Use this Character to represent a skilled thief, as well as the "house spies" maintained by many lords.
CHA |
VAL |
COST |
STR |
13 |
+6 |
DEX |
11 |
+3 |
CON |
11 |
+2 |
BOD |
11 |
+2 |
INT |
10 |
|
EGO |
10 |
|
PRE |
14 |
+4 |
COM |
10 |
|
PD |
3 |
|
ED |
2 |
|
SPD |
3 |
+9 |
REC |
5 |
|
END |
20 |
-1 |
STUN |
24 |
|
Total cost |
+25 |
OCV 4 (±2)
DCV 4 (±2)
ECV 3
Powers, Skills, etc |
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3 |
FAM : Common Melee weapons, thrown knife |
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3 |
Basic combat training: +1 CSL with favoured weapon |
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1 |
Languages: (native, literate) |
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9 |
Climbing, Concealment, Stealth (all 11-) |
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3 |
+1 with Climbing, Concealment, Stealth |
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7 |
7 points of skills (3 points), PS or KS (2 points) or FAM (1 point) |
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|
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24 |
Total powers cost |
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50 |
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
None needed, but the ones below are appropriate:
10 |
Watched (Thieves Guild, more powerful, 11-, NCI, mildly punish) |
15 |
Psychological limit : Obeys all orders from Guild superiors (common, total) |
10 |
Reputation (8-) extreme: Thief |