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[Windling Thief]
Thieves learn early to be self-reliant and how to steal. They draw power from their self-confidence and the knowledge that they must depend only on themselves. The abundance of rumors governing thief guilds means such groups do, in fact, exist, but the proof or disproof of their reality remains a secret.

Important Attributes: Dexterity and Perception

Racial Restrictions: Obsidiman, Troll

Karma Ritual: To perform his Karma ritual, a Thief must sit by himself in a darkened area and concentrate on the knowledge that he is alone in the world and must rely first and foremost only on himself. With this firmly established in his heart and mind, the Thief uses one of the following talents: Silent Walk, Lock Pick, Picking Pockets, or Lock Sense. The ritual ends as soon as the Thief successfully uses the talent.

Artisan Skills: Acting, Poetry, Sculpture

FIRST CIRCLE

Talents
Climbing
Karma Ritual
Lock Pick
Melee Weapons
Picking Pockets
Silent Walk
Surprise Strike

SECOND CIRCLE

Talents
Durability
Lock Sense

Third Circle

Talents
Avoid Blow
Fence

FOURTH CIRCLE

Karma: The Thief may spend a Karma Point on any action using Perception only.
Talents
Thread Weaving (Thief Weaving)
Trap Initiative

FIFTH CIRCLE

Spell Defense: Increase the Thief’s Spell Defense by 1.
Talents
Disarm Mechanical Trap
Detect Trap

SIXTH CIRCLE

Social Defense: Increase the Thief’s Social Defense by 1.
Talents
Disguise
Missile Weapons

SEVENTH CIRCLE

Evaluate Metal: At the cost of 1 Strain Point, the Thief may make a Perception Test against the Spell Defense of a metal. A successful test reveals to the Thief the type of metal and its approximate value.
Talents
Detect Weapon
Throwing Weapon

EIGHTH CIRCLE

Physical Defense: Increase the Thief’s Physical Defense by 1.
Talents
Conceal Weapon
Wound Balance


WINDLING THIEF

No, it is you who needs me. My skills are invaluable. Would you know a dart trap if you saw one? Certainly you could muscle your way through a door, but would it give before the Horror ate your head? Scoff at my skills and that’s the chance you take.

Some may call me secretive, but I am a thief, am I not? I must move undetected, unseen by prying eyes, and so I need solitude. Can you trust me? Of course you can, I am a thief, not a fool.

Attributes
Dexterity (19): 8/2D6
Strength (7): 4/D6
Toughness (12): 5/D8
Perception (14): 6/D10
Willpower (12): 5/D8
Charisma (15): 6/D10

Talents
Climbing (1): 9/D8 + D6
Karma Ritual (1)
Lock Pick (1): 9/D8 + D6
Melee Weapons (1): 9/D8 + D6
Picking Pockets (1): 9/D8 + D6
Silent Walk (2): 10/D10 + D6
Surprise Strike (1): 9/D8 + D6

Movement
Full: 54
Combat: 27
Flight: 110/55*
*Second value applies when flying during combat.

Skills
Artisan/Air Dancing (1): 7/D12
Knowledge/Gem Appraising (1): 7/D12
Knowledge/Windling Lore (1): 7/D12

Initiative
Dice: 2D6

Karma
Dice: D10
Points: 15

Combat
Physical Defense: 12
Spell Defense: 8
Social Defense: 8
Armor: 3
Mystic Armor: 1

Damage
Death Rating: 34
Wound Threshold: 9
Unconsciousness Rating: 26
Recovery Dice: D8
Recovery Tests per Day: 2

Equipment
Adventurer’s kit
Booster potion
Dagger
Leather armor
Leather gloves
Sap
Short sword
Thief’s picks and tools
1 week worth of trail rations
Traveler’s garb
2 Copper pieces
6 Silver pieces

Note: The windling Thief possesses the racial abilities of Astral Sight, Flight, and Increased Physical Defense (+2). The last ability is reflected in the statistics above.

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