Sesamar Campaign
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Updated August 7th, 2023 


 
   
THIEVES


Thieves go about their business unseen by others.
A thief can be a scout, burglar, pickpocket, or robber. Their skills (hiding in shadows, picking pockets, opening locks, detecting traps, climbing walls, ...) depend upon stealth and a high dexterity. By adhering to time-tested protocols, theives gain their skills via Sesamar and Desamar, but they sometimes worship an avatar.

Thief hierarchy is this:

PickpocketLevels 1 - 2
BurglarLevels 3 - 6
ThiefLevels 7 - 9
Master ThiefLevels 10+

Thieves are ever present in Poxmuth and Joria. These cities are notorious for violent thieves and assassins. However, Vullaria has a well-known thieves guild, called the Friends of Findus.

Thieves have a number of skills available to them. If a thief spends time studying his/her mark, the path of a climb, the type of lock to be picked, ..., thieves' chances of success can be positively affected, according to this table.

Time Spent Studying (Non-Cumulative)Modifier
1 round+5%
1 turn+10%
1 day+20%
1 week+30%

The modifier above must be placed on the base modifier before any other modifiers and cannot raise the chance above 100%.

Regarding the climbing of walls, a new mechanic will be adopted. A thief can climb a typical wall at 10'/round with little sound. If a thief is under no pressure to climb a wall, then the thief will gain a +10% modifier for success. If a wall is slick or it has few or small handholds, the thief will gain a -10% modifier. If a thief fails a roll, it means there is a failure, but not necessarily a fall. The following table will be referenced in the case of a failed climb.

Percentile Dice are Rolled
1 - 50%The Climb is Delayed 1 Round.
51 - 75%The Climb is Delayed 1 Round Per 10' of Wall.
76 - 85%The Climb Cannot Proceed. The Thief is Stuck Halfway Through the Journey for 1 Turn. Another Roll Must Be Made to Continue.
86 - 100%The Thief Falls (1d4 for 10' of Attempted Wall, 2x Cumulative Modifier per 10' Wall Thereafter).

Falling off of a 50' wall is very hazardous by this mechanic. A 1d4 would be rolled and the multiplier would be 8 times the damage (8, 16, 24, or 32 points of damage).