<ul class="bbc_list"></ul><hr/><br/><div class="floatright">(https://i.imgur.com/2oD2zC4.jpg)</div><span class="bbc_size" style="font-size: large;">Valna</span><br/><br/><strong>Level:</strong>5<strong>Xp:</strong>7<br/><br/><hr/><table class="bbc_table"><tbody><tr><td><strong>Armor:</strong></td><td>1</td></tr><tr><td><strong>Hit points:</strong></td><td>18</td></tr><tr><td><strong>Damage:</strong></td><td>d8</td></tr></tbody></table><table class="bbc_table"><tbody><tr><td><strong>Str:</strong></td><td>13</td><td>[+1]</td><td><strong>Dex:</strong></td><td>18</td><td>[+3]</td><td><strong>Con:</strong></td><td>12</td><td>[+0]</td></tr><tr><td><strong>Int:</strong></td><td>9</td><td>[+0]</td><td><strong>Wis:</strong></td><td>8</td><td>[-1]</td><td><strong>Cha:</strong></td><td>17</td><td>[+2]</td></tr></tbody></table><hr/><strong>Alignment:</strong>Chaotic - Leap into danger without a plan.<br/><strong>Bonds:</strong><br/>Grella gave her life for me and I will do everything I can to repay her.<br/>Juro has my back when things go wrong.<br/>It's always worthwhile to tease Juro about his bunny ears.<br/>Mercy is a bit too uptight and needs to learn to have some fun<br/><strong>Race:</strong>Human<br/><span class="bbc_u"><strong>Equipment</strong></span>Load: 9/9<strong>Coin:</strong>171<br/><ul class="bbc_list"><li>Dungeon rations <em>(5 uses weigh 1)</em></li><li>Dungeon rations <em>(3 uses weigh 1)</em></li><li>Fancy winter clothes</li><li>Climbing gear (1 weight)</li><li> Leather Armor <em>(1 armor, 1 weight)</em></li><li> 3 uses of Bloodweed</li><li> Dagger <em>(hand, 1 weight)</em></li><li> 3 throwing daggers <em>(thrown, near, 0 weight)</em></li><li> Adventuring gear <em>(5 uses, 1 weight)</em></li><li> Silver Dagger  <em>(hand, precise, silvered, 1 weight) </em> </li><li> Healing Poultice </li><li> <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ring of Specter's Shield</div><div class="spoiler_body">1/day - As a move, unleash the ring's power to enshroud either the wearer or another creature in the wearer's sight in a blood red aura, granting them +2 armor for their next 3 turns. This extra armor cannot be pierced or ignored except by an attack with anti-magic properties.<br/>(https://i.imgur.com/ZzuPr9E.jpg)(https://i.imgur.com/b1UIBHD.jpg)</div></div> </li><li> <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">The Gamesman</div><div class="spoiler_body">close, +1 damage, precise, 2 weight (190 gold)<br/>A rapier with a miniature crossbow stealthily built into the hilt. In addition to Hack and Slash, this weapon can be used to make Volley attacks as well. If the wielder uses the crossbow against a target they're engaged in melee with, and the target is unaware of the weapon's hidden function, the wielder can use their Backstab move against the target, even if they otherwise wouldn't count as surprised or defenseless.<br/></div></div> </li><li> <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Sickening Sugar</div><div class="spoiler_body">The colorful sugar cubes appear to be a sweet treat, but are actually a debilitating poison. After being ingested the target begins to develop flu-like symptoms, mild at first, but eventually developing into a full on flu strong enough to leave the target bed ridden after a few hours. This sickness perfectly imitates a mundane case of the flu, though is not contagious, and as such can be potentially fatal given the target's constitution and quality of treatment. The sickness fades after anywhere from a few days to a week depending on rest and treatment. <br/><br/>Due to it's sweetness, and the realistic nature of the resulting sickness, it is difficult to detect Sickening Sugar for what it is when ingested. When applying this poison to a target, roll 2d6 with a +1 if the item being poisoned is meant to be sweet flavored (such as a cake or cup of tea) or -1 if the item isn't meant to be sweet flavored (such as a bowl of soup or glass of water). <br/><br/>10+ The target does not detect anything off with the poisoned item, and believes the resulting flu is completely natural. You avoid suspicion entirely. <br/><br/>7-9: The target does not detect anything off with the poisoned item, but notices how out-of-nowhere the resulting flu is and eventually manages to trace it back to the poisoned item. If you are known to have interacted with the item (such as you directly offering it to the person, or being present in the room it was prepared) then you may end up falling under suspicion. <br/><br/>6- The target notices something is off with the flavor of the poisoned item, and will immediately link the resulting flu back to it. Unless you applied the poison in absolute secrecy you are almost assured to be accused of poisoning.<br/></div></div> </li></ul><hr/><strong><span class="bbc_u">Moves</span></strong><br/>Human<br/><br/>You are a professional. When you spout lore or discern realities about criminal activities, take +1.<br/><br/><br/><br/>Trap Expert<br/><br/>When you spend a moment to survey a dangerous area, roll+DEX.<br/><br/>✴ On a 10+, hold 3.<br/><br/>✴ On a 7–9, hold 1. Spend your hold as you walk through the area to ask these questions:<br/><br/>Is there a trap here and if so, what activates it?<br/>What does the trap do when activated?<br/>What else is hidden here?<br/><br/><br/><br/>Tricks of the Trade<br/><br/>When you pick locks or pockets or disable traps, roll+DEX.<br/><br/>✴ On a 10+, you do it, no problem.<br/><br/>✴ On a 7–9, you still do it, but the GM will offer you two options between suspicion, danger, or cost.<br/><br/><br/><br/>Backstab<br/><br/>When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX.<br/><br/>✴ On a 10+ choose two.<br/><br/>✴ On a 7–9 choose one.<br/><br/>You don’t get into melee with them<br/>You deal your damage+1d6<br/>You create an advantage, +1 forward to you or an ally acting on it<br/>Reduce their armor by 1 until they repair it<br/><br/><br/><br/>Flexible Morals<br/><br/>When someone tries to detect your alignment you can tell them any alignment you like.<br/><br/><br/><br/>Poisoner<br/><br/>You’ve mastered the care and use of a poison. Choose a poison from the list below; that poison is no longer dangerous for you to use. You also start with three uses of the poison you choose. Whenever you have time to gather materials and a safe place to brew you can make three uses of the poison you choose for free. Note that some poisons are applied, meaning you have to carefully apply it to the target or something they eat or drink. Touch poisons just need to touch the target, they can even be used on the blade of a weapon.<br/><br/>Bloodweed (touch): The target deals -1d4 damage ongoing until cured<br/><br/><br/>Brewer<br/><br/>When you have time to gather materials and a safe place to brew you can create three doses of any one poison you’ve used before.<br/><br/>Poison Master<br/><br/>After you’ve used a poison once it’s no longer dangerous for you to use.<br/><br/>Cautious<br/><br/>When you use trap expert you always get +1 hold, even on a 6-.<br/><br/>Envenom<br/><br/>You can apply even complex poisons with a pinprick. When you apply a poison that’s not dangerous for you to use to your weapon it’s touch instead of applied.<br/><br/><hr/><strong>Background:</strong><br/>Valna wouldn't call herself a thief, of course. She'd call herself an adventurer. Just that her adventures have often involved getting other people's things into her pockets. She doesn't keep much contact with her family, though she has a younger sister she adores, being somewhat of a black sheep. Unlike many, there was no broken family, no inciting incident. She had just always felt that there were more interesting things for her to do and followed her whims, wherever they took her. No matter that those whims often took her to places where she skirted the law. And sometime did more than merely skirt it. Which, of course, cause her all ends of trouble when she found herself 'accidentally' in possession of a particular amulet that a particular 'client' might have 'wanted', which, it turned out was part of a 'massive conspiracy the reaches of which she couldn't even comprehend', which ended up with having her 'killed so she wouldn't divulge anything'. Which, really, if the guy was so concerned, couldn't he just stop monologuing to everyone within ear-reach? Maybe then he wouldn't have to kill someone who knew too much every five minutes. But, well, there it was. In the sense, her troubles did have an end, though not one she would have chosen for herself, by any means. Or, they would have if she hadn't been... resurrected by some strange necromancer. She was unsure about this whole thing, to be sure. On the one hand, being alive again. Yay! But on the other, she was now forced to worked for some necromancer, who was... evil, maybe? Necromancy was evil, right? Though was is hypocritical of her to think that, given the circumstances? [/list]