thieves can, too!

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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.

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An independant RPG based on playing rogues and thieves in a distinct fantasy setting.

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  • 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.

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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.

    1

    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.

    Vv

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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.

    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,

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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.

    Vv

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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.

    Vv

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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.

    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.

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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.

    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

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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.

    Vv

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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.

    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.

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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.

    Vv

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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

  • 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:

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    1

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    DEN OF THIEVES

    Name:

    Traits: Stuff:

    Arcana: Hurt:

    0

    1

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