RimWorld

RimWorld

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Medieval Things: Rogue Work
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Mod, 1.5
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8 May @ 12:15pm
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Medieval Things: Rogue Work

Description
Medieval Things: Rogue Work adds a collection of morally questionable, socially manipulative professions to your colony. These non-violent specialists use charm, deception, and subtle exploitation to benefit your colony in underhanded ways — all without swinging a sword.

◆ Pickpocket
Targets visitors and pack animals, stealing items from their inventory (excluding silver).
Prefers caravan animals over pawns.
Base success chance: 75% — increases with each success.
Failure results in a mood debuff.

◆ Poacher
Attempts to poach caravan animals at night.
Only targets animals not carrying inventory.
Base success chance: 50%, improved by Animal skill.
Failure causes a mood debuff.

◆ Silver-Tongue
Initiates formal, faction-respecting conversations with visitors to improve goodwill.
Base success chance: 40%, improved by Social skill and beauty.
Failure results in awkward rejection and a mood debuff.

◆ Swindler
Trades the cheapest item in their inventory for a higher-value item with visitors.
Always succeeds, but Social skill affects the quality of the outcome.
Does not attempt to act without a tradeable item, requires at least one item in inventory.

◆ Smuggler
Secretly obtains Psylink Neuroformers from Empire visitors — for a price.
Only activates if the colony has enough silver to pay the smuggling fee.
Requires the Royalty DLC to smuggle Neuroformers, but modders can extend this system for other items and factions.

All rogue professions are handled through a unified Roguework job category. These pawns are not assassins or warriors — they are manipulative opportunists operating in the social shadows of your colony.

The Roguework job is higher up in the jobs do the limited amount of time a pawn has to act before visitors leaves the map. Recommending setting priority to 1 for this.

Colonist will attempt to conduct Roguework when coming across non-hostile factions on other maps.

⚠ Safe to add mid-save
❌ Not safe to remove mid-save (uses custom comps and job drivers). You can just uncheck the Roguework job category for all pawns.

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17 Comments
Arthur GC 8 Jun @ 5:31am 
+1 to everything @Reishe said.
cdlander2929 4 Jun @ 3:27am 
Ok to use with Non-medieval playthroughs?
RomainG 24 May @ 5:39pm 
I agree with @Egalexandr, I feel like stealing should result in faction goodwill loss (especially upon failure), in that sense it would balance things more and you'd have to think twice before stealing
FelipeGames2000 16 May @ 6:10am 
Are the traits a requirement for the pawns to do Rogue Work?
Egalexandr 13 May @ 10:21pm 
its quite easy to detect if something lost after caravan has left a colony. Should add a small goodwill fine as "Caravan leader suspects theft -10 goodwill" (-20)
Krea_tor 12 May @ 4:26am 
The average merchant interaction with my DnD group
Rapturous 11 May @ 7:16am 
+1 to everything @Reishe said, great concept for a mod but I think those changes would bring it to the next level.
Yakubian Tricknologist 10 May @ 7:00pm 
suggestion: failing pickpocketing results in social fight
LZIM 10 May @ 6:26pm 
this makes me also desire for traits to be transmittable like with Biotech and CSL etc
LZIM 10 May @ 6:24pm 
the part where it reads excluding silver should be ESPECIALLY silver. are there mod options to enable proper purse cutting