thieves can too, motherfucker! - img.fireden.net · motherfucker! a role-playing game for jake...

48
Vv 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.

Upload: others

Post on 18-Oct-2020

2 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

Vv

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.

Page 2: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

1

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

Page 3: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

2

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

Page 4: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

3

Book I.

PLAYING A ROLE

Vv

Page 5: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

4

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.

Vv

FAMOUS THIEVES

� Eyeless � Kouros � Serpent

� Hayseed � Ogre x Skull

� Hitler � Queen � Whisper

� Ilia � Rider � Witch-Lord

� Zealot

Page 6: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

5

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.

Vv

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.

Page 7: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

6

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.

1

2 3 4 5 6 7 8 9 10+ Attract attention.

Vv

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.

Vv

Page 8: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

7

Book II.

STRUCTURE OF PLAY

Vv

Page 9: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

8

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.

Vv

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.

Vv

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,

Page 10: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

9

this may be the preferable course of action. After you have settled on a job to do, play

resumes as normal.

Vv

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.

Vv

Page 11: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

10

Book III.

PLAYING THE GAME

Vv

Page 12: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

11

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.

Vv

Page 13: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

12

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.

Vv

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.

Vv

Page 14: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

13

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.

Vv

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.

Page 15: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

14

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.

Vv

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.

Vv

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.

Page 16: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

15

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.

��

Page 17: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

16

� 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.

��

Page 18: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

17

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.

Vv

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.

Vv

Page 19: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

18

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.

Vv

Page 20: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

19

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.

Vv

� 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.

Vv

Page 21: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

20

� 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.

Vv

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.

Page 22: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

21

� 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.

Vv

� 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.

Vv

Page 23: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

22

� 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.

Vv

� 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.

Vv

Page 24: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

23

� 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.

Vv

� 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.

Page 25: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

24

� 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.

Vv

� 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.

Vv

Page 26: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

25

Book IV.

CITY OF THIEVES

Vv

Page 27: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

26

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.

Vv

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.

Page 28: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

27

GOVERNMENT FACTIONS IN THE CITY OF THIEVES

Page 29: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

28

BUSINESSES IN THE CITY OF THIEVES

Page 30: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

29

Page 31: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

30

Page 32: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

31

PEOPLE FROM THE CITY OF THIEVES

Page 33: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

32

Page 34: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

33

Page 35: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

34

PLACES IN THE COUNTRYSIDE

The countryside around the City of Thieves is full of picturesque farms, placid villages, and

delightful roadside inns—as 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

Page 36: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

35

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

Page 37: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

36

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

Page 38: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

37

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

Page 39: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

38

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

Page 40: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

39

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

Page 41: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

40

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

Page 42: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

41

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

Page 43: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

42

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

Page 44: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

43

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

Page 45: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

44

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

Page 46: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

8888888888888888˜

µ****************

45

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

Page 47: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

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

Page 48: THIEVES CAN TOO, MOTHERFUCKER! - img.fireden.net · MOTHERFUCKER! A role-playing game for Jake Richmond and one or more other players, including a GM, by Johnstone Metzger. This game

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.