Jane Putcher
Name:
Jane Putcher
Age:
24
Magic:
Cartridge Magic – a one-of-a-kind holder-type magic, somewhat similar to guns magic, that revolves around her gun, the Privateer. Her spells change the ammunition that the weapon uses; each one loads six of the spell's special bolts into the Privateer, which can then be fired at will. A purely technological scope can be flipped up at the end of the weapon's barrel for long-range shooting. A lever on the Privateer can be pulled to reload it with the same type of ammunition just used.
Magic Level:
A
Sleeper Cells – tiny canisters that rupture on contact, released a powerful sedative in the form of pink gas.
Scatter Arrows – arrows that burst on contact, releasing four small green bolts that richochet several times off solid surfaces, each one acting like a tiny bullet.
High Stakes Shells – slow-moving shells with a highly explosive payload. While devastating to terrain and buildings and brutal against living enemies, others can detonate them in mid-flight, endangering Jane.
Rincewind Rounds – bullets that shoot instantly. If not for their less-than-lethal-but-still-painful nature, these rounds would be extremely deadly due to their speed. Expect to get hit by these a lot if fighting Jane.
Whale Killers – powerful harpoons. Jane only uses these when she intends to kill.
Arcane Arrows – slow purple bolts of magical energy that home in on the target and pop violently.
Wrath Rounds – bullets coated in a furious orange aura that make those struck by them raging mad.
Cumulus Cells – bulky white cells that rupture on contact, emitting a thick fog. Aside from obscuring sight, the fog is thick enough to cause spells to trigger, detonate, or otherwise lose energy upon touching or passing through it, making it an excellent indirect defensive ammunition.
Shredder Shells – shotgun slugs, more useful at closer range but not useless at longer range. The blasts of shot lack penetrating power, but the force at which they fire, and their red-hot fire, mean that even the staunchest foes will be pushed back, and even missing a mark may still burn it.
Chain Links – fast silver bolts of magical energy that take two shots to properly work. The two shots stick a magic circles to their targets, and then a chain appears connecting them The magical circles themselves are almost impossible to dispel, but they will vanish it the chain is broken. Because it takes two shots to make a chain, a full load of ammo makes only three chains.
Trap – a call that Jane can make after selecting any other ammo. This converts her current shot into a white jolt of electricity, that upon contact with a nonliving surface places a mine that has the effect of her current shot.
History:
Though born and for a while raised to a well-to-do family in Hargeon, it became quickly apparent how little Jane wanted to live a normal life. She found education, business, and most of all fishing to be insufferably boring. While she loved her parents and younger sister, she never felt as if she fit into the quiet Hargeon life. One night, however, while Jane was down by the wharf, Hargeon came under attack by pirates. Among their plunder was Jane herself, who was familiar enough with piratical culture to request a parlay with the captain. She requested that she be allowed to join the crew, as a deck swabber, anchor raiser, or whatever, but a bonafide pirate nonetheless. The captain, seeing in her traces of himself and his long-lost daughter, decided to grant her wish. One day not long after, when clashing with a rival pirate ship, Jane demonstrated a natural talent for firearms. Over the next ten years, Jane blossomed into a fearsome brigand, fitting perfectly into the rough, unrestrained life that she realized she had always desired.
It wasn't always smooth sailing, however. In time the pirates' luck ran out, and Fiore's navy captured the ship and threw every crew member in prison. Only with her tenacity and quick wit was Jane able to avoid a great deal of harm in prison, biding her time over the course of a month until a riot broke loose. As it happened, members of Frenzy Plant were in town on other business, and decided to help out with the riot and beat back the escaping prisoners. Realizing her opportunity, Jane reclaimed her gun the Privateer, and used her magic to fight the prisoners, including her former crew, instead of aiding them. The Frenzy Plant soldiers were impressed enough to demand that she had proved herself reformed, and that her custody be transferred to the guild. Since then, Jane has discovered the life of a warrior guild to be far more to her tastes than piracy, for she never enjoyed taking advantage of others—merely the sense of adventure. Still, she retained the semblance and mannerisms of a vagabond, even while becoming one of Frenzy Plant's strongest mages.
Personality:
'Rough around the edges' and 'motivated by money' are the two concepts that best describe Jane's character. Her speech is uncultured and frequently vulgar, her manners leave much to be desired, and her temper flares quickly and powerfully. She is, in fact, quite ADHD. She's also a miser and an opportunist, always very eager to get and keep as much wealth as she can, though she's surprisingly quick to share her trove with causes she deems important. Despite being a greedy hooligan, however, Jane is fundamentally a good person. She can't stand injustices or people who think too much of themselves. When it comes to her guildmates, Jane genuinely enjoys the company of others, and likes to have a lot of friends. Laughing with friends is probably her second favorite thing, after money. Do not mistake a generally good nature for complacency, however; if someone or something makes her crabby, it is a difficult thing indeed to becalm her anger. When it comes to love, Jane is not averse to playful flirtation.
Team Members:
None
Three Strengths:
1. Brutal magic – depending on the ammunition loaded into the Privateer, Jane is capable of defeating enemies really quickly. One of her Whale Killers in the torso is enough to incapacitate if not kill many mages and non-mages alike, and she has several spells that can end a fight before it even begins.
2. Entrepreneur – Jane is motivated by money. She's the one to pick through a battlefield after the fight, looking for salvageable equipment or valuables, the one to haggle tirelessly over purchases, the one to make sure that nobody's wasting anything, and the one who sells any loot attained by the guild for top dollar.
3. Teamwork – surprisingly enough given her history and personality, Jane is adept at working with others. With allies by her side, she can direct by snarky suggestions and angry yelling their collective strengths to cover for their collective weaknesses, making the group stronger as a whole.
Three Weaknesses:
1. The Privateer – Jane's magic hinged upon the use of her signature revolver cannon, the Privateer. Without it, her combat ability is severely limited. The Privateer is not by any stretch of the imagination indestructible, and its size means it is a viable target for opponents if they can get past its fire.
2. All offense – the Privateer is a heavy weapon, and Jane is not physically capable of moving around quickly when carrying it. In fact, any sort of jump greater than a small hop is out of the question. Because she wears no armor and has no purely defensive, direct application for her magic, she has almost no defense or evasive mobility to speak of.
3. When she feels like making a big deal of something, Jane has a tendency to come up and follow bad ideas, stubbornly sticking by them until she feels vindicated. A long-running one that seldom works out for her is to use her own Wrath Rounds on herself when she's about to lose, giving her a furious second wind and making her unpredictable but also making her defense even worse and decreasing her accuracy.
Greatest Love:
Being surrounded by riches.
Motivation:
To gather enough riches to surround herself in, and experience a moment of pure bliss, before longingly donating it to causes she sees as noble.
Additional Details:
Last year, Jane was presented with the “Best Tits in the Guild” award by Nandy Rewman as part of a bet. She accepted it, laughing uproariously, and has since issued one of her own awards to a fellow guildmember every couple of months. Jillian Suede won her “Most Jiggly” award, Zander Louvier won her “Biggest Wuss” award, Xyster won her “Creepy As Hell” award, and guildmaster Sanders won her “Least Fun” award. She's currently deciding who to give the “Super Weirdo” award, but she's extremely conflicted about it.
Jane Putcher
Age:
24
Magic:
Cartridge Magic – a one-of-a-kind holder-type magic, somewhat similar to guns magic, that revolves around her gun, the Privateer. Her spells change the ammunition that the weapon uses; each one loads six of the spell's special bolts into the Privateer, which can then be fired at will. A purely technological scope can be flipped up at the end of the weapon's barrel for long-range shooting. A lever on the Privateer can be pulled to reload it with the same type of ammunition just used.
Magic Level:
A
Sleeper Cells – tiny canisters that rupture on contact, released a powerful sedative in the form of pink gas.
Scatter Arrows – arrows that burst on contact, releasing four small green bolts that richochet several times off solid surfaces, each one acting like a tiny bullet.
High Stakes Shells – slow-moving shells with a highly explosive payload. While devastating to terrain and buildings and brutal against living enemies, others can detonate them in mid-flight, endangering Jane.
Rincewind Rounds – bullets that shoot instantly. If not for their less-than-lethal-but-still-painful nature, these rounds would be extremely deadly due to their speed. Expect to get hit by these a lot if fighting Jane.
Whale Killers – powerful harpoons. Jane only uses these when she intends to kill.
Arcane Arrows – slow purple bolts of magical energy that home in on the target and pop violently.
Wrath Rounds – bullets coated in a furious orange aura that make those struck by them raging mad.
Cumulus Cells – bulky white cells that rupture on contact, emitting a thick fog. Aside from obscuring sight, the fog is thick enough to cause spells to trigger, detonate, or otherwise lose energy upon touching or passing through it, making it an excellent indirect defensive ammunition.
Shredder Shells – shotgun slugs, more useful at closer range but not useless at longer range. The blasts of shot lack penetrating power, but the force at which they fire, and their red-hot fire, mean that even the staunchest foes will be pushed back, and even missing a mark may still burn it.
Chain Links – fast silver bolts of magical energy that take two shots to properly work. The two shots stick a magic circles to their targets, and then a chain appears connecting them The magical circles themselves are almost impossible to dispel, but they will vanish it the chain is broken. Because it takes two shots to make a chain, a full load of ammo makes only three chains.
Trap – a call that Jane can make after selecting any other ammo. This converts her current shot into a white jolt of electricity, that upon contact with a nonliving surface places a mine that has the effect of her current shot.
History:
Though born and for a while raised to a well-to-do family in Hargeon, it became quickly apparent how little Jane wanted to live a normal life. She found education, business, and most of all fishing to be insufferably boring. While she loved her parents and younger sister, she never felt as if she fit into the quiet Hargeon life. One night, however, while Jane was down by the wharf, Hargeon came under attack by pirates. Among their plunder was Jane herself, who was familiar enough with piratical culture to request a parlay with the captain. She requested that she be allowed to join the crew, as a deck swabber, anchor raiser, or whatever, but a bonafide pirate nonetheless. The captain, seeing in her traces of himself and his long-lost daughter, decided to grant her wish. One day not long after, when clashing with a rival pirate ship, Jane demonstrated a natural talent for firearms. Over the next ten years, Jane blossomed into a fearsome brigand, fitting perfectly into the rough, unrestrained life that she realized she had always desired.
It wasn't always smooth sailing, however. In time the pirates' luck ran out, and Fiore's navy captured the ship and threw every crew member in prison. Only with her tenacity and quick wit was Jane able to avoid a great deal of harm in prison, biding her time over the course of a month until a riot broke loose. As it happened, members of Frenzy Plant were in town on other business, and decided to help out with the riot and beat back the escaping prisoners. Realizing her opportunity, Jane reclaimed her gun the Privateer, and used her magic to fight the prisoners, including her former crew, instead of aiding them. The Frenzy Plant soldiers were impressed enough to demand that she had proved herself reformed, and that her custody be transferred to the guild. Since then, Jane has discovered the life of a warrior guild to be far more to her tastes than piracy, for she never enjoyed taking advantage of others—merely the sense of adventure. Still, she retained the semblance and mannerisms of a vagabond, even while becoming one of Frenzy Plant's strongest mages.
Personality:
'Rough around the edges' and 'motivated by money' are the two concepts that best describe Jane's character. Her speech is uncultured and frequently vulgar, her manners leave much to be desired, and her temper flares quickly and powerfully. She is, in fact, quite ADHD. She's also a miser and an opportunist, always very eager to get and keep as much wealth as she can, though she's surprisingly quick to share her trove with causes she deems important. Despite being a greedy hooligan, however, Jane is fundamentally a good person. She can't stand injustices or people who think too much of themselves. When it comes to her guildmates, Jane genuinely enjoys the company of others, and likes to have a lot of friends. Laughing with friends is probably her second favorite thing, after money. Do not mistake a generally good nature for complacency, however; if someone or something makes her crabby, it is a difficult thing indeed to becalm her anger. When it comes to love, Jane is not averse to playful flirtation.
Team Members:
None
Three Strengths:
1. Brutal magic – depending on the ammunition loaded into the Privateer, Jane is capable of defeating enemies really quickly. One of her Whale Killers in the torso is enough to incapacitate if not kill many mages and non-mages alike, and she has several spells that can end a fight before it even begins.
2. Entrepreneur – Jane is motivated by money. She's the one to pick through a battlefield after the fight, looking for salvageable equipment or valuables, the one to haggle tirelessly over purchases, the one to make sure that nobody's wasting anything, and the one who sells any loot attained by the guild for top dollar.
3. Teamwork – surprisingly enough given her history and personality, Jane is adept at working with others. With allies by her side, she can direct by snarky suggestions and angry yelling their collective strengths to cover for their collective weaknesses, making the group stronger as a whole.
Three Weaknesses:
1. The Privateer – Jane's magic hinged upon the use of her signature revolver cannon, the Privateer. Without it, her combat ability is severely limited. The Privateer is not by any stretch of the imagination indestructible, and its size means it is a viable target for opponents if they can get past its fire.
2. All offense – the Privateer is a heavy weapon, and Jane is not physically capable of moving around quickly when carrying it. In fact, any sort of jump greater than a small hop is out of the question. Because she wears no armor and has no purely defensive, direct application for her magic, she has almost no defense or evasive mobility to speak of.
3. When she feels like making a big deal of something, Jane has a tendency to come up and follow bad ideas, stubbornly sticking by them until she feels vindicated. A long-running one that seldom works out for her is to use her own Wrath Rounds on herself when she's about to lose, giving her a furious second wind and making her unpredictable but also making her defense even worse and decreasing her accuracy.
Greatest Love:
Being surrounded by riches.
Motivation:
To gather enough riches to surround herself in, and experience a moment of pure bliss, before longingly donating it to causes she sees as noble.
Additional Details:
Last year, Jane was presented with the “Best Tits in the Guild” award by Nandy Rewman as part of a bet. She accepted it, laughing uproariously, and has since issued one of her own awards to a fellow guildmember every couple of months. Jillian Suede won her “Most Jiggly” award, Zander Louvier won her “Biggest Wuss” award, Xyster won her “Creepy As Hell” award, and guildmaster Sanders won her “Least Fun” award. She's currently deciding who to give the “Super Weirdo” award, but she's extremely conflicted about it.