Sleight of Hand
This skill allows you to finely move your limbs in such a way to steal, pick locks, or anything else a good thief may need to do. This uses the Thief ability by default but you can get more abilities and even choose a specialty.
Ranks
1: Gain Thief Hands.
2: Pick an Ability
3: Pick a Speciality
4: Gain an Ability or Enhance a Specialty
5: Gain an Ultimate. Pick another Ability or select a Second Specialty.
Specialty
"Thief"
As a thief you reduce the thief hands cool down to once per turn, grant certain abilities new aspects, and reduce the difficulty of lock picking and thief hands by 2 unless someone who isn't an ally sees you. This also extends the trait "Suddenly: Something's range to anything within your movement range within 5 seconds.
"Assassin"
As an assassin your Sneaky Strike is enhanced dramatically. The attack gets +2 Offence and it can now stun any creature it doesn't kill in a single hit for a turn. If you kill with the attack you get an extra bonus action to use immediately for whatever reason and also 20m of movement.
"Trickster"
As a trickster you reduce fake attack's cool down to once per seperate encounter.
Ability
"Thief Hands" (Active)
Cool Down: 1 minute.
Description: Unlocked at Rank 1. With this ability you gain access to more precise hand movement. This begins as the ability to steal something from a target's inventory within touch range. Roll FIN + this skill against PER + PER. If you succeed you'll successfully take it if you fail the person will notice what you're doing. Being hidden reduces difficulty by 2. You not knowing where the object is increases difficulty by 1. Once you choose a speciality this will change into one of 3 variations. Thief gets Master Thief Hands where your range increases to anything within your movement range, Assassin gets Disarming Hands which can be used to disable limbs for half a minute using the same rolls. Only works on organic creatures you know of. Trickster gets Confusion Hands which allows you to touch a creature in such a way where they're inflicted with confusion for 2 turns.
"Fake Attack" (Active)
Cool Down: 6 Hours
Description: This uses 2 actions or only 1 if it fails. Using this you can attack however you'd like in such a way that it will always allow the defender to succeed. If they attempt to block or just take the hit you'll just miss and nothing happens. However if they attempt to parry, evade, and or counter you perform your actual attack, an undefendable action that is any instant cast spell, weapon ability, or basic attack.
"Lock Picker" (Active)
Components: Lock Pick x1
Description: If you ever come across a physical lock you can pick it to open it up without a key. Roll Sleight of Hand + FIN against the difficulty of the lock default 7. Normally you need a lock pick however if you have free ice or earth magic you can create picks on the fly for 5 MP. Telekinesis allows you to pick the lock without tools so you roll Sleight of Hand + Telekinesis instead.
"Deft Hands" (ive)
Description: You can choose to reroll any FIN based roll that uses your hands up to your FIN times per day. You reroll the dice and keep the better roll.
"I Feel a Trap" (ive)
Description: Whenever there is a trap or the range of a trap within 10 metres of you you'll feel the presence of a trap. This is not active while concentrating on a spell or meditating. The range is equal to your presence if you have ESP. This also grants you knowledge on how to disarm physical traps (Sleight of Hand + FIN or INT)
"Sneaky Strike" (Active)
Description: When you try to attack anything while the target is unaware of your presence you will be able to preform this instead. This prevents the target from defending against the attack and adds ((Sleight of Hand + FIN) / 2) to your offence for this attack.
"Reflexive Attack" (ive)
Description: Reflexive attack allows you to draw your weapon as a free action when being surprised and also get to attack before the surprising party surprising the surpriser. When suprised within melee range you may roll FIN vs PER to be able to counter a suprise.
"That's Mine Now" (Active)
Description: When you are within melee range of a target who is holding something in their hand you can roll FIN vs their STR to yoink it out of their hands. This includes weapons however you roll against whatever their weapon roll is and if they succeed they get a counter attack.
Ultimate
"Loot the Living" (Active) (Ultimate)
Description: Whenever someone is bound, stunned, frozen, or asleep and you have both hands free you may take an action to steal their entire inventory.
"Assassin's Knowledge" (ive) (Ultimate)
Description: You know all there is to know about assassins either because you're a master Assassin or you studied them relentlessly. This grants you immunity to suprise attacks, nullify bonus damage from knife and sleight of hand skills, you can see anyone who is trying to hide in shadows, and can see auras even when hidden.
"Master of Disarming" (ive) (Ultimate)
Description: Quite simply you went all in on screwing over your targets. You get -1 difficulty on all rolls involving disarming and removing limbs. You also can get an extra bonus action or 30 metres of movement upon successful disarming.
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