~~NOTOC~~ //It's all well and good to bring berserkers, karate-fighters, aethernauts, weaselmancers, ape-men, mystic chefs and other traditional types along with you on adventures. If you're in the business of wealth acquisition, however, sooner or later you're going to need the services of a thief.// The Thief archetype specializes in getting things that belong to other people into your own possession, generally through slight of hand and/or trickery. Being a Thief does not give you stealth capabilities; check the [[Shadow]] archetype if you're into that sort of thing. If your larceny tends to be on a grand and dramatic scale, you might also consider the [[Mastermind]] archetype. ^[[#Thief]] ^^Steal things. | |{{fa>caret-right?24}} |[[#Duplicity]] |Get away clean. | |{{fa>caret-right?24}} |[[#Hotwire]] |Steal vehicles. | |{{fa>caret-right?24}} |[[#Legerdemain]] |Steal better. | |{{fa>caret-right?24}} |[[#Lockpicks]] |Open locks without needing a key. | |{{fa>caret-right?24}} |[[#Vulture]] |Better looting results. | ^ ^^^ ====== Thief ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Slight of Hand:** You can steal any small, light object in the environment or in another creature's direct possession that isn't too secure (silverware, keycards, wallets, snacks, etc) within 1 meter of your position as an action, even if you are being directly observed. \\ \\ {{fa>minus-circle?24&align=left}}**Skulduggery:** You can only use this ability when all onlookers who would object to your larceny aren't suspicious of you. If anybody is really intently watching you closely to make sure you don't try any funny business, then you can't. \\ \\ {{fa>minus-circle?24&align=left}}**Check-Based:** Roll a trigger die when stealing something. If the result is 5+, you steal the thing; if not, then you get caught. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Smooth Recovery:** If you fail to steal something, you can avoid getting caught. This allows you to retry if you'd like. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Every time you avoid getting caught after a botched stealing attempt, you must spend 1 Mojo. | ^ ^^^ ====== Duplicity ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Counterfeit:** When you steal something, you can choose to replace it with a real-looking, but fake substitute. Close examination or attempts to use the fake will immediately reveal that it is a fake, but casual observation will not. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Every time you create a counterfeit object, it costs 1 Supplies. | ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Hidden Pockets:** You can hide anything you're keeping in a single inventory slot on your person in a place impossible to find. No amount of searching (or stripping) will reveal it. You can only hide one such inventory item at a time. | ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Traceless:** You leave nothing incriminating behind at the scene of your crimes such as footprints, fingerprints, etc. Investigators could probably work out how you did it and maybe even suspect you of the crime, but they won't find anything at the scene that definitely implicates you in particular unless you actually get caught during the act. | ^ ^^^ ====== Hotwire ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**GTA:** You can take possession of an unattended vehicle that doesn't belong to you with a procedure of work. \\ \\ {{fa>plus-circle?24&align=left}}**A Fine Addition:** If you know all the same abilities from the [[Vehiclist]] archetype that are known by the vehicle's previous owner, the vehicle becomes yours with no further action or fuss required. Note that a vehicle being "yours" in terms of game mechanics and a vehicle being "yours" in terms of the legal system in the game's campaign world are not the same thing. \\ \\ {{fa>minus-circle?24&align=left}}**Unfamiliar Controls:** If you don't have any levels in the Vehiclist archetype, you must spend 1 Mojo per session in order to make use of your stolen vehicle. Features of your stolen vehicle that depend on advanced abilities from the Vehiclist archetype simply don't function for you. | ^ ^^^ ====== Legerdemain ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Ranged Thievery:** You can attempt to steal things from any location within 5 meters of you that you have line-of-effect to instead of only adjacent locations. | ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Misdirection:** You can attempt to steal things even when being directly observed by somebody that's suspicious of you. | ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Fingersmith:** You can steal even things that are well-secured and otherwise impossible to take without attracting attention, such as a target's pants. \\ \\ {{fa>minus-circle?24&align=left}}**Tougher Check:** When making an attempt to steal something well-secured, your trigger die result must be a 9+ in order to succeed and avoid getting caught instead of a 5+. | ^ ^^^ ====== Lockpicks ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Open Locks:** You can open an adjacent locked object (door, chest, diary, manacles, etc) as an action without needing the key. \\ \\ {{fa>minus-circle?24&align=left}}**Check-Based:** Roll a trigger die when opening a lock. If the result is 5+, you successfully open the lock; if not, then you don't. Really advanced locks (like electronic ones requiring multi-part verification) can only be picked on a 9+, and really crappy locks (like cheap padlocks in the locker room) are always pickable without needing to roll at all. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Retry:** If you fail to pick a lock, you can retry. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Every time you retry a lockpicking check, it costs 1 Mojo. You can retry as many times as you like. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Wax Key:** Once you've picked a lock, you can choose to re-lock it and give yourself a copy of its key, allowing you to bypass it freely in the future. Keys don't occupy an inventory slot. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Every time you make yourself a copy of a lock's key, it costs 1 Supplies. | ^ ^^^ ====== Vulture ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Rob The Dead:** When you loot a fallen foe, you may roll the looting check twice and take whichever result you like better. | ^ ^^^ ^ Sidebar: Looting ^ |When treasure and other valuable rewards need to be generated on the fly, the referee may call for a looting roll. This most often happens when you're going through the pockets of a defeated foe and helping yourself to the contents. You can roll once per 5 levels of a defeated creature and get everything that comes up (so creatures of level 1-4 never yield any loot, but creatures of level 5-9 give one loot roll, level 10-14 give two loot rolls, and so on). \\ \\ Looting rolls are not trigger dice and thus cannot have their values changed by any archetype that alters the result of trigger dice. What you roll is what you get, period. | ^Check ^ Loot ^ |1-3 |Nothing | |4 |Provisions | |5 |Supplies | |6 |Mojo | |7-8 |Dosh | |9-10 |Keystone | |11-12 |Treasure | Keystones looted from a creature always correspond to one of the archetypes that creature has training in (referee's choice).