New Thief Equipment
Arm
Sling
This is simply a cloth sling; the thief
wears it to appear as if he has a broken or injured
arm, and speedily withdraws his hand from it
for the pocket-picking
attempt. This
actually reduces the chances of picking
pockets by -5 penalty but the payoff is that the chances for being discovered
are halved (but a natural 00 on d100 always
means discovery). This reflects
the fact that
people simply
do not expect to see a man with a broken arm
picking pockets and the expectation
determines the perception.
The use of
this unusual
strategy is only useful - but it is
really useful here - when the priority is not to be discovered, rather than to
be sure of
success. A thief working in a city where he is not a guild
member, or one
where legal penalties for picking
pockets are very harsh, nlight favor the use of this ruse. A thief obviously
cannot use this ruse for an extended period of time in the same place (save
possibly by posing as a beggar). There is a limit to how
long an arm can plausibly need for healing, after all.
Mini-Blade
This is a generic term for a very small
(and usually very sharp) blade which can be held (with care!) between the
fingers or in the "edge of the hand". A very
sharp coinedge, filed down, can be used in this way. and has the advantage of being
readily available. A more sophisticated (and rarer) version is the razor
ring, a hollow signet ring with a flip-tap and a very sharp blade within. The mini-blade is used
to cut a soft container - most obviously a
purse or
pouch - so that the thief can get at what's inside it.It is
the most
effective technique for getting at coins,
gems, etc., inside a purse with drawn and tied
strings. With a mini-blade the thief only
has to make a simple pick pockets
check to effect the larceny. If the thief has, instead, to try to open the
purse strings and then extract what's inside because he has no miniblade, this
needs two pick pockets rolls for
success (one to open the purse, one to get at the goodies) -
and two rolls
for being observed, as well!
Glass
Cutter
This very simple instrument is usually
a small diamond
set into a
suitable handle, or even one set into a ring.
The diamond must be cut to a
line point, and if used in a ring a hinged top
should be used to protect the gem. Such a tool
will cut through glass fairly quickly. Attempting an entry
through a window is always superior in principle to attempting to force a door, since windows cannot be as
physically tough as doors and are
less likely to be locked; but if they are
locked, a glass cutter is highly
useful.
Hollow
Boots
These come in various forms, but a common
design is one with swivelling heels. The heel of the
boot is grasped and
twisted firmly toward
the inside
surface. The heel swivels and reveals a small,
hollow compartment within the boot. These
compartments are very small, and
will typically only hold one gem of
moderate size or up to four small ones. The design at the boot is such that
there is not an externally visible built-up
heel, but
nonetheless a thief wearing these boots suffers a -5 penalty to any move silently rolls he has to make.
Marbles
The use of these is an old
chestnut, but perennially
popular witt; thieves, not least
because of their elfectiveness. A small bag of marbles (a general term for
small spheres of glass, metal, etc.) unleashed over a stone
floor to roll around forces any pursuers
to slow to half normal speed or be forced to make a Balance check. If this check is failed the pursuer
slips up and has to spend a
full round getting
up again.
Because marbles roll around a lot, a small
bag (30 or
so) will cover a 10' x 30' (or
equivalents area. Small stones and pebbles can
only be
substituted for marbles if they have been
polished, filed, etc.,
so that
they are almost perfectly round - a timeconsuming business.
Pin
Ring
This simple weapon is a ring with a
flip-up lid, below which is a needle
capable of delivering a dose of poison (or knock-out
drug, etc.) to the target. The most
primitive version of this
will have the
pin simply sitting in a small
reservoir of liquid drug or toxin. Since administration of the poison/drug is
rather haphazard here, the victim receives
a bonus of + 2 to any saving
throw against its effects. subtler and
more refined designs have a needle
capable of drawing up liquid from
a reservoir, so that only a normal saving throw (or even one
with a -2 penalty) applies. The DM should decide
which to allow in the campaign (both can exist at the
same time, of course). An attack with a pin
ring takes a -4 penalty to
the attack
roll because it must strike exposed
flesh - the
pin will not administer poison through any significant
thickness of clothing. A strike to the neck is the
time-honored way of making sure the toxin gets into the bloodstream quickly.
Sword
Stick
This is simply a long, slender,
rapier-like blade concealed within what appears to be a simple
walking stick or cane. Swashbucklers
are particularly fond of this weapon. Damage
done by the blade is as per a short sword. It takes one
round to draw the blade from
the sword stick and ready it
for use. The
main use of
the weapon, obviously, is the
possibility of smuggling it into
places where weapons are not permitted. It is highly doubtful
whether anything like a sword stick
existed in medieval times, but
this weapon definitely adds some style and dash to a campaign.
Wrist
Sheath
This small leather sheath is made to hold
a knife or dagger, and
is strapped
to the forearm (below the sleeve of a garment) so that the weapon can be flipped to the
hand by an arm movement and the
blade readied for action. A dexterous thief can work a blade into
his hand by arm movements disguised in the
context of changing posture while sitting in a chair, or similar,
seemingly innocuous moves. Again, the obvious advantage is
that of
concealment. Variants on this theme are drop sheaths, which are usually sewn into leather
jackets or similar articles of clothing.
Here, release of the dagger
from the sheath can be
triggered by mechanical
means
(pressing a jacket sleeve stud, etc.) or
by muscular stimuli triggering pressure pads (tensing
the biceps firmly against the fist of
the other arm, etc.).
False
Scabbard
Thieves can employ stout scabbards which
are slightly longer than
the swords
which fit into them, leaving a length of scabbard at the end which is a separate, hollow compartment. Usually, this
can he
accessed via a sliding
panel at the end of the scabbard.
This hollow compartment can be used to
conceal a great many
kinds of things, either to
smuggle them in (poisons, blinding powder, etc.) or smuggle them
out (gems and such). Some are so well-designed
that the
compartment can be entered from above or below, so that the thief can use the false scabbard as a snorkel (or, more
correctly, as an underwater breathing tube) if he
has to stay concealed in the water for any reason.
THIEF
EQUIPMENT PRICE
Item Cost Weight
Arm Sling 3
cp *
Mini-Blade 5
cp *
Razor Ring (iron) 2 gp *
Razor Ring (silver) 10 gp *
Glass-cutter (handled) 120 gp 1
Hollow Boots 15 gp 5
Marbles, bag (30) 2 cp 1
Pin Ring (iron) 2 gp *
Pin Ring (silver) 10 gp *
Sword Stick 25 gp 4
Wrist Sheath 3 sp 1
False Scabbard 12 gp 1-2