From: v562f9vy@ubvmsd.cc.buffalo.edu (Wolverine) Date: 4 Mar 92 21:06:00 GMT A new fighter kit: the fist! ROLE: The fist is the thieves guilds' muscleman. He's the thug who knocks out the guard, and keeps the shopkeeper at swordpoint while the others loot his store! A street-wise sharpster, he knows his way around all the sleazier parts of town - but is a bit lost in upper-class society (i.e. paladins, lords, etc.). Because he has no stealth abilities as do thieves, he is often the first of the gang to be caught - and may often start out the game with a secret background (discuss with GM) of being already an ex-con. WEAPON PROFICIENCIES: The fist must spend at least one proficiency slot on a weaponless attack form (grappling, pummeling or overbearing). The GM may also insist that he spend an additional slot on a weapon familiar to thieves or appropriate to this kit (sap, blackjack, club, dagger, etc.). Other than this, the fist is free to choose proficiencies and specialize as he chooses. NONWEAPON PROFICIENCIES: The fist recieves a bonus proficiency in Alertness (+1 to notice movement and in such situations not be surprised). Recommended proficiencies include gamimg (rogue), appraisal (rogue), blind fighting (fighter), rope use (and there probably are a few others we neglected to notice). EQUIPMENT: No restrictions (see optional ex-con personality notes) except: The fist because of his kit MUST purchase his weapon of choice with his starting money. Also, a fist may not dress in finery - as he will stand out in a crowd - either because of the finery itself, or because of the contrast between his common, rough personality and the finery of such clothes. STARTING WEALTH: The standard 5D4 X 10 GP (see optional Ex-Con notes). SPECIAL BENEFITS: Because of his experience with the criminal element, and life on the rougher side of town, a fist has developed a keen awareness of how criminals think and act. If a fist is actively looking (he must state this to the GM), he has a percentage chance equal to the total of his INT + WIS to notice the following things: A) Someone making a subtle thieves sign, or leaving a thieves' mark, etc. B) Someone "casing a joint" (not necessarily just thieves do this!). C) Someone attempting to use thieving abilities. Note: this does not mean he can see someone successfully hiding in shadows! This means that when a thief fails to hide - he recognizes the behaviour for what it is! Also, if looking he is able (% chance) to notice pickpockets, assassins, or anyone else in the pusuit of criminal activities or planning same - use your imagination, eh? A GM may make it an option for a fist to spend non-weapon proficiency slots in the bettering of this ability. Our recommendations are: 5% increase in this skill per slot spent. Obviously, the fist must show evidence that he is attempting to use this ability! In addition, a fist for obvious reasons has a +2 modifier to his reaction roll when dealing with a criminal or a person who has regular dealings with criminals in a businesslike way (i.e. fence, smuggler, etc.). DISADVANTAGES: A fist - being a fighter after all and not a thief - has no stealth proficiencies. This makes it extremely likely that a fist will become visible to any law-enforcement agents or workers. Having spent so much time with other hoods and criminals, law-enforcement types have an instant suspicion of him being involved in criminal activities - this is reflected in a -2 to ALL reaction rolls with law-enforcement types. For this reason, a fist must at all times maintain a low profile. If a player disregards this reality, a GM should take necessary measures to remind him. (I.e.: Barkeep notifies his friend Constable Harry about the loudmouthed goon from out of town who visited his bar the previous evening. "He's obviously up to something Harry, could you drop by the tavern tonight and check it out? Thanks!") If too many threatening officials don't wise him up, have him spend a short time in hard labor for something he didn't do!