Thief

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.

Profession: Thief
Starting Gear: A basic leather mail and 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

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) 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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2) Effects on Armor Usage

Thieves are unable to wear heavy armor. They must stick with light armor.

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3) Profession Level Progression

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

All characters get the following by leveling up regardless of profession:

  • Each level up you get your secondary gen dice rolls for Vitality, Soul, and Power.
  • Each level up you get 1d4 stat points
  • Each level up you get 1d6 trait points
  • You can acquire 1 skill of choice in or out of profession.
  • At level 1 you have an initial 1d6 trait points that you can assign as desired
  • Your profession will also provide bonuses when you level up
  • You can start with 1 spell, and gain a new spell on every odd number level whether you are a runic mage or not.

Thieves gain the following through leveling up every other level:

LevelBonuses
2+1d4 to Charisma; 2 skills, 1 ability
4+1d6 to Speed; 1d4 to Charisma; +1d4 trait points; +1 skill and ability
6+1d4 Soul; +1d6 to Speed traits; +1d4 to Charisma Traits; +2 skills and 1 ability
8+1d8 trait points; +1d4 Vitality; +1d4 skills; +1 ability
10+1d10 Stat Points; +1d6 trait points; +1d4 skills; +1d4 abilities
12+1 to all Wisdom traits; +2 skills; +1 ability
14+1 to all Speed traits; +1 skill; +2 abilities
16+1 to all Charisma traits; +1d4 skills; +1 ability
18+1d8 Speed; +1d4 Charisma; +1d6 trait points; +1d4 skills; +1 ability
20+1 to all Speed traits; 1d4 abilities
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4) Skills

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

4.1) Thief Skill Progression

4.2) Thief Skills

Skill Stat Cost Range & Area Duration Check Roll Effects Requirements
Advanced Piercing Proficiency N/A self instant Hard Critical

Increases Hit Chance 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 instant Hard Critical

Increases Hit Chance 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

+1d10 to Hit Chance

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 instant Normal Critical

Increases Hit Chance by 1 and piercing damage by 1.

Must have a piercing weapon equipped.

Basic Slashing Proficiency N/A self instant Normal Critical

Increases Hit Chance by 1 and 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

Increase Hit Chance by Luck score for the thrown attack.

Throw Empowerment

Master Piercing Proficiency N/A self instant Impossible Critical

Increases Hit Chance by 4 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 instant Impossible Critical

Increases Hit Chance by 4 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 instant Normal Critical -2

Increases Hit Chance by 2 and 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 instant Normal Critical -2

Increases Hit Chance by 2 and 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. Your hit chance is increased by 2 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.

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, giving you a +3 to Hit 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 instant Easy Critical

With this skill you double your throw range and increase the thrown damage and hit chance by +1.

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. Hit Chance per throw. 

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 your Hit Chance by 3.

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

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5) Thief Abilities

These are abilities that are unique to the thief profession. Only thieves can obtain and use these abilities:

Ability Effects Requirements
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

Increase Hit Chance 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 increasing Hit Chance by 2. 

N/A

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