Pastebin launched a little side project called HostCabi.net, check it out ;-)Don't like ads? PRO users don't see any ads ;-)
Guest

The Spy

By: BestNameEver on Apr 15th, 2013  |  syntax: None  |  size: 1.90 KB  |  hits: 23  |  expires: Never
download  |  raw  |  embed  |  report abuse  |  print
Text below is selected. Please press Ctrl+C to copy to your clipboard. (⌘+C on Mac)
  1. Name: Spy
  2. Race: Changeling
  3.  
  4. Gender: Male
  5. Talent: +2 to Disguise
  6.  
  7. Perks:
  8.  
  9.  
  10. Glamorous; Your appearance is visually striking. Members of the opposite sex are more likely to listen to what you have to say.
  11.  
  12. Ventriloquist: You are able to throw your voice, with a maximum distance of 10 meters. On critical failure, reveals your position and intent to misdirect immediately. This can work with verbal skills like Bluff
  13.  
  14.  
  15. Flaws:
  16.  
  17. Yellow Belly: When combat is initiated your first roll must be a DC 5 composure check to stay or flee. If you fail this roll you must roll it again next turn, and so on until you pony up and fight.
  18.  
  19. Feeble: You are rather weak and frail. You cannot carry heavy loads and all melee attacks have a -1 crit range against you (crit on 10 become crit on 9)
  20.  
  21.  
  22. Class: Rogue+Bard
  23. Skills:
  24.  
  25. Basic Training: Most Changelings have little expert training and have access to only 3 skill points at creation. They are also clumsy fliers and have -1 to flight checks,(This trait cannot be replaced).
  26.  
  27. Shapeshifting:: spell, recharge 3; A Changeling can imitate almost anything the same size as itself. Just as the disguise skill only it is considered to autocrit(any success is critical) when used. The disguise is removed when knocked helpless, rolling a critical failure when attacking, or when dispelled by magic.
  28.  
  29. Backstab: weapon; strikes the enemy from behind. Auto crits if hidden. Crits on a 9+ otherwise. Kills helpless targets.
  30.  
  31. Stealth: become hidden. Enemies cannot attack you until you reveal yourself.
  32.  
  33. Cheap Shot: weapon; outside of combat, this skill is automatic and renders the target helpless. In combat, 9+ renders the target helpless.
  34.  
  35. Ruse: once per combat; use this skill when you roll a critical failure, on success it is instead treated as a critical success
  36.  
  37. Alignment: Neutral Evil
  38. Inventory:
  39. Skimask
  40. Switchblade
  41. Box of Cigarettes
  42. Revolver
  43.  
  44.  
  45. Character Traits: