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NAME LEVEL XP

HALFLING: Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar, Brynn, Bug HUMAN: Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble, Farley

LOOK ARMOR ALIGNMENT


Choose one for each, or write your own:
THE THIEF
Chaotic
BODY: Lithe, knobby, flabby Leap into danger without a plan.

EYES: Shifty, criminal


HIT POINTS
Neutral
Max (6+Constitution) Current Avoid detection or infiltrate a location.
HAIR: Cropped, messy, hooded

CLOTHES: Dark, fancy, common


DAMAGE Evil
Shift danger or blame from yourself to
someone else.

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1)

Strength Dexterity Constitution


Weak -1 Shaky -1 Sick -1 BONDS
STR DEX CON
Fill in at least one with the name of a companion,
or write your own.

I stole something from .

has my back when things


Intelligence Wisdom Charisma go wrong.
knows incriminating
Stunned -1 Confused -1 Scarred -1 details about me.
INT WIS CHA
and I have a con running.

STARTING MOVES

Trap Expert Flexible Morals


When you spend a moment to survey a When someone tries to detect your
dangerous area, roll+DEX. • On a 10+, hold alignment you can tell them any alignment RACE
3. • On a 7–9, hold 1. Spend your hold as you like.
you walk through the area to ask these
questions: Halfling
Poisoner When you attack with a ranged weapon,
• Is there a trap here and if so, what deal +2 damage.
activates it? You’ve mastered the care and use of a
• What does the trap do when activated? poison. Choose a poison from the list
• What else is hidden here? below; that poison is no longer dangerous Human
for you to use. You also start with three You are a professional. When you Spout
uses of the poison you choose. Whenever Lore or Discern Realities about criminal
you have time to gather materials and a activities, take +1.
Tricks Of The Trade
safe place to brew you can make three uses
When you pick locks or pockets or disable
of the poison you choose for free. Note that
traps, roll+DEX. • On a 10+, you do it, no
some poisons are applied, meaning you
problem. • On a 7–9, you still do it, but the
have to carefully apply it to the target or
GM will offer you two options between
something they eat or drink. Touch poisons
suspicion, danger, or cost.
just need to touch the target, they can even
be used on the blade of a weapon.

Backstab • Oil of Tagit: (applied) The target falls


into a light sleep.
When you attack a surprised or
defenseless enemy with a melee weapon, • Bloodweed: (touch) The target deals
you can choose to deal your damage or -1d4 damage ongoing until cured.
roll+DEX. • On a 10+, choose two. • On a • Goldenroot: (applied) The target treats
7–9, choose one: the next creature they see as a trusted
• You don’t get into melee with them ally, until proved otherwise.
• You deal your damage+1d6 • Serpent’s Tears: (touch) Anyone dealing
• You create an advantage, +1 forward to damage to the target rolls twice and
you or an ally acting on it takes the better result.
• Reduce their armor by 1 until they
repair it
COIN ADVANCED MOVES
When you gain a level from 2-10, you may choose from these moves.

Cheap Shot Poison Master


STARTING GEAR When using a precise or hand weapon, After you’ve used a poison once it’s no

THE THIEF
Max Load (9+STR) Current your Backstab deals an extra +1d6 damage. longer dangerous for you to use.

Dungeon Rations (5 uses, ration, 1 weight) Cautious Envenom


Leather Armor (1 armor, worn, 1 weight) When you use Trap Expert you always get You can apply even complex poisons with a
3 uses of your chosen Poison: +1 hold, even on a 6-. pinprick. When you apply a poison that’s
not dangerous for you to use to your
Wealth And Taste weapon it’s touch instead of applied.
10 Coins When you make a show of flashing
Choose your arms: around your most valuable possession, Brewer
choose someone present. They will do When you have time to gather materials
Dagger (hand, 1 weight), and anything they can to obtain your item or and a safe place to brew you can create
Short Sword (close, 1 weight) one like it. three doses of any one poison you’ve used
Rapier (close, precise, 1 weight) before.

Choose a ranged weapon:


Shoot First
You’re never caught by surprise. When an Connections
3 Throwing Daggers (thrown, near, enemy would get the drop on you, you get When you put out word to the criminal
0 weight) to act first instead. underbelly about something you want or
Ragged Bow (near, 2 weight) and need, roll+CHA. • On a 10+, someone has it,
Bundle Of Arrows (3 ammo, 1 weight) Underdog just for you. • On a 7–9, you’ll have to settle
When you’re outnumbered, you have for something close or it comes with
Choose one: strings attached, your call.
+1 armor.
Adventuring Gear (5 uses, 1 weight)
Healing Potion (0 weight)

When you gain a level from 6-10, you may choose from these moves.

Dirty Fighter Alchemist


Replaces: Cheap Shot Replaces: Brewer
When using a precise or hand weapon, your When you have time to gather materials
Backstab deals an extra +1d8 damage and and a safe place to brew you can create
all other attacks deal +1d4 damage. three doses of any poison you’ve used
before. Alternately you can describe the
Extremely Cautious effects of a poison you’d like to create. The
Replaces: Cautious GM will tell you that you can create it, but
When you use use Trap Expert you always with one or more caveats:
get +1 hold, even on a 6-. On a 12+ you get • It will only work under specific
3 hold and the next time you come near a circumstances.
trap the GM will immediately tell you what • The best you can manage is a weaker
it does, what triggers it, who set it, and version.
how you can use it to your advantage. • It’ll take a while to take effect.
• It’ll have obvious side effects.
Serious Underdog
Replaces: Underdog Escape Route
You have +1 armor. When you’re outnum- When you’re in too deep and need a way
bered, you have +2 armor instead. out, name your escape route and roll+DEX.
• On a 10+ you’re gone. • On a 7–9 you can
Evasion stay or go, but if you go it costs you: leave
When you Defy Danger on a 12+, you something behind or take something with
transcend the danger. You not only do what you, the GM will tell you what.
you set out to, but the GM will offer you a
better outcome, true beauty, or a moment Disguise
of grace. When you have time and materials you
can create a disguise that will fool anyone
Heist into thinking you’re another creature of
When you take time to make a plan to about the same size and shape. Your
steal something, name the thing you want actions can give you away but your
to steal and ask the GM these questions. appearance won’t
When acting on the answers you and your
allies take +1 forward. Strong Arm, True Aim
You can throw any melee weapon, using it
• Who will notice it’s missing?
to volley. A thrown melee weapon is gone;
• What’s its most powerful defense?
you can never choose to reduce ammo
• Who will come after it?
on a 7–9.
• Who else wants it?

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