Thief
Skill
If you plan on playing a serious thief then you may want to take the times to invest some points in the other trait "Lock Picking" and the Merit's "Acute Hearing" and "Danger Sense".
Level | Power | System |
1 | Sense Fortune | The thief recieves a slight pang in the back
of his head when he walks by a noticibaley large amount of valuables.
With a Roll of Perception+Intelligence Dif (Up to GM). |
2 | Pilfer | This will allow the thief to steal a small item
or trinket from an unsuspecting victem, all that is needed is a bump or
some other kind of skin contact.
Roll Stealth+Larceny (If you have it) Dif 4 plus Targets Alertness. |
3 | Steal | Now the thief can steal all most anything from
someone
with but a handshake or a simple touch. Roll Stealth+Larceny Dif 3+Tatgets Alertness. |
4 | Steal As Well | As above, save that the thief may steal more then one item without an additional roll. |
5 | Feather Walk | Spend 2 AP and then the Thief may walk on air
for
1d10 amount of turns. This is useful in evading traps and trackers. |
6 | Silence of the Dead | By spending an AP the thief can make it absolutely
quiet
in an area of 20 feet around himself for an hour. |
7 | Coin Shower | This is a slight illusion that the thief can
perform when
in need of money that he doesn't have. Roll Performance, and spend one AP, the Difficulty is the targets willpower. If successful the target will think he was given handfulls of money when he was given a handful of sand. |
8 | Sense Trick | Roll Perception Difficulty 3+ the tricksters Sento-Ryoko, if successful the thief will see through the trick. |
9 | Blink | The thief, from many years of running has gained the ability to move so fast that he seems to blink five feet in any direction but up, this power can be turned off, and in battle he may spend an AP and gain an extra turn. |
10 | Persuade | Spend 3 AP and Roll Charisma Difficulty the targets Willpower. The thief can get someone to agree with them on any subject. |