Saturday, March 30, 2019

Reappropriation

THIEF (rogue, spy, burglar, assassin)

1
Deft 1d6, Greed
2
Skilful
3
Deft 2d6
4
Skilfull, Anticipate 1/day
5
Deft 3d6
6
Skilfull
7
Deft 4d6
8
Skilfull, Anticipate 2/day
9
Deft 5d6
10
Skilfull

Starting Skills: any one expertise, bolt, stealth, and one other
Deft: After making an attack roll against an unknowing or flatfooted opponent, or when making a skill test, you may add a d6 to your total. The number of d6s you may spend per day increases with every other level.
Greed: Every time you personally acquire more money than you’ve ever seen before, you may subtract one point from one of your primaries attributes to add one point to another primary attribute.
Skilfull: Every even level, a thief may either gain a new skill or select a specialty in a skill they already possess. A specialization confers a new ability related to that skill.
Table 4: skill specializations
Logistics: when you succeed a test, you may forgo staying under budget to pick two.
Stealth: spend a deftness die to let an ally use your result on the next shared stealth roll
Craft: when you succeed in appraisal, you know if the item was stolen.
Expertise: you can use the skill to babble. Among laypeople, you can apply an existing expertise skill to create convincing misinformation. This can be used as a sort of performance.
Acrobatics: If you succeed by 5+, you perform the stunt silently.
Rumor: New move: incept. You manipulate a group into starting a project. If you succeed by less than five, pick one. If you succeed by 5+, pick three. The project is under budget, effectively directed, meets its deadline, you get inside knowledge of the project, you’re sure no one witnessed your machinations, you are not mentioned in the project’s plans,
Nonverbals: you automatically detect when someone is using the nonverbal skill
Spellcraft: You can dismantle existing magical wards and effects as per the craft ability. You get a penalty to the roll equal to the level of the spell effect.
Implicature: when you succeed on a bargaining test, you may forgo dealing honestly to pick two.
Survivalism: You and a number of allies equal to your level leave no tracks.
Perform: you may pass on secret messages in your art, just like using nonverbal communication.
Bolt: If you succeed, pick two.
Diligence: you can use intelligence instead of wisdom to endure tedium and practice a trick. You can use charisma instead of wisdom to check in with allies
Library Science: you may pick “you find the most valuable works.”
Sleight: In the time it takes to make one test, you may conceal a number of items equal to your level.
Psychology: You may pick “the mark is quickly analyzed” when performing analysis.
Anticipate: Once per day, when in combat, a thief can make a specific prediction about what action a foe will take. If the foe takes that action on their next turn, it provokes an attack or other standard action from the thief, and the thief adds a d6 to the pool they can use that combat with the deft ability.

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