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.

 


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