Tilia the Thief | Conan Character Sheet | Conan: Adventures | Statblocks & Sheets | World Anvil

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BACKGROUND
NameTilia the Thief
Age19
Genderfemale
Personalityhot-tempered
Appearancewavy red hair, green eyes, hazelnut eyes
HomelandKosala
Attribute AspectsFast and Fit, Acute and Aware
CasteClanfolk
StoryFeud Within the Clan
TraitTroublesome
ArchetypeMaster Thief
NatureCraven
EducationThe Path of the Warrior
War StorySacked a Mystery Cult Temple
LanguagesKosalan, Cimmerian
Titles
Ancient Bloodlineno
Fortune Points Renown Standing XP spent XP total
3 0 1 0 0
Stress & Harms
Courage3
Armor QualitiesPadded jerkin (Armor 1: Torso/Arms)
Armor Soak
 Head 
 1-2 
L.Arm0R.Arm
6-8Torso3-5
19-141
 1 
 L.LegR.Leg 
 18-2015-17 
 00 
PhysicalMental
Vigor10 / 9Resolve7 / 7


Wounds0Trauma0
ATTACKS
BONUS DAMAGE
Ranged 3d6 Melee 1d6 Presence-
NameBroadsword
Range/Reach Size Damage #
2 unb 5d6 0
QualitiesParrying
NameCherkess Knife
Range/Reach Size Damage #
d6
Qualities
BELONGINGS
Upkeep: 4
Gold: 7
Padded jerkin (Armor 1: Torso/Arms)
Thieves' kit
Plain traveling clothes
Cherkess Knife
Tripwire
A map containing a route to a forgotten citadel, deep within the mountains
A hooded ceremonial robe
Broadsword carved with runes of inscrutable meaning
NOTES
Feud within the Clan (Story, Trait Troublesome): It could have been a sibling, a parent, or another close to you, but someone within your immediate family drew the enmity of another within the clan. Whatever the issue, it would not be dropped, and could not be easily resolved. This has made all clan gatherings tense, all other families waiting to see if violence erupts between your family and the other.

Master Thief (Archetype): Far more severe than a mere honorific, the master thief has certain obligations and traditions to uphold. His code of honor is legendary, after all, and reflects not only upon himself but every other who make their living through relieving others of their wealth.Of course, this code of honor is a strange, confusing thing to any who aren’t thieves.For instance, master thieves may never turn down an opportunity to steal, or sacrifice another thief in order to preserve their own lives.Master thieves are not simply thieves with greater skills than another: they are masters of thieves, the aristocracy of the underworld, and they must act like it.Master thieves are planners and plotters, whether working alone or with a hand-picked crew. Becoming a master thief requires the dedication of a lifetime — it is a path that must be decided upon at a young age and pursued with the diligence that sorcerers must commit to their study of rites and rituals. Agility, intelligence, and the means by which even the most highly guarded of locations can be broken into… all of this a master thief must learn.
ATTRIBUTES & SKILLS
Agility12
Skill Exp Foc TN Roll
Acrobatics 3 3 15 2d20
Melee 2 2 14 2d20
Stealth 4 4 16 2d20
Awareness12
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
Brawn9
Skill Exp Foc TN Roll
Athletics 3 3 12 2d20
Resistance 0 0 9 2d20
Coordination7
Skill Exp Foc TN Roll
Parry 2 2 9 2d20
Ranged Weapons 0 0 7 2d20
Sailing 0 0 7 2d20
Intelligence8
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
Personality7
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
Willpower7
Skill Exp Foc TN Roll
Discipline 0 0 7 2d20
Sorcery 1 1 8 2d20
TALENTS
NameCosmopolitan
Source Rank Skill
Homeland - -
EffectIn 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.
NameClannish
Source Rank Skill
Caste - Athletics
EffectBlood, 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.
NameHunter
Source Rank Skill
Caste - Survival
EffectWhen 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).
NameThief
Source Rank Skill
Archetype - -
EffectAfter 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.
NameMaster Thief
Source Rank Skill
Nature 1 Thievery
EffectYou may re-roll one d20 when making a Thievery test, but you must accept the new result.
NameDeflection
Source Rank Skill
Education - Parry
EffectWhen 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.
NamePicker of Locks
Source Rank Skill
Other 1 Thievery
EffectWhenever 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.
™ & © 2016 Modiphius Entertainment Ltd.
Conan Character Sheet v1.5, made by Tillerz for Modiphius - Updated: 2022-08-27

All the spells you can cast

Name: Astral Wanderings
Difficulty Duration Cost to Learn/Cast
Average (D1) or higher 1 round/scene per Momentum 1 Resolve
EffectBy 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

Name: Horse, Riding
Attributes
Agi Awa Brw Coo Int Per Will
9 8 10 4 4 6 8
Fields of Experience
Combat0  Movement1
Fortitude1 Senses1
Knowledge0 Social0
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

Bireme
Ship Type Bireme Sailing Range 5 days
Maneuver 1 Impact 4d6
Qualities Agile, Galley, Ram, Ship
Crew and Passengers
Captain
First Mate
Crew (req/act) 120-130 / 124
Crew wages
Passengers
Cargo and Stowage
Stowage: -
Weapon: Ballista
Reach/Range Size Damage
L Crew 3 6d6
Qualities
Area, Fearsome 2, Incendiary 2, Intense, Spread 2
Weapon: Corvus
Reach/Range Size Damage
1 Crew 2 4d6
Qualities
Piercing 1
Conan RPG: Bireme by Modiphius Entertainment Ltd.
Stress and Harms
Soak3
Structure12 / 12
Breaks0 / 3
Notes

The estates, lairs, kingdoms you own or manage


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Tillerz.

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Conan Character Sheet

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