Figure I’d toss up my friend’s play book idea for perusal.
Originally shared by Michael Ostrokol
Brainstorming alternate Thief starting moves for a playstyle more closely emulating Garrett, Corvo, etc.
Stealth
The bread-and-butter of your trade. Thieves can hold up to 3 Stealth at any given time while moving unseen. If spotted, lose all Stealth.
Hide in Shadows
When you lurk unobserved before acting roll +Dex and… on a 10+, gain 3 Stealth
on a 7-9, gain 1 Stealth and choose one:
* you are forced into immediate action
* the situation was more complicated than you thought
* others become suspicious of your presence
On a Miss, mark XP and you’re spotted or a prime opportunity is lost to you (GM chooses)
Backstab
When striking at an unaware opponent spend Stealth to create an advantage, damage an opponent’s armor, or add additional dice to your damage dealt, one for one.
If you are dealing lethal damage, take the best two dice, otherwise sum the entire roll to knock your opponent out.
Catlike Reflexes
When Defying Danger with Dex take +1 for each point of Stealth spent.
Casing the Joint
Add the following questions to Spout Lore:
* Where are the most inconspicuous entrances and exits?
* What is the most valuable loot here?
All in the Wrist
When faced with a door, chest or other object locked by mechanical means, roll +Int to pick the lock. On a 7-9, you expose yourself to danger, betray your location, or the loot inside wasn’t as valuable as you thought.
Ghost
When you move with grace and care spend 1 Stealth to ensure that you remain unseen, so long as your action succeeds.
Pretty cool…definitely gives the Thief a different feel. The as-written Thief is very much a 2nd ed., explorer-type guy, whereas this one seems a little more, I don’t know, Thief-y.
Pretty cool…definitely gives the Thief a different feel. The as-written Thief is very much a 2nd ed., explorer-type guy, whereas this one seems a little more, I don’t know, Thief-y.