Thief Abilities
Thieves
| Ability Name | Description | Other Notes |
| Steal Weapon/Shield | The Thief can now steal weapons and shields. | Chance of success = Thief's pick-pocket skill - target's physical evasion. |
| Steal Armor | The Thief can now steal mail, suits, and robes. | Chance of success = Thief's pick-pocket skill - target's physical evasion. |
| Steal Helmet | The Thief can now steal hats and helmets. | Chance of success = Thief's pick-pocket skill - target's physical evasion. |
| Steal Glove | The Thief can now steal gloves and gauntlets. | Chance of success = Thief's pick-pocket skill - target's physical evasion. |
| Steal Accessory | The Thief can now steal accessories. | Chance of success = Thief's pick-pocket skill - target's physical evasion. |
| Steal Item | The Thief can now steal loose items such as potions and unequipped pieces of gear. | Chance of success = Thief's pick-pocket skill - target's physical evasion. |
| Steal Gil | The Thief can now steal gil from his enemies. | Chance of success = Thief's pick-pocket skill - target's physical evasion. Gil stolen = half normal amount enemy gives after death. This stolen gil does not subtract from gil gained from the monster at the end of a fight. |
| Steal Heart | The Thief can now steal the hearts of those of the opposite sex and beasts, effectively placing the "Charm" status effect on them. | Chance of success = Thief's etiquette skill - humanoid target's etiquette skill or beast's willpower. |
| The Quickness | Doubles Speed stat. | Speed gained from this can not be used to fulfill any sort of requirement, such as for aspects. |
| Mug | The Thief can now deal a half-normal damage attack in addition to performing one of his steal abilities. | Chance
of success = Thief's pick-pocket skill - target's physical evasion. Can
not be used with Steal Heart. Using Two-swords will not allow two steals. When using Two-swords and Mug, declare which weapon will be used to attack with. 5 different Steal abilities must be learned first. Steal Heart may count towards this total. |
Gamblers
| Ability Name | Description | Other Note |
| Cheat | Thieves are known for their fabulous luck and this may be why. Somehow, the Thief uses his luck to bend the physics of the world in order to "cheat" any situation. Anything from rules to dice-rolls can be cheated out of, be re-rolling dice or temporarily changing rules. | Cheat may only be used once per day. Cheats are left to the Thief's imagination and the DM's discretion. |
| Gambit | The Thief delivers a lucky critical shot! Unfortunately, the chance to hit is only half-normal (half-normal). | Real criticals scored with a gambit are X4 damage. |
| Cards | The Thief draws 1 card from his deck of magical cards, hoping that his luck will come through for him. Effects vary on number rolled. 1 is an ace, 2-10 are the same, 11 is a jack, 12 a queen, and 13 a king. |
Results: 2 = 1d10 X MDC HP healed to the party 3 = 1d10 X MDC damage to enemy party 4 = 1d10 X MDC MP healed to the party 5 = Casts "Quick" on the Thief 6 = Casts "Dispel" and "Slow" on allied party 7 = 5d10 X MDC damage to enemy party 8 = Party HP is halved 9 = Party MP is halved 10 = All party status ailments are healed Jack = Gil earned at end of battle is doubled (cumulative) Queen = Gil earned at end of battle is halved (cumulative) King = 5d10 X MDC MP healed to the party Ace = All HP restored to the party. |
| Coin | When
used, the Gambler flips a lucky coin into the air, picks a target (ally or
enemy), and calls heads or tails. If used on an ally or himself, if the Thief wins the toss, the Ally is healed by his current HP (not to exceed his max HP). If the Thief loses, the ally loses half his current HP (rounded down, so will not kill). If used on an enemy, if the Thief wins, the enemy loses half of it's current HP. If the Thief loses, the enemy is healed by it's current HP (not to exceed it's max HP). |
|
| Good Luck | +1 is added to every single roll the Thief ever makes (+1 per roll, not per die). Can not be used with Card. |
Ninjas
Note: Once Ninja is obtained, the Thief gains *d8 MP where * is the Thief's
current level. Every level after that, the Thief gains 1d8 plus any Willpower
bonuses MP.
| Ability Name | Description | Other Notes |
| Two-Swords | Allows the Thief to hold two one-handed weapons at once, one in each hand. Any of the Thief's weapons can be used with Two-Swords. The two weapons used don't have to be of the same type (example: using a katana and a knife) but some weapon combos may be difficult to use (example: a boomerang and a claw). | |
| Throw | Allows the Thief to throw any Ninja-specific weapon or equip able weapon at a foe. Any thrown equip able weapon does double it's normal damage. | With "Throw", the Thief can even throw weapons he can not normally use such as staves or swords. Certain weapons can't be thrown. These include X-Bows, Bows, Firearms, Whips, Gloves, and Claws. |
| Catch | Allows the Thief to catch any item shot or thrown at him. If any bullet, arrow, boomerang, or thrown weapon (engineer, chemist, or ninja) misses the Thief by 5 or less, the missile is caught and kept to be added to the Thief's personal inventory. | |
| Ninjutsu | The Thief is now able to use Ninjutsu, or Ninja Magic. | Upon learning Ninjutsu, the Thief gets one spell for every 5 levels he has already obtained and another spell at every level multiple of 5 afterward (35, 40, 45, etc.) |
| Sharingan | Sharingan allows the Ninja to store into her memory one spell she has seen cast before. Only spell can be stored at a time. To store a different spell than the currently stored one, simply declare that you're going to store the new spell and the stored spell will fade away. The stored spell can be used as often as the Thief wants, assuming she has enough MP to cast said spell. As long as a spell is stored in memory, tiny runes will appear on an eye of the Thief's choice. | Example: Thief's friend, White Mage, casts Cure 2 on another ally. Wanting to help White Mage with her healing duties, Thief stores Cure 2 into her memory. Now, if she has enough MP, she can cast Cure 2 anytime she wants. Later, White Mage casts Cure 3 and Thief wants to learn that instead. Once Cure 3 is stored, Cure 2 will fade from her memory. |
Bards
| Ability Name | Description | Other Notes |
| Song of Life | The Thief sings a soothing song which helps to ease the pains of all allies who listen. Heals entire party by 3d10 + Willpower X MDC HP. | Can also be used on Undead to deal same amount of damage instead of healing. |
| Love Sonata | The Thief sings a beautiful song which heals a random status ailment or magical effect on all party members. | Assign each status ailment on a char to a random number, then roll 1d*, where * is the number of ailments on said character. |
| Hero's Ballad | The Thief sings an uplifting song which casts a random positive effect spell on each party member. | Roll
1d7 for each party member: 1 = Float 2 = Safe 3 = Shell 4 = ReRaise 5 = Haste 6 = Regen 7 = Image |
| Elemental Song | The Thief sings a powerful song that deals 3d10 + Willpower X MDC damage of a chosen elemental type. When used, the element is chosen b y choosing a fitting song title. For example, Song of Storms would do lightning damage or Wind Sonata would deal wind damage. Names are left to player imagination. | Selectable elements include Fire, Ice, Lightning, Water, Earth, Poison (no additional poison status effect), Wind, Light, and Darkness. |
| Karma | The Thief is so charismatic that she gets a 25% discount when purchasing ANYTHING. Also, NPC reactions tend to be more favorable for the Bard. | Does not apply in player-to-player transactions. |
Wanderers
| Ability Name | Description | Other Notes |
| More Criticals | Critical hits now occur on both 20s and 19s. | |
| Combo | Any time a critical hit is rolled, another attack may be immediately made. Attacks may be continued to be made as long as criticals are rolled. | |
| Combat Upgrade | Ups Thief's HP/level die from 1d8 to 1d10. Thief gains one extra weapon proficiency. | New proficiency is at the same skill level as the characters least proficient weapon. |
| Helping Hand | The Thief can now equip an extra accessory. | |
| Equip Shield | The Thief can now equip shields. |
Rogues
| Ability Name | Description | Other Notes |
| Sneak Attack | Before anyone else can act when a battle begins, the Thief gets one round all to himself where only he can act. After this "Free Round" is over, initiative is rolled and the battle progresses normally. | |
| Steal XP | Allows the Thief to steal 25% of the after battle experience value of a monster immediately. After battle, the normal amount of XP is still gained. | Can only work once on each monster. Can be used with "Mug". |
| Steal More Gil | Gil stolen is now 75% of after battle amount instead of 50%. | |
| Scan | The Thief can accurately determine just how strong a monster is. Works just like the "Scan" spell. | |
| X-Steal | The Thief has becomes so adept at thievery that he can now perform two steals in one round. |