Sparrow of Greymoore
Name: Alethia of Greymoore
Age: 17
Alias: Sparrow Shadowhand.
Family: Mothers Elyse and Octavia, brother Arthem. Biological parents unknown.
Look: Flashing eyes, wild hair, dark clothes, lithe body
Nationality: Greymoorian When Sparrow makes camp in a dungeon or city, she doesn't need to consume a ration.
Moral alignment: Neutral. Sparrow takes a +1 to experience each session she helps an animal or spirit of the wild
Bonds: "I wish Arthem would drop this whole Heron thing." "Arthem will be the good one. "
Strength 9 (+0) weak
Dexterity 16 (+2) shaky
Constitution 15 (+1) sick
Charisma 14 (+1) scared
Wisdom 9 (+0) confused
Intelligence 13 (+1) stunned
Shadow 13 (+1) unknown
Damage: d8
Armor: 1
HP: 25
Gear: Dungeon rations, leather armor, 3 uses of poison, paired sais, hunter's bow and arrows, healing potion
Companion stats: Ferocity +1, Cunning +2, 1 Armor, Instinct +1. Companion key words: Keen senses, fight humanoids, fight monsters, search, and stubborn.
When you work with your animal companion on something it’s trained in…
…and you attack the same target add its ferocity to your damage
…and you track add its cunning to your roll
…and you take damage add its armor to your armor
…and you discern realities add its cunning to your roll
…and you parley add its cunning to your roll
…and someone interferes with you add its instinct to their roll
Trap Expert When you spend a moment to survey a dangerous area, roll +DEX. On a 10+, hold 3. On a 7-9, hold one. Spend your hold as you walk through the area to ask these questions: 1) Is there a trap here, and if so what triggers it? 2) What does the trap do when activated? 3) What else is hidden here?
Tricks of the Trade When you pick locks or pockets, or disable traps, roll +DEX. On a 10+, you do it, no problem. On a 7-9, you still do it, but the GM offers you two options between suspicion, danger, or cost.
Poisoner You've mastered the care and use of a poison (Serpent's Tears - touch, anyone dealing damage to the target rolls twice and takes the better result.)
Shadowheart When dealing with any person or creature that serves The Greater Darkness (except other bearers of the raiments), you automatically count as having leverage for the purposes of using Parley or similar moves, and you may add your Shadow modifier to your CHA for such purposes. Taking the Shadowheart move does not automatically create loyalty or servility to Nix, but it does mark you as being of the same power as her to any person, item, or creature that can perceive such matters.
Shadowstrike You can strike through the shadows at anyone that you can see. Your attacks with a melee weapon gain the tags Close, Reach, Near, and Far.
Hunt and Track When you follow a trail of clues left behind by passing creatures, roll+WIS. On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel. On a 10+, you also choose one: (1) Gain a useful bit of information about your quarry (the GM will tell you what) or (2) Determine what caused the trail to end
Called Shot When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX. Head 7+: They do nothing but stand and drool for a few moments. Arms 7+: They drop anything they’re holding. Legs 7+: They’re hobbled and slow moving. On a 10+, damage is added to the secondary effect.
Animal Companion You have a supernatural connection with a loyal fox. Companion stats: Ferocity +1, Cunning +2, 1 Armor, Instinct +1. Companion key words: Keen senses, fight humanoids, fight monsters, search, and stubborn.
Blot Out the Sun When you volley you may spend extra ammo before rolling. For each point of ammo spent you may choose an extra target. Roll once and apply damage to all targets.

Greymoore Home
Sparrow the Thief

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License