RimWorld

RimWorld

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Medieval Things: Rogue Work
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Mod, 1.5
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May 8 @ 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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22 Comments
LifeIsAbxtch Sep 7 @ 9:00am 
UPDATE THIS MOD SALVADOR AND MY FOLLOW IS YOURS
Guts Aug 25 @ 4:54am 
good mod
Zeitloser Aug 13 @ 12:31pm 
Will there be an 1.6 Update?
lil-Ant Jul 30 @ 6:48am 
Please update to 1.6, love this mod so much!
ramil319 Jul 16 @ 10:07am 
Hello, are you planning to update the mods?
Arthur GC Jun 8 @ 5:31am 
+1 to everything @Reishe said.
cdlander2929 Jun 4 @ 3:27am 
Ok to use with Non-medieval playthroughs?
RomainG May 24 @ 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 May 16 @ 6:10am 
Are the traits a requirement for the pawns to do Rogue Work?
Egalexandr May 13 @ 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)