# Thief Thieves are part of the cunning underbelly of The Source. Thieves control a large part of the economy due to their sheer number of connections and aptitude in trade. ## Basic Rules Your basic attacks do d6 damage. When you attack an unaware opponent, treat any 6- results as 7-9 instead and add an extra d6 to your damage roll. When you try to pass unnoticed, you may treat a 6- result as a 7-9 instead. You are well-connected. When situations come up and you need to know someone, roll for Charm: * On a 10+, that person will act like they owe you a favor * On a 7-9, that person will think you owe them a favor * On a 6-, that person will want a lot more than they would want normally Make sure to keep a list of your connections and any notes about them. They will remember. ## Advancements * **Artful** - Gain +1 Clever. * **Resolute** - Gain +1 Learned. * **Popular** - Gain +1 Charm. * **Worldly** - Take an advancement from another class. * **Light-Footed** - Light armor doesn't take up an inventory slot. * **Marksman** - You deal +2 damage with ranged weapons. * **Eagle Eye** - You're never caught by surprise. If an enemy would surprise you, you act first instead. * **Underdog** - When you're outnumbered, you have +1 armor. * **Slippery** - Light armor prevents two damage per attack instead of one. * **Assassin** - When you roll a 12+ to attack an unaware enemy, add another d6 to your damage. * **Wary** - When you attempt to avoid or disable a trap, add your Dexterity and Intelligence to your roll.