Thief
[Time:: Passive]
[Effect:: Buff]
You learn a special Language known as the "Thieves Cant". It counts as a Mechanical Language. If you and another creature speak in this Language, other creatures hear nothing more than an innocuous conversation of small talk in the Common Tongue.
You also gain the following Ability:
[Time:: Reaction] [Target:: A new room or area]
[Trigger:: You enter a new room or area and hear the GM description of general features of that room]
[Test:: Analysis]
[Effect:: Knowledge]
You look for hidden symbols from previous thieves written in Thieves' Cant runes.
Each room or area can only be the trigger of this Ability once per Episode.
- [..6] You don't see any symbols. You don't get to ask any questions.
- [7..9] You can ask 1 question below.
- [10..] You can ask 2 question below.
- [10!] You can ask an extra question from any category.
You can ask your questions immediately or wait, taking actions and playing as normal between each question asked. The GM will respond with basic, but accurate information. (Further info can be gained by roleplaying investigation in more specific ways. Those further investigations often won't require a Perception Skill, but may require Knowledge Skill Tests.)
Possible Questions:
- What building, room, or path leads to the most valuable stuff?
- Do any buildings, rooms, or paths here lead to a fellow thief or a friend of thieves?
- Do any buildings, rooms, or paths here lead to secured areas or danger?
- Do any buildings, rooms, or paths here lead to a good hiding place or sanctuary for thieves?
- Codebreaker.
- Fence.
- You know a fence. Name them and describe them and their hidden shop. You can always sell the fence stolen goods without worrying. The fence can also trade in information, forged documents, and promising jobs, though the price of said goods is up to the GM and may involve doing something for them first. If you ever steal from or cross your fence, they will know and turn against you.