CHAFD/GLOG Thief

 Making my Rogue for my GLOG Hack, but I want to find the perfect blend of Thief, Assassin, and Crazy Shadow Magic Stuff - so I figured I'd just write up three entire classes and then let the players build their own "perfect rogue" by picking any two features at each level. So you could be a pure version of whichever archetype you choose or any mixture of the three.


To that end, I've written the pure Thief.


Thief


Starting Equipment: Makeup palette, assorted fabrics, lock picks and manacles, climbing gear 


1: Mimic, Light Feet and Sticky Fingers


2: Danger Sense, Like a Rat (Out)


3: Eye for the Expensive, Fence


4: Second Story Work, Silver Tongue


Mimic - Through mundane means - makeup, change of gait, clothes, etc - you can assume the identity of anyone you have studied for a day without fail. No need to roll to pass off your disguise, but you can still be caught out by gaps in knowledge. (Blasted Cratered) 


Light Feet and Sticky Fingers - You’re nigh undetectable when attempting to pass unseen. Enemies never have more than a 4 in 6 chance to spot or hear you if you’re taking precautions. Additionally, stolen goods take up half space in your inventory.


Danger Sense - You have a [Level] in 6 chance to detect traps, to dodge their effects or otherwise save your skin in a “fast twitch” scenario. (5e Barbarian)


Like a Rat  - Just as the rat, you can find your way in and out of anywhere you wish to go with enough time. You always have a [Level] in 6 chance to pick locks, disarm known traps or escape bondage, but once per day - as long as it is plausible - you may automatically succeed at each of these tasks. (Skerples)


Eye for the Expensive - You can just tell what’s worth stealing and what isn’t and can spot forgeries with a [Level] in 6 chance. Additionally, anything you decide is worth stealing gains 20% monetary value.


Fence - You know a guy. If for some reason, you wouldn’t know a guy then you have [Level] in 6 chance to know a guy anyway. Your guy sells things, to you as well as for you. He gives a [Level] x 5% discount when selling to you and takes a 50 - [Level] x 5% cut when he sells things for you.


Second Story Work - You’re an expert climber without gear and you climb to the limit of human ability with gear. You do not need to roll to climb if the route is technically possible, if it is literally impossible you have a 2 in 6 chance to find a way. (5e Rogue)


Silver Tongue - You can talk a boar hog out of his tits and a rooster out of his teeth. As long as no one knows you’re full of shit, they’ll believe you for [Level] minutes. (Blasted Cratered)

Comments

  1. I feel like Danger Sense should either be limited in its uses per day or should be taken down to a level-in-8 (or even a level-in-10) chance. a full-on 50% chance of dodging EVERY trap EVER at level 3 feels like a bit much, somehow.

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    Replies
    1. I really have no idea, this definitely hasn’t been play tested.

      I think success at a cost would be more interesting than just fewer successes. To that end, I’ve thought of a few things.

      Each time you use it - per day - it decreases by 1.

      Each time you use it causes Stress. (A la Darkest Dungeon - take stress for bad things, gain a madness at 100 Stress)

      Do the X in 8 or X in 10, but you can increase your chances if you put a party member or hireling between you and the effect. Roll damage for each of you and they take the highest of the two.

      Go full GLOG Wizard and do Thief Dice that you roll to Danger Sense, lockpick, disarm, sneak, etc. that’s my least favorite. I shouldn’t randomly run out of sneak.

      Each time you use Danger sense another trap gets added to the dungeon or existing trap get an extra damage die.

      Thoughts?

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