Thief

## Race

* **Halfling:**When you attack with a ranged weapon, deal +2 damage.
* **Human:**You are a professional. When you spout lore or discern realities about criminal activities, take +1.

## Alignment

* **Chaotic:**Leap into danger without a plan.
* **Evil:**Shift danger or blame from yourself to someone else.
* **Neutral:**Avoid detection or infiltrate a location.

## Classic GW Names

* **Halfling:** Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar, Brynn, Bug
* **Human:** Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble, Farley

## Classic GW Looks

Choose One of Each:

* Shifty Eyes or Criminal Eyes
* Hooded Head, Messy Hair, or Cropped Hair
* Dark Clothes, Fancy Clothes, or Common Clothes
* Lithe Body, Knobby Body, or Flabby Body

## Stats

Your maximum HP is 6+Constitution Score

Your base damage is d8.

## Starting Moves

### Poisoner

You’ve mastered the care and use of a poison. Choose a poison from the list below; that poison is no longer dangerous for you to use. You also start with three uses of the poison you choose. Whenever you have time to gather materials and a safe place to brew you can make three uses of the poison you choose for free. Note that some poisons are **applied**, meaning you have to carefully apply it to the target or something they eat or drink. **Touch** poisons just need to touch the target, they can even be used on the blade of a weapon.

* Oil of Tagit (applied): The target falls into a light sleep
* Bloodweed (touch): The target deals -1d4 damage ongoing until cured
* Goldenroot (applied): The target treats the next creature they see as a trusted ally, until proved otherwise
* Serpent’s Tears (touch): Anyone dealing damage to the target rolls twice and takes the better result.

### Trap Expert

When you spend a moment to survey a dangerous area, roll+DEX.

* On a 10+, hold 3.
* On a 7–9, hold 1.

Spend your hold as you walk through the area to ask these questions:

* + Is there a trap here and if so, what activates it?
	+ What does the trap do when activated?
	+ What else is hidden here?

### Tricks of the Trade

When you pick locks or pockets or disable traps, roll+DEX.

* On a 10+, you do it, no problem.
* On a 7–9, you still do it, but the GM will offer you two options between suspicion, danger, or cost.

### Backstab

When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX.

* On a 10+ choose two.
* On a 7–9 choose one.
	+ You don’t get into melee with them
	+ You deal your damage+1d6
	+ You create an advantage, +1 forward to you or an ally acting on it
	+ Reduce their armor by 1 until they repair it

### Flexible Morals

When someone tries to detect your alignment you can tell them any alignment you like.

## Classic DW Gear

* Your Maximum Load is 9+Str.

You start with:

* dungeon rations (5 uses, 1 weight)
* leather armor (1 armor, 1 weight)
* 3 uses of your chosen poison
* 10 coins.

Choose your melee weapon:

* Dagger (hand, 1 weight) and short sword (close, 1 weight)
* Rapier (close, precise, 1 weight)

Choose a ranged weapon:

* 3 throwing daggers (thrown, near, 0 weight)
* Ragged Bow (near, 2 weight) and bundle of arrows (3 ammo, 1 weight)

Choose one:

* Adventuring gear (1 weight)
* Healing potion (0 weight)

## Bonds

Fill in the name of one of your companions in at least one:

* I stole something from \_\_\_\_\_\_\_\_\_\_. .

* \_\_\_\_\_\_\_\_\_\_ has my back when things go wrong.

* \_\_\_\_\_\_\_\_\_\_ knows incriminating details about me.

* \_\_\_\_\_\_\_\_\_\_ and I have a con running.

## Level 2-5 Moves

When you gain a level from 2–5, choose from these moves.

### Cheap Shot

When using a precise or hand weapon, your backstab deals an extra +1d6 damage.

### Cautious

When you use trap expert you always get +1 hold, even on a 6-.

### Wealth and Taste

When you make a show of flashing around your most valuable possession, choose someone present. They will do anything they can to obtain your item or one like it.

### Shoot First

You’re never caught by surprise. When an enemy would get the drop on you, you get to act first instead.

### Poison Master

After you’ve used a poison once it’s no longer dangerous for you to use.

### Envenom

You can apply even complex poisons with a pinprick. When you apply a poison that’s not dangerous for you to use to your weapon it’s touch instead of applied.

### Brewer

When you have time to gather materials and a safe place to brew you can create three doses of any one poison you’ve used before.

### Underdog

When you’re outnumbered, you have +1 armor.

### Connections

When you put out word to the criminal underbelly about something you want or need, roll+CHA.

* On a 10+, someone has it, just for you.
* On a 7–9, you’ll have to settle for something close or it comes with strings attached, your call.

## Level 6-10 Moves

*When you gain a level from 6–10, choose from these moves or the level 2–5 moves.*

### Dirty Fighter

*Replaces: Cheap Shot*

When using a precise or hand weapon, your backstab deals an extra +1d8 damage and all other attacks deal +1d4 damage.

### Extremely Cautious

*Replaces: Cautious*

When you use trap expert you always get +1 hold, even on a 6-. On a 12+ you get 3 hold and the next time you come near a trap the GM will immediately tell you what it does, what triggers it, who set it, and how you can use it to your advantage.

### Alchemist

*Replaces: Brewer*

When you have you have time to gather materials and a safe place to brew you can create three doses of any poison you’ve used before. Alternately you can describe the effects of a poison you’d like to create. The GM will tell you that you can create it, but with one or more caveats:

* It will only work under specific circumstances
* The best you can manage is a weaker version
* It’ll take a while to take effect
* It’ll have obvious side effects

### Serious Underdog

*Replaces: Underdog*

You have +1 armor. When you’re outnumbered, you have +2 armor instead.

### Evasion

When you defy danger on a 12+, you transcend the danger. You not only do what you set out to, but the GM will offer you a better outcome, true beauty, or a moment of grace.

### Strong Arm,True Aim

You can throw any melee weapon, using it to volley. A thrown melee weapon is gone; you can never choose to reduce ammo on a 7–9.

### Escape Route

When you’re in too deep and need a way out, name your escape route and roll+DEX.

* On a 10+ you’re gone.
* On a 7–9 you can stay or go, but if you go it costs you: leave something behind or take something with you, the GM will tell you what.

### Disguise

When you have time and materials you can create a disguise that will fool anyone into thinking you’re another creature of about the same size and shape. Your actions can give you away but your appearance won’t.

### Heist

When you take time to make a plan to steal something, name the thing you want to steal and ask the GM these questions. When acting on the answers you and your allies take **+1 forward**.

* Who will notice it’s missing?
* What’s its most powerful defense?
* Who will come after it?
* Who else wants it?

Return to Character Creation