THIEF (DS: Sir Alaeric Sigurdsson) Type: Special class Quester/monster ratio: 1:1 Armour: Up to 2 points initially. The armor must be made of cloth or leather, but may include studs, rings, or scales. No shields. Attacks: Any single-handed sword under 4 feet in length, any single-handed club under 3 feet in length, melee daggers and throwing daggers. The Thieves Bag may be filled with foam and used as a Stun-only weapon, but the bag itself must be held (i.e.: can not be swung by the drawstring) The Bag may be used to block and takes damage as a weapon. Thieves can not be with out their bags for more then a 300 or they revert to first level Warriors for the remainder of that life or until the bag is regained. Abilities: Thieves are immune to all forms of Honor Duel, as there is no honor among thieves. Garb: A dark colored tunic or tabard. Thieves must carry a medium- to large-sized bag. Description: Lives: 4 Levels: 1st Steal Object (1/life) Hide in Shadows (1/life) 2nd Find and Disarm Traps (1/life) Hindrance (1/life) 3rd Additional Steal Object (total 2/life) Escape (1/game) Climb Surfaces (1/life) 4th Additional Hide in Shadows (total 2/life) Open Locks (1/life) 5th May wear up to 3 points of armor (class restrictions still apply) Additional Escape (total 2/game) 6th Cover Trail (1/life) Additional ability from lower level. (choices limited to: Steal Object, Hide in Shadows, Hindrance, and Escape) Ability descriptions: STEAL OBJECT: Range 20 feet, must say "I steal that (specific object)" x3. The object may be retrieved from the thief within a 100 count by making the thief return or drop the item, The thief may drop an object at any time during the initial 100 count by saying "I drop this (object)" x1. The owner may then stop for a count of 5 to retrieve the object. If the object is not retrieved within the 100 count, the object and any enchantments are considered lost. The player must return to base for another 100 count to retrieve a new object. This ability only SIMULATES theft, it does not allow the thief access to other people's personal equipment. Once something has been stolen, it is unusable unless it is retrieved, dropped, or the 100 count is made at a base. The victim does NOT physically give the equipment to the thief (unless the victim is agreeable to such a thing -- always ask first before using someone else's belongings) This ability does not work on game items, garb, armor, Enchanted shields, or any item that is in use when the thief Steal chant began. (i.e.: a Warrior engaged in combat could not have his sword stolen, but if the Warrior is just standing around, it can be stolen. A spellbook is considered "in use" only if the victim is actively casting magic.) HIDE IN SHADOWS: Thief must enter shadows, let go of their weapons, and say "Hide in Shadows" x2. Under no circumstances may a thief carry weapons in his hand or under his arms, and must maintain a chant of "Hiding... hiding..." (much like Monk Sanctuary) the entire time they are hidden. Shadows must be fairly large and completely stationary (i.e.: one may not hide in the shadow of a large person, but parked cars are acceptable) While hiding, the thief may move freely, so long as they remain within the shadows, maintain the chant, and do not approach within 15 feet of an enemy that is NOT hidden (i.e.: may only approach those who are Teleporting, Passing without Trace, inside a Circle of Protection or Plant Door, or Communing, though they are still unable to affect those players) If an enemy comes within 15 feet, the thief must either remain still or move away without breaking any other restrictions. Thieves may not Hide in Shadows while carrying game items or for a 100 count after stealing a special object, such as a spellbook or an enchanted item. FIND AND DISARM TRAPS: The thief can determine the presence of any trap. The thief must say "Find traps" x5, and then call for a reeve to determine the presence of any traps. To disarm a trap, the thief must say "Disarm trap" x10. The trap is then rendered non-functional. The thief may locate any trap, including magical ones (i.e.: fixed enchantments), but may only disarm non-magical ones. This ability may be used to render the thief immune to Scout Entangle Trap, simply inform the Scout that the ability is being used, and the effect is canceled out. Both Scout and Thief lose their per life ability, though. HINDRANCE: To get away while being chased, the thief may say "Slip away" x3. This may be said while moving. All pursuers must then halt for a 10 count while they try to "figure out which way" the thief went. Scouts of 4th level and higher are immune to this ability. ESCAPE: The thief may escape after having been captured or subdued by saying "Slip these bonds" x10. The thief may then leave at their leisure, though they may feign incarceration as well. This ability is not detectable by anyone hearing or watching the thief. CLIMB SURFACES: Thieves may scale any wall (tree, cliff, boulder, etc.) by saying "Climb walls" x10. The thief is then considered to be on top of the surface in question and may only be attacked by ranged attacks and spells. Also, the thief can only throw daggers as an attack while "on top of" the surface. To climb down again, the thief must say "Climb walls" x10. This ability may be combined with Hide in Shadows. OPEN LOCKS: The thief may open any locked chest or door by saying "Open Lock" x20. The thief may then pass through the door, claim the contents of the chest, etc. To close the lock again, say "Close Lock" x20. This ability does not remove any traps associated with the lock. COVER TRAIL: By saying "I cover my trail" x10, the thief becomes immune to Tracking for a 300 count and can not be tracked after that time if they remain stationary. This ability may be combined with Hide in Shadows and Climb Walls. Discussion: Used regularly and successfully in its homeland of Dragonspine for a couple of years, it has since been dropped in the interest of "a unified Amtgard." We now consider it a monster-type class usable only in special scenarios (just like other monsters). Not a good combination with the Samurai: if you "steal" a Samurai's family sword, they have to kill themselves. - Bjarni