Full Name |
Stybar Halfhorns |
Race |
Male Minotaur thief | Lvl 2 | XP 3 | HP: 11/19 | Armour 1 | Damage 1d8 | Str 0| Dex +2 | Con +1 | Int +2| Wis 0 | Cha -1 | Ammo 5 | Dungeon Rations: 4 | Adventuring gear 8/10 |
Size |
Normal |
Age |
Young adult |
Special Abilities |
Trap expert / Trap designer / Tricks of the trade / Backstab / Flexible morals / Poisoner |
Strength |
12 |
Dexterity |
16 |
Constitution |
13 |
Intelligence |
16 |
Wisdom |
9 |
Charisma |
8 |
About Stybar Halfhorns
Bonds:
Shattertooth has my back when things go wrong.
Wek is interesting. I want to learn from him.
Princess is misunderstood like me. I will teach her proper manners and etiquette.
Looks:
- One normal sized horn and one small
- Tidy outfits
- Maze designer graduate pin on chest
- Worried eyes
- Brown skin, black hair
- Woman sized hooves
Motivations/Goals:
- Step out of fathers shadow
- Prove himself useful to others
- Do evil well
- Build something to last forever
Personality:
- Needs to follow protocol
- Does not get most humor
- Worries too much
- Afraid to fail
- Willing to learn
- Asks a lot of questions
- Will take responsibility when needed.
Starting Gear (Load: 5+12 = 8/17):
- Dungeon rations (1 weight, 4 uses)
- Leather armor (1 armor, 1 weight)
- 3 uses of Serpentís Tears poison (Touch / Anyone dealing damage against the target rolls twice and takes the better result.)
- 10 coin.
- Short sword (Close, 1 weight)
- Bundle of arrows (5 ammo, 1 weight)
- Adventuring gear (1 weight)
- Spider Dagger (hand, precise, ignores armour, 2-weight)
- Hunter’s bow (near, far, 1 weight)
Moves:
Trap designer
When you have time and
resources and you can build a trap, roll+INT.
On a 10+, hold 4. On a 7-9, hold 2. As youbuild the trap spend your hold one for one to add these features:
• It does 1d6 damage
• It doesn’t go off unexpectedly
• It is hard to disarm
• It is hard to detect
• It affects more than one creature
• It drops, pushes or throws a creature.
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 acti-
vated?
• What else is hidden here?
Cautious
When you use trap expert you always get +1 hold, even on a 6-.
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, 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.
If you roll, on a 10+ choose two, on a 7-9
choose one.
• You donít 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
Youíve 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
• Serpentís Tears (Touch): Anyone dealing damage against the target
rolls twice and takes the better result.