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THIEVES CAN TOO,


MOTHERFUCKER!
A role-playing game for Jake Richmond
and one or more other players, including a GM,
by Johnstone Metzger.

This game is a sequel to Thieves Can1 by Jason Petrasko.

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TABLE OF CONTENTS
Book I: Playing a Role.
A Den of Thieves
Famous Thieves
Liabilities
Skills and Magic
The Arcana Track

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4
4
5
5
6

Book II: Structure of Play.


Starting Situation
Continuing Play
New Jobs
Wrapping Up

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8
8
8
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Book III: Playing The Game.


Roll Dice When
Resolving Actions
When Dangers Come True
Adding Dice and Dangers
Using Traits
Helping
Minions
Working in Groups
Goals and Dangers
When You Suffer Harm
When You Use Magic
Arcana Descriptions
Alchemist
Animal Friend
Entropy
Far Sense
Firestarter
Illusionist
Loremaster
Shapeshifter
Summoning
Wards and Runes

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12
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13
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15
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23
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Weather Witch

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Book IV: City of Thieves


The City is the Setting
Using the Oracles
Government Factions in the City of Thieves
Businesses in the City of Thieves
People from the City of Thieves
Places in the Countryside
Country Folk
Slumtown Places
Slum Dwellers
Places in the Harbor District
Harbor Rats
Places in the Market District
People of the Market District
Places on Garden Hill
People from Garden Hill
Places in the Palace District
People from the Palace District

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31
34
35
36
37
38
39
40
41
42
43
44
45

Afterword

46

Influences

46

Character Sheet

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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.

10+

Attract attention.

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NOW START PLAYING!
Add some descriptive details to your character, especially some opinions about other thieves.
Or just work those out in play. In any case, once you have a name, three traits, and your
Arcana track filled in, your character is finished and you can start to play.

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Book II.
STRUCTURE OF PLAY
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STARTING SITUATION
The game starts on a job. Your den was sold out, and you walked right into an ambush. Fill
in the details with the lists provided in Book IV. The GM will frame scenes, putting your
thief into dangerous situations, until you make it to a place of safety.

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CONTINUING THE STORY
When there is a break in the action, each player has a chance to frame a scene. If your scene
is a direct sequel to a previous scene, or significantly reincorporates earlier elements that
other players liked, you may erase the check marks next to your traits. After each player has
framed a scene, the GM will frame some more scenes of tension and danger.

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NEW JOBS
When that first job is finished, or has been abandoned, the GM will present you with a new
job. It can be brought to you by fellow thieves or criminal contacts, or it can be an order
from higher up in the Thieves' Guild. Or, you can pass on someone else's job and come up
with your own. If you have gained information on valuable loot, or you have a score to settle,

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

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WRAPPING UP
At the end of a session, each player makes one statement about how that session's adventures
impacted and changed the City of Thieves. One thing only. The GM changes the city
during the game, not at the end.

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Book III.
PLAYING THE GAME
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ROLL DICE WHEN:
 You act under pressure.
 You persuade or deceive.
 You conduct research, reconnoiter, or surveil a target.
 You infiltrate or sneak.
 You deny or hold steadfast.
 You commit violence.
 You suffer harm.
x You face death.
 You use magic.

When you describe your character performing a risky action, or trying to get out of a sticky
situation, the GM will ask you to roll dice to see what happens. The dice will create a semirandom outcome. The GM is challenging you, by asking for a die roll, in order to create
tension and uncertainty. The randomness will test your spontaneity and ability to improvise.
Can you overcome the challenge? If not, you will have to deal with the consequences.

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RESOLVING ACTIONS
All actions have a Goal, and an inherent Danger. You decide what your Goal is, and the GM
determines the Danger. They cannot be mutually exclusive. Roll two six-sided dice and
assign one result to each to find out what happens.
Die Results for Goals:
1-2

You fail to achieve your Goal, and the opportunity is lost until circumstances change.

3-4

You partially achieve your Goal, and the opportunity remains. You may decide that
partial success is enough for you, based on the GM's description.

5-6

You achieve your Goal.

Die Results for Dangers:


1-3

The Danger comes true.

4-6

The Danger does not come true.

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WHEN DANGERS COME TRUE
Dangers do not have to come true immediately, their effect may be delayed. If a Danger
remains possible, regardless of die results, write it down in front of you. During a future roll,
you or the GM may use that Danger instead of choosing from the normal options.

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ADDING DICE AND DANGERS
Additional Dangers:
 The GM may create an additional Danger, giving you an extra die to roll.
 You may ask your fellow players for an extra Danger. If you choose one of their
 suggestions, roll an extra die.
x You must assign die rolls to these additional Dangers.

Additional Dice:
 If you have a particular advantage, like a trait or special equipment, roll an extra die.
 If you have help or minions, you or your helper rolls an extra die.
x Any die results not assigned to your Goal or Dangers are discarded.

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USING TRAITS
You can get an extra die from an unmarked trait, if it gives you an advantage in performing a
certain action, but you have to mark it when you get that extra die. You can also choose to
fail an action on account of a trait. This complicates your situation, but you also receive an
advanatge. You can either erase the check mark next to that trait, or, if the trait is unchecked,
mark it and take an extra die that you can add to any one future roll.
If a trait might impair an action, or give you a distinct disadvantage, the GM should always
add a second danger. If a trait compels you to a certain behavior, there may be times when
the GM makes you roll to avoid disgracing yourself.
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HELPING
You may lend aid to another thief. If your help is accepted, roll an extra die for your fellow
and then assign it to a Goal or Danger. If you have a useful trait, roll two dice and pick
which one you will assign to a Goal or Danger. You do not have to assign your helping die.
If any Danger comes true, at least one must affect both thieves. If three Dangers come true,
one of those may affect only the helping thief.

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MINIONS
If you have minions to help you, you can roll an extra die of a different color. If you assign
that specific die to a Danger and the Danger comes true, it affects only your minions.

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WORKING IN GROUPS
Sometimes, a group of thieves are working together, and all of them must succeed, or it's
ruined for everybody. The weak link breaks the chain. In this situation, only one thief rolls,
preferably a thief who lacks a relevant talent or Arcana, if any. Other thieves may not help.

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GOALS AND DANGERS
Goals and Dangers are always rooted in the specifics of the action. Some common Goals are
listed here, along with example Dangers.


 When you act under pressure, you can move through a dangerous area, help someone
who is in danger, or complete a simple task while you are hurt or yourself in danger.
Dangers: You suffer harm; you put others in danger; you lose something valuable.


 When you persuade or deceive, you can fool someone, make a strong impression, extract
a promise, discover a hidden truth, or negotiate a deal to your benefit.
Dangers: You get put in a bad position; you are deceived; you misjudge someone.


 When you conduct research, reconnoiter, or surveil a target, you can find valuable
information, discover an enemy's position, see through illusions, or use your second sight to
detect spirits and magical wardings.
Dangers: You get bad information; interested parties become aware of your inquiries.



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 When you infiltrate or sneak, you can move undetected, slip past secure defenses, steal
or plant an item, or arrange an ambush.
Dangers: You are caught in the act; you lose something; you cause unintended damage.


 When you deny or hold steadfast, you can stand your ground, refuse to become a
liability, resist temptation, or shrug off magical influence.
Dangers: You hesitate; you sacrifice something important; you reveal secrets.


 When you commit violence, you can do harm in a fight, terrorize with savagery, commit
murder, or demolish something.
Dangers: You suffer harm yourself; you cause unintended harm; you face death.


 When you suffer harm, you can resist serious injury, fight your way through the pain, or
impress with your toughness.
Dangers: You're incapacitated; you reveal secrets; you lose something; you face death.



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x When you face death, your only Goal is survival. If you want to die, you are permitted
one last action. Choose wisely.
Dangers: You gain another liability; you lose something precious; you sacrifice someone else.


 When you use magic, you can perform a supernatural feat, or use supernatural means to
pursue a Goal you failed to achieve through the use of skill alone.
Dangers are listed with Arcana descriptions.

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WHEN YOU SUFFER HARM
If you fail to achieve the Goal of resisting serious injury, fill in one of the Hurt boxes on your
character sheet. Now you will need to act under pressure to complete many simple tasks. If
you fill in all three of your Hurt boxes, you must immediately face death. With all three
boxes filled, you will have to face death instead of suffering harm again.
 If you rest and receive attention from a healer, you may clear out one of your Hurt boxes
 at the end of the session, or during a scene of downtime during a session.

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WHEN YOU USE MAGIC
You can only use an Arcana that you have listed on your Arcana Track. Powers always work
when used properly, so when you roll for magical actions, you don't assign a die to your
Goal. Instead, you will roll a ten-sided die along with your six-sided dice. You then compare
this Arcana die to your Arcana track. You may use any of your six-sided dice to modify the
Arcana die, adding or subtracting the full amount, as long as they are not allocated to a
Danger. Any modified result lower than 1 is considered a 1.
 If the modified Arcana die corresponds to the range of numbers you have assigned to the
 Arcana you are using, your magic works as intended.
 If the modified Arcana die is within the range of a different Arcana, your powers fail to
 work as intended, and a secondary effect is triggered. Refer to the Arcana type indicated
 by the modified Arcana die to see what kind of wild magic you have unleashed.
 If the modified Arcana die is within the range left blank, your magic fizzles out. The effect
 of your spell is only partially achieved, and you cannot use the same Arcana again until
 you have framed a scene of your own. You may try to reach your Goal by different means.
 If the modified Arcana die result is 10 or higher, your magic works as intended, but
 attracts unwanted attention. If this is also a Danger that comes true, you have attracted
 the attentions of several parties or multiple types of supernatural beings.

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ARCANA DESCRIPTIONS
These are the eleven arts most commonly known amongst thieves. It has been said that a few
thieves are able to control shadows, heighten emotions, and live underwater, but only the
most powerful sorcerers can read minds, raise the dead, move objects with a thought, or
appear in two places at one. Such power inevitably corrupts those who wield it, so thieves
should be careful to avoid such fiends at all times.

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 ALCHEMIST
You are adept at transmuting substances and instilling, or distilling, matter with magical
properties. You can create arcane substances, special items, and even golems or homunculi to
do your bidding. The main drawback of alchemy is that it requires time, effort, and materials
which must be handled in a suitable laboratory.
Second Sight: You have powders, potions, and other implements that allow you to detect
and analyze magical properties.
Dangers: Your creations cause unintended harm or damage; your experiments turn on you;
your mixtures have additional strange effects; your alchemical materials are expended and
must be replenished before you can resume your work.

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 ANIMAL FRIEND
You have the gift of low speech, the language of the beasts. Creatures large and small usually
like you, and you can persuade them into performing tasks for you. Animals are poor
conversationalists, though they can lead you to locations they know of. Most animals expect
to be fed in return, or to receive other assistance, though some are just grateful for the
company.
Second Sight: Attuned to the animal kingdom, you can sense the presence of the
supernatural.
Dangers: You attract the attention of other animals; you get caught between animal rivalries;
you put an animal in danger or cause it harm; your behavior becomes more animalistic.

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x ENTROPY
You know the intricacies of destruction. You cause ruin, decay, and breakdown. Entropy is
easier to use against inanimate materials, and small effects are quicker to take effect. A master
of this Arcana can see the weak points in structures, and knows how to exploit them.
Second Sight: Entropy teaches you to see into the shadowlands, where ghosts dwell among
the ruins that are the fate of all the works of man.
Dangers: You cause unintended harm; you attract ghosts; you are marked by the
shadowlands; you let loose shadows into the world; you become obsessed with
destruction.

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 FAR SENSE
You can throw your senses out into the world, seeing and hearing the events in a location far
away from you. It is more difficult to sense a place you are not familiar with, and Dangers
should be scaled accordingly.
Second Sight: When you stretch your senses, the supernatural world is revealed to you.
Dangers: You experience prophetic visions; you attract the attention of extra-dimensional
beings; you are overwhelmed by sensory information; you form a persistent connection
with a place or person.

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 FIRESTARTER
You create and influence fire. You can get closer to fire than most people, but you are not
immune, and the fire you create functions like any other. Small fires are easier to control
than large fires.
Second Sight: When you stretch your mind to feel a fire, you can also sense the presence of
magic and spirits.
Dangers: Your fires spread out of control; you harm yourself or those you care about; you
bring serpents from the abode of flames into the world; you suddenly act more fiery,
passionate, and self-destructive; you attract the attention of spirits.

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 ILLUSIONIST
You create temporary illusions, within your line of sight or immediate presence. Illusions
have no physical substance, but you can make one things appear to be another. They last as
long as you concentrate on them, and fade away soon after.
Second Sight: The arts of illusion also train you to see what is hidden, and to tell the real
from the false.
Dangers: Illusions cling to you, or turn against you; one of your senses becomes impaired;
your illusions remain to haunt the world, even changing into other images; you attract
the attention of ghosts.

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 LOREMASTER
Academic training has blessed you with forbidden knowledge. You may use this Arcana to
introduce useful and interesting information into the game, through your character's mastery
of arcane trivia.
Second Sight: The loremster must rely on his book learning to spot the tell-tale signs and
symptoms of magical activity.
Dangers: You have forgotten vital information; recent developments have changed the
situation; your knowledge includes mystical phrases you unwittingly release; your secrets
attract the attention of spirits.

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 SHAPESHIFTER
You can change your shape, taking the forms of animals. Each form is a unique expression of
your inner self. You cannot mimic another person's appearance. A single layer of clothing,
like a simple dress or shirt and pants, will transform along with you. A small item or two,
like a necklace or a lucky coin, will transform with you if you feel it is important, but not
belts, boots, or weapons. You can shrink to a third of your normal mass, or grow to double
it, and no more.
Second Sight: You can shift your sensory perception so that you also perceive things
normally hidden, like spells, wards, ghosts, and spirits.
Dangers: You shift uncontrollably, thrashing madly; you lose your possessions while
changing; you are momentarily stuck in an animal form; your shifting senses are
overwhelmed; you attract the attentions of animal spirits.

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 SUMMONING
You know the arts of calling demons, ghosts, and spirits. You can draw circles to summon
and bind supernatural beings, and circles to keep yourself safe from them. There are no spells
to control these beings, they must be bargained with, or channeled into action via protective
barriers.
Second Sight: The rituals of summoning include the runes and circles that will reveal spirits
and demons to your eyes.
Dangers: You summon additional, unwanted beings; your protective circles fail; your
protection circles are too strong, and the summoned spirit cannot leave.

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 WARDS AND RUNES
You can inscribe magical symbols, creating protective barriers, arcane alarms, and hold spells
to be released at some future point. This is the primary method of defending against master
thieves. Your runes can only release spells you know. Standard wards against spirits are much
weaker than summoning circles.
Second Sight: The Wardenscribe knows words to reveal hidden runes and magics.
Dangers: Your wards have additional, unwanted effects; you suffer a magical backlash when
your wards are triggered; the runes harm or damager whatever they are inscribed upon.

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 WEATHER WITCH
The sky is a canvas for you to paint upon. You can manipulate the weather, call down rain
and storms, push the clouds away, summon fog and mist, and raise or quell the winds. The
more drastic the change, the more time it takes.
Second Sight: To know the currents of the air is to know the spirits amongst them.
Dangers: You cause an unwanted storm; you create a drought; the weather stays the same for
weeks or months; you cause unintended harm or damage; the weather begins to affect
your mood.

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Book IV.
CITY OF THIEVES
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THE CITY IS THE SETTING
The City of Thieves is a rich, complex setting, full of life and action. This section presents a
bare framework for you to use as you explore the city, including names of people, businesses,
and government factions, followed by some oracles for generating surprises.

His Highness, the king.

The Royal Palace.

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USING THE ORACLES
Any time you need to create people or locations in the City of Thieves, or the surrounding
area, you can use a deck of ordinary playing cards to generate random content. Simply draw
a few cards, consult the proper chart, and introduce those elements. If you introduce a
unique place or person, cross it off and write in a new one at the end of the game session.

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GOVERNMENT FACTIONS IN THE CITY OF THIEVES

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BUSINESSES IN THE CITY OF THIEVES

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PEOPLE FROM THE CITY OF THIEVES

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PLACES IN THE COUNTRYSIDE
The countryside around the City of Thieves is full of picturesque farms, placid villages, and
delightful roadside innsas long as you stay on the main road, which is also clogged with
farmers, pilgrims, tradesmen, and other travelers. Move off the main roads and you'll find
open-pit quarries, smoke-belching foundries, and massive slave-worked plantations.

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King

CLUBS
Apothecary
Barn
Bath house
Boat builder's shop
Brewery
Carpenter's shop
Dairy farm
Distillery
Fairgrounds
Farm
Fenced-in livestock
Fort
Garden

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King

HEARTS
Smelting foundry
Smithy
Soap makers' workshop
Specialized farm
Stables
Stone quarry
Storehouse
Temple
Textiles mill
Village
Vineyard
Weaver's house
Windmill

DIAMONDS
General store
Grain fields
Grazing land
Mill
Mine
Mixed farming
Orchard
Peasant huts
Pottery shops
Printing house
Sharecropper's field
Shrine
Small farm

SPADES (unique locations)


A flying castle
A quaint little cottage
Decameron villa
Dog Mountain
Green Dragon tavern
Malarial swamplands
One of the many, many signal towers
Queenshead public house
Riverside Inn bed and breakfast
The Hydra's Lair
The haunted graveyard
The wizard's tower
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.

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King

CLUBS
Alewife
Animal trainer
Apiarist
Bandit
Barber
Blacksmith
Brew master
Carpenter
Cloth dyer
Coachman
Country cleric
Country doctor
Country witch

DIAMONDS
Farm hand
Fisherman
Hedge wizard
Horse trader
Hosteller or innkeeper
Hunter
Kulak
Midwife
Miller
Miner
Overseer
Peddler
Pig farmer

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King

HEARTS
Pilgrim
Poacher
Prostitute
Road warden
Seamstress
Seasonal laborer
Shepherd
Shopkeeper
Slave or indentured servant
Smuggler
Snake oil salesman
Stonemason
Tanner

SPADES
Tavern wench
The landlord's wife
The mayor hisself
The wolf-blooded girl
Toll-keeper
Traveling performer
Vagabond
Village elder
Village idiot
Vintner
Weaver
Woodsman
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.

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King

CLUBS
Abandoned building
Abattoir
Back-alley still
Bakery
Bar
Beggars' guildhouse
Brew house
Burnt-down building
Butcher shop
Carpet shop
Cloth dyers' guildhouse
Distillery
Dog kennels

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King

HEARTS
Public house
Shrine
Smithy
Squatters' commune
Tar-paper shack
Tavern
Taxidermy shop
Tenement building
Textile workers' guildhouse
Thieves' guildhouse
Warehouse
Well
Whorehouse

DIAMONDS
Dye works
Factory
Food vendor
Gambling den
General store
Glassworks
Hostel
Ironworks foundry
Laundry
Legion hall
Metalworkers' guildhouse
Mill
Pawnshop

SPADES (unique locations)


Carnival Square
Franklin Terrace
House of Lanterns
Merissa's kitchen
Pirate Inn
Street of Nails
The animal graveyard
The dump
The Golden Swordfish Seafood House
The Laughing Shadow Inn
The No Quarter
The Hornets' Nest drinking establishment
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.

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
Kings

CLUBS
Bartender
Beggar
Boat builder
Brewer
Butcher
Cartwright
Chandler
Cloth dyer
Cobbler
Cooper
Coppersmith
Counterfeiter
Drug dealer

DIAMONDS
Drunk
Footpad
Glass blower
Laborer
Lead smith
Pawnbroker
Peddler
Pickpocket
Pit fighter
Potter
Prostitute
Rag picker
Ratcatcher

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King

HEARTS
Roofer
Soap maker
Soldier
Scavenger
Streetsweeper
Student
Tanner
Taxidermist
Thief
Thug
Tinker
Undertaker
Washer woman

SPADES (personalities)
Burglar Bill
Lao Cheng, a shadowy coin clipper
Deacon Crane, who ministers to the poor
Kazharri, inveterate duelist
Madame LaRue the fortune-teller
Marco the fence
Mistress Kara, alewife of the Seven Points
Patrice, a fiery young demagogue
Rosie the little match girl
Samuel and Harriet, green grocers
Shayalla, Mistress of Dyes
Solomon, king of thieves
Whiskey Pete, a most infamous brewmaster

****************
37

8888888888888888
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.

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King

CLUBS
Bakery
Bank
Bath house
Brothel
Cabaret
Carpenters' guildhouse
City guardhouse
Commercial offices
Downriver docks
Fencing school
Fish market
Fisherman's cottage
Fishermen's wharf

DIAMONDS
Food vendor
General store
Harbor docks
Harbormaster's office
Hostel
Inn
Jail
Levies
Lighthouse
Lumberyard
Mill
Poor house
School

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King

HEARTS
Shipyards
Shrine
Slave market
Stevedores' guildhouse
Storehouse
Supply depot
Tavern
Temple
Theater
Upriver docks
Warehouse
Wine shop
Work house

SPADES (unique locations)


Gallows Plaza
Golden Trout club
Leg-in-Boot Square
Man o' War public house
Mermaid's Wharf
The Bloody Dagger tavern
The Blue Lotus public house
The Lampshade Quarter
The Noose
The Rat Hole gentlemen's' club
The Rookery
The Whore's Bane tavern
Yorsa's kennels

****************
38

8888888888888888
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.

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King

CLUBS
Actor
Assassin
Barber
Beggar
Boatman
Builder
Canal bridge
Carpenter
Cartographer
Coachman
Cooper
Demagogue
Dock worker

DIAMONDS
Exciseman
Fisherman
Fishwife
Gambler
Jail warden
Linen maker
Moneylender
Navigator
Net maker
Pharmacist
Pilot
Privateer
Rope maker

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King

HEARTS
Sailor
Sail maker
Sharpener
Shipwright
Shopkeeper
Stage performer
Stevedore
Street rat
Tattooist
Thief
Troubadour
Urchin
Watchman

SPADES (personalities)
Ben the silversmith
Black-robed Hashem
Captain Vartan, the Vendarran sea dog
Corvos, the city's best pilot
Imma Hotep, a sailor from Ancient Egypt
Jess (not Jessalyn), a street rat
Kyorga, the abortionist
Malek Dhin, crazy foreign hypnotist
Platayya, the Painted Lady, famed courtesan
The Serpent Queen
Voytek the bear
Xagumel
Yorsa the dog trainer

****************
39

8888888888888888
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.

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King

CLUBS
Apothecary
Artists' workshop
Barracks
Beer garden
Beggars' market
Bird market
Bookshop
Brothel
Clock tower
Clothier's shop
Engraver's shop
Gambling hall
Gladiators' guildhouse

DIAMONDS
Granary
Hospital
Jewelry shop
Laboratory
Livestock market
Market stall
Merchants' guildhouse
Music shop
Pawnshop
Perfume bazaar
Physician's guildhouse
Playhouse
Pleasure house

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King

HEARTS
Public baths
Shop
Spice market
Stables
Stadium
Stock market
Storehouse
Street market
Supply depot
Tailors' guildhouse
Theater
Tradesmen's guildhouse
Warehouse

SPADES (unique locations)


Barnabas' Hidden Bazaar
Dervish Lane
Fountain Square
Temple of Blades
The Devil's Breakfast hostel
The empty chapel and the gate around it
The Grand Bazaar
The Inn of the Dancing Pigs
The Lioness
The shrine of the forgotten god
The Splendid Alehouse
Troll Alley
Turku's Knife and Carpet Shop

****************
40

8888888888888888
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.

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King

CLUBS
Alchemist
Apprentice
Armorer
Artisan
Astrologer
Baker
Beggar
Builder
Carpenter
Chain maker
Charlatan
City guard
Clergyman

DIAMONDS
Clock maker
Cloth merchant
Dwarf
Engraver
Flower seller
Food seller
Furniture maker
Furrier
Gem cutter
Groom
Herb seller
Horse trader
Journeyman

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King

HEARTS
Knife grinder
Librarian
Locksmith
Merchant
Minstrel
Musician
Night watchman
Painter
Perfumer
Plumber
Printer
Runner
Saddler

SPADES
Shopkeeper
Silk trader
Smuggler
Sorcerer
Stonemason
Surgeon
Swordsmith
Tax collector
Trader
Urchin
Veterinarian
Weapon trainer
Whitesmith

****************
41

8888888888888888
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.

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King

CLUBS
Apothecary
Art studio
Citadel
Crypt
Embroidery shop
Flower shop
Fortified granary
Fountain
Fruit stand
Garden gates
Gated community
Graveyard
Greenhouse

DIAMONDS (unique locations)


Baron Fezwyr's cave
Crofton House school for young ladies
Deacon's orange grove
Duke Ord's castle
Golden Manor
Hawkwood's equestrian statue
Historic site
House of Masks
Modilio's conservatory
Orchestra guildhouse
Palace Gate
Snake Mountain
Stockade of the Wild Dogs

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King

HEARTS
Library
Mansion
Museum
Palace
Public garden
Restaurant
School
Scriptorium
Statue
Szechuan restaurant
Temple
Townhouse
Villa

SPADES (unique locations)


The beach
The Crimson Dress public house
The Eldamorr family estate
The Garden Abbey
The golf club
The Grand Canal
The Hundred Steps
The ivory tower
The Lovers' Tree
The Night Market
The Observatory
The rose garden
The Zoo

****************
42

8888888888888888
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.

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King

CLUBS
Banker
Baron
Bishop
Bodyguard
Butler
Chamberlain
Chef
Court artist
Courtesan
Courtier
Crown prince
Duke
Elves

DIAMONDS
Famous artist
Funeral procession
Gardener
Groom
Groundskeeper
Judge
Kept woman
Knight
Lawyer
Magnate
Minister
Mistress
Noble

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King

HEARTS
Nurse
Page
Park-keeper
Physician
Princess
Rich man
Servant
Sheriff
Singer
Spoiled child
Steward
Tailor
Watchman

SPADES (personalities)
Councillor Oldenhaller
Erik Mandell, scheming merchant
Eugen von Hasshelt
Finna, the spider in the web
Grand Master Wilks
Habassis, horse trader extraordinaire
Johann, paranoid magnate
Mnema, with the green thumb
Shah Razar, wealthy exile
Shinvar, royal minister for taxation
The Dread Lord
The duke of North End
The orc ambassador

****************
43

8888888888888888
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.

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King

CLUBS
Architects' guildhouse
Arena
Arsenal
Art gallery
Banking house
Bridge
Cathedral
College of fine arts
College of magic
College of science
Commercial offices
Courthouse
City garrison

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King

HEARTS
Navigators' guildhouse
Opera house
Palace
School
Shrine
Sorcerer's guildhouse
Statue
Tavern
Temple
Treasury
Triumphal arch
University
Villa

DIAMONDS
Foreign embassy
Fortified mansion
Forum
Fountain
Garden
Gentleman's club
Guardhouse
Hotel
Ink and paper shop
Law firm
Lawyers' guildhouse
Library
Memorial monument

SPADES (unique locations)


Chamber of Commerce
City Hall
Market Bridge
The Big Church
The Black Swann restaurant
The Citadel
The Dove in Flight public house
The Drunken Moon tavern
The Heart of Gold tavern
The Royal College of Law
The Royal Palaces
The stone pyramid
Travelers' Haven Inn
44

****************

8888888888888888
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.

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King

CLUBS
Accountant
Advocate
Architect
Bailiff
Barrister
Beggar
Butler
Calligrapher
Cartographer
City official
Cleric
Coachman
Con man

DIAMONDS
Constable
Cook
Coroner
Courier
Court official
Dramatist
Engineer
Forger
Innkeeper
Judge
Knight
Lawyer
Legislator

Ace
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King

HEARTS
Manservant
Noble
Notary
Physician
Priest
Scholar
Scribe
Servant
Sorcerer
Student
Teacher
Typesetter
Wine merchant

SPADES (personalities)
Albin, idealistic young lawyer
Brave Kelso, head of the Mariners' Guild
Doktor Borgoslan the alchemist
Duke Pastrov, head of the republican faction
John Harper, printer of fine books
Judge Kzss, the court's only lizard-man
Laughlin, captain of the city guard
Lord Meizo
Lukas, overworked scribe
Princess Sayat, a guest in the city
Royce the Knife
Sir Fausz, knight and bannerman
Slumlord Peter

****************
45

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.

DEN OF THIEVES
Name:
Traits:

Stuff:




Arcana:

Hurt:

0
1

10+

Attract attention.

DEN OF THIEVES
Name:
Traits:

Stuff:




Arcana:

Hurt:

0
1

10+

Attract attention.