Difference between revisions of "Gulyás Veronika"

From RPGnet
Jump to: navigation, search
(Thief Moves)
(Advanced Moves)
Line 89: Line 89:
 
===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.
*
+
*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
  
 
===Spells & Spell Notes===
 
===Spells & Spell Notes===

Revision as of 15:20, 18 February 2019

Back to The Gate Main Page

Insert Name

L3 Thief (XP: ooooo ooooo ooooo ooooo)

Appearance: Widow's peak, Deep voice, Red-rimmed eyes

Traits: Daring, Selfish, Zealous

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

Alignment: Chaotic

Bonds:

Mark XP

  • Insert class motivation
  • Act according to your traits
  • Disrupt a prevailing order

Attributes

STR 9 DEX 8 CON 9 INT 13 WIS 7 CHA 10 LUCK 9
1/9 2/9 3/9 4/9 5/9 6/9 7/9
(+0) (-1) (+0) (+1) (-1) (+0) (+0)
ooooo ooooo ooooo ooooo ooooo ooooo

Combat

  • Hit Die d6
  • Armor:
  • HP: X/Y

Weapons

  • Weapon 1 Attack +X to hit, +X damage, tags
  • Weapon 2 Attack +Y to hit, +Y damage, tags

Thief Moves

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

  • 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

Spells & Spell Notes

Gear

Capacity: XX | Weight Carried: YY

  • Worn
  • Backpack

Silver in Hand:

Notes