>Having reviewed the Thief archetype from the previous entry, I was forced to make a few edits in order to get his dagger skill up to snuff. The result is below:
Thief: PL 6, 90 pp
Tradeoffs: Close Combat +2, -2 Damage, +2 Defenses, -2 Toughness
Abilities: 28 pp
Strength 0, Stamina 2, Dexterity 1, Agility 4, Awareness 2, Intellect 1, Fighting 4, Presence 0
Jack of All Trades, Luck 2 (Limited: Only attack rolls), Improved Initiative, Power Attack, All Out Attack, Move-By Action, Defensive Roll 2, Improved Critical 1 (Daggers)
Shortbow: Ranged Damage 4, Improved Critical
Daggers: Strength-Based Damage 2, Improved Critical 2
Skills: 31 pp
Athletics 8, Acrobatics 6, Perception 8, Insight 6, Close Combat (Daggers) 6 (+10) Ranged Combat (Shortbow) 7, Expertise: Streetwise 4, Persuasion 8, Sleight of Hand 9,
“Powers”: 10 pp
Elven Traits: 4 pp
Enhanced Advantage (Luck 2), Limited: Only attack rolls
Elven Grace: Speed 1, Enhanced Advantage: Improved Initiative
The Way of the Streets: (Rogue Training): 6 pp
Affliction 4 (Vulnerable): Action +2 (Free), Linked (To movement) Flat +1 point, No Attack Roll +1, Flaws: -2 (degree only), Check Required -1 (Acrobatics): 2/rank +1: 5 pp
Evasive: Concealment 2 (Normal Vision): Flawed: Partial -1, Limited: Must Move. 1 pp
Defenses: 15 pp
Dodge 7, Parry 8, Toughness 4, Will 6, Fortitude 6
So, let’s talk a bit about what all that means in the real world. . . and in the world of the game. What do the numbers mean?
Abilities: In DC Adventures, a value of 0 is the human average for an Ability. Strength of 0, for instance, let’s you lift about 100 pounds (though you wouldn’t be able to throw it), and easily lift and handle around 50 pounds. Each rank doubles that amount moving up the chart. Of course, doubling is a little abstract for abilities like Intellect . . . but the principle holds.
According to this lovely set of benchmarks, he has average strength and presence, above average dexterity and intellect, and is particularly gifted in the area of stamina and awareness. Where he really excels is his agility and fighting skills; while not superhuman by any means, a value of 4 is enough to mark him as being among the best in the world. Our thief has mad skills!
Advantages are special traits; more ways in which a character stands out from those around him/her. Our thief is a Jack of All Trades; he can attempt to use any skill, even those that normally require special training. Power Attack lets him hit harder at the cost of accuracy, while All Out Attack lets him gain accuracy at the expense of his defenses. He’s a little bit reckless when pulling a finishing move, but he’ll be doing his best to slip away stealthily after an attack, counting on his speed and sneakiness to avoid the possibility of retaliation. Defensive Roll lets him “roll with the punches,” avoiding damage through agility.
His skill choice is pretty standard for a roguish type. Athletics covers things like swimming, climbing, and running, Acrobatics for things like leaping, tumbling, diving, and balancing – he’s an agile gymnast, and his time on the streets has made him great at it. Perception – like many elves, our thief has very sharp eyes, and won’t miss many details. Insight is used for discerning motives and determining a person’s true intentions. Close Combat (Daggers) and Ranged Combat (Shortbow) are for just what they sound like, adding to his combat skills and making him better than world class in some ways – practical experience puts him ahead of the Olympics. Expertise: Streetwise concerns everything else he’ll need for life on the streets – finding contacts, knowing where to fence a stolen object or magical relic, or knowing the name of the leader of the local thieves guild. Persuasion – for persuading, and Sleight of Hand for picking pockets and hiding his daggers. The one thing he’s missing is a Stealth skill, but thanks to his “powers” he starts to make up for it somewhat.
Skills work much the same in any d20 system, so for those who are unfamiliar I’ll explain them here. Take the number of ranks, add the appropriate ability score, and then roll a d20; compare the result to whatever the difficulty of the task is, and if it’s equal or higher, you succeed. Which is actually how most things work in the d20 system.
I’ll talk about the rest of the build in my next post.