Thief

Difficulty: ★ Easy
From alien crypts filled with bizarre traps to modern high-rises with state-of-the-art sensors, you pit your wits, your planning, and your sheer physical prowess against the toughest security there is.

In your story, a Thief could be...
• An ex-con looking to turn his skills towards redemption
• A two-fisted archeologist racing to keep ancient secrets out of the wrong hands
• A nimble cat burglar who steals for the thrill more than the money
• A master criminal working his way up to the heist of the century
• A covert government operative whose missions are under so much secrecy that there is no place for failure... or backup
Most of your activities revolve around your specialized skill-set, so be sure to read up on your class skills. Sabotage is a particularly flexible skill that will reward your creativity.


Power: Heists
If it is important, people guard it. Then you steal it anyway. Who doesn’t love the perfect heist?

Party Role: Prowler/Solver
You don’t just take stuff. It’s often information that’s being guarded. Information that could be the key to resolving your current situation.

Building a Thief:
Dip into Thief to snatch the goods and get away with it. Commit to Thief to make your way into and out of the most ridiculously well-guarded places without raising so much as an eyebrow.

Class Features


Requirements: You must have the Security Field or if this is your first Character Level you must choose Security as the next Field you receive from gaining your first rank of Expertise, Profession, or Sabotage.

Favored Attributes: Precision/awareness

Max Luck per level: 6 + Determination modifier

Sill Ranks per level: 6 + Cunning modifier

Class Skills: Analysis, Athletics, Expertise, Focus, Sabotage, Stealth, Vigilance

Class Abilities


The Crew: (prologue)
You only work with pros... The stakes are too high not to. You and your teammates gain a +1 Teamwork bonus to all Expertise, Sabotage, and Stealth checks and are considered skilled even if they have 0 ranks in those skills. You may spend 2 Twists to increase this bonus to +3 until the end of the session.
(Teamwork stacks, but cannot exceed +4).

Breach:
There is an exactness to your every action. At Level 1, you gain formidable Sabotage and may make Acrobatics & Stealth checks using your Precision modifier.
(Whenever you roll a 1-9 on a Sabotage check, turn the die to ‘10’. If you gain the same formidable skill a second time, you gain an additional Skill Talent instead.)

Over, Under, or Through:
At Levels 2 and 11, You and your teammates gain a +2 Teamwork bonus to the number of successes required by opponents to win Chase, Heist, and Interrogation Clashes.
(Teamwork bonuses stack, but cannot exceed 4)

Superior Precision:
At Levels 3, 6, 9, 12, and 15, you gain an additional Talent from the following list: Battle Hardened, Insightful by Design, Like a Hawk, Poetry in Motion, or Polished Performance. You may select each Talent only once. If no choices remain, you gain +1 Precision and +1 to your lowest Attribute instead.
(Each of these Talents provides a +1 to Precision and +1 to a different second Attribute.)

The Big Score I:
At Level 4, once per session, you automatically succeed with an Acrobatics or Analysis check with a Goal of up to 30 + your ranks in the skill used for that check.

The Big Score II:
At Level 8, add 2 to your maximum ranks in Acrobatics then gain 2 ranks of Acrobatics for each Chase Talent you have (maximum +8).
Add 2 to your maximum ranks in Sabotage then gain 2 ranks of Sabotage for each Investigation Talent you have (maximum +8).
Add 2 to your maximum ranks in Stealth then gain 2 ranks of Stealth for each Covert Talent you have (maximum +8).

The Big Score III:
At Level 12, you may use your Wealth to reduce the cost of a purchase 3 additional times this adventure for each Heist clash you win.

Thief Talent:
At Levels 5, 7, 9, 11, 13, and 15, you gain an additional Chase, Covert, or Investigation Talent

Get in, Get Out:
Whether it’s climbing over a wall or slinking past guards, you are a master. At Level 10, you gain either formidable Acrobatics or formidable Stealth.
(Whenever you roll a 1-9 on a formidable skill check, turn the die to ‘10’. If you gain the same formidable skill a second time, you gain a Skill Talent instead.)

Brinksmanship:
You are damn good at what you do… and at dealing with the scrutiny your little capers provoke. At Level 14, gain +3 Wealth and may add +5 to the lower of your two skill check results each round during Heist and Interrogation Clashes.