Burglar
| Burglar | |
|---|---|
| Class | Occupations |
| Type | Occupation |
| Points | -6 |
| Skill Boosts |
|
| Free Traits | Burglar |
The Burglar brings a quiet, stealthy start and the ability to hot-wire any vehicle. It suits a survivor who prefers to slip past zombies rather than fight them.
The occupation costs 6 points from the trait budget. In return, it starts with two levels each in Nimble, Sneaking and Lightfooted. It also grants the Burglar trait for free. That trait allows hot-wiring cars and lowers the chance of breaking a window lock. The Burglar also knows a set of crafting recipes from the start, from shivs to improvised armour and copied keys.
All three starting skills point the same way. The Burglar moves quietly, stays unseen and leaves before a crowd can gather. A working car from the first days turns that quiet style into a fast one. The Burglar spawns in ordinary residential housing, so the first night is usually spent in a house rather than a special location.
Burglar Skills
Two levels of Sneaking lower the distance at which zombies notice a crouching character. Crouched movement already starts far quieter than walking, and each level cuts the noise further. Each level also lowers the chance that a zombie spots the sneaking character.
Two levels of Lightfooted quieten every footstep, whether walking, running or crouching. The skill shrinks the radius in which zombies can hear a step. It also raises the chance that zombies ignore a footstep while the character sneaks.
Two levels of Nimble speed up movement in the combat stance. A Burglar can back away from a crowd while still swinging. The same skill also reduces footstep noise, stacking with Lightfooted. Together, the three skills make crouched movement past a group far safer.
All three skills serve stealth and movement. The Burglar relies on avoiding fights, choosing them carefully and leaving fast. Each of the three skills is quick to train early, so the head start pays off most in the first weeks.
The skills also train well together. Crouching near zombies without being spotted trains both Sneaking and Lightfooted. A larger crowd gives more Lightfooted experience for each moment. Walking laps in the combat stance trains Nimble anywhere, with or without zombies nearby.
A new Burglar starts with these skill levels.
| Skill | Levels | Skill Group |
|---|---|---|
| Nimble | +2 | Physical |
| Sneaking | +2 | Physical |
| Lightfooted | +2 | Physical |
Burglar Free Traits
The Burglar trait allows hot-wiring vehicles without the usual Electrical 1 and Mechanics 2. A found car with no key can still be started. Hot-wiring is still an attempt, so it can fail. The trait also lowers the chance of breaking a window lock when forcing a window open.
Hot-wiring starts from the driver's seat. A failed attempt can set off the car alarm, which draws every zombie nearby. Clearing the area first makes each attempt much safer. A busy parking lot is the worst place to try.
A hot-wired car still needs fuel, a working battery and a working engine. Checking those parts before the attempt saves wasted time.
A Burglar gets these traits for free.
| Name | Image | Type |
|---|---|---|
| Burglar | Occupation Trait |
Burglar Recipes
The Burglar knows how to make the Shiv, Glass Shiv, Toothbrush Shiv and Improvised Screwdriver. These are simple weapons and tools from common junk. Magazine Limb Armor and Magazine Body Armor give cheap protection early on. Bulletproof forearm, shin and thigh armour recipes turn a vest into limb protection.
The shivs and the screwdriver do more than arm the character. Each of these recipes gives a good chunk of Maintenance experience for little effort. A Burglar can build up Maintenance early just by crafting them from easy loot.
The bulletproof limb armour recipes still need Tailoring level 5. They become a goal for later, once the skill has grown.
Other recipes suit the criminal theme. The Burglar can copy a building key, hollow out a book, make a blank ID and make an improvised lighter. The hemp growing season is known too.
A Burglar knows these recipes from the start, with no book or magazine needed.
| Name | Image | Recipe | Crafting Materials | Tools | Skill | Station | Learned | Spawn ID |
|---|---|---|---|---|---|---|---|---|
| Key | Copy Building Key | 1x Blank Key | None | Any Surface | Yes | /additem Base.Key1
| ||
| Leatherbound Book | Hollow Out Book | None | In Hand | Yes | /additem Base.HollowFancyBook
| |||
| ID Card - Blank | Make Blank ID |
|
None | Any Surface | Yes | /additem Base.IDcard_Blank
| ||
| Lighter - Improvised Battery | Make Improvised Lighter |
|
- | Electrical: 0 | Any Surface | Yes | /additem Base.Lighter_Battery
| |
| Magazine Limb Armor | Make Magazine Limb Armor | - | None | In Hand | No | /additem Base.GreaveMagazine_Right
| ||
| Glass Shiv | Make Glass Shiv |
|
- | Maintenance: 1 | In Hand | Yes | /additem Base.GlassShiv
| |
| Improvised Screwdriver | Make Improvised Screwdriver |
|
Whetstone | Maintenance: 1 | In Hand | Yes | /additem Base.Screwdriver_Improvised
| |
| Magazine Body Armor | Make Magazine Body Armor | - | Tailoring: 1 | Any Surface | Yes | /additem Base.Cuirass_Magazine
| ||
| Shiv | Make Shiv |
|
Whetstone | Maintenance: 1 | In Hand | Yes | /additem Base.KnifeShiv
| |
| Toothbrush Shiv | Make Toothbrush Shiv |
|
Whetstone | Maintenance: 1 | In Hand | Yes | /additem Base.Toothbrush_Shiv
| |
| Bulletproof Vest Forearm Armor | Make Bulletproof Forearm Armor |
|
Tailoring: 5 | Any Surface | Yes | /additem Base.Vambrace_BodyArmour_Right
| ||
| Bulletproof Vest Shin Armor | Make Bulletproof Shin Armor |
|
Tailoring: 5 | Any Surface | Yes | /additem Base.GreaveBodyArmour_Right
| ||
| Bulletproof Vest Thigh Armor | Make Bulletproof Thigh Armor |
|
Tailoring: 5 | Any Surface | Yes | /additem Base.ThighBodyArmour_R
|
A Burglar also knows the growing season of these crops.
| Crop |
|---|
| Hemp |
How to Play Burglar
A Burglar plays best as a stealthy looter. Crouching through houses and stores, the character can clear supplies without drawing a crowd. Hot-wiring gives a vehicle early, which opens up long supply runs and fast escapes. A car also makes moving to a new safehouse quick and easy.
The high point cost leaves less room for positive traits. The trait budget usually needs a few negative traits to balance. Traits that sharpen stealth fit the style well. Inconspicuous halves the chance of being spotted by a zombie. Graceful cuts footstep noise and pairs well with it. Together they make a survivor who is hard to notice by sight or by sound.
The Burglar is weaker in a straight fight than the combat occupations. Early fights should be short and on the Burglar's terms. The stealth style is less forgiving of mistakes, so a careful player gets the most from it.
Early goals are simple. Find a working car, gather tools and pick a safehouse. The improvised screwdriver and shivs cover the first tools and weapons from junk. Those same crafts start the Maintenance skill climbing.
The Burglar also has foraging bonuses. Ammunition, junk, junk weapons and trash are easier to spot while searching. Weather hurts the Burglar's foraging a little less than usual.
Notes
- Hot-wire any car without Electrical or Mechanics skill.
- Clear zombies before hot-wiring, since a failed attempt can trigger the alarm.
- Crouch near zombies to train Sneaking and Lightfooted together.
- Make shivs and improvised screwdrivers early for quick Maintenance experience.
- Backing away in the combat stance keeps a crowd at bay.
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