Rogues and theft
- Criminal Training (Cost: 2 Points): Basic criminal ability.
This ability is required in order to obtain more advanced theft and assassination skills.
- Lock Picking 1 (Cost: 2 Points): Prerequisites: Criminal Training.
Enables picking of level 1 locks. This requires roleplaying picking the lock for 2 minutes.
- Lock Picking 2 (Cost: 2 Points): Prerequisites: Criminal Training, Lock picking 1.
Enables picking of level 2 locks. This requires roleplaying picking the lock for 2 minutes.
- Pickpocketing 1 (Cost: 4 Points): Prerequisites: Criminal Training.
Ability to pickpocket a random item or up to three coins from a character, using a pickpocket sticker. Before pickpocketing, the rogue must choose if they wish to steal coins or an item.
- Pickpocketing 2 (Cost: 4 Points): Prerequisites: Criminal Training, Pickpocketing 1.
Ability to pickpocket a specific item or up to three coins from a character, using a pickpocket sticker.
- Looting 1 (Cost: 2 Points): Prerequisites: Criminal Training. A defeated foe must show the rogue all of their items. The rogue may take some or all of the items, unless the foe chooses to offer an increased ransom of five coins*. May be used only once per battle.
- Looting 2 (Cost: 2 Points): Prerequisites: Criminal Training, Search 1.
Enables taking all of the items while looting a corpse without the possibility of a ransom. May be used only once per battle.
- Infiltration (Cost: 4 Points, GM permission): Prerequisites: Criminal Training, Lock picking 2.
Enables scaling walls by entering enemy camps through the fabric barriers or unmarked camp borders.
The climb must be roleplayed for at least five minutes. Players can’t steal an enemy flag without a GM’s approval.
*The fact that you can take all of the victim’s property doesn’t mean you should. We expect the rogue to use their judgment and not use this ability to damage other characters’ progress by taking all of their items. Or, according to Tischler’s Law (TM), DON’T BE JERKS!
Additional details for rouge and theft abilities
- A rogue with pickpocketing ability receives 15 pickpocketing stickers from the game. In order to pickpocket a person, one must place a sticker on the intended victims pocket or bag. If this action goes unnoticed, a master should be contacted and informed of the stolen goods – coins or an item. The GM will inform the victim of the theft, and take the random item or 3 coins. Items are not only goods – they might be fluff items, scrolls, etc. Afterward, the GM will discreetly give the stolen items to the rogue. Rogues can’t steal quest items without a red sticker.
- The amount of stickers is finite and final.
- In case a GM isn’t present nearby, it is permitted contact an NPC or another player to address the victim in your stead.
- Alternatively, you may address the victim yourself OT, while maintaining a distinction between the character’s knowledge and the player’s knowledge.
- In case a rogue chose to pickpocket coins, they may take as many as three. Bills etc. count as items, not coins.
- You can’t loot corpses or severely injured characters.
- Enables pickpocketing a specific item (for example, a magical artifact the rogue knows is in the character’s possession).
- If you try to pickpocket a specific item, you must let the GM know. Pay attention! A player can refuse to give a personal item that doesn’t belong to the game. For example, the player can refuse to give their dagger, but not their coins.
Infiltration (GM Permission)
Enables entering a camp through its walls. In order to enable entry, wall climbing must be roleplayed for at least 5 minutes, during which the player is vulnerable to enemy attacks.
Pay attention! Do not actually climb the walls (Among other things, because they are mostly made of fabric). In practice, the player just passes through a place where there is no wall.
Players can’t scale wooden walls.
It’s recommended to coordinate the use of this ability with the GMs.
In the game, different doors and chests will have lock stickers placed on them. The stickers indicate that the chest or door is locked and only characters with certain skills are able to pick it. The locks come in two levels – level 1 and level 2.
In order to use the lock picking skill, the act of picking must be played for least 2 minutes. Additionally, appropriate tools must be used for this practice such as a lock picking kit, “acid” bottles (not real acid), a hammer, etc.
After the lock is picked, the box may be opened and looted. Do not remove the lock! If the box is closed the lock must be picked once more in order to open it.