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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 class 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 class if you're into that sort of thing.
Thief | Steal things. | |
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caret-right | Duplicity | Get away clean. |
caret-right | Hotwire | Steal vehicles. |
caret-right | Legerdemain | Steal better. |
caret-right | Lockpicks | Open locks without needing a key. |
caret-right | Vulture | Better looting results. |
Enterprises | Thief School |
Utility | plus-circleSlight 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. minus-circleSkulduggery: 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. minus-circleCheck-Based: Roll a trigger die when stealing something. If the result is 5+, you steal the thing; if not, then you get caught. |
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caret-right | Alternative | plus-circleSmooth Recovery: If you fail to steal something, you can avoid getting caught. This allows you to retry if you'd like. minus-circleSupply Cost: Every time you avoid getting caught after a botched stealing attempt, you must spend 1 Supply or use of a Mojo Catcher item. |
Utility | plus-circleCounterfeit: 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. minus-circleSupply Cost: Every time you create a counterfeit object, it costs 1 Supply/Mojo Catcher use. |
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Utility | plus-circleHidden 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. | |
Utility | plus-circleTraceless: 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. | |
Utility | plus-circleGTA: You can take possession of an unattended vehicle that doesn't belong to you with a procedure of work. The vehicle retains all special features from its owner's class abilities (Driver, Sailor, Aviator, etc) plus any abilities equipped to it via the Mechanic class. plus-circleA Fine Addition: If you have the relevant ownership class for the vehicle you're stealing (Driver for wheeled vehicles, Sailor for boats, Aviator for aircraft, etc) and you know all the same abilities from that class 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. minus-circleUnfamiliar Controls: If you don't have the relevant class or one or more of the abilities in it for the vehicle you're stealing, you must spend 1 Supply/Mojo Catcher use per missing ability per session until you ditch it. For example, if you do not have the Sailor class at all and you steal a boat from a creature with the Sailor class and the Pumps and Shipwright abilities, you've got to spend 3 Supply/Mojo Catcher uses per session to make use of the stolen boat in order to make up for your own nautical shortcomings. If you have the Sailor class but have learned different abilities than the original owner, you still have to spend 2 Supply/Mojo Catcher uses per session. Features of your stolen vehicle that depend on Mechanic abilities add to this cost for every Mechanic ability you're missing as well, but you can choose to strip off unwanted Mechanic-added abilities to avoid having to pay for them if you want. |
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Utility | plus-circleRanged 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. | |
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Utility | plus-circleMisdirection: You can attempt to steal things even when being directly observed by somebody that's suspicious of you. | |
Utility | plus-circleFingersmith: You can steal even things that are well-secured and otherwise impossible to take without attracting attention, such as a target's pants. minus-circleTougher 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+. |
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Utility | plus-circleOpen Locks: You can open an adjacent locked object (door, chest, diary, manacles, etc) as an action without needing the key. minus-circleCheck-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. |
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caret-right | Alternative | plus-circleRetry: If you fail to pick a lock, you can retry. minus-circleSupply Cost: Every time you retry a lockpicking check, it costs 1 Supply/Mojo Catcher item. You can retry as many times as you like. |
caret-right | Alternative | plus-circleWax 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. minus-circleSupply Cost: Every time you make yourself a copy of a lock's key, it costs 1 Supply/Mojo Catcher item. |
Utility | plus-circleRob The Dead: When you loot a fallen foe, you may roll the looting check twice and take whichever result you like better. | |
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Sidebar: Looting |
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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 class that alters the result of trigger dice. What you roll is what you get, period. |
Check | Loot |
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1 | Nothing |
2 | Nothing |
3 | Nothing |
4 | Nothing |
5 | Nothing |
6 | Nothing |
7 | Supply |
8 | Supply |
9 | Keystone |
10 | Keystone |
11 | Novelty |
12 | Treasure |
Keystones looted from a creature always correspond to one of the classes that creature has training in (referee's choice).
Thief School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each. |
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