Thomas Sacculari

A charming fellow with an easy smile and light fingers.


Character so far…

Updated to End of ‘Tinker, Tailor, Soldier, Spy’

Name: Thomas Sacculari
Race: Halfling
Profession: Charlatan
Hair: Black
Eyes: Blue
Age: 23
Height: 4’2"
Weight: 75 lbs

31 52 33 37 72 52 50 78
2 15 3 3 5 0 0 4


  • Academic Knowledge (Magick) (23)
  • Animal Care . (52)
  • Charm … (108) (+10 from Schemer, Included)
  • Concealment . (72) (+10 in Urban Locations)
  • Consume Alcohol .. (47)
  • Disguise . (78) (+10 from Mimic When Applicable)
  • Evaluate … (82) (+10 from Dealmaker, Included)
  • Gamble .. (72) (+10 from Super Numerate, Included)
  • Gossip … (98) (+10 when dealing with The Underworld)
  • Perception … (72) (+10 when trying to Find Traps)
  • Row . (33)
  • Scale Sheer Surface … (53)
  • Search … (72)
  • Silent Move .. (82) (+10 in Urban Locations)
  • Swim … (53) (+10 from Shark Suit, When Worn)
  • Academic Knowledge (Genealogy/Heraldry) . (52)
  • Academic Knowledge (Theology) . (52)
  • Animal Training . (78)
  • Blather . (78)
  • Charm Animal . (78)
  • Common Knowledge (Brettonia) .. (72)
  • Common Knowledge (Cathay) . (62)
  • Common Knowledge (Halflings) . (62)
  • Common Knowledge (Norsca) . (62)
  • Common Knowledge (Pirates) . (62)
  • Common Knowledge (The Empire) . (62)
  • Common Knowledge (The Wasteland) . (62)
  • Common Knowledge (Tilea) . (62)
  • Dodge Blow .. (82)
  • Lip Reading . (52)
  • Performer (Acrobat) . (88)
  • Performer (Acting) . (78) (+10 With Mimic, When Applicable)
  • Performer (Juggler) . (78)
  • Pick Lock . (92) (+ 5 With Best Quality Lock Picks), (+ 10 when used to Disarm Traps)
  • Read/Write .. (62)
  • Sail . (72)
  • Secret Language (Thieves Tongue) … (72)
  • Secret Signs (Thief) … (72)
  • Sleight of Hand … (92)
  • Speak Language (Breton) .. (72) (+10 from Mimic, When Applicable)
  • Speak Language (Cathayan) . (62) (+10 from Mimic, When Applicable)
  • Speak Language (Estalian) . (62) (+10 from Mimic, When Applicable)
  • Speak Language (Halfling) . (62) (+10 from Mimic, When Applicable)
  • Speak Language (Kislevite) . (62) (+10 from Mimic, When Applicable)
  • Speak Language (Norse) . (62) (+10 from Mimic, When Applicable)
  • Speak Language (Reikspiel) . (62) (+10 from Mimic, When Applicable)
  • Speak Language (Tilean) . (62) (+10 from Mimic, When Applicable)
  • Trade (Cook) (52)
  • Ventriloquism . (78)


  • Alley Cat (+10 Concealment and Silent Move in Urban Locations)
  • Ambidexterity (No ‘Off Hand’ Penalties)
  • Contortionist (+20 to Agility To Escape Bonds/Squeeze Through Narrow Gaps, +10 to SOME Performer Skills)
  • Dealmaker (+10 Evaluate and Haggle Skill Tests (Included))
  • Flee! (+1 Move When Running Away From Danger)
  • Fleet Footed (+1 Move)
  • Hardy (+1 Permanent Bonus to Base Wounds (Included))
  • Hatred: Chaos (+5 to WS/BS when Attacking Creatures/Worshippers of Chaos.)
  • Luck (+1 Fate Point Per Day)
  • Luck of the Raven (GMs Special)
  • Menacing (+10 on Intimidate and Torture Skills (Should I ever get them)
  • Mimic (+10 to Speak Language to pass as a Native, and Suitable Disguise and Performer Tests)
  • Night Vision (Can See In Darkness Up To 30’)
  • Public Speaking (Charm affects 10x As Many People As Normal (70))
  • Quickdraw (Ready Item Action is a Free Action, Once per Round)
  • Resistance to Chaos (Immune To Mutation, +10 to Willpower for Magic Resistance)
  • Schemer (+10 on Charm and Willpower Tests to Resist Charm)
  • Seasoned Traveller (+10 to All Languages and Common Knowledges (Included))
  • Sixth Sense (GM Makes WP Test to Subconsciously Detect Trouble)
  • Specialist Weapon Group (Fencing) (Can use Fencing Weapons without penalty)
  • Specialist Weapon Group (Slings)
  • Specialist Weapon Group (Throwing) (Can use Throwing Weapons without penalty)
  • Street Fighting (+10 Weapon Skill and +1 Damage with Unarmed Attacks)
  • Streetwise (+10 Gossip/Charm When Dealing With Criminal Underworld)
  • Strike Mighty Blow (+1 Damage with Melee Weapons)
  • Swashbuckler (Leap/Jump is a Half Action, and add 1 Yard to Either Distance)
  • Trapfinder (+10 Perception and Pick Lock when Detecting/Disarming Traps)

Trappings (Carried/Worn)

  • Great Dane, trained with 2 tricks (Play Dead, Walk with Limp) called “Lucky”
  • Sharkskin Leather Armour (3 AP to All Locations, +10 to Swim Skill)
  • Da Vinci Glider Wings (Wearer can Glide on the Winds of Magic. Takes Up Use Of Arms)
  • 1 Dagger of Breath (Can Always Breathe While Held) (Chaos Item)
  • 1 Best Quality Rapier (Silver Inlaid Blade and Hilt)
  • 1 Best Quality Buckler (Silver Inlaid Design)
  • 11 Best Quality Throwing Knives
  • Best Quality Stonebiter Crossbow Pistol with 5 Stonebiter Bolts
  • Sling with 10 Stones
  • Belt
  • Sling Bag
  • Lucky Rabbits Foot on Cord Necklace
  • Anti-Toxin Kit
  • Best Quality Lock Picks
  • 20 yards of Best Quality Rope
  • 12 yards of Spidersilk Rope (For Stonebiters)
  • The Invisible Hand
  • 1 Wire Garotte With Hardwood Handles – (Plus 1 loaned to Magnus)
  • Deck of (Marked) Cards (for Con Games like ‘Find the Lady’)
  • Pair of Weighted Dice
  • Pair of Non-Weighted Dice
  • Doomfire Wedding Ring (Cast Fireball @ Magic 3, 1/ Day Each) (Plus One for Rosie)
  • Pendant of Illusion (Can Alter Appearance. Similar Species/Size Without Check. Otherwise a Disguise skill check)
  • Dwarven Necklace of the Furnace (Metal Necklace with Rune of the Furnace on it)
  • Hidden Purse (Containing 40 Pearls (100g Value each))
  • Purse (30 Gold, 7 Silver and 2 Pennies, plus 3 Gold Teeth Taken from Witch Hunter))
  • Black Notebook (Contains Details of ‘Lady Marie’s Spy Network)
  • Paperwork for Noble Estate
  • Armour (3 Sets)
  • 1. Moot Full Leather Suit (1 AP to All Locations, Concealment Tests In Woodland are 1 Level Easier)
  • 2. Leather Jack (1 AP to Body and Arms, Part of ‘Little Lord Outlaw’ Clothing)
  • 3. Sharkskin Full Leather Suit (3 AP to All Locations, Has a Fin on the Back)
  • 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 (7)
  • 2 Normal Daggers
  • 2 Black Axes (Axes of Khorgor)
  • Bone Sword (Great Fang)
  • Best Quality Repeating Crossbow Pistol with 10 Normal Bolts
  • Small (Stylish) Pistol
  • General Equipment
  • Best Quality Backpack
  • Blanket
  • Wooden Tankard and Cutlery
  • Pouch of Chewing Tobacco
  • Quill Pen and Inkwell
  • Exquisite Elven Canteen (Filled with Sleep-Poison Wine)
  • Signed Document from Bretonnic Castle
  • 2 Small Jars of Powdered Emeralds (Poisoning Antidotes)
  • 24 Silver and Garlic filled Eggs (Eggshells filled with Powdered Silver and Garlic Essence)
  • 27 “Chilli” Eggs (Eggshells filled with Chilli Ppwder)
  • 3 Wineskins of Sleep Poisoned Ale
  • Props
  • 4 Bottles of Brightly Coloured Spices
  • 4 Bottles of Brightly Coloured Liquids
  • Document Claiming Ozric as Cathayan Ambassador, and Thomas as His Apprentice (Forged)
  • Valuables
  • Purse (Containing 90 Gold)
  • Gems
  • 2x Black Opal (3000g)
  • 30x Black Pearl (400g)
  • 27x Emerald (500g)
  • 5x Green Opal (1000g)
  • 16x Moonstone (150g)
  • 16x Ruby (5000g)
  • Special Gems
  • 2x Pear Gem (2000g Uncut)
  • 1x Blood of Arnock

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.

Hand of Domination: In exchange for a fortune point the Hand loses it’s telekinetic qualities (and access to other powers), and instead enables the bearer to control the mind of another sentient creature. This is an opposed WP test. The bearer can control all of the targets actions, and the target is aware it is being manipulated. If the target is forced to do something out of its nature another WP check may be made. This effect can be ended at any time.

Hand of Transference: In exchange for a fortune point the Hand will immediately convey the bearer (and up to one other living creature) to a place in unaided line of sight. May be done as a half action, or may consume the dodge reaction.

Thomas Sacculari

Warhammer Fantasy JayJay