Cutpurse

Thief and street operator.

The Cutpurse is the person who lifts your cred-chip in a crowded market, sells it to a fence three blocks away, and is gone before you notice the weight difference in your pocket. They are not assassins or specialist infiltrators; they are the adaptable street-level operators who survive in the margins of the Nine's corporatocracy by being too useful to arrest and too slippery to catch. Asset Realisation does not book Cutpurses -- they exist in the gaps between the ledgers, in the shadow markets that the Kadiss grid monitors but cannot shut down because the people who run them are too embedded in the local economy. The Kadiss grid tracks Cutpurses through arrest records, biometric flags, and the occasional BOLO, but a good Cutpurse has a clean identity for every day of the week. They operate on the Edge chassis (d6 HD, 3/4 BAB, Ref good, Fort/Will poor) with 8 base skill points per level -- a lifetime of learning on the fly, of picking up every trick that keeps you alive one more day on the Rim. Their signature is breadth: sneak attack gives them combat relevance, skill mastery makes them reliable, evasion and uncanny dodge keep them breathing. Where the Assassin kills and the Infiltrator breaches, the Cutpurse survives and profits.

Rules Reference

FieldValue
Armor AllowanceLight
Bab Tierthree-quarters
Base Skill Points8
Hdd6
Hd Sides6
Max Level20
Primary AbilitiesDEX, INT
Prime RequisitesDEX, CHA
Save Tiers / Fortitudepoor
Save Tiers / Reflexgood
Save Tiers / Willpoor
Weapon AllowancePistol, Knife, Light melee weapons, Concealable firearms

Notes

Archetype Niche: The generalist rogue. The Cutpurse is the party's hands in pockets and eyes in shadows -- they handle the locks, the marks, the traps, and the getaway. Where the Assassin kills one target and the Infiltrator breaches one facility, the Cutpurse does everything: pickpocketing corporate execs, spotting ambushes before they spring, vanishing when the heat arrives. Sneak Attack gives them combat presence without making them a front-liner. Skill Mastery makes them the most reliable skill-user in the game. Their niche is breadth over depth: they are never the best at any one thing, but they are good at everything that matters on the Rim's streets.

Class Skills: Stealth, Sleight of Hand, Security (Lockpicking), Streetwise, Deception, Perception (Spot), Acrobatics, Computers/Slicing, Appraisal, Disguise

Multiclass Notes: Cutpurses can multiclass with Operative, Face, and Infiltrator archetypes. Non-human cutpurses use simultaneous multiclassing rules.

Level Table

Pickpocket

FieldValue
bab0
fortitude0
level1
reflex2
skillPoints32
titlePickpocket
will0
xp0

Second-Storey

FieldValue
bab1
fortitude0
level2
reflex3
skillPoints8
titleSecond-Storey
will0
xp1250

Shadow

FieldValue
bab2
fortitude1
level3
reflex3
skillPoints8
titleShadow
will1
xp2500

Sneak-Thief

FieldValue
bab3
fortitude1
level4
reflex4
skillPoints8
titleSneak-Thief
will1
xp5000

Cutpurse

FieldValue
bab3
fortitude1
level5
reflex4
skillPoints8
titleCutpurse
will1
xp10000

Shadow-Hand

FieldValue
bab4
fortitude2
level6
reflex5
skillPoints8
titleShadow-Hand
will2
xp20000

Master Cutpurse

FieldValue
bab5
fortitude2
level7
reflex5
skillPoints8
titleMaster Cutpurse
will2
xp40000

Ghost-Hand

FieldValue
bab6
fortitude2
level8
reflex6
skillPoints8
titleGhost-Hand
will2
xp70000

Rogue Factor

FieldValue
bab6
fortitude3
level9
reflex6
skillPoints8
titleRogue Factor
will3
xp110000

Shadow-Master

FieldValue
bab7
fortitude3
level10
reflex7
skillPoints8
titleShadow-Master
will3
xp160000

Master Rogue

FieldValue
bab8
fortitude3
level11
reflex7
skillPoints8
titleMaster Rogue
will3
xp380000

Guildmaster

FieldValue
bab9
fortitude4
level12
reflex8
skillPoints8
titleGuildmaster
will4
xp600000

Shadow Guildmaster

FieldValue
bab9
fortitude4
level13
reflex8
skillPoints8
titleShadow Guildmaster
will4
xp820000

Master Thief

FieldValue
bab10
fortitude4
level14
reflex9
skillPoints8
titleMaster Thief
will4
xp1040000

Rim Specialist

FieldValue
bab11
fortitude5
level15
reflex9
skillPoints8
titleRim Specialist
will5
xp1260000

Shadow Sovereign

FieldValue
bab12
fortitude5
level16
reflex10
skillPoints8
titleShadow Sovereign
will5
xp1480000

Legendary Thief

FieldValue
bab12
fortitude5
level17
reflex10
skillPoints8
titleLegendary Thief
will5
xp1700000

Grand Shadow

FieldValue
bab13
fortitude6
level18
reflex11
skillPoints8
titleGrand Shadow
will6
xp1920000

Street Authority

FieldValue
bab14
fortitude6
level19
reflex11
skillPoints8
titleStreet Authority
will6
xp2140000

Supreme Cutpurse

FieldValue
bab15
fortitude6
level20
reflex12
skillPoints8
titleSupreme Cutpurse
will6
xp2360000

Special Abilities

Sneak Attack

FieldValue
level1
nameSneak Attack

description: Deal +1d6 precision damage when attacking a flanked target or a target denied its DEX bonus to AC. This damage increases by +1d6 at levels 5 (+2d6), 9 (+3d6), 13 (+4d6), and 17 (+5d6). Sneak attack applies to ranged attacks within 30 feet. Creatures immune to critical hits are immune to sneak attack. If the Cutpurse scores a critical hit with a sneak attack, the precision damage is NOT multiplied. The Cutpurse is not a front-line fighter; they are the person who puts the knife in the kidney while the target is looking the other way.

Lucky Devil

FieldValue
level1
nameLucky Devil

description: The Cutpurse has a Luck Pool equal to their class level + CHA modifier (minimum 1, even with a negative CHA modifier). The pool refreshes after 8 hours of rest. Immediately after rolling a d20 and before the GM declares the result, the Cutpurse may spend 1 luck point to either reroll the d20 (keeping the new result) or add +1d6 to the roll (Fortune's Edge). Only 1 luck point may be spent per round, and luck points may only be spent on the Cutpurse's own rolls, never another character's. CHA governs the pool because the Cutpurse's luck is a social read, not a blessing: the quick eye that clocks the guard's hand tightening on the baton half a second before the swing.

Evasion

FieldValue
level5
nameEvasion

description: When subjected to an effect that allows a Reflex save for half damage, the Cutpurse takes no damage on a successful save instead of half damage. Evasion functions only in light or no armour and while not encumbered. At level 12, this upgrades to Improved Evasion: the Cutpurse takes only half damage on a failed Reflex save against such effects. The Cutpurse survives because they are already moving before the grenade lands.

Uncanny Dodge

FieldValue
level7
nameUncanny Dodge

description: The Cutpurse retains their DEX bonus to AC even when caught flat-footed or attacked by an invisible opponent. (They still lose DEX bonus if immobilised.) At level 11, the Cutpurse can no longer be flanked -- opponents gain no flanking bonus against them unless the attacker has at least 4 more levels than the Cutpurse. At level 17, the Cutpurse cannot be flanked by any creature. Years on the Rim's streets have wired the Cutpurse's nervous system to expect the attack from every direction.

Skill Mastery

FieldValue
level3
nameSkill Mastery

description: Choose a number of skills equal to 3 + the Cutpurse's INT modifier from among their class skills. When making a check with one of these skills, the Cutpurse may take 10 even when stress or distraction would normally prevent it. This represents rote competence drilled through years on the street -- the lock-pick whose hands do not shake, the bluffer whose voice does not crack. At level 15, the Cutpurse may select 3 additional skills for Skill Mastery.

Danger Sense

FieldValue
level3
nameDanger Sense

description: The Cutpurse gains a +1 bonus to Reflex saves against traps and a +1 bonus to Perception checks made to detect ambushes, hidden hazards, and concealed threats. This bonus increases by +1 at 6th and 9th level. Danger Sense covers more ground than the Operative's Trap Sense: Trap Sense handles mechanical and electronic locks, the professional's response to a designed obstacle, while Danger Sense also covers the rotten floorboard on a derelict, the pressure plate in a warlord's vault, and the micro-expression on a Fixer's face that says the deal is about to go wrong. The Cutpurse reads the whole environment.

Tongue of the Street

FieldValue
level7
nameTongue of the Street

description: The Cutpurse can substitute the better of their INT or CHA modifier on any Bluff, Diplomacy, Intimidate, or Gather Information check -- sometimes the fast talk works, sometimes the threat works, sometimes the quiet competence works, and the Cutpurse picks the right tool after the fact. This does not stack with Skill Mastery; if the Cutpurse has already selected Persuasion for Skill Mastery, Tongue of the Street still applies, because it changes which modifier is used, not whether Take 10 is available.

Improved Evasion

FieldValue
level9
nameImproved Evasion

description: When the Cutpurse fails a Reflex save against an area effect, they take half damage instead of full. Combined with Evasion, the Cutpurse takes half damage on a failed save and none on a successful one. A reactor breach, a Fold-bleed incursion, a marine's frag grenade in a confined space: Improved Evasion is why the high-level Cutpurse is still standing when the dust settles.

Shadow's Edge

FieldValue
level16
nameShadow's Edge

description: While in dim light or darkness, the Cutpurse gains a 20% miss chance against all attacks (concealment). This stacks with any existing miss chance from darkness. In addition, the Cutpurse's sneak attack dice increase from d6 to d8 when the target is in dim light or darker. Finally, the Cutpurse can make a Stealth check to hide even while being observed, provided they are within 10 feet of a shadow or cover. Darkness is not an obstacle for the Cutpurse; it is a tool.

Grand Larceny

FieldValue
level20
nameGrand Larceny

description: Once per week, the Cutpurse can declare a 'grand heist' -- a single action of theft, infiltration, or deception that benefits from extraordinary luck. For the declared action, the Cutpurse rolls twice and takes the better result on every skill check, attack roll, and saving throw involved. If the grand heist fails, the Cutpurse suffers no consequences beyond the immediate failure (the universe owes them one -- they live to steal another day). The declared heist must be a single discrete objective (e.g., 'steal the datacore from the corporate vault' or 'slip the bounty hunter cordon undetected'). At level 20, the Cutpurse has survived long enough that the verse seems to bend in their favour. Whether this is luck, skill, or something stranger is a question the Cutpurse does not ask.