Backbiters are akin to Warriors in that they train to kill, but unlike the generally more upfront Warriors, Backbiters take full advantage of shadow and misdirection. There is no fair or not fair, there is only survivor and deceased. Typically attacking from hiding or seeking to attack an opponent from behind, there is nothing that a good Backbiter hates more than a standup fight.
Many Backbiters become mercenaries, adventurers, or soldiers of fortune, and are almost always looking for the easy money. Backbiters tend to increase their stealth and lethality over all other things.
Cost Ability
14 Deadly Blow (Sneak Attack): 2d6 KA Only With Blows Struck From Behind or Against Surprised Targets; Real Cost: 7 points (per d6)
25 Advanced Move Silently & Hide in Shadows: Stealth +1, Concealment +1 (Real Cost: 10) plus Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 15)
1 WF: Blades
3 +1 OCV with Blades
4 Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
3 Stealth
3 Concealment
1 FAM: Shadowing
1 FAM: Streetwise
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
3 Acrobatics
3 Breakfall
15 Adroitness: DEX only for DEX Rolls: +10 DEX (30 Active Points); Only For DEX Rolls (-1)
15 Adept: +3 with DEX Based Skills
16 Well Rounded: +2 with All Non-Combat Skills
20 Puissant: +2 with Overall
10 Lightning Reflexes: +10 with One Action
4* Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
12 Fleet: +2" Run (8" Total), Reduced Endurance (0 End, +1/2), Affects Base
26 Advanced Climb Walls: Climbing +4 (Real Cost: 11) plus Clinging (+15 STR) (15 Active Points); Cannot Resist Knockback (-1/4), Requires a Climbing Skill Roll (-1/4)
15 Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense (Normal Hearing) (Real Cost: 10)
25 Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory, Increased Arc of Perception: 240-Degree, Range
2 *Sense Traps: Add Sense to above: +2 points
15 Open Lock: Lock picking (DEX based) + 6
30 Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration 1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster -1/4)
2 Thieves' Cant: (Language; basic conversation; literate)
-5 Reputation: Backstabber  8-
-10 Psychological Limitation: Backstabber Mentality (Common, Moderate)
-15 Psychological Limitation: Self Centered (Common, Strong)
-5 Social Limitation: Prior Conviction (Got caught at some point in the past and has done some time incarcerated or otherwise detained by the Law; known to local Law Enforcement) (Frequently; Minor; Not Limiting In Some Cultures)