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Pickpocket

Implemented

This design document has been completely implemented into Ephemeral Space. All information here should be present in-game.

Name: Pickpocket

Troupe: Crew

Archetypes: Sabotager, Freak

Description: Play a stealth game and yoink random bullshit from everybody in sight.

Objectives: Pilfer X items from X (~20-25% of crew?) people on the station.

Some people on this station are too rich for their own good. Lucky they have me to give them a hand. Yup.. I'll be a hero once I distribute these lighters and pocket lint and assorted fruits to the downtrodden. Eventually. I'll keep the revolver to myself.

Renamed

This design document used to have a different name, but it has since been changed.

Previous names: "Pilferer"

Notes

It might be good to have a generic delay for this ability, and the abilities of other masks, to avoid stuff happening instantly on arrivals, since it can be a little too easy to go unnoticed. Not that it'd be very useful to steal stuff from people on arrivals anyway, though.

Concept

The Pickpocket can steal random items from people's backpacks without being seen, as long as they stay out of sight and pick their marks tastefully.

Abilities

The Pickpocket has a player-targeting action usable (successfully) once per player, with a doafter that doesn't show up for others. They can activate this action only when out of sight of that player (i.e. in their viewcone's shadow, or more literally, when they're facing the same direction), taking ~1.5-2 seconds, failing if either of them move. If successful, this will pick a random item out of their backpack and place it into the Pickpocket's hand.

This ability cannot be used on unconscious or dead players.

Gameplay

The Pickpocket's objective and actions lead them into direct minor conflict with many people, while the random nature of their action means they're unlikely to be able to powergame very hard with the items they do manage to steal. The leadup to the steal--having to be outside of their viewcone--integrates nicely with the viewcone mechanic itself and other related mechanics, like footsteps being muted when walking.