As with everything, always start with the story.

Character Concept

"Her name is Kessa - she's a smart-mouthed thief who grew up in the merchant quarter and knows every alley and rooftop, and looks out for the neighborhood kids. She can pick pockets and locks, right?"

In some systems a 'thief class' defines the abilities the designers thought thieves should have, but there's no thief class in Level One. There are no "classes" at all. You build the character concept you want from thematically simple Roles combined however makes sense for your story.

Roles and Maneuvers

GM: "Great concept! You'll want Sneak for stealth. Picking pockets isn't a whole Role, it would be a Sleight of Hand Maneuver on Sneak or Performer. Knowing the streets could be Loremaster, or a Sneak Maneuver if it only applies to being stealthy. Locks need Tinker."

"Huh! I don't really care about locks, but Performer sounds like fun! I can have both? She could juggle and busk while scoping targets!"

GM: "Mixing Roles is the whole idea!"

"What do I get at level 2?"

GM: "Levels make you a little better at everything and a bit tougher, but don't give new skills. You've seen more and have more grit. Skills come from Roles. Getting better at a Role doesn't increase Level. New skills mean new Maneuvers or Roles."

Negotiating Details

"She's tough and worldly. I'll take Level 2. I can afford one more Role - Loremaster isn't just books? She really knows her way around!"

GM: "Great. Performer for social engineering, with Sleight of Hand for picking pockets, street magic, juggling and such. Loremaster for being knowledgeable and observant, with Street Network for a detailed mental map of shortcuts, hiding places, gang turfs and patrol beat schedules. Sneak for Stealth, urban-focused - let's call it a Child of the City Shadows Maneuver. All we need is a Hook and some Tricks."

Character Drives and Methods

These are really the core of good character creation. What's important to them, and what do they do about it?

"How about 'She watches out for the neighborhood kids'?"

GM: "That's almost perfect. Let's make it a little more dramatic and flexible. How about 'We Take Care Of Our Own'? It doesn't have to be kids, but certainly applies. Sound good?"

"Yeah! She also watches out for the blind beggar who sits by the market gate, and the old woman who takes in laundry to earn a few coins. This is getting good!"

A Hook should create dilemmas. She protects the folk of her downtrodden underworld, but feeding them often means stealing and a head-first dash through the bazaar to get away, or being thrown in the city's dungeon. The Market Street Urchins she feeds sometimes don't approve… but she'll throw herself into a fight she can't win if one is in trouble.

Petty crooks will rob the beggar, extort the washerwoman, and try to Fagin the kids. Hooks cause problems which should happen at least once every session; this is how she earns more Karma!

Kessa's no fighter, so she'll have to figure out how to deal with these threats. That's what Tricks are for.

Tricks

"So what are Tricks?"

GM: "Tricks are just things she typically does. She's not a fighter - how does she handle conflicts?"

"Oh. I guess she runs away?"

GM: "Maybe, but she didn't take Athlete. You should lean on what you have. She's a Loremaster and a Performer - maybe she drops biting taunts - verbal sparring."

"You can do that???"

GM: "You can try! 'Sticks and stones,' but she can stun, demoralize, and damage reputation while she tries not to get hit... It's something, right?"

"I LOVE THAT! How do we do it?"

GM: "Tricks are just normal rules with maybe a little excuse to bend them a bit because we've established that they are things she usually does. They are 'on brand' for the character, so she gets to ride the edge of the rules a little."

What does that look like?

Sticks & Stones: In the city, once per scene, Kessa can roll a Wagered Persistent Street Network Boost for social rolls against a target as a free action, giving her biting taunts against them to apply Hindrances and Complications. At Staggered, they must find a way to disengage.

Slippery Shadow: In the city Kessa can roll Street Network as a free-action Boost to her Sneak anywhere in the Market district. She can use this even in a chase, if she can break line of sight, to get away.

Nothing to See: Kessa uses Sneak to Boost her Performer Sleight of Hand when picking pockets. This is not a free action; it's a careful combination of look here and (not here...).

Putting It Together

Meet Kessa. She starts with 5 Karma.

2K   Level 2          2 Luck Tokens
1K   Sneak        1   Child of the City Shadows
1K   Performer    1   Sleight of Hand
1K   Loremaster   1   Street Network

Hook: We Take Care Of Our Own 1 (free, starts at rank 1)

Tricks:
     Sticks & Stones
     Slippery Shadow
     Nothing to See

We've built a "thief" who can steal, lie, hide, and navigate her urban underworld, has a reason to take risks and get in trouble, and some typical ways to get out of it. Note she doesn't pick locks or climb; Level One doesn't give you abilities you didn't choose. Those can come later if she wants… or not.

She doesn't fight well, but she can always just use her base Level of 2, or rely on Sticks & Stones, and maybe get to a hiding spot - Level One gives you options.

At only Level 2 she's pretty green and weak, but has more spine than some. She can take a small hit or setback and press on, but the trick is not to get hit, and she starts each session with two Luck Tokens - we'll see those later.

Lilli