The Thief is a criminal, sure, but that doesn’t mean he’s all bad. Many adventuring thieves follow a certain code. They don’t steal from the rest of the party (much). They don’t sell out their friends (unless their own life is on the line). They’re dependable in a fight (unless it’s obviously hopeless).
Play the Thief if you want to get out with the loot without anyone knowing you were even there. In the dungeon, you are the opener of locked doors, disabler of devious traps, and stabber of unwary backs. In town, you get the best prices, hear about the best jobs first, and frequent all the best taverns.
High Concept: Choose one.
Trouble: Choose one.
Warrants, Warrants Everywhere
Other Aspects: Choose three. You may replace one with a racial aspect.
After a Big Score
Face in the Crowd
Heart of Gold
__________ Owes Me Money
Paid My Guild Dues
Sneaky: Good (+3)
Assign the following to the other five approaches: Fair (+2), Fair (+2), Average (+1), Average (+1), and Mediocre (+0).
Trickery [ ][ ][ ]: You have an array of minor tricks up your sleeve that can give you momentary advantages in all manner of situations. Mark off a use of Trickery to describe how you overcome an obstacle with an opposition of Average (+1) or less without taking an action. Regain one use of Trickery whenever you succeed with style on an overcome or create an advantage action.
Choose one. At each milestone, you can choose another as your minor milestone benefit. Once you have three stunts, each new stunt lowers your Refresh by 1.
Acrobatics: I get +2 to Flashily defend against physical attacks when I have room to leap and roll.
Backstab: I get +2 to Sneakily attack an enemy who is unaware of me or I am hidden from.
Disable Device: I get +2 to Carefully overcome mechanical obstacles.
Distract Mark: I get +2 to Cleverly create an advantage by directing someone’s attention away from where I don’t want it to be.
Stolen Trinkets: I can mark off one use of Trickery to produce something useful that was hidden in a pouch.