forty thieves
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Forty Thieves Aladdin had it easy. Find the magic lamp, free the genie,and live like a prince for the rest of your life. Ali Babalearned the magic words and stole a king’s ransom fromother thieves. So much hard work ruined!
Not honest work, perhaps, but hard nonetheless. Your group of thieves, and the rest of the Forty, are in theserious profession of stealing whatever gold and jewelryyou can get your hands on.
Character Creation
Your character is one of the Forty. He (for all of the Fortyare male, or pretending to be so) is aided by his scores in the
following three blessings:
Acrobatics, his ability to vault barriers, scale walls, and leapfrom rooftop to rooftop.
Condence, his ability to talk his way past guards, impressfeisty princesses, and wait for the right moment to act.
Stealth, his ability to sneak through darkened rooms and staysilent in the face of surprise.
However, he is inhibited by his scores in three handicaps:
Greed, his irresistible attraction to wealth and beauty.Pride, his tendency towards anger and irrational actions,
especially when taunted.Sloth, his preference to take as little action as possible and
shirk his responsibilities.
Your thief can have any rating you like (from two to six) ineach of his blessings. However, you must match each blessing
with an equal rating in a handicap of your choice. The better athief he is, the more his love for vice comes out.
You begin each adventure poor, or become that way quickly.Between adventures you will spend all you have, save for a fewgems or coins, on good drink, ne food, and exotic entertainment.A thief’s wealth is transitory at best.
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The Basic Rules
For each point your character has in a particular attribute, youroll one six-sided die. You are looking for sequences in the rolls,called chains.
A chain is a sequence of numbers, in order, one after the other.You may rearrange the dice as needed to create a chain. Chainsare rated in their length (the number of dice in the sequence), andin their height (the highest roll in the sequence).
A chain’s height is used to determine how quickly a thief cando something, while its length determines how well he can do it.Running for ve miles through the desert would require a longAcrobatics roll, while running from a crushing-wall trap would
require a tall roll instead.
For instance, if your thief’s Stealth is 4, you might roll 2, 4, 3,6 on your dice when trying to sneak past a harem guard. You canrearrange this to make a chain: 2, 3, 4, which has a length 3 anda height of 4. Chains cannot “wrap around” from 6 to 1. A rollwithout a chain has no Length or Height.
Duplicated numbers are only useful when you need to
make multiple chains; for instance, to tackle two guards at oncewithout aid from other thieves. A roll of 4, 5, 5 is two chains, eachof length 2 and height 5.
Players roll their characters’ blessings, so that their thievesmight accomplish great deeds of brigandry. The GM rolls thecharacters’ handicaps, so that the thieves misspend their effort ondangerous or foolish endeavors.
Tests of Skill
When a thief wants to do something that involves an elementof chance, as nearly all things do, his player makes a die roll. TheGM will set a minimum required length and/or height for this
roll, and any roll that meets or exceeds these minima indicatessuccess. A later page gives examples of minimum heights andlengths for various situations.
Obstacles can often be overcome in more than one way,even using the same attribute. For instance, a guard might bebefriended or fooled with Condence, fought or evaded withAcrobatics, backstabbed or snuck past with Stealth. However,some obstacles are immune to certain attributes.
Opposed rolls in Forty Thieves are used only when two thievesenter into a contest with each other. Even intelligent, interactiveobstacles like guards and sultans use set minima rather than anopposed roll. However, such obstacles often have a penalty forfailure, and require multiple rolls for success!
Hindering Rolls
On occasion, a thief will be lured into acts he may later
regret. When the GM sees an opportunity for such an action,he rolls one of the thief’s handicaps. Minimum lengths are givenon the Handicap Tables below. If the GM succeeds on this roll,the player must describe how the thief goes about giving in tohis temptation, which will probably get him in a lot of trouble.Failure on the roll allows the thief to pass up the temptation, if heso desires.
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Handicap Table - GreedMin. Length Temptation
2 Stealing some apparently unguarded coins, jewelry, spices, or small pieces of artwork.
3 Breaking into the sultan’s palace to steala legendary jewel. Insisting on keeping adangerous treasure.
4 Making off with an inconveniently largetreasure, such as a statue or painting.
5 Risking an obvious trap for a single coin.
6 Stealing the bejeweled crown from the sultan’shead, while he holds court.
Handicap Table - PrideMin. Length Temptation
2 Showing off your abilities when given thechance. Jumping to the defense of yourcomrades immediately, regardless of reason(Sloth rolls can overrule this).
3 Getting into a stght when someone insultsyou, your family, or your honor.
4 Getting into a sword ght over the same.Showing off your abilities when the opportunitymight be a trap.
5 Become offended to the point of violence whenanyone contradicts you.
6 Picking a ght with an angel sent by Allah toreprimand you for your misdeeds.
Handicap Table - SlothMin. Length Temptation
2 Allowing another competent thief a chance forglory that might be yours.
3 Allowing another thief to attempt somethingwhen you know he could not possibly succeed(and you could).
4 Sneaking off to debauch while you should beplundering or helping fellow thieves.
5 Inventing a fairy-tale scouting report instead ofactually scouting.
6 Stand idly by while another thief ghts for hislife.
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Sample Obstacles
Below you can nd a number of sample obstacles that thievesmight face in their adventures. While the difculty levels arexed, the methods listed are merely suggestions. If inspiration
strikes, your GM is encouraged to accept alternate methods. Ifa particular attribute cannot be used to overcome an obstacle, itsimply will not be listed.
When facing multiple obstacles simultaneously (for instance,two guards), thieves must come up with two chains on their roll orface the failure penalty for one or both. However, facing severalchallenges in a row is not a problem. A character who defeats asoldier after two failed rolls, sneaks down the hallway, and facesanother soldier, does not die after a single failed roll.
Palace ServantCondence: Length 2 to fast-talk or befriendStealth: Length 2 to sneak pastFailure Penalty: screams, alerting guards
Typical GuardAcrobatics: Length 3 to knock outCondence: Length 3 to fast-talk or befriend
Stealth: Length 3 to backstabFailure Penalty: Kills or captures after 4 failures
Armed Soldier or Harem GuardAcrobatics: Length 4 to knock outCondence: Length 4 to fast-talk or befriendStealth: Length 3 to sneak pastFailure Penalty: Kills or captures after 3 failures
One of the Sultan’s Many WivesCondence: Length 3 to seduceStealth: Length 5 to sneak pastFailure Penalty: screams, alerting guards
Sultan’s Guard, or a Cave OgreAcrobatics: Length 5 to knock outCondence: Length 5 to fast-talk or befriendStealth: Length 4 to sneak pastFailure Penalty: Kills or captures after 2 failures
The Sultan, His Wife, or the Grand VizierAcrobatics: Length 2 to capture, if caught without guardsCondence: Length 6 to impressStealth: Length 5 to sneak past
Failure Penalty: Sends the guards after you
Spice MerchantAcrobatics: Length 2 to put in sleeper holdCondence: Length 4 to swindleStealth: Height 5 to palm jewelryFailure Penalty: Calls the guard
Lock: Chest or Private HomeAcrobatics: Length 3 to smash
Stealth: Length 2 to pickFailure Penalty: Cannot retry with same thief
Lock: Vault or Sultan’s BedchamberStealth: Length 5 to pickFailure Penalty: Cannot retry with same thief
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Trap: Crushing WallsAcrobatics: Height 5 to dodgeStealth: Length 2 to notice beforehandFailure Penalty: Crushed to death
Trap: Poison DartsAcrobatics: Height 5 to dodgeStealth: Length 3 to plug holesFailure Penalty: Paralyzed by poison for a day
Trap: Deadly BladesAcrobatics: Height 5 to dodgeStealth: Length 2 to notice beforehandFailure Penalty: Lose a level of Acrobatics for a day
Trap: Drowning PitNote: must pass both Acrobatics and StealthAcrobatics: Length 3 to hold breath and swimStealth: Height 5 to nd the secret triggerFailure Penalty: Drowned to death
Evading the City GuardAcrobatics: Length 3 to leap across rooftopsCondence: Length 3 to nd sympathetic citizenStealth: Height 5 to slip into the shadowsFailure Penalty: Must ght
Entering the Palace by NightAcrobatics: Length 3 to scale the wallsCondence: Length 3 to bribe the servants
Stealth: Length 3 to nd a secret passageFailure Penalty: Must try a different method
Entering the Palace by DayCondence: Length 2 to beg entranceStealth: Length 2 to disguiseFailure Penalty: Thrown out
Return from Exile in the DesertAcrobatics: Length 5 to survive the burning sun
Condence: Length 3 to befriend a camelFailure Penalty: Die of thirst
Forty Thieves was written in 2006 by Colin Fredericks of ValentGames on a Macintosh. It uses the fonts Optima and Papyrus.All rights are reserved. Illustrations by J.D. Batten, 1893 (blackand white), and Edmund Dulac, 1907 (color). Both artists’works are in the public domain in the United States.
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