Generic Thief

 

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

3

FAM : Common Melee weapons, thrown knife

3

Basic combat training: +1 CSL with favoured weapon

1

Languages: (native, literate)

9

Climbing, Concealment, Stealth (all 11-)

3

+1 with Climbing, Concealment, Stealth

7

7 points of skills (3 points), PS or KS (2 points) or FAM (1 point)

AK: Own area

Acting

Contortionist

Conversation

Cryptography

Disguise

KS: Cartography

KS: Urban profession

High Society

Lockpicking

Forgery

PS: Healer

Paramedic

Riding

Seduction

Sleight of Hand

Security Systems

Survival

Tracking

Weaponsmith

24

Total powers cost

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