Skilled Thief/Asassin

 

This character is more useful in infiltration than open combat and represents a deadly senior member of a thieve's guild or an expert spy or assassin. They are strenuously trained to be lethal opponents without the use of any weapons, so that they can act effectively while disguised as dancing, peasants or in situations where weapons absolutely cannot be smuggled in. This character thus has greater than average hand to hand prowess, and can be a formidible opponent if supplied with the tools of deception. Note also that this character has a large number of FAM:-level skills, which while not very useful in combat situations, can rise to respectable levels if the character has the opportunity to take extra time over the skill or has tools to aid them.

 

CHA

VAL

COST

STR

15

+10

DEX

14

+12

CON

13

+6

BOD

11

+2

INT

13

+3

EGO

10

PRE

10

COM

10

PD

4

+1

ED

3

SPD

4

+16

REC

6

END

26

STUN

21

-5

Total cost

+45

OCV 5

DCV 5

ECV 3

 

Powers, skills, etc

6

FAM : Common melee, missile weapons and martial arts weapons

1

Languages: (native, literate)

5

FAM: Concealment, FAM: Disguise, FAM: High Society, FAM: Lockpicking, FAM: Security systems (all 8-)

12

Acting, Climbing, Stealth, Sleight of hand (all 12-)

20

Martial Arts Multipower (20 point reserve, Unarmed combat)

1

Block: +2 OCV, +2 DCV

1

Disarm: +2 OCV, +1 DCV

1

Eye gouge: 2d6 Flash (unranged, -1/2)

1

Dodge: +5 DCV

2

Fast Strike: +3d6 HA, +2 OCV (6d6 total)

1

Killing Strike: 1 d6 HKA (2d6 with STR)

1

Throwing skill: 1d6 RKA (requires appropriate objects to throw, -1/2)

1

Throttle: 1" Darkness vs hearing (only to cancel voice of victim, -2) +5 STR (for grab only -1)

55

Total powers cost

100

Total Character cost

Normal Equipment

Generally carried: 6 Knives or darts (distributed about person)

Standard outfit for task at hand

Leather Armour (Torso locations 10-13) worn under clothing

Backpack

Tinder Box

Belt Pouch, small x 3

 

Any or all special items below .....

Cost

Item: power

2

Garrote: +10 STR. Only for choking attacks (-2), OAF (-1)

2

Smoke bombs: Images vs normal sight (only of smoke, -2), OAF (-1), 6 charges, each lasts 1 turn (-1/4)

2

Chilli-filled eggshells: 1d6 Flash. OAF (-1), 2 charges (-1 1/2), reduced by range (-1/4)

2

Pepper: Images vs tracking scent. OAF (-1), 1 use, lasts 1 minute (-1), requires concentration (1/2 DCV) and Gestures throughout (sprinkling over tracks, -1/2)

1

Breathing tube: Life support - breathe underwater. OAF (-1), only within 1 foot of surface (-2), requires concentration throughout (1/2 DCV, -1/2)\

2

Swingline: 10" swinging. OAF (-1), 1 recoverable charge (-1 1/4), full phase to use (-1/2), no noncombat multiple (-1/4)

2

Caltrops: 1 point HKA, autofire, triggered by crossing area where they are sprinkled, OAF (-1), 1 recoverable charge (-1 1/4), full phase to use (-1/2), can be swept away (-1/4)

2

Marbles: 1/2d6 running drain, 1 hex area effect, triggered by moving into area where they are dropped, OAF (-1), 1 recoverable charge (-1 1/4), Full phase to use (-1/2), can be swept away (-1/4)

2

Lockbreaker: +5 STR. Only for forcing locks (-2), OAF (-1)

1

Healing herbs: + 2d6 Healing. OAF (-1), 4 charges (-1 1/4), Full phase to use (-1/2), Gestures (take and eat, -1/4), Gradual effect (1 day, -3)

3

Assassin's fuligin outfit with padded shoes, etc: +3 to concealment rolls. OIF (-1/2), causes consternation in viewers (side effect, -1/2)

3

Grappling iron and rope: +3 to climbing rolls. OIF (-1/2), Only where grapple can catch (-1/2)

Disadvantages +50

10

Watched (Thieves Guild, more powerful, 11-, NCI, mildly punish)

15

Hunted (City Guard, more powerful, 8-, NCI, severely punish, limited area)

15

Psychological limit : Obeys all orders from Guild superiors (common, total)

10

Reputation (8-) extreme: Thief