Knack: Noise Blanket | Rank: 6 |
Talent: Silent Walk | Cost: 150 |
Discipline: Thief | Strain: 1/rank increase(maximum of 5) |
With a complex understanding of noise cover, thieves use this knack to time thier movements during Silent Walk, to the occurance of background noise. By moving in this way, any faults made in their movements are less detectable due to noise cover.
Due to the necessity to move in a haphazard way however, the thief must take strain according to the step bonus they wish to receive (maximum of five).
Knack: Soaring Weapon | Rank: 6 |
Talent: Throwing Weapons | Cost: 150 |
Discipline: Thief | Strain: 2/distance factor (eg., short, medium, long) |
A sharp, brief and powerful gust of wind, accompanies action of throwing a weapon. This gust of wind helps cover the distance between the theif and his desired target, making opponents easier to strike.
Thief makes a Perception step test Vs the targets Spell Defense. Each level of success reduces the distance factor by one level (eg., from medium to short range). Additionally, a point of strain must be paid for each factor reduced. If the thief designates that they only wish to reduce the distance factor by one however, only one point of strain need be taken.
Knack: Deceptive Object | Rank: 6 |
Talent: Thread Weaving(Thief Weaving) | Cost: 75 |
Discipline: Thief | Strain: 1/rank woven |
The thief weaves a thread to an object in order to change its sensory qualities. For example, the thief may wish to dampen the amount of light that an object reflects, or noise it makes. On the other hand, the thief may wish to increase the amount of light for example, given off by a particular object, in order to distract.
To perform this knack, the thief consults the thread weaving difficulty table (ED Companion). For each rank woven, an object gains a step bonus (or reduction), for its ability to be hidden or diplayed. This thread is temporary, energising the object for the thiefs Thief Weaving rank, in hours. Alternatively, blood magic may be used to extend the duration of this effect for a year and a day (3 points per object).
Knack: Jam Lock | Rank: 5 |
Talent: Lock Pick | Cost: 100 |
Discipline: Thief | Strain: 1 |
A small blue shimmering pick materialises in the Thiefs hands, which he then jams into the lock and violently twists, forcing the pick vertically into the lock until the kehole is completely obstructed. This locks the door and jams the hole shut.
To perform this talent the thief makes a Lock Pick roll. This roll indicates the difficulty required to open the door by anybody using the proper key.Additionally, those attempting to pick the lock must also beat this roll. Duration lasts for Lock Pick rank hours.
Knack: Floating Pick | Rank: 7 |
Talent: Lock Pick | Cost: 100 |
Discipline: Thief | Strain: 3 |
A small blue shimmering pick floats toward any lock within sight, and attempts to open it. This is often used to trigger traps while the Thief stands back, or force trapped doors to trigger on unwanted pursuants.
Lock is picked in the same way as usual (see ED., 111, 'Lock Pick').
Knack: Distract | Rank: 5 |
Talent: Pick Pockets | Cost: 100 |
Discipline: Thief | Strain: 2 |
At the moment the Thief makes a snatch of goods from a character, he makes somebody else appear to be the pocket picker, by some open shift of blame. This is done in such a way as to make it appear as though, any character besides the thief, has stolen from the person whose pocket was picked. For example, a thief may nudge into a person, thereby forcing them into the person from whom they have just stolen from. The person would check their belongings if they were cautious of 'pocket pickers', and find something missing. The innocent bystander who was nudged by the thief, becomes the most likely culprit of theft.
If a good success or better is made, this knack creates a distraction and forces blame upon another, for the Thiefs misdoings. This creates an ideal environment in which the Thief may escape unnoticed, while causing havoc amongst the given community.
Knack: Escapee | Rank: 6 |
Talent: Avoid Blow | Cost: 150 |
Discipline: Thief | Strain: 3 |
During a battle, where the Thief avoids being hit, they may wish to hide temporarily. This kind of deception is often used to re-surprise their opponents, when they believe the Thief to have escaped. Thieves often jump into nearby trees or behind structures to hide.
The roll made for the Avoid Blow test, becomes the target number for the enemy to find the Thief in battle (use perception, or some equally applicable talent, spell etc.). If undetected for 1 round, they may use Surprise Strike, even if they have already done so. Re-surprising only works once. This knack only hides Thieves during combat.