Post by simonw on Mar 16, 2014 16:35:40 GMT -6
I'm just working on a new 'old-school' S&S rpg "Towers & Tyrants" using the basics from Woodland Warriors (only uses D6, HD = hit points and attack dice and a few other changes to core S&W). The classes are Fighter, Thief and Sorcerer. Thieves are specifically tomb-robbers, rather than the more traditional "rogues". There is a race-as-class, called the Dendrelyssi which are loosely based on Melniboneans/Elves/Vadragh, who are both sorcerers and fighters. Sorcerers will be based on the Magus from Sabres & Witchery, with quite a few changes. There'll be evil serpent-men, bestial demons, raging elementals, lords of chaos, crawling horrors and other goodies. Here's the thief:
THIEF
Thieves are tomb-raiders, crypt-breakers and tower-robbers. They are at home creeping along long-forgotten tunnels and breaking into hidden vaults and musty chambers to steal whatever wealth the ancients buried with their dead. Sometimes thieves come away with great riches – other times they don’t come back at all, fallen to a trap or monstrous guardian. Thieves can turn their hands to street crime, such as picking pockets and mugging if needs be but most consider that type of activity beneath them. You might get a few nights board and lodging from a merchant’s purse, but you won’t get treasures beyond your wildest dreams! Thieves tend to work alone and ahead of the main party, scouting, removing traps and opening doors. When battle comes, they can defend themselves but when the fighting gets heavy they need their fighters.
Prime Attribute: Dexterity. If dexterity is 13+, you gain +5% to XP earned
Hit Dice: 1d6 (+1) at first level. Then per the Thief Advancement table.
Armour/Shield Permitted: Any, but with various modifiers to skills for heavier armour types
Weapons Permitted: Medium or light weapons only
Thief Class Abilities
Sneak attack (1st level): At first level, a thief who can catch his opponent unawares or get behind him can attack his opponent in a vital area for extra damage. The thief can only do a sneak attack with a light concealed weapon if he is in view or a light or medium weapon if behind. If the thief hits his target he can add another D6 to the damage he causes to a single target. At 6th level, he can add 2D6 to the damage caused to a single target by a sneak attack. He can do this with a ranged weapon, if within close range.
At first level, the thief chooses which of the following skills will be his primary (best), which will be secondary and which will be tertiary. He chooses two skills for each category.
Climb: Thieves are expert at breaking and entering – quite often this involves scaling ancient wizard’s towers or clambering out of pits they’ve fallen into. Roll this number to scale a wall, clamber along a ledge or even balance on a beam.
Locks: Thieves like to get into places where there might be hidden treasure. Normally, such places are behind locked doors or inside chests. Roll this number or higher to successfully defeat the lock.
Find: Thieves are good at finding hidden things – whether that is a disguised door in a wall, a secret compartment in a chest or a small object hidden in the lining of a cloak. Roll this number or higher to spot something that is deliberately or accidentally concealed.
Sounds: Thieves are good at listening for strange noises and are alert to unusual sounds. Roll this number or higher to hear a monster’s breathing in the shadows or a footfall from behind.
Stealth: Thieves are skilled at hiding and creeping. Roll this number or higher to bypass guards or to avoid being spotted.
Traps: Thieves are good at setting and removing traps and tripwires. If the thief is attempting to set or disarm a trap, roll this number or higher for success.
THIEF
Thieves are tomb-raiders, crypt-breakers and tower-robbers. They are at home creeping along long-forgotten tunnels and breaking into hidden vaults and musty chambers to steal whatever wealth the ancients buried with their dead. Sometimes thieves come away with great riches – other times they don’t come back at all, fallen to a trap or monstrous guardian. Thieves can turn their hands to street crime, such as picking pockets and mugging if needs be but most consider that type of activity beneath them. You might get a few nights board and lodging from a merchant’s purse, but you won’t get treasures beyond your wildest dreams! Thieves tend to work alone and ahead of the main party, scouting, removing traps and opening doors. When battle comes, they can defend themselves but when the fighting gets heavy they need their fighters.
Prime Attribute: Dexterity. If dexterity is 13+, you gain +5% to XP earned
Hit Dice: 1d6 (+1) at first level. Then per the Thief Advancement table.
Armour/Shield Permitted: Any, but with various modifiers to skills for heavier armour types
Weapons Permitted: Medium or light weapons only
Thief Class Abilities
Sneak attack (1st level): At first level, a thief who can catch his opponent unawares or get behind him can attack his opponent in a vital area for extra damage. The thief can only do a sneak attack with a light concealed weapon if he is in view or a light or medium weapon if behind. If the thief hits his target he can add another D6 to the damage he causes to a single target. At 6th level, he can add 2D6 to the damage caused to a single target by a sneak attack. He can do this with a ranged weapon, if within close range.
At first level, the thief chooses which of the following skills will be his primary (best), which will be secondary and which will be tertiary. He chooses two skills for each category.
Climb: Thieves are expert at breaking and entering – quite often this involves scaling ancient wizard’s towers or clambering out of pits they’ve fallen into. Roll this number to scale a wall, clamber along a ledge or even balance on a beam.
Locks: Thieves like to get into places where there might be hidden treasure. Normally, such places are behind locked doors or inside chests. Roll this number or higher to successfully defeat the lock.
Find: Thieves are good at finding hidden things – whether that is a disguised door in a wall, a secret compartment in a chest or a small object hidden in the lining of a cloak. Roll this number or higher to spot something that is deliberately or accidentally concealed.
Sounds: Thieves are good at listening for strange noises and are alert to unusual sounds. Roll this number or higher to hear a monster’s breathing in the shadows or a footfall from behind.
Stealth: Thieves are skilled at hiding and creeping. Roll this number or higher to bypass guards or to avoid being spotted.
Traps: Thieves are good at setting and removing traps and tripwires. If the thief is attempting to set or disarm a trap, roll this number or higher for success.