Smile the Thief
Jan 24, 2014 18:00:42 GMT
Post by lorelee on Jan 24, 2014 18:00:42 GMT
Smile
Class: Thief
Race: Human
Level: 5
XP: 5/12
Alignment: Chaotic: Leap into danger without a plan.
Appearance: Shifty Eyes, Messy Hair, Fancy Clothes, Lithe Body
Background: Raised by street performers, Smile grew up learning an array of tricks. A life checkered by a criminal past has forced Smile to leave Forcastle for reasons known to a sparse few.
Bonds
I stole something from ____.
______ has my back when things go wrong.
______ knows incriminating details about me.
______ and I have a con running.
______ doesn't seem to trust me, and for good reason.
I worry about the ability of _____ to survive in the dungeon.
Stats
Strength: 9
Dexterity: 17 (+2)
Constitution: 14 (+1)
Intelligence: 13 (+1)
Wisdom: 9
Charisma: 15 (+1)
Base Damage: d8
Armor: 1
HP: 16/19
Equipment
Throwing Knives (6) (0 weight each)
Dueling Rapier (close, 1 piercing, precise) (2 weight)
Leather Armor (1 armor, 1 weight)
Oil of Tagit (2 uses) (0 weight)
Bloodweed (2 uses) (0 weight)
Bronze Gauntlet (0 weight)
Amethyst Stone Necklace (0 weight) (300 coins)
2 gold coins, 25 coin each
9 silver coins
Load: 5/9
Horse, 0/10 Load
Wagon, 0/40 Load
Basic Moves
Starting
Human: You are a professional. When you spout lore or discern realities about criminal activities, take +1.
Trap Expert: When you spend a moment to survey a dangerous area, roll+DEX. On a 10+, hold 3. On a 7–9, hold 1. Spend your hold as you walk through the area to ask these questions:
• Is there a trap here and if so, what activates it?
• What does the trap do when activated?
• What else is hidden here?
Tricks of the Trade: When you pick locks or pockets or disable traps, roll+DEX. On a 10+, you do it, no problem. On a 7–9, you still do it, but the GM will offer you two options between suspicion, danger, or cost.
Backstab: When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX. On a 10+ choose two. On a 7–9 choose one.
• You don’t get into melee with them
• You deal your damage+1d6
• You create an advantage, +1 forward to you or an ally acting on it
• Reduce their armor by 1 until they repair it
Flexible Morals: When someone tries to detect your alignment you can tell them any alignment you like.
Poisoner: You’ve mastered the care and use of a poison. Choose a poison from the list below; that poison is no longer dangerous for you to use. You also start with three uses of the poison you choose. Whenever you have time to gather materials and a safe place to brew you can make three uses of the poison you choose for free. Note that some poisons are applied, meaning you have to carefully apply it to the target or something they eat or drink. Touch poisons just need to touch the target, they can even be used on the blade of a weapon.
• Oil of Tagit (applied): The target falls into a light sleep
• Bloodweed (touch): The target deals -1d4 damage ongoing until cured
• Goldenroot (applied): The target treats the next creature they see as a trusted ally, until proved otherwise
• Serpent’s Tears (touch): Anyone dealing damage to the target rolls twice and takes the better result.
Advanced
Cheap Shot: When using a precise or hand weapon, your backstab deals an extra +1d6 damage.
Underdog: When you're outnumbered, you have +1 armor.
Shoot First: You’re never caught by surprise. When an enemy would get the drop on you, you get to act first instead.
Wealth and Taste: When you make a show of flashing around your most valuable possession, choose someone present. They will do anything they can to obtain your item or one like it.