
Level 2 · Echelon 1
Sil of the Nine Locks
Polder · College of Black Ash · Shadow
Former criminal — Stand Against Tyranny
Might
0
Agility
+2
Reason
+1
Intuition
+2
Presence
0
Stamina
27
Winded at 13
Recoveries
8
Value 9
Speed
7
Stability
0
Size
1M
Disengage
2
Saving throw
6+
Heroic resource
Insight
Potency — from Agility
Weak
0
Average
1
Strong
2
Damage & distance bonuses
- Melee damage
- +1/+1/+1
- Ranged damage
- +1/+1/+1
- Melee distance
- —
- Ranged distance
- +5
Signature ability
Fade
A stab, and a few quick, careful steps back.
Keywords
Melee, Ranged, Strike, Weapon
Action
Main action
Distance
Melee 1 or ranged 10
Target
One creature
Power Roll + Might or Agility
- ≤113 + M or A damage; you can shift 1 square
- 12–166 + M or A damage; you can shift up to 2 squares
- 17+8 + M or A damage; you can shift up to 3 squares
Polder traits — 3/3 points spent
Shadowmeldsignature
Graceful Retreat1 pt
Your small size makes it easier for you to slip away from the fray. You gain a +1 bonus to the distance you can shift when you take the Disengage move action.
Polder Geist1 pt
Evading others' notice gives you freedom to move. At the start of each of your turns during combat, if no enemy has line of effect to you or if you are hidden from or have concealment from any enemy with line of effect to you, you gain a +3 bonus to speed until the end of your turn.
Reactive Tumble1 pt
Staying light on your feet lets you quickly get back into position. Whenever you are force moved, you can use a free triggered action to shift 1 square after the forced movement is resolved.
Culture
- Environment
- Urban
- Organization
- Lawless
- Upbringing
- Creative
- Languages
- Caelian, Zaliac
Career & perk
Criminal
You once worked as a bandit, insurgent, smuggler, outlaw, or even as an assassin.
Stand Against Tyranny
When a tyrant rose to power in your homeland, they began cracking down on all criminals with deadly raids and public executions. The nature of the crime didn't matter, with pickpockets and beggars made to kneel before the axe alongside murderers. After losing enough friends, you stood up and joined the resistance—not just against this tyrant, but against authoritarians anywhere.
Perk: Criminal Contacts
Skills — 12
Complication
Amnesia
You have no memory of your past before the... incident. Hopefully, you'll regain your memory soon and find out what the incident was. In the meantime, you need friends so you won't be alone when your past catches up to you.
Benefit
You have a supernatural possession—a 1st-echelon trinket of your choice (see Treasures in Chapter 13: Rewards) that might have some connection with your former life.
Drawback
You take a bane on any test made to recall lore.
Shadow — 1st-level features
+Coat the Blade
You have the following ability.
+Hesitation Is Weakness
You have the following ability.
+I'm No Threat
You have the following ability.
+Insight
By observing your enemy, you learn how to use their weaknesses against them, building up a Heroic Resource called insight. ##### Insight in Combat At the start of a combat encounter or some other stressful situation tracked in combat rounds (as determined by the Director), you gain insight equal to your Victories. At the start of each of your turns during combat, you gain 1d3 insight. Additionally, the first time each combat round that you deal damage incorporating 1 or more surges, you gain 1 insight. Whenever you use a heroic ability that makes use of a power roll, that ability costs 1 fewer insight if you have an edge or double edge on it. If the ability has multiple targets, the cost is reduced even if the ability gains an edge or has a double edge against only one target. You lose any remaining insight at the end of the encounter. ##### Insight Outside of Combat Although you can't gain insight outside of combat, you can use your heroic abilities and effects that cost insight without spending it. Whenever you use an ability or effect outside of combat that costs insight, you can't use that same ability or effect outside of combat again until you earn 1 or more Victories or finish a respite. When you use an ability outside of combat that lets you spend unlimited insight on its effect, such as Black Ash Teleport, you can use it as if you had spent an amount of insight equal to your Victories.
+Kit
You can use and gain the benefits of a kit. See Chapter 6: Kits for more information. (*Quick Build:* Cloak and Dagger.)
+Shadow Abilities
You specialize in dealing damage, then getting out of harm's way before the inevitable counterattack. You know a number of unique martial abilities that define your presence on the battlefield. ##### Signature Ability Choose one signature ability from the following options. Signature abilities can be used at will. (*Quick Build:* Teamwork Has Its Place.) ##### Heroic Abilities A range of heroic abilities define your combat prowess, all of which make use of your insight. ###### 3-Insight Ability Choose one heroic ability from the following options, each of which costs 3 insight to use. (*Quick Build:* Get In Get Out.) ##### 5-Insight Ability Choose one heroic ability from the following options, each of which costs 5 insight to use. (Quick Build: Coup de Grace.)
+Smoke Bomb
You always carry a supply of smoke bombs to use for distractions and easy getaways. You can use the Hide maneuver even if you are observed and don't initially have cover or concealment. When you do so, you can shift a number of squares equal to your Agility score. If you end this movement with cover or concealment, you are automatically hidden.
Notes
Named for the nine locks she picked on the night she left the guild. Never says which door the ninth one opened.
How these numbers were derived
- Cloak and Dagger kit: +3 Stamina
- Cloak and Dagger kit: +2 Speed
- Cloak and Dagger kit: +1 Disengage