Warhammer Fantasy

To'Mas

A young fellow with an easy smile and a way with words

To'Mas

Description

Character so far…

Updated to End of Last Session (Chaos is as Chaos does.)

Name: To’Mas
Race: Halfling (appears Humanlike)
Profession: Seaman
Hair: Black
Eyes: Blue
Age: 23 (appears 9)
Height: 4’2"
Weight: 75 lbs

WS BS ST TO AG IN WP FE
26 47 33 37 72 47 45 78
AT WO SB TB MO MA IP FP
2 14 3 3 5 0 0 3

Skills

  • Charm .. (88)
  • Consume Alcohol . (37)
  • Evaluate .. (67)
  • Gamble . (47)
  • Gossip … (98)
  • Perception … (67)
  • Search . (47)
  • Swim .. (43)
  • Academic Knowledge (Genealogy/Heraldry) . (47)
  • Animal Training . (78)
  • Blather . (78)
  • Charm Animal . (78)
  • Common Knowledge (Cathay) . (57)
  • Common Knowledge (Halflings) . (57)
  • Common Knowledge (Pirates) . (57)
  • Dodge Blow .. (82)
  • Lip Reading . (47)
  • Performer (Acting) . (78)
  • Pick Lock . (72) (77 With Best Quality Lock Picks)
  • Read/Write . (47)
  • Sail . (72)
  • Secret Language (Thieves Tongue) . (47)
  • Secret Signs (Thief) . (47)
  • Sleight of Hand .. (82)
  • Speak Language (Breton) . (57)
  • Speak Language (Cathayan) . (57)
  • Speak Language (Estalian) . (57)
  • Speak Language (Halfling) . (57)
  • Speak Language (Norse) . (57)
  • Speak Language (Reikspiel) . (57)
  • Speak Language (Tilean) . (57)
  • Trade (Cook) (47)

Talents

  • Night Vision (Can See In Darkness Up To 30’)
  • Resistance to Chaos (Immune To Mutation, +10 to Willpower Magic Resistance)
  • Specialist Weapon Group (Slings)
  • Luck of the Raven (GMs Special)
  • Ambidexterity (No ‘Off Hand’ Penalties)
  • Dealmaker (+10 Evaluate and Haggle Skill Tests (Included))
  • Flee! (+1 Move When Running Away From Danger)
  • Fleet Footed (+1 Move)
  • Luck (+1 Fate Point Per Day)
  • Quickdraw (Ready Item Action is a Free Action, Once per Round)
  • Seasoned Traveller (+10 to All Languages and Common Knowledges (Included))
  • Sixth Sense (GM Makes WP Test to Subconsciously Detect Trouble)
  • Streetwise (+10 Gossip/Charm When Dealing With Criminal Underworld)
  • Swashbuckler (Leap/Jump is a Half Action, and add 1 Yard to Either Distance)

Trappings

  • Great Dane, trained with 2 tricks (Play Dead, Walk with Limp) called “Lucky”
  • Armour (3 Sets)
  • 1. Sharkskin Leather Armour (3 AP to All Locations, +10 to Swim Skill)
  • 2. Moot Full Leather Suit (1 AP to All Locations, Concealment Tests In Woodland are 1 Level Easier)
  • 3. Leather Jack (1 AP to Body and Arms, Part of ‘Little Lord Outlaw’ Clothing)
  • Common Clothing (7 Sets)
  • 1. Generic “Scruffy Human Child” Outfit including Simple Cloak
  • 2. Female Clothing (Skirt and Blouse) – Halfling Sized (x2)
  • 3. Male Clothing (Shirt and Trousers) – Halfling Sized (x4)
  • Best Quality Clothing (5 Sets)
  • 1. Little Outlaw Suit (Includes Leather Jack, Best Quality “Dashing” Clothing, Mask, Boots and Cloak)
  • 2. ‘Little Hunter’ Outfit (Shirt, Breeches, Jacket and Boots)
  • 3. Female Clothing (Dress with Fancy Shoes) – Halfling Sized
  • 4. Male Clothing (Smart Shirt, Breeches, Coat and Boots) – Halfling Sized
  • 5. Silken Pajamas – Halfling Sized
  • Weapons (19)
  • 2 Daggers
  • 11 Throwing Knives
  • Best Quality Stonebiter Crossbow Pistol with 5 Stonebiter Bolts
  • Best Quality Repeating Crossbow Pistol with 10 Normal Bolts
  • Small (Stylish) Pistol
  • Sling with 10 Stones
  • 2 Wire Garottes With Hardwood Handles)
  • General Equipment
  • Belt
  • Sling Bag
  • Best Quality Backpack
  • Blanket
  • Wooden Tankard and Cutlery
  • Lucky Rabbits Foot on Cord Necklace
  • Pouch of Chewing Tobacco
  • Anti-Toxin Kit
  • Best Quality Lock Picks
  • Quill Pen and Inkwell
  • Exquisite Elven Canteen (Filled with Sleep-Poison Wine)
  • 20 yards of Best Quality Rope
  • 12 yards of Spidersilk Rope (For Stonebiters)
  • Signed Document from Bretonnic Castle
  • 2 Small Jars of Powdered Emeralds (Poisoning Antidotes)
  • 4 Dodgy (Rotten) Eggs
  • 27 “Chilli” Eggs (Eggshells filled with Chilli poweder)
  • 2 Wineskins of Sleep Poisoned Wine
  • Props
  • Rags (1 Set)
  • Poor Clothing (1 Set)
  • Dirty, Soiled Bandages, (1 Roll)
  • Wooden Crutch
  • Broken Dolly
  • Deck of (Marked) cards (for Con Games like ‘Find the Lady’)
  • Ragged Shirt (with fake arm in ‘sling’, and slit in side of shirt)
  • False Hand (kept on the end of fake arm) – Mystic Focus “The Invisible Hand”
  • Bag of Gold Jewellery (worthless Iron Pyrite rubbish)
  • Purse (filled with metallic stones, so it feels like a bag of coins)
  • Sword (with broken blade)
  • 4 Bottles of Brightly Coloured Spices
  • 4 Bottles of Brightly Coloured Liquids
  • Document Claiming Osric as Cathayan Ambassador, and To’Mas as His Apprentice (Forged)
  • Valuables
  • Purse (Containing 300 Gold, 0 Silver, 2 Pennies)
  • Purse (3 Gold Teeth and a Piece of chest-flesh with a Sigil on it (taken from Witchfinder))
  • Gems
  • 2 Agates (5g)
  • 1 Amethyst (50g)
  • 2 Black Opals (3000g)
  • 30 Black Pearls (400g)
  • 1 Chrysoberyl (50g)
  • 1 Diamond (2500g)
  • 30 Emerald (500g)
  • 5 Green Opal (1000g)
  • 1 Jet (100g)
  • 16 Moonstone (150g)
  • 1 Obsidian (5g)
  • 1 Onyx (30g)
  • 40 Pearl (100g)
  • 1 Quartz (4g)
  • 6 Red Opal (1000g)
  • 16 Ruby (5000g)
  • 1 Spinel (Other) (50g)
  • 1 Tourmaline (60g)
  • 2 Zircon (50g)
  • Special Gems
  • 2 Pear Gems (2000g Uncut)
  • 1 Blood of Arnock
  • 1 Tears of Kryss

Bio

Growing up was hard when you didn’t know who you were. You were always smaller, softer, less able than your friends. and while they grew up, you seemed to stay the same size. Perhaps your mom and dad, whoever they were, were short. Yes, that was it, it’s just a family trait. Now if only you could remember your family. All you have is the name they gave you. To’Mas or Thomas, or something like that. Dammit, if only you could remember.

Your earliest memory was waking up on the cold streets of the City. It was mid-winter and you were dressed in a barely serviceable bundle of rags. You were found by a local gang of orphans, taken in as one of their own and taught the ways of the street. That was a couple of years ago now, and most of your friends have outgrown you. Literally. You’re still as tall now as you were when you first got recruited into the ‘family’. From the size of your friends you can’t be more than 9, maybe 10. While that might not be ‘old’ to some, here on the streets, with life lessons learned so harshly, its almost an elder. Most of the gang has long since moved on. Either changing cities or caught by the guard, or worse. A few lucky ones were caught by an Orphanarium and adopted by families without children of their own. It’s hard to decide who are the lucky ones; The adopted pets of some rich couple, who will spend their lives in the gilded prisons of forced families, or the poor sods who were hung for stealing a loaf, to eat, to survive.

It’s not all bad though. The childlike innocence you can project allows you to get away with far more with the Grups. I mean, ‘Grown Ups’. A trembling lip, a single tear, and they are putty in your hands. How many times now have you ‘lost your dog’ and had some rich fool give you money for a replacement. Suckers. As you always say; You don’t have to be strong, but if you are dumb, you are playing in the wrong sand box. The Grups may have size on their side, but you have speed, both of thought and action. A nimbleness that only a child could manage.

If only you could remember more. All you have are a few scraps of cloth, a handful of garbled memories and the Tattoo on your upper back of a strange sigil, that no one seems to recognise. Maybe you are the kidnapped son of a powerful king… or the long lost heir to a magical fortune! Yeah, now that would be fun. Of course, you might just be the son of a baker who hit his head one too many times on his dads rock cakes… but you have to have a dream, don’t you?

So, you play the odds, bilk the marks, and do what you need to do, to survive. You’re not a bad person… at least, you try not to be. But a growing boy has to eat.

Note: The picture on the character page is the sigil that appears on To’Mas’s back, between his shoulder blades. The pigment of the tattoo seems to be some kind of reddish brown colour, and the symbol itself so far defies translation.

The Invisible Hand

The invisible hand is a magical artifact that appears to be a good quality artificial hand. From the wrist a chunk of arm extends about three inches, leaving a smooth flat surface. The hand is cool to the touch, no matter how hot it gets. Despite the realism the hand is very hard. There is a small runic symbol on the under arm towards the end which glows during use.
Despite the name the hand is perfectly visible. However whilst its owner is in skin contact with it they are capable of moving objects within their reach without actually having to touch them, as though they had (you guessed it) an invisible hand. The bearer is able to handle objects with the invisible hand, and is even able to feel them almost as though they were using their own hand, the crucial difference being that they don’t feel pain. As such the item has great value to alchemists, engineers, sorcerers and all those who handle dangerous things, such as angry lab-rats, and corrosive chemicals. Obviously it also has great value to thieves, as the hand is spectral and exceedingly useful against locks that could not normally be reached (usually a bit of feeling around is needed first).

The invisible hand grants short-range telekinesis in the form of a spectral hand to its bearer who must be in skin contact with it. The spectral hand allows the bearer to feel around by touch, even if he can’t see. The spectral hand is not stopped by barriers – the item being manipulated does not need to be seen. The spectral hands range is equal to the normal reach of the bearer – usually around 3 feet. In order to manipulate the object a WP test must be made; this enables the bearer to manipulate objects for a number of rounds equal to their Toughness bonus. Each failure makes this test harder by one step until rested for 8 hours.

Hand of Fate: In exchange for a fortune point the hand becomes more powerful, the runic symbol on the wrist briefly glowing extremely brightly. The WP test to wield it is automatically passed. The number of rounds it can be used to manipulate things becomes equal to double the bearer’s Toughness bonus. Additionally it operates at the wielder’s stats + 15.

Hand of the Unseen: In exchange for a fortune point the hand loses it’s telekinetic qualities, and instead makes the bearer and all carried and worn items invisible to sight (at a maximum one of these may be living). This invisibility to sight doesn’t extend to the affects of the bearers actions. If lookouts aren’t actively watching for the unseen then the bearer cannot be ‘spotted’ unless in water, smoke, tall grass, etc. If lookouts are bumped into, see furniture moving without cause, or hear laughter coming from nowhere they might start looking for the unseen. The invisibility can be dropped with a successful willpower test, at which point the hands other powers return. A successful willpower test is required to maintain it after each hour.