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| Back to [https://wiki.rpg.net/index.php/The_Gate The Gate Main Page] | | Back to [https://wiki.rpg.net/index.php/The_Gate The Gate Main Page] |
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− | ==Gulyás Veronika, the Devilfish== | + | ==Insert Name== |
| '''L3 Thief''' (XP: ooooo ooooo ooooo ooooo) | | '''L3 Thief''' (XP: ooooo ooooo ooooo ooooo) |
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− | '''Appearance:''' Widow's peak, Deep voice, Red-rimmed eyes, Indigo-skinned (medium blue) | + | '''Appearance:''' Widow's peak, Deep voice, Red-rimmed eyes |
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| '''Traits:''' Daring, Selfish, Zealous | | '''Traits:''' Daring, Selfish, Zealous |
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| '''Mark XP''' | | '''Mark XP''' |
− | *Acquire something by stealth or trickery | + | *''Insert class motivation'' |
| *Act according to your traits | | *Act according to your traits |
| *Disrupt a prevailing order | | *Disrupt a prevailing order |
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| !WIS 7 | | !WIS 7 |
| !CHA 10 | | !CHA 10 |
− | !LUC 9 | + | !LUCK 9 |
| |- | | |- |
− | |9/9 | + | |1/9 |
− | |8/8 | + | |2/9 |
− | |9/9 | + | |3/9 |
− | |13/13 | + | |4/9 |
− | |7/7 | + | |5/9 |
− | |10/10 | + | |6/9 |
− | |9/9 | + | |7/9 |
| |- | | |- |
− | | | + | |(+0) |
| |(-1) | | |(-1) |
− | | | + | |(+0) |
| |(+1) | | |(+1) |
| |(-1) | | |(-1) |
− | | | + | |(+0) |
− | | | + | |(+0) |
| |- | | |- |
− | |xoooo
| |
| |ooooo | | |ooooo |
− | |xxxxo
| |
− | |xxooo
| |
| |ooooo | | |ooooo |
− | |xxxoo | + | |ooooo |
| + | |ooooo |
| + | |ooooo |
| + | |ooooo |
| | | | | |
| |} | | |} |
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| ===Combat=== | | ===Combat=== |
| *Hit Die d6 | | *Hit Die d6 |
− | *Armor: 2 | + | *Armor: |
− | *HP: 5/5 | + | *HP: X/Y |
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| ====Weapons==== | | ====Weapons==== |
− | *Dagger: 1d4 damage, ''hand, precise, 1 pierce'' | + | *Weapon 1 Attack +X to hit, +X damage, tags |
− | *Sling Attack: 1d4 damage, ''near, far''
| + | *Weapon 2 Attack +Y to hit, +Y damage, tags |
− | *Sap Attack: 1 damage, ''hand, stun'' | |
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| ===Thief Moves=== | | ===Thief Moves=== |
− | Cunning 4/4
| + | Insert Class Resource X/Y |
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− | *'''Tricks of the Trade''' - You walk the byways between right and wrong, the gray area where unorthodox methods of acqusition and elusion are what get the job done. | + | * |
− | **Each time you take this move, choose 1 area of expertise: Stealth Locks Poison '''Disguise''' Acrobatics Traps Treasure '''Negotiation''' | + | * |
− | **Cunning represents how clever and prepared you are at any given moment. Your maximum cunning is equal to your current level, +INT (minimum of 1).
| + | * |
− | **When you take the time to brood in silence and plot your next move, reset your cunning to its maximum.
| + | * |
− | **When you make any move that falls within an area of your expertise, after you roll you may increase the result by 1 for each point of cunning you choose to spend.
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− | *'''Hide in Shadows''' - When you are out of sight and remain quiet and still, you may spend 1 cunning to go unnoticed until you act or until someone is right on top of you (whichever comes first).
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− | *'''Move Silently''' - When you sneak from one place to another, name a destination within sight and roll +DEX: on a 10+, you get there and take +1 forward against whomever failed to notice you; on a 7-9, choose 1 from the list below; on a 6-, mark Dexterity and the Judge makes a move.
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− | ** They notice you before you get there, but you have the upper hand and take +1 forward | |
− | ** You have to stop when you’re only part way there, or else they’ll notice you | |
− | ** They notice you as soon as you reach your goal, and you take -1 forward
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− | *'''Pick Locks & Disarm Traps''' - When you attempt to neutralize or circumvent a mechanical device with the proper tools, roll +DEX: on a 10+, you do it, as well as could be expected; on a 7-9, you do it, but the Judge chooses 1 from the list below; on a 6-, mark Dexterity and the Judge makes a move.
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− | ** Your tampering attracts unwanted attention
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− | ** It’ll work, but there’s a hitch (ask the Judge what)
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− | ** You expend resources of the Judge’s choice (tools, ability points, etc.)
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− | *'''Purloin''' - When you surreptitiously swipe something out from under someone’s nose, roll +DEX: on a 10+, it’s yours, and they won’t notice until they look for it; on a 7-9, it’s yours, but they notice it’s gone right away; on a 6-, mark Dexterity and the Judge makes a move.
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− | *'''Backstab''' - When you use a hand weapon to attack a surprised or defenseless target, deal your damage and roll +DEX: on a 10+, choose 2 from the list below; on a 7-9, choose 1; on a 6-, mark Dexterity and the Judge makes a move.
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− | ** You deal your damage again
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− | ** You slip immediately out of your target’s reach
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− | ** You create an advantage—describe it, and the next person to exploit it takes +1 forward
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| ===Advanced Moves=== | | ===Advanced Moves=== |
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− | *'''Sense Danger''' - When you consider a situation, however briefly, you may spend 1 cunning to force the Judge to tell you if any threat is imminent, and from whence it will come. | + | * |
− | *'''Slip Free''' - When you take action to release yourself from bonds of any kind, roll +DEX: on a 10+, you’re free, so make the most of it; on a 7-9, you’re free, but choose 1 from the list below; on a 6-, mark Dexterity and the Judge makes a move. | + | * |
− | ** You leave something or someone important behind | + | |
− | ** You incur some injury or disadvantage (ask the Judge what) | + | ===Spells & Spell Notes=== |
− | ** Whoever bound you in the first place knows that you’re free | + | * |
| + | * |
| + | * |
| + | * |
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| ===Gear=== | | ===Gear=== |
− | Capacity: 5 | Weight Carried: 5 | + | Capacity: XX | Weight Carried: YY |
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| *Worn | | *Worn |
− | **Chainmail [wt 2] | + | ** |
− | **Dagger | + | ** |
− | **Knife | + | ** |
− | **Sap
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− | **Sling
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− | **Belt pouch (slingstones, 3/3 ammo) (ooo)
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− | **Waterskin
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− | **Winter cloak
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| *Backpack | | *Backpack |
− | **Rations (oooooo) [wt 1] | + | ** |
− | **Lockpicks | + | ** |
− | **Fine whetstone | + | ** |
− | **Poor clothes
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− | **Quality clothes
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− | **Adventuring Gear (ooooo) [wt 2]
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− | **Tinderbox
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− | **Candles (ooooo)
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− | **Writing kit
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− | **Bandages (ooo)
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− | **Antitoxin
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− | Silver in Hand: 65 | + | Silver in Hand: |
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| ===Notes=== | | ===Notes=== |