Thief

Work in progress: Thief is being built toward this design, and current game behavior differs in places.

Thieves turn information, access, timing, and opportunity into power. They case rooms, scout exits, steal coins, lift objects, plant evidence, trap paths, follow marks, hide in plain sight, poison blades, and strike when the target is already compromised.

In Play

Thieves care about the thing everybody else forgot to guard: the purse, the door, the evidence, the exit, the witness, the back.

  • Case the target or room
  • Scout exits and escape routes
  • Steal, palm, pick, plant, trap, or shadow
  • Let Heat rise only as far as the job is worth
  • Enter combat with poison, marks, position, and dirty tricks
  • Leave with the money, item, secret, or body

Jobs

Jobs are the Thief's real work.

JobUse
Roll CorpseFinds hidden coins and valuables on a corpse
MoneyChecks a target's carried coin
CaseStudies inventory, value, and physical threat
ScoutLooks into nearby rooms before entering
SilentLeaves without showing the direction
ShadowFollows a target quietly
HideVanishes into shadow for a limited time
PalmPicks up items without open notice
PickSteals an object from a target
PilferAttempts broader item theft from a target
PeekLooks into a target's container
PlantPlaces an item on a target
ConcealHides an item from view
Break InForces access through a chosen direction
Trap RoomPrepares a room trap
TripwireSets an alarm watched by guild apprentices
ContactsPays local informants for player information
Fast TalkTalks a room out of combat

Heat

Heat is the cost of being sloppy. Witnessed theft, repeated targets, botched jobs, public violence, and obvious escapes raise Heat. Clean escapes, time, contacts, and quieter work lower it.

Marks

Marks are prepared advantages from casing, shadowing, scouting, planting, trapping, or studying habits.

MarkBuilt ByPayoff
Target markCase, shadow, money, contactsBetter theft, strike timing, and escape choices
Room markScout, trap, tripwire, silent movementSafer entry, better ambushes, cleaner retreats
Container markPeek, pick, concealBetter object theft
Evidence markPlant, palm, concealFrame jobs and misdirection
Blood markPoison, shadowstep, quick strikeStronger bleeds and combat setups

Dirty Fighting

Thief combat is unfair by design. The guild uses openings, bleeds, stuns, movement denial, poison, and prepared strikes.

TrickUse
Quick StrikeEarly slash that opens or worsens a wound
ShadowstepFast shadowed strike with a deeper bleed
TrickDirty fighting tactic during battle
Critical HitFocuses on a stronger critical wound
Clever StrikeUses dexterity, wit, and strength for a better cut
Sucker PunchPunishes a weakness in the target's defense
CircleMoves behind the target for a back cut
DisembowelHeavy upfront cut followed by a large bleed
Tendon StrikeAttempts to stop movement through the hamstring
Back StabHigh-end strike from hiding against an exposed back
Poison EdgeApplies a poison packet to a weapon

Advancement

Thieves advance through jobs, clean escapes, marks, contacts, traps, risky theft, and prepared violence.

RankOpens
LookoutRoll corpse, quick strike, cant, guild communication
PickpocketSteal coins, money, basic poison access
ScoutScout, shadowstep, tripwire
QuickfingerPalm, squint, silent movement
CutpurseContacts, trick, case
BurglarCritical hit, conceal, unhide, plant
ShadowPick, trap room, shadow, hide
KnifeworkerPeek, circle, fast talk
FixerBreak in, disembowel, tendon strike
Master ThiefBack stab, tactics, succor, assassin strike

Job Commands

CommandUse
thelpOpens Thief help
tpowers, tskills, treportShows Thief powers
thievesLists active Thieves
ttell, thist, cant <message>Uses Thief communication
tnews, gtitleReads news or sets a guild title
roll corpse, money <target>, case <target>Starts basic jobs
contactsPays informants for information
scout <direction>, silent <direction>Reads or leaves rooms quietly
shadow <target>, `hide <onoff>`
palm <item>, pick <item> from <target>Lifts items
tsteal <target>, steal <target>Steals coins
peek <container> on <target>Looks inside a container
plant <item> on <target>Plants an item
conceal <item>, unhide <item>Hides or reveals an item
tripwire, trap, breakin <direction>Prepares access or alarms
fasttalkAttempts to stop combat
poison <type>Applies poison to a weapon
qstrike, shadowstep, trickStarts dirty combat
crit, cstrike, spunchUses mid-fight precision attacks
circle, disem, tstrike, stabUses high-risk finishing attacks