Thief

In and out of the shadows, a dark figure darts. Silently moving into the alcoved doorway. A thin barrel of metal with a hooked end injected into the lock and with a noiseless twist, the lock slides open. Within minutes, she re-emerges, her prize neatly stuffed into her leather jerkin.
 

Players Handbook (page 21)

 
The profession of thief is not dishonorable, albeit is neither honorable nor highly respected in some quarters.   The primary functions of a thief are: 1) picking pockets, 2) opening locks, 3) finding/removing traps, 4) moving silently, and 5) hiding in shadows. These functions are basically self-explanatory. The chance for success of any performance is based on the ability level of the thief performing it. This is modified with respect to picking pockets by the experience level of his or her victim and by the powers of the observer with respect to hiding in shadows.
 

House Rule

 
The secret thieves cant language is minimalistic and not a complete language. It involves hand signals, and therefore cannot be used to hold a secret conversation between thieves (especially if their hands are tied). It is more phrase like, and related exclusively to thieving activity, such as this persons the mark, the target house is clear or ready.   Thieves do not automatically gain the ability to read languages merely by increasing in level. Rather, they have the ability to learn to understand a language, but must spend non-advernturing time doing so, in a location where the language can be taught, either from a natural born speaker, colony, or active tuition from someone who already can speak the language. See Character Languages
 

Base Chance to

 
The base percentage chances are replied by enhancements to skills when performing the said action.   Note "blending into crowds" is treated as "hide in shadows". Also note, that "walking across planks", "traversing building rooftops" and "crossing tight ropes" in city skyline type is treated the same as "move silently" activity.

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