Profession: Thief
Starting Gear: A basic leather brigandine and leather cloak; A standard steel dagger.
Pay Rate: 80 shillings per game week from items sold to the local fence
Starting Bonuses: 60 character points at character creation
Bonuses:
  • Starts with Hide and Sleight of Hand at Level 1.
  • +5 Initiative and Evade
  • +10 to Melee Power when using daggers
Penalties:
  • Lack of Trust from others, make me accused at anytime for anything
  • Costs at law-abiding shops increased by 20%
  • Cleric skills cost 20% more
Weapon & Armor Types:
  • Small and light weapons such as daggers & knives
  • Cannot use large weapons, heavy weapons, or noisy weapons
  • Can only wear cloth armor and can't use any shields larger than a buckler

Thief, rogue, conman - they are all basically the same thing. You excel at stealth, lifting and stealing things, and getting into locked places. You might be noble in your pursuits but your skill-set causes others to find you hard to trust. Knives, daggers, and other small weapons that you can easily conceal are your tools of the trade and you can move around in light armor as if you were never even there. Don't try to wear heavy armor though and stay clear of the heavy great sword.

The classic thief. This is a profession about speed and stealth, and taking what is rightly yours. This profession also covers Rogues and Assassins. Basically anyone that would do their work in the shadows, whether their work be for good or for ill.

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1) Starting Bonuses and Penalties

You already know that playing as a thief grants you a salary of 80 shillings per week, though we won't say what nefarious method you used to obtain a weekly salary. You also already know that you get 60 character points at character creation and that you have a fence in each city that you can sell stolen goods to. Basically you are part of the thieves guild, an elaborate yet secret organization of stealthy professionals, for simply being a part of the thief profession. However these are not the only benefits a thief receives.

 

  • A thief starts with Hide and Sleight of Hand at Level 1.
  • A thief is quick and gets a +5 to both Initiative and Evade.
  • A thief is better with daggers than others and is able to use them in a way that deals more damage, increasing their Melee Power when using daggers.
  • Unfortunately no one really trust thieves, which makes the thief have a harder time dealing with others and can increase their costs by 20%.
  • Thieves are not religious, typically. It is harder for them to learn skills used by clerics, with those skills costing 20% more.

 

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2) Effects on Weapon Usage

Thieves are best suited for small, light weapons. Daggers are the weapons that they are best at, which they have +10 to Melee Power when wielding them. They do not handle large weapons, heavy weapons, or noisy weapons well.

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3) Effects on Armor Usage

Thieves are unable to wear heavy armor. They must stick with cloth armor. They also cannot use shields larger than bucklers. For a thief to wear other armor, the thief will need that armor's proficiency skill, however even with that skill the thief would suffer a -2 to Initiative per armor piece that is not cloth, and skills that keep you undetected will by 25% less effective over all. 

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4) Character Point Rate

Thieves are masters of the shadow, of being sneaky, and being evasive. 

The Thief's character point rate is:
  • Mental x 0.03; with an additional +0.25 for every skill in the Hide skill chain (not counting hide) at level 1
  • A thief who gets all dagger proficiency skills at level 1 gets to roll a 1d% increased by Mental as a percentage for extra character points.
  • A thief who gets all dagger proficiency skills at level 4 gets to roll  2d% increased by Mental as a percentage for extra character points.
  • A thief's End of Session Bonus rate is your character point rate increased by 1/2 Luck. So if your character point rate is 1.5 and your Luck is 60, you would take 1.5 x 30 to get 45 extra character points at the end of the session. The GM can of course reward extra character points based on role playing. 
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5) Skills

Thieves deal with skills that deal with sneaking, thievery, deception, and conning others. Any of the skills listed below any skill listed below has its character point cost cut in half.

5.1) Thief Skills Progression 

5.2) Thief Skills

Skill Stat Cost Description Level Effects Cost to Acquire
+1d10 Damage 2 EP

Increases the damage done by 1d10. If using a weapon, this is added to your weapon as extra attack value. If unarmed, it is added to your Melee Power. 

Level 1: 1d10; 2 EP
Level 2: 2d10; 4 EP
Level 3: 3d10; 6 EP
Level 4: 4d10; 8 EP

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Assassin 5 SA

Use with Stealth. 5% chance of instantly killing target when attacking with stealth.

Level 1: 5%; 5 EP
Level 2: 10%; 10 EP
Level 3: 15%; 15 EP
Level 4: 20%; 20 EP

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Attack Type Proficiency - Thief N/A

Increase Hit Chance by 10% with attack type per level.

The Attack Types are:

  • Cutting
  • Piercing

Each attack type is its on skill and you would have to level up each one individually.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Counterfeiting N/A

Make convincing copies of objects, documents, or money. 10 penalty to other's perceive to notice.

Level 1: -10
Level 2: -20
Level 3: -30
Level 4: -40

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Detect Empowerment 5 EP

Increase Detect by 10% of Luck for 1d6 rounds.

Level 1: 10%; 5 EP
Level 2: 20%; 10 EP
Level 3: 30%; 15 EP
Level 4: 40%; 20 EP

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Disguise N/A

Wear convincing disguises. 5 penalty to other's perceive to notice that it is indeed you. 

Level 1: -5
Level 2: -10
Level 3: -15
Level 4: -20

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Evade Empowerment 5 EP

Increase Evade by 10% of Luck for 1d6 rounds.

Level 1: 10%; 5 EP
Level 2: 20%; 10 EP
Level 3: 30%; 15 EP
Level 4: 40%; 20 EP

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Extra Strike 5 EP

With this skill you get one extra strike with your weapon. That extra strike does not include any melee power. 

Level 1: 1 extra strike; 5 EP
Level 2: 2 extra strikes; 10 EP
Level 3: 3 extra strikes; 15 EP
Level 4: 4 extra strikes; 20 EP

This is a Tier 6 skill

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 250/450

Extra Throw 5 EP

With this skill you get one extra toss with your weapon. That extra strike does not include any throw power. 

Level 1: 1 extra toss; 5 EP
Level 2: 2 extra tosses; 10 EP
Level 3: 3 extra tosses; 15 EP
Level 4: 4 extra tosses; 20 EP

This is a Tier 6 skill

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 250/450

Forgery N/A

Make convincing false signatures. 10 penalty to other's perceive to notice.

Level 1: -10
Level 2: -20
Level 3: -30
Level 4: -40

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Hide 2 SA

Hide behind objects or in shadows. -10 to enemy's perceive per level.

Level 1: -10; 2 SA
Level 2: -20; 4 SA
Level 3: -30; 6 SA
Level 4: -40; 8 SA

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Hide in Plain Sight 4 SA

Hide out in the open. -5 to enemy's perceive.

Level 1: -5; 4 SA
Level 2: -10; 8 SA
Level 3: -15; 12 SA
Level 4: -20; 16 SA

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Increased Critical N/A

This skill increases the chance that your hit will be a critical hit by +5. This is an instant effect that only applies when used.

Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Melee Proficiency N/A

Increase Melee Power by 10%.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Pick Locks 4 SA

Pick Locks using lockpicks. Level of mastery determines the difficulty level of the lock that you can pick. You must roll a 1d6 with every use of this skill, with a 6 = broken lock pick.

 

Level 1: Level 1 lock; 4 SA
Level 2: Level 2 lock; 8 SA
Level 3: Level 3 lock; 12 SA
Level 4: Level 4 lock; 16 SA

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Pick Pocket 2 SA

Lift money or other bagged items from target without getting noticed. +5 to Luck Check.

Level 1: +5; 2 SA
Level 2: +10; 4 SA
Level 3: +15; 6 SA
Level 4: +20; 8 SA

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Quick Evasion 6 EP

5% chance to completely evade an attack, even if the attacker successfully rolled their Hit Chance to hit you.

Level 1: 5%; 6 EP
Level 2: 10%; 12 EP
Level 3: 15%; 18 EP
Level 4: 20%; 24 EP

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Sleight of Hand 2 EP

Move hands faster than target's eyes. +5 to Hit Chance.

Level 1: +5; 2 EP
Level 2: +10; 4 EP
Level 3: +15; 6 EP
Level 4: +20; 8 EP

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Sneak 4 EP

Move about without being noticed once you've already hidden. -5 to enemy's perceive. 

Level 1: -5; 4 EP
Level 2: -10; 8 EP
Level 3: -15; 12 EP
Level 4: -20; 16 EP

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Stealth 4 EP

Use with Hide and Sneak. Attack without being noticed so that the enemy cannot defend or retaliate. -5 to enemy's perceive.

Level 1: -5; 4 EP
Level 2: -10; 8 EP
Level 3: -15; 12 EP
Level 4: -20; 16 EP

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Targeted Throw N/A

Increase Hit Targeting by 5 with each level of mastery.

Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Weapon Proficiency N/A

Increase the attack value of your chosen weapon type by 10% per level.

The Weapon Types are:

  • Daggers
  • Snares
  • Throwing Weapons

Each attack type is its on skill and you would have to level up each one individually. Just because you have a weapon type daggers at level 3 you won't also have throwing weapons at level 3. When you acquire throwing weapons it will be at level 1.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

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6) Thief Growth

As you develop and master skills within your thief profession, you will become a more capable thief. Each set of skills mastered will increase your tier level in your profession, which in turn will provide you with more benefits.

6.1) Tier 1: Basic Thief

This is the tier level you start out as. The starting bonuses listed earlier apply here.

6.2) Tier 2: Novice Thief

To reach this tier, you must acquire all of the skills in the hide and sleight of hand skill chains at level 1. As a novice thief you benefit from the following bonuses:

  • Add 10% of Luck to Luck as a modifier.
  • Add 10% of Speed to React as a modifier.
  • Increase world and battle movement rates by speed as a percentage.
  • +0.5 to Character Point rate

6.3) Tier 3: Skilled Thief

To reach this tier, you must acquire all of the skills in the hide and sleight of hand skill chains at level 2. As a skilled thief you benefit from the following bonuses:

  • +5 to Evade.
  • Thieves don't care about initiative. They can make a speed check to go first, though a penalty may apply depending upon the situation.
  • Add 10% of Speed to Melee Power as a modifier for daggers and Throw Power as a modifier for throwing weapons.
  • +0.5 to Character Point rate

6.4) Tier 4: Master Thief

To reach this tier, you must acquire all of the skills in the hide and sleight of hand skill chains at level 3. As a master thief you benefit from the following bonuses:

  • Increase Evade by 2% of Luck, rounded up.
  • Naturally harder to detect, requiring Perceive checks to spot you and Detect checks to hear you if not declared to be making yourself seen or heard.
  • +0.5 to Character Point rate
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7) Combo Professions

With some professions, once you reach a certain point in character development, you can open up a combo profession. This combo profession would allow you to progress in the combined professions more easily, but make other professions more difficult. The combo professions allowed for thief are: ninja, assassin, and fence.

  • Ninja: You can open up ninja by acquiring Katana Proficiency at Level 2, Ninja skill chain skills at level 1, and Sneak at level 1- combining monk and thief.
  • Assassin: Assassin can be opened up when you get Point Blank at Level 3, Stealth at Level 2, and Alchemical Application.
  • Fence: Fences are special merchants that deal with stolen goods. You can think of them as black market merchants. You can open up fence by obtaining pick pockets at level 2 and Swindle at level 2.

With a combo profession, the skills in both professions count as in profession skills, granting you the benefits of both. Also you can use the weapons and armor requirements from the least restrictive profession. You'll be able to follow the growth of both professions, however you will only gain the extra actions from the first profession. Once you go into a combo profession however, any skills from other professions will have their maximum mastery dropped by 10 and cost 10% more to acquire.

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Submitted by mythus on Sun, 11/14/2021 - 23:30