Rogue Work
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.
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.
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.
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.
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.
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.
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.
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.
02/24/2026
- Added compatibility with World Tech Level mod. Scavenger will now respect the tech world tech level set by this mod.
- Grave Robbers and Scavengers are no longer effected by seeing corpses.
- Poachers are no longer effected by Darkness.
02/20/2026
- Fixed Pickpocket and Poaching rolling twice on failure.
02/04/2026
- Pickpocketing and Poaching failures can now lead to a social fight instead of a mood debuff
01/26/2026
- Fixed an issue where rogues would not perform their first job.
01/23/2026
- Added Grave Robber
- Added Scavenger
- Fixed an error introduced in 1.0.2 when loading a new game.
⚠ Safe to add mid-save
❌ Not safe to remove mid-save (uses custom comps and job drivers). You can disable autonomous mode in the settings so they don’t run anymore if you need.
