Master Thief
Advanced trap setting, lock picking, speed searching, and stealth mastery.
Normally, only one trap may be attached to one trigger. This skill allows the character to add an extra trap tied to the same trigger for each purchase of this skill up to a maximum of three traps, one extra per purchase of the skill. The extra trap must be added when the trap is set and cannot be added to an existing trap. Each slot can be filled with any trap as per the set trap rules, and can be the same or different trap types. All in-game costs must be paid for each trap the character sets.
When the trap goes off, one defense is needed for each trap set. So, for example, if a trap is set with three 10 damage fire traps in a 10 foot radius, the affected character(s) would require three separate defenses. One Trap Dodge skill will stop all the slot in a trap.
To set the trap, the character should place the three separate trap tags onto the trap and set the trigger accordingly. If the trap is disarmed, the character may take the trap tags, but may only set the same trap if they have the same number of purchases of the Advanced Set Traps skill as was originally used.
This skill allows the character to double their weapon damage for one swing when attacking from behind. The player should double the amount of damage their character is swinging including base weapon damage, Damage Bonus, Strength Bonus, alchemical affects or magic bonuses. The character must be approximately 90 degrees behind their target to be considered behind them. The character cannot reach their arms around the target to use their Critical Backstab skill. A Critical Backstab does not have to be delivered from surprise. This skill can be used with the Waylay skill to double the damage of the Waylay skill. The player should suffix the damage they call with the word “Crit”. This skill is not used if the character misses their target or the attack is blocked. If they succeed in striking their target or if the target calls an appropriate defense, the skill is used. This skill does not double any additional damage from the Heal Wounds skill, Wounding skill, or Elemental Pool Points.
This skill allows the character to distract another character for 10 seconds. While distracted, the character cannot take any offensive action or theft against the target character. The target character cannot be Killing Blowed. Should the distracted character be attacked or any violent action takes place within 10 feet of them the character is no longer distracted.
The targeted character should roleplay being distracted by something for the duration of this skill.
To use this skill the character needs to hit the target character with a spell packet and call “Distraction”. This skill cannot be combined with the True Aim skill. This charm like skill can be stopped by an Iron Will or a use of the Hypnosis skill used defensively. This is not stopped by martial or magical defenses that stop physical attacks. The target of this skill is aware that they have been distracted by the character.
This skill will allow a character to avoid any one magical or physical attack, even from surprise. If the attack is an area affect attack, this skill does not allow the character to move to avoid the area of affect. The character may dodge an attack even while encumbered, for example when carrying a body or other heavy items. The character may also dodge when blinded or unable to see the attacker or the attack. However, the character cannot dodge an attack if they are immobilized in any way, or if they intentionally touch or pick up an item or person. This includes areas or parts of a structure that a character intentionally touches. A character is considered immobile if they are affected by a Pin, Bind, Paralysis, Imprisonment spell or similar effect or if they are held by another character. A character in a Magic Sanctuary spell must drop the sanctuary in order to dodge.
The character must call “Dodge” when they use this skill. This skill is always used once called.
This skill allows the character to skillfully escape from any mundane restraint that bind their arms and/or legs. This includes ropes, shackles, webs, Paste of Binding, Tangler Trees, Entomb attack of an Earth Elemental, etc. This skill will not allow the character to escape from magical bindings such as Pin, Bind, being paralyzed, etc.
Only one use of this skill is needed to free both the character’s arms and legs. This skill cannot be used as a defense and can only be called after the character is affected by the restraint.
The character must call “Escape” when they use this skill. The player may, if they wish or need to, call a Hold to remove the bonds.
This skill allows the character to set traps with no minimum time requirement other than the time it actually takes the player to set the trap. Additionally, it gives the character an extra free rank of Set Traps. So, if the character has Set Traps 4, then can set traps as if they had Set Traps 5.
When a character purchases this skill they gain the ability to use: Waylay, Pick Locks, Disarm Trap Skills, Small Weapons, and Thrown Weapons.
Additionally, any Build Points the character may have spent on these skills are refunded when this skill is learned. So, if a character has Waylay, Pick Locks, Disarm Trap skills, the character would get back a total of 8 Build Points.
This skill works the same way as the Waylay skill with three exceptions. First, Master Waylay is delivered subtly so the character only needs to call the attack loud enough for the target to hear it. The character being attacked may be in combat but the character using this skill cannot be in combat. Finally, the character should prefix their damage with “Master Waylay.”
This parry skill allows the character to deflect any ranged attack including ones that use the True Aim skill or use any special martial skill, except the Slay skill. The character should call “Missile Deflect” to use this skill. This skill can be used even if it is delivered from behind, but not if from a surprise attack; therefore it is impossible to parry the Assassinate skill. It is also possible to parry an attack directed against someone else as long as they are within weapons length. A character cannot use a ranged attack to parry an attack for another. The character may block any low magic or Nature Magic spell that is not combined with a Perfect Aim skill for another character, but they then take the effect of the spell and must call an appropriate defense that will stop the spell in order to avoid the effects of the spell themselves.
This skill is always used once called.
This skill allows a character to pick the pockets of other characters. In order to use this skill the character needs an out-of-game pick pocket tool, which is an alligator clip with a piece of string attached to it. The length of the string starts out at 2 inches and increases by 1 inch for every additional purchase of this skill. The string should be knotted or marked at one inch intervals, and must be approved by a Rogue or Arms Marshal before use. Players may carry any number of clips of the appropriate length.
To use this skill, the character must first get a Rogue Marshal to marshal this skill then the character must place their pick pocket tool anywhere on the targeted character’s clothing or person. The clip may not be placed on weapons, shields, or props. Once the clip is placed on the character’s person the character walks over to the Marshal, only then are the items stolen. The Marshal will approach the targeted character and remove any single in-game item which the string can reach designated by the character using this skill.
This skill will not allow you to take items which hold other items, such as bags or pouches. Items may be retrieved from within pouches or pockets, from under clothing, or other items of apparel, as long as the string can touch the item while still clipped where the character placed it. The item pilfered can be no larger than the palm of the pickpocket’s hand in any direction. If it is larger then the palm the item is not stolen and the attempt fails. No item that is attuned can be stolen and the attempt automatically fails and the target character is alerted to the attempt.
Additional clips may be attached to the target character to steal additional items. Any interruption during the process results in a failed attempt. If the target character catches you placing clips or if you are caught by someone else, you have been caught red-handed and the last attempt fails – nothing is gained from that attempt.
A Marshal must be present to use this skill, no exceptions. If your Marshal is pulled away while marshaling your theft, the attempt fails, but you escape detection for the time-being. The Marshal has final say as to whether something can be pick pocketed.
A character may also use this skill to place items on a character. The character must still place the alligator clip in the area in which they intend to place the item and have the item they wish to place in-hand. When the clip is placed, the character using the skill gives the item to the marshal who then places it within the range of the string. The item to be placed must still be palm sized.
Out-of-game, personal items may be removed only at player’s discretion. Items actively held in the hand, being actively used by the target character, or under a glove may not be pick pocketed.
The character becomes immune to a type of poison and therefore they are immune to all forms of that poison. For example, if they become immune to death poison, then they are immune to Instant Death, Slow Death and Quick Death. Similarly, if the character is immune to damaging poisons then they are immune to all damaging poisons – 8, 12, 16, and 24 point versions. The following table outlines what categories the character can choose from.
Category
Amnesia Poison
Blindness Poison
Damaging Poison
Death Poison
Feeblemind Poison
Forget and Remember Poison
Love Poison
Paralysis Poison
Paranoia Poison
Silence Poison
Sleep Poison
Weakness Poison
The character may not become immune to solutions or potions.
This skill allows the character to disarm any one non-magical trap, seen or unseen, whether the character is aware of it or not. This skill cannot be used as a defense. The player must declare they are using this skill on something they suspect might be trapped. Then the door, box or item is opened and if there is indeed a trap it is automatically disarmed. If there is no trap then the skill is not used. The character must spend 10 seconds working on the suspected trigger to disarm it.
The character with this skill is able to pick any one non-magical lock the character can see and reach. The player must declare they are using this skill on something they suspect might be locked. Then the door, box or item is opened and if it is indeed locked, it is automatically unlocked. If the lock is not locked, then the skill is not used. The character must have in-game lock picks to use this skill. The character must spend 10 seconds working on the suspected object to unlock it.
This skill allows the Character to make more complex traps as defined in Set Traps Rank 1.
With this skill, the character is able to completely search an immobile – Unconscious, paralyzed, bound, etc. – character in 10 seconds. One hand must be in contact with the target character while calling “Speed Search 1, Speed Search 2… Speed Search 10”. The 10 seconds should be accompanied by an in-game frisking starting at the head or feet and continuing along the body, as the skill is easily recognizable as a frenzied search. The target must give up any ingame items they have in their possession, except those hidden by magical means or items that are attuned. Items located inside the searched character, swallowed items for example, are revealed as such, but the character must remove the item after the search is completed.
Only one character can search another character at a time. The target character is easily recognizable as having been searched.
This skill has only one use, to overcome obstacles encountered during game play which do not physically exist. It allows the character to traverse narrow surfaces and rope at a normal pace and fight normally so long as one foot remains on the representation. It cannot be used to walk along the roofs of out-of-game buildings or from tree branch to tree branch, but if the Marshal only describes the ledge or if the rope is only represented by a string along the ground then the character can use this skill. The Marshal will have final say as to whether the character successfully uses this skill.
This skill allows a character to escape the effects of a trap once it has been triggered. The character does not move from the spot they were in when the trap was triggered. The character can dodge a trap even if they were surprised. This skill may not be combined with Dodge, Jump, or any other movement-affecting skill. The character cannot dodge a trap that they intentionally set off.