Open to Kleptomaniacs.

The Thieves Guild is the only places where you can train to learn thieves skills. You cannot buy these moves in stores. Thieves techniques are purchased with money, and learned with experience.

When you find the Thieves Guild building in each of the towns you may access the thieves guild techniques available to you.

Unlike with magic, all techniques will be available to you in every thieves guild building. Unlike with magic, there may not be a thieves guild in every town, especially in very small rural areas, particularly meticulously law abiding places, and most military run forts .

Like mages and the book stores, you will come to thieves guilds to purchase new techniques. Some techniques will require an additional "trade", to prove you are a qualified and willing  thief. Most can simply be bought. Thief techniques will be listed below as they become available. Check back here often.

 

Skills Available:

 

Name: Pickpocket (Availability - Kleptomaniacs)
Ability: specifically targets money for the taking
Roll Rules: Combat or passive - roll speed D10 and stealth D10. Can only be done once per city, but in every city, and once per battle, but in every battle. Can choose target, but may be limited by moderator. Uses 3 magic points.  Takes 1 turn.
-cost $750, 750 experience



Name: Mug (Availability - Kleptomaniacs)
Ability: attempts to steal an item or gold while also dealing damage.
Roll Rules: Combat - roll attack D20 for damage and then stealth D20 for the theft. Attack can occur without theft, and vice versa, if a dice roll fails. Can only be done once per battle, but in every battle. Can choose target but may be limited by moderator.  Adds + 7 to damage done. Uses 3 magic points. Takes 1 turn.
-cost $1500, 1500 experience



Name: Mug and Hug. (Must learn Mug first and have performed it successfully one time)
(Availability - Kleptomaniacs)
Ability: attempts to steal an enemies health or magic points.
Roll Rules: Combat - roll attack D20 and then stealth D20, both must be successful. Can choose target, but may be limited by moderator. Adds +7 damage done, adds +7 health or magic to your own. Uses 3 magic points. Takes 1 turn.
-cost $1500, 1500 experience




Name: Cardboard Box Hobo Boxing (Availability - Kleptomaniacs)
Ability: A one-two combo in the old school style of street fisticuffs. This is an introductory technique You will need this technique to master the higher level "street fighting"  line of techniques available here or in the martial arts schools. Only kleptomaniacs can learn street fighting style techniques.
Roll Rules: An attack that is either weaponless or can only be paired with only hand weapons, such as gloves or claws. Close range. Combat - roll attack D20. Single target. Roll attack roll twice for damage done. Uses no magic or ki.
-cost $600, 600 experience



Name: Rig The Looting System Level 1 (Availability - Kleptomaniacs)
Ability: Rig the looting system in your favor. Roll against an ally for an item you want.
Roll Rules: See an item you want, but aren't getting, no matter how much you begged for it? Then challenge another player for it, they don't have a choice if you have the magic points available. Uses 6 magic points. You each roll a D20 and you get to apply your stat bonus for speed to it.
-cost $1300, 1300 experience




Name: Rig The Looting System Level 2 (Availability - Kleptomaniacs) (Must learn Rig The Looting System Level 1 first)
Ability: Rig the looting system in your favor. Roll against an ally for an item you want.
Roll Rules: See an item you want, but aren't getting, no matter how much you begged for it? Then challenge another player for it, they don't have a choice if you have the magic points available. Uses 6 magic points. You each roll a D20 and you get to apply your stat bonus for speed AND your stat bonus for stealth to it.
-cost $1600, 1600 experience



Name: Rig The Looting System Level 3 (Availability - Kleptomaniacs) (Must learn Rig The Looting System Level 2 first)
Ability: Rig the looting system in your favor. Roll against an ally for an item you want.
Roll Rules: See an item you want, but aren't getting, no matter how much you begged for it? Then challenge another player for it, they don't have a choice if you have the magic points available. Uses 6 magic points. You each roll a D20 and you get to apply your stat bonus for speed AND your stat bonus for stealth AND your stat bonus for charisma to it.
-cost $2000, 2000 experience



Name: Plant (Availability - Kleptomaniacs)
Ability: You can plant an item on an enemy or an NPC without being noticed. Said item can be anything you have available in your inventory, from something incriminating, something you stole from someone else, to a bomb!
Roll Rules: Combat or passive - roll speed D10 and stealth D10. Can only be done once per city, but in every city, and once per battle, but in every battle. Can choose target, but may be limited by moderator. Uses 3 magic points.  Takes 1 turn.
-cost $1100, 1100 experience



Name: Bluffing out the DM level 1 (Availability - Kleptomaniacs)
Ability:  This game only works if everyone is being honest at all times. This move allows you to fake out the moderator on one dice roll or an item you don't actually have but want to pretend to use one time, provided you aren't called on it and get caught! If you are caught you must admit it and the penalty for cheating will be waived. If the moderator calls you on cheating something and you are not guilty however, earn 50 experience and 100 gold each time.
Roll Rule: Combat or passive - no roll required. You call out your bluff when you need to, and if the bait is taken, that roll or item use fake applies. If caught, nothing happens to you but you must admit it. Uses 3 magic points. Requires no turn outside the one you are in.
-cost $2000, 2000 experience.




Name: Lock Picking (Availability - Kleptomaniacs)
Ability:  Gives the ability to pick a lock with little to no hassle, depending on the lock.
Roll Rule: Passive - roll a stealth D20 against the quest difficulty. You require a lock pick to utilize this move which can be purchased in select stores. Uses no magic points.
-cost $1750, 1750 experience.



Name: Thief in the Shadows (Availability - Kleptomaniacs)
Ability:  A stealth manoeuver that if performed makes you slink around undetected by either other players or enemies.
Roll Rule: Passive or combat - roll a stealth D20 against the quest difficulty. Once in a stealth mode, you can perform other tasks as needed.  Takes a turn to attempt. Each task then performed is a turn, and if you are encroaching on an enemy who is at a distance it will take turns to approach depending on the distance or methods and manoeuvers required to get there. If your task is a sneak attack, you are discovered once the enemy has been harmed and until you perform this manoeuver again. Uses 3 magic points per attempt.
-cost $2500, 2500 experience.




Name: Loot An Ally Level 1 (Availability - Kleptomaniacs)
Ability:  Loot a fallen ally, deceased or unconscious. They can't oppose this. They're down for the count. Take one item or a D20x100 worth of gold. 
Cannot take items connected to a pocket chain.
Roll Rule: Passive - roll a stealth D20 against the quest difficulty. Choose the item of choice, equipped or not, or do the D20x100 worth of gold. Cannot take items connected to a pocket chain.
-cost $3500, 3500 experience.




Name: Loot An Ally Level 2 (Availability - Kleptomaniacs)
(Must learn Loot An Ally Level 1 first)
Ability:  Loot a fallen ally, deceased or unconscious. They can't oppose this. They're down for the count. Take one item or a D20x200 worth of gold.  Pocket chains are a nuisance but overcome-able.
Roll Rule: Passive - roll a stealth D20 against the quest difficulty. Choose the item of choice, equipped or not, or do the D20x200 worth of gold.
Must roll an additional stealth D20 to take items connected to a pocket chain.
-cost $500, 500 experience.



Name: Loot An Ally Level 3 (Availability - Kleptomaniacs) (Must learn Loot An Ally Level 2 first)
Ability:  Loot a fallen ally, deceased or unconscious. They can't oppose this. They're down for the count. Take one item or a D20x300 worth of gold. 
Pocket chain schmocket chain!
Roll Rule: Passive - roll a stealth D20 against the quest difficulty. Choose the item of choice, equipped or not, or do the D20x300 worth of gold. The pocket chain is useless against you.
-cost $500, 500 experience.


Name: Blind (Availability - Kleptomaniacs)
Ability:  Your hand is full of black sparkling dust. WHAT? IT IS?! THROW IT! .... IN THEIR EYES!

Roll Rule: Combat - roll a stealth D20. Takes 1 turn, uses 8 ki, even if unsuccessful. If it succeeds your opponent is blind for their next 2 rounds of turns. Their attacking rolls and hit damage rolls and defending rolls are halved.
-cost $2000, 2000 experience


Make a free website with Yola