Trickster

(Wayne Imlach)

Not as specialised as an Assassin* and more suited to the adventuring life. A thief-come-mercenary who can turn his hand to all sorts of mischief.

Tricksters are invariably human. Though Halflings* may become Tricksters, the vanishingly small number of Halflings* that take up adventuring along with the even smaller number that become tricksters make them exceedingly rare.

Tricksters must have Reflexes of at least 9.

Basic Statistics

Attack: 13
Defence: 6
Magical Defence: 3
Evasion: 5
Stealth: 13
Perception: 5
Health Points: 7+d6 (Average 11)

Skills

Climbing
Tricksters use the same climbing rules as an Assassin* (bk4 p19).

Inner Sense
Tricksters have an inner sense ability that operates in the same fashion as the Assassin* skill (bk4 p15).

Disguise
Tricksters have access to the Assassin* disguise ability (bk4 p21), but may add their rank to Stealth for the purpose of resolving any disguise rolls.

Picklocks
Tricksters may pick locks in the same fashion as an Assassin* (bk4 p21).

Pilfer
Tricksters use the Pilfer rules as outlined in Book 4 p20, but may add their rank to Stealth for the purpose of resolving any pilfering rolls.

Limitations

Tricksters suffer -2 from ATTACK and DEFENCE for wearing chainmail; -4 for plate.

Starting Equipment

Initially equiped with lantern, flint-&-tinder, backpack, dagger, Hardened Leather armour, 2-20 Florins*, crossbow, quiver with 6 quarrels, sword.

Advancement

Tricksters advance in rank the same way as Barbarians* & Knights*.

Skills of the Mighty

Tricksters may choose one Skill of the Mighty* from the Knights* selection on attaining 8th rank, and on each second rank thereafter (10th, 12th, 14th etc). In addition, the Warlock* skills Appraise Enemy*, Arrow Cutting*, Fight Blind* and Unarmed Combat* are also available as possible selections.

Background

Tricksters use the Mystic* background tables when determining past history and origins.

Comparison to Other Game Systems


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