The Marauder Pathway can deceive and steal all sorts of things. They can trick others with their eloquence, sleight-of-hand, steal their targets' magic or mundane abilities, decrypt information, steal thoughts and intentions and do a lot more.
At High Sequences, They are known for being cunning, bizarre, and dangerous. Even if one is willing to sacrifice themselves and use a grade-0 sealed artifact, it’s difficult to capture them.
At sequence 4 they can turn into a parasite to attach into a host, create avatars, deceive and misdirect the minds of others and the world's rules, tamper with fate, manipulate time, and also become experts in exploiting loopholes in rules.
A Marauder is also known as an Error, a loophole or a bug. Their powers are very strange, almost impossible to guard against. Plus it's hard to tell if you killed the right target or not.
"Theft" is a core skill of the pathway and as one advances through the sequences, not only will its effects and success rate increase, but its concept also becomes deeper.
From Sequence 9 to 7, "Theft" targets physical items. At Sequence 6, it applies to abilities. At Sequence 5, "Theft" is able to affect thoughts, ideas, organs and general abilities. By Sequence 4, it applies to life, position and distance. At Sequence 2, the range of "Theft" is broadened to fate, identity, self-awareness, etc. As for Sequence 1, "Theft" could temporarily affect things such as time and authorities.
This pathway is slightly weaker than it originally was at lower sequences (yeah that won't be a mystery later) and advancing to sequence 4 would earn you a visit from a certain someone who just wants to hand out free monocles.
DON'T TAKE IT! HE'LL STEAL YOUR IDENTITY AND EVERYTHING!!1!