Zep
Zep
Sheet
AC 14 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
10 featuresAlways on
- Sneak AttackLevel 1
When Once per turn on a qualifying weapon hit
When Zep hits with a qualifying Finesse or Ranged weapon attack, they deal an extra 1d6 damage once per turn.
- Weapon MasteryLevel 1
When When attacking with a mastered weapon
Zep can use the mastery property of a dagger or shortsword. A dagger's Nick property lets them make the additional attack granted by Light weapons as part of the Attack action when appropriate, and a shortsword's Vex property can grant Advantage on a later attack against the same target after a hit.
- ExpertiseLevel 1
Zep can add twice their proficiency bonus to ability checks made with Stealth and Persuasion. They also gain this benefit with thieves' tools.
- Thieves' CantLevel 1
Zep knows the coded language used by rogues and can recognize and communicate simple hidden messages through ordinary conversation or markings.
- Constructed BiologyProtogenZep does not need to eat, drink, or breathe, though they can imitate these behaviors for comfort and social connection.
- Synthetic ResilienceProtogenZep has Advantage on saving throws against disease and resistance to poison damage.
- Integrated InterfaceProtogenZep can store and display simple visual symbols, messages, or maps on their face-screen.
- Sensitive DiagnosticsProtogenZep can identify common signs of injury, exhaustion, and emotional distress, but this does not replace medical training.
- Adaptive FrameProtogenZep's walking speed is 30 feet, and their cybernetic body counts as both organic and mechanical for setting-specific effects.
- Criminal ContactCriminal
Zep has a contact among thieves who can arrange discreet meetings, pass along rumors, or provide limited information about criminal activity. Zep can usually recognize the signs of a criminal operation and knows how to find the local underworld without drawing unnecessary attention.
Gear
8 itemsWeapons
- 2×DaggerA light Finesse weapon suitable for close combat or throwing, mastery property Nick.
- ShortswordA short Finesse martial weapon, mastery property Vex.
Armor
- Leather ArmorLight protective armor made from stitched leather and thin metal plates.
Tools
- Thieves' ToolsTools for opening locks and disabling traps. Zep has Expertise with these tools.
- Gaming SetA small gaming set used by Zep to calm their thoughts and connect with strangers.
Gear
- Burglar's PackA pack containing a backpack, caltrops, string, bells, candles, crowbar, hammer, pitons, hooded lantern, oil, tinderbox, rations, waterskin, and hempen rope.
- CrowbarA heavy iron bar useful for forcing doors and manipulating objects.
Purse
- 16×Gold PiecesA modest supply of starting currency.
Appearance
Zep is a compact protogen with a warm amber face-screen, a blunt silver-gray muzzle, and soft charcoal fur visible around the neck, wrists, and joints of their synthetic frame. Their screen displays expressive pixel-like eyes and a small animated smile. A patched leather coat hangs over light armor, with carefully organized pouches, bright thread repairs, and a little brass charm shaped like a cup of tea. Their movements are quick but gentle, and their voice carries a calm, lilting warmth.
Mannerisms
Zep speaks with open, unguarded sincerity and often announces what they are feeling before answering a question. Their screen-eyes widen when surprised, flatten into worried bars when anxious, and display tiny floating hearts when grateful. They keep their hands folded when trying not to fidget, then quietly reorganize every nearby object into neat rows.
Personality
Zep is openly honest, gentle, intensely attentive, and naturally charismatic. They remember small details about people, offer practical help without making a production of it, and treat frightened strangers with the same patience they would want during a difficult episode. Zep is socially brave but internally uncertain, often asking whether they have misunderstood a situation while still being willing to step between an innocent person and danger.
Ideals
Kindness is practical. A person who feels safe is less likely to hurt someone else, and everyone deserves at least one honest conversation before being judged.
Bonds
Zep still protects the old workshop and the people who live above it, especially a retired locksmith who taught them that a lock is a problem, not a moral judgment. They carry a damaged brass memory plate from their first maker and hope to learn whether its missing data can be restored.
Flaws
Zep is so afraid of being perceived as dangerous or dishonest that they sometimes reveal information that should have remained private. When overwhelmed, they can become trapped in anxious thought loops, apologizing repeatedly and struggling to choose between several harmless options.
Quirks
Background
Zep was assembled in a back-room workshop above a crowded market, built from salvaged components by a small crew of smugglers who needed someone able to slip through narrow spaces and carry messages without attracting suspicion. They expected a quiet machine with quick hands. Instead, Zep developed a disarming habit of telling the truth, even when a lie would have been safer. Their honesty made them a poor accomplice for serious crimes, but an excellent listener, lookout, and negotiator. Before long, Zep became the person frightened runners went to when they needed food, a hiding place, or someone to say, plainly, that they were not alone.
“Instead, Zep developed a disarming habit of telling the truth, even when a lie would have been safer.”
- Background
- Criminal
Connections
Species
Protogen
Media
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