Pickpocket#

The pickpocket's sigil

Everyone has something they'd pay to get back. Our trade is making sure they have to.

Mother Sable, who trains pickpockets

Thieves, rogues and assassins, quick with their hands and quicker to leave. A pickpocket opens locks, walks in shadows and kills from behind, and has more ways to stay out of a fight than most classes have to win one.

LeadsDEX BacksLUC Health1d6+8 Willpower3 CastsNo ArmorLight

How it plays#

Thievery is the heart of the class: seventeen skills from level 0 to 100, from peeking into a pack and picking locks to walking through shadows and bending light. Dexterity leads. Luck backs it, and a pickpocket leans on luck harder than anyone.

In a fight a pickpocket’s stances strike with each hand in turn, and the assassination skills open wounds, backstab, hamstring and cut spines. Rogue combat is fighting dirty: tripping, kicking dirt, gouging eyes, disarming and knocking out. They wear only light armor, so the plan is never to get hit.

Pickpockets are one of the road and shadow classes. Every ability, level by level, is under Abilities.

The road to Shadow Walker#

A pickpocket takes a new title at levels 100, 200, 300 and 400. A title can be declined; Five titles says what that means.

  1. Level1
    Rank 1: Pickpocket

    Your class's own name. You earned it by doing the work, and nobody has to grant it.

  2. Level100
    Rank 2: Rogue

    A rogue may join any thieves' guild on Sedia without a sponsor. Most guilds pretend to have rules about that.

  3. Level200
    Rank 3: Thief

    Thieves may fence goods in Narsis without paying the house's cut.

  4. Level300
    Rank 4: Assassin

    An assassin may take contracts on titled heads. In Dumasque that's legal. Everywhere else it's only lucrative.

  5. Level400
    Rank 5: Shadow Walker

    The last title, and nobody grants it in public. A shadow walker is simply let into places, and nobody remembers letting them in.

Where they train#

Nobody knows Mother Sable’s real name, and three people have died finding out the wrong one. She teaches anyone who can lift her purse without her noticing. Nobody has, but trying is the entrance exam.

Find Mother Sable at a fence’s back room off the Outer Reach in Narsis. Any trainer can take your training points, but titles are bestowed here. Where the classes train maps all fourteen.

Where Mother Sable teachesNarsis: PickpocketNarsis
Mother Sable teaches at a fence's back room off the Outer Reach in Narsis, under the province of Tharsis.

How it shows#

None of this changes a roll. It’s how the people around you can tell what you are, if you let them.

  • You always know how much money is in a room, and roughly where.
  • People pat their pockets after talking to you, and couldn’t tell you why.

Races that start closest#

The races whose starting scores sit nearest a pickpocket’s dexterity and luck. Any race can be a pickpocket; the class finder and the race finder rank all of them.

Rodes that suit#

A rode is the one path of trials a character walks from level 20. These are the ones that do the most for a pickpocket; the rode finder ranks all fourteen.

Tradesguilds that suit#

A character belongs to two tradesguilds at most. These are the ones whose work fits a pickpocket; the guild finder ranks all eleven.

What others say#

I watched her take a man's ring off while she shook his hand. He thanked her.

A guard of the Crecian docks

Down here, picking pockets is how you learn the city. Up there, it's how you learn the dungeon.

A quickling of Narsis

The wrong purse

A pickpocket lifted a purse on the Tharsis road and found a Legion seal inside, with a list of names, half of them crossed out. Mother Sable won’t fence it and won’t keep it, and its owner has started asking around.

Abilities#

A class teaches its abilities in disciplines, a handful of related abilities learned as you level. Most open at level 0 and add one every ten or twenty levels. The heroic disciplines open at level 50 and run to 100.

A cost in willpower or stamina is paid each time you use the ability. A passive works all the time, and a toggled ability stays on until you turn it off. Every ability starts at 0 efficacy and gets better with practice, as Levels explains.

StancesAssassinationRogue combatThievery

Stances#

Strikes that work both hands: counter, shadow, crippling, circle, double and triple strikes. 6 abilities, levels 0 to 50

Counter StrikeLevel 0 · 15 stamina
Instantly return a normal physical non-ability strike may be used only once per round.
Shadow StrikeLevel 10 · 20 stamina
Deal 2d8 + DEX mod damage with offhand weapon.
Crippling StrikeLevel 20 · 25 stamina
Prevent target from moving for 3 rounds dealing normal physical damage.
Circle StrikeLevel 30 · 50 stamina
Attack immediately surrounding targets, up to 4 dealing 2d8 damage each.
Double StrikeLevel 40 · 20 stamina
Strike twice with main hand weapon.
Triple StrikeLevel 50 · 50 stamina
Strike two times with mainhand and one time with offhand.

Assassination#

Expert wounds, carving, backstab, hamstring, spinal cuts and kidney stabs. 6 abilities, levels 0 to 50

Expert WoundLevel 0 · 20 stamina
Cause regular damage and open a wound that deals 1d8 damage for 4 rounds.
CarveLevel 10 · 15 stamina
Re-opens closed wounds and causes 2d8 damage to them for 4 rounds.
BackstabLevel 20 · 50 stamina
An opener, used only to start a fight: a weapon in the main hand strikes 4d8 plus DEX mod. Not on a foe awake and below two fifths of its health; always lands on a sleeper.
HamstringLevel 30 · 30 stamina
Prevents movement permanently and deals 1d12 damage, opens wound causing 1d4 damage per round. DC 10-DEX mod.
Spinal CutLevel 40 · 40 stamina
Deals 1d12+30damage and continues 1d12 damage per round for 6 rounds.
Kidney StabLevel 50 · 20 stamina
Deals 1d8 and 1d6 damage per round for 6 rounds.

Rogue combat#

Fighting dirty: trip, dirt kick, gouge eyes, disarm, knockout and distract. 6 abilities, levels 0 to 50

TripLevel 0 · 10 stamina
Instant. Prohibits target from moving for 1 round. Requires player+5+current dex+1d20 vs opponent+current dex+1d20. Deal 1d4 damage if successful, take 1d4 damage if fails. Only usable one per round.
Dirt KickLevel 10 · 5 stamina
Blind target for 2 rounds, DC 10.
Gouge EyesLevel 20 · 20 stamina
Dc-15 chance to blind target, opening wounds causing 2d8 damage.
DisarmLevel 30 · 10 stamina
Disarm targets weapon, only one weapon if two are held, DC 10 - DEX mod.
KnockoutLevel 40 · 50 stamina
Renders target with 10% & under health into a temporary comatose DC 10 - DEX mod.
DistractLevel 50 · 20 stamina
Instant, interrupts spell casting. Only usable once per round.

Thievery#

Seventeen skills from peek to bend light: locks, hiding, sneaking, tracking, picking pockets, haggling and walking in shadows. 18 abilities, levels 0 to 100

PeekLevel 0 · 15 willpower
Look into targets inventory, DC 10+target level - player level - LUC mod.
Fortify LockLevel 5 · 5 willpower
Adds +5dc to lock difficulty, cannot fortify magical locks.
HideLevel 10 · 25 willpower
Ability to hide an object or oneself.
Reflex AdaptationLevel 15 · Passive
Instant. Gives an instant reflex save to all sprung snares or traps, ranged attacks, and non-spirit elemental attacks. Dc attack level+10 - player level.
SneakLevel 20 · 50 willpower
Ability to move without making sound.
PalmLevel 20 · Passive
Take something up from the ground, a container or a corpse without the room being told; each player watching may catch you at it.
Cover TracksLevel 25 · 10 stamina
Prevents shadow walker from being tracked.
Pick Basic LockLevel 30 · 10 willpower
Pick any basic lock, DC 5.
TrackLevel 35 · Toggled
Allows the thief to track targets and the location they may have gone in the recent past.
Stalk ShadowsLevel 40 · 20 willpower
Ability to move without being seen, way more powerful than sneak - this one is unrootable.
DistractLevel 45 · 25 stamina
Must be stealthed, stuns 5 yard radius up to 15 yards from thief, will remain stealthed.
Pick PocketLevel 50 · 10 willpower
Take from a creature's pack what you name, coins for a share of its purse, or whatever comes to hand. Dc target level - player level - LUC mod.
HaggleLevel 55 · Passive
Allows thieves to buy items at least at their normal price and up to 1d10 where 6 is 60% of original price, 7 is 70% of original price, 8 is 80% of original price, 9 is 90% of original price, 10 and 1-5 gain no benefit from haggle.
Pick Complex LockLevel 60 · 20 willpower
Pick any complex lock DC 10.
Pick Magical LockLevel 70 · 50 willpower
Pick any magical look. DC 15.
Shadow WalkLevel 80 · 30 willpower
Ability to meld into the shadows extremely deeply, this is an unrootable version of hide.
Shadow JumpLevel 90 · 10 willpower
Ability to immediately leave combat and jump back into the shadows.
Bend LightLevel 100 · 80 willpower
Ability to bend shadows to consume players current location. This forces current location to cause everyone to stop fighting for 3 rounds and blind for 4 rounds as the darkness refuses to leave their eyes.

Proficiencies#

What the class can wield, wear and speak from the start, and the extra attacks it learns as it levels.

Weapons
Hand to hand, dual wielding, basic slashing, all piercing, advanced bashing and basic ranged
Armor
Light armor
Languages
Common and narsik
Extra attacks
Second attack at level 15, third attack at level 32 and fourth attack at level 65

Combat puts these to use: weapons and extra attacks under Attacking, armor and parry, shield and dodge under Defending.

Parry
Parry blows with the weapon in your hand.
Greater Dodging
Dodge blows that would otherwise land, more often the nimbler you are.
Swimming
Allows swimming through water too deep to wade.