Sammy the Thief

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Kriza
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Joined: Mon Jan 14, 2019 6:52 pm

Sammy the Thief

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Character Sheet

Player Name: Tim
Google Handle: MyDogIsAnEquestrian
Samuel (“Sam” or “Sammy”) O' Donnell
Rank: Veteran. Advances Left: 0
Race: Changeling (half Puca, see here for more https://en.wikipedia.org/wiki/P%C3%BAca)
Attributes: Agility d8 (2), Smarts d8 (2), Spirit d8 (1), Strength d6 (1), Vigor d6 (1)
Pace: 6; Parry: 5; Toughness: 7(2)
Skills:
  • Athletics (Agility): d8 (+1 for climbing) (1)
  • Common Knowledge (Smarts): d8 (+2 for Streetwise) (2)
  • Electronics (Smarts): d6 (+1 for thieving, when applicable) (2)
  • Fighting (Agility): d6 (2)
  • Notice (Smarts): d8 (2)
  • Occult (Smarts): d4 (1) 
  • Persuasion (Spirit): d8 (-2 for Outsider, if heritage is known; +2 for Streetwise) (2)
  • Shooting (Agility): d8 (3)
  • Stealth (Agility): d8+1 (2)
  • Thievery (Agility): d8+1 (3)

Hindrances
  • Secret (Major): Most of his friends think he has some menial job or another (he’s usually vague when it comes to the details). In reality, he’s a professional thief, and a pretty good one. His unique abilities have kept him from being caught so far, but if his secret should ever get out, he’d be in a whole mess of trouble (on both sides of the law).
  • Obligation (Major): Staying in business as a professional thief means being paid up with the right people, and it means doing favors for powerful people every now and again. Not to mention that some jobs just take a lot of time to plan and pull off.
  • Lovestruck (from GM) (Major): He's all about Dianne, the proprietor of Neutral Grounds.

Edges
  • Double Tap: Experienced firearms experts fire two shots in rapid succession without spoiling their aim. Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if he performs a Multi-Action. Double Tap can also be used with a Three-Round Burst (see page 67), adding +2 to Shooting and damage instead of +1.
  • Thief: Thieves specialize in deceit, treachery, and acrobatics. They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked. Thieves know how to use protrusions on walls and window ledges to climb the tallest of buildings, scampering through streets and back alleys like cats. They add +1 to Athletics rolls made to climb in urban areas. Thieves also know how to use the dark areas between the streetlights of cities to conceal their movements, and add +1 to Stealth rolls when in an urban environment. Finally, these rogues are—not surprisingly— adept at Thievery itself, adding +1 to those rolls in all circumstances.
  • Streetwise: Streetwise characters know how to find the local black market, fence stolen goods, avoid the local law (or criminal element!), lay low when the heat’s on, obtain illegal weapons, find out which “boss” is hiring muscle, or similar shady activities. Streetwise characters add +2 to Intimidation or Persuasion rolls made to Network (see page 133) with shady or criminal elements. They also add +2 to Common Knowledge rolls pertaining to the types of disreputable activities listed above.
  • Acrobat: The Acrobat gets one free reroll on Athletics totals that involve balance, tumbling, or grappling. It doesn’t affect rolls to interrupt actions, climb, swim, or throw.

Racial Features
  • Super Powers: (+6 points [2+4]) Thanks to his partial puca heritage, he can transform into any animal of size 0 or smaller.
  • Major Hindrance (Impulsive): (-2) Fae are known for being impulsive, and that particular racial feature was passed down to Sam in full. Puca in particular are known to play tricks and act in unexpected ways, and Sam has a hard time controlling himself whenever he gets a whim to try something out.
  • Minor Hindrance (Vow): (-1) An echo of the fae’s inability to break a bargain, changelings become physically uncomfortable if they go back on their word. A changeling can still lie, of course, but breaking bargains doesn’t come naturally and they will typically try to avoid it wherever possible.
  • Minor Hindrance (Outsider): (-1) Neither fully fae nor fully human, changelings typically occupy an uncomfortable space in society. If their nature is known, they suffer -2 to Persuasion rolls to influence those who hold their mixed-parentage against them.

Arcane Background: Super Powers

Shift [Shape Change]
  • Range: Self
  • Duration: Until released
  • Trapping: Turns into animals.
  • Effect: The character can change into another creature (or resume her original form) as an action. The number of points in the power determines the maximum size of the creatures she can change into. For 4 points, the character can change into any animal of Size 0 or smaller. Each additional point adds +1 to the maximum Size (11 points in shape change allow the hero to change into any animal of Size +7 or smaller). Clothes and other personal possessions are assumed into the creature's shape, but cannot be used (so worn armor provides no benefit). Carried objects such as weapons are dropped. The hero retains her own Smarts, Spirit, and linked skills while in the animal's form. She gains the animal's Agility, Strength, Vigor, senses, and special abilities. She also gains the animal's skills, or retains hers if they're higher. Supers in animal form can't speak and can't use any device their form can't manipulate (GM's call). The super retains her other powers while in animal form, unless the form prevents her from using them for some reason. The super gets any “natural” powers of her chosen shape, but not supernatural or magical abilities, nor any ability not directly tied to the animal's form. She gets a dragon's power, size, wings for flight, and claws, for example, but not its breath weapon. If changing into an alien or mythological creature with powers, the super may use additional Power Points beyond the Size of the creature for supernatural or magical abilities. For example, a character with 18 points in shape change could become a dragon for 12 points (Size +8), and then have 6 points left to buy fiery breath (attack, ranged).

Background

Born of a human mother and a Puca father, Sam has only ever really known life in the city (his mother moved there while pregnant). He spent most of his life hiding his powers while his impulse control problems occasionally got him in trouble. He fell in with the wrong people, learned the wrong skills, and now makes his living doing the wrong thing. Still, he’s a likeable enough guy, and he doesn’t steal indiscriminately, which has got to count for something, right?

He knows just enough about the supernatural world to be dangerous, but not enough to be overly useful.

Gear
  • .45 Pistol: 12/24/48 | Damage 2d6+1 | AP 1 | ROF 1 | Shots 7 | Min. Str - | Weight 4 | Cost $200 | 2 extra magazines (1 lb, $20 each) | Note: he uses steel-jacketed rounds
  • Laser Sight: +1 Shooting at short or medium range | Weight 1 | Cost $150
  • Steel-Jacketed Bullets: 50 | Weight 2 | Cost $20
  • Kevlar riding jacket: +2 Armor (torso) | Min Str - | Weight 8 | Cost $350
  • Knife: 3/6/12 thrown or melee | Damage Strength + d4 | AP 0 | Min Str d4 | Weight 1 | Cost $25
  • Lockpick kit: Lets thieves do thievery | Cost $200

Cash: $15 (of $1,000 in starting funds)

Advances
  • Initial Advances: (From Hindrances): Raise Agility, Thief
  • Novice 1 Advance: Raise Smarts
  • Novice 2 Advance: Skill points x2
  • Novice 3 Advance: Streetwise
  • Seasoned 1 Advance: Double Tap
  • Seasoned 2 Advance: Skill points x2
  • Seasoned 3 Advance: Acrobat
  • Seasoned 4 Advance: Raise Spirit
  • Veteran 1 Advance: Skill points x2
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Bennies 1
3 to start
-2 on CK roll re the politician.
Wounds 1, Fatigue 1
He's been better.
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