Thieves
Thieves are your common criminals who steal to survive or who believe that the world and everyone in it owes them something. Either way thieves prey upon others who are more fortunate than themselves. Brought up in life as they are, thieves are looked and frowned upon, or so when one notices them, for thieves have the gift of not being able to be seen when they don't want to be. Being able to blend in with the crowd or slip unnoticed into the darkness of shadows. His abilities to sneak around unnoticed even in the heaviest of crowds is truly admirable.
Mimimum Requirements: Dexterity 12, Swiftness 12
Thieves begin with the following Skills:
| Combat Values: | Begining Value | Thieving Ability | Begining Value: | ||||||
| Attack | Str ÷6 | Pick Pockets | Dex ÷4 | ||||||
| Dodge | Swift ÷5 | Open Locks | Int ÷6 | ||||||
| Parry | Int ÷6 | Find Traps | Int ÷6 | ||||||
| Magic Dodge | Int ÷7 | Remove Traps | Dex ÷6 | ||||||
| Shooting | Dex ÷4 | Scaling | Str ÷5 | ||||||
| Throwing | Dex ÷5 | Shadow Meld | Swift ÷5 | ||||||
| Move Silently | Swift ÷6 |
Pick Pockets: This is the thieves ability to filch small items from people's pockets/pouches. A successful roll means he succeeds in getting the item while a failed roll means he doesn't. In either case it does not mean that the thief has been caught. A percentile roll will determine if a thief has been caught or not. The percent being 2 % for every point of wisdom the target has + 3% per point scored on the pick pockets roll. (i.e. The thief scores a 15 to pick the pocket of a man w/ a 13 will This man has a 71% chance of catching the thief in the act. (13 X 2) + (15 X 3)= 71* For easier game play game masters may want to give most creatures a base value calculated by there race's wisdom.
Open Locks-- Locked doors are a very poor defense against the tallented thief. His ability to pick the most difficult of them all with but the smallest tools is commendable. By taking the time to examine a lock a thief has the ability to pick it (w/ the proper tools I might add) The amount of time it takes can be but mere moments to minutes on end. The amount of time it takes mainly depends on the quality of the lock (determined on a 10 sider... 1 being poor 10 being the highest)
| Lock Quality: | Time Needed: | Successful Rolls Needed: | |||||||
| 1-2 | 10 seconds | 1 | |||||||
| 2-3 | 30 seconds | 1 | |||||||
| 4-5 | 1 minute | 1 | |||||||
| 6-7 | 2 minutes | 2 | |||||||
| 8-9 | 4 minutes | 3 | |||||||
| 10 | 5+ minutes* | 5+* |
*Dm Discresion
Note these however are among the common locks there are and other locks may require more time as the game master sees fit. A thief may try as many times as he likes to pick a lock. Note however a failed roll means he must start over. So that a thief picking a lock of medium quality (6-7) would need to succeed twice to pick the lock...if he succeeds the first time but fails the second...he must start over again... needing 2 successful rolls in a row to pick it successfully. On a botched roll the thief manages to screw up so badly that the fine tools that he uses...break and get stuck in the lock. This makes the lock unpickable and unusable by a key until replaced or repaired by a locksmith.
Open Magical Locks: Thieves are unable to open magically locked doors unless they have some sort of magical aid at their disposal. This may come from a hired magic user or other sources but are far from cheap.
Finding Normal Traps: On occasion a chest, a door or some closable item may be found to have some sort of trap installed to keep ones such as thieves from bothering the contents to easily. Normally these are just mere alarms set to go off when the item is opened incorrectly or at all. The thieves ability to find these traps is indeed an asset that many an adventurer has gone without. It is indeed one of the key factors to sneaking around and obtaining what one desires without anyone ever knowing you where there...until it's too late that is. Finding traps is the easy part of it all though...for the next and more difficult task is if a trap is indeed found is to remove or disarm them.
Removing/Disarming Normal Traps: If indeed a trap is found a thief has the option to remove it, this also includes the ability to disarm a trap if removal is not possible. Not all traps are made the same and the thief usually gets only one shot at Removing/Disarming a trap and it's an all or nothing deal. If a thief fails to succeed in his roll there is a 7% chance per point on the die that he sets the trap/alarm off.
Finding,Removing/Disarming Magical Traps: A thief may find a magical trap on 1/4 his normal find traps score when searching for a trap (either magical or non-magical). However if he does find a magical trap he cannot disarm/remove it w/out magical aid of some sort usually from a hired magic user..but such services are usually not cheap.
Scaling: Scaling is a thieves abilty to climb even the smoothest surfaces like no other can. Many thiefs just seem to stick to the walls unnaturally, to those who see one in action. Slippery walls prove to be more of a hassle for a thief but nevertheless even then they have been know to dart up them like nothing. Extremly slippery surfaces such as ones that have been intentionally greased for such reasons can be scaled as well but w/ a negative imposed as seen fit by the Game master. This negative is secretly in place and a player does not know of success or failure until otherwise told so by the game master.
Shadow Meld: Shadow melding is indeed one trait thieves have been renound for. They simply blend into the shadows w/ perfect accuracy. Some say that thieves pull the shadows around them and enclose themselves in it, such as one would pull a blanket around themself. Others say they see the light bend around the thief to make him less noticable. Even in the most minor of shadows that thieves stand in, it seems to offer them some sort of coverage as many people will walk by paying no heed to him. But in the darkness of the night a thief walks the world using the darkness as his blanket and comfort.
Moving Silently: Another ability that thieves are known for is being able to sneak past people remaining unheard. Some state that a thief can wrap a bubble around him in which no sound can escape. These are just rumors however. But many wonder if they have been plundered by a thief or a superior being as even dogs have not sensed the passing of a thief into a keep or stronghold.
Assassins
Murders for hire, assassins, are ruthless mercenaries hired to slay people...for a price of course. They use the night as their guide and flit from shadow to shadow unseen and unheard. They stalk their pray in secrecy only revealing themselves long enough to strike them down and then dissappear without a trace.
Minumum Requirements: Willpower 15, Dexterity 12. Swiftness 14
Bonuses: An assassin begins with the following skills:
| Combat Value | Begining Score | Assasin Skills | Begining Score: | ||||||
| Attack | Str ÷6 | Open Locks | Int ÷6 | ||||||
| Dodge | Swift ÷ 5 | Finding Traps | Int ÷6 | ||||||
| Magic Dodge | Int ÷ 6 | Disarming Traps | Dex ÷7 | ||||||
| Parry | Int ÷ 6 | Scaling | Str ÷5 | ||||||
| Shooting | Dex ÷ 5 | ||||||||
| Throwing | Dex ÷ 5 | ||||||||
Assassins are gifted w/ the ability to call upon the power of the shadows that surrounds them and their dark nature. An assassin can manipulate the shadows around him to furthur his cause.
An assassin begins the game with (will ÷ 6) points in his Shadow magic skill. He also starts w/ his (will ÷ 3) x 10 Shadow magic points which he can use in numerous ways..a few which are listed below:
By Spending 5 Shadow magic points an assassin may:
Create a small bubble of silence around him This bubble absorbs all sounds that come from within it..including a victims last scream. While sound exists inside the bubble it does not travel beyond the 3 ft radius that it creates. This bubble lasts for one minute per unused Shadow point in his Shadow magic skill, at which point he must spend additional Shadow magic to sustain the ability.
To have eyes from any shadow he chooses up to 50 ft away per level in his shadow magic skill. He may also look from another shadow for each unused skill level he possesses in his shadows magic skill for 1 additional point per shadow. This effect can last for 2 minutes per unused level in his Shadow magic skill at which point he must again pay the magical cost to sustain it.
The assassin can see in the darkness as if it were pure daylight out. Note however this makes his eyes extremely vulnerable to any immdiate light source. This lasts for 10 minutes per unused point in his Shadow Magic Box. At which point he must spend additional Shadow magic to sustain the ability.
By Spending 10 Shadow Magic Points an assassin may:
Wrap the shadows around him making himself invisible to everyone as long as he remains motionless. For double this cost he may walk slowly as well, while remaining undetected. This lasts for 5 minutes per unused level of shadow magic. At which point he must spend more magic to sustain the ability.
To extend his hearing to any shadow he chosses up to 50 ft away per unused level in his shadow magic. He may also choose to listen from other shadows as well at the same time up to the amount of his unused shadow magic for 1 additional point each. This effect lasts 2 minutes per unused level of shadow magic he has at which point he must again pay the magical cost to sustain it.
By spending 25 + points of Shadow Magic an Assasin May:
Teleport from one shadow to another in an instant as long as that shadow is large enough for his body to fit in. The range he can teleport is 5 yards per unused level of shadow magic. In addition to this he may gain 2 yards per every unused level of shadow magic for every 5 additional Mp spent. This effect is instantatious.
These are a few of the things assassins can do w/ his shadow magic. The player has the option of doing what he wants w/ this ability at the discreation of the Game master. A few notes however: The assassin must work w/ pre-existing shadows even if it is his own. If it is daylight out the usage of his magic from smaller shadows is greatly increased.
You may have noticed me mentioning unused levels of shadow magic many times over during the reading of his abilities and I wish to go into more details with that to clear up any confusion. Say and assassin has attained a level 3 in his shadow magic.
Shadow Magic:
Say he is currently using his eyes of the shadows ability to watch a guard around the corner of a building. This uses 1 shadow magic skill level :
Shadow Magic:
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...As long as he has that ability in effect he now has 2 levels availible for him to use for additional magic. He can sustain eyes of the shadow for 3 rounds..(the original round of activation and the two unused levels) before he has to pay more Mp to upkeep it.
The 3 rounds go by and he pays the additional Mp to upkeep the ability as he sees another guard approaching the first one. Now he activates the ability to hear from shadows (while still using Eyes of the Shadow).
Shadow Magic:
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At this time he has 2 levels of Shadow magic in use. He can sustain one of his abilities for 2 rounds before having to pay Mp for it and the other for only 1 round as he has no more unused levels of shadow magic.
Feeling the Strain he decides to drop his eyes of the shadow technique as to have more time w/ his hearing:
Shadow Magic:
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Now he can sustain his hearing from the shadows for 3 rounds rather than 1 or 2 before having to pay more Mp.