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Lupe

A petty thief and smuggler out to make her fortune.

0 · 219 views · located in New Ketajhi Warehouse

a character in “The Multiverse”, as played by TheNoremac42

Groups

Alliance between several races on the planet of Khroniktus; includes the Aryites, Rokin, and a loose affiliation of the Derew and Elemental Lords.

Inventory

A simple dagger forged from arydian steel. It contains low-level enchantments to maintain sharpness and durability.
Martial Melee Weapon. A shortsword forged in the rokin style made from arydian steel. It is a light weapon that contains low-level enchantments that maintain durability and sharpness.
Simple Ranged Weapon. A shortbow carved from derewian oak and made in the rokin style. It is a light medium-ranged weapon that requires two hands to use, and it carries low-level enchantments that maintain durability.
Light Armor. A set of leather armor made in the rokin style. It provides basic protection against weapons and carries low-level enchantments for durability. Interestingly, there are two open flaps in the back.
A bag of a thousand small ball bearings. Individually, not very special, but together can create a formidable tripping hazard.
A small metal bell.
One day's worth of travel rations. Contains dried fruit, bloknok jerky, and magically conjured flatbread. It doesn't taste that great compared to a hot cooked meal, but it will sustain a soldier or adventurer on the road.
This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire.
A simple waterskin made from a treated bloknok bladder. Can hold one gallon of liquid.

Description

GENERAL

DnD-5e-style Character Sheet. Please make a copy.
Name: Lupe
Race: Aryite
Subrace: Treedweller
Background: Criminal - Burglar
Class: Rogue - Thief
Level: 5/20

PHYSICAL

Age: 25 (young adult)
Height: 6’
Weight: 116 Lbs
Gender: F
Eyes:
Hair:
Skin:

PERSONALITY
Personality Traits: “I would rather make a new friend than a new enemy. The best way to get me to do something is to tell me I can't do it.”
Ideals: “Chains are meant to be broken, as are those who would forge them. I will do whatever it takes to become wealthy.”
Bonds: “Someone I loved died because of a mistake I made. That will never happen again.”
Flaws: “I turn tail and run when things look bad.”

STATS & SKILLS

Strength: 13/30
Dexterity: 15/30
Constitution: 15/30
Intelligence: 7/30
Wisdom: 12/30
Charisma: 10/30

Skill Proficiencies: Acrobatics, Deception, Insight, Perception, Sleight of Hand*, Stealth
Saving Throws: Dexterity, Intelligence
Armor Proficiencies: Light armor
Weapon Proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Vehicle Proficiencies: None
Tool Proficiencies: Thieves' tools*

FEATURES AND TRAITS
Darkvision: You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Aryite Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fruit of Your Hands: You are proficient in one set of artisans’ tools of your choice.
Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Nimbleness: You have a climbing speed of 20.
Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Expertise: Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Sleight of Hand and Thieves' Tools)
Thieves' Cant: During your rogue training you learned theives' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether people in an area are easy marks or will provide a safe house for thieves on the run.
Cunning Action: Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Uncanny Dodge: When an attack that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Fast Hands: You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
Second-Story Work: You have the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

INVENTORY
Weapons: Dagger x2, shortsword, shortbow, quiver with 20 arrows
Armor: Leather armor
Clothing: Dark common clothes
Money: 15 gold pieces
Supplies: Thieves Tools, Burglar Pack (Backpack, bad of 1000 ball bearings, 10 ft string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks of oil, 5 rations, tinderbox, waterskin, 30 feet hempen rope)
Magic Items:

HISTORY
Lupe lived a comfortable lifestyle in a large house with her parents and ten other siblings. She had a few close friends and lived an ordinary childhood. However, she was always bored with the suburban life of a middle child, so she turned to crime to pass the time and discovered she was quite good at it. Lupe took up with a group of ruffians who showed her how to get what she wanted through sneakiness rather than direct confrontation. A bad job though, ending in the death of one of her friends, forced her to set out on her own.

So begins...

Lupe's Story

Characters Present

Character Portrait: Lupe
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Lupe cracked open another crate, wincing at the noise. She paused and listened for voices, footsteps, or anything that would signal unwanted company. Confident she was still alone, Lupe carefully placed the lid on the ground and rummaged through the crate’s contents.

“Ahah!” She whispered to herself.

She pulled out a small metal box from the packing straw and popped it open. Lockpicks, files, and other fresh shiny tools lined the box. It was a pain getting her usual tools through customs, so she had to rely on other means. Now she was equipped, however, she could get to work.

Still need to lie low for a while, Lupe thought to herself. At least until the alert level goes down. Too many patrols right now.