* A rogue will often find that they slip up, and someone notices them right before they grab the bottle of wine, or cut the purse from the strings. In this situation most will choose to flee, dropping the loot in favor of getting away to pilfer another day.
* To Flee roll 1d30 and consult this table to see your results.
1 - 10 - No escape route, must fight.
11 - 20 - Target gets a strike at half strength, if they manage 10 damage or more you must stay and fight.
21 - 30 - Clean get away.

Thieving Procedure
1) State Name, Dice, Enhancers and Reg.
2) State Time and Date.
3) State Target Item.
4) Ask Target to State Dice and Enhancers. DC to steal is based off the Target's Realm Dice
5) State Perception check for room owner if it's not being worn, item owner if it is or is on their person.(i.e. a belt pouch of gold etc.)
6) State Pass/Fail on perception check.
7a) If the Perception Passes: Rogue May Flee or Fight.
7b) If the Perception Fails: State DC to Steal item.
8a) Roll realm dice, if the total is equal to or greater than the DC of the steal attempt, you pocket the item unnoticed. Give a short line of how you pocket the item.
8b) If the total is not equal to the DC of the steal attempt you are noticed when you attempt to pocket the item, you must choose to flee or fight.

Thief Combat Specialties
Dual Wield – Rogues may start using two weapons at 3d50.
Shadow Slip – Thieves are adept at slipping out of sight when you least expect it. They may make a 2d20 check, 2 points required to pass. If they pass attackers must make a successful perception check to spot the thief before they may attack them.
Shadow Strike – Striking from the shadows a thief may do massive damage by taking the time to position their strike where it will deal the most pain. They receive an automatic 2d20 elemental style strike when striking after a successful Shadow Slip check. This maneuver takes them out of the hidden state from Shadow slip and they have to check to reenter it.
Kick Flip – A thief can flip over their opponent to help them hide easier. A Kick flip requires a 1d20 check with 1 point of damage to pass. If you pass you do half normal damage and need only 1 point to hide on your next Shadow Slip.
Mug – A Normal attack that also has a chance to steal an item or gold from an enemy. Roll 2d20, if you score 2 points of damage you succeed in stealing some gold, 2d30 worth, and dealing normal damage. When questing, allows the thief to steal items as well.
Feint – A Rogue may declare an attack that forces their opponent to make a perception check. If the perception result is 2 points or higher, there are no adverse effects from the Feint. If the perception result is 1 point, the rogue deals 10 extra points of damage on their next attack. If the perception result is 0 points, the rogue deals an extra 10 points of damage, and the target of the feint loses their next attack.


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