Difference between revisions of "Gulyás Veronika"

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'''L3 Thief''' (XP: ooooo ooooo ooooo ooooo)
 
'''L3 Thief''' (XP: ooooo ooooo ooooo ooooo)
  
'''Appearance:''' Widow's peak, Deep voice, Red-rimmed eyes
+
'''Appearance:''' Widow's peak, Deep voice, Red-rimmed eyes, Indigo-skinned (medium blue)
  
 
'''Traits:''' Daring, Selfish, Zealous
 
'''Traits:''' Daring, Selfish, Zealous
Line 15: Line 15:
  
 
'''Mark XP'''  
 
'''Mark XP'''  
*''Insert class motivation''
+
*Acquire something by stealth or trickery
 
*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
!LUCK 9
+
!LUC 9
 
|-
 
|-
|1/9
+
|9/9
|2/9
+
|8/8
|3/9
+
|9/9
|4/9
+
|13/13
|5/9
+
|7/7
|6/9
+
|10/10
|7/9
+
|9/9
 
|-
 
|-
|(+0)
+
|
 
|(-1)
 
|(-1)
|(+0)
+
|
 
|(+1)
 
|(+1)
 
|(-1)
 
|(-1)
|(+0)
+
|
|(+0)
+
|
 
|-
 
|-
 +
|xoooo
 
|ooooo
 
|ooooo
 +
|xxxxo
 +
|xxooo
 
|ooooo
 
|ooooo
|ooooo
+
|xxxoo
|ooooo
 
|ooooo
 
|ooooo
 
 
|
 
|
 
|}
 
|}
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===Combat===
 
===Combat===
 
*Hit Die d6
 
*Hit Die d6
*Armor:
+
*Armor: 2
*HP: X/Y
+
*HP: 5/5
  
 
====Weapons====
 
====Weapons====
*Weapon 1 Attack +X to hit, +X damage, tags
+
*Dagger: 1d4 damage, ''hand, precise, 1 pierce''
*Weapon 2 Attack +Y to hit, +Y damage, tags
+
*Sling Attack: 1d4 damage, ''near, far''
 +
*Sap Attack: 1 damage, ''hand, stun''
  
 
===Thief Moves===
 
===Thief Moves===
 
Cunning 4/4
 
Cunning 4/4
  
*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.
+
*'''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'''
 
**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).
 
**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 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.
 
**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.
*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).
+
*'''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).
*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.
+
*'''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.
 
** They notice you before you get there, but you have the upper hand and take +1 forward
 
** 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
 
** 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
 
** They notice you as soon as you reach your goal, and you take -1 forward
*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.
+
*'''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.
 
** Your tampering attracts unwanted attention
 
** Your tampering attracts unwanted attention
 
** It’ll work, but there’s a hitch (ask the Judge what)
 
** It’ll work, but there’s a hitch (ask the Judge what)
 
** You expend resources of the Judge’s choice (tools, ability points, etc.)
 
** You expend resources of the Judge’s choice (tools, ability points, etc.)
*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.
+
*'''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.
*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.
+
*'''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.
 
** You deal your damage again
 
** You deal your damage again
 
** You slip immediately out of your target’s reach
 
** You slip immediately out of your target’s reach
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===Advanced Moves===
 
===Advanced Moves===
  
*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.
+
*'''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.
+
*'''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 leave something or someone important behind
 
** You incur some injury or disadvantage (ask the Judge what)
 
** You incur some injury or disadvantage (ask the Judge what)
 
** Whoever bound you in the first place knows that you’re free
 
** Whoever bound you in the first place knows that you’re free
 
===Spells & Spell Notes===
 
*
 
*
 
*
 
*
 
  
 
===Gear===
 
===Gear===
Capacity: XX | Weight Carried: YY
+
Capacity: 5 | Weight Carried: 5
  
 
*Worn
 
*Worn
**
+
**Chainmail [wt 2]
**
+
**Dagger
**
+
**Knife
 +
**Sap
 +
**Sling
 +
**Belt pouch (slingstones, 3/3 ammo) (ooo)
 +
**Waterskin
 +
**Winter cloak
  
 
*Backpack
 
*Backpack
**
+
**Rations (oooooo) [wt 1]
**
+
**Lockpicks
**
+
**Fine whetstone
 +
**Poor clothes
 +
**Quality clothes
 +
**Adventuring Gear (ooooo) [wt 2]
 +
**Tinderbox
 +
**Candles (ooooo)
 +
**Writing kit
 +
**Bandages (ooo)
 +
**Antitoxin
  
Silver in Hand:
+
Silver in Hand: 65
  
 
===Notes===
 
===Notes===

Latest revision as of 22:18, 20 March 2019

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Gulyás Veronika, the Devilfish[edit]

L3 Thief (XP: ooooo ooooo ooooo ooooo)

Appearance: Widow's peak, Deep voice, Red-rimmed eyes, Indigo-skinned (medium blue)

Traits: Daring, Selfish, Zealous

Heritage: Human - when you Wrap Up, mark 1 additional XP

Alignment: Chaotic

Bonds:

Mark XP

  • Acquire something by stealth or trickery
  • Act according to your traits
  • Disrupt a prevailing order

Attributes[edit]

STR 9 DEX 8 CON 9 INT 13 WIS 7 CHA 10 LUC 9
9/9 8/8 9/9 13/13 7/7 10/10 9/9
(-1) (+1) (-1)
xoooo ooooo xxxxo xxooo ooooo xxxoo

Combat[edit]

  • Hit Die d6
  • Armor: 2
  • HP: 5/5

Weapons[edit]

  • Dagger: 1d4 damage, hand, precise, 1 pierce
  • Sling Attack: 1d4 damage, near, far
  • Sap Attack: 1 damage, hand, stun

Thief Moves[edit]

Cunning 4/4

  • 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.
  • 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).
  • 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.
    • 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
  • 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.
    • Your tampering attracts unwanted attention
    • It’ll work, but there’s a hitch (ask the Judge what)
    • You expend resources of the Judge’s choice (tools, ability points, etc.)
  • 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.
  • 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.
    • You deal your damage again
    • You slip immediately out of your target’s reach
    • You create an advantage—describe it, and the next person to exploit it takes +1 forward

Advanced Moves[edit]

  • 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)
    • Whoever bound you in the first place knows that you’re free

Gear[edit]

Capacity: 5 | Weight Carried: 5

  • Worn
    • Chainmail [wt 2]
    • Dagger
    • Knife
    • Sap
    • Sling
    • Belt pouch (slingstones, 3/3 ammo) (ooo)
    • Waterskin
    • Winter cloak
  • Backpack
    • Rations (oooooo) [wt 1]
    • Lockpicks
    • Fine whetstone
    • Poor clothes
    • Quality clothes
    • Adventuring Gear (ooooo) [wt 2]
    • Tinderbox
    • Candles (ooooo)
    • Writing kit
    • Bandages (ooo)
    • Antitoxin

Silver in Hand: 65

Notes[edit]