Abilities & Specialties

Agility: 3 (1B Quickness, 1B Acrobatics)
Animal Handling: 2
Athletics: 3
Awareness: 3
Cunning: 3
Deception: 4 (1B Disguise, 1B Act)
Endurance: 3
Fighting: 4 (1B Short Blades, 1B Fencing)
Healing: 2
Language: 3 (Common Tongue 1)
Knowledge: 2
Marksmanship: 2
Persuasion: 2
Status: 2
Stealth: 5 (1B Blend In, 1B Sneak)
Survival: 2
Thievery: 3
Warfare: 2
Will: 2


Guttersnipe: Whenever you test Thievery, you may re-roll a number of 1s equal to your rank in the specialty that relates best to the test (e.g. Sleight of Hand for picking pockets), minimum 1 re-roll.
Water Dancer I: You may add your Fighting rank to all Awareness test results and to your passive Awareness result.


Nemesis: You have a destructive enemy who holds you in utter contempt.

Combat & Intrigue Vitals

Combat Defence: 9
Health: 9

Intrigue Defence: 8
Composure: 6



Blacktyde Rising YoMma kdraps