flight-journal/the-source/classes/thief.gmi

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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.