The Darkstalker Files
Works the Back Alleys
The thief, the burglar, the pickpocket: these are the dangerous individuals who haunt the back alleys of every community. You are a thief in a city or town, making your livelihood at the expense of the wealthy. Your talents, however, prepare you for all kinds of pursuits, even when you’re not crouching in an alley or climbing into a window.
Usually, you dress to blend in with the crowd. When you’re on a mission, black, form- tting clothing allows you to swim in the shadows.
Additional Equipment: You start with a bag of light tools.
Minor Effect Suggestion: You can immediately attempt to hide after this action.
Major Effect Suggestion: You can immediately take a second action during this turn.
Thief. You are trained in stealth, pickpocketing, and lockpicking tasks. Enabler.
Underworld Contacts. You know many people in a variety of communities who engage in illegal activities. These people are not necessarily your friends and might not be trustworthy, but they recognize you as a peer. You and the GM should work out the details of your underworld contacts. Enabler.
Pull a Fast One (3 Intellect points). When you’re running a con, picking a pocket, fooling or tricking a dupe, sneaking something by a guard, and so on, you treat the task as if it were one level lower. Enabler.
Master Thief. You are trained in climbing, escaping from bonds, slipping through narrow places, and other contortionist moves. Enabler.
Dirty Fighter (2 Speed points). You distract, blind, annoy, hamper, or otherwise interfere with a foe, hindering his attack and defense rolls for one minute. As a result, the difficulty of your defense rolls and attack rolls against the foe is reduced by one step. Action.
Alley Rat (4 Intellect points). While in a city, you nd or create a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. You and the GM should work out the details. Action.
Return to Character Creation