Thief

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  - must steal at least once per week for pay rate.
Gen Dice: 
  • Vitality: (Initial) 1d12  (Secondary) 1d6
  • Soul: (Initial)  1d12  (Secondary)  1d8
  • Power: (Initial) 1d6  (Secondary)  1d4
Weapon & Armor Types:
  • Small and light weapons such as daggers & knives
  • Cannot use large weapons, heavy weapons, or noisy weapons
  • Can only wear light armor
  • +1 Evade in dark environments

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.

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. Thieves gain a +1 evade in dark environments, but only if they are wearing light armor.

Profession Level Progression

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

Thieves progress following the Thief Node Chart.
Thief Node Chart.png

When reading this chart, +1d4 DAGGER or +2 DAGGER is extra offensive power when using daggers or knives. +1d4 THROW or +2 THROW is extra offensive power when throwing weapons as an attack. 

  • In order to progress to the next level you need to meet the required nodes and pay the progression XP cost.
  • Each node cost XP to acquire.
  • You can only acquire the nodes for your profession.
  • You can acquire as many nodes as you want, but you must acquire the minimum required nodes to progress to the next level.
  • You get your gen dice rolls for Vitality, Soul, and Power at each new level.

Skills

Thieves deal with skills that deal with sneaking, thievery, deception, and conning others. 

Thief Skills Progression 

thief-1.png

Thief Skills

Skill Sort by Skill, Ascending Sort by Skill, Descending Stat Cost Sort by Stat Cost, Ascending Sort by Stat Cost, Descending Range & Area Sort by Range & Area, Ascending Sort by Range & Area, Descending Duration Sort by Duration, Ascending Sort by Duration, Descending Check Roll Sort by Check Roll, Ascending Sort by Check Roll, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Requirements Sort by Requirements, Ascending Sort by Requirements, Descending
Advanced Piercing Proficiency N/A self 1d6 rounds Hard Critical Increases Focus by 3 and piercing damage by 1d6. Minimum damage of attack to affect Vitality will be 1d6 damage instead of 1 damage. 1d4 bleeding out damage per round until healed.  Novice Piercing Proficiency
Advanced Slashing Proficiency N/A self 1d6 rounds Hard Critical Increases Focus by 3 and slashing damage by 1d6. Causes 1d4 wound damage per round until healed. If unarmored causes 1 bleeding out damage until healed.  Novice Slashing Proficiency
Aiming N/A self instant Easy Perceive Roll a 1d6 along with your Focus Check when making a focused attack.  N/A
Assasination Hit 8 Soul weapon range affecting 1 target instant Impossible Critical Hit kills target instantly Stunning Hit
Basic Piercing Proficiency N/A self 1d6 rounds Normal Critical Decreases target's evade by 1 and increases piercing damage by 1. Must have a piercing weapon equipped.
Basic Slashing Proficiency N/A self 1d6 rounds Normal Critical Decreases target's evade by 1 and increases slashing damage by 1. Must equip a slashing weapon.
Blind Throw 3 Soul weapon range affecting 1 target instant Normal Insight Able to attack target you cannot see with a thrown weapon. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. Aiming
Cover Tracks N/A area as you walk instant Easy Deception You are able to cover your tracks so that you cannot be followed.  N/A
Detection Sense 2 Soul self 1 hour Normal Perceive You will know that someone or something has detected your presence. This prevents you from being ambushed.  Cover Tracks
Disarm Magic Trap 4 Soul 1 trapped area near you instant Normal Arcana You can safely disarm most magical traps. Penalties apply depending upon the complexity of the trap. Disarm Trap
Disarm Traps 2 Soul 1 trapped area near you instant Easy Luck You can safely disarm most normal traps. N/A
Fast Talk (thief) 2 Soul 1 target instant Easy Deception You can talk your way out of most situations. Different penalties apply depending upon circumstances. With this skill your words confuse the target unless the target makes a Normal Mental Balance check, allowing you to convince the target to leave you be.  N/A
Hide 1 Soul self instant Normal Stealth +2 Hide behind objects or in shadows giving the enemy a penalty of -2 to Perceive to find you. N/A
Hide In Plain Sight 2 Soul self instant Normal Stealth -2 Allows you to make yourself seem small and hide out in the open. By becoming still, no one seems to notice you unless they stumble upon you or make a Normal Perceive check on you. If you move or make a sound you are no longer hiding. Hide
Lucky Throw 3 Soul self instant Normal Luck Decreases target's Evade by Luck score for the thrown attack. Throw Empowerment
Master Piercing Proficiency N/A self 1d6 rounds Impossible Critical Decreases target's evade by 2 and piercing damage by 1d8. Minimum damage of attack to affect Vitality will be 1d8 damage instead of 1 damage. 1d6 bleeding out damage per round until healed.  Advanced Piercing Proficiency
Master Slashing Proficiency N/A self 1d6 rounds Impossible Critical Decreases target's evade by 2 and slashing damage by 1d8. Causes 1d6 wound damage per round until healed. If unarmored causes 1d4 bleeding out damage until healed.  Advanced Slashing Proficiency
Novice Piercing Proficiency N/A self 1d6 rounds Normal Critical -2 Decreases target's evade by 1 and increases piercing damage by 1d4. Minimum damage of attack to affect Vitality will be 1d4 damage instead of 1 damage. If unarmored, 1 bleeding out damage per round until healed.  Basic Piercing Proficiency
Novice Slashing Proficiency N/A self 1d6 rounds Normal Critical -2 Decreases target's evade by 1 and increases slashing damage by 1d4. Causes 1 wound damage per round until healed.  Basic Slashing Proficiency
One Hit Toss 10 Soul throw range affecting 1 target instant Hard Critical -1 Roll a 1d6 with your throwing attack, a 6 = instant death of target. Precise Throw
Pick Locks N/A touching range instant Luck difficulty depending upon lock You can pick locks with a lock pick. You will need to have possession of a lock pick. The difficulty depends on the level of the lock and range from Easy Lock to Impossible Lock with the Luck check difficulty being the same as the lock level. N/A
Pick Magic Locks Soul cost depends on lock level touching range instant Arcana difficulty depending on lock You can pick magic locks with a lock pick. You will need to have possession of a lock pick. The difficulty depends on the level of the lock and range from Easy Lock to Impossible Lock with the Arcana check difficulty being the same as the lock level. 
Easy Magic Lock: Easy Arcana and 2 Soul
Normal Magic Lock: Normal Arcana and 4 Soul
Hard Magic Lock: Hard Arcana and 6 Soul
Impossible Magic Lock: Impossible Arcana and 8 Soul
Pick Locks
Pick Trapped Locks 8 Soul touching range instant Hard Luck You use this skill with your Pick Locks skill to pick a trapped lock without setting off the trap. If you are picking a normal lock that is trapped, use this skill first and then Pick Locks. If picking a magic lock that is trapped use this skill first then Pick Magic Locks. Once you use this skill you must then use the lock picking skill, even if you fail at this skill. If you succeed, the trap will not spring. However if you fail when you go to pick the lock the trap will spring. Pick Magic Locks
Plausible Deniability 4 Soul self 1 hour Normal Deception Increases Deception by 2 to make it easier to deceive others. Fast Talk skill
Precise Throw 4 Soul throw range affecting 1 target instant Normal Perceive -2 Your throw is true and precise, finding the weak point in the target's armor. Target's evade is decreased by 1d20 and your damage is increased by 1d6. Lucky Throw
Silent Hit 2 Soul self instant Easy Deception This skill allows you to attack and not be detected. This gives the target a -5 to evade. N/A
Sleeper Hit (thief) 4 Soul weapon range affecting 1 target instant Normal Critical Critical hit puts target to sleep until awakened. Silent Hit
Sly Deception N/A self instant Normal Deception Adds your deception score to your deception score making it easier to deceive your target.  Sly Persuasion
Sly Intimidation N/A self instant Hard Deception Adds your Deception score to your Intimidate score, making it easier to intimidate your target.  Sly Deception
Sly Persuasion N/A self instant Easy Deception Adds your Deception score to Persuade to make it easier to persuade the target. N/A
Stealth Opportunity 2 Soul self instant Normal Stealth Allows you to move without causing an attack of opportunity. Also allows you to take an attack of opportunity when the target is not aware, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. Silent Hit and Hide
Stunning Hit 6 Soul weapon range affecting 1 target instant Hard Critical Attack stuns target for 1 round. Sleeper Hit
Throw Empowerment 1 Soul self 1d6 rounds Easy Critical With this skill you double your throw range and increase the thrown damage by 1d6 and decreases target's evade by 1d6. N/A
Throwing Blitz 10 Soul throw range affecting at least 1 target per thrown weapon instant Hard React Throw 1d8 +1 throwing weapons at your target. You can use a different target per thrown weapon or throw all at one target.  Precise Throw
Trick Throw 5 Soul throw range affecting 1 target instant Normal Deception -2 Trick your target with a thrown attack that seems aimed elsewhere. This catches the target off guard, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. Blind Throw
Use Others as Shield N/A self and any nearby target instant Normal React Allows you to quickly move behind anyone else, friend or foe, making them take the hit instead. N/A

Thief Abilities

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.

Ability Sort by Ability, Ascending Sort by Ability, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Requirements Sort by Requirements, Ascending Sort by Requirements, Descending
Agent Acrobatics, Stealth, and Luck increased by 1 permanently. Stalker
Assassin Add a 1d20 to all of your attacks, rolling a 20 kills the target. Enhanced Weapon Poisoning
Attack & Retreat If you have movement left should you move up to attack a target you will move back the same direction you came without an attack of opportunity. Trickster
Detect Lies +1 to Insight to detect lies. N/A
Detect Motive +1 to Insight to detect motive. Detect Lies
Disguise Increase deception by +1 when wearing a disguise. N/A
Double Movement You can move twice per round. Double Support
Double Support You can perform 2 support actions per round. Improved Acrobatics
Enhanced Weapon Poisoning Poisons added to weapon deals an extra 2 poison damage. Knife Mastery
Improved Acrobatics Increase Acrobatics by 2. N/A
Improved Initiative Add a 1d6 roll to your initiative roll for initiative checks. Sleight of Hand
Knife Mastery Increase knife and dagger damages by 1, and increase hit chance by 2 when wielding a knife or dagger. Can dual wield knives and daggers but only prominent hand gains Offensive Power. Knife Proficiency
Knife Proficiency Increase knife and dagger damages by 1d4. N/A
Lucky Agility Increase Acrobatics by Luck trait Lucky Defense
Lucky Deception Increase Deception by Luck Trait Lucky Reaction
Lucky Defense Increase Defense check and armor defense by Luck trait. N/A
Lucky Reaction Increase React by Luck trait Lucky Acrobatics
Masterful Pickpocket Increase Stealth and Luck by 1 for pick pocketing. N/A
Masterful Sneak Increase Stealth and Deception by 1 for sneaking. Masterful Pickpocket
Poker Face +1 to Deception and Perform when lying. Fast Talk skill
Rip Off Sell any item for double of what it is worth. Sell Damaged Item
Sell Damaged Item Sell damaged item as if it was not damaged. Swindle
Sleight of Hand Decrease target's Evade by Deception when attacking. N/A
Stalker Increase Stealth and Perception by 1 when stalking a target. Masterful Sneak
Stand Downwind -2 penalty to perceive for any target that is trying to perceive you. N/A
Swindle +2 to Luck and Deception to trick someone about the worth of whatever you are selling, increasing its worth by 1d20%. N/A
Tax Evasion You do not pay any taxes therefore all items are 25% cheaper for you. Rip Off
Trickster Deception +2 Tricky Hit
Tricky Hit Add deception checks to deceive your target about whether or not you are attacking, with a successful deception decreasing the target's Evade by 2.  N/A

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