Thief
Work in progress: Thief is being built toward this design, and current game behavior differs in places.
Thieves turn information, access, and opportunity into power. They case rooms, steal valuables, plant tools, set traps, shadow targets, and make the world feel less secure.
At A Glance
- Main traits: Shadow, Agility, Presence
- Progression: underworld reputation, job mastery, contact network
- Core tools: theft, casing, traps, shadowing, contacts, dirty tricks
- Combat identity: opportunistic precision and prepared violence
- Support identity: scouting, logistics, access, information, escape
What Makes Thief Different
Thief is not Ninja and not Swashbuckler. Ninja is disciplined assassination. Swashbuckler is visible blade theater. Thief is leverage: what the target owns, where the target goes, who the target trusts, and what the target forgot to guard.
| System | Descriptor |
|---|---|
| Jobs | Burglary, theft, casing, planting, shadowing, and trap work |
| Heat | Risk created by repeated crimes and public mistakes |
| Contacts | Underworld favors, rumors, fences, and logistics |
| Marks | People, places, and objects prepared for later action |
| Dirty Tricks | Fast, unfair tools when a fight starts badly |
Advancement
Thief advancement uses underworld reputation and job mastery. A Thief grows by completing jobs, escaping consequences, casing valuable targets, helping allies with access, and using dirty tricks in meaningful fights.
| Threshold | Opens |
|---|---|
| Pickpocket | Steal, hide, peek, basic scouting |
| Burglar | Case, pick locks, plant, conceal |
| Cutpurse | Tripwire, fast talk, contacts, shadow |
| Fixer | Break-in, traps, fences, favors |
| Master Thief | Deep contacts, high-risk jobs, precision violence |
Underworld Work
| Job | Descriptor |
|---|---|
| Steal | Takes carried valuables |
| Case | Studies a target or location |
| Pick | Opens locks and access points |
| Plant | Places objects for later payoff |
| Conceal | Hides items or evidence |
| Shadow | Follows without open pursuit |
| Contacts | Calls in underworld information or help |
| Fast Talk | Social escape or pressure |
Combat Tricks
| Trick | Use |
|---|---|
| Quick Strike | Opportunistic opening |
| Cheap Shot | Disrupts a vulnerable target |
| Tripwire | Prepared control |
| Sap | Non-lethal pressure and interruption |
| Stab | High-risk precision attack |
| Circle | Positioning for a better strike |
| Disengage | Escapes an honest fight |
Useful Commands For Thieves
These are useful commands for Thieves:
thief,thieves,thist: guild communicationsteal: take valuablescase: study a targetpick: open a lockplant: place an objecthide: conceal selfshadow: follow a targetcontacts: use underworld helptrap: prepare a dangerheat: review risk and reputation
Beta Test Focus
Helpful feedback from beta testers:
- Thief creates leverage before combat
- Jobs feel risky and satisfying
- Contacts provide useful information
- Heat discourages repetitive safe spam
- Thief stays distinct from Ninja and Swashbuckler