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This system gives thieves more to do. Its not perfect it's mostly for a bit of fun.
For each CORRECT tool the thief gains a bonus to disarming the trap/lock
For each INCORRECT tool the thief gets a minus, this gets WORSE the more wrong tools they pick.
If a thief attempts to open a lock or disarm a trap and is successful then you can CONFIRM you ALSO
confirm any wrong tool choice.
The system is silly, things ALWAYS correctly disarm things and often for no real reason. I have no idea
why a hook will get rid of fire oil, it just will. Its how I filled out the sheet. You as DM need to sell it.
Rewards:
I give 500 exp for finding a new trap, I give 100 exp for discovering the right tool. And I give a one off
double count when the trap is fully discovered.
This means thief player loves finding traps, loves risking tools and so forth.
I give the player a chart to fill out, it makes them happy. I allows thieves to tell each other about traps
they know (no EXP bonus mind you!)
The thief rolls to detect traps, finds it and is then told by the DM then name of the trap.
The thief then tries to discover all the parts to the trap, he rolls and is successful!
The DM tells him the first part is a BLADES mechanism, the DM ALSO points out there are no more parts
to discover (the DM is good like that).
The thief player looks at his tools, so far he has managed to gather a hammer and a key.
The DM checks the trap, sadly blades requires a key ( a big master key that locks blades as they are mass
produced in the dwarf city of Hellegost and the same key will fix them all, who knew!)
The difficulty was originally 15, but because he picked the wrong tool its now 20!
The their player rolls 20 (you lucky example swine) and still manages to bypass the trap.
The DM points out that the hammer did nothing to help with the blades, the Thief makes a note about
that.
Inside the chest they find a new thief took, a long hook! Now the thief has even more chances to get it
wrong.
Thief has Levers, cutters, ratchets and lock picks
Traps come in 21 types, with a difficulty number, this is a sliding number based on quality of the trap.
If the thief knows the type (by successfully bypassing it) then they gain a +1 to disarm.
If a thief examines a trap they get three rolls to check what the three parts of the trap are.
If a thief tries a tool (lever, cutter, ratchet) then they gain a +1 if it’s the right tool or a 0 or a -1
If a thief uses the right 3 combinations then they will always know the right trap toosl to use and thus
gain +4 vs that type of trap as long as they have enough tools. if they have no tools but know the trap
then they gain the standard +1.
Each segment of trap disarmament uses up one tool, regardless of success, for each attempt made.
Lock picking
Locks have a difficulty to unlock, for each lockpick used the thief gains +1 to the lock pick test.
On a fail the difficulty increases by the amount of lock picks used. So if the difficulty was 10 and the theif
used 5 picks and failed, the new difficulty is 15!
Hook
Pick
Key
Saw
Hammer
Loop
Lens