Pilfer, Purloin, and Pirate: 92 Homebrew Skills for Thieves in AD&D1e Part 3/3

Woodcut of two thieves with a rooster.

This is a continuation of Part 2, detailing additional optional thief skills for AD&D1e. Part 1 is here.

Mastermind: This is the character’s ability to plan and execute a criminal scheme. It can be used two ways. If the scheme is taking place in downtime, then the roll simply determines if the scheme works (this is a great time for crits). If players are actually planning the scheme and you’re going to roleplay it out as an adventure, and the thief has Mastermind, the DM rolls secretly. If the roll is successful, the scheme goes generally according to plan, barring player mistakes and bad rolls. On a fail, there are unexpected problems and challenges—the guards changed their schedule, they switched out the locks, the princess is not in this castle.

On a crit success the plan’s a cakewalk (unless a player screws it up), on a crit fail it’s a debacle no matter what the players do.

Base chance at 1st level: 20%.

Merchant: The thief is an experienced legitimate businessperson, in addition to any criminal activities. On a successful Merchant roll, a seller will let the thief have an item for base price -(1d4x10)%. If the thief is selling something, on a successful Merchant roll the buyer will pay +((1d6/2)x10)% more than base price.

On a critical success, the seller gives the thief a permanent 40% discount, assuming the thief maintains a cordial relationship with the seller. Or the buyer pays 30% extra on this and all future purchases, as long as they stay friendly.

On a critical failure, the buyer/seller won’t do any more business with the thief.

Base chance at 1st Level: 25%.

Mimic Language: A thief may want to pretend to speak a language they do not, by mimicking the sounds of that language, fooling those who do not speak it. It’s usually a poor idea to roleplay this—you end up with something like that embarrassing scene in Wild World of Batwoman, and nobody wants that.

The thief can mimic any common language (Elven, Dwarven, Halfling, Gnomish, etc.), and any uncommon or monster language they have heard more than five minutes of. On a successful Mimic Language roll, this will fool observers who do not speak that language. On a failed roll, anyone listening can make a WIS check to tell the thief is tricking them. The effect of the roll lasts for the entire encounter.

If an observer is familiar with that language, they may at first simply think they did not understand the thief. But they will very quickly figure out the thief is making a mockery of their language, no WIS roll required.

On a critical hit, even native speakers will believe the thief is speaking their language, just an unfamiliar dialect. On a critical failure, the thief sprains their tongue and cannot speak for 2d10 minutes or until magically healed. Base chance at 1st Level: 20%.

Mimicry: The thief can convincingly mimic the voice, speaking patterns, vocabulary, and body movements of any humanoid, PC or NPC, they have spent more than five minutes observing from within 25′. This skill pairs very well with Disguise.

On a successful Mimicry roll, the thief perfectly impersonates a person. If they also make a successful Disguise roll, they can pass as the person, even up close. Gender is irrelevant. Mimicry can also be used for entertainment purposes; this requires no roll.

When trying to pass as someone, a Mimicry critical success means everyone believes the impersonation for one scene or encounter. On a critical failure, everyone sees through the ruse; the DM can save this for the worst possible moment.

Base chance at 1st Level: 25%.

Miniaturize Devices: You can’t be an intelligencer (that’s medieval for “spy”) without tiny devices! This is the non-magical skill of designing and creating miniaturized versions of weapons and devices: little swords, tiny crossbows, miniature clocks, minute ear trumpets, mini-catapults, itsy-bitsy flintlocks; and more mundane spy items like poison rings and finger claws.

The player declares what they want to create, and the DM decides to allow the attempt or not (this is primarily based on the DM’s tolerance for cinematic James Bond shenanigans in their game). If the Miniaturize Devices roll is successful, the DM then determines how long it will take to design and build, how much materials and tools will cost, and how the device works. A miniaturized device should work just like the full-sized variety, except miniature; so a miniaturized broadsword might do 1d1 damage (heh heh), but it can be poisoned if the DM allows. Something like a miniaturized ear horn should provide some benefit, just not as much as a full-sized one.

Miniaturized devices can be concealed on the thief’s person, especially using Holdout or Body Packing.

On a critical success, the miniaturized device has the same efficacy as the full-sized version. On a critical failure, the device does not work exactly when it’s needed.

Base chance at 1st Level: 15%.

Money Laundering: This is very similar to Fencing Loot, but works only with cash money and gems. The thief or their guild owns a business that is a front for the money laundering operation. Stolen money is recorded as profit from the business, using cooked books. (Somewhere the real books are hidden, which can be discovered or stolen.)

If the thief owns the business, they keep all the money. If the guild, or another thief or merchant owns the business, they keep a cut of ((1d6+3)x10)%—but the character thief doesn’t have to worry about the time and effort of running the operation.

For a particular cache of cash, the thief makes a Money Laundering roll if they own the business; the DM rolls otherwise, based on the level of the NPC in charge of the operation. On success, the money is laundered, and the thief can provide proof to anyone who asks that the money was obtained legally. On a failure, the business cannot absorb the money.

On a critical success, in the future this thief working with this business can continue to launder money without any rolls for six months. On a critical failure, the authorities discover the fake transaction, and possibly the whole operation (DM’s discretion; the business can try to claim they were the thief’s innocent victim).

Base chance at 1st Level: 40%.

Nocturnal Navigation: This is an exploit that allows the thief to operate in complete darkness, wearing a blindfold, or blinded. On a successful roll the thief can slowly move around a room, even an unfamiliar one; find and use objects; attempt to fight foes; and “read” raised writing. There is no magic in this ability, so actions may be limited by the DM; the thief can find a scroll and identify it as a scroll., but not read it. Certain skills, like Pick Locks, can be used normally, acting by touch. A Nocturnal Navigation roll must be made every ten minutes.

On a failed roll, the thief suffers all the usual penalties of blindness.

On a critical success, the thief can operate as if fully sighted for ten minutes, even reading ink writing with their fingers. On a critical failure, the thief injures themselves, taking 1d10 damage, and suffers all the usual penalties of blindness.

Base chance at 1st Level: 15%.

Panhandling: Anybody can sit in the street and ask for money. A thief with the Panhandling exploit excels at posing as a beggar—and can make a lot of money doing it. There are some brief beggar rules on page 191 of the Dungeon Master’s Guide. Posing as a beggar is an excellent way to spy on a location, and to overhear rumors.

The thief knows how to disguise themselves as a panhandler; clothing, grime, hair, bowl, blanket. The thief can attempt to hide a weapon such as a dagger on their person (see Holdout). Even a person familiar with the thief will not recognize them except on an intentional successful Perception (WIS) check. Each hour the thief panhandles, they make a Panhandling roll. On success, they collect ((1d10+level)x5) gold worth of coin). If they panhandle for eight hours straight, regardless of rolls, the thief will hear 1d4 rumors concerning the village, town, city, or countryside.

There is no penalty for a failed roll. On a critical success, the thief is given an item worth 1d6x100 gold coins. The DM will decide what the item is, and if it’s enchanted or cursed. The DM rolls a d6: on 1-4 the gift was intentional; on 5-6 the donor carelessly gave the thief the wrong item, and is going to come looking for it.

On a critical failure, the thief is harassed by authorities and possibly fined (or expected to pay a bribe), and if in a town or city is arrested. (The thief is free to attempt to fight or escape.)

Base chance at 1st Level: 30%.

Peerage: With this knowledge exploit, the thief is an expert on who is an aristocrat, their title and holdings, their relationship to other aristocrats, and details about their life (both public knowledge and juicy rumors). The DM may limit knowledge to one city, one country, or an entire region (Western Civilization, Eastern Civilization, etc.) If the thief travels to a new place, it will take about six weeks of concerted effort to learn about the peerage of that region.

On a successful peerage roll, the thief recognizes a peer and/or know details about them. On a failed roll, they do not know; but they can easily ask around or do research. The aristocrat may hear that someone is asking around about them, though.

On a critical success, the thief knows the peer personally, and can walk up and talk to them, or visit them at their home. The peer will be friendly with the thief; whether they know the thief is a criminal, and other details of the relationship, are up to the DM. On a critical failure, the peer despises the thief, who should probably avoid their notice.

Base chance at 1st Level: 35%.

A thief playing dead.

Play Dead: Anyone can just lie there; the thief with Play Dead can appear deceased even upon examination. The examiner can make a Perception roll, but will fail to tell the thief is alive unless they get a critical hit. The body can be searched and looted, and the NPCs will not notice the thief is breathing. They can do things like rearrange the body, stick it with pins, burn it with flame; the thief will not respond. If they check for a pulse or hold a mirror to the mouth, a separate Perception check is required to tell the thief lives. Only the most radical interventions will reveal the truth. All of this requires a successful Play Dead roll by the thief. This roll is good for the entire encounter, or one hour game time, whichever is shorter.

On a critical hit, there is no non-magical way to tell the thief is alive. On a critical miss, the thief fell asleep and the examiner can tell they are alive. Base chance at 1st Level: 20%.

Politics: The thief has insinuated themselves into the political scene of a city, possibly under a false identity. From levels 1-5 the thief has contacts amongst low-level politicos; from 6+ they begin to personally meet the big fish. The thief understands the political landscape, and knows where some of the bodies are buried.

On a successful Politics roll, the thief can contact a friend in politics, identify a political actor, or reveal a secret about a politician. There is no penalty for failure, except they cannot roll about the same topic again that game session.

On a critical hit, the thief knows the politician in question, and is accepting 1d10x10 gold per month in hush money from them. On a critical miss, the politician in question despises the thief.

Base chance at 1st Level: 20%.

Prophylactics: Oh good, another PG-13 exploit. In some places, “marital aids” are illegal. In many societies they are legal, but still sold underground. So criminals often get into this business.

The thief can produce fine French Letters, alexipharmic elixirs, godemichés, and other items singular to the boudoir. The thief must make a Prophylactics roll to successfully demonstrate or sell these items. On a critical success, the customer buys out the whole stock. On a critical failure, the customer buys the item but returns about six weeks later very angry. Base chance at 1st Level: 25%.

Quick Change: Wanna change your clothes fast to help you escape detection? The Quick Change is just the exploit for you. Completely change from one outfit to another pre-prepared outfit in just seconds!

Out of combat completely changing your outfit takes one minute; in combat it takes six rounds. The character must have the new clothes handy, and Quick Change fails if the thief is interrupted while changing. If they are wearing armor, there’s a 10% decrease in their base chance, 20% if they are also changing into different armor. Base chance at 1st Level: 30%.

Robbery: Burglary is sneaking in, stealing, and sneaking out. Robbery is Pumpkin and Honey Bunny bursting into the diner and taking Jules’ wallet at gunpoint.

The thief with the Robbery skill is trained in planning and executing robberies—stores, banks, homes, castles, carriages on the highway. If the robbery is taking place between sessions, the Robbery roll determines success or failure. If the robbery is being planned by the players and roleplayed out, the DM makes a Robbery roll on the thief’s behalf, secretly. On a successful roll, the robbery goes according to plan, barring mistakes or bad rolls from the players. On failure, there are complications: someone who isn’t supposed to be armed is, armed guards stop by during the robbery, the intended loot isn’t where it’s supposed to be.

On a critical success, the robbery is definitely successful, even if the players screw up (the plan is foolproof); on a critical fail, the robbery is a disaster no matter what the players do, and the party probably ends up in prison.

Base chance at 1st Level: 20%.

Roofwalking: The thief can move about freely on rooftops, even if the tiles are wet. They can leap between close buildings, and navigate in and out of skylights and large chimneys. Roofwalkers can fight on rooftops, and carry objects normally. They have little chance of slipping and falling.

For normal movement—walking, running, crouching, jumping from one place to another on the same roof, jumping between buildings that are 5′ apart or less, moving silently—no Roofwalking roll is necessary, and if there’s a skill or stat check needed, it is performed normally.

For fighting, jumping between buildings more than 5′ apart, doing acrobatics, or finding a hiding place, a Roofwalking roll is necessary. On a successful roll, the thief succeeds; for fighting, the thief can fight for six rounds before having to make another roll. If they fail, they know they will slide and fall if they attempt the action, and can choose not to do it; they still get an action. If the player insists on performing the action, they must make a DEX check with penalties assigned by the DM based on difficulty. Fighting would require a DEX check every round for six rounds. If the thief fails their DEX check, they fall.

On a critical success, the thief no longer has to make rolls for the rest of the encounter or scene, and can perform any reasonable action. On a critical failure, the roof collapses under them, and they take falling damage.

Base chance at 1st Level: 20%.

Sabotage: Oh my God, it’s a mirage / I’m tellin’ y’all, it’s sabotage! No, really, it’s sabotage—destroying, damaging, or destructing something for political or military advantage.

An intelligencer (that’s medieval for “spy”) with the Sabotage exploit knows how to locate the weakness in a portcullis, a sewer system, a building, a bridge, a mechanism, a vehicle, a ship, whatever—and target that weakness to permanently disable or destroy the portcullis, sewer system, building, bridge, mechanism, vehicle, ship, whatever.

The thief must have access either to the target itself for examination, or a blueprint or map of the target. On a successful Sabotage roll, the thief identifies one or more key weaknesses (a faulty arch, a master cog, a poor patch in the hull). On a failure, they are unable to locate one. The only way they get to roll Sabotage again for that target is by conducting another examination of the premises or obtaining a different map or blueprint.

On a critical success, exploiting the weakness not only destroys the target, but everything associated with it. For instance, the party sets an explosive to destroy the main spring of the castle’s clock tower, intending to demolish the tower. But the collapse of the tower triggers a chain reaction that destroys the whole castle—hopefully the party was already gone!

On a critical fail, the attack, if successful, has no meaningful effect; but the attack draws the attention of authorities or enemies.

Base chance at 1st Level: 25%.

Savoir Faire: Want to act appropriately at court? Not embarrass yourself at the ball? Fit in at the Thieves’ Guild? Join the best gang in prison? Savoir faire is the ability to act or speak appropriately in specific social situations.

When entering an unfamiliar social situation, the thief rolls Savoir Faire. On a success, they get +2 CHA in that social situation or one much like it, permanently. This doesn’t apply to random NPCs the thief meets while adventuring; it only applies to group social milieux such as high society parties, courts of law, dockside pubs, etc.

On a fail, there is no penalty. One week later, the thief can try again in the same or a sufficiently similar social situation.

On a critical success, the thief becomes the belle of the ball, a favorite in that social situation. For instance, at court, the monarch themselves will declare the thief a friend, and always welcome at the castle.

On a critical failure, the thief accidentally says or does something so embarrassing or inappropriate that they are no longer welcome in that situation. For instance, at Lady Featherington’s fancy party, the thief jokingly refers to her ladyship with a coarse epithet. Word gets around, and the thief is barred from polite society across the city.

Base chance at 1st Level: 25%.

A male elf thief hitting on a female half-orc.

Seduction: Presenting the last of our risqué exploits. Seduction is basically Enthrallment (see Part 2), but focuses on the victim’s more prurient interests. It works the same way, but has a higher chance of success due to the additional requirements.

The seducer must be a grown adult, as must the target. The thief can be any gender or sexual orientation, but must be (or is successfully able to pose as) the desired gender and orientation of the victim. The DM will devise roll adjustments based on the target’s attitude towards the thief and the thief’s perceived gender, race, class, social class, hygiene, dress, and Comeliness. With all this taken into account, it’s just an Enthrallment roll.

Remember a seduced NPC may begin to demand marriage or other romantic involvement, which can lead to complications. Base chance at 1st Level: 30%.

Shadowing: It’s actually pretty hard to follow someone without being seen by the target. For every ten minutes the thief shadows the NPC target, they made a Shadowing roll. On a success they are not noticed. On a failure, the target gets to make a Perception (WIS) check. Both the Shadowing roll and the Perception check can have modifiers assigned by the DM. It’s much easier to tail someone on a crowded city street than through an empty park. It’s easier to follow someone at night than during the day.

On a critical success, the thief can successfully tail the target for up to 24 hours with no rolls. On a critical failure, the thief loses the target.

Base chance at 1st Level: 25%.

A thief disguised as a bard. Guitar says "This machine kills Feudalists."

Singing: In Ye Olden Times, wandering singer-songwriters roamed the countryside and visited towns and cities, singing old favorite songs as well as new ones they wrote, collecting donations and hawking copies of the sheet music. It was an itinerant, difficult life, so naturally many of these sheet music peddlers were involved in criminal activities.

The thief with Singing is a skilled performer, and can pull a crowd without making a roll. Such crowds are very useful to other thieves with the Pick Pockets ability, and of course the singer gets a cut. Successfully selling sheet music, or passing oneself off as a Bard, requires a Singing roll.

Base chance at 1st Level: 25%.

Skulduggery: This is the ability to pull small cons, minor swindles, and petty fraud. When the thief tries to convince an NPC to buy snake oil, find the ball under the cup, or invest in that bridge, they make a Skulduggery roll. On success, if the mark has an INT 8 or lower, the con is a success and the thief takes their money. The amount stolen is determined situationally by the DM.

Whether the Skulduggery roll succeeds or fails, the mark and the thief each make INT checks. Whoever beats their INT by the largest amount “wins”: the mark walks away or the thief takes their money. If neither one beats their INT, they roll again. If they tie, the thief wins. Where does Skulduggery come in? If the roll was successful, the thief gets a +2 bonus to CHA for the check(s).

On a critical success, the con automatically works, and the mark enthusiastically decides to give the thief everything they own—their money, their home, their wagon, their donkey, their child’s hand in marriage. On a critical fail, the authorities get involved.

Base chance at 1st Level: 35%.

Smuggling: Cities, towns, ports, manors, and trading posts extract fees and taxes for all goods that enter or exit their demesne. What a bother! If only there were some way for the criminally-minded to get around paying these authorities…. Wait, there is!

It’s called smuggling, and involves either sneaking the goods in or out secretly, paying bribes to a city guard, reeve, or dock master, or both. For smuggling between games or on downtime, a simple Smuggling roll determines if it works or not. If the roll fails, the goods can’t get in or out. The smuggler can try again in 1d10 days.

If the smuggling is going to be roleplayed, a successful roll means the smuggling goes smoothly, barring mistakes or bad rolls by the players. On a failure, the smuggling goes poorly with unexpected obstacles, although the party can still succeed if they are clever and lucky.

On a critical success, the perfect conduit in or out has been found, and will work flawlessly for 2d4 months, no Smuggling rolls. On a critical fail the attempt to smuggle is a disaster no matter what the players do, and they may end up in the stocks.

The DM determines how much money the smugglers make for each shipment, based on the value of the goods, which they sell if they own them, or the owner of the goods pays the smugglers a hefty fee.

Base chance at 1st Level: 20%.

Sniper: This one’s powerful, so use with discretion. Starting at 5th Level (3rd Level for assassins), on a successful roll the thief can make one shot with an class-permitted ranged weapon (so a short bow or hand crossbow) at 150% of maximum range; this range extension goes up 50% per level until it caps at 450% of the normal maximum range. The thief must still make a standard long-range to-hit roll, and damage is normal. A critical hit does triple damage; a critical miss hits something comical like another PC or that king whose crown you wanted to steal.

Base chance at 3rd/5th Level: 15%.

Stage Combat: The thief may not be a great fighter, but they sure look like one! The thief can put on a great stage show of exciting and acrobatic combat, usually with one or more fellow actors.

If the thief is actually trying to convince people the fight is real, then they make a Stage Combat roll. (Every actor has to make a roll and succeed, or the audience will notice something’s off). On success everyone with a 12 WIS or lower believes the combat is genuine, but—every member of the fighter class watching, regardless of WIS, and everyone with a 13 WIS or higher, gets to make a Perception check against WIS. On a fail they believe, on a success they do not. If the thief fails their Stage Combat roll, or if several of the actors do, no one believes the charade.

Be aware there is a danger here—real fighters , magic-users, and others may try to join the “fight!”

If anyone in the “fight” gets a critical success, everyone watching believes the performance, no rolls. If anyone in the “fight” gets a critical failure, those watching respond very badly, even violently. Did you know tarring and feathering can kill someone? It’s true.

Base chance at 1st Level: 25%.

Stage Magic: The thief can employ sleight-of-hand and misdirection to fool people into thinking they are performing magic. At DM’s discretion, many 1st-3rd Level spells, or even higher level spells, can be faked through trickery, cunning, engineering, and alchemy.

For a thief performing a magic show (very useful for picking pockets or soliciting donations), a Stage Magic roll is required for each illusion. On a success, the audience is suitably impressed; on a failure the trick fails, but the thief can roll a successful CHA check to banter the failure away and keep the audience’s interest.

If the thief is trying to pass as a real magic user, there is a 10% penalty on the roll, 20% if trying to trick an actual magic user.

On a critical hit everyone watching is convinced it was true magic, even if the thief says otherwise. In a place where magic is illegal, licensed, or guild-controlled, this may lead to trouble. On a critical failure, the trick goes wrong and someone—the thief, an assistant, an audience member—gets hurt.

Base chance at 1st Level: 20%.

Street Smarts: Can you make it in the big city? Survive on the streets? Navigate the sordid underworld? Find a decent meat pie vendor? Then you have Street Smarts.

This isn’t specific urban knowlege of a specific city—that’s City Ranger. This is understanding the street life and urban culture of cities in general, which are pretty similar in cities around the flat world.

The thief automatically gets a +2 to CHA when dealing with beggars, laborers, merchants, sex workers, artisans, cooks, servants, demimondaines, thieves, artists, actors, street performers, really anybody who actually works for a living. They’ll tend to pick the better restaurants, pubs, and hostels, and easily befriend underworld contacts and fences and corrupt city guardspeople.

If the thief wants to do something difficult, like get in the back door of a club or wriggle their way out of repaying a loan, the thief can make a Street Smarts roll. On a success they get another +2 to CHA for the duration of the encounter; on a failure there is no penalty. On a crit success the thief makes a friend for life; on a crit fail they make an enemy for life.

Base chance at 1st Level: 30%.

Surveillance: This is Perception on steroids. To make a Surveillance roll, the thief must be out of combat, staying in one place, paying uninterrupted attention to events that are directly visible for one minute. On a successful roll, the DM provides difficult-to-discern Sherlock Holmes details about what the thief observed, if there are any. Examples: “That merchant has a hidden dagger, I can see the bulge”; “that guard was born in Astaria, he’s wearing an Astarian pin”; “that sorceress had meat pie for lunch, I can see the crumbs on her sleeve.”

On a failed roll, there is no penalty. If the thief rolls a critical success, they get a key piece of information related to the current storyline that couldn’t necessarily have been discerned from observation: “By the gods! The Hand of Vecna is in the Castle of Doom! It’s the only thing that explains that limp!” On a critical failure, the thief suffers a minor paroxysm from concentrating too hard, taking 1d4 damage and losing the ability to use Surveillance for 24 hours.

Base chance at 1st Level: 25%.

A swashbuckler, swashbuckling.

Swashbuckling: Want to move about freely in a tall ship’s rigging, swinging from mast to mast? Wanna fight effectively on the rocking deck of a ship on the high seas? Then swashbuckling is for you!

The pirate (you know, a sea-thief) can move about in rigging without making a DEX roll, and fight on a moving deck without penalty. If they try anything particularly difficult, the DM can require a Swashbuckling roll to succeed.

On a critical success, the pirate will automatically succeed on the next two actions requiring a Swashbuckling roll in the same scene or combat. On a critical failure, the pirate falls into the sea.

Base chance at 1st Level: 20%.

Tinker: Some thieves develop their Pick Locks and Locksmith skills even further, and become a kind of minor Artificer. Starting with constructing clocks, small traps, and automatic hand weapons, they eventually graduate to small automatons like mechanical gnomes and steampunk talking heads.

Starting at 5th Level, the player can negotiate an invention idea with the DM; the DM must determine if it’s level appropriate and not over-powered, and what adjustments to the roll may be required. Before the roll, the DM will determine time required to design and build, materials needed, tools required, cost, the final product’s stats such as damage done, and how many weeks it will take. The tinkerer will need a workshop of some kind.

Then, the actual roll. On a success, the effort is successful. On a failure, the tinkerer wastes the time and materials and cost.

On a critical success, the device works much better than expected, and the DM bumps up the stats up to 3x. On a critical failure, the device explodes, doing 3d6 damage to the tinkerer.

Base chance at 5th Level: 25%.

Throw Cards: If Chow Yun-Fat can do it, why can’t you? Do what? Use ordinary playing cards as weapons.

Apart from being able to do amazing card tricks without a roll (if the thief has both Card Sharp and Throw Cards, give a 15% bonus to both), the thief can accurately throw cards as ranged weapons, with an effective range of 10′ at 1st Level, 20′ at 4th Level, and 40′ at 8th Level. The cards can actually slice through armor, and do 1d2 damage at 1st level, 1d4 damage at 4th Level, and 1d8 at 8th Level. None of this requires a Throw Cards roll.

If the thief wants to get fancy, and use a card throw to slice a rope, activate a switch, or hit a specific object, they need a Throw Cards roll. There is no failure penalty, they just miss. On a critical success, the trick is spectacular; maybe the card returns to the thief’s hand, or splits the object in two. On a critical fail; the thief drops all their cards and the thrown one hits an ally, doing damage.

Base chance at 1st Level: 20%.

Tiefling thief with a flintlock in each hand.

Two-Gun Mojo: Like we said, if Chow Yun-Fat can do it…. Oriental (yikes) Adventures discusses multiple attacks. For the thief with Two-Gun Mojo, they must have one one-handed weapon in each hand. Then they get 3/2 attacks in combat; one attack with the primary hand on the first round, one attack with each hand on the second round, one attack with the primary hand on the third round, etc. No roll is required to use this ability, other than their to-hit roll(s), of course.

Two-Gun Mojo becomes available at 4th Level. If the thief wishes to perform a two-handed action, like reloading that hand crossbow, they must drop or put away one weapon. To make a called shot or do some other special action, they must make a Two-Gun Mojo roll first. On a critical hit, the action succeeds spectacularly without a to-hit or DEX roll. On a critical fail the thief drop both weapons; if one is ranged it strikes an ally.

Base chance at 4th Level: 20%

Underworld Knowledge: This is Street Smarts, but crime-specific. Since it’s limited, the base chance is higher. The thief is familiar with criminal (and law enforcement) operations in a village, town, city, or countryside; and can gain this exploit for a newly-visited area in six weeks of effort. With an Underworld Knowledge roll, they can make or use an underworld contact, locate a thieves’ guild headquarters, or find out who committed a crime.

On a critical success, a contact becomes permanently loyal. On a critical failure, the thief’s nosing around is noticed by either criminal kingpins or the legal authorities—and they don’t like it.

Base chance at 1st Level: 35%.

Ventriloquism: Make your voice seem to come from another location! Fool your friends! Distract guards! Make your voice seem to come from a terrifying wooden puppet! The possibilities are endless.

The thief can make their voice seem to come from anywhere within 20′. On a successful Ventriloquism roll, this range expands to 30′, and the thief does not have to move their lips. The ability lasts for one scene or encounter. The ability can be used in combat, and if marveling is allowed, does not use an action (but must be used on the thief player’s turn). A character with reason to be suspicious can make a Perception (WIS) roll if they can see the thief’s lips. On a success they know it’s the thief speaking.

On a critical success, the victim does not get to roll Perception. On a fail, everyone can tell the thief is the one speaking, and they look like a fool.

Base chance at 1st Level: 30%.

Well, that’s all of them. And if you feel like that was too many, now that I’ve had to type them all up, so do I. Feel free to criticize, examine, and suggest your own exploits/skills in the comments below.

Read Part 1.

Read Part 2.

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