Thief Discipline

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The Thief is a discipline for Fourth World, a "drift" of Dungeon World for playing in the setting of Earthdawn. This text is available under the Creative Commons Attribution-ShareAlike 4.0 International license.

Several PDF versions of this playbook can be downloaded from the Fourth World 1.5 page.

Stats

Damage Die: d8
Favored Stats: dex, con
Load: 9
HP: 6+Constitution

Look

Gaze: shifty, criminal, mischievous
Appearance: messy, official, suave
Accoutrement: hooded, fancy, common
Body: lithe, knobby, flabby

Species

Dwarf: When dealing with traps with complex metal mechanisms, improve the result by one step.

Elf: When you successfully discern realities about places or situations, ask an additional question.

Human: When you spout lore or discern realities about criminal activities, improve the result by one step.

Ork: When you deal damage with a hand weapon, deal +2 damage.

T’Skrang: When your tail aids you performing tricks of the trade, take +1.

Windling (astral sight): When you deal damage with a near weapon, deal +2 damage.

Flags

Select 2 flags.

Starting Moves

Trap Expert

When you spend a moment to survey a dangerous area , roll+ DEX . On a 10+ , hold 3. On a 7–9 , hold 1. On a hit , you may spend one karma to gain +1 hold. Spend your hold as you walk through the area to ask these questions:

  • Is there a trap here and if so, what activates it?
  • What does the trap do when activated?
  • What else is hidden here?

Tricks of the Trade

When you pick locks or pockets or disable traps , roll+ DEX . On a 10+ , you do it, no problem. On a 7–9 , you still do it, but the GM will offer you two options between suspicion, danger, or cost.

Warding Ritual

You habitually make a ritualized gesture and incantation to protect yourself from magic. When a magical effect (spell, trap, etc.) would harm you , roll+ CON . On a 10+ , you are unaffected by the magic. On a 7–9 , choose one:

  • you suffer the effect to a lesser degree
  • you are unaffected, but the effort is exhausting: mark a debility of your choice.
  • you are unaffected, but your gesture will no longer work until you next make camp.

Razor Diversion

Add the following to the hack and slash list:

  • Reduce your base damage die to a d4 for the attack and pilfer a reachable item from the target’s pocket or person.

Expressions of the Mask

When you create art with acting or poetry , take +1. If you present the result in a successful greeting ritual, take +1 forward to any CHA test involving the recipient.

Talents

You may weave threads into talents, if you meet their requirements:

☐ Shoot First

You’re never caught by surprise. When an enemy would get the drop on you, you get to act first instead.

☐☐☐ Surprise Attack

When you attack someone up close and they don’t see it coming , deal your damage or roll+ DEX . On a hit , deal your damage and choose one. On a 10+ also choose another. You may spend karma to make one additional choice, even on a miss.

  • Deal + DEX damage.
  • Strike a weak spot, ignoring their armor.
  • Slip away before they can react.
  • They can’t make noise or raise an alarm.
  • Create an advantage, +1 forward to you or an ally acting on it.
  • Reduce their armor by 1 until they repair it.

Second thread (requires circle 2): When using a precise or hand weapon, make an additional choice on a successful surprise attack, and add the following choice:

  • Deal +1d4 damage.

Third thread (requires circle 6): When using a precise or hand weapon, roll damage for a surprise attack twice, taking the better result, and all other attacks deal +1d4 damage.

☐ Tyranny of Possession

When you see or come to know about a thing you want , roll+ INT . On a 10+ , ask the GM three questions about it. On a 7–9 , ask two. On a miss , ask one anyway, but your desire is betrayed to everyone who cares (and some who don’t):

  • What happened to it recently?
  • What is it really worth, all things considered?
  • What protects it and keeps it where it is?
  • Who will notice it’s missing?
  • Who will try to keep it from me?
  • Who will want it once it is mine?

☐☐ Underdog

When you’re outnumbered , you have +1 armor.

Second thread (requires circle 6): You always have +1 armor. When you’re outnumbered, you have +2 armor instead.

☐☐ Cautious

When you use trap expert you always get +1 hold, and may spend karma to get hold even on a miss.

Second thread (requires circle 6): When you use trap expert, on a 12+ also gain: the next time you come near a trap the GM will immediately tell you what it does, what triggers it, who set it, and how you can use it to your advantage.

☐☐ Connected

When you put out word to the criminal underbelly about something you want or need, roll+ CHA . On a 10+ , someone has it, for a reasonable price. On a 7–9 , you’ll have to settle for something close or it comes with strings attached, your call.

Second thread (requires circle 6): When you put out the word that you want to meet with someone, roll+ CHA . On a 10+ , someone can set up a meeting, with circumstances in your favor. On a 7–9 , you can meet with them, but there are strings attached or the circumstances are less than ideal.

☐ Silk Walker

When you run across a surface that cannot hold your weight , roll+ DEX . On a hit , you make it across gracefully and without trouble. On a 7–9 , you also expose yourself to danger somehow—the GM will tell you how.

☐☐ Stealing Space

When you stand in defense of yourself you always get +1 readiness, and may spend karma to gain readiness even on a miss. You may also spend readiness to:

  • Avoid all damage from a ranged attack
  • After an attack on you, maneuver out of the attacker’s reach

Second thread (requires circle 4): When you stand in defense of yourself you may hack-and-slash without losing held readiness.

☐☐ Sympathetic Ward

Your warding ritual also guards anyone you are touching; they resist as you do.

Second thread (requires circle 6): When your ward protects you, on a 12+, the magic rebounds onto its caster, affecting them instead of anyone else.

☐ Mimic

When you have time you may transform your appearance and voice to mimic another creature of about the same size and shape. Your actions can give you away but your appearance and voice won’t. Restoring yourself to normal takes about the same time.

☐ Social Climber

When you set your heart on conniving your way into a certain social position , the GM will sketch out a relationship map or diagram to help you plot your approach. Working together, make note of a number of useful circumstances equal to your level, and take +1 forward when you make use of them. You can only work towards one position at a time.

☐ Evasion

When you defy danger on a 12+, you transcend the danger. You not only do what you set out to, but the GM will offer you a better outcome, true beauty, or a moment of grace.

☐ Shadowcloak

When you hide in shadows or darkness , you cannot be detected by any normal means until you reveal yourself.

☐ Xanatos Heist

When you research and plan to steal something , name the thing you want to steal and hold 3. When you encounter a setback or something unexpected during the theft, spend one hold to explain how you anticipated this all along. Describe the contingencies you put in place to handle it, within reason, and it becomes so.

☐ Unmask

You can see through illusions, disguises and concealment.

Gear

appropriate artisan tools (1 weight)
dungeon rations (uses: 5, ration, 1 weight)
leather armor (1 armor, worn, 1 weight)
10 coins

Choose your armament:

☐ short sword (close, 1 weight), dagger (hand, 1 weight)☐ rapier (close, precise, 1 weight)
☐ stiletto (hand, precise, 1 piercing, 1 weight)
☐ whip (reach, dangerous, entangling, 1 weight)


Choose a ranged weapon:

☐ throwing knives (thrown, near, ammo: 3)
☐ ragged bow (near, 2 weight), bundle of arrows (ammo: 3, 1 weight)Choose one:

☐ adventuring gear (uses: 5, 2 weight)
☐ healing potion
☐ tiny, rougish pet (beast)