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Felecia

GURPS Characters > Heroic Fantasy > Characters

Felecia
“I am Felecia, one of the Giren wanderers. You have heard we can tell your future, no? It is not as flashy as lightning bolts, but much for useful.”
GURPS 3rd Edition Character
17 Character Points
5’4” red haired female, wearing a lot of mysterious-looking jewelry, and walking barefoot.

Attributes [0]
Strength 10, Intelligence 10, Dexterity 10, Health 10 [0 points]
Thrust/Kick 1d-2 (punch 1D-4), Swing 1d-1; Spd: 5; Move 5; Dodge: 5*; Hit Pts 10; Fatigue 10; Lift: 250

Advantages [50]
Very Beautiful (+2 reaction, +4 to opposite sex) [25], Charisma +2 [10],
Danger Sense [15]

Disadvantages [-70]
Poor (one‐fifth starting wealth) [-15], Bad Reputation -1 (worker of dark magic or dishonest thieves by those with Streetwise) [-5], Low Status (considered dirty people, cannot own property or vote) [-10], Sense of Duty (to friends) [-5], Code of Honor (never tell on another Giren) [‐5], Secret (con artist) [‐5], Cannot Harm Innocents [-10], Greed [-15]

Quirks [-3]
Smooth talker, Confident, Tiny pet canary named Jinx (commonly kept in a cage and she talks to it constantly)

Skills [40]
***Detective***
Area Knowledge, Local (IQ+1), Law (IQ-1),

***Gambler***
Acting (IQ), Detect Lies (IQ-1), Gambling (IQ), Holdout (IQ), Sleight of Hand (DX-1)

***Knife-Fighter***
Knife (DX+1)

***Language Expert***
Language (Average) (IQ: Elvish, Dwarvish, Goblinoid)

***Religious Leader***
Occultism (IQ), Theology (IQ-1)

***Thief-Rouge***
Stealth (DX), Streetwise (IQ), Sleight of Hand (DX-1), Fast-Talk (IQ), Scrounging (IQ+1), Lockpicking (IQ), Hidden Lore (Local Criminal Network) (IQ)

Weapons and Equipment
Archaic Weapons Large Knife: Knife skill, cut SW+2, range C or 1, maximum damage 1d+2

Background
Felecia is one of the Giren, a dark-skinned race of humans that wander throughout the kingdom of Arember as entertainers. They are also con artists, but their fairs are always fun, with contests, games, animals to pet and even a few captured monsters you can pay a silver to look at. The draw is so strong many people deal with the Giren even though the threat of losing their money is apparent.
 Felecia has grown up with her Giren father,  Galmon, and has learned to make a living playing cards and acting as a soothsayer (her studies of occult and theology are only to keep up the appearance that she has real magical powers).
 All of this is well and good, but recently Felicia “told the future” of Sir Justin, a knight, telling him he would one day lose his sword (a vauge enough prediction). Soon after, Sir Justin lost his hand in battle, and unknown to Felecia searches for her so that he can present her to the king as a royal soothsayer. Will she admit to the king she lied, or tell the king his “future” at the risk of the very kingdom?

Written by J. Scott Pittman
Any artwork used is not property of J. Scott Pittman and is used without permission; the use of the artwork is not a challenge to the rights of the art and is not used with the intention of making any monetary profit. Join us at GURPS 3rd Edition on Facebook!

 
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