[Types]

Thief

You’ll cop to Thief, but you’re also a finagler, a swindler, and someone able to perform tricks that go beyond mere sleight of hand (or so you tell everyone). More importantly, you’re deadly with a blade when your tricks go wrong, but especially if you gain the drop on someone. You’re no hulking warrior— rather, your feline grace allows you to slip into and out of danger with nary a scratch. The same can’t be said of your foes.

You prefer to let others in your band jump headlong into a fight, allowing you to bypass the threat altogether, or perhaps deliver a decisive blow from behind. You’re a natural when it comes to checking out new areas, disarming traps, and cracking open secure containers.

Background Options

Thief Abilities

You gain all of the following benefits:

Detect Traps (2+ Speed or Intellect) Action

When you roll to find a trap and your roll is less than a 9, treat he roll as a 9. (This means you don’t get a GM Intrusion if you roll a 1.) You retain your increased trap sensitivity until you use a ten-minute or longer recovery.

Effort: Increase the minimum number rolled for this ability by 3.

At tier 3, the minimum number rolled for this ability increases to 12.

Whenever an ability grants a choice between two Pools, each time you use that ability you can decide which of those two Pools to spend your points from. You can't split the cost between both Pools.

Ferocious When Cornered Enabler

While you have at least three minor wounds, at least two moderate wounds, or at least one major wound, you gain one free level of Effort you can apply to one of your attacks each round.

At tier 3, the benefit increases to two free levels of Effort.

Sneak Attack (1 Speed) First Action

If you use a light weapon to attack a foe under one of the following conditions, your attack inflicts +5 damage. (This ability doesn’t work with medium or heavy weapons.)

Thief Equipment Bundle

Choose the following equipment bundle to quickly outfit your character, or assemble your own starting equipment

A rapier, appropriate clothing, a bag of light tools (including lockpicks), a backpack, a bedroll, 50 feet (16 m) of rope, an oilcan for quieting squeaky hinges, three torches, rations and water for three days, a tinderbox, and enough extra currency to buy a moderately priced item.