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 may result in a social fight.
◆ Poacher
Attempts to poach caravan animals at night.
Only targets animals not carrying inventory.
Base success chance: 50%, improved by Animal skill.
Failure may result in a social fight.
◆ 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 [b]Royalty DLC[/b] to smuggle Neuroformers, but modders can extend this system for other items and factions.
◆ Grave Robber
Searches corpses for salvageable implants before burial or decay.
Only interacts with a corpse once; stops immediately on the first failed extraction.
Can extract up to a limited number of implants per body, configurable in mod settings.
Each extraction attempt has diminishing success chances, improved by Medical skill.
Once a corpse has been searched, no other rogue can interact with it.
◆ Scavenger
Quietly searches corpses for hidden weapons overlooked by others.
If successful, weapon quality starts at Excellent, with a configurable chance to upgrade to Masterwork or Legendary.
Once a corpse has been searched, no other rogue can interact with it.
All rogue professions are handled through a unified Roguework system. These pawns are not assassins or warriors — they are manipulative opportunists operating in the social shadows of your colony.
Roguework is primarily trait-driven and autonomous. Pawns with Rogue traits will opportunistically perform Rogue actions when conditions allow, without requiring manual work assignments.
An optional per-pawn Roguework toggle can be enabled in mod settings for players who prefer direct control.
Rogue actions are time-sensitive and prioritize short windows of opportunity, such as visiting non-hostile factions or passing caravans.
Updates:
02/04/2026
[list]
[*] Pickpocketing and Poaching failures can now lead to a social fight instead of a mood debuff
[/list]
01/26/2026
[list]
[*] Fixed an issue where rogues would not perform their first job.
[/list]
01/23/2026
[list]
[*] Added Grave Robber
[*] Added Scavenger
[*] Fixed an error introduced in 1.0.2 when loading a new game.
[/list]
01/21/2026
[list]
[*] 1.6 support.
[*] Removed "Roguework" from Work tab.
[*] Made Rogues more autonomous.
[*] Added mod setting to enable or disable an individual pawn from rogue work. This is off by default.
[/list]
⚠ 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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