Thief
Not everyone in the Far West is a good man with a stable job, living life according to the Word. Sometimes there are those who skirt or outright break the law to make a living.
Class Benefits
Aspect Bonus: +1 [SS]
Combat Value Bonus: +1 <PD>
Starting Skills: Acrobatics, Appraisal, Notice [SP], Persuasion, Stealth, Any one other skill
Starting Proficiencies: Light Armor, Simple Melee, Martial Melee, Pistols, Any one other proficiency
Starting Money: $100.00
Sample Starting Equipment: Light armor, sturdy clothing, burglar’s pack, shortblade, dagger/knife, light pistol, pistol ammo (50 rounds), $18.40 left
Talents
Rank 1: Quick on Your Feet
- You may move up to 2 spaces instead of 1 when you take the Shift Position action.
- You may move up to 2 additional spaces when you take the Reckless Move action.
Rank 2: Stay in the Shadows
- You can move your full speed while using stealth with no penalties.
Rank 3: Feints and Distractions
- You do not provoke opportunity attacks while making Combat Move actions.
- You may subtract 1 phase from the time it takes to perform melee Attack-related actions when attacking a target who is in a space threatened by an ally. If such an attack hits, it gains +1 Damage.
Rank 4: Quicker on Your Feet
- During an encounter, if you are missed by a melee attack, you may choose to have the attacker make the same attack against another eligible target.
- If you would take damage from a trap, you only take half the normal amount and ignore all minor conditions that might be imposed.
Rank 5: Don’t Con a Conman
- You can attempt to use Thievery to steal from a target even during an encounter using the Use a Skill action.
- You gain a (flip+1) bonus on all attempts to escape from a grapple and it takes you 2 fewer phases than normal.