Making Characters Weird: Thieves/Rogues
Nyrene Bessieres by BiPiCado is licensed by CC BY-NC-ND 3.0 |
What's Included Below:
- Playing a Thief/Rogue
- A Table of "Weird" Character Traits for Thieves/Rogues
- A D20 Table of "What's In the Pocket?" for the pick-pocket skill
- Alternate Thief Skills for Old-School Games (primarily B/X or Old School Essentials, but applicable to BECMI, 1E, and OD&D)
This presents the third entry in my series on "making characters weird." In this largely system-neutral series, my goal is to present some alternative backgrounds or traits for characters that are odd, unexpected, and just plain weird.
Unlike a 5E type background, these are not intended, for the most part, to present any kinds of mechanical changes to the class, but mainly to provide flavor, role-playing hooks and also present some world-building opportunities on which the referee and player can collaborate.
In this particular entry, I do show an example of how to very easily and quickly convert any kind of mechanic from B/X to 3E, 4E, or 5E with very little trouble (for the "Talking Locks" weird trait in the table below). The goal is to make this material as broadly appealing and inclusive as possible across all editions.
PLAYING A THIEF/ROGUE
Why do I put "Thief/Rogue" instead of just "Rogue"? For you newer players who just recently discovered the game, when the game was created, there actually was no "Rogue" class: The game consisted of three classes only: Clerics, Magic-Users, and "Fighting Men." The so-called Rogue was added in the first supplement to the game, Greyhawk, but it was called a Thief. That name stayed until Advanced Dungeons & Dragons 2nd Edition, published about 15 years after the original game, when it was changed to Rogue (although Rogue was an "archetype" under which both the Thief and Bard classes existed).
Similar to things I ask my Cleric players to do (pick a day of the week they won't adventure, pick a food they won't eat, and pick some superstitions), I ask my Thief/Rogue players to think about these three things:
- A vice. This can be something common for the criminal underworld, such as gambling, alcohol and other substances, or it could be something unusual like art or expensive clothing. Whatever it is, it's something that is likely to get you into trouble, and also causes you to spend your money unwisely and interact with some unsavory characters while doing so.
- A contact. This is someone you know who is privy to uncommon information, often of a less than legal nature, in your hometown or village. It could be someone as innocent as a tavern keeper, or it might be a local beggar who sees and hears much but is ignored by most. Conversely, it could also be a member of the constabulary who can be bribed for a price. The referee might assign you a contact or allow you to create one.
- A vulnerability. This might be a dark secret, such a a family member you don't want exposed, or it could be something you've spent you life searching for, such as who your parents were. Whatever it is, it's something that you can't ignore and that you'll go out of your way to investigate and take risky steps to either uncover or to keep hidden (depending on the nature of the vulnerability).
WEIRD THIEF TRAITS TABLE
Roll |
Weird Trait |
1 |
Spider Climbing: When you climb sheer
surfaces, you grow spider arms and small hairs all over your body, and you
stick to the surface. It’s unsettling to watch. |
2 |
Whispering Traps: You hear
the trap(s) whispering to you. No one else can hear it. |
3 |
Dimensional Locks: You realize (or belong
to a cult that believes) that locks are a gateway to other worlds/portals,
like inter-dimensional waystations. You always want to open as many locks as
you can find, with the hope of unlocking the gateway to a new dimension. |
4 |
Talking Locks: While you still need
your tools, your talent is in talking to locks and convincing them to open
themselves. Add your Charisma score’s NPC Reactions bonus x10 as a percentage
(e.g., 13-17 = +10%, 18 = +20%) as a bonus to your Open Locks check. The
downside is that you make a lot of noise while doing this, as you argue with
the locks, increasing the chance of wandering monsters to 2-in-6. |
|
3E Conversion: Add your CHA bonus to
your Open Locks check. Double the chance of wandering monsters to 20% when
opening locks. 4E Conversion: Add your CHA bonus to
your Thievery: Open Locks check. The referee will create a consequence for the
player taking longer and making more noise while opening a lock. 5E Conversion: Add your CHA bonus to
your DEX check to open locks. Double the chance of wandering monsters when
opening locks.
|
5 |
Floating Silently: While moving silently,
you look as if you are floating on air, and your feet don’t seem to touch the
ground. You don’t leave any tracks. |
6 |
Shadowy Appearance: Your face
is always in partial shadow, making identification very difficult but also
portraying a vibe of untrustworthiness. |
7 |
Shadowless. You leave no shadow.
Your parents claim it was stolen by otherworldly creatures when you were a
baby. You’ve traveled far and wide to find it. |
8 |
Constant Noises: You are
exceptionally good at hearing noises others can’t hear. You’ve been this way
your whole life, but you hate it. You just want the noises to stop. Make them
stop! |
9 |
Extradimensional
Pockets:
Every time you pick a pocket, you feel as though your hand has entered
another dimension and the item you’ve pilfered actually came from somewhere
else as opposed to the pocket your hand was just in. |
10 |
Youthful: You look like a young
teenage child and don’t appear to have aged for years, but you are an adult. Nobody
can explain why you look like this, but your appearance helps gain you access
to areas you otherwise couldn’t get into because of your innocent, child-like
appearance. At a level determined in secret by the referee, you will
automatically physically age 2D6 + 10 years overnight, with no explanation.
People might not recognize you. |
11 |
Hunted by Cult: One or both of your
parents hid you as a child by cutting your hair differently and making you
dress as the opposite sex and told you to never reveal your true identity.
They claimed it because an evil cult was searching for you. [Inspired by a
Rogue character my wife plays in my long-running World of Samoth game]. |
12 |
Mysterious Book: As a
child, you found a mysterious book hidden in your parents’ room and were
strangely attracted to it. You stole it when you left home. Shortly after,
your parents were murdered. You’ve noticed the cover of the book appears to
be made of some kind of skin. |
13 |
Bad Luck: You are considered an
ill-omen and bearer of bad luck, not for yourself, but for others. It’s
obvious and you can’t hide it, giving you a -1 Reaction Roll Penalty. You
think people are just superstitious fools. Because people are wary about you,
you get to act first on initiative during the first round of an encounter. |
14 |
Grave Robber: You’re a former
grave-robber until you saw something that turned your hair white from fear.
You don’t like to talk about it, but you’re pretty sure it’s following you. |
15 |
Family Debt: You made a deal with
someone to pay off a family debt, and later learned the lender was not who
you thought it was. You’re pretty sure it’s not any kind of creature you’ve
ever seen or heard of. The loan, which you can’t currently repay, is due
soon. |
16 |
Disfigured: A plague when you
were young left you disfigured. You hide your face behind a mask. You take a
-2 penalty to CHA if the mask is removed but have a +2 bonus to saving throws
versus disease. |
17 |
Pet Raven: You travel with a pet
raven that cannot attack in combat, can deliver messages for you. It always
returns, but it doesn’t sleep. At night, it just stares at you while you
sleep. |
18 |
Possessed: You are possessed.
But, by what? A deity? An eldritch force? The spirit of a long-deceased
ancestor? You’re not sure. But, it manipulates you to do things you don’t
want to do. Sometimes you talk to it. Others are convinced you use it as an
excuse to break the law. |
19 |
Eerie Painting: You were a noted art
thief. Your greatest achievement was stealing a famous painting of a deceased
duchess. You hung it in your room to admire. The next morning, the painting
was still there, but the figure of the duchess was missing from the painting;
only the background remained. |
20 |
Unnatural Twin: You have
seen someone dressed just like you, but always just slightly out of sight.
Sometimes your twin noticed you and gives you a slight smile, then disappears
from view. You grew up an only child. |
Roll |
Weird Pocket Contents |
1 |
A note with the names
of the PCs written on it. One of the names is crossed out. |
2 |
A small portrait of one of the PCs in exacting detail. The name
on the portrait doesn’t match the PC’s name. |
3 |
A small windup musical
toy. It plays a song someone sang to you when you were little. No one has
ever heard the song before or knows its name. |
4 |
Coins with unfamiliar minting and markings that no one can
identify. Someone appears later and offers you more than you think they
should be worth. |
5 |
The shopping list for
what you assume is a potion. Maybe it’s a deadly poison. Who knows? |
6 |
A coin with the exact same markings on both sides (both heads).
On one side, the head has been slashed with a blade. |
7 |
A bloody rag, still
wet, that stains your hands and clothes when you take it. The local
constabulary arrive a short time later to place you into custody for murder. |
8 |
A glowing green rock. As soon as you nick it, the person you
stole it from runs away quickly. You begin to feel very sick. Your hand won’t
let go of the rock. |
9 |
A small prayer book
with a ritual to summon an elder god. |
10 |
An invitation, with your name on it, to meet with the head of the
local Thieves’ Guild. |
11 |
A warning to stop
picking pockets in the city. One of your possessions (randomly determined
by the referee) is now missing. |
12 |
A small reliquary with the finger bone of a saint. |
13 |
A seemingly normal
fountain pen. When you use it to write something, whatever you write is
transcribed into an unknown, unsettling, language. You can’t read it. |
14 |
A polished metal slab with gems that glow on and off. |
15 |
Directions to an
illegal carnival run by demons. |
16 |
A packet of medical powder and instructions from the apothecary
to administer immediately. |
17 |
A bottle labeled
“Thunder and Lightning.” |
18 |
A handful of loose gems. One of them falls and explodes upon
impact, doing 1d6 damage to anyone in 5’ and making a loud noise. |
19 |
What appears to be a
half-imbibed potion. |
20 |
An entire severed hand with a large, intricately carved key
attached. The hand points each time to you come to a new street, corridor,
alley, etc., as if giving you directions. |
Here are some ideas for alternate skills you can use to swap out some of the standard thief skills in old-school versions of D&D. While this one was designed with Moldvay Basic D&D, it should work with just a few slight modifications for OD&D, 1E, and BECMI as well.
Firstly, a fun idea I read about online (I apologize for not remember where I first saw this) is the idea of swapping the chance-of-success for "climbing sheer surfaces" with another existing skill. For example, if you want to make a thief who specialized in hiding in shadows, you could swap the percentage chance for climbing sheer surfaces (starting at 87%) with the chance of success for hiding in shadows (starting at 10%). From that point on, the thief will be much better at hiding, but much less successful at climbing.
For these alternative thief skills:
- Swap out an existing thief skill for one of the new skills indicated on the table below (these aren't additive, so you need to lose something in order to use them)
- On the table below, "Progression" refers to which "Chance of Success" numbers to look at, by level, when using the alternative skills
- For example, the alternative "Appraise" skill uses the same chance of success as the standard "Hear Noise" skill
- The table below also indicates what happens with a success or a failure for each new skill, as well as any special notes for the referee
New Skill |
Progression |
Success |
Failure |
Special |
Appraise |
Hear Noise |
You correctly estimate
the value of items such as antiques, art objects, jewelry, and other crafted
items. |
Your estimate is off by
50% to 150%, always to your detriment. |
The referee may assign a
penalty for rare or exotic items. |
Networking |
Find or Remove Treasure Traps |
You find information on where to buy or sell specific goods or
resources. |
You are unable to find where to buy or sell the specific goods or
resources you require. |
In an unfamiliar area, the referee may impose a penalty to the
roll. A failure may attract the attention of the local law enforcement. |
Persuade |
Open Locks |
One subject of HD equal
to or less than the thief will believe whatever the thief says for 1d4 rounds
plus 1 round per every three levels of the thief (+1 for 1st – 3rd
levels, +2 for 4th – 6th, +3f or 7th – 9th, +4 for 10th
– 12th levels, and +5 for 13th level or higher). |
The subject believes the
thief is lying (even if the thief was telling the truth) and immediately
becomes Unfriendly (see Monster Reaction Rolls in Encounters, Core
Rules). |
Outlandish claims, or
ones that would put the subject in danger, allow a save versus spells. |
Poison |
Hide in Shadows |
Victims whom you poison suffer a -2 penalty to their saving throw. |
Victims whom you poison gain a +2 bonus to their saving throw. |
On a failure, the referee may require you to make a save vs.
poison, representing your mishandling of the poison. |
Ventriloquism |
Find or Remove Treasure
Traps |
You can throw your
voice, making a sound appear as if it comes from somewhere else. |
The subject is not
fooled. |
Subjects with INT 13+ receive
a save vs spells to disbelieve. An inanimate object incapable of speech may
impose a penalty to the thief’s roll, as determined by the referee. |
Voice Mimicry |
Move Silently |
You imitate another person’s voice. |
You fail to imitate the voice. |
Mimicry does not allow you to speak a language you do not know. |
Making Your Characters Weird © 2021 Martin R. Thomas
Hanging: Home office (laptop)
Drinking: Wizards & Gargoyles Hazy Coffee IPA, a collaboration beer between Stone Brewing & Modern Times Brewery
Listening: "Believe in Me" by Flamingosis, from the album "Bright Moments"
I'm very much enjoying these Weirding Up posts. They are full of good ideas and they imply a fascinating campaign setting that sits in a nice place between stock fantasy and full on Kirbyesque gonzo.
ReplyDeleteThank you so much! Glad you're enjoying them, and you got the point exactly. I think over the years that "weird" has gone either too far where some things, while they are incredibly cool and fun to read, are less compatible with a traditional fantasy milieu, or else it goes too far into the "gross and icky" side of things. Given all that, I do struggle with the term "weird" and whether another term would be more suitable for what I'm trying to do here, but the idea is to introduce unexpected and strange elements that could exist in a standard "vanilla" fantasy game. That way, they stick out, which is what makes them "weird."
DeleteCheers!
Good stuff, as usual. Also, I'm liking the new look of your site. Peace.
ReplyDeleteThank you so much, both both compliments. I'm still working on the blog site design. I need to figure out how to make the tables look nicer, for starters, and I lost a lot of my old side nav-bars. It definitely looks "cleaner" though, I guess. Cheers!
DeleteYea, I had a similar issue. Tables in my earlier posts were a little wonky on my site, and I'm just starting to get used to working with them. I hope they are a little neater in my future posts.
Delete