Discipline

Thief

Thief

Disarm Trap, Conceal Object, Dead Fall, Disguise Self, Fast Hand, Slough Blame, haggle, spot armor flaw, true sight, graceful exit, blade juggle, engaging banter
trusts no one completely, can't resist one more score, always the first blamed, steals even from friends
Give the gift of theft — take what someone values too much.

THIEF ROTES

Disarm Trap
Practitioners: Thieves, Scouts
The Thief disables a trap's trigger mechanism through a combination of deduction, a light touch, and a working knowledge of how such things are built.
time to work without being rushed • a mechanical (not magical) trap • prior warning that a trap is there
a magical or unusually cunning trap • no time to work carefully • no visible mechanism to find
SUCCESS
Standard action. Disable a detected trap.
  • EXTRA FEATS
  • Disable it without leaving any sign it was ever tampered with (keep the spotlight)
  • Learn something about who built it
  • Repurpose part of the trap for later use
  • CONSEQUENCES
  • The attempt fails badly enough to trigger the trap outright
  • The trap can't be attempted again until you've learned more about it
  • Disabling it leaves obvious evidence someone was here
  • A trap this clever means whoever built it is still a threat
Conceal Object
Practitioners: Thieves
The Thief hides an object on their person well enough to pass all but the closest inspection, gaining the benefit of surprise when they finally produce it.
a small or easily-hidden object • loose clothing or a well-designed hiding spot • no one specifically searching you
a large or awkwardly-shaped object • a thorough pat-down or search • having already been caught concealing something once this encounter
SUCCESS
Standard action. Give an item you're carrying hidden.
  • EXTRA FEATS
  • Conceal more than one item at once (keep the spotlight)
  • The item stays hidden even through a search
  • Produce the item with enough surprise to catch everyone off guard
  • CONSEQUENCES
  • A truly thorough search finds it anyway
  • Producing the item costs you the element of surprise on everything else
  • The hiding spot damages or dulls the item somewhat
  • Someone clocks exactly where you keep your secrets
Dead Fall
Practitioners: Thieves
The Thief collapses convincingly, feigning grievous wound, poison, or death itself, right down to controlling their own breath.
a plausible reason to be hurt or dying • onlookers with a reason not to look closely • time to set up the fall
someone specifically checking for a pulse or wound • onlookers who already suspect a trick • bright light or close proximity
SUCCESS
Simple action. Give yourself appearing-dead.
  • EXTRA FEATS
  • Onlookers are compelled to leave you alone entirely (keep the spotlight)
  • Maintain the act while quietly accomplishing something else
  • The deception is convincing enough to fool magic too
  • CONSEQUENCES
  • Someone insists on checking anyway
  • Staying utterly still costs you the chance to act when it matters
  • The ruse only works once on the same audience
  • Word gets around that you're not above faking your own death
Disguise Self
Practitioners: Thieves, and others
The Thief alters their appearance to pass as another person, holding the disguise until they choose to drop it.
time to prepare the disguise • a similar build to the person being impersonated • low light or a crowd to blend into
someone who knows the real person intimately • close, careful scrutiny • being asked to do something only the real person could
SUCCESS
Standard action. Give yourself disguised as another person.
  • EXTRA FEATS
  • The disguise fools even those who know the real person well (keep the spotlight)
  • Hold the disguise even under real pressure or violence
  • Layer a second, backup identity into the same disguise
  • CONSEQUENCES
  • Something breaks the illusion at the worst moment
  • Maintaining the act under scrutiny costs real concentration
  • You're asked to do or know something only the real person would
  • The real person's reputation now has consequences attached to your actions
Fast Hand
Practitioners: Thieves
The Thief combines sleight of hand with the faintest touch of illusion to swap one small item for another, right under someone's nose.
both items within reach and small enough to conceal • a distracted or preoccupied target • a practiced, unhurried motion
a target watching closely • an item too large to palm • being rushed or interrupted mid-swap
SUCCESS
Standard action. Swap one small item for another without anyone noticing.
  • EXTRA FEATS
  • Swap the item back later, undetected (keep the spotlight)
  • Swap more than one item in the same motion
  • Leave something unsettling behind in its place
  • CONSEQUENCES
  • Someone notices the swap immediately after it happens
  • The wrong item ends up in the wrong hands entirely
  • You're now holding something you didn't want
  • A repeat performance in front of the same audience won't work twice
Slough Blame
Practitioners: Thieves
The Thief spins a plausible story on the spot, shifting suspicion or blame from themselves onto someone else entirely.
a plausible alternate suspect nearby • an audience already inclined to distrust someone else • a story with just enough detail to sound true
an audience that trusts the scapegoat • hard evidence pointing directly at you • no one else present to blame
SUCCESS
Standard action. Shift blame or suspicion from yourself onto another person present.
  • EXTRA FEATS
  • Make the blame stick well past the moment (keep the spotlight)
  • The scapegoat's reputation takes lasting damage
  • Walk away with everyone's sympathy instead of just their suspicion
  • CONSEQUENCES
  • The truth comes out later, and it's worse for having been hidden
  • The scapegoat figures out what happened and remembers who did it
  • Word spreads that you're quick to point fingers
  • This one costs you a relationship you actually valued

The Thief's Place in Barsaive

Every Namegiver in Barsaive who has ever learned a talent has, in a sense, stolen it — pulled an ability from the world's magic that would otherwise take years of ordinary effort to earn. Most adepts don't like to think of it that way. Thieves do, openly and without apology, and it's this honesty about the nature of their own power that actually defines the Discipline, more than any single skill on their roster.

A hand faster than suspicion. At the practical core of the craft is exactly what the reputation promises: locks that open without a key, purses that grow lighter without a hand ever being seen, small objects swapped so cleanly the mark never notices the trade. A Thief can hide something on their own body well enough to produce it later with real surprise, or vanish entirely into a crowd the instant attention turns elsewhere.

A story always ready. Just as valuable as quick hands is a quicker tongue. A Thief caught somewhere they shouldn't be can spin suspicion onto someone else standing nearby, convincingly enough that the wrong person ends up explaining themselves to the guard. Some go further still, feigning their own death or wound so completely that onlookers simply look away — the safest escape is often the one where no one thinks to give chase at all.

A borrowed face. Disguise is as much a Thief's tool as a lockpick. A skilled Thief can walk as someone else entirely, holding the deception through real scrutiny and real pressure, which makes them equally suited to a locked vault or a locked heart, depending on which kind of thief they've chosen to become.

Not every Thief wants the same prize. Most chase material wealth — gems, coin, fine things — but a significant number hunt something less tangible. The thief of knowledge, sometimes called the spy, values a well-placed secret over a well-filled purse, prying loose truths that powerful people would rather keep buried. The thief of love, the romancer, steals hearts instead of vaults, using charm and disguise to leave a trail of broken affections rather than empty strongboxes — though even this, practiced honestly, is meant as a strange kind of gift: showing someone a truth about their own heart they hadn't faced on their own.

That's the line every honest Thief tries to hold — that even theft, done right, gives something back. The ones who lose sight of it walk what's known as the way of selfishness: taking from friends as readily as strangers, hoarding every gain instead of returning any of it to the world, trusting no one because trust is a weakness a thief like that can't afford. They mourn lost loot the way other people mourn a friend, because loot is the only thing they've let themselves love. Most Thieves who hear of one on that path don't feel contempt so much as something closer to pity — a fellow adept who forgot that the gift of theft was ever supposed to be a gift at all.