Portrait of Sil of the Nine Locks

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

AlertnessConceal ObjectCriminal UnderworldDisguiseEavesdropEscape ArtistHidePerformPick LockRumorsSearchSneak

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