Thief Guild Powers
Thief Guild Powers power list
- Level 1: Peek, Warning
- Level 2: Palm, Suckerpunch, Rogue Taunt
- Level 3: Steal, Blowtorch
- Level 4: Hide, Quickhand, Poultice
- Level 5: Sneak, Backfist, Scavenge
- Level 6: Slip, Marker
- Level 7: Cripple Arm, Shortchange
- Level 8: Detect Unseen, Wedjee
- Level 9: Detect Hidden, Throw Darts
- Level 10: Extortion, Rope Ankle
- Level 11: Cripple Leg, Mirrorglint
- Level 12: Knifehand, Dodge
- Level 13: Gag, Fake Theft, Call Urchin
- Level 14: Poison Weapon, Oil Slick
- Level 15: Shank, Diversion, Ship Shove
- Level 16: Mug, Blinding Flash
- Level 17: Cripple Spine, Fake Theft Far
- Level 18: Eavesdrop, Force Drop, Flying Kick
- Level 19: Backstab, Gossip, Slap Face
- Level 20: Fury, Intimidate
- Level 21: Throw Daggers
- Level 22: Acid Vial, Hidden Voice, Take Weapon
- Level 23: Ship Shove All, Jump Ship, Strip Victim
- Level 24: Throat Strike, Smoke Screen
- Level 25: Double Backstab, Gold All
- Level 26: Cut Purse, Commandeer Ship
- Level 27: Ship Spike, Master Dodge
- Level 28: Grand Theft Bank, Deathblow
- Level 29: Snap Neck
- Level 30: Flying Backstab
INF files
For visually impaired users using screen readers, each power description is separated by a heading so you can navigate with the H key.
Technique Name: Peek
SP Cost: 20
Syntax: peek <target>
Skills used: thief stealth, mental discipline, merchant negotiate
Description:
This sneaky craft lets you look at what your target has in their
inventory. The success is based on your skills and your target's level
and skills.
Technique Name: Warning
SP Cost: 20
Syntax: warning <name> <message>
Skills used: thief stealth, thief traps
Description:
With this ability a thief can send a warning to anyone they deem
needing one. A piece of parchment will fly through the air with
a clear stated warning, attached to a sharp dagger. The success
of this will depend on how skilled you are in stealth and traps.
There is a small chance that the target will recieve a
minor cut from the dagger. There is also a chance the target, if
their skills are higher than your own, will notice that you threw
the dagger, so be judicious in using this ability.
Technique Name: Palm
SP Cost: 5 * number of items
Syntax: palm <objects> [from <object>]
Skills used: thief stealth, thief traps, dexterity
Description:
By using this technique, you can grab things off the ground without
anyone seeing you do it. You can also try to get things out of objects
like a box or chest the same way.
Technique Name: Sucker Punch
SP Cost: 10 + Level
Syntax: suckerpunch <target>
Skills used: combat attack, combat martial
Description:
While not a very powerful technique, it can cause painful
damage to an opponent who has little concentration or
mental prowess. In this attack you distract your opponent
and then punch them hard in the gut. The power and success
of the sucker punch is based upon your combat attack and
combat martial skills.
Technique Name: Rogue Taunt
SP Cost: 10
Syntax: roguetaunt
Skills used: level
Description:
This technique allows you to take on a martial arts stance and taunt
everyone in the room, making them understand your martial arts
prowess and power. How you appear to others during this display
of movement is dependant on your level.
Note: This is a roleplay technique and should be used wisely
and for roleplaying reasons.
Technique Name: Steal
SP Cost: 10 + other factors
Syntax: steal <item> from <person>
Skills used: thief stealth, thief traps
Description:
The main thief staple, this power lets you steal an object from another
player or monster. Being hidden helps, success is based on your level,
skills, and weight of the object you're trying to steal. For the more
valuable items (not including coins), you'll get some xp if you're
robbing a fairly worthy victim.
Also note the less a person has, the more likely they will notice
something missing.
Technique Name: Blow Torch
SP Cost: 10
Syntax: blowtorch <target>
Skills used: thief stealth, thief traps, dexterity
Description:
This sneaky little trick will douse the torch in your targets
possession. A rather nasty trick when in a dark place, and can
freak out even the most stout hearted adventurer. Success is
based on your skills and you will be noticed if failure occurs.
Technique Name: Hide
SP Cost: 30 to hide
15 to unhide
Syntax: hide
hide unhide
Skills used: thief stealth, thief traps
Description:
This power allows a thief to hide from onlookers. In hidden form, most of the
techniques of a thief have a higher chance of success. The technique
success is based on the thief's skills.
If you "hide unhide" this will pull you out of the shadows. There is a lower
cost to unhiding this way as you must be stealthy to not warn others.
Technique Name: Quickhand
SP Cost: 20
Syntax: quickhand
Skills used: combat attack, merchant negotiate, level
Description:
Sometimes it is important to demolish your enemies confidence.
This is accomplished by moving your hands about quickly in
front of your target, intimidating them with a startling
display of dexterity. The effectiveness is based on your
skills and level.
Technique Name: Poultice
SP Cost: 25
Syntax: poultice
Skills used: mental discipline, merchant negotiate, level
Description:
A rogue often has need to be self sufficient. Often forced to
fend for yourself you may need to use some curing techniques
when danger presents itself. Using your self taught methods
of healing, you can create a poultice and heal your minor
wounds with it. The healing powers of the poultice
are dependant upon your skills and level.
Technique Name: Sneak
SP Cost: 10
Syntax: sneak <direction>
Skills used: thief stealth
Description:
By sneaking around, a thief can keep from being detected by the
casual onlooker. The ability to do this without being seen is
based on the stealth skill.
Technique Name: Back Fist
SP Cost: 30
Syntax: backfist <target>
Skills used: combat attack, combat martial
Description:
A technique learned from your fellow guildmates, this hard hitting
attack is accomplished by smashing your foe with a quick flick of
the wrist and arm. The damage is based on your skills in combat
attack and combat martial.
Technique Name: Scavenge
SP Cost: 50 + Level
Syntax: scavenge
Skills used: merchant negotiate
Description:
Scavenging is the ability to find food when it appears that food is scarce.
The Rogue is able to scavenge bits of edible items and create a small type
of food called jerky. This is only possible in certain areas where food
would likely be found. The health affects of the jerky are based on the
merchant skill.
Technique Name: Slip
SP Cost: 25
Syntax: slip <item> <person>
Skills used: thief stealth, thief traps
Description:
This power is used to slip poison food or other harmful
things to an enemy. Being hidden helps and success is based
on your level, skills, and weight of the object you're trying to
slip to a person.
Also note the smaller the item, the less likely a person will
notice it being given to them.
Technique Name: Marker
SP Cost: 35
Syntax: marker
Skills used: thief stealth, thief traps
Description:
A thief is always on the look out for prey and what they carry.
Another technique that makes good use of the thiefs network of
informants, is the marker. By placing a marker in an area, your
informants will notify you when a person walks into the area.
Full success will also grant an accounting of the coins the person
is carrying.
In order to remove a marker, just use the same syntax and the marker
will be automatically removed.
Technique Name: Cripple Arm
SP Cost: 40 + Level
Syntax: cripplearm <target>
Skills used: combat martial, thief traps
Description:
Using martial arts and skills in trapping your enemy, you can
break their arm with an attack that cripples them. When
successful, you will inhibit your enemies attacks, also causing
them some discomfort from the arm break. The duration of the
broken arm and the damage inflicted depends upon your skills.
Technique Name: Shortchange
SP Cost: 35
Syntax: shortchange <real#> <coin> as <fake#> to <person>
Skills used: merchant negotiate, thief stealth, thief traps
Description:
With expertise in the slight of hand, you are able to make your victim
think that they have received either more or less coin than they really
have. With the right skill levels, you can give a lot less for something
than your seller knows. Don't try this on shop owners. They are gifted in
such foolery.
Example: shortchange 10 silver as 5 to John
This will show you giving 10 silver coins to John, but you will really be
giving 5 silver coins if you are successful.
Technique Name: Detect Unseen
SP Cost: 10
Syntax: detectunseen
Skills used: thief traps, mental discipline, level
Description:
Using this technique you have acquired through learning to hide,
you check for other people hiding in the area. Success is
based on your skills and level.
Technique Name: Detect Hidden
SP Cost: 20
Syntax: detecthidden
Skills used: thief traps, mental discipline, level
Description:
By searching around as only a thief can, you detect any hidden
exits in the area. Success is based on your skills and level.
Technique Name: Throwdarts
SP Cost: 30
Syntax: throwdarts
Skills used: combat attack, combat martial
Description:
Taking several darts from your supplies you are able to throw them
at anyone fighting you. While not very damaging, the ability
to hit several enemies at once, cannot be dismissed lightly.
The severity of the penetration depends on how well you are trained in
combat attack and combat martial skills.
This power can only be performed during combat.
Technique Name: Extortion
SP Cost: 30 + guild level
Syntax: extortion <name>
Skills used: thief stealth, merchant negotiate, level
Description:
A thief is not always the best at being suave and debonaire,
so sometimes you may need to resort in extortion when your
pretty face isn't raking in the coins. The art of extortion is
rather simple in that you simply grab the victim by the neck
and order them to give up their coins for the better good of
society. The success of this strong arm tactic is based on
thief stealth and merchant negotiate skills, where as the
amount taken will be based on guild level. Failure of
course may result in humilation to the thief.
Technique Name: ropeankle
SP Cost: 40
Syntax: ropeankle <target>
Skills used: thief traps, thief stealth, thief dodge
Description:
A dastardly and comical ability the roping of someone's
ankle can be both amusing to you and embarrassing to your
foe. With your skills in subterfuge and stealth you sneak
near someone and tie a short cord around their ankles.
If successful your target will fall on their face in a
comical display.
This success of this ability is based on your skills and
level and those of your target. When you are hiding you have
an increased chance of success.
On failure the person you are trying to tie may notice you
as well as anyone in the area.
Technique Name: Cripple Leg
SP Cost: 60 + Level
Syntax: crippleleg <target>
Skills used: combat martial, thief traps
Description:
Using martial arts you sweep kick your enemy and when
successful you can break their leg, crippling them to the
point that they cannot move. The duration of the
broken leg and the damage inflicted depends upon your skills.
Technique Name: mirrorglint
SP Cost: 30
Syntax: mirrorglint <name>
Skills used: thief traps
Description:
Mirrors are always useful, but for a thief it can be VERY useful. By
taking the mirror and positioning it in the right spot you can take
light and produce a glare that will blind your opponent for a short
time, the length of time is dependent on how well the thief is
trained in the above listed skills.
Technique Name: Knife Hand
SP Cost: 50 + Level
Syntax: knifehand <target> at <location>
Skills used: combat attack, combat martial, mental discipline
Description:
Using martial arts you form a strong sense of power and focus
that into an attack with the blade of your hand. This attack
can be a devastating attack to a specific location on your
enemy. The power of this attack is based on your skills
of attack, martial, and discipline.
Technique Name: Dodge
SP Cost: 75
Syntax: dodge
Skills used: thief dodge, combat martial
Description:
As a master of the arts you have learned the ability to dodge the
attacks of your enemy. This is a very powerful skill that can even
keep you from harm of the most deadly attacks.
The duration of this technique is based on your thief dodge skill.
The ability to dodge your opponent and the damage you take from
skillfully skirting their attacks, is based on both your thief dodge and
combat martial skills.
Technique Name: Gag
SP Cost: 30
Syntax: gag <target>
Skills used: thief stealth, thief poison, thief traps
Description:
Sometimes you need to keep a victim quiet that you are trying
to rob or that you have already victimized. In these cases it
is best to gag them to keep them from calling out for help.
By gagging your target you can keep them from any vocalizing to
anyone in hearing distance. Gagging does not, however, stop
someone from using telepathy or other magically enhanced
methods of communication.
Your success or failure is based on your skills and level and
those of your target.
Technique Name: Fake Theft
SP Cost: 40
Syntax: faketheft <target> <victim>
Skills used: thief stealth, thief traps
Description:
In today's society of marshalls, judges, law and order, it is
sometimes necessary to put the blame on someone else and keep
thieves from being targeted or gaining too much attention
from various crimes.
Faking a theft is an important way of putting the blame on
others and keeping the focus off of true thieves. With this
ability, you target someone in the area and on success it
will appear as though they are doing something shady. Either
trying to look into someone's possessions or failing at a
theft with the victim you choose. Both the target and the
victim must be in the room.
This is illusionary and care should be taken to not over use
this ability as it is something that should only be done with
guild leader approval. Failure will let others in the room
know that you are doing something shady and give you away.
Your success or failure is based on your skills and level and
those of your target. You receive a slight increase in your
chance of success when hidden.
Technique Name: Poison Weapon
SP Cost: 75
Coin Cost: 25,000
Syntax: poisonweapon <weapon>
Skills used: thief poison
Description:
Acquiring the right ingredients you can apply them to a weapon
and poison it. The poison increases the damage the weapon
does to an enemy as well as periodically causes extra damage.
The caveat is that a weapon to be poisoned can NOT have any
other modifications to it. The strength of the poison is
based on the thief poison skill.
Also, you must acquire a vial of poison in order to poison
a weapon and it costs 25,000 copper coins to prepare the poison.
Technique Name: Oil Slick
SP Cost: 75
Syntax: oilslick
Skills used: thief traps, thief poison, merchant negotiate
Description:
Sometimes it is necessary to keep an area clear of intruders.
Whether this is for a theft or crime being comitted in a
nearby area or room, or simply a trick to play on unsuspecting
passerby, the use of oil to make the ground slippery in
an area is well known and quite exciting.
Using a flask filled with special oil, you take some time to
prep ground and coat it with a extremely slippery oil base
and top coat. Doing so will cause unskilled travelers to slip
out of the area with a thump. This can be comical as well
as helpful.
The ability to not slip from an area that has been slicked
with oil is based on the traveler's skills and level. The
direction they slip is random on for those who fall.
Technique Name: Diversion
SP Cost: 50
Syntax: diversion <direction> <description>
Skills used: thief traps, merchant negotiate
Description:
Similar to the fake theft, the diversion is another method
of keeping peoples minds occupied on something else while
you are trying to commit a crime or you are being scrutinized
by others.
When you cause a diversion you choose an exit where you want
the diversion to occur and describe what may be happening
in that direction. The direction must exist and your
description should be short and vague so as not to give
away that something illusionary is happening.
Your success or failure will be based on your skills and
on failure you will be seen acting strangely shady. Success
is more possible if you are hidden, but you run the risk
of being caught hiding if you do this.
Example: diversion east A fight breaks out
Everyone will see: A fight breaks out toward the east.
Example: diversion north Someone yells for help
Everyone will see: Someone yells for help toward the north.
Example: diversion west A dog barks loudly
Everyone will see: A dog barks loudly toward the west.
NOTE: This is a roleplay ability and usage must be done
within the genre and confines of your guild rules.
Abusing this power for stupid reasons or exploits
will get you deleted.
Technique Name: Ship Shove
SP Cost: 80
Syntax: shipshove <target>
Skills used: combat attack, combat martial, mental focus
Description:
A trick learned by the buccaneer of the sea, shoving a person
off the deck of a ship is not an easy task and takes skill and
luck. In this case you use both skills, dexterity and strength
to grab your target and shove them off the deck of a sea faring
vessel.
Your success or failure is based on your skills, level, strength,
and dexterity and those of your target
Technique Name: Mug
SP Cost: 40
Syntax: mug <target>
Skills used: thief stealth, thief traps, mental discipline
Description:
Mugging someone constitutes sneaking up behind them and
bashing them over the head with a large blunt weapon, hopefully
knocking them senseless for a while so you can rob them blind.
You must be hidden and holding a blunt weapon to attempt this.
There's such an adrenaline rush associated with doing this that you
can't do it too often. The power of the mugging and success will
depend on your skills.
Note: Mugging is meant for other players. It is not recommended
to mug an NPC.
Technique Name: Blindingflash
SP Cost: 70
Syntax: blindingflash
Skills used: thief stealth, thief traps
Description:
Sometimes a thrifty get away is needed. Taking a mixture of powders
and flint a thief can throw this on the ground and make a blinding
flash. Everyone in the room is temporarily blinded, so that you
may get away unscathed. Some damage will occur as the powders involved
are volatile.
Technique Name: Cripple Spine
SP Cost: 100 + Level
Syntax: cripplespine <target>
Skills used: combat martial, thief traps
Description:
Using martial arts you move behind your enemy and with
a targeted and powerful hit, you can crack their spine.
This massively effective and painful blow can crumple the
most mighty of foes, leaving them whimpering in sheer
agony!
Technique Name: Fake Theft
SP Cost: 80
Syntax: faketheftfar <target> <victim>
Skills used: thief stealth, thief traps
Description:
Similar to fake theft, in this case you do not have to be
in the same room as the target, however the same situation
is achieved through illusion as fake theft.
Faking a theft is an important way of putting the blame on
others and keeping the focus off of true thieves. With this
ability, you target someone and on success it will appear
as though they are doing something shady. Either trying to
look into someone's possessions or failing at a theft with
the victim you choose. Both the target and the victim must
be in the room.
This is illusionary and care should be taken to not over use
this ability as it is something that should only be done with
guild leader approval. Failure will let others in the room
know that someone is doing something shady and give away the
illusion.
Your success or failure is based on your skills and level and
those of your target. There is no increase on success by being
hidden when using fake theft far.
Technique Name: Eavesdrop
SP Cost: 100
Syntax: eavesdrop <target> or <stop>
Skills used: mental discipline, thief stealth
Description:
A skill that has been known gain many a thief coins for information,
the eavesdrop allows you to concentrate on your surroundings and start
to listen in on tells that are happening within that area. Many
interesting and substantial conversations can be heard via this
excellent skill. The length of time you can eavesdrop is based on
mental discipline and thief stealth skills.
Because of the need to concentrate and not be seen you must be hidden
to properly eavesdrop.
To quit eavesdropping you simply move or use the command:
eavesdrop stop.
Technique Name: Force Drop
SP Cost: 100
Syntax: forcedrop <target> <item>
Skills used: thief traps, merchant negotiate, mental discipline
Description:
Already experienced in standard theft, this is a higher level
of theft for those items you can't seem to grab when a person
is carrying them. With this technique you convince your target
to feel like the item they are carrying is too heavy and they
need to set it down. When they do, you can snatch it away if
you are quick enough.
This can be effective with any item they are carrying including
backpacks, weapons, and armour. Success is based on your skills
and level and those of your target.
Technique Name: Backstab
SP Cost: 100
Syntax: backstab <target>
Skills used: thief stealth, combat martial, thief traps
Description:
This powerful initial attack is a hallmark of the practiced thief and
even a trait of a trained assassin in a limited sense. The backstab
can be a severely punishing assault on an unsuspecting victim. The power
of which is dependant on the combat martial skill. There is risk, however,
because failure can cause severe repercussions. The better the skill at
thief stealth, the less chance of failure. It is also better to backstab
from a hidden position.
Technique Name: Gossip
SP Cost: 50
Syntax: gossip <name>
Skills used: mental discipline, merchant negotiate
Description:
A lot of a thieves abilities to rob, cheat, and steal, are
dependant upon a network of spies and informants. Calling on
rumour mongers, beggers, and urchins throughout town, you can
seek a person anywhere. But as we all know gossip is not always
true. Success of this ability should give you the whereabouts of
your next victim, and hopefully they will still be there.
Failure will let you know that your informants are not so sure
they have pegged the right person and may need to look around
more. Success is dependent on how well the thief knows how to
control their mind and merchant negotiate abilities.
Finding a person outside with impunity is much easier than
finding a person indoors as the people around the person indoors
and the ability for your gossip mongers to not be seen is more
difficult.
Failure in the gossip will cause your mongers to not listen to
you for a short period.
Technique Name: Fury
SP Cost: 150
Syntax: fury
Skills used: combat attack, combat martial, thief stealth
Description:
It has been said that the art of the fury came from a fighter
that turned thief decades ago. The truth of this rumour most
likely stems from the skill being very similar to the fighter's
beserk, however thieves will claim that the fury is far more
powerful than the brainless beserk.
Vain or not, the fury is definately an attack to cause even
the most powerful to give pause. While not nearly as devastating
as the double back stab, the fury can be initiated without being
hidden and strikes almost immediately into a foe giving little
chance to avoid its painful delivery.
Technique Name: Intimidate
SP Cost: 150
Syntax: intimidate <target>
Skills used: thief traps, mental discipline, merchant negotiate
Description:
In a masterstroke of genious, an old yet very powerful
thief learned to prey on his weaker victims by intimidating
them into giving up gear. Getting on in years, he was able
to suppliment his diminishing income by using reputation and
nuance to good advantage.
A greater and more global power than force drop, if you
become adept at this, you may find your victim dropping
all the items they carry and running from you in abject fear.
Not only can this be a quick way to get gear, you may also get
a good laugh in as well as the weaker foes flee in terror.
Technique Name: Throwdaggers
SP Cost: 75
Syntax: throwdaggers
Skills used: combat attack, combat defense, thief stealth
Description:
Pulling several daggers from your supplies, you can throw them
at everyone in the room. While similar to the throwing of darts,
the daggers are much more damaging and painful upon contact. The
daggers also do post damage after they are imbedded in the
flesh of your foes.
This power can only be performed during combat.
Technique Name: Check Vault
SP Cost: 200
Syntax: checkvault <target>
Skills used: merchant negotiate, thief traps, mental discipline
Description:
Becoming a master thief requires that you dabble in the more
dangerous and rewarding areas of theft. One of the first levels
of this type of thievery is in stealing from a vault. Vaults are
highly secured and removing an item from a vault takes practice,
patience, and nerves of steel, for failure will result in alarms
being sounded and likely guards arriving to apprehend you.
Prior to robbing a vault you must by necessity know what is in
a vault. Checking a vault, while not as risky or dangerous as
robbing a vault, is still not without danger. After choosing the
name of the person's vault you wish to check, you attempt to
see the items stored. Success will show you what items are in
the vault.
Failure will sound an alarm notifying authorities of your
and actions. Success or failure is based on your skills and
level. Vaults can only be checked or robbed if you have sworn
fealty to the same nation as your target. Your target must
also be active for you to check the vault or rob it.
Technique Name: Rob Vault
SP Cost: 300
Syntax: robvault <name> <item>
Skills used: merchant negotiate, thief traps, mental discipline
Description:
Becoming a master thief requires that you dabble in the more
dangerous and rewarding areas of theft. One of the first levels
of this type of thievery is in stealing from a vault. Vaults are
highly secured and removing an item from a vault takes practice,
patience, and nerves of steel, for failure will result in alarms
being sounded and likely guards arriving to apprehend you.
After checking a vault successfully you can choose an item you
see in the vault and attempt to steal it. Robbing a vault is
far more dangerous than checking a vault and being caught can
lead to your death if anyone is aware enough to come hunt you
down. Success can be exhilirating as you retrieve the item
from a sealed vault.
Failure will sound an alarm notifying authorities of your
and actions. Success or failure is based on your skills and
level. Vaults can only be check or robbed if you have sworn
fealty to the nation where the vault is located.
Technique Name: Check Bank Account
SP Cost: 300
Syntax: checkbankaccount <name>
Skills used: merchant negotiate, thief traps, mental discipline
Description:
While stealing from a vault can prove exciting, sometimes coins
are more important and as liquid assets can be more desirable.
Stealing from a personal bank account is dangerous in the extreme
as bank accounts are fiercely guarded and secured making success
something more not than often.
While you may wish to steal from an account, it is always good
to know how many coins reside in a particular account before
you seek to rob from it. Success in checking an account will
show you the balance in the named account.
Failure will sound an alarm notifying authorities of your
and actions. Success or failure is based on your skills and
level. Bank accounts can only be checked and robbed from the
nation where you have sworn loyalty.
Technique Name: Rob Bank Account
SP Cost: 400
Syntax: robbankaccount <name> <amount>
Skills used: merchant negotiate, thief traps, mental discipline
Description:
While stealing from a vault can prove exciting, sometimes coins
are more important and as liquid assets can be more desirable.
Stealing from a personal bank account is dangerous in the extreme
as bank accounts are fiercely guarded and secured making success
something more not than often.
Stealing from the bank account is a precise and dangerous operation
requiring you to risk the danger on the amount you want to attempt
to take. The higher the amount, the more risk you will have in
stealing from the account without setting off an alarm. Success
will be based on your skills and level.
Failure will sound an alarm notifying authorities of your
and actions. Success or failure is based on your skills and
level. Bank accounts can only be checked and robbed from the
nation where you have sworn loyalty.
Technique Name: Ship Shove All
SP Cost: 175
Syntax: shipshoveall
Skills used: combat attack, combat martial, mental focus
thief dodge
Description:
A trick learned by the buccaneer of the sea, shoving a person
off the deck of a ship is not an easy task and takes skill and
luck. Similar to the ship shove, this technique is more broad
as you target everyone on the ship and in a spanning move you
shove everyone off of the deck of the ship.
Because you may be targeting so many people at once, success
can vary as the ability to shove each person off of the deck
is based on your skills and level and that of each target
thrown.
Technique Name: Jump Ship
SP Cost: 50
Syntax: jumpship <ship name>
Skills used: combat attack, thief dodge, combat martial
Description:
Sea battles and even commandeering another vessel can be
much easier if you can jump straight across from the ship
you are on to another vessel at sea. This handy technique
is only mastered by the highly dextrous and skilled
seaman.
Once near another ship you take a rope and swing across
to the vessel you name. Success will land you on the deck
while failure might tangle you in your own rigging or land
you in the ocean. Success or failure is based on your
skills and level.
Technique Name: Double Backstab
SP Cost: 200
Syntax: doublebackstab <target>
Skills used: thief stealth, combat martial, thief traps,
mental discipline, level
Description:
It has been rumoured that the first double backstab killed
Sir Robert DeLoy, the second Duke of Gahlen over a hundred
years ago. It was from this time that rumours of an assassins
guild crept into the hearts of the peasants in Gahlen and
not without reason.
This devastating attack is feared by many a victim. For the thief
who has mastered the backstab, this ultimate attack allows for
a dagger in each hand to be used as a twisting, bloodletting
destruction that few will walk away from. This attack must still
be done from a hidden place lest your victim see you coming and
turn away your assault. The power and deadliness of the double
back stab is based on the power of the weapon and your skills and
level.
Technique Name: Smoke Screen
SP Cost: 250
Syntax: smokescreen <direction>
Skills used: thief stealth, thief traps
Description:
The master thieves method of making an area safe for full theft or
escape is to create a smoke screen in an adjacent area. By tossing
a bag filled with smoke chemicals in the indicated direction you
can fill the area next to you with black smoke for a lengthy period
of time. During this time you may sneak into the area without
failure, steal, mug, peek and commit other thieving acts with much
more impunity and success.
The duration of the smoke screen is based on the skills and level
of the thief involved.
That is not a valid skill or technique.
Technique Name: Ship Theft
SP Cost: 250
Syntax: commandeership
Skills used: merchant negotiate, mental discipline
Description:
One method of taken a ship under control is to commandeer it
while at sea. This is a master method taught by the sea
buccaneers when hijacking another's vessel. In this case you
take command of the vessel and can sail off into the
sunset or set sail to join the pirates. Either way it
is an effective method to relieve another from command
of their ship.
Success or failure is based on your skills and level and the
number of others aboard the vessel.
NOTE: Only player owned ships can be commandeered.
Technique Name: Ship Theft
SP Cost: 400
Syntax: shiptheft <ship name>
Skills used: merchant negotiate, thief traps, mental discipline
thief stealth
Description:
After mastering the arts of vault and bank account robbery, it
is a higher form of theft to steal a ship from the dry docks.
Some research is needed in such a grand act of larceny as you
must find out what ship you want to take and know the name of
the person you are stealing it from. You also must ensure that
the ship is in the dry dock where you are attempting to steal it.
Once you know the ship name and owner's name and ensure that
it resides at the dock you are thieving from, you simply sneak
in and steal it out. Then commandeer the captain seat and sail
off.
Because the dry docks are not as secure as the bank, success
is more likely, however, success may be short lived if you
get caught after stealing a ship. You cannot take ownership of
it, so your only options are to use it until it sinks or leave
it somewhere, or drydock it after you have commandeered.
Failure is instantaneous if you use the wrong ship name or the
ship does not reside at the dock. Failure will result in alarms
and possible notification of who is attempting the theft.
Technique Name: Ship Spike
SP Cost: 350
Syntax: shipspike <ship name>
Skills used: thief stealth, thief poison, combat martial
Description:
Something of an assassin's technique, the spiking of a ship
is a method to destroy a vessel at sea and hopefully anyone
on board. Swimming up to the ship you wish to sink you ram
a spike carefully into the hull and if done successfully you
will not be noticed and the ship will begin to sink much
faster than normal as the hull is breached.
Careful consideration and stealth must be used for if you
fail and are caught those on board will know what you are
attempting to do. Success or failure is based on your
skills and level. The damage done to the ship and the speed
of destruction is based on your skills.
Technique Name: Grand Theft Bank
SP Cost: 500
Syntax: grandtheftbank
Skills used: merchant negotiate, thief traps, mental discipline
thief stealth, thief dodge
Description:
The ultimate in theft is stealing from the entire bank rather than
just from a vault or bank account. This type of theft is only for
the Master Thief who is trained in all areas of theft and has
successfully mastered robbing from vaults and bank accounts.
The risks are the highest when attempting this feat, but the
rewards can often be in the hundreds of crowns depending on the
success of the theft. One should be warned however that failure
will likely result in guards apprehending the thief. Success is
based on your skills and level and failure will sound an alarm
notifying authorities of your actions and likely bringing guards
down on you.
Technique Name: Snap Neck
SP Cost: 500
Syntax: snapneck <target>
Skills used: combat martial, mental focus, thief stealth
thief dodge, mental discipline, combat attack
Description:
More of a technique of assassins and highly skilled thugs,
snapping the neck of your foe is also an art of those
trained in the martial skills. Not possible in combat you
must move behind your target and grip their chin and the
back of their head and twist with a powerful force enough
to crack the neck of your target.
The results of the snap neck are varied as the attack may
be completely blocked, cause severe pain to your target,
disable them by snapping their neck successfully, or kill
them in the process.
You must not be wielding any weapons when attempting to
snap someones neck as you need both hands free for this
maneuver. The degree of success with the snap neck is
based upon your skills and level and the skills, level,
and stats of your target.
Technique Name: Flying Backstab
SP Cost: 750
Syntax: flying backstab <direction> <target>
Skills used: All
Description:
This technique is said to be taught by the Master Assassins
on Buccaneer Isle in the Blue Sea to only the best of the
best in skills and stealth of combat. The flying backstab
is so deadly that many a foe will not live if executed with
the proper finesse and art.
In the attack you will take a running start and jump into
the area of the victim with a high leap, flying over your
target's head in an amazing acrobatic feat. While in the
air you will use the momentum of the leap to imbed your
primary weapon deep into the back of your victim. As you
continue your flight and cartwheel over their head you will
slam your secondary weapon to the hilt into your victim's
chest.
The risk and danger of the flying backstab is in the
driving force of the attack. So powerful is the initial
shock that even masters cannot maintain a grip on the
weapons they use and they will remain embedded into your
foe.