Latest revision |
Your text |
Line 1: |
Line 1: |
| [[TKDCC:Main Page]] | | [[TKDCC:Main Page]] |
− |
| |
− | You are a hulking, skulking thug waiting
| |
− | for your next victim, a dexterous
| |
− | wall-climber cozening treasures from
| |
− | ostensibly impenetrable vaults, a fleet-footed
| |
− | cutpurse outrunning shouting pursuers through
| |
− | a crowded market, or a brooding killer stalking
| |
− | a difficult target.
| |
− |
| |
− |
| |
− | Thieves can be big or small, fast or slow, tall or
| |
− | thin, but they all have one thing in common: they
| |
− | survive not by sword or spell, but by stealth and
| |
− | cunning.
| |
− |
| |
− |
| |
− | Hit points: A thief gains 1d6 hit points at each
| |
− | level.
| |
− |
| |
− |
| |
− | Weapon training: A thief is trained in these
| |
− | weapons: blackjack, blowgun, crossbow, dagger,
| |
− | dart, garrote, longsword, short sword, sling, and
| |
− | staff. Thieves are careful in their choice of armor,
| |
− | as it affects the use of their skills.
| |
− |
| |
− |
| |
− | Alignment: Although thieves have little regard
| |
− | for the laws of civilization, they are not necessarily
| |
− | chaotic.
| |
− |
| |
− |
| |
− | Lawful thieves are ubiquitous, and they belong
| |
− | to institutions of organized crime: guilds of beggars
| |
− | who feign illness to fleece the generous, pirate
| |
− | gangs that hijack innocent travelers, or organized
| |
− | brigands who charge “protection fees” for
| |
− | certain routes. They are fences who dispose of
| |
− | stolen goods, enforcers who maintain the pecking
| |
− | order of the underworld, and petty burglars
| |
− | who work their way up to become mob bosses.
| |
− | Chaotic thieves operate as independent agents.
| |
− | They are assassins and con artists, swindlers
| |
− | and sociopaths, or outright murderers and killers.
| |
− | They acknowledge no master aside from the
| |
− | glint of gold.
| |
− |
| |
− |
| |
− | Neutral thieves are double agents: the kindly
| |
− | housekeeper who filches valuable baubles while
| |
− | the master sleeps, the “inside man” who leaves
| |
− | the vault unlocked one night, or the urban spy
| |
− | who sells secrets to his court’s enemies.
| |
− | Thieves’ Cant: Thieves speak a secret language
| |
− | called the cant known only to members of their
| |
− | class. This is a spoken language with no written
| |
− | alphabet. Teaching the cant to a non-thief is
| |
− | punishable by death. Certain double-entendre
| |
− | phrases in Common have an alternate meaning
| |
− | in the cant and are used by thieves to identify
| |
− | their brethren covertly.
| |
− |
| |
− |
| |
− | Thieving skills: A thief learns certain skills that
| |
− | aid his illicit pursuits. A thief can pick locks, find
| |
− | and disable traps, sneak silently, hide in shadows,
| |
− | climb sheer surfaces, forge documents, pick
| |
− | pockets, handle poison, and read languages.
| |
− | The thief’s alignment determines his interests,
| |
− | and those interests determine his rate of advancement
| |
− | in the various thieving skills. The
| |
− | thief receives a bonus to his skills based on level
| |
− | and alignment, as shown on table 1-9.
| |
− |
| |
− |
| |
− | To use a thief skill, the player rolls d20 and adds
| |
− | his modifier. He must beat a DC assigned to
| |
− | the task at hand. An easy task is DC 5, while an
| |
− | extremely difficult task is DC 20 – for example,
| |
− | picking an extraordinarily well crafted lock, or
| |
− | picking the pocket of an alert guard. In some
| |
− | cases, the judge may make the roll for the character,
| |
− | and the result will not be known until
| |
− | some trigger event occurs (e.g., a forged document
| |
− | may not be truly tested until presented to
| |
− | the king’s commissary).
| |
− |
| |
− |
| |
− | A thief needs tools to pick locks, find and disable
| |
− | traps, climb sheer surfaces, forge documents,
| |
− | and handle poisons. A 1st-level thief must purchase
| |
− | a set of thieves’ tools that allows him to
| |
− | use these skills.
| |
− |
| |
− |
| |
− | Lawful thieves (path of the Boss): good with hiding, climbing, disabling traps / bad with forgery, disguise, read languages, poisons
| |
− |
| |
− | Neutral thieves (path of the Swindler): good with sneaking, pickpocket, climbing, forgery / bad with backstab, disguise, read languages, poison
| |
− |
| |
− | Chaotic thieves (path of the Assassin): good with backstab, disguise, poison / bad with pickpocket, disable trap, forgery, read languages
| |