Name | Tilia the Thief |
Age | 19 |
Gender | female |
Personality | hot-tempered |
Appearance | wavy red hair, green eyes, hazelnut eyes |
Homeland | Kosala |
Attribute Aspects | Fast and Fit, Acute and Aware |
Caste | Clanfolk |
Story | Feud Within the Clan |
Trait | Troublesome |
Archetype | Master Thief |
Nature | Craven |
Education | The Path of the Warrior |
War Story | Sacked a Mystery Cult Temple |
Languages | Kosalan, Cimmerian |
Titles | |
Ancient Bloodline | no |
Fortune Points | Renown | Standing | XP spent | XP total |
---|---|---|---|---|
3 | 0 | 1 | 0 | 0 |
Courage | 3 | ||||
Armor Qualities | Padded jerkin (Armor 1: Torso/Arms) | ||||
Armor Soak |
Head | |||
1-2 | |||
L.Arm | 0 | R.Arm | |
6-8 | Torso | 3-5 | |
1 | 9-14 | 1 | |
1 | |||
L.Leg | R.Leg | ||
18-20 | 15-17 | ||
0 | 0 |
Physical | Mental | ||
Vigor | 10 / 9 | Resolve | 7 / 7 |
|
|
||
Wounds | 0 | Trauma | 0 |
BONUS DAMAGE | |||||
---|---|---|---|---|---|
Ranged | 3d6 | Melee | 1d6 | Presence | - |
Name | Broadsword | ||||
Range/Reach | Size | Damage | # | ||
2 | unb | 5d6 | 0 | ||
Qualities | Parrying | ||||
Name | Cherkess Knife | ||||
Range/Reach | Size | Damage | # | ||
d6 | |||||
Qualities |
Agility | 12 | |||
---|---|---|---|---|
Skill | Exp | Foc | TN | Roll |
Acrobatics | 3 | 3 | 15 | 2d20 |
Melee | 2 | 2 | 14 | 2d20 |
Stealth | 4 | 4 | 16 | 2d20 |
Awareness | 12 | |||
Skill | Exp | Foc | TN | Roll |
Insight | 0 | 0 | 12 | 2d20 |
Observation | 2 | 2 | 14 | 2d20 |
Survival | 0 | 0 | 12 | 2d20 |
Thievery | 4 | 4 | 16 | 2d20 |
Brawn | 9 | |||
Skill | Exp | Foc | TN | Roll |
Athletics | 3 | 3 | 12 | 2d20 |
Resistance | 0 | 0 | 9 | 2d20 |
Coordination | 7 | |||
Skill | Exp | Foc | TN | Roll |
Parry | 2 | 2 | 9 | 2d20 |
Ranged Weapons | 0 | 0 | 7 | 2d20 |
Sailing | 0 | 0 | 7 | 2d20 |
Intelligence | 8 | |||
Skill | Exp | Foc | TN | Roll |
Alchemy | 0 | 0 | 8 | 2d20 |
Craft | 1 | 1 | 9 | 2d20 |
Healing | 0 | 0 | 8 | 2d20 |
Linguistics | 0 | 0 | 8 | 2d20 |
Lore | 0 | 0 | 8 | 2d20 |
Warfare | 1 | 1 | 9 | 2d20 |
Personality | 7 | |||
Skill | Exp | Foc | TN | Roll |
Animal Handling | 0 | 0 | 7 | 2d20 |
Command | 1 | 1 | 8 | 2d20 |
Counsel | 0 | 0 | 7 | 2d20 |
Persuade | 0 | 0 | 7 | 2d20 |
Society | 0 | 0 | 7 | 2d20 |
Willpower | 7 | |||
Skill | Exp | Foc | TN | Roll |
Discipline | 0 | 0 | 7 | 2d20 |
Sorcery | 1 | 1 | 8 | 2d20 |
Name | Cosmopolitan | |
---|---|---|
Source | Rank | Skill |
Homeland | - | - |
Effect | In a land where gold is commonplace, you have learned to spot those pretending to have wealth. In every scene, you can attempt to make a free Average (D1) Thievery or Craft test to gain a general feel for the wealth of a particular non-player, or even the relative worth of an environment. | |
Name | Clannish | |
Source | Rank | Skill |
Caste | - | Athletics |
Effect | Blood, as they say, runs thick, and when dealing with those of your clan with the Command, Persuade, or Society skills, you gain 1 automatic success on any test instead of rolling. Additionally, when in your home community you count as having the Tradesman talent. | |
Name | Hunter | |
Source | Rank | Skill |
Caste | - | Survival |
Effect | When in the rural parts of their homeland, the number of successes required for any Survival tests you attempt is reduced by 1, even if this reduces the Difficulty of the test to Simple (D0). | |
Name | Thief | |
Source | Rank | Skill |
Archetype | - | - |
Effect | After years of dealing with the criminal underworld, you have a basic familiarity of how to interact with this segment of the population. You may use Thievery in place of Society when dealing with criminals. When you generate at least one success on a Persuade or Lore test to relate to or interact with the criminal element, you may immediately roll one additional d20 and add the result to the skill test. | |
Name | Master Thief | |
Source | Rank | Skill |
Nature | 1 | Thievery |
Effect | You may re-roll one d20 when making a Thievery test, but you must accept the new result. | |
Name | Deflection | |
Source | Rank | Skill |
Education | - | Parry |
Effect | When making a Defend Reaction using the Parry skill, you can reduce the number of points added to Doom by 1, to a minimum of 0. This stacks with the weapon’s Parrying Quality. | |
Name | Picker of Locks | |
Source | Rank | Skill |
Other | 1 | Thievery |
Effect | Whenever you fail a Thievery test, you can choose instead to succeed — at a price. In order to automatically succeed, you can add Doom to the pool in an amount equal to 1+ the Difficulty of the test. |
All the spells you can cast
Difficulty | Duration | Cost to Learn/Cast |
---|---|---|
Average (D1) or higher | 1 round/scene per Momentum | 1 Resolve |
Effect | By casting your mind out of your body and into the expanses of the cosmos, your character can visit places and experience their splendor without risk to the mortal form. Upon casting the spell, you awaken outside your body in the astral realm. Usually awakening one or two meters above the ground, your astral form swims in the ether, invisible to mortal eyes. You can travel anywhere on the planet where the strange currents of the astral realm’s ebb and flow, but to awaken again, you must be able to journey back to your body. Astral characters can still be harmed, but unless the attack is from an occult element or fellow astral denizen, you will generally be safe. Contact with base elements such as earth, stone, ice, water, fire and strong wind inflicts 2d6 burning damage. Other weapons of primary elemental nature (not alloys) deal damage as normal. Regular weapons act as if the target has 4d6 Cover at all times, and targeting an astral traveler is at an Epic (D5) Difficulty. Astral travelers are unable to utilize armor, but can seek cover as normal. Conan Rules, p173 |
Your companions and followers
The creatures you possess or that accompany you
Attributes | ||||||
Agi | Awa | Brw | Coo | Int | Per | Will |
---|---|---|---|---|---|---|
9 | 8 | 10 | 4 | 4 | 6 | 8 |
Fields of Experience | ||||||
Combat | 0 | Movement | 1 | |||
Fortitude | 1 | Senses | 1 | |||
Knowledge | 0 | Social | 0 | |||
Stress and Soak | ||||||
Stress: Vigor 5, Resolve 4 Soak: Armor —, Courage — | ||||||
Attacks | ||||||
Hooves (M): Reach 1, 4 , Stun | ||||||
Special Abilities | ||||||
Beast of Burden: Draft horses can be trained and used to pull wagons and carts. See Mounts on page 137. Mighty Prowess: Draft horses have Inhuman Brawn 1 for the purposes of carrying and shifting burdens. |
The ships you own
Ship Type | Bireme | Sailing Range | 5 days |
Maneuver | 1 | Impact | 4d6 |
Qualities | Agile, Galley, Ram, Ship |
Captain | |
First Mate | |
Crew (req/act) | 120-130 / 124 |
Crew wages | |
Passengers |
Reach/Range | Size | Damage |
L | Crew 3 | 6d6 |
Qualities | ||
Area, Fearsome 2, Incendiary 2, Intense, Spread 2 |
Reach/Range | Size | Damage |
1 | Crew 2 | 4d6 |
Qualities | ||
Piercing 1 |
The estates, lairs, kingdoms you own or manage