32 lines
1.5 KiB
Plaintext
32 lines
1.5 KiB
Plaintext
# Thief
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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.
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## Basic Rules
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Your basic attacks do d6 damage.
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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.
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You are well-connected. When situations come up and you need to know someone, roll for Charm:
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* On a 10+, that person will act like they owe you a favor
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* On a 7-9, that person will think you owe them a favor
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* On a 6-, that person will want a lot more than they would want normally
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Make sure to keep a list of your connections and any notes about them. They will remember.
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## Advancements
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* **Artful** - Gain +1 Clever.
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* **Resolute** - Gain +1 Learned.
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* **Popular** - Gain +1 Charm.
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* **Worldly** - Take an advancement from another class.
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* **Light-Footed** - Light armor doesn't take up an inventory slot.
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* **Marksman** - You deal +2 damage with ranged weapons.
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* **Eagle Eye** - You're never caught by surprise. If an enemy would surprise you, you act first instead.
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* **Underdog** - When you're outnumbered, you have +1 armor.
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* **Slippery** - Light armor prevents two damage per attack instead of one.
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* **Assassin** - When you roll a 12+ to attack an unaware enemy, add another d6 to your damage.
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* **Wary** - When you attempt to avoid or disable a trap, add your Dexterity and Intelligence to your roll.
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