Thief
- Vitality Gen Dice is 1d8, +1d4 per level
- Soul Gen Dice is 1d12, +1d6 per level
- Power Gen Dice is 1d6, +1d4 per level
- Small and light weapons such as daggers & knives
- Cannot use large weapons, heavy weapons, or noisy weapons
- Can only wear light armor
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.
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.
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.
Effects on Armor Usage
Thieves are unable to wear heavy armor. They must stick with light armor. 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 light, and skills that keep you undetected will by 25% less effective over all.
Effects of Leveling Up
The following table shows what you get for leveling up no matter your profession:
Upon Reaching Level | You Get The Following |
---|---|
1 | 1d6 points to place in your stat traits (not the stats); 2 profession skills, 2 non profession skills, 1 spell |
2 | 1d6 stat points that you can place in your stats; 1d4 points to place in any stat trait you desire, 1 profession skills, 1 non profession skill |
3 | 1d4 points to place in your stat traits; 1 profession skills, 1 non profession skill, 1 spell |
4 | 1 profession skills, 1 non profession skill, 1 extra support action |
5 | 1d6 stat points that you can place in your stats; 1d4 points to place in your stat traits, 1 profession skills, 1 non profession skills, 1 spell |
6 | 2 skills of your choice, profession or non profession; 1 extra move action |
7 | 1d6 points to place in your stat traits |
8 | 1d4 stat points, 1d4 trait points, 1 spell |
9 | 2 stat trait points, 2 skills profession or non profession |
10 | 1d6 stat points, 1d8 stat trait points, 1 profession skills, 1 non profession skills, 1 spell, 1 extra attack action |
11 | 1d4 stat trait points |
12 | 2 skills of choice, profession or non profession |
13 | 1d4 stat points, 2 stat trait points, 1 spell |
14 | 2 stat trait points, 1 skill of choice, 1 extra support action |
15 | 1d6 stat points, 1d8 stat trait points, 1d4 skills of choice, 1 spell |
16 | 2 skills of choice |
17 | 1d4 stat trait points, 1 extra move action |
18 | 1d4 skills of choice, 1d4 spells |
19 | 1 extra attack |
20 | 1d10 stat points, 1d10 stat trait points, 1d4 skills of choice, 1d4 spells, 1 extra action of choice (attack, move, or support) |
You also get the following bonuses for leveling up your warrior
Level | Thief Bonuses for Level |
---|---|
2 | +1 to Move, Stealth, and Luck; 1 Ability |
4 | +2 to Stealth, Physical Evade, Acrobatics; +1 to Deception and Luck; 1 Ability |
6 | +1 to Acrobatics; +1d10 to Speed; 1 Ability; +1 to Soul Save |
8 | + 1d4 to Offensive Power; +2 to Stealth and Luck; 1 Ability |
10 | +1 to Stealth; +1d10 to Charisma; +1 to Deception, Luck, Acrobatics, and Brace; 2 Abilities; +1 to Vitality Save |
14 | +1 to all Speed traits; 1d4 abilities; +1 to Power Save |
18 | +1d10 to Speed; +1d6 to Charisma; +2 to Stealth and Luck |
20 | +1 to all Speed traits; +1d6 to Stealth and Luck; 1d4 abilities |
Skills
Thieves deal with skills that deal with sneaking, thievery, deception, and conning others.
Skill
|
Stat Cost
|
Range
|
Area
|
Duration
|
Requirements
|
Effects |
Success Roll
|
---|---|---|---|---|---|---|---|
Hide in Plain Sight | 3 Soul | self | self | until you move or are found | Hide |
With this skill you are attempting to hide by making yourself as small and still as possible. Everyone must make a Perceive check if they want to find you. The challenge of the Perceive check is based on your Luck:
|
Stealth -4 |
Stealth Opportunity | 4 Soul | self | self | 1d4 rounds | Silent Hit and Hide | When in hiding, you can take advantage of Attacks of Opportunity without coming out of hiding. | Stealth -2 |
Stand Downwind | 3 Soul | self | self | 1d4 hours or until you move | N/A | You stand perfectly still, in the right spot so that no enemies around will know to even make a perceive check. Unless they look right at you they will not notice you are there. Until you move anyways, at which time you are plainly visible. | Stealth -1 |
Silent Hit | 1 Soul | 1 space | 1 target | instant | N/A | When you hit the target, if the target or surrounding targets do not know you are there, they will not hear the hit. It will be silent. | Stealth -1 |
Hide | 1 Soul | self | self | until you move or are found | N/A | With this skill you can hide yourself in the nearby environment surrounding you, causing anyone to have to make a Perceive check to find you. The challenge of the Perceive check depends upon how well you are hidden. | Stealth -1 |
Throwing Blitz | 6 Power | throw range | 1 target per weapon thrown, or just 1 target | instant | Precise Throw | With this skill you can throw 1d6 weapons or objects. | React -5 |
Plausible Deniability | 2 Soul | self | self | 1d4 hours | Fast Talk | If successful, no one will be able to accuse you of a climb without a hard insight check. | Perform -2 |
Fast Talk | 2 Soul | any around you | 2x2 spaces | 1 round | N/A | You spend your support action to talk as fast as an auctioneer for the rest of the round. This causes anyone in the area, friend or foe, to be unable to focus without a hard focus check. | Perform |
Sly Persuasion | 1 Soul | self | self | instant | N/A | You use this when you are trying to persuade someone. You can add your Luck score to your Persuade score. | Perform |
Sly Deception | 1 Soul | self | self | instant | Sly Persuasion | You use this when you are trying to deceive someone. You can add your Luck score to your Deception score. | Perform |
Sly Intimidation | 1 Soul | self | self | instant | Sly Deception | You use this when you want to try to intimidate someone. You can add your Luck score to your Intimidate score. | Perform |
Aiming | 2 Soul | weapon range | 1 target | instant | N/A | This skill gives you a +1d10 bonus to Hit Chance. | perceive +2 |
One Hit Toss | 6 Soul | throw range | 1 target | instant | Precise Throw | With this skill you have a 1 in 6 chance of instantly killing the target. This is decided by rolling a 1d6, where 6 = death. | Perceive -5 |
Precise Throw | 4 Soul | throw range | 1 target | instant | Lucky Throw | Your throw is true, your aim is dead on. You increase your weapon damage by 1d6 and +1d10+1 to Hit Chance. | Perceive -4 |
Blind Throw | N/A | weapon range | 1 target | instant | Aiming | This skill gives you a bonus to your Hit Chance of +1d4 to make a blind throw. | Perceive |
Detection Sense | 2 Soul | self | self | 1d6 hours | Cover Tracks | With this skill you will know when you are detected, you just might not know by what. | Perceive |
Lucky Throw | 2 Soul | throw range | 1 target | instant | Throw Empowerment | With this skill you make a luck throw that does more damage. This skill adds 1/2 your Luck score to your attack. | Luck -2 |
Pick Magic Locks | 2 Soul | self | self | instant | Pick Locks | This skill allows you to pick magic locks. The success roll is a luck check, however the type of check depends upon the complexity of the magic lock and could be easy, normal, hard, or impossible. | Luck |
Pick Locks | 1 Soul | self | self | instant | N/A | This skill allows you to pick locks. The success roll is a luck check, however the type of luck check depends upon the complexity of the luck and could be easy, normal, hard, or impossible. | Luck |
Master Piercing Proficiency | 4 Power | self | self | 1d10 rounds | Advanced Piercing Proficiency |
Using this skill allows you to draw on your proficiency with piercing weapons. Piercing weapons are any weapons that you can stab and pierce with, such as knives, swords, spears, hira-shuriken, darts, and arrows. Any weapon that can have a piercing attack can be used with this skill. This skill provides the following:
This skill cannot be used with Basic Piercing Proficiency, Novice Piercing Proficiency, or Advanced Piercing Proficiency |
Insight -6 |
Master Slashing Proficiency | 4 Power | self | self | 1d10 rounds | Advanced Slashing Proficiency |
Using this skill allows you to draw on your proficiency with slashing weapons. Slashing weapons are any weapons that you can slash with, such as knives, daggers, swords, scythes, chakram, blade knuckles, and claws. Any weapon that can have a slashing attack can be used with this skill. This skill provides the following:
This skill cannot be used with Basic Slashing Proficiency, Novice Slashing Proficiency, or Advanced Slashing Proficiency |
Insight -6 |
Disarm Trap | 2 Soul | self | self | instant | N/A | This skill allows you to disarm a trap safely. | Insight -4 |
Advanced Piercing Proficiency | 3 Power | self | self | 1d10 rounds | Novice Piercing Proficiency |
Using this skill allows you to draw on your proficiency with piercing weapons. Piercing weapons are any weapons that you can stab and pierce with, such as knives, swords, spears, hira-shuriken, darts, and arrows. Any weapon that can have a piercing attack can be used with this skill. This skill provides the following:
This skill cannot be used with Basic Piercing Proficiency or Novice Piercing Proficiency |
Insight -4 |
Advanced Slashing Proficiency | 3 Power | self | self | 1d10 rounds | Novice Slashing Proficiency |
Using this skill allows you to draw on your proficiency with slashing weapons. Slashing weapons are any weapons that you can slash with, such as knives, daggers, swords, scythes, chakram, blade knuckles, and claws. Any weapon that can have a slashing attack can be used with this skill. This skill provides the following:
This skill cannot be used with Basic Slashing Proficiency or Novice Slashing Proficiency |
Insight -4 |
Novice Piercing Proficiency | 2 Power | self | self | 1d10 rounds | Basic Piercing Proficiency |
Using this skill allows you to draw on your proficiency with piercing weapons. Piercing weapons are any weapons that you can stab and pierce with, such as knives, swords, spears, hira-shuriken, darts, and arrows. Any weapon that can have a piercing attack can be used with this skill. This skill provides the following:
This skill cannot be used with Basic Piercing Proficiency |
Insight -2 |
Novice Slashing Proficiency | 2 Power | self | self | 1d10 rounds | Basic Slashing Proficiency |
Using this skill allows you to draw on your proficiency with slashing weapons. Slashing weapons are any weapons that you can slash with, such as knives, daggers, swords, scythes, chakram, blade knuckles, and claws. Any weapon that can have a slashing attack can be used with this skill. This skill provides the following:
This skill cannot be used with Basic Slashing Proficiency |
Insight -2 |
Basic Piercing Proficiency | 1 Power | self | self | 1d10 rounds | N/A |
Using this skill allows you to draw on your proficiency with piercing weapons. Piercing weapons are any weapons that you can stab and pierce with, such as knives, swords, spears, hira-shuriken, darts, and arrows. Any weapon that can have a piercing attack can be used with this skill. This skill provides the following:
|
Insight |
Basic Slashing Proficiency | 1 Power | self | self | 1d10 rounds | N/A |
Using this skill allows you to draw on your proficiency with slashing weapons. Slashing weapons are any weapons that you can slash with, such as knives, daggers, swords, scythes, chakram, blade knuckles, and claws. Any weapon that can have a slashing attack can be used with this skill. This skill provides the following:
|
Insight |
Trick Throw | 4 Soul | throw range | 1 target | instant | Blind Throw | This skill allows you to perform seemingly impossible throws, such as throwing when sliding down hill, or when leaping, or whatever. | hit chance +1 |
Assasination Hit | 6 Power | weapon's range | 1 target | instant | Stunning Hit | You have a 1 in 6 chance of killing the target instantly. This is done by rolling a 1d6 where 6 = death. | Hit Chance -5 |
Pick Trapped Locks | 3 Soul | self | self | instant | Pick Magic Locks | This skill allows you to pick a trapped lock without setting off the trap. | Hard Luck or Impossible Luck |
Cover Tracks | N/A | 1 space | 1 space | instant | N/A | Using this skill covers any tracks you make. | Deception +1 |
Use Other's as Shield | 1 Soul | 1d4 | 1 target | instant | N/A | If there is someone else that is within 1d4 spaces of you, you can use that person as a shield. That person will take the hit instead. The attacker can make a second hit chance with a penalty of 1d6 check to attack you instead. | Deception |
Stunning Hit | 3 Power | weapon range | 1 target | instant | Sleeper Hit | A critical hit by your weapon causes 1 round stun. | Critical -2 |
Sleeper Hit | 3 Soul | weapon's range | 1 target | instant | Silent Hit | When you attack with this skill, you do normal damage and inflict sleep on the target. | Athletics -1 |
Throw Empowerment | 1d4 Power | self | self | 1d4 rounds | N/A | This skill increases your Throw Power by 1d4. | Athletics |
Disarm Magic Trap | 3 Soul | self | self | instant | Disarm Trap | This skill allows you to disarm a magic trap safely. | (Insight + Arcana) -5 |
Abilities
A thief can learn the following abilities. You get to start with 1 ability. Abilities are profession specific, you cannot learn the following abilities if you are not of this profession. You learn abilities as you grow in levels.
Ability
|
Effects |
---|---|
Dagger Proficiency | Increase your damage when wielding daggers by 1d4. |
Danger Sense | You are more keenly aware to the dangers around you. You have a +1 to Perceive and are allowed and able to make a perceive check before any ambush or trap. |
Dual Wielding Proficiency | This ability allows you to wield a weapon in each hand and attack with each hand holding a weapon during your attack turn. This is required for dual wielding, without this ability you cannot dual wield. |
Fast On Your Feet | There is no such thing as a slow thief. You are able to move twice per movement action. |
Heightened Senses | +1 to Perceive and Insight |
Honest Liar | You have this uncanny sense of honesty around you, that it is hard to believe you are lying. +2 to Deception. |
Know Kill Hit | This ability allows your minimum damage that you can cause due to the target's armor or defensive skills to be at least your offensive power. |
Leave No Marks | You leave no tracks. You leave no fingerprints. It is impossible to track you, except perhaps by smell or magic. Must have Silent Agent. |
Light On Your Feet | You will not set off any traps that require weight or activate by pressure plates. Must have Fast On Your Feet. |
Master of Disguises | You are very capable of disguising yourself. +3 to deception for wearing disguises. |
Master of Shadows | When in the dark or barely lit places and assuming that the other creatures do not have some form of dark sight, you have a bonus of +3 to stealth. |
Nimble Thief | You are as nimble as you are silent. You have a +1d6 to Stealth (roll when acquiring the ability for the bonus). Must have Silent Agent. |
Quick Evasion | By sacrificing a support action to do so, you can attempt to evade a hit so that you do not have to worry about getting hit. To do so you will roll for an acrobatics check with whatever challenge is applicable. If you succeed, you will add your Acrobatics score to your armor. If the damage does not pass that number you are fine. If it does, you will play out the attack as normal. |
Silent Agent | You make no sounds when you move, even when walking on leaves, twigs, or similar things. You have a +2 to stealth. You also do not provoke Attacks of Opportunity when moving past enemy targets. Must have Master of Shadows. |
Speed Empowerment | Your Speed is permanenty empowered by your Athletics score. Must have Fast On Your Feet. |
Throwing Weapon Proficiency | Increase your damage when throwing weapons by 1d4. |
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