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"Rob? Tsk tsk tsk. That's a naughty word. We never rob. We just sort of borrow a bit from those who can afford it."

Grit is 6.

Your carry weight is equal to STRx2+Grit.

Your hitpoints are CONx2+Grit+10.

Your damage is 1dGrit.

Thieves, rogues, infiltrators, spies, cutthroats, highwayme

  • An Avatar fitting your race.

  • Read the lore for your character's race.

Starting Moves

You start with all of these moves:

 

Wealth and Taste (Saving Throw +WIS)

Standard. When you make a show of flashing around your most treasured and valuable possession, choose a player present and roll+CHA.

On a 10+, they will do anything within reason that they can to obtain your item or one like it.

On a 7-9, they may desire it but are unlikely to show it in front of others.

On a Miss, they are unlikely to tell you they want it as they plan how to get it.

Tricks Of The Trade

Standard

When you pick locks or pockets, locate and disable traps, or search for hidden objects: roll+DEX. (You must have the proper and necessary tools in hand in order to perform these.)

  • On a 10+, you succeed, no problem.  The lock is sprung, the pocket is picked, or the trap is disabled, and no one is the wiser.

  • On a 7–9, you still do it, but the target and any other players within chat range notice the action.  Traps are triggered but you gain +1 Forward to your Defy Danger roll against the effect.

  • On a 6 or less: BUSTED!  You blew it.  Not only do you fail, but you draw the attention of every player within chat range.  You also leave behind evidence than can lead to you.  Traps are triggered and you take -1 Forward to your Defy Danger roll against the effect.

 

Backstab

Standard

When you attack a target that is vulnerable or helpless with a melee weapon, you can choose to deal your damage or roll+DEX for a chance at these additional benefits:

• On a 10+, choose two.

• On a 7–9, choose one:

  • You deal your damage+1d6

  • They cannot raise the alarm or alert others until after your next turn.

  • You make the target vulnerable after dealing your damage.

  • Damage their armor. Reduce their armor by 1 until they repair it.

Poisoner

You’ve mastered the manufacture and use of poisons. You can gather the materials for and brew any of the following poisons whenever you like (out of combat).  You can apply any poison to your weapon, whether it is Touch or Applied.  Once you have used any poison once, it is no longer Dangerous for you to use. Choose a poison from the list below; you also start with three uses of the poison you choose, and it is not dangerous for you to use.  You may not go into battle with a poison prepared on your main weapon and the same poison prepared on your off-hand weapon.  You may not carry multiple weapons beyond these two that are poisoned.

  • Bloodweed: Dangerous, touch, 18 coins, 0 weight

    • Until cured, the afflicted deals -1 ongoing damage. [Saving Throw+STR]

  • Goldenroot: Dangerous, applied, 30 coins, 0 weight

    • The target treats the next creature they see as a friendly acquaintance until proven otherwise. [Saving Throw+WIS]

  • Oil of Tagit: Dangerous, applied, 24 coins, 0 weight

    • The target falls into a light sleep. They awake as normal: loud noises, jolts, pain.   Taking a hostile action either against the slept target or an ally will wake them up before your strike hits home (combat is a noisy affair).   This poison is best used to make a quick and quiet escape.  Remember: the allies of a slept target can also wake them up.  [Saving Throw+CON]

Second Fang

Free

You apply the poison prepared on your off-hand weapon to a single target.  If they fail their Saving Throw, they are poisoned until combat ends.

Class and Advanced Moves

When you gain a level from 2–5, you may choose one of these moves:

 

Cheap Shot

Requires: Thief
When using a precise or hand weapon, your attacks deals an extra +1d4 damage.

Get Out of Dodge

Requires: Thief
Free

Instead of taking damage, you can spin out of the way of your attacker’s weapon. Take -1 Dex ongoing (stacks with a Dexterity Debility) instead of taking the damage.

 

Cautious

You're a rascal and sleight-of-hand is your forte.  Even when you blow it, you still come away with a prize and a fighting chance.  Rolls of 6 or less on Tricks of the Trade count as 7-9.

 

Heist

Ritual

When you coordinate to steal something with others, should you be caught and a fight ensues, you and your allies take +1 forward.

 

Shoot First

Interrupt: At the beginning of an encounter, when an enemy would attack you first by surprise or otherwise, you get to act first instead. Especially if the enemy is green, bumpy, and have a really long snout.

 

Underdog

Requires: Thief

When you’re outnumbered, you have +1 armor.

Mixologist

Requires: Poisoner

Your proficiency with poisonous herbs allows you to use new poisons. You can now brew both poisons from the list below, but can only use one of them per encounter using Second Fang.

  • Balm of Lethargy: Dangerous, applied, 50 coins, 0 weight

    • Any target hit by a weapon coated with this poison is slowed by its influence.  The target cannot use an interrupt move this round. [Saving Throw +CHA]

  • Bane of the Fool: Dangerous, applied, 120 coins, 0 weight

    • Any target hit by a weapon coated with this poison invites danger upon themselves.  The target becomes immediately Vulnerable.  Normal rules of vulnerability apply. [Saving Throw +CON]

  • Basilisk Teeth: Dangerous, applied, 30 coins, 0 weight

    • A target hit by a weapon coated with this corrosive poison has its armor reduced by one until the end of the encounter. [Saving Throw +DEX]

Connections

Ritual

When you put out word to the criminal underbelly about an item you want or need, you can contact a surly old fence to try and procure it: roll+CHA.

• On a 10+, the fence has the item you want, as long as its value does not exceed 200 gold crowns.  If it does, he can produce a convincing forgery.  It takes 24 hours (OOC) from the time of the roll for the fence to obtain the item and get it to you.

• On a 7–9, you’ll have to settle for something close to what you wanted unless it has a maximum value of 100 gold crowns or less.  It takes 24 hours (OOC) from the time of the roll for the fence to obtain the item and get it to you.

• On a 6 or lower, the fence becomes disgruntled and refuses to work with you for a week (OOC).

Note:  Once you have used this move, you cannot use it again for 48 hours after the item arrives.  Unless, of course, you failed, in which case it takes a week as stated above.

Multiclass Dabbler

Pick one move from another class, as long as it isn't a Starting Move or another Multiclass Move. Treat your level as one lower for choosing the move.

 

When you gain a level from 6–10, you may choose one of these moves or the level 1–5 moves.

 

Serious Underdog

Requires and Replaces: Underdog

You have +1 armor. When you’re outnumbered, you have +2 armor instead.

Alchemist

Requires: Poisoner

When you have time to gather materials and a safe place to brew you can create three doses of any poison you’ve used before. Alternately you can describe the effects of a poison you’d like to use in a specific instance. The  Storyteller will tell you that you can create it, but with one or more caveats:

  • It will only work under specific circumstances.

  • The best you can manage is a weaker version.

  • It’ll take a while to take effect.

  • It’ll have obvious side effects.

 

Escape Route

Requires: Thief

Free

When you’re in too deep and need a way out, name your escape route and roll+DEX.

  • On a 10+ take +2 to your next Run Away.

  • On a 9 or lower as above, but if you go it costs you: leave something behind or take something bad with you, the Storyteller will tell you what.

This cannot be used at all if your feet are bound. If you make any move other than Run Away! after using Escape Route, you lose its bonus.

 

Disguise

When you have time and materials you can create a disguise that will fool anyone into thinking you’re another kind of creature or person of a different social class of about the same size and shape. Your actions can give you away but your appearance won’t.

Barista

Requires: Mixologist

You can add a new poison to your venomous repertoire of tricks:

  • Serpent’s Tear: Dangerous, applied, 70 coins, 0 weight

    • Any target afflicted by this poison becomes helpless. [Saving Throw +CHA]

 

Strong Arm, True Aim

You can throw any melee weapon, using it to volley. A thrown melee weapon is removed from your inventory until retrieved; you can never choose to reduce ammo on a 7–9.

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