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 |
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7 |
FAM : Common melee weapons, Common misile weapons, common martial arts weapons, Garrote |
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16 |
Unarmed martial arts Multipower (16 point reserve) |
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1 |
Block, +2 OCV, +2 DCV |
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1 |
Dodge, +6 DCV |
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1 |
Fast Strike, +2d6 HA, +2 OCV |
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1 |
Killing Strike, 1d6 HKA (2d6 with STR) |
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1 |
Throttle, 1" Darkness vs hearing (only to cancel voice of victim, -2),+1d6 HA (for grab only) |
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1 |
Languages: own language (native, literate) |
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6 |
+2 with PER rolls |
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12 |
Acrobatics, Breakfall, Climbing, Concealment, Stealth (all 13-) |
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9
|
|
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55 |
Total powers cost |
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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 |