Beltias Kreun

Olivius's page

557 posts. Alias of Choon.


Race

Human Thief 5

Classes/Levels

XP: 5| HP: 15/15. | Armor: 1 Golden root x2; Acidic Fire bombs x10; mutant armor potion x1 | Str: 9 (+0) Dex: 18 (+3) Con: 9 (+0) Int: 16 (+2) Wis: 12 (+0) Cha: 13 (+1) | [Current Effects:]

Strength 9
Dexterity 18
Constitution 9
Intelligence 16
Wisdom 12
Charisma 13

About Olivius

Look:
Eyes: Shifty Eyes
Hair: Hooded Head
Skin: Dark Clothes
Body: Lithe Body
Stats:
Strength: 9 (+0)
Dexterity: 18 (+3)
Constitution: 9 (+0)
Intelligence: 16 (+2)
Wisdom: 12 (+0)
Charisma: 13 (+1)
Damage: d8
Armor:
HP: 15/15
Alignment Chaotic - Leap into danger without a plan.
Race: Human - You are a professional. When you spout lore or discern realities about criminal activities, take +1.
Moves
Trap Expert
When you spend a moment to survey a dangerous area, roll+DEX.

✴ On a 10+, hold 3.

✴ On a 7–9, hold 1. Spend your hold as you walk through the area to ask these questions:

Is there a trap here and if so, what activates it?
What does the trap do when activated?
What else is hidden here?

Tricks of the Trade
When you pick locks or pockets or disable traps, roll+DEX.

✴ On a 10+, you do it, no problem.

✴ On a 7–9, you still do it, but the GM will offer you two options between suspicion, danger, or cost.

Backstab
When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX.

✴ On a 10+ choose two.

✴ On a 7–9 choose one.

You don’t get into melee with them
You deal your damage+1d6
You create an advantage, +1 forward to you or an ally acting on it
Reduce their armor by 1 until they repair it

Flexible Morals
When someone tries to detect your alignment you can tell them any alignment you like.

Poisoner
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.

Oil of Tagit (applied): The target falls into a light sleep
Bloodweed (touch): The target deals -1d4 damage ongoing until cured
Goldenroot (applied): The target treats the next creature they see as a trusted ally, until proved otherwise
Serpent’s Tears (touch): Anyone dealing damage to the target rolls twice and takes the better result.

Envenom
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.

Shoot First
You’re never caught by surprise. When an enemy would get the drop on you, you get to act first instead.

Called Shot
When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.

Head
✴ 10+: As 7–9, plus your damage

✴ 7-9: They do nothing but stand and drool for a few moments.

Arms
✴ 10+: As 7-9, plus your damage

✴ 7-9: They drop anything they’re holding.

Legs
✴ 10+: As 7-9, plus your damage

✴ 7-9: They’re hobbled and slow moving.

Connections

When you put out word to the criminal underbelly about something you want or need, roll+CHA.

✴ On a 10+, someone has it, just for you.

✴ On a 7–9, you’ll have to settle for something close or it comes with strings attached, your call.

Bonds:

I stole something from _____.

_____ has my back when things go wrong.

____________ knows incriminating details about me.

_______________ and I have a con running.

Gear:
10 Coins
Leather Armor (1 Armor, 1 Weight)
Dueling Rapier (close, precise, 1 piercing, 1 weight)
Spirit Dagger: Precise, Hand. On a successful Tricks of the Trade move, add +2 damage to your next Hack and Slash; stacks. This dagger reacts with brilliant light in response to kills; exact effect this has on the dagger is presently unknown.)
1 pair of Nunchaku (Close, precise 1 Weight, 2 Coins)
18 throwing daggers (thrown, near, 0 weight)
3 doses of Goldenroot, Oil of Taggit
12 firebombs with acid smoke.
1 mutanigenic, armor potion
Adventuring gear (4 uses, 1 weight)
Dungeon Rations (4 Uses, 1 Weight)
Metal Breathing Tube (0 Weight)
Snow Elf Cloak (0 Weight)
9 wyvern teeth 
A waterskin filled with drake heartsblood 
A handful of small, but very hard scales, 10 in total. 
Cloak cut from the wyvern's wing
10 throwing grenades in 2 bandoleers
2 wrist mounted flame throwers that double as wrist sheathes
Yaka Arrow (roll+CHA) to do class damage to 1d8 opponents at Far range. 0 Weight

Bio:
Olivius Telraven was born to a minor noble house in the countryside as the fifth skilled son among many talented daughters. Needless to say, most everyone overlooked him, but not enough to ignore when he broke the rules. It seemed that the only time he got any attention was when he was breaking something, saying something wrong, or making something disappear. He tried his best to fit in, but he always lived in his older siblings' shadows. In time he learned to just stay out of sight, so he took to a life of quiet, hard work. He even counted some of the servants as his close friends.

Eventually this "solicitation with the common rabble" was discovered, much to the shame of his parents. His father was especially irate. He was immediately shipped off to the Rubis Academy of Military Science where he took a keen interest in the magical arts. However, his father's influence followed him even there, and he was forced into martial training. He loathed the academy, mostly because he saw his father in each of his commander's eyes. They all expected more. Always more. After months of training and refining his forms to perfection, he received an "adequate" grading. He was furious. No matter what he did, it was never enough. He ran away from the school at his first opportunity.

From there he floated, scrimped, stole, and generally dove head long into the wrong side of the Watch just to survive. It was here he realized just how talented his family was. He easily picked up on the life of a thief and learned to use his natural charisma to his advantage.

He also grew very familiar and adept at watching his back for pursuing agents of his Father. He has been officially exiled, or so the assassins have said before he dispatched them. His father is seeking to remove the stain of a prodigal son from his record. When not planning his next big score or picking dinner money off fat merchants, he is usually experimenting in magic and alchemy. His dream of Magedom has never left him, though he seems to be more talented toward mundane pursuits.