The Thief
Starting Gear: Lock-picks, Dagger, Hook & 30' Rope, 3 Torches, 3 Rations, Thief's Trinket (See Below)
A. +1 Luck, Trick, Hidden Pockets
B. +1 Luck, Thieves' Honor
C. +1 Luck, +1 Trick
D. +1 Luck, Professional
Luck: You may spend luck to add a d6 each to any test, even after the results are declared. Use the new total. If the new total is 20 or more, consider the test to be a critical success. If any luck dice rolls a 1, consider the test to be a fumble instead. Refill your luck when you rest, and regain 1 luck when performing an act of true, selfless generosity.
Tricks:
- Cat: You may climb smooth surfaces at your walking speed, and take 1/2 damage from falling.
- Fox: You have a silver tongue. People believe you unless they have very specific reasons not to.
- Hound: You can track people and rare objects by scent.
- Snake: You may move silently. When attacking an unaware target, deal +d6 damage. Add any luck dice rolled for an attack test to that attack's damage.
- Bear: Gain +2 HP, deal +2 DMG and treat your bare skin as leather armor. You may crack your knuckles to force a target with HD equal to or less than your level to test Morale once per day.
- Ferret: At any point after being in a scene with a target, you may retroactively pick their pockets. On success, choose an item to have taken from them, on failure, gain a random item from them. This works once per target.
Hidden Pockets: Gain 2 slots. No one can find the contents of these slots without your permission. You may invest coins in these slots in town, and retroactively shop to fill them during an adventure with the invested coin.
Thieves' Honor: After spending a watch in town, you may recruit d4 thugs with 1 HD each, or ask a single favor from a person of a particular profession. This works once per week at most. When you do this, the Referee rolls a d6 in secret. On a 1, the recruited person(s) will betray you at an inopportune time. Otherwise, they are completely faithful to you.
Professional: The first time a luck dice rolls a 1 on a day, you may cause it to instead roll a 6.
Thief's Trinket:
- A silver locket from a lost love, might be worth something.
- A beloved recipe from your mother. It always turns out right.
- Your older sibling's lucky rabbit foot. +1 Luck/day.
- A coin that grows hot in the presence of law-enforcement.
- Lock-picks that never break.
- A key to the back door of the nearest noble house.