The Thieves Guild
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Hey there! :D these are the rules so far for Alley fights for Thieves Guild members, and others once they are working correctly that is :) They seem to be working so far and some people are getting use to the abilities, which is very good to know, I am continuing to work on them. :D
Fighting Order
A fight is carried out in a particular way, begining with rolling initiative, through to wounding. This chart shows how the order is carried out and in which order things are done.
| Emote Ability |
Roll Init. |
Init. Winners
Action first |
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Init. Winner
Wounds- |
Second Person
armour roll. |
> \/ |
|
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|
|
Init. Winner
Misses. |
> |
Second Person
Action |
|
|
|
|
|
|
Second Person
Wounds- |
Init. Winner
armour roll. |
> \/ |
|
|
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|
Second Person
Misses. |
> |
Back to
start. |
Initiative
Each combatant rolls D6
Highest roll hits first
In the event of a draw, both fighters strike simultaneously without an armour save
Initiative Modifiers
Dwarves -1
Elves +1
Attack
Attack strength is Level x2 +25
Combatant must roll equal to or under on a D100
Attacks always miss on a roll of 95-100
The Attack roll is capped at Level 20, for example a Level 24 will have an attack of 65.
| Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
| Attack roll |
27 |
29 |
31 |
33 |
35 |
37 |
39 |
41 |
43 |
45 |
47 |
49 |
51 |
53 |
55 |
57 |
59 |
61 |
63 |
65 |
Armour Save
Armour is based on the skills as a thief at moving fast and being agile
Armour saves are made with a D20, equal or below their value.
| Guild level |
Armour Save |
| 1-4 |
3 |
| 5-8 |
4 |
| 9-12 |
5 |
| 13-16 |
6 |
| 17-20 |
7 |
| 21-24 |
8 |
Armour Modifiers
Dwarves +1
Elves -1
Wounds
Wounds are based on the characters experience in the world therefore:-
Wounds =
Level
2 rounded down
| Level |
1 |
2/3 |
4/5 |
6/7 |
8/9 |
10/11 |
12/13 |
14/15 |
16/17 |
18/19 |
20/21 |
| Wounds |
1 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Thief abilties
Being thieves there are obvious bonuses to this type of fighting, each has a different effect on the rolls or extra attacks.
Each Thief calls out which they wish to do if any, it is called before the initiative is rolled, the winner of the roll uses their ability, the others have been to slow to use theirs. The best way to carry this out is to emote it out eg.
em gets ready to parry the next blow (+2 save, -10 attack)
em is prepared to feint the next attack blow (+1 save)
em falls back slightly, opens a small vile and coats his blade in poison (autowound, -1 initiative)
em tries to fade into the surrounding shadows (+15 attack)
em hides his dagger within the folds of his cloak (2 attacks, -10 attack to each attack)
em prepares a small throwing dagger in his hand (+1 initiative, -15 attack, -1 save for target)
em prepares to lunge and disarm his opponents weapon (-15 attack for opponent this round)
| Ability |
Modifier |
Min lvl for ability |
| Feint |
+1 save |
3 |
| Throwing Dagger |
+1 initiative, -15 attack, -1 save for target |
4 |
| Parry |
+2 save, -10 attack |
6 |
| Hide |
+15 to attack |
7 |
| Poisoned blade |
one autowound, -1 initiative |
11 |
| Concealed weapon |
2 attacks, -10 attack to each attack |
13 |
| First Strike |
Auto-win intiative, opponent still uses chosen skill |
16 |
| Disarm |
Opponent suffers from -15 attack this round |
18 |
Weapon usage for Thieves
Different weapon types will incure different bonus' or penalties as follows:-
| Held Weapon |
Modifier |
| Two-handed weapons |
+5 attack |
| Short swords only (includes scimitars, khopesh's etc, one hand still empty) |
+10 attack |
| Dagger only (one empty hand) |
+5 attack |
| Twin Daggers |
+10 attack |
| Lance |
-15 attack |
| Two-handed weapons |
-2 save |
| Shield (not a thiefly item and only incumbers the thief in a fight) |
-1 save |
| Short sword and dagger |
+1 save |
| Flails (includes morning stars) |
+1 save |
Any weapons not mentioned here offer no penalties or bonus' untill further updated.
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