Thief Abilities (Adventurer - Levels 6+):

%Roll: Thief Abilities: 24

01-05:   Back Attack (Ability)

06-10:   Charm of Gildarious (Ability)

11-15:   Climb Structure (Ability)

16-20:   Disarm Trap (Ability)

21-25:   Discover Trap (Ability)

26-30:   Disguise (Ability)

31-35:   Forced Silence (Ability)

36-40:   Forgery (Ability)

41-45:   Heir of Gildarious (Ability)

46-50:   Hide (Ability)

51-55:   Identify Lock (Ability)

56-60:   Identify Trap (Ability)

61-65:   Mercantile (Ability)

66-70:   Move Undetected (Ability)

71-75:   Pick Lock (Ability)

76-80:   Pick Pocket (Ability)

81-85:   Set Traps (Ability)

86-90:   Taking & Packing Goods Silently (Ability)

91-95:   Thieves Luck (Ability)

96-00:   Traps: %Roll: Trap types:

                          01-20:   Alarm                     (Magical)

                          21-40:   Collapsing Stairs   (Rare)

                          41-60:   Creature Release  (UnCommon)

                          61-80:   Ganth Adhesion     (Common)

                          81-00:   Projectile                (Common)

 

     The thief is the most hated character type within society. They cause innumerable losses of money and valuables per year. But they thrive on this, and it drives them on to taking chances that a group of well armed Warriors would not think of.

     Being masters of disguise, and very slippery, has kept their hidden clan from becoming extinct, for they are hunted, and great bounties are placed upon their heads often.
Thieves will build a guild in any climate or setting.

     When a thief is trained in all the arts of the trade he is shown secret hand signals and patterns of speech which will alert all thieves that he or she comes in contact with of knowing of their presence. When this is done, this means that a thief wishes to speak with the master thief in the area. Every thief knows the signs of secret communications. This is how they communicate without giving themselves away.

     When a Guild Master Thief has aided his students in their development, he or she then turns them lose on society to see who will become master of shadow, and who will not. Master thieves collect 25% of all of the profits from each and every thief night and day. While fees are collected, his or her Guild becomes rich.

     If a thief wishes to be free of his or her guild, a high price must be given for the freedom. It is not wise to dessert a Master Thief; they have many eyes which observe.

Political involvement of the Thief:

     None. But high level thieves are always on the lookout for opening positions in the political "market". Thieves enjoy "the game", as they call it, of placing themselves in high positions, thus taking advantage of the masses.

 

 

Back Attack (Adventurer Ability (levels 6+) Return to top

 

Gain a damage bonus on all back-attacks.

Modification-Point Cost (M.P.C.): 10

Prerequisites --------------------------- : Adventurer Ability, "Move Undetected"

Ability-points to invoke:

None. Passive ability (always in effect).

Area of Effect:

Target that the thief does combat with.

Avoidance-Roll:

None.

Damage:

Bonus damage will be given for all back-stabs as follows: +1-D6 (+1-D6 per 3 levels advanced).

 

Remember:

This ability stacks with the Seeker, "Back Attack" abilitiy.

Duration:

Permanent. This ability is always in effect if the thief is backstabbing.

Effect Time:

Always in effect.

Explanation:

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This ability will give the Thief bonus damage added when attacking directly from behind with a physical weapon.

 

Bonus damage for each and every strike will be added to the normal damage caused per strike.

 

See: “Damage”.

Hand Movement:

Thief must damage a foe from behind with a physical weapon.

Healing:

None.

Immunities:

Creatures with vision that enables them to see behind.

Invoke time:

Passive ability that is always in effect.

Maximum Adjustment:

None. See: "Notes": #1

Notes:

1. This damage will be added to the damage of the Seeker Ability, "Back Attack".

 

2. This extra damage is delivered to a target upon each successful

    strike on all back attacks (with the exception of a target who has

    the ability to see behind without looking).

Range:

Thief must damage a foe from behind with a physical weapon.

Resting Time:

None.

Special:

None.

Susceptibilities:

Sleeping and surprised targets will take double the bonus damage.

Value: 10,000 white-gold

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Charm of Gildarious (Adventurer Ability (levels 6+) Return to top

 

The mantle of charm will veil the thief, possibly causing others, which have already fallen to the "Heir of Gildarious", to idolize the thief.

Modification-Point Cost (M.P.C.): 50

Prerequisites --------------------------- : "Heir of Gildarious"

Ability-points to invoke:

25

Area of Effect:

All who see and hear the thief clearly.

Avoidance-Roll:

A successful "Charisma Check" must be rolled by the thief (Charisma = the % chance for success). If this check is successful, all present must pit their wisdom against the thief's charisma successfully, or fall under the influence of this ability.

 

Note:

Any sentient creature is susceptible to this ability.

Damage:

None.

Duration:

One full situation. This ability will fail the thief if the situation cools down for more than 10 turns (50 seconds).

Effect Time:

Instant.

Explanation:

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If the thief successfully makes the a successful "Charisma Check" a charming manner will fill the thief's countenance in the eyes of those who have been effected by the ability, "Heir of Gildarious".

 

The Charm of Gildarious is so persuasive it will act similar to the "Charming Potion", but only the ruling for the first sentence in the potion's "Explanation".

Hand Movement:

None.

Healing:

None.

Immunities:

This ability will not work on hostile creatures, or those who remain unaffected by "Heir of Gildarious".

Invoke time:

3 turns (15 seconds) during which time the thief must be conversing aloud with those effected by "Heir of Gildarious".

Maximum Adjustment:

Not applicable.

Notes:

Any perceived betrayal by the thief will cause a strong enmity and resentment to harbor within the heart of a creature for 2-D12 hours.

Range:

Thief only.

Resting Time:

None.

Special:

If the thief has learned the Divine Favor, "Gift of Charm", he or she will have 2 chances to avoid vs. "Mental-Attack".

Susceptibilities:

Euphoric targets will only have ½ the normal chance to resist this ability.

Value: 50,000 white-gold

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Climb Structure (Adventurer Ability (levels 6+) Return to top

 

Allows you to climb hazardous structures with greater ease and lessened risk.

Modification-Point Cost (M.P.C.): 16

Prerequisites --------------------------- : Thief

Ability-points to invoke:

None. Passive ability (always in effect).

Area of Effect:

Structure you are climbing.

Avoidance-Roll:

None. See: “Explanation”

Damage:

None.

Duration:

25' of climbing the structure (and then another climbing check must be rolled).

Effect Time:

Instant.

Explanation:

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The thief has the ability to climb structures more easily than other people, due to specialized training he or she has undertaken.

 

When a thief attempts to climb a structure, the G.M. will give the structure a difficulty rating of 11-200 (or even a greater difficulty as he or she see's fit). The player must roll equal, or higher than, this number with the % dice to succeed in scaling a total span of 25' in any direction (up, down, sideways, through windows, etc.). It must be scaled successfully to avoid falling, or any form of mishap.

 

You will always roll your % dice and ADD you DEXTERITY, COORDINATION and +1 per level to the number rolled to succeed (per 25').

Hand Movement:

Two hands (and feet are used).

Healing:

None.

Immunities:

None.

Invoke time:

Instant.

Maximum Adjustment:

None.

Notes:

Remember: A roll of 01-09 is always a failure unless you possess some extra-ordinary ability to preform this ability.

Range:

Thief only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value: 16,000 white-gold

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Disarm Trap (Adventurer Ability (levels 6+) Return to top

 

Disarm a discovered trap set in your path.

Modification-Point Cost (M.P.C.): 20

Prerequisites --------------------------- : "Disarm Minor Trap", "Discover Trap", "Identify Trap", "Pick Lock" and "Set Traps".

Ability-points to invoke:

10

Area of Effect:

One trap.

Avoidance-Roll:

Add your Dexterity + Intelligence + 1-D100 roll. If you roll equal to, or higher, you will successfully disarm a trap.

 

See: "Explanation"

Damage:

None. Possible damages occur when you fail to disarm a trap.

Duration:

This depends on the type of trap being disarmed. Simple traps take little time to disarm, while more complex traps are tedious and take time.

Effect Time:

As long as it takes to disarm this trap. See: "Traps, Disarming:" in the T section of the Basic Rules Book.

Explanation:

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The study of traps is a must for those that dare raid domains, dungeons, labyrinths, etc., for the art of disarming a discovered trap is vital to survival.

 

There are a multitude of trap types, ranging from simple (common) to incredibly complex (legendary). The"Trap Rarity" will set the difficulty level of the trap you wish to disarm (60-200). At times, traps can even be higher.

 

Each trap in the Basic Rules Book will tell you what the difficulty rating is (the G.M. may devise a trap and set the difficulty rating on it as well).

Hand Movement:

Two hands.

Healing:

Not applicable.

Immunities:

Not applicable.

Invoke time:

Instant, though it may take more than one turn to disarm a trap (your dexterity plays a huge part in the time to disarm and set traps).

Maximum Adjustment:

Not applicable.

Notes:

Read Traps, located in the T section of the Basic Rules Book.

Range:

Touch.

Resting Time:

None.

Special:

This ability replaces "Disarm Minor Trap" from the Seeker Abilities (but you must have "Disarm Minor Trap" in order to learn "Disarm Trap".

Susceptibilities:

None.

Value: 20,000 white-gold

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Discover Trap (Adventurer Ability (levels 6+) Return to top

 

Spy out hidden traps and secreted snares.

Modification-Point Cost (M.P.C.): 20

Prerequisites --------------------------- : "Identify Trap"

Ability-points to invoke:

10

Area of Effect:

One trap.

Avoidance-Roll:

See: "Explanation"

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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When you attempt to discover a potential trap, the G.M. will give the trap’s concealment a difficulty rating of 11-200 (or even a greater difficulty as he or she see's fit). The player must roll equal, or higher than, this number with the % dice to succeed in discovering a trap.

 

The following is the formula for the thief to discover a trap:

Awareness: (Touch + Vision divided by two, rounded up)

+1 per level advanced.

+ 1-D100

 

Hand Movement:

This is based upon the nature of the trap and its location. You will not have to use your hands to discover a trip-wire strung across your path, but you would have to use your hands to discover a trip-wire within a darkened hole you are attempting to reach into.

 

This will depend solely upon the nature of the setting of the trap.

Healing:

None.

Immunities:

None.

Invoke time:

Instant. But the thief must state that he or she is attempting to Discover a Trap.

Maximum Adjustment:

None.

Notes:

If a trap is of a magical or supernatural nature, the G.M. may enforce that the thief know the Seeker Skill: “Magical Prowess” (this will be learning enough to notice that a trap is magical (otherwise, a talented thief may yet set off a simple magical trap, even if he or she is quite adept at it).

 

Remember:

A roll of 01-09 is always a failure unless you possess some extra-ordinary ability to preform this ability.

Range:

See: “Hand movement”

Resting Time:

None.

Special:

The study of traps is a must for those that dare raid domains, dungeons, labyrinths, etc. The art of discovering traps is extremely valuable to an adventuring group.

Susceptibilities:

None.

Value: 20,000 white-gold

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Disguise (Adventurer Ability (levels 6+) Return to top

 

The ability to conceal your true identity from the perception of others.

Modification-Point Cost (M.P.C.): 20

Prerequisites --------------------------- : Trade-Skill, "Artist" (Sculpting Clay).

Ability-points to invoke:

10 (while in disguise, these modification points will not regenerate).

Area of Effect:

Thief only.

Avoidance-Roll:

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The Thief:

To succeed each time he or she attracts the attention of another who studies, or has a prolonged conversation with you, you must make the following roll:

 

Add:

Awareness: Vision

+ Charisma (Appearance + Speech, divided by 2 (rounded up)

+ 1-D100

 

The Suspicious:

The one who is suspicious will add Awareness to a %dice-roll.


Result of both rolls:

If the thief rolls higher than the one who is suspicious, the disguise will have worked; the thief remains undetected.

 

Notes:
The studying of a thief must be more than a casual stare. Attention has to be drawn to the thief enough to possibly discover the disguise.

 

Walking through a crowded inn will not provoke a roll against the thief and his or her disguise. Simply looking or talking to a thief in disguise will not bring on doubt as to who he or she really is (a strong suspicion, or prolonged, in depth, communication will).

 

Disguises must be proportionate to the size and weight of the thief.

 

Remember that the thief will smell like his or her natural self if not scented appropriately.

Damage:

None.

Duration:

3-D12 +3 hours. At the end of the disguise duration, the thief must make a successful avoidance-roll vs. "Charisma" in order to maintain the disguise (the G.M. will roll this avoidance-roll for the player without him or her seeing the results).

Effect Time:

When the disguise is complete. Disguise preparation will be strictly up to the G.M.

Explanation:

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Disguise is every thief's back door to difficult or secret operations. When a thief is disguised, his or her appearance is altered to look different that his or her natural appearance.

 

To successfully create a workable disguise:
When a player attempts to create a passable disguise that will work for what he or she wishes, based on the difficulty of the disguise the G.M. will give the intended disguise a difficulty rating of 10-200 (or even a greater difficulty as he or she see's fit). The player must roll equal, or higher than, this number to create it.

 

When the disguise is initially created, the thief will add his or her Awareness + Dexterity together. Then a % roll will be rolled and the sum of the Awareness + Dexterity will be added to the %roll. This will be the difficulty rating of the disguise. The higher the number, the better the disguise. Each and every disguise must be done in this fashion, even if the disguise is a duplicate.
Proper materials must be used, or there will be a penalty to the difficulty rating of the disguise. All penalties will be to the discretion of the G.M.

 

Examples and difficulty rating of disguises:
Different race & different gender: 130 to be successful in creating this disguise.
Different race & same gender: 120 to be successful in creating this disguise.
Humanoid monster-type: 140 to be successful in creating this disguise.
Same race & same gender: 100 to be successful in creating this disguise.
Same race & different gender: 110 to be successful in creating this disguise.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Some vision abilities may reveal the thief's disguise (i.e., x-ray-vision might discover no bone structure within an arm that is created by the thief, infra-red vision might discover no body heat where body heat should be, etc.).

Invoke time:

Invoke time will be for the time spent creating a disguise.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Your thief only.

Resting Time:

None.

Special:

None.

Susceptibilities:

Euphoric creatures, those influenced by an herb or alcohol, etc., may only roll the % dice when attempting to discover a disguise.

Value: 20,000 white-gold

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Forced Silence (Adventurer Ability (levels 6+) Return to top

 

Open something, forcing it to silence as it opens.

Modification-Point Cost (M.P.C.): 12

Prerequisites --------------------------- : "Thieving Kit" on hand (player must state he or she uses it).

Ability-points to invoke:

6

Area of Effect:

One door, lid, window, etc.

Avoidance-Roll:

None. See: "Explanation".

Damage:

None.

Duration:

For the time it takes to open something.

Effect Time:

For the time it takes to open something.

Explanation:

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This ability will force the creaking hinges of a door, chest, box, the sliding and popping of a lid on a barrel, a sliding window, etc., to be silenced as the thief manipulates its moving parts to an open or shut position.

 

When a thief attempts Forced Silence, the G.M. will give that which the thief is attempting to open a difficulty rating of 10-200 (or even a greater difficulty as he or she see's fit). The player must roll equal to, or higher than, the difficulty rating in order to maintain utter silence.

 

The thief will add his or her Awareness: Vision + Dexterity together. Then a % roll will be rolled and the sum of the Awareness + Dexterity will be added to the %roll. If the resulting number is equal to, or higher than, the difficulty rating, the thief will have success in opening or shutting something using Forced Silence.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Invoke time:

Instant, though it may take time to open or shut something in silence. This is up to the Discretion of the G.M.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value: 12,000 white-gold

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Forgery (Adventurer Ability (levels 6+) Return to top

 

Forge the writing of another.

Modification-Point Cost (M.P.C.): 16

Prerequisites --------------------------- : Trade-Skill, "Artist" (Sketching).

Ability-points to invoke:

8

Area of Effect:

One signature, document, letter, etc.

Avoidance-Roll:

Yes: vs. "Dexterity".

Damage:

None.

Duration:

The time it takes to forge the script the thief is attempting to duplicate.

Effect Time:

Instant.

Explanation:

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A thief may only forge a writing if he or she has got a parchment with the writing on it to study. If this is not obtainable, there is no chance to preform a forgery.

 

Those persons which see a forged signature or writing must be suspicious of a possible fraud to notice anything out of the ordinary, otherwise the forged signature will not come to their attention.

 

Luck may be used to successfully preform a Forgery while under the eyes of the enemy. The chance to successfully preform a forgery is as follows: Dexterity + 1% per level advanced.

Hand Movement:

One hand.

Healing:

None.

Immunities:

None.

Invoke time:

Instant.

Maximum Adjustment:

96%

Notes:

None.

Range:

Touch.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value: 16,000 white-gold

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Heir of Gildarious (Adventurer Ability (levels 6+) Return to top

 

The mantle of majestic behavior will veil the thief, possibly causing others to be less suspicious and judgmental.

Modification-Point Cost (M.P.C.): 40

Prerequisites --------------------------- : Charisma: Appearance: 24

                                                                                            Speech ----- : 24

Ability-points to invoke:

20

Area of Effect:

Thief only.

Avoidance-Roll:

Yes: vs. "Mental-Attack" (no luck can be used to succeed this avoidance-roll).

 

Note:

Any sentient creature is susceptible to this ability.

Damage:

None.

Duration:

One full situation. This ability will fail the thief if the situation cools down for more than 10 turns (50 seconds).

Effect Time:

Instant.

Explanation:

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If this avoidance-roll is successfully, a majestic, almost regal, manner will fall upon you. The Heir of Gildarious is so convincing it will quench the hatred and malice of suspicions toward the thief before such feelings come into full bloom. If such feelings are already present, the thief must attempt this ability upon those who have not such feelings, and then hope they will help sway the negative feelings in others to view the thief in a better light.

 

When a thief is beginning to draw unwanted attention, he or she must meditate for 3 turns (15 seconds) to invoke this ability. After silent meditation, and a successful avoidance-roll vs. "Mental-Attack", whether alone or within a gathering of people, the following adjustments will apply to all who question him or her:

 

1. -1 (x the level of the thief) to all % dice-roll checks which relate to the condemning of the thief.

 

2. +1 (x the level of the thief) to all % dice-roll checks which relate to charismatic checks relating to the judgement of the thief's outward appearance.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

3 turns (15 seconds.

Maximum Adjustment:

Not applicable.

Notes:

Any perceived betrayal by the thief will cause a strong enmity and resentment to harbor within the heart of a creature for 2-D12 hours.

Range:

Thief only.

Resting Time:

None.

Special:

If a thief is caught with his or her hand in the cookie jar, so to speak, this ability will obviously be useless. If a thief is questioned by authorities (in any situation), he or she can preform the Heir of Gildarious, thus enabling this powerful tool to pacify others.

Susceptibilities:

None.

Value: 40,000 white-gold

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Hide (Adventurer Ability (levels 6+) Return to top

 

Empowers you to Hide from the view of others expertly.

Modification-Point Cost (M.P.C.): 10

Prerequisites --------------------------- : Thief.

Ability-points to invoke:

5

Area of Effect:

Self only.

Avoidance-Roll:

None. See: “Explanation”

Damage:

None.

Duration:

The thief will be able to hide, and remain unseen, as long as movement is not attempted.

Effect Time:

1 turn (5 seconds)

Explanation:

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This ability will enable the thief to remain virtually invisible to the naked eye. He or she cannot move in the least or this ability will fail and must be attempted again on the following turn.

 

To succeed, you must do the following:

Pit your Coordination (+1 per level) the Vs.: Awareness: (Vision + Hearing) divided by 2 (rounded up) of all who come close enough to become suspicious (single roll check).

 

Unless camouflaged for the occasion the following adjustments may apply:

In the darkness there will be a +30 to Hide.

In shadows there will be no bonus or penalty to Hide.

In the light there will be a -30 to Hide

 

See: "Characteristics, Pitting" in the C Section of the Basic Rules Book for rulings.

Hand Movement:

None.

Healing:

None.

Immunities:

Special vision abilities and/or spells in effect may aid to discover a thief in hiding.

Invoke time:

1 turn (5 seconds) or discretion of the game master.

Maximum Adjustment:

None.

Notes:

None.

Range:

Thief only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value: 10,000 white-gold

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Identify Lock (Adventurer Ability (levels 6+) Return to top

 

Identify the specific make of a lock.

Modification-Point Cost (M.P.C.): 16

Prerequisites --------------------------- : Thief.

Ability-points to invoke:

None. Passive ability that is always in effect.

Area of Effect:

One lock.

Avoidance-Roll:

The Thief must make a successful avoidance-roll vs. “Intelligence” to Identify a Lock.

Damage:

None.

Duration:

Permanent knowledge of that lock once you Identify the Lock successfully.

Effect Time:

Instant.

Explanation:

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When a lock is found, a successful avoidance-roll vs. "Intelligence" must be successful in order to identity it and how it works.

Hand Movement:

The thief must study the lock mechanism and type, so it will be up to the discretion of the game master if handling the lock will be necessary.

Healing:

None.

Immunities:

None.

Invoke time:

This depends upon the complexity of the lock, and will be left to the discretion of the game master.

Maximum Adjustment:

A roll of 01-09 is always a failure unless the Thief possess some extra-ordinary ability to preform Identify Lock.

Notes:

If a lock is of a magical or supernatural nature, the G.M. may enforce that the thief know the Seeker Skill: “Magical Prowess” (this will be learning enough to notice that a lock is magical). If the same lock has a magical spell guarding it, or is specifically of magical, the Thief must know the spell personally to know what the particular spell is. If the Thief cannot do this, he or she will only know that some form of magic is intertwined with the lock.

Range:

1 space (5') discretion of the game master.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value: 16,000 white-gold

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Identify Trap (Adventurer Ability (levels 6+) Return to top

 

Identify a specific trap.

Modification-Point Cost (M.P.C.): 16

Prerequisites --------------------------- : Thief.

Ability-points to invoke:

None. Passive ability that is always in effect.

Area of Effect:

One lock.

Avoidance-Roll:

Yes. Your thief must make a successful avoidance-roll vs. “Intelligence” to Identify a Trap. Once you Identify Trap successfully the G.M. will make a name for that specific trap and you must write it down so that you do not have to roll to Identify that same trap ever again.

Damage:

None.

Duration:

Permanent knowledge of that lock once you Identify the Trap successfully.

Effect Time:

Instant.

Explanation:

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When you find a trap, you will know what type of trap it is, and how it works, if you successfully make your avoidance-roll (see: avoidance-roll).

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

This depends upon the complexity of the trap, and will be left to the discretion of the game master.

Maximum Adjustment:

A roll of 01-09 is always a failure unless the Thief possess some extra-ordinary ability to preform Identify Trap.

Notes:

If a trap is of a magical or supernatural nature, the G.M. may enforce that the thief know the Seeker Skill: “Magical Prowess” (this will be learning enough to notice that a trap is magical.

Range:

1 space (5') discretion of the game master.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value: 16,000 white-gold

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Merchantile (Adventurer Ability (levels 6+) Return to top

 

This ability will give an added bonus to dice-roll checks for bartering to his or her favor.

Modification-Point Cost (M.P.C.): 2

Prerequisites --------------------------- : Thief with a 24+ Charisma

Ability-points to invoke:

2

Area of Effect:

Targeted merchant.

Avoidance-Roll:

Yes: vs. "Intelligence". If the targeted merchant does not make this avoidance-roll, the Thief will gain a better deal for items bought and sold. If the targeted merchant succeeds the avoidance-roll, he or she will not know the thief has used Mercantile on him or her.

Damage:

None.

Duration:

For the time it takes to barter and trade.

Effect Time:

Instant.

Explanation:

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This ability will sway the decision of the targeted merchant in favor of the Thief.

 

If this ability works, the following bonus will be added to the successful completion of buying and selling in favor of the Thief:

 

%Roll: Decreased cost and increased sale:
01-33: +10%
34-66: +20%
67-00: +30%

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

Enough time to barter with the merchant.

Maximum Adjustment:

+30%

Notes:

Anyone buying or selling is considered a merchant.

Range:

Targeted merchant.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value: 8,500 white-gold

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Move Undetected (Adventurer Ability (levels 6+) Return to top

 

Empowers you to Move Undetected from the view of others expertly.

Modification-Point Cost (M.P.C.): 10

Prerequisites --------------------------- : "Hide"

Ability-points to invoke:

5

Area of Effect:

Self only. The amount of spaces your thief can Move Undetected will be ½ your normal movement, rounded down. This means that if you have a normal movement of 12, you can attempt to Move Undetected 6 spaces PER CHECK.

Avoidance-Roll:

None. See: “Explanation”

Damage:

None.

Duration:

Until you are spotted, or until the situation has ended.

Effect Time:

1 turn (5 seconds) in which you can move ½ your normal movement (rounded down).

Explanation:

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This ability will enable the thief to remain virtually invisible to the naked eye as he or she moves about at ½ his or her normal movement (rounded down).

 

To succeed in a Move Undetected attempt, merely pit your  COORDINATION against the awareness of all who come within suspicion
range of you (discretion of the G.M.). You will gain a +1 per level advanced to succeed.

 

Unless camouflaged for the occasion the following adjustments may apply:
In the darkness there will be a +30 to Move Undetected
In shadows there will be no bonus or penalty to Move Undetected
In the light there will be a -30 to Move Undetected

Hand Movement:

Two hands (discretion of the game master).

Healing:

None.

Immunities:

Look for creatures or other characters with special vision abilities and / or spells in effect that may discover the thief Moving Undetected, or make it much easier to detect him or her.

Invoke time:

1 turn (5 seconds) or discretion of the game master.

Maximum Adjustment:

None.

Notes:

None.

Range:

Your thief only. See: “Area of Effect”.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value: 10,000 white-gold

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Pick Lock (Adventurer Ability (levels 6+) Return to top

 

Unsecure locks by manipulating their mechanisms within, unlocking them with no proper key.

Modification-Point Cost (M.P.C.): 20

Prerequisites --------------------------- : "Identify Lock".

Ability-points to invoke:

10

Area of Effect:

One lock.

Avoidance-Roll:

None. See: “Explanation”

Damage:

None.

Duration:

Instant.

Effect Time:

This depends upon the type of lock it is, and how long it will take to pick it.

Explanation:

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There are a multitude of lock types, ranging from simple to incredibly complex. The G.M. will depict the “difficult rating” of all locks that do not already have an affixed difficulty rating, and those locks that will take familiarity with magic to pick.

 

The thief will have the ability to pick a lock more easily than most, due to specialized training he or she has undertaken. When a thief attempts to pick a lock, the G.M. will let the player know the difficulty rating of that lock. The player must roll equal, or higher than, this the difficulty rating with the % dice to succeed in picking and opening the lock.

 

To use “Pick Lock”, roll your % dice, adding your DEXTERITY +1 per level advanced to result.

Hand Movement:

This depends upon the lock. If it is a simple lock, the G.M. may require one hand to pick it. If it is a complex lock he or she may require both hands to work on it (this will be strictly up to the discretion of the game master).

Healing:

None.

Immunities:

None.

Invoke time:

Not applicable. Passive ability that is always in effect.

Maximum Adjustment:

None.

Notes:

If you fail once in picking a lock, you may try again, but there will be a + 3-D10 added to the difficult rating each time you fail. You can see that if you fail to pick the lock a number of times, it may become impossible to pick it. If another teaches you a lock he or she knows that you cannot pick, you may ignore the penalty and try again.

Range:

Touch.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value: 20,000 white-gold

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Pick Pocket (Adventurer Ability (levels 6+) Return to top

 

Enables the Thief to pick the pocket of another without being discovered.

Modification-Point Cost (M.P.C.): 16

Prerequisites --------------------------- : "Move Undetected".

Ability-points to invoke:

Passive ability that is always in effect.

Area of Effect:

One pocket or purse.

Avoidance-Roll:

Pit your Dexterity vs. your target’s Awareness to succeed in stealing something without being noticed.

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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This ability will enable the thief to pick the pocket, or lift a purse or pouch, from the targeted without the target of the Pick Pocket noticing.

 

The Thief will roll the % Dice and add his or her Dexterity to the roll (the thief will gain a +1 per two levels advanced added to the roll as well). The targeted will roll the % Dice and add his or her Awareness to the roll (the targeted will also gain a +1 per two levels advanced to succeed in noticing the thief’s attempt).

Hand Movement:

This depends upon the pocket or the item that the thief is desiring to take (where it is positioned, if it is strapped to the targeted, etc.). If an item is in a place, or secured, so that it will be more difficult to obtain in secrecy, the G.M. will make an adjustment to succeed.

Healing:

None.

Immunities:

None.

Invoke time:

Not applicable. Passive ability that is always in effect.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value: 16,000 white-gold

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Set Traps (Adventurer Ability (levels 6+) Return to top

 

This ability is needed in order to learn any of the Traps with modification-points. After learning this ability, you then must learn a specific type of trap in order to set it.

Modification-Point Cost (M.P.C.): 6

Prerequisites --------------------------- : "Identify Trap", "Disarm Trap", "Discover Trap".

Ability-points to invoke:

Not applicacle. See: "Explanation".

Area of Effect:

Not applicacle. See: "Explanation".

Avoidance-Roll:

Not applicacle. See: "Explanation".

Damage:

Not applicacle. See: "Explanation".

Duration:

Not applicacle. See: "Explanation".

Effect Time:

Not applicacle. See: "Explanation".

Explanation:

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This ability is needed in order to spend modification-points to learn any of the listed traps in the thieving abilities.

 

AFTER LEARNING THIS ABILITY, YOU THEN MUST LEARN EACH SPECIFIC TYPE OF TRAP IN ORDER TO SET IT.

 

The thief will be instructed in the basics of creating and setting traps.

Hand Movement:

Not applicacle. See: "Explanation".

Healing:

Not applicacle. See: "Explanation".

Immunities:

Not applicacle. See: "Explanation".

Invoke time:

Not applicacle. See: "Explanation".

Maximum Adjustment:

Not applicacle. See: "Explanation".

Notes:

Not applicacle. See: "Explanation".

Range:

Not applicacle. See: "Explanation".

Resting Time:

Not applicacle. See: "Explanation".

Special:

Not applicacle. See: "Explanation".

Susceptibilities:

Not applicacle. See: "Explanation".

Value: 20,000 white-gold

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Taking & Packing Goods Silently (Adventurer Ability (levels 6+) Return to top

 

Enables a thief to take and pack away stolen property without a sound.

Modification-Point Cost (M.P.C.): 8

Prerequisites --------------------------- : "Forced Silence" and "Move Undetected".

Ability-points to invoke:

6 per item manipulated to silently open.

Area of Effect:

One door, lid, window, etc.

Avoidance-Roll:

The Thief must make a successful avoidance-roll vs. "Dexterity" for every 10 items packed away. No luck can be used, unless this is done in the presence of an enemy.

Damage:

None.

Duration:

For the time it takes to open something.

Effect Time:

For the time it takes to open something.

Explanation:

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This ability will enable a thief to snatch up and bag items without a sound if he or she makes the avoidance-roll.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Invoke time:

Instant.

Maximum Adjustment:

99%

Notes:

None.

Range:

Touch.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value: 8,000 white-gold

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Thieves Luck (Adventurer Ability (levels 6+) Return to top

 

Gives the Thief a second chance to remain undetected if "Move Undetected" should fail.

Modification-Point Cost (M.P.C.): 20

Prerequisites --------------------------- : Thief

Ability-points to invoke:

10

Area of Effect:

Thief only.

Avoidance-Roll:

None.

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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This ability gives the Thief a second chance, though more slim it may be (1/2 the normal chance, rounded up), to yet succeed at what he or she has just attempted.

 

This ability can ONLY be used if the an ability fails.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

Instant.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Thief only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value: 20,000 white-gold

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