Jania Moonshadow, The Phantom Thief
One of the player characters for my solo Hell’s Rebels campaign.
Jania is a distinguished alumna of Lady Docur’s School for Girls. She moved to Vyre to seek her fortune after graduation, and took to the city’s fashions (“goth”) and customs (“creepy”) quite readily.
Jania soon acquired a certain propensity for grandstanding. She built an above-board reputation as a powerful wizard and an “openly secret” one as a master thief for that extra thrill. It helps that creepy, unexplained events keep happening around her. Jania introduces herself as “The Great and Powerful”, though some think a better title would be “The Two-Faced”. Don’t call her that where she can hear you, though, she considers it insulting.
Ms. Moonshadow’s increasing boldness soon caused her to run afoul of an old wererat named Hei-Fen, a veteran of the same business who was enjoying a “quiet” retirement as the combat instructor for an assassin cult. After the first couple attempts on her life, Jania decided that it would be wise to go on vacation for a while. She regrettably had to leave most of her ill-gotten gains behind.
When she returned to her old hometown of Kintargo, she found it in quite a state. Lady Docur filled her in on the local situation and asked for some help, which she was only too happy to provide. Jania feels a genuine need to repay the school for her excellent education. Jania also sincerely hopes that hag Hei-Fen dies of old age before she has to return to Vyre.
Description
Jania’s inspirations are Sucy Mondavarian from Little Witch Acacemia for the creepy bits, and the Great and Powerful Trixie for everything else. I imagine her as a blue-skinned elf with white hair and a penchant for black dresses and witch hats. Despite her skin tone, she’s not a sea elf. She’s just blue. If your GM is strict about those things, chalk it up to an unfortunate accident with silver-based alchemical compounds during her school years.
Notes
Jania’s personality has a lot of The Great and Powerful Trixie in it, with a dash of Lupin III and a tiny bit of Sucy thrown in. She puts up a flamboyantly witchy front in social interactions and is all about being extremely sneaky when practicing her actual craft of thievery. She even likes using classic “phantom thief” moves like leaving calling cards or giving advance warning of a heist, but only when it helps her plans succeed.
Rules-wise she’s built on a tweaked version of the Spell-Thief template from GURPS Dungeon Fantasy Denizens: Thieves. She has Spell-Thief Expertise, which adds to spells just like Magery but also benefits her Spell-Thief abilities. Jania’s main focus is being the party’s sneak and its “active radar”. She can fight well when compared to a civilian but she’s far from being the best combatant in this party.
For progression, our highest priority here is getting Jania a third level of Spell-Thief Expertise, which will raise all of her spell levels to the discount breakpoint of 15. After that point we can either keep adding more spells, or improving her thief and combat traits. Danger Sense might be a good purchase here. She should also get something expensive to act as a Power Item.
Jania Moonshadow, 250-point Half-Elf Spell-Thief
ST 10 {0}; DX 14 {80}; IQ 14 {80}; HT 11 {10};
Damage 1d/1d-2; Basic Lift 10kg.; Will 14; Per 14; HP 10 FP 11; Basic Speed 6.25; Basic Move 6.
Advantages
- Flexibility {5}
- High Manual Dexterity 1 {5}
- Spell-Thief Experdise 2 {27}
- Open Locks 2 {5}
- Unusual Background (Spell-Thief) {5}
Disadvantages
- Bad Temper {-10}
- Code of Honor (Outlaw’s) {-5}
- Laziness {-10}
- Overconfidence (12) {-5}
- Sense of Duty (Adventuring Companions) {-5}
- Weirdness Magnet {-15}
Quirks
- Pick your Own! {-5}
Skills
- Acrobatics DX-2 {1}-12
- Alchemy IQ-3 {1}-11
- Brawling DX+0 {1}-14
- Carousing HT+0 {1}-11
- Climbing DX+2 {1}-16
- Disguise IQ-1 {1}-13
- Escape DX+3 {4}-17
- Fast-Draw (Sword) DX+0 {1}-14
- Fast-Talk IQ+0 {2}-14
- Filch DX+0 {2}-14
- Hazardous Materials IQ-1 {1}-13
- Hidden Lore (Magic Items) IQ+0 {2}-14
- Holdout IQ+0 {2}-14
- Innate Attack (Projectile) DX+1 {2}-15
- Lockpicking DX+2 {4}-16
- Merchant IQ-1 {1}-13
- Occultism IQ+0 {2}-14
- Pickpocket DX+0 {2}-14
- Savoir-Faire IQ+0 {1}-14
- Sleight of Hand DX-1 {1}-13
- Smallsword DX+3 {12}-17
- Stealth DX+1 {4}-15
- Streetwise IQ+0 {2}-14
- Thaumatology IQ-1 {1}-13
- Traps IQ+1 {4}-15
- Urban Survival Per+0 {2}-14
Spells
- Apportation IQ {1} - 14
- Aura IQ {1} - 14
- Blur IQ {1} - 14
- Climbing IQ {1} - 14
- Continual Light IQ {1} - 14
- Create Water IQ {1} - 14
- Darkness IQ {1} - 14
- Detect Magic IQ {1} - 14
- Great Haste IQ-1 {1} - 13
- Haste IQ {1} - 14
- Ice Dagger IQ+1 {2} - 15
- Ice Sphere IQ {1} - 14
- Icy Weapon IQ {1} - 14
- Infravision IQ {1} - 14
- Invisibility IQ {1} - 14
- Levitation IQ {1} - 14
- Light IQ {1} - 14
- Lockmaster IQ {1} - 14
- Locksmith IQ {1} - 14
- Magelock IQ {1} - 14
- Mage Sight IQ {1} - 14
- Night Vision IQ {1} - 14
- Purify Water IQ {1} - 14
- See Invisible IQ {1} - 14
- Seeker IQ {1} - 14
- Seek Food IQ {1} - 14
- Seek Water IQ {1} - 14
- See Secrets IQ {1} - 14
- Shape Water IQ {1} - 14
Loadout
$1000, 7.883kg. No Encumbrance.
- Clothing; $0, 1kg.
- Ninja Slippers: +1 to Stealth. $100, 0.25kg.
- Fine Short Staff: Enchanted with Staff; $90, 0.5kg.
- Backpack, Small; $60, 1.5kg.
- Personal Basics; $5, 0.5kg.
- Trap-Finder’s Kit, Good; $250, 1kg.
- Spy’s Horn; $100, 1kg.
- Canteen; $10, 0.5kg.
- Water (1 Quart); $0, 1kg.
- Pouch; $10, 0.1kg.
- Lockpicks; $50, 0.05kg.
- 2 x Nageteppo, Flash; $80, 0.2kg.
- 2 x Nageteppo, Smoke; $80, 0.2kg.
- Coins: a quarter gold piece, 3 silvers, and 5 coppers. $165, 0.103kg.
Combat
Assumes No Encumbrance.
- Defenses
- Dodge: 9
- Parry: 11F
- DR: 2 on skull, 0 everywhere else.
- Attacks
- Short Staff (17): 1d+1 cr (swing) or 1d-1 cr (thrust). Reach 1.
- Ice Dagger (15): 1d-1 imp per energy point, Acc 3, Range 30/60. Costs 0-5 FP. See DF Spells p. 69.
- Ice Sphere (15): 1d cr per energy point, Acc 2, Range 40/80. Costs 0-5 FP. See DF Spells p. 69.