Here, At the End of All Things
Stealthy, clever and amoral, the Thief operates on the fringe of society. She takes the things other people are too weak to hold onto. She sells secrets to the highest bidder. She is an important figure of the underworld. As he levels up he may gain a guild of lesser thieves to help him in his shady doings. The Thief is the Operator of Grim World, constantly juggling jobs and contacts.
Moonlighting: you get 2-juggling. Whenever there’s a stretch of
downtime in play, or between sessions, choose a number of your gigs to
work. Choose no more than your juggling. Roll+cool. On a 10+, you get profit
from all the gigs you chose. On a 7–9, you get profit from at least 1; if you
chose more, you get catastrophe from 1 and profit from the rest. On a miss,
catastrophe all around. e gigs you aren’t working give you neither profit
nor catastrophe. Whenever you get a new gig, you also get Hx instead of roll+hot. An NPC, roll+cool instead of roll+hot.
Eye on the door: name your escape route and roll+cool. On a 10+ you’re
gone. On a 7–9, you can go or stay, but if you go it costs you: leave something
behind, or take something with you, the MC will tell you what. On a miss,
you’re caught vulnerable, half in and half out.
Opportunistic: when you interfere with someone who’s rolling, roll+cool
instead of roll+Hx. Asshole.
Reputation: when you meet someone important (your call), roll+cool. On
a hit, they’ve heard of you, and you say what they’ve heard; the MC will have
them respond accordingly. On a 10+, you take +1forward for dealing with
them as well. On a miss, they’ve heard of you, but the MC will decide what
When you read a situation, on a hit, in addition to your other questions, you may ask this:
• What’s the most beautiful, the rarest, or the most valuable thing here?
When you read a person, on a hit, in addition to your other questions, you may ask this:
• What’s the best thing you own, or the best thing you’re carrying?
Break and Enter
You are talented at gaining access to places you have no business being. When you attempt to enter or exit such a place, roll , choose 3. On a 7-9, choose 2:
• You get where you wanted to be
• You remain undetected while getting there.
• You leave no trace of ever having been there
• You stumble across something useful or interesting along the way.