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 gemstone. 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?
Examples of Thievery characters include: An elite assassin sneaks through the shadows, studying his marks from afar before striking. A pirate queen uses dirty tricks and the element of surprise to catch merchant ships unaware. A street urchin nimbly darts through a crowd, relieving people of their heavy coins. Thievery Assassin (Thievery | Combat) Effects
You can have the GM tell you all of a visible creature's weaknesses Descriptions
learning their habits and routines finding an exploitable weakness studying their body language Duck (Thievery | Combat) Effects
Collaborate on how you charge this trait. Spend the charge to make an attack meant for you hit the next most logical target instead Descriptions
leaping out of the way pulling an enemy in front of you ducking and covering your head Examples
Charge
get safely out of danger frame someone for your crime have a drink and talk about a close call Misdirection (Thievery | Combat) Effects
If you like, enemies can't attack you as long as there are other visible targets Descriptions
looking nonthreatening drawing attention to someone else hiding behind an ally running away Sneak Attack (Thievery | Combat) Effects
When you attack an unsuspecting and vulnerable victim, you can defeat them however you want. If they're significantly more powerful than you, give them a brutal physical condition instead Descriptions
knocking them over the head choking them out stabbing them in the back slitting their throat Examples
Brutal Conditions
slit throat broken bone gouged out eyes bloody amputation severed arteries Tumble (Thievery | Combat) Effects
Gain the defense "Tumble ☐". Mark it when you suffer a Bad Tale that you can logically dodge. When you do, remove or suppress (whichever is more logical) a condition that restricts your movement, and you can immediately move Descriptions
diving out of the way running for safety swinging away on a rope or vine ducking into a ditch Cloaked in Shadows (Thievery | Exploration) Effects
Gain the defense "Cloaked in Shadows ☐". Mark it when you suffer a Bad Tale while hidden or obscured. Then, you vanish; not even the GM knows where you are. On your next turn, tell the GM where you're hiding (though you can stay hidden in your new location if you like) Descriptions
ducking into the shadows taking a glancing blow from their bad aim repositioning to a better spot Escape (Thievery | Exploration) Effects
You can escape your current predicament and bring as many other as you like with you. The GM gives you a condition based on how you escaped. You can't use this again until you lose that condition Descriptions
vanishing in a cloud of smoke pulling a lever to reveal an escape tunnel disappearing in the crowd Eye for Treasure (Thievery | Exploration) Effects
When you find treasure, find 1 extra treasure Descriptions
finding extra hidden valuables getting a good price for your treasure pocketing valuables From the Shadows (Thievery | Exploration) Effects
Once each time while hiding, you can perform an action that would normally break stealth and reveal your location without breaking stealth. Absurdly obvious actions (jumping on a table and yelling) will reveal you as normal Descriptions
returning to the shadows doing something before anyone notices waiting for the perfect moment Hideout (Thievery | Exploration) Effects
You can establish an unpopulated area as your hideout. Your hideout is much harder than normal to locate. Collaborate on why it's so difficult to locate Descriptions
establishing a false front installing a hidden door hiding it in a hard-to-spot alley or cul-de-sac Silence and Shadow (Thievery | Exploration) Effects
If you like, everything you do is completely noiseless. Also, you can dim or extinguish a visible light source until someone takes the time to rekindle the light. You can't dim celestial bodies, such as the sun Descriptions
landing like a cat snuffing out a candle using shadow-magic on a torch spreading gloom Stash (Thievery | Exploration) Effects
When you enter a new region, tell the GM where there's a hidden stash. If you reach the stash, it has supplies that happen to be useful for your current predicament Descriptions
digging up buried treasure looting a secret thieves' guild stash hiding away supplies for later Trap Finder (Thievery | Exploration) Effects
Gain the defense "Trap Finder ☐". Mark it when you suffer a Bad Tale related to traps. Also, the GM must answer honestly whenever you ask if there's anything hidden here Descriptions
searching for hidden panels relying on your acute sense of touch listening for a soft "click" Without a Trace (Thievery | Exploration) Effects
If nobody has seen you for several minutes, you can vanish without a trace. Nobody knows where you are (including the GM), so you skip all of your turns. At any point, reappear anywhere that you logically could have reached during that time Descriptions
throwing down a smoke bomb disappearing into a forest emerging when they least expect it Black Market (Thievery | Interaction) Effects
Whenever you want, you can have safe and discreet access to criminal resources Descriptions
hearing whispers reading thieves' symbols carved into buildings leveraging back alley contacts Examples
Resources
fence lookouts assassins thugs for hire informant smugglers poisons controlled substances Everything Has a Price (Thievery | Interaction) Effects
You can spend 1 treasure to gain 1 Good Tale. If there's no one to pay when you use this, explain how a purchase you made long ago is now paying off Descriptions
greasing palms bribing officials hiring a professional putting a scheme into motion Mastermind (Thievery | Interaction) Effects
You can orchestrate a grand plan (max 1), giving as many allies as you want a job related to your plan. Write their jobs on your character sheet. When one of them fulfills their job, check their job. Cross off a checked job to gain a free Good Tale toward executing your grand plan Descriptions
organizing the score of a lifetime tricking others to do the dirty work your criminal genius Examples
Jobs
take out the guards discover the pass code steal the gate keys stand guard secure an escape route Second Identity (Thievery | Interaction) Effects
Collaborate on a complete second identity for yourself Descriptions
changing your accent walking differently roleplaying a completely different personality Examples
Second Identity
name family friends contacts paperwork home reputation history wardrobe job Spy Network (Thievery | Interaction) Effects
You have an extensive spy network. Collaborate on what they're targeting. Your spy network can provide you with intimate, useful information about their target whenever you want. You can change their target, but it takes time and/or resources Descriptions
meeting cloaked figures getting a package from a drop-off zone an npc slipping you a letter Examples
Targets
a certain city politicians and nobles armies and troops the elves pirates merchants Sudden but Inevitable Betrayal (Thievery | Interaction) Effects
You can reveal that someone who isn't significantly more powerful than you was secretly your minion all along Descriptions
giving the secret signal nodding at your hidden ally executing your master plan shouting "now!" Tamper with Evidence (Thievery | Interaction) Effects
You can lose all heat you and your allies have for a crime. If you have an item that belongs to someone else, you can convincingly frame that person for the crime or event instead Descriptions
wiping down finger prints destroying clues planting evidence misleading investigators White Lie (Thievery | Interaction) Effects
You can convince others of lies that would normally be unbelieveable. Collaborate on what now constitutes a believable lie for you Descriptions
telling a white lie manipulating someone with your wit leading them to assume the wrong thing