THIEF (By Lord Sir Alaeric Sigurdsson of Dragonspine) GARB: A dark colored tunic or tabard. Thieves must carry a medium to large sized bag. WEAPONS: Any single handed sword under 4 feet in length, any single handed club under 3 feet in length, melee daggers, and throwing daggers. The Thief's bag may be filled with foam and used as a stun weapon only, but the bag itself must be held, (i.e.: cannot be swung by the drawstring). The bag may be used to block and takes damage as a weapon. Thieves cannot be without their bags for more than a 300 count or they revert to first level Warriors for the remainder of that life or until the bag is regained. ARMOR: Up to 2 points may be worn initially. The armor must be made of leather or cloth, but may include studs, rings, or scales. SHIELD: None NOTES: Thieves are immune to all forms of Honor Duel, as there is no honor among thieves. 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 of 2/life). Escape (1/game). Climb Surfaces (1/life) 4th Additional Hide in Shadows (total 2/life). Open locks (1/life) 5th May wear 3 point armor (class restrictions still apply). Additional Escape (total of 2/game). 6th Cover Trail (1/life) Additional ability from lower levels, limited to Steal Object, Hide in Shadows, Hindrance, and Escape. ABILITIES: Steal Object - Range 20', 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 object. The Thief may drop the object at any time during the initial 100 count by saying "I drop this (object)" x1. The owner of the object may then stop for a count of 5 to pick up their object. If the item it not retrieved within the 100 count, the object and any enchantments are considered lost. The player returns to base for another 100 count to retrieve the object. This ability SIMULATES a 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 the player's base. The victim does NOT 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 was in use when the "Theft 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. Letting go of weapons means putting them down, placing them in a belt ring, or having thongs tied around the pommels and your wrist. Under no circumstances may the thief carry the weapons in his hands or under his arms while hiding. The thief must continue to recite "hiding ...hiding" the entire time that he is hidden (like Monk Sanctuary). Any shadow that the thief is hiding in must be fairly large and completely stationary (A Thief may not hide in the shadow of a large person, but the shadow of a parked car is acceptable.) While hiding, the thief may move around freely, as long as he stays in the shadows, continues chanting, and does not approach within 15 foot of an enemy that is NOT hidden or 20 feet of any base. Hidden includes "Hide in Shadows," "Commune," "Pass Without Trace," "Teleport," inside a "Plant Door" or, "Circle of Protection." If an enemy approaches within 15 feet of a hiding thief, the thief must either remain still or move away from them, without breaking any of the other restrictions. Thieves may not hide while carrying game objects, or within 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 if there are any traps present. To disarm a trap, though thief must say "disarm trap" x10. The trap is then rendered non-functional. The thief may locate any trap, including magical traps, but may only disarm non-magical traps. The ability may be used to render the thief immune to the Scout "Entangle Trap", simply inform the Scout that the effect is being used and the effect is canceled out. Both Scout and Thief loose their per life ability though.. Hindrance - To get away while being chased, the thief must say "slip away" x3. This may be said while moving. This causes all pursuers to halt for a count of 10 while they try to figure out which way the Thief went. Scouts of 4th level or higher are immune to this ability. Escape - The Thief may escape after having been captured or subdued by saying "slip these bonds" xl0. The Thief may then leave at their leisure. If the Thief decides to feign being tied up, he may do so. This ability is undetectable by anyone that is watching or listening. Climb Surfaces - Thieves may scale any wall, tree, cliff, etc. by saying "climb walls" xl0. The Thief is then considered to be on top of the surface in question, and may only be attacked by ranged attacks and spells. The Thief can only throw daggers as an attack while "on the wall". To climb down, the Thief must again say "climb walls" x10. This ability may be combined with "hide in shadows." Open Locks - The Thief may open any locked chest, door, etc. by saying "open locks" x20. He may then go through the door, take the contents of the chest, etc. He may lock the object again by saying "close locks" 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 cannot be tracked after that time if he remains stationary. This ability may be combined with "hide in shadows," and "climb surfaces."