Gutter-born Scum
An ill star smiled upon your birth. Poverty, crime and bad parenting didn’t help either. In your community an honest day’s work was never an option. Not that you ever tried, what are you, some kind of mug? A razor blade and a moonless night are worth a week of chump-work.

Abilities
Agility: dice: 3d6, but all tests have their DR reduced by 2
Presence: dice: 3d6, but all tests have their DR reduced by 2
Strength: dice: 3d6-2
Toughness: dice: 3d6
- Stealthy: All Presence and Agility tests have their DR reduced by 2 (normal tests are DR10 instead of DR12).
- You begin with one specialty:
dice: [[Gutter-born Scum#^specialty|^specialty]]|Specialty - The first time you get better, roll another specialty. From the second time you get better, you can choose to reroll one or both specialties.
HP: Toughness+dice: 1d6.
Equipment
dice: 1d6*10s- Weapon:
dice: [[Character Creation#^weaponswithscroll|^weaponswithscroll]] - Armor:
dice: [[Character Creation#^armorwithscroll|^armorwithscroll]]
Omens: dice: 1d2
Background
Bad Birth: dice: [[Gutter-born Scum#^badbirth|^badbirth]]|Bad Birth
Tables
Specialties
| Roll | Specialty |
|---|---|
| 1 | Coward’s Jab: When attacking by surprise, test Agility DR10. On a success, you automatically hit once with a light, one-handed weapon, dealing normal damage +3. |
| 2 | Filthy Fingersmith: Your snaky little digits get into pockets and pick locks with a DR8 Agility test. You also begin with lockpicks! |
| 3 | Abominable Gob Lobber: Your phlegm is viscous, lumpy, vile, and ballistically accurate at short range. You can spit d2 (dice: 1d2) times per fight. Roll a DR8 Presence test for accuracy. Targets are blinded, retching and vomiting for dice: 1d4 rounds. Anyone witnessing this - friend and foe - must make a Toughness test to not also vomit. PCs test DR10 and enemies DR12. |
| 4 | Escaping Fate: Every time you use an omen, there is a 50% chance it is not spent. |
| 5 | Excretal Stealth: You have an astounding, almost preternatural ability to hide in muck, debris, and filth. When hidden in these conditions, a DR16 Presence test is required to notice you. |
| 6 | Dodging Death: You are so unpleasant, irrelevant, disgusting, and vile that even Death would rather avoid you if it can. On death, if there is even the slightest possibility that you survived, there is a 50% chance that you did. If successful, after 10 rounds you pop back up with dice: 1d4 HP and an unlikely explanation of your escape. |
| ^specialty |
| Roll | Bad Birth |
|---|---|
| 1 | Dumped onto a moving shit-cart still in your birth caul. |
| 2 | Mother hanged from a tree outside of Galgenbeck, you fell from a corpse. |
| 3 | Raised by rats in the gutters of Grift. |
| 4 | Kicked and beaten beneath a baker’s table in Schleswig. |
| 5 | Escaped the Tvelandian orphanarium. |
| 6 | Educated by outlaws in a hovel south of Alliáns. |
| ^badbirth |