoming an alchemist and also lead Midge to her greatest regret.
|| Homeland: Unusual - Plains (Halfling Village in Turquoise Shire || Family: Mother Living - No Siblings ||
|| Circumstance of Birth: Heir to a Legacy (Influence) || Parents Profession: Yeoman ||
|| Major Childhood Event: Nearly Died (Fearless Defiance) || Adolescence & Training: Accidental Discovery (Alchemical Intuition) ||
|| Influential Assoc: The Mentor || Conflict: Destroyed a Reputation, Subject: Close Friend, Motivation: Jealousy, Resolution: Sincere Regret ||
|| Romantic Relationships: Nope || Drawback: Attachment (Alchemy Heirloom) ||
Cypher System Character Sheet
Pools
MIGHT 12 · SPEED 11 · INTELLECT 15 ·
Armor 0
Edge & Effort
MIGHT 1 • SPEED 0 • INTELLECT 1
EFFORT 2
Skills
- Alchemy & Potions (Trained/-1 Difficulty) Note the ability to create one-shot assets as-needed based on alchemy & potions
- Magic Lore (Trained/-1 Difficulty)
- Brewing (Trained/-1 Difficulty)
- Linguistics (Trained/-1 Difficulty)
- Bluff (Trained/-1 Difficulty)
- Low Light Perception (Trained/-1 Difficulty)
Special Abilities
- Sense for the Weird: You can sense odd, strange, unusual things at up to long distance (100 feet). This is not a precise sense but a combination of intuition and odd flashes of insight.
- Beast Form: (4 Intellect points): You can use your weird abilities to become a beast. While in beast form you gain +4 to your Might Pool and +1 to your Might Edge. You have claws which inflict 4 points of damage per attack. You can remain transformed for up to 10 minutes before you revert back to your normal shape.
- Bomb: (2 Intellect points): You can throw bombs at enemies. The attack is based on Intellect and must be centered on an area within 30 feet. Anything within 10 feet of the explosion whose defense you beat takes 1 damage. For each level of Effort applied the explosion deals 2 additional points of damage to each target hit.
- Scan: (2 Intellect points): You scan an area equal in size to a 10 foot cube. The area must be within 30 feet of you. Scanning reveals a creature or object’s level and might reveal additional facts such as composition, the presence of energy, or anything the GM feels is pertinent.
- Shroud of Fire: (1 Intellect point): Your entire body becomes shrouded in flame for up to 10 minutes. The fire doesn’t burn you but automatically inflicts 2 points of damage to anyone who tries to touch you. You gain +2 Armor against outside fire.
- Hurl Flame: (2 Intellect points): While your halo of flame is active you can hurl fire at targets up to 30 feet away, dealing 4 points of damage if you hit.
- Flash: You create an explosion of energy at a point within close range, affecting an area up to immediate range from that point.
Cyphers & Artifacts
- Firewalking Boots (Artifact) Level 3 / Depletion N/A These boots allow the wearer to walk on lava/magma and provide 5 points of Armor against any fire based attacks of effects.
- Alchemical Quill (Cypher) / Level 1. You can inject yourself, or someone else, with the liquid contained inside this quill. For one hour you sweat 1d6 doses of a valuable liquid. The liquid remains viable for one week once sweated out.
- Silence Sponge (Cypher) / Level 7. This sponge, infused with obsidian shards, absorbs all sound within long range into it. It does this for 7 rounds. No sound can be heard within the affected area.
- Sparkle Canon (Cypher) / Level 9. This wand 1d6 beams of light to shoot from it. The lights travel up to 100 feet to a number of targets equal to the number of beams and explode, blinding the target for 1 minute.
Gear
- Supplies
- alchemy crafting kit
- backpack
- bedroll
- belt pouch
- flint and steel
- ink
- inkpen
- iron pot
- mess kit
- soap
- torches (10)
- trail rations (12 days)
- waterskin
- bag of marbles
- Book: Punny Bones Guide to Punny Groans
- Spoon Necklace (See Attachment above)
- Everburning Torch
- Simple map of Vesicule
- Street atlas of Vesicule
- Crow Bar
- Common Dungeoneering kit
- Magic Goggles Identify 3x day, Detect Secret Door at will
- Ancient Gold Coin
- Coffee Pot
- Canteen
- Gear Maintenance Kit
- Small Tent
- Cold-Weather Outfit
- Blanket
- Playing Cards
- Flask
- Twine
- Blanket for Porridge
- Dog Grooming kit
- Shoes of the FireWalker (They give her fire resistance 10 (meaning she can now handle most mundane fire without fear of injury) and allow her to walk on top of magma/lava as if it were solid ground.)
- 3/4 lb of candy.
- Weapons
- sickle
- dagger
- crossbow
- Ammunition
- 20 bolts
- Armor
- Quilted cuirass with teardrop shaped groin guard (+2 +1 staunching padded armor/+3 insight bonus to your Initiative check once per day)
- Alchemical Items
- 3 sunrods
- Used - 1 flasks of alchemical acid - 1d6/×2/10 ft./Acid/Splash
- 6 flasks of Alchemists Fire - 1d6/×2/10 ft./Fire/Splash
- Dust Knuckles
- 8 vials of standard dust knuckle dust (DC 15 to avoid being blinded for 1 round)
- Flash Powder - Blindess/10 ft./Light
- Burst Jar
- Thunderstone
- Ghast Retch Flask
- Alchemical Glue
- Alchemical Glue Accelerant
- 2 Alchemical Solvent
- 6 Bloodblock
- Impact Foam
- Nushadir
- 2 Troll Oil
- 2 Chill Cream
- 1 Healing Potions
- 3 Cure Moderate Wounds
- Twitch Tonic
- Antidote Kit
- 10 Vials
- 5 Iron Vials
- 2 doses of sea serpent venom.
- One vial liquid rainbow
- One Opal
- One vial troll goo
Gold: 499
Silver: 4
Temperance Store Credit: 200 GP
Gallery
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