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⬅️ Previous capture (2021-12-03)
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Thief
Thieves are part of the cunning underbelly of The Source. Thieves control a large part of the economy due to their sheer number of connections and aptitude in trade.
Basic Rules
Your basic attacks do d6 damage.
When you attack an unaware opponent, treat any 6- results as 7-9 instead and add an extra d6 to your damage roll. When you try to pass unnoticed, you may treat a 6- result as a 7-9 instead.
You are well-connected. When situations come up and you need to know someone, roll for Charm:
- On a 10+, that person will act like they owe you a favor
- On a 7-9, that person will think you owe them a favor
- On a 6-, that person will want a lot more than they would want normally
Make sure to keep a list of your connections and any notes about them. They will remember.
Advancements
- **Artful** - Gain +1 Clever.
- **Resolute** - Gain +1 Learned.
- **Popular** - Gain +1 Charm.
- **Worldly** - Take an advancement from another class.
- **Light-Footed** - Light armor doesn't take up an inventory slot.
- **Marksman** - You deal +2 damage with ranged weapons.
- **Eagle Eye** - You're never caught by surprise. If an enemy would surprise you, you act first instead.
- **Underdog** - When you're outnumbered, you have +1 armor.
- **Slippery** - Light armor prevents two damage per attack instead of one.
- **Assassin** - When you roll a 12+ to attack an unaware enemy, add another d6 to your damage.
- **Wary** - When you attempt to avoid or disable a trap, add your Dexterity and Intelligence to your roll.