Weekly Job Role: Stealth Archer

Furtiva, Human, age 20
ST 9, DX 11, IQ 12, MA 10
Talents: Alertness, Bow, Knife, Missile Weapons, Silent Movement, Stealth, Streetwise, Sword
Languages: Common, Thieves’ argot
Weapons: fine dagger (1d), rapier (1d), small bow (1d-1)
Attacks and Damage: Punch (1d-3)
Equipment: lower class clothing, backpack, waterskin, 20 arrows (two of which are Branded), 1 ration, belt pouch, molotail, 4 healing potions, $27 in coin

Furtiva will use Stealth to peek around corners until she finds the target she's been contracted to slay. Even if spotted she'll have vertically half-hidden cover (-4 per ITL 122) against return missile fire. Her finishing move is to use molotail and a branded arrow to burn the corpse then toss her bow and remaining arrows into the fire so she can't be scryed back on.

Progression

Age 22 Having survived a few adventures, Furtiva flips her first 400 XP into +3 DX and now looses two arrows per turn.

Age 26 Her next 900 XP bring her to ST 11, DX 15, IQ 12. She now switches between the horsebow and longbow, depending on mission, and has a shortsword.

Age 30 Her next 1000 XP buy the final two levels of Missile Weapons, giving her adjDX 18 and hence two arrows per turn with the longbow. If she's lucky she'll have a magic bow by this time and perhaps some useful magic rings.


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This game aid is the original creation of Henry J. Cobb and is released for free distribution, and not for resale, under the permissions granted in the Steve Jackson Games Online Policy.