"Stay thy feet! I spy with my little eyes a pressure trap yonder side of this arch!"
|
Gibs is a skilled thief, specialized in picking pockets and opening locks. He's
good at getting in and out of places unseen, even for a halfling. Despite his profession,
people find it hard not to like Gibs, and he knows lots of people living on the
low down. He often benefits from his network of peeps. Gibs is also a skilled tumbler
/ acrobat and can pull off tricks in conjunction with moving around in tight spaces.
|
Profile
|
STR
|
DEX
|
CON
|
BODY
|
INT
|
EGO
|
PRE
|
COM
|
PD
|
ED
|
SPD
|
REC
|
END
|
STUN
|
Run
|
Swim
|
Leap
|
7
|
16
|
7
|
7
|
10
|
10
|
15
|
10
|
2
|
2
|
4
|
4
|
14
|
14
|
6"
|
1"
|
2"
|
|
Abilities
|
$
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Doughty: Power Defense: 5
|
$
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Small & Dodgy: +2 DCV
|
$
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Accurate: Range Skill Levels: +2 All Attacks (Only to offset the Range Penalty)
|
$
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Alert: +2 PER All Senses
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$
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Unafraid: +10 PRE, Defensive Only (-1)
|
$
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Starlight Vision: Nightvision
|
$
|
Longevity: LS: 200 Years
|
$
|
Sneaky: Stealth 15-
|
$
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Hidey: Concealment 12-
|
#
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Sleight of Hand 12-
|
#
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Streetwise 12-
|
#
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Open Lock: Lockpicking 12-
|
#
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Climb Walls: Climbing 12-
|
#
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Acrobatics 13-
|
#
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Breakfall 13-
|
#
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Acrobatic Fighting: +1 All Combat; RSR: Acrobatics or Breakfall (-1/2)
|
#
|
Advanced Move Silently & Hide in Shadows: Invisibility to Sight Group, Normal Hearing,
Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2),
Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll
(Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4)
|
#
|
Deadly Blow (Sneak Attack): 1d6 KA Only With Blows Struck From Behind or Against
Surprised Targets; Real Cost: 7 points (per d6)
|
#
|
Detect Traps: Detect A Class Of Things 11- / 13- [Separate Sense], Discriminatory
|
#
|
Thieves' Cant: (Language; basic conversation; literate)
|
@
|
Well-Connected
|
@
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Knows People: Contact (Contact has: very useful Skills or resources, Good relationship
with Contact), Group Contact (+2) (12 Active Points) 8-
|
5
|
Dextrous: +1 DEX Based Skills
|
6
|
Personable: +6 PRE (included in Profile)
|
1
|
AF: Light Armor
|
-1
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Poor Swimmer: -1" Swim (included in Profile)
|
|
Challenges
|
$
|
Normal Characteristic Maxima
|
$
|
Distinctive Feature: Tallfellow Halfling (Concealable w/ Magic, Noticed, Not Distinctive
in Some Cultures)
|
$
|
Physical Limitation: Small (3 ft - 5 ft; 70 to 145 lbs)
|
-10
|
Psychological Limitation: Kleptomaniac (Common, Strong)
|
-5
|
Social Limitation: Prior Conviction in Starting Campaign City (Got caught at some
point in the past and has done some time incarcerated or otherwise detained by the
Law; known to local Law Enforcement) (Frequently; Minor; Not Limiting In Some Cultures)
|
-15
|
Psychological Limitation: Spends Money Like It Grows On Trees (Common, Strong)
|
-10
|
Reputation: Good To Party With; Spends Big On "Friends"; Any Bastion of Civilization
He's In For Long
|
-10
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Reputation: Horrible At Gambling; Likes To Play But Loses Often (Easy To Fleece);
Any Bastion of Civilization He's In For Long
|
-25
|
Undefined / TBD
|
|
Gear
|
Daggers (base 1d6-1 1 handed +1 OCV; STR Min 6)
(with Sneak Attack Deadly Blow: 2d6-1) x 4
|
Throwing Daggers (base 1 pip Penetrating, Range Based On Strength; 1 handed, +1
OCV; STR Min 2)
(with extra Strength 1/2d6; with Sneak Attack Deadly Blow: 1d6+1 / 1 1/2d6) x 8
|
Bracers (+1 DCV vs Melee, +2 OCV w/ Block)
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Muffled Leathers (DEF 3, no Stealth Penalty)
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Thieves Tools
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Backpack w/ misc travel gear
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32 gc in misc coinage primarily in starting city's currency
|
Package(s)
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$ Halfling Package
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# Thief-Acrobat Package
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@ Well Connected Package
|
Cost
|
Ability
|
99
|
Halfling Lightfinger Template (exclude Evasive
(Combat Luck), Detect Noise, PS: Acrobat/Tumbler, Ledge Walker, Trap Mastery)
|
15
|
Well Connected Package
|
125
|
Total Cost
|
|
|
Halfling Lightfinger
Cost
|
Ability
|
15
|
Tallfellow Halfling
|
+2
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Halfling Weapons Group: WF: Thrown Knives, Knives, Stones, Slings, Darts, "Short
Swords"
|
104
|
Thief-Acrobat (exclude Stealth, Concealment, WF: Short Blades,
FAM: Urban Survival, Read Languages, and Scroll Use)
|
4
|
Round of figured SPD
|
125
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Total Cost of Template
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Race Package Deal
A variety of Halflings that seems more similar to Elvenkind than to Humankind, Tallfellows
may not exist in all settings. They are typically similar to Hairfeet, but taller
and more refined in appearance. They are also apparently longer lived than Hairfeet,
and are a little more adroit, but also less hardy.
|
You may need GM permission to play a Tallfellow Halfling as they may not exist within
the setting.
|
Cost
|
Ability
|
9
|
Deft: +3 DEX
|
10
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Quick: +1 SPD
|
5
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Doughty: Power Defense: 5
|
10
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Small & Dodgy: +2 DCV
|
9
|
Sneaky: Stealth +3
|
5
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Hidey: Concealment +1
|
6
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Accurate: Range Skill Levels: +2 All Attacks (Only to offset the Range Penalty)
|
6
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Alert: +2 PER All Senses
|
5
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Unafraid: +10 PRE, Defensive Only (-1)
|
5
|
Starlight Vision: Nightvision
|
1
|
Longevity: LS: 200 Years
|
Value
|
Disadvantages
|
-20
|
Normal Characteristic Maxima
|
-5
|
Distinctive Feature: Tallfellow Halfling (Concealable w/ Magic, Noticed, Not Distinctive
in Some Cultures)
|
-5
|
Physical Limitation: Small (3 ft - 5 ft; 70 to 145 lbs)
|
-3
|
Weedy: -3 STR
|
-6
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Weedy: -3 CON
|
-6
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Weedy: -3 BODY
|
-1
|
Unimpressive: -1 PRE
|
+15
|
Total Cost of Package
|
Race Package Deal
With the
GM's permission you may upgrade any of the Halfling
Package Deals listed above with
options selected from the list below, where appropriate at Character
Creation. You may not later add any of these abilities to the existing
Package Deal, though you may buy them seperately. The GM must approve all
additional Disadvantages take for a given package; simply loading up on
extra Racial Emnitites and similar should only be allowed if valid for the
character's background. |
Cost |
Ability |
6* |
Halfing Accuracy Training:
+2 All Attacks (Only to offset the Range Penalty) |
5* |
Halfling Resistance: +5
Power Defense |
5* |
Halfling Luck: 1d6 Luck |
10* |
Lucky Outcome: +2 Overall
Levels; Requires A Luck Roll (-1) |
10* |
Lucky Shot: +4 Ranged;
Requires A Luck Roll (-1) |
19 |
Hide in Shadows:
Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2)
(34 Active Points); In Poor Lighting Only (-1/2), Requires A Stealth Skill Roll
vs PER (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill
vs. Skill contests -1/4) |
9 |
Overlook: +3 with Stealth,
Concealment, Sleight of Hand |
8 |
Halfling Accuracy -- Thrown
Stones: Combat Stone Skipping (+5 OCV with Thrown Stones, Only to Prevent
Hitting Non-Enemies When Firing Into Melees (-2)) |
8 |
Halfling Accuracy --
Slings: Combat Slinging (+5 OCV with Slings, Only to Prevent Hitting
Non-Enemies When Firing Into Melees (-2)) |
8 |
Halfling Accuracy --
Knives: Combat Knife Tossing (+5 OCV with Thrown Knives, Only to Prevent Hitting
Non-Enemies When Firing Into Melees (-2)) |
2 |
Halfling Weapons Group: WF:
Thrown Knives, Knives, Stones, Slings, Darts, "Short Swords" |
4 |
Find the Path: Detect Way
Out, Discriminatory, Underground Only (-1) |
1 |
Walk the Path: Bump of
Direction, Underground Only (-1) |
6 |
Stoneworker: KS: Stonework;
PS: Mason |
8 |
Stone-eyes: Detect Concealed
Stone\Rock Features, Discriminatory |
4 |
Underground Senses: Detect
Depth & Slope Information, Discriminatory, Underground Only (-1) |
15 |
Blindfighting: Combat
Sense 11- |
* May take
Multiple Times |
Value |
Disadvantages |
-2 |
Frail: -2 STR |
-4 |
Fragile: -2 CON |
-1 |
Poor Jumper: -1" Leap |
-2 |
Poor Swimmer: -2" Swim |
-10 |
Psychological Limitation:
Lazy (Uncommon, Strong) |
-15 |
Psychological Limitation:
Pathological Liar (Uncommon, Total) |
-10 |
Psychological Limitation:
Kleptomaniac (Common, Strong) |
-15 |
Psychological Limitation:
Obsessed with Food (Common, Strong) |
Package Deals
Combining
the skills of a conventional Thief with Acrobatics and Tumbling, the Thief
Acrobat is typically a very experienced individual with a wealth of skill to
call upon. |
A human can
just barely manage to start as one, but otherwise this
Composite Package is best suited to higher point campaigns, or as a career
path for a starting Rogue. |
Cost |
Ability |
97 |
Thief (Generic) Package Deal |
24 |
Acrobatic Skills Package Deal |
121 |
Total Cost of
Abilities |
Value |
Disadvantages |
0 |
None |
+121 |
Total Cost of Package |
Package Deals
"The
profession of thief is not honorable, but its not entirely dishonorable,
either....", or so a thief would have you believe. Skilled at getting in and
out of places they don't belong and taking things which are not theirs, the
Thief is an all around competent fellow. |
With an emphasis on practicality
and the "applied science of acquisitions", a careful Thief can do quite well
for themselves. A careless or stupid Thief has short career prospects
however. |
Cost |
Ability |
55 |
Larcenist Package Deal |
19 |
Housebreaking Skills Package Deal |
11 |
Trap Mastery: Security Systems +4 |
5 |
Read Languages:
Universal Translator 11-; Written Only (-1); Extra Time: 1 Minute (-1 3/4) |
5 |
Scroll Use:
Scroll Comprehension |
2 |
Thieves' Cant: (Language;
basic conversation; literate) |
97 |
Total Cost of
Abilities |
Value |
Disadvantages |
0 |
None |
+97 |
Total Cost of Package |
Package Deals
Larcenists are Rogues that use their wits and skills to basically steal, nick, and
make off with a wide variety of loot. They often concentrate on fast hands and faster
feet, as a caught thief is likely a dead thief. One step ahead of the pack, or one
step behind lurking in the shadows as they will, the Larcenist excels at living
outside of the rules and boundaries of social propriety and legal entanglements.
|
Compared to other professions, the Larcenist never worries about an empty pocket,
because wherever there are people, there are funds to be fleeced.
|
Cost
|
Ability
|
9
|
Quick: +3 DEX
|
15
|
Advanced Move Silently & Hide in Shadows: Invisibility to Sight Group, Normal
Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking
(-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill
Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4)
|
7
|
Deadly Blow (Sneak Attack): 1d6 KA Only With Blows Struck From Behind or Against
Surprised Targets; Real Cost: 7 points (per d6)
|
4
|
Evasive: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
|
1
|
WF: Short Blades
|
3
|
Concealment
|
3
|
Sleight of Hand
|
3
|
Stealth
|
3
|
Streetwise
|
1
|
FAM: Survival (Urban)
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
1
|
Literacy w/ Native Language
|
15
|
Adroitness: DEX only for DEX Rolls: +10 DEX (30 Active Points); Only For DEX Rolls
(-1)
|
15
|
Adept: +3 with DEX Based Skills
|
16
|
Well Rounded: +2 with All Non-Combat Skills
|
20
|
Puissant: +2 with Overall
|
10
|
Lightning Reflexes: +10 with One Action
|
15
|
Improved Lightning Reflexes: +10 with All Actions
|
15
|
Open Lock: Lock picking (DEX based) + 6
|
10
|
Evasion: (Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove)
Snatch n Run (Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10 STR for
holding on; FMove)
|
30
|
Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power
At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points
return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180
Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take
No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely
reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration
1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill
Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster
-1/4)
|
25
|
Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory,
Increased Arc of Perception: 240-Degree, Range
|
2
|
*Sense Traps: Add Sense to above: +2 points
|
13
|
Trap Mastery: Security Systems +5
|
23
|
Sublime Remove Traps: Dispel Traps 20d6, Expanded Effect One At A Time (+1/4), Reduced
Endurance 0 END (+1/2) (105 Active Points); Extra Time 1 Turn (Post-Segment 12)
(-1 1/4), Character May Take No Other Actions (-1/4), Required Hands Two-Handed
(-1/2), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power
(-1/2), No Range (-1/2), Requires A DEX Roll (No Active Point penalty to Skill Roll
-1/2)
|
10
|
Move Silently & Hide in Shadows: Stealth +1, Concealment +1
|
25
|
Advanced Move Silently & Hide in Shadows: Stealth +1, Concealment +1 (Real Cost:
10) plus Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2)
(34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness
(-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill
Roll is -1 per 20 Active Points -1/4) (Real Cost: 15)
|
5
|
Detect Noise: +5 PER Normal Hearing
|
15
|
Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense
(Normal Hearing) (Real Cost: 10)
|
11
|
Climb Walls: Climbing +4
|
26
|
Advanced Climb Walls: Climbing +4 (Real Cost: 11) plus Clinging (+15 STR) (15 Active
Points); Cannot Resist Knockback (-1/4), Requires a Climbing Skill Roll (-1/4)
|
15
|
Read Languages: Universal Translator 22- (31 Active Points); Written Only (-1)
|
7*
|
Deadly Blow (Sneak Attack): 1d6 KA Only With Blows Struck From Behind or
Against Surprised Targets; Real Cost: 7 points (per d6)
|
15
|
Scroll Use: Scroll Comprehension +5
|
15
|
Better Lucky than Good: 3d6 Luck
|
2
|
Thieves' Cant: (Language; basic conversation; literate)
|
-10
|
Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
|
-15
|
Psychological Limitation: Self Centered (Common, Strong)
|
-5
|
Social Limitation: Prior Conviction (Got caught at some point in the past and has
done some time incarcerated or otherwise detained by the Law; known to local Law
Enforcement) (Frequently; Minor; Not Limiting In Some Cultures)
|
-10
|
Rivalry with other Rogues (More Powerful, Group, Professional, Unaware, Outdo)
|
Package Deals
Many
characters receive training to improve their
breaking and entering skills, while others are just naturally good at
getting into places they shouldn't be. |
Cost |
Ability |
3 |
Open Lock:
Lock picking (DEX based) |
10 |
Detect Traps: Detect A Class Of
Things 11- [Separate Sense],
Discriminatory |
3 |
Detect Noise:
+3 PER Normal Hearing |
3 |
Climb Walls:
Climbing |
Value |
Disadvantages |
0 |
None |
+19 |
Total Cost of Package |
Package Deals
Many characters receive training or possess natual talents enabling them
to perform stunning feats of physical dexterity, gymnastics, and/or tumbling.
|
Cost
|
Ability
|
6
|
Ledge Walker: Environmental Movement (+2 to Offset Penalty For Being On A Narrow
Surface)
|
5
|
Acrobatics +1
|
5
|
Breakfall +1
|
2
|
PS: Acrobat/Tumbler
|
5
|
Acrobatic Fighting: +1 All Combat; RSR: Acrobatics or Breakfall (-1/2)
|
Value
|
Disadvantages
|
0
|
None
|
+24
|
Total Cost of Package
|
Extention Package Deals
Some people are hooked up, connected, know who to talk to, or otherwise have a social
network they can rely upon for help from time to time.
|
NOTE: This Extention Package places some assumptions upon the GM and the setting;
in order for your character to be connected the GM must add some people to the setting.
Check with your GM first to ensure that they approve of the concept you have in
mind.
|
Cost
|
Ability
|
3
|
Well-Connected
|
11
|
Knows People: Contact (Contact has: very useful Skills or resources, Good relationship
with Contact), Group Contact (+2) (12 Active Points) 8-
or 11 points of Contacts
|
1
|
Reputation: Connected (A large group) 8-, +1/+1d6
|
Value
|
Disadvantages
|
0
|
None
|
+15
|
Total Cost of Package
|
|