Download - Thieves Can, Too!
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THIEVES CAN TOO,
MOTHERFUCKER!
A role-playing game for Jake Richmond
and one or more other players, including a GM,
by Johnstone Metzger.
This game is a sequel to Thieves Can1 by Jason Petrasko.
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TABLE OF CONTENTS
Book I: Playing a Role. 3 A Den of Thieves 4
Famous Thieves 4
Liabilities 5
Skills and Magic 5
The Arcana Track 6
Book II: Structure of Play. 7 Starting Situation 8
Continuing Play 8
New Jobs 8
Wrapping Up 9
Book III: Playing The Game. 10 Roll Dice When 11
Resolving Actions 12
When Dangers Come True 12
Adding Dice and Dangers 13
Using Traits 13
Helping 14
Minions 14
Working in Groups 14
Goals and Dangers 15
When You Suffer Harm 17
When You Use Magic 18
Arcana Descriptions 19
Alchemist 19
Animal Friend 20
Entropy 20
Far Sense 21
Firestarter 21
Illusionist 22
Loremaster 22
Shapeshifter 23
Summoning 23
Wards and Runes 24
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Weather Witch 24
Book IV: City of Thieves 25 The City is the Setting 26
Using the Oracles 26
Government Factions in the City of Thieves 27
Businesses in the City of Thieves 28
People from the City of Thieves 31
Places in the Countryside 34
Country Folk 35
Slumtown Places 36
Slum Dwellers 37
Places in the Harbor District 38
Harbor Rats 39
Places in the Market District 40
People of the Market District 41
Places on Garden Hill 42
People from Garden Hill 43
Places in the Palace District 44
People from the Palace District 45
Afterword 46
Influences 46
Character Sheet 47
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Book I.
PLAYING A ROLE
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A DEN OF THIEVES
Unless you are the GM, you need a character. Choose one from the list of famous thieves.
The GM can assign the remaining names to the supporting cast. Names are disguises as often
as they are descriptive nicknames, so any name can be used by both men and women. Often,
when one thief is done with a name, some other thief will adopt it.
After choosing a name, you will also write three traits, and fill in the Arcana track on your
character sheet with special abilities. Then you can start playing.
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FAMOUS THIEVES
Eyeless Kouros Serpent
Hayseed Ogre x Skull
Hitler Queen Whisper
Ilia Rider Witch-Lord
Zealot
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TRAITS
Your traits are the three most important aspects of your character's story arc. They are
quirks, motifs, advantages, or flaws. Do you have a caustic personality, strong lungs, or a
gimpy leg? Maybe heights freak you out, you're prone to excessive violence, or people like
you. Traits can be used to help or hinder your character. Try to make them interesting, as
you will use them to both help and hinder your character during play.
More Example Traits: Compulsive Gambler, Contortionist, Heart of Gold, Heavy
Drinker, I Hate My Father, Iron Will, Master Masseur, Silver Tongue, Tough.
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ARCANA AND OTHER SPECIALTIES
Without the second sight that comes from practicing magical arts, a thief would quickly fall
victim to magical defenses, so common in this day and age. All famous thieves know at least
one of the standard Arcana, and often more. Any burglar can shimmy down a rope and pick
a lock. Any bruiser can shiv a man or throw a brick through a window. An Arcana is a
magical discipline or a specialized knowledge base that sets your thief apart from others. You
can select up to nine different Arcana, but the more you have, the harder they are to use.
Select your Arcana from the list, or invent new special abilities.
Arcana List: Alchemist, Animal Friend, Entropy, Far Sense, Firestarter, Illusionist,
Loremaster, Shapeshifter, Summoning, Wards and Runes, Weather Witch.
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THE ARCANA TRACK
On your character sheet you have a row of ten boxes, which are numbered. Nine of them are
empty. You will fill these in with the Arcana you know. Each Arcana gets a row of one to six
boxes, but no more than six. All boxes allocated to the same Arcana must be grouped
together, creating a contiguous range of numbers. No number may be assigned to more than
one Arcana. You may also leave a range of boxes blank, as long as you have all your Arcana
listed.
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2 3 4 5 6 7 8 9 10+ Attract attention.
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NOW START PLAYING!
Add some descriptive details to your character, especially some opinions about other thieves.
Or just work those out in play. In any case, once you have a name, three traits, and your
Arcana track filled in, your character is finished and you can start to play.
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Book II.
STRUCTURE OF PLAY
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STARTING SITUATION
The game starts on a job. Your den was sold out, and you walked right into an ambush. Fill
in the details with the lists provided in Book IV. The GM will frame scenes, putting your
thief into dangerous situations, until you make it to a place of safety.
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CONTINUING THE STORY
When there is a break in the action, each player has a chance to frame a scene. If your scene
is a direct sequel to a previous scene, or significantly reincorporates earlier elements that
other players liked, you may erase the check marks next to your traits. After each player has
framed a scene, the GM will frame some more scenes of tension and danger.
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NEW JOBS
When that first job is finished, or has been abandoned, the GM will present you with a new
job. It can be brought to you by fellow thieves or criminal contacts, or it can be an order
from higher up in the Thieves' Guild. Or, you can pass on someone else's job and come up
with your own. If you have gained information on valuable loot, or you have a score to settle,
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this may be the preferable course of action. After you have settled on a job to do, play
resumes as normal.
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WRAPPING UP
At the end of a session, each player makes one statement about how that session's adventures
impacted and changed the City of Thieves. One thing only. The GM changes the city
during the game, not at the end.
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Book III.
PLAYING THE GAME
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ROLL DICE WHEN:
You act under pressure.
You persuade or deceive.
You conduct research, reconnoiter, or surveil a target.
You infiltrate or sneak.
You deny or hold steadfast.
You commit violence.
You suffer harm.
x You face death.
You use magic.
When you describe your character performing a risky action, or trying to get out of a sticky
situation, the GM will ask you to roll dice to see what happens. The dice will create a semi-
random outcome. The GM is challenging you, by asking for a die roll, in order to create
tension and uncertainty. The randomness will test your spontaneity and ability to improvise.
Can you overcome the challenge? If not, you will have to deal with the consequences.
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RESOLVING ACTIONS
All actions have a Goal, and an inherent Danger. You decide what your Goal is, and the GM
determines the Danger. They cannot be mutually exclusive. Roll two six-sided dice and
assign one result to each to find out what happens.
Die Results for Goals:
1-2 You fail to achieve your Goal, and the opportunity is lost until circumstances change.
3-4 You partially achieve your Goal, and the opportunity remains. You may decide that
partial success is enough for you, based on the GM's description.
5-6 You achieve your Goal.
Die Results for Dangers:
1-3 The Danger comes true.
4-6 The Danger does not come true.
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WHEN DANGERS COME TRUE
Dangers do not have to come true immediately, their effect may be delayed. If a Danger
remains possible, regardless of die results, write it down in front of you. During a future roll,
you or the GM may use that Danger instead of choosing from the normal options.
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ADDING DICE AND DANGERS
Additional Dangers:
The GM may create an additional Danger, giving you an extra die to roll.
You may ask your fellow players for an extra Danger. If you choose one of their
suggestions, roll an extra die.
x You must assign die rolls to these additional Dangers.
Additional Dice:
If you have a particular advantage, like a trait or special equipment, roll an extra die.
If you have help or minions, you or your helper rolls an extra die.
x Any die results not assigned to your Goal or Dangers are discarded.
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USING TRAITS
You can get an extra die from an unmarked trait, if it gives you an advantage in performing a
certain action, but you have to mark it when you get that extra die. You can also choose to
fail an action on account of a trait. This complicates your situation, but you also receive an
advanatge. You can either erase the check mark next to that trait, or, if the trait is unchecked,
mark it and take an extra die that you can add to any one future roll.
If a trait might impair an action, or give you a distinct disadvantage, the GM should always
add a second danger. If a trait compels you to a certain behavior, there may be times when
the GM makes you roll to avoid disgracing yourself.
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HELPING
You may lend aid to another thief. If your help is accepted, roll an extra die for your fellow
and then assign it to a Goal or Danger. If you have a useful trait, roll two dice and pick
which one you will assign to a Goal or Danger. You do not have to assign your helping die.
If any Danger comes true, at least one must affect both thieves. If three Dangers come true,
one of those may affect only the helping thief.
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MINIONS
If you have minions to help you, you can roll an extra die of a different color. If you assign
that specific die to a Danger and the Danger comes true, it affects only your minions.
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WORKING IN GROUPS
Sometimes, a group of thieves are working together, and all of them must succeed, or it's
ruined for everybody. The weak link breaks the chain. In this situation, only one thief rolls,
preferably a thief who lacks a relevant talent or Arcana, if any. Other thieves may not help.
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GOALS AND DANGERS
Goals and Dangers are always rooted in the specifics of the action. Some common Goals are
listed here, along with example Dangers.
When you act under pressure, you can move through a dangerous area, help someone
who is in danger, or complete a simple task while you are hurt or yourself in danger.
Dangers: You suffer harm; you put others in danger; you lose something valuable.
When you persuade or deceive, you can fool someone, make a strong impression, extract
a promise, discover a hidden truth, or negotiate a deal to your benefit.
Dangers: You get put in a bad position; you are deceived; you misjudge someone.
When you conduct research, reconnoiter, or surveil a target, you can find valuable
information, discover an enemy's position, see through illusions, or use your second sight to
detect spirits and magical wardings.
Dangers: You get bad information; interested parties become aware of your inquiries.
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When you infiltrate or sneak, you can move undetected, slip past secure defenses, steal
or plant an item, or arrange an ambush.
Dangers: You are caught in the act; you lose something; you cause unintended damage.
When you deny or hold steadfast, you can stand your ground, refuse to become a
liability, resist temptation, or shrug off magical influence.
Dangers: You hesitate; you sacrifice something important; you reveal secrets.
When you commit violence, you can do harm in a fight, terrorize with savagery, commit
murder, or demolish something.
Dangers: You suffer harm yourself; you cause unintended harm; you face death.
When you suffer harm, you can resist serious injury, fight your way through the pain, or
impress with your toughness.
Dangers: You're incapacitated; you reveal secrets; you lose something; you face death.
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x When you face death, your only Goal is survival. If you want to die, you are permitted
one last action. Choose wisely.
Dangers: You gain another liability; you lose something precious; you sacrifice someone else.
When you use magic, you can perform a supernatural feat, or use supernatural means to
pursue a Goal you failed to achieve through the use of skill alone.
Dangers are listed with Arcana descriptions.
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WHEN YOU SUFFER HARM
If you fail to achieve the Goal of resisting serious injury, fill in one of the Hurt boxes on your
character sheet. Now you will need to act under pressure to complete many simple tasks. If
you fill in all three of your Hurt boxes, you must immediately face death. With all three
boxes filled, you will have to face death instead of suffering harm again.
If you rest and receive attention from a healer, you may clear out one of your Hurt boxes
at the end of the session, or during a scene of downtime during a session.
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WHEN YOU USE MAGIC
You can only use an Arcana that you have listed on your Arcana Track. Powers always work
when used properly, so when you roll for magical actions, you don't assign a die to your
Goal. Instead, you will roll a ten-sided die along with your six-sided dice. You then compare
this Arcana die to your Arcana track. You may use any of your six-sided dice to modify the
Arcana die, adding or subtracting the full amount, as long as they are not allocated to a
Danger. Any modified result lower than 1 is considered a 1.
If the modified Arcana die corresponds to the range of numbers you have assigned to the
Arcana you are using, your magic works as intended.
If the modified Arcana die is within the range of a different Arcana, your powers fail to
work as intended, and a secondary effect is triggered. Refer to the Arcana type indicated
by the modified Arcana die to see what kind of wild magic you have unleashed.
If the modified Arcana die is within the range left blank, your magic fizzles out. The effect
of your spell is only partially achieved, and you cannot use the same Arcana again until
you have framed a scene of your own. You may try to reach your Goal by different means.
If the modified Arcana die result is 10 or higher, your magic works as intended, but
attracts unwanted attention. If this is also a Danger that comes true, you have attracted
the attentions of several parties or multiple types of supernatural beings.
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ARCANA DESCRIPTIONS
These are the eleven arts most commonly known amongst thieves. It has been said that a few
thieves are able to control shadows, heighten emotions, and live underwater, but only the
most powerful sorcerers can read minds, raise the dead, move objects with a thought, or
appear in two places at one. Such power inevitably corrupts those who wield it, so thieves
should be careful to avoid such fiends at all times.
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ALCHEMIST You are adept at transmuting substances and instilling, or distilling, matter with magical
properties. You can create arcane substances, special items, and even golems or homunculi to
do your bidding. The main drawback of alchemy is that it requires time, effort, and materials
which must be handled in a suitable laboratory.
Second Sight: You have powders, potions, and other implements that allow you to detect
and analyze magical properties.
Dangers: Your creations cause unintended harm or damage; your experiments turn on you;
your mixtures have additional strange effects; your alchemical materials are expended and
must be replenished before you can resume your work.
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ANIMAL FRIEND You have the gift of low speech, the language of the beasts. Creatures large and small usually
like you, and you can persuade them into performing tasks for you. Animals are poor
conversationalists, though they can lead you to locations they know of. Most animals expect
to be fed in return, or to receive other assistance, though some are just grateful for the
company.
Second Sight: Attuned to the animal kingdom, you can sense the presence of the
supernatural.
Dangers: You attract the attention of other animals; you get caught between animal rivalries;
you put an animal in danger or cause it harm; your behavior becomes more animalistic.
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x ENTROPY You know the intricacies of destruction. You cause ruin, decay, and breakdown. Entropy is
easier to use against inanimate materials, and small effects are quicker to take effect. A master
of this Arcana can see the weak points in structures, and knows how to exploit them.
Second Sight: Entropy teaches you to see into the shadowlands, where ghosts dwell among
the ruins that are the fate of all the works of man.
Dangers: You cause unintended harm; you attract ghosts; you are marked by the
shadowlands; you let loose shadows into the world; you become obsessed with
destruction.
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FAR SENSE You can throw your senses out into the world, seeing and hearing the events in a location far
away from you. It is more difficult to sense a place you are not familiar with, and Dangers
should be scaled accordingly.
Second Sight: When you stretch your senses, the supernatural world is revealed to you.
Dangers: You experience prophetic visions; you attract the attention of extra-dimensional
beings; you are overwhelmed by sensory information; you form a persistent connection
with a place or person.
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FIRESTARTER You create and influence fire. You can get closer to fire than most people, but you are not
immune, and the fire you create functions like any other. Small fires are easier to control
than large fires.
Second Sight: When you stretch your mind to feel a fire, you can also sense the presence of
magic and spirits.
Dangers: Your fires spread out of control; you harm yourself or those you care about; you
bring serpents from the abode of flames into the world; you suddenly act more fiery,
passionate, and self-destructive; you attract the attention of spirits.
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ILLUSIONIST You create temporary illusions, within your line of sight or immediate presence. Illusions
have no physical substance, but you can make one things appear to be another. They last as
long as you concentrate on them, and fade away soon after.
Second Sight: The arts of illusion also train you to see what is hidden, and to tell the real
from the false.
Dangers: Illusions cling to you, or turn against you; one of your senses becomes impaired;
your illusions remain to haunt the world, even changing into other images; you attract
the attention of ghosts.
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LOREMASTER Academic training has blessed you with forbidden knowledge. You may use this Arcana to
introduce useful and interesting information into the game, through your character's mastery
of arcane trivia.
Second Sight: The loremster must rely on his book learning to spot the tell-tale signs and
symptoms of magical activity.
Dangers: You have forgotten vital information; recent developments have changed the
situation; your knowledge includes mystical phrases you unwittingly release; your secrets
attract the attention of spirits.
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SHAPESHIFTER You can change your shape, taking the forms of animals. Each form is a unique expression of
your inner self. You cannot mimic another person's appearance. A single layer of clothing,
like a simple dress or shirt and pants, will transform along with you. A small item or two,
like a necklace or a lucky coin, will transform with you if you feel it is important, but not
belts, boots, or weapons. You can shrink to a third of your normal mass, or grow to double
it, and no more.
Second Sight: You can shift your sensory perception so that you also perceive things
normally hidden, like spells, wards, ghosts, and spirits.
Dangers: You shift uncontrollably, thrashing madly; you lose your possessions while
changing; you are momentarily stuck in an animal form; your shifting senses are
overwhelmed; you attract the attentions of animal spirits.
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SUMMONING You know the arts of calling demons, ghosts, and spirits. You can draw circles to summon
and bind supernatural beings, and circles to keep yourself safe from them. There are no spells
to control these beings, they must be bargained with, or channeled into action via protective
barriers.
Second Sight: The rituals of summoning include the runes and circles that will reveal spirits
and demons to your eyes.
Dangers: You summon additional, unwanted beings; your protective circles fail; your
protection circles are too strong, and the summoned spirit cannot leave.
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WARDS AND RUNES You can inscribe magical symbols, creating protective barriers, arcane alarms, and hold spells
to be released at some future point. This is the primary method of defending against master
thieves. Your runes can only release spells you know. Standard wards against spirits are much
weaker than summoning circles.
Second Sight: The Wardenscribe knows words to reveal hidden runes and magics.
Dangers: Your wards have additional, unwanted effects; you suffer a magical backlash when
your wards are triggered; the runes harm or damager whatever they are inscribed upon.
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WEATHER WITCH The sky is a canvas for you to paint upon. You can manipulate the weather, call down rain
and storms, push the clouds away, summon fog and mist, and raise or quell the winds. The
more drastic the change, the more time it takes.
Second Sight: To know the currents of the air is to know the spirits amongst them.
Dangers: You cause an unwanted storm; you create a drought; the weather stays the same for
weeks or months; you cause unintended harm or damage; the weather begins to affect
your mood.
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Book IV.
CITY OF THIEVES
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THE CITY IS THE SETTING
The City of Thieves is a rich, complex setting, full of life and action. This section presents a
bare framework for you to use as you explore the city, including names of people, businesses,
and government factions, followed by some oracles for generating surprises.
His Highness, the king.
The Royal Palace.
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USING THE ORACLES
Any time you need to create people or locations in the City of Thieves, or the surrounding
area, you can use a deck of ordinary playing cards to generate random content. Simply draw
a few cards, consult the proper chart, and introduce those elements. If you introduce a
unique place or person, cross it off and write in a new one at the end of the game session.
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GOVERNMENT FACTIONS IN THE CITY OF THIEVES
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BUSINESSES IN THE CITY OF THIEVES
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PEOPLE FROM THE CITY OF THIEVES
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PLACES IN THE COUNTRYSIDE
The countryside around the City of Thieves is full of picturesque farms, placid villages, and
delightful roadside innsas long as you stay on the main road, which is also clogged with
farmers, pilgrims, tradesmen, and other travelers. Move off the main roads and you'll find
open-pit quarries, smoke-belching foundries, and massive slave-worked plantations.
CLUBS DIAMONDS Ace Apothecary General store
Two Barn Grain fields
Three Bath house Grazing land
Four Boat builder's shop Mill
Five Brewery Mine
Six Carpenter's shop Mixed farming
Seven Dairy farm Orchard
Eight Distillery Peasant huts
Nine Fairgrounds Pottery shops
Ten Farm Printing house
Jack Fenced-in livestock Sharecropper's field
Queen Fort Shrine
King Garden Small farm
HEARTS SPADES (unique locations) Ace Smelting foundry A flying castle
Two Smithy A quaint little cottage
Three Soap makers' workshop Decameron villa
Four Specialized farm Dog Mountain
Five Stables Green Dragon tavern
Six Stone quarry Malarial swamplands
Seven Storehouse One of the many, many signal towers
Eight Temple Queenshead public house
Nine Textiles mill Riverside Inn bed and breakfast
Ten Village The Hydra's Lair
Jack Vineyard The haunted graveyard
Queen Weaver's house The wizard's tower
King Windmill Wisdom Valley spa resort
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COUNTRY FOLK
A list of some people you might find out in the country, but not all of them.
CLUBS DIAMONDS Ace Alewife Farm hand
Two Animal trainer Fisherman
Three Apiarist Hedge wizard
Four Bandit Horse trader
Five Barber Hosteller or innkeeper
Six Blacksmith Hunter
Seven Brew master Kulak
Eight Carpenter Midwife
Nine Cloth dyer Miller
Ten Coachman Miner
Jack Country cleric Overseer
Queen Country doctor Peddler
King Country witch Pig farmer
HEARTS SPADES Ace Pilgrim Tavern wench
Two Poacher The landlord's wife
Three Prostitute The mayor hisself
Four Road warden The wolf-blooded girl
Five Seamstress Toll-keeper
Six Seasonal laborer Traveling performer
Seven Shepherd Vagabond
Eight Shopkeeper Village elder
Nine Slave or indentured servant Village idiot
Ten Smuggler Vintner
Jack Snake oil salesman Weaver
Queen Stonemason Woodsman
King Tanner Yeoman farmer
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SLUMTOWN PLACES
The slums, from Fog End through Shantytown and the Industrial Quarter, where the
smelliest of businesses are located. The city's most low-down desperate residents live here
when they aren't hustling at the docks. The slums function like a city-within-a-city, more so
than Garden Hill even. The city guards only police the better end of slumtown.
CLUBS DIAMONDS Ace Abandoned building Dye works
Two Abattoir Factory
Three Back-alley still Food vendor
Four Bakery Gambling den
Five Bar General store
Six Beggars' guildhouse Glassworks
Seven Brew house Hostel
Eight Burnt-down building Ironworks foundry
Nine Butcher shop Laundry
Ten Carpet shop Legion hall
Jack Cloth dyers' guildhouse Metalworkers' guildhouse
Queen Distillery Mill
King Dog kennels Pawnshop
HEARTS SPADES (unique locations) Ace Public house Carnival Square
Two Shrine Franklin Terrace
Three Smithy House of Lanterns
Four Squatters' commune Merissa's kitchen
Five Tar-paper shack Pirate Inn
Six Tavern Street of Nails
Seven Taxidermy shop The animal graveyard
Eight Tenement building The dump
Nine Textile workers' guildhouse The Golden Swordfish Seafood House
Ten Thieves' guildhouse The Laughing Shadow Inn
Jack Warehouse The No Quarter
Queen Well The Hornets' Nest drinking establishment
King Whorehouse The ruined temple
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SLUM DWELLERS
As all thieves know, not everyone in the slums is poor. There are those who use the slums to
protect their shadowy criminal empires. But to have things in the slums, you also must be
dangerous.
CLUBS DIAMONDS Ace Bartender Drunk
Two Beggar Footpad
Three Boat builder Glass blower
Four Brewer Laborer
Five Butcher Lead smith
Six Cartwright Pawnbroker
Seven Chandler Peddler
Eight Cloth dyer Pickpocket
Nine Cobbler Pit fighter
Ten Cooper Potter
Jack Coppersmith Prostitute
Queen Counterfeiter Rag picker
Kings Drug dealer Ratcatcher
HEARTS SPADES (personalities) Ace Roofer Burglar Bill
Two Soap maker Lao Cheng, a shadowy coin clipper
Three Soldier Deacon Crane, who ministers to the poor
Four Scavenger Kazharri, inveterate duelist
Five Streetsweeper Madame LaRue the fortune-teller
Six Student Marco the fence
Seven Tanner Mistress Kara, alewife of the Seven Points
Eight Taxidermist Patrice, a fiery young demagogue
Nine Thief Rosie the little match girl
Ten Thug Samuel and Harriet, green grocers
Jack Tinker Shayalla, Mistress of Dyes
Queen Undertaker Solomon, king of thieves
King Washer woman Whiskey Pete, a most infamous brewmaster
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PLACES IN THE HARBOR DISTRICT
Full of sailors except in the dead of winter, the harbor district is a magnet for everyone in the
city, a seething hive of excitement, crime, and passions. For expensive pleasures, one must
travel elsewhere, but every kind of cheap and dirty trick can be found around the docks.
CLUBS DIAMONDS Ace Bakery Food vendor
Two Bank General store
Three Bath house Harbor docks
Four Brothel Harbormaster's office
Five Cabaret Hostel
Six Carpenters' guildhouse Inn
Seven City guardhouse Jail
Eight Commercial offices Levies
Nine Downriver docks Lighthouse
Ten Fencing school Lumberyard
Jack Fish market Mill
Queen Fisherman's cottage Poor house
King Fishermen's wharf School
HEARTS SPADES (unique locations) Ace Shipyards Gallows Plaza
Two Shrine Golden Trout club
Three Slave market Leg-in-Boot Square
Four Stevedores' guildhouse Man o' War public house
Five Storehouse Mermaid's Wharf
Six Supply depot The Bloody Dagger tavern
Seven Tavern The Blue Lotus public house
Eight Temple The Lampshade Quarter
Nine Theater The Noose
Ten Upriver docks The Rat Hole gentlemen's' club
Jack Warehouse The Rookery
Queen Wine shop The Whore's Bane tavern
King Work house Yorsa's kennels
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HARBOR RATS
One might think the most colorful characters in harbortown would be the visitors, soon
departed with lighter purses. But the City of Thieves always seems to compel those strangest
of guests to stay a little longer.
CLUBS DIAMONDS Ace Actor Exciseman
Two Assassin Fisherman
Three Barber Fishwife
Four Beggar Gambler
Five Boatman Jail warden
Six Builder Linen maker
Seven Canal bridge Moneylender
Eight Carpenter Navigator
Nine Cartographer Net maker
Ten Coachman Pharmacist
Jack Cooper Pilot
Queen Demagogue Privateer
King Dock worker Rope maker
HEARTS SPADES (personalities)
Ace Sailor Ben the silversmith
Two Sail maker Black-robed Hashem
Three Sharpener Captain Vartan, the Vendarran sea dog
Four Shipwright Corvos, the city's best pilot
Five Shopkeeper Imma Hotep, a sailor from Ancient Egypt
Six Stage performer Jess (not Jessalyn), a street rat
Seven Stevedore Kyorga, the abortionist
Eight Street rat Malek Dhin, crazy foreign hypnotist
Nine Tattooist Platayya, the Painted Lady, famed courtesan
Ten Thief The Serpent Queen
Jack Troubadour Voytek the bear
Queen Urchin Xagumel
King Watchman Yorsa the dog trainer
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PLACES IN THE MARKET DISTRICT
As commerce is the city's lifeblood, it is no surprise to find the Market District stretches over
vast swathes of residential clusters, being the largest of the major districts. Buying, selling,
and trading are not restricted to any one square or plaza. Business in the City of Thieves is
conducted everywhere.
CLUBS DIAMONDS Ace Apothecary Granary
Two Artists' workshop Hospital
Three Barracks Jewelry shop
Four Beer garden Laboratory
Five Beggars' market Livestock market
Six Bird market Market stall
Seven Bookshop Merchants' guildhouse
Eight Brothel Music shop
Nine Clock tower Pawnshop
Ten Clothier's shop Perfume bazaar
Jack Engraver's shop Physician's guildhouse
Queen Gambling hall Playhouse
King Gladiators' guildhouse Pleasure house
HEARTS SPADES (unique locations) Ace Public baths Barnabas' Hidden Bazaar
Two Shop Dervish Lane
Three Spice market Fountain Square
Four Stables Temple of Blades
Five Stadium The Devil's Breakfast hostel
Six Stock market The empty chapel and the gate around it
Seven Storehouse The Grand Bazaar
Eight Street market The Inn of the Dancing Pigs
Nine Supply depot The Lioness
Ten Tailors' guildhouse The shrine of the forgotten god
Jack Theater The Splendid Alehouse
Queen Tradesmen's guildhouse Troll Alley
King Warehouse Turku's Knife and Carpet Shop
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PEOPLE OF THE MARKET DISTRICT
It has been said: If it can be bought, it can be bought in the City of Thieves. And when
you buy it, someone has to sell it to you.
CLUBS DIAMONDS Ace Alchemist Clock maker
Two Apprentice Cloth merchant
Three Armorer Dwarf
Four Artisan Engraver
Five Astrologer Flower seller
Six Baker Food seller
Seven Beggar Furniture maker
Eight Builder Furrier
Nine Carpenter Gem cutter
Ten Chain maker Groom
Jack Charlatan Herb seller
Queen City guard Horse trader
King Clergyman Journeyman
HEARTS SPADES
Ace Knife grinder Shopkeeper
Two Librarian Silk trader
Three Locksmith Smuggler
Four Merchant Sorcerer
Five Minstrel Stonemason
Six Musician Surgeon
Seven Night watchman Swordsmith
Eight Painter Tax collector
Nine Perfumer Trader
Ten Plumber Urchin
Jack Printer Veterinarian
Queen Runner Weapon trainer
King Saddler Whitesmith
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PLACES ON GARDEN HILL
Garden Hill is the aristocratic area of the city, where the wealthier residents have managed to
keep most of the more undesirable elements away. The inner areas feel more like a sleepy,
seaside village than a part of some great city, except for the opulence of every house.
CLUBS DIAMONDS (unique locations) Ace Apothecary Baron Fezwyr's cave
Two Art studio Crofton House school for young ladies
Three Citadel Deacon's orange grove
Four Crypt Duke Ord's castle
Five Embroidery shop Golden Manor
Six Flower shop Hawkwood's equestrian statue
Seven Fortified granary Historic site
Eight Fountain House of Masks
Nine Fruit stand Modilio's conservatory
Ten Garden gates Orchestra guildhouse
Jack Gated community Palace Gate
Queen Graveyard Snake Mountain
King Greenhouse Stockade of the Wild Dogs
HEARTS SPADES (unique locations) Ace Library The beach
Two Mansion The Crimson Dress public house
Three Museum The Eldamorr family estate
Four Palace The Garden Abbey
Five Public garden The golf club
Six Restaurant The Grand Canal
Seven School The Hundred Steps
Eight Scriptorium The ivory tower
Nine Statue The Lovers' Tree
Ten Szechuan restaurant The Night Market
Jack Temple The Observatory
Queen Townhouse The rose garden
King Villa The Zoo
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PEOPLE FROM GARDEN HILL
It is no less expensive to live on Garden Hill than to live beside the royal palace, just quieter.
This is reflected in the character of Garden Hill residents.
CLUBS DIAMONDS Ace Banker Famous artist
Two Baron Funeral procession
Three Bishop Gardener
Four Bodyguard Groom
Five Butler Groundskeeper
Six Chamberlain Judge
Seven Chef Kept woman
Eight Court artist Knight
Nine Courtesan Lawyer
Ten Courtier Magnate
Jack Crown prince Minister
Queen Duke Mistress
King Elves Noble
HEARTS SPADES (personalities)
Ace Nurse Councillor Oldenhaller
Two Page Erik Mandell, scheming merchant
Three Park-keeper Eugen von Hasshelt
Four Physician Finna, the spider in the web
Five Princess Grand Master Wilks
Six Rich man Habassis, horse trader extraordinaire
Seven Servant Johann, paranoid magnate
Eight Sheriff Mnema, with the green thumb
Nine Singer Shah Razar, wealthy exile
Ten Spoiled child Shinvar, royal minister for taxation
Jack Steward The Dread Lord
Queen Tailor The duke of North End
King Watchman The orc ambassador
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PLACES IN THE PALACE DISTRICT
The structures of governance have become, over the centuries, a seemingly-endless sprawl of
bureaucratic inaction, warehoused behind facades both austere and ridiculous. And yet the
palace is the intellectual heart of the city, where student protests are staged, where
philosophers debate beneath statues, where law is practiced, and most important of all
where plans for conquest and inactivity both are mapped and drawn with equal fervor.
CLUBS DIAMONDS Ace Architects' guildhouse Foreign embassy
Two Arena Fortified mansion
Three Arsenal Forum
Four Art gallery Fountain
Five Banking house Garden
Six Bridge Gentleman's club
Seven Cathedral Guardhouse
Eight College of fine arts Hotel
Nine College of magic Ink and paper shop
Ten College of science Law firm
Jack Commercial offices Lawyers' guildhouse
Queen Courthouse Library
King City garrison Memorial monument
HEARTS SPADES (unique locations) Ace Navigators' guildhouse Chamber of Commerce
Two Opera house City Hall
Three Palace Market Bridge
Four School The Big Church
Five Shrine The Black Swann restaurant
Six Sorcerer's guildhouse The Citadel
Seven Statue The Dove in Flight public house
Eight Tavern The Drunken Moon tavern
Nine Temple The Heart of Gold tavern
Ten Treasury The Royal College of Law
Jack Triumphal arch The Royal Palaces
Queen University The stone pyramid
King Villa Travelers' Haven Inn
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PEOPLE FROM THE PALACE DISTRICT
The Palace District always holds more bodies than it has rooms to sleep in. For many are
drawn to its houses of leisure, but only a few can afford to live there.
CLUBS DIAMONDS Ace Accountant Constable
Two Advocate Cook
Three Architect Coroner
Four Bailiff Courier
Five Barrister Court official
Six Beggar Dramatist
Seven Butler Engineer
Eight Calligrapher Forger
Nine Cartographer Innkeeper
Ten City official Judge
Jack Cleric Knight
Queen Coachman Lawyer
King Con man Legislator
HEARTS SPADES (personalities)
Ace Manservant Albin, idealistic young lawyer
Two Noble Brave Kelso, head of the Mariners' Guild
Three Notary Doktor Borgoslan the alchemist
Four Physician Duke Pastrov, head of the republican faction
Five Priest John Harper, printer of fine books
Six Scholar Judge Kzss, the court's only lizard-man
Seven Scribe Laughlin, captain of the city guard
Eight Servant Lord Meizo
Nine Sorcerer Lukas, overworked scribe
Ten Student Princess Sayat, a guest in the city
Jack Teacher Royce the Knife
Queen Typesetter Sir Fausz, knight and bannerman
King Wine merchant Slumlord Peter
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Vv AFTERWORD
This is a playtest draft, written for Jake Richmond's Awesome Fantasy Game Contest, and is
nowhere near a finished product. If you enjoy playing it, you can let me know by posting on
the story-games.com forums. This draft was completed 24 August, 2009.
Thank you Ben Lehman.
Vv
DIRECT INFLUENCES
Blacksand! by Marc Gascoigne and Peter Tamlyn.
Ghost/Echo by John Harper.
Mouse Guard by Luke Crane and David Petersen.
Otherkind by Vincent Baker.
Slip by Joe Murphy.
Vv
The end.
x
-
DEN OF THIEVES
Name:
Traits: Stuff:
Arcana: Hurt:
0
1
2 3 4 5 6 7 8 9 10+ Attract attention.
DEN OF THIEVES
Name:
Traits: Stuff:
Arcana: Hurt:
0
1
2 3 4 5 6 7 8 9 10+ Attract attention.