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Aladdin had it easy. Find the magic lamp, free the genie,
and live like a prince for the rest of your life. Ali Baba
learned the magic words and stole a kings ransom from
other thieves. So much hard work ruined!
Not honest work, perhaps, but hard nonetheless. Your
group of thieves, and the rest of the Forty, are in the
serious profession of stealing whatever gold and jewelry
you can get your hands on.
Character Creation
Your character is one of the Forty. He (for all of the Forty
are male, or pretending to be so) is aided by his scores in the
following three blessings:
Acrobatics, his ability to vault barriers, scale walls, and leap
from rooftop to rooftop.
Confidence, his ability to talk his way past guards, impress
feisty princesses, and wait for the right moment to act.
Stealth, his ability to sneak through darkened rooms and stay
silent in the face of surprise.
However, he is inhibited by his scores in three handicaps:
Greed, his irresistible attraction to wealth and beauty.
Pride, his tendency towards anger and irrational actions,
especially when taunted.
Sloth, his preference to take as little action as possible and
shirk his responsibilities.
Your thief can have any rating you like (from two to six) in
each of his blessings. However, you must match each blessing
with an equal rating in a handicap of your choice. The better a
thief he is, the more his love for vice comes out.
You begin each adventure poor, or become that way quickly.
Between adventures you will spend all you have, save for a few
gems or coins, on good drink, fine food, and exotic entertainment.
A thiefs wealth is transitory at best.
Tests of Skill
Hindering Rolls
On occasion, a thief will be lured into acts he may later
regret. When the GM sees an opportunity for such an action,
he rolls one of the thiefs handicaps. Minimum lengths are given
on the Handicap Tables below. If the GM succeeds on this roll,
the player must describe how the thief goes about giving in to
his temptation, which will probably get him in a lot of trouble.
Failure on the roll allows the thief to pass up the temptation, if he
so desires.
The Game
You need not wait for the end of the session to create your
new thief. He can enter play immediately, meeting with the other
thieves in some appropriate way. Perhaps he was following a
minute behind from the beginning. Perhaps he has entered on
his own, and arrives just in time to save another thief from the
headsmans axe. Perhaps he seizes the precious diamond at
the same moment as another thief. A multitude of possibilities
present themselves.
Your new thief, on entering, must learn of the previous thiefs
fate and comment on it in some manner. This can happen either
by encountering his body or being told of his fate by the rest of
the Forty. Whether you are respectful or condescending regarding
the late brigand is up to you.
Sample Obstacles
Below you can find a number of sample obstacles that thieves
might face in their adventures. While the difficulty levels are
fixed, the methods listed are merely suggestions. If inspiration
strikes, your GM is encouraged to accept alternate methods. If
a particular attribute cannot be used to overcome an obstacle, it
simply will not be listed.
When facing multiple obstacles simultaneously (for instance,
two guards), thieves must come up with two chains on their roll or
face the failure penalty for one or both. However, facing several
challenges in a row is not a problem. A character who defeats a
soldier after two failed rolls, sneaks down the hallway, and faces
another soldier, does not die after a single failed roll.
Palace Servant
Confidence: Length 2 to fast-talk or befriend
Stealth: Length 2 to sneak past
Failure Penalty: screams, alerting guards
Typical Guard
Acrobatics: Length 3 to knock out
Confidence: Length 3 to fast-talk or befriend
Stealth: Length 3 to backstab
Failure Penalty: Kills or captures after 4 failures
Armed Soldier or Harem Guard
Acrobatics: Length 4 to knock out
Confidence: Length 4 to fast-talk or befriend
Stealth: Length 3 to sneak past
Failure Penalty: Kills or captures after 3 failures