Some fight for honor. Others fight for a cause. But thieves? They’re motivated by one thing: precious, precious gold. The world is filled with powerful magic items and glittering gemstones. Why should they be left to gather dust in some ancient tomb? All you have to do is pick a few locks, sneak past a group of oblivious guards, disarm a trap or two, and untold riches could be yours! What marvelous treasures could await you in your adventures?
An elite assassin sneaks through the shadows, studying his marks from afar before striking.
A vicious pirate uses dirty tricks and the element of surprise to catch opponents and merchant ships unaware.
A street urchin nimbly darts through a crowd, relieving people of their heavy coins.
Whenever an attack against you misses, you can have that attack automatically hit another creature that it logically could have struck.
Mark for Death • Action
Describe how you set up an enemy for defeat → Bolster. Select a visible enemy. Everyone rolls +1 damage die against that target this combat.
Whenever you spend advantage on an attack, roll +1 damage die.
When you successfully attack an unsuspecting victim, the target can’t speak for about 1 minute and you choose one:
Backstab: Roll +2 damage die.
Knife to the Throat: Don’t deal damage and hold the target. If it would logically fear your threat, the target obeys your commands while you maintain the hold. When you end the hold, you can damage the target.
Sap: If logical, knock the target unconscious instead of dealing damage.
Once each combat, at any point, end all slow, immobilize, and hold effects on you. Then, make a free movement. If this movement makes you an ineligible target for an incoming attack, that attack misses you.
Another Way In
When you fall, lower the severity from deadly to dangerous, or from dangerous to safe.Increase all rolls you make to infiltrate secure locations, climb, and balance.
Case the Joint • Slow Action
Describe how you observe a location → The GM must honestly answer up to 3 of your questions about the location’s defenses and secrets (what the guards’ patrol routes are, if there are any secret entrances, where traps are located, etc).
Increase all rolls you make to pick locks, disarm traps, pick pockets, and perform sleight of hand.
Once each session, gain creative license to escape (pull a lever to reveal a hidden escape tunnel, vanish in a cloud of smoke, step into a crowd and disappear, etc).
Increase all rolls you make to sneak and hide.Others can’t track you or those who travel with you.
The Perfect Crime
Whenever you commit a crime or dirty deed, choose one:
No Trace: Unless you’re caught red-handed, you leave behind no useful evidence.
Scapegoat: You convincingly frame someone else for the crime.
Time to Act: Authorities are extra slow to arrive on the scene.
If nobody has seen you for several minutes and you are free to travel (you aren’t tied up or locked away), announce that you vanish. Nobody knows where you are (including the GM), so you skip your turns. At any point, you can emerge from any area that you logically could have reached.
Friends in Low Places • Slow Action
Roleplay pulling strings with shady individuals → Select one of the following: a lookout, a thug, a forger, a spy, or a thief. You come in contact with someone whose skills match the description, and will freely help you commit a crime.
Three times each session, name someone and ask the GM one of the following questions about them. The GM must answer honestly.
Bribe: Will they accept a bribe, and how much do they want?
Blackmail: Where can I find evidence of their dirtiest secret?
Extortion: What will they do if I threaten their well-being?
Rumor Mill • Slow Action
Roleplay spreading rumors → Spread 3 plausible lies through the community. The GM secretly selects one and makes it true.
You know the location of all safe houses, which are common criminal havens that are well hidden or disguised as legitimate establishments. They are considered neutral ground, and they have resources for criminals (black market wares, thugs for hire, smuggler’s tunnel out of the city, etc). You and your present allies can safely access these safe houses.
When you gain this trait, work with the GM to develop a complete second identity (name, friends, contacts, paperwork, a home, a job, etc).
Increase all rolls you make to lie, trick, and deceive.
Sudden but Inevitable Betrayal • Action
Once each session, describe how you signal a creature within a far distance that isn’t significantly more powerful than you → The target has secretly been working for you all along!