Generic Thief/Assassin

 

This character sheet represents the best of a Thieve's guild's operatives - highly trained or very experienced warriors, adept in stealth and combat. Despite their formidible prowess, assassins tend not to have as many levels as overt warrior-types, so they prefer to avoid combat where possible, or rely on dirty tricks to tip the balance in their favour.

 

CHA

VAL

COST

STR

13

+6

DEX

15

+15

CON

13

+6

BOD

12

+4

INT

14

+4

EGO

11

+2

PRE

14

+4

COM

10

PD

3

ED

3

SPD

3

+5

REC

6

END

24

-1

STUN

27

Total cost

+45

OCV 5

DCV 5

ECV 4

Powers, skills, etc

7

FAM : Common melee weapons, Common misile weapons, common martial arts weapons, Garrote

16

Unarmed martial arts Multipower (16 point reserve)

1

Block, +2 OCV, +2 DCV

1

Dodge, +6 DCV

1

Fast Strike, +2d6 HA, +2 OCV

1

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

1

Throttle, 1" Darkness vs hearing (only to cancel voice of victim, -2),+1d6 HA (for grab only)

1

Languages: own language (native, literate)

6

+2 with PER rolls

12

Acrobatics, Breakfall, Climbing, Concealment, Stealth (all 13-)

9

 

 

 

 

 

 

Three skills from

Contortionist

Conversation

Combat skill levels

Demolitions

Disguise

Iajutsu

KS: Cartography

KS: Dancing

KS: Singing

High Society

Lockpicking

Meteorology

PS: Healer

Paramedic

Riding

Seduction

Sleight of Hand

Security Systems

Survival

Tracking

Weaponsmith

55

Total powers cost

100

Total Character cost

Normal Equipment

Armour: (only if expecting open combat) Chain vest (DEF 6 ) or Heavt Leather (DEF2) on locations, 10-13

Light sword or similar (1 d6 HKA)

Dagger (1/2 d6)

Sandals or light shoes

Belt and pouches

Tinderbox

Waterskin (1 pint)

Small lantern

Flasks of oil (3)

Sharpening stone

 

Any or all special items below

Cost

Item:power

2

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

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

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