Traits and Appearance:

Zella is 16 years old with straight black hair that falls past her
shoulderblades that she usually keeps tied back. She has emerald green eyes
and her skin is a deep olive shade. She has a lithe almost boyish figure,
which she does nothing to enhance. Her voice is sweet and seductive when
she speaks. She has a tattoo of the thieves' guild symbol over her left
breast.

Zella is not very greedy, only liking things that are exotic and artistic.
She has a small collection of coins from various parts of the realms (all
of which she has lifted through various means).  She is pleasant and
friendly unless a man turns the conversation towards sex or tries to seduce
her at which time she becomes rather cold towards the person. If it is to
her benefit she can inhibit this tendency but the person in question is
still lowered in her mind. In matters of sexual desire, Zella is attracted
to other women and can only find true fulfillment with them or by herself.


Background:

00-10 On the Farm
11-14 On the Street
15-16 Learning
Present

    Zella was born to a loving family. Her family owned a Cherry Orchard in
the countryside around Verbonc on Oearth. She was the youngest of 4
children. With a prosperous farm and older siblings, virtually all
responsibilities were taken care of leaving her with little responsibility.
 She spent many a day playing in the orchards, climbing the trees and when
no one was looking even jumping from branch to branch. She was always a
curious child and could be found exploring the highest tree or scaling the
walls to explore the roofs of the house and barn. If not high, she could be
found low, having wiggled herself into the tiniest or crevices.

    One day when she was 10 she was returning home late from one of her
child's adventures when she heard screams coming from the house. Spying in
a window she saw a sight that would forever scar her. Her father and
brothers lay dead on the floor and strange men were forcing themselves upon
her mother and sister! Petrified with horror all she could do is watch the
brutal rape of her mother and sister. When the men finished their foul
deed, they forced her mother and sister to fatally stab each other. Fearing
discovery Zella fled and hid for days until hunger drove her out of her
safe haven. Daring to return to the house she saw that the men had stolen
everything of value that they could find and left her family to rot on the
floor. She dragged each member of her family out to the yard and buried
them in stones. Her task completed, she gathered what little food was left
and something to remember each of her family by.
Her mothers hidden dagger, her fathers cherry wood ring and little things
from her brothers and sister.

    Scared and alone she made her way to the city of Verbonc where her father
had taken her the year before for the sale of the cherries. She quickly
found out that the city was not nice as she remembered it. An orphan with
no money, she had to resort to thievery and begging.

    Zella spent the next few years honing her "survival" skills. During the
warm months she slept on the rooftops and in the alleys when the cold came.
She carried her whole world with her. Most nights she would watch families
from their windows, longing for her family. As womanhood overcame her
midnight voyeurism led her to spy on other private scenes.

    Zella had a natural charm and allure to her and her body grew lithe and
firm. She made easy friends among the people of the street, the thieves,
prostitutes and a few hidden folk (Such as a were-rat).

    In her nocturnal viewings she learned many secrets. Some were exciting and
some were horrifying but she always watched and remembered what she saw.

    Life on the streets was not easy regardless for there were always those
who would try to take what she had. In the early days it was her
possessions and as she became a woman it was her body also. Drawing the
attention of the men was not something she wanted, always remembering what
had befallen her mother and sister. One night the inevitable happened and
she was caught in an alley with no escape. Three men overpowered her and
took from her the most valuable possession she had one which could never be
regained. After her deflowering the men relaxed their guard. Zella seizing
the opportunity slipped a dagger out of one of the men's sheaths and
plunged it into the eye of one of her assailants. Escaping during the chaos
that ensued, she fled into the alleyways. Turning a corner she ran straight
into another thief of the city who was casing a house. Seeing what has
happened, this thief felt pity and took Zella under her wing and became a
mentor to the young girl. Zella joined the thieves' guild of the city and
learned all they could teach her. Over the course of the year ahead Zella
and Jolia became very close, sharing their secrets and shames
As with everyone in the guild, she was given a code name. Zella became
known as Topper for her rooftop and climbing skills and her mentor was
known as Sunshine for her daring daytime robberies.

    When war came to Verbonc everything became dangerous as press gangs
shanghaied everyone they could into the service of the military. Once again
caught on the docks and surrounded by a gang she met with fortune in the
shape of the crew of the Celestial Wind.  The men intended to put her to
use as a comfort girl for the troops until the crew changed their minds.
Leaving a message for Jolia, Zella decided that for the time being the best
place for her was out of town.

    Thus begins Zella adventure.

***
So just read between the lines for "the other side" since I toned it down
for the sake of other players.
***

Name: Zella
  Race: Human     Gender: Female     Height: 5'6"    Weight: 105 lbs
  Class: Thief    Level: 5           Alignment: True Neutral
  XP: 10,000                         Next Level: 20,000
  Kit: None

  Ability Scores

  Str: 10   Dex: 17  Con: 15
  Int: 13   Wis: 13  Cha: 14

Combat                 WOP                    NWP
  Hit Points:      28    Quaterstaff            Tumbling             11
  Base THAC0:      18    Dagger                 Tightrope walking    9
  Melee THAC0:     18                           Etiquette            9
  Missile THAC0:   16                           Disguise             6
                                                Reading/Writing      8
  Armor                                         Native Languages
  Natural AC       10                              Common,Regional
  Dex adj.         -3
  FINAL:            7

Weapons
  Dagger Venom
  Dagger, stiletto
  Dagger, elven craftsmanship
  Quarterstaff

  Rogue Skills

       Skill      Base    Racial    Ability     Discretionary Armor Final
                            Mods     Scores            Points
  Climb walls       60        +0         +5               +25   +10   95%
  Detect noise      15        +0         +0               +40    +0   55%
  F/R traps          5        +0         +0               +20    +0   25%
  Hide in shadows    5        +0         +5               +40    +5   55%
  Move silently     10        +0         +5               +40   +10   65%
  Open locks        10        +0        +10               +10    +0   30%
  Pick pockets      15        +0         +5               +10    +5   35%
  Read languages     0        +0         +0                +0    +0    0%

  Class Abilities: Thief
      Backstab - Suprise attack may inflict additional damage based on the
       thief's level. For every four levels, the damage will be doubled.
      Climb walls* 105% - Able to climb vertical or smooth surfaces.
      Detect noise* 55% - May hear faint noises.
      Find/remove traps* 15% - Skill at finding and disarming traps.
      Followers - Attracts followers when a stronghold is built and name
       level is reached.
      Hide in shadows* 55% - Grants the ability to hide in shadows.
      Move silently* 65% - May move without making a sound.
      Open locks* 30% - Skill at opening locks with the proper tools.
      Pick pockets* 35% - Skill at pilfering small items from pockets or
       purses.
      Read languages* - Skill at deciphering unknown texts.
      Thieves' cant - Knowlege of the secret language of thieves.

  Traits
  Ambidexterity - reduces two weapon fighting penalty by 2.
  Double-jointed - Sucessful Dexterity/Balance check allows character to
   excape bonds. 1d6 rounds is required for each limb that is bound. Metal
   bonds require a check at one half the ability score. Halflings recieve a
   +1 bonus to their check.
  Allure - May affect Reaction roll by 3 when dealing with romantic
   situations, and will attract one more henchman than normal.
  Precise Memory - With a minimal amount of studying, any object may be
   memorized perfectly. If the reading/writing proficiency is possessed,
   written material may also be memorized.