Elven Spellfilcher
Spellfilchers are Wizard-Thieves that use their skills as a Thief to steal Magic Spells and items rather than for more typical and mundane criminal ends.
Some younger Elves in particular are drawn to this sort of activity, as it allows them the opportunity to accumulate more knowledge and arcana than would otherwise be due to those of their age.
Spellfilchers are interesting to play because they combine the fun of being a Rogue with the promise of power inherent to being a Wizard.
Cost Ability
15 High Elf
55 Larcenist
33 Prodigal
19 Housebreaking Package
2 Choose one (1):
 
  • WF: Wizard Group (Dagger, Darts, Staff)
  • WF: Elven Weapons Group (Blades, Spears, Bows)
  • Elven Longsword Training: +1 OCV w/ Long Swords
  • Thieves' Cant: (Language; basic conversation; literate)
1 Choose one (1):
 
  • WF: Dagger
  • WF: Thrown Dagger
  • WF: Bow
  • WF: Dart
  • WF: Long Sword
125 Total Cost of Abilities
Value Disadvantages
0 None

+125

Total Cost of Package

Race Package Deal
High Elves
High Elves are typically the most commonly encountered Elves in most campaigns. They are the most likely to form friendships with members of the shorter-lived species, and are the Elves most likely to involve themselves in external events.
Cost Ability
9 Graceful: +3 DEX
7 Graceful: +1 SPD
2 Quick-witted: +2 INT
2 Attractive: +4 COM
2 Light of Foot: +1" Running
3 Alert: Lightsleep
6 Elven Senses: +2 PER All Senses
5 Elven Eyes: Nightvision
10 Elven Mind: +30 Mental Defense vs. Sleep & "Charm" Effects Only (-2)
4 Longevity: LS: 1600 Years
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Elf (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
-2 Slight of Limb: -2 STR
-4 Frail: -2 CON
-4 Frail: -2 BODY

+15

Total Cost of Package

Race Package Deal
Elf Options
With the GM's permission you may upgrade any of the Package Deals listed above with options selected from the list below, where appropriate at Character Creation. You may not later add any of these abilities to the existing Package Deal, though you may buy them separately. The GM must approve all additional Disadvantages take for a given package; simply loading up on extra Racial Enmities and similar should only be allowed if valid for the character's background.
Cost Ability
3* Racial Enmity: +1 All Combat, vs. Orc-kin Only (-2)
3* Racial Enmity: +1 All Combat, vs. Drow and Drow Servants Only (-2)
3* Elven Archery: +1 OCV w/ all Bows
2* Elven Longsword Training: +1 OCV w/ Long Swords
5* Elven Cool: +10 PRE; Defensive Use Only
6 Elven Graces: 1 level of Combat Luck
20 Elven Animal Ken: Animal Friendship (Animal Handler [All Categories], PRE +3)
25 Elven Awareness: Danger Sense (Area: Immediate Vicinity, Function as a Sense, Intuitional, Sensitivity: Out of Combat) 14-
8 Elven Combat Archery: Combat Archery (+5 OCV with Bows, Only to Prevent Hitting Non-Enemies When Firing Into Melees (-2))
10 Elven Charm: Fascination (+25 PRE; Incantations Throughout (-1/2), only to make "Stop And Listen To Me" Presense Attacks)
6 Elven Stride: Trackless Stride (Gliding 9"; Ground Gliding (-1/4))
10 Elven Anti-Concealment: Detect Concealed Doors & Passages, Discriminatory, Sense
10 Elven Fighting: Two Weapon Fighting: HtH
2 Elven Weapons Group: WF: Blades, Spears, Bows
* May take Multiple Times
Value Disadvantages
-2 Frail: -2 STR
-4 Fragile: -2 CON
-10 Psychological Limitation: Racial Enmity: Orc-kin (Uncommon, Strong)
-10 Psychological Limitation: Racial Enmity: Drow and Drow Servants (Uncommon, Strong)
-10 Psychological Limitation: Arrogant & Haughty (Common, Moderate)
-10 Psychological Limitation: Ethnocentricity (Common, Moderate)

Package Deals
Larcenist
Larcenists are Rogues that use their wits and skills to basically steal, nick, and make off with a wide variety of loot. They often concentrate on fast hands and faster feet, as a caught thief is likely a dead thief. One step ahead of the pack, or one step behind lurking in the shadows as they will, the Larcenist excels at living outside of the rules and boundaries of social propriety and legal entanglements.
Compared to other professions, the Larcenist never worries about an empty pocket, because wherever there are people, there are funds to be fleeced.
Cost Ability
9 Quick: +3 DEX
15 Advanced Move Silently & Hide in Shadows: Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4)
7 Deadly Blow (Sneak Attack): 1d6 KA Only With Blows Struck From Behind or Against Surprised Targets; Real Cost: 7 points (per d6)
4 Evasive: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
1 WF: Short Blades
3 Concealment
3 Sleight of Hand
3 Stealth
3 Streetwise
1 FAM: Survival (Urban)
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
1 Literacy w/ Native Language
15 Adroitness: DEX only for DEX Rolls: +10 DEX (30 Active Points); Only For DEX Rolls (-1)
15 Adept: +3 with DEX Based Skills
16 Well Rounded: +2 with All Non-Combat Skills
20 Puissant: +2 with Overall
10 Lightning Reflexes: +10 with One Action
15 Improved Lightning Reflexes: +10 with All Actions
15 Open Lock: Lock picking (DEX based) + 6
10 Evasion: (Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove)
Snatch n Run (Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on; FMove)
30 Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration 1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster -1/4)
25 Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory, Increased Arc of Perception: 240-Degree, Range
2 *Sense Traps: Add Sense to above: +2 points
13 Trap Mastery: Security Systems +5
23 Sublime Remove Traps: Dispel Traps 20d6, Expanded Effect One At A Time (+1/4), Reduced Endurance 0 END (+1/2) (105 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Required Hands Two-Handed (-1/2), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), No Range (-1/2), Requires A DEX Roll (No Active Point penalty to Skill Roll -1/2)
10 Move Silently & Hide in Shadows: Stealth +1, Concealment +1
25 Advanced Move Silently & Hide in Shadows: Stealth +1, Concealment +1 (Real Cost: 10) plus Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 15)
5 Detect Noise: +5 PER Normal Hearing
15 Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense (Normal Hearing) (Real Cost: 10)
11 Climb Walls: Climbing +4
26 Advanced Climb Walls: Climbing +4 (Real Cost: 11) plus Clinging (+15 STR) (15 Active Points); Cannot Resist Knockback (-1/4), Requires a Climbing Skill Roll (-1/4)
15 Read Languages: Universal Translator 22- (31 Active Points); Written Only (-1)
7* Deadly Blow (Sneak Attack): 1d6 KA Only With Blows Struck From Behind or Against Surprised Targets; Real Cost: 7 points (per d6)
15 Scroll Use: Scroll Comprehension +5
15 Better Lucky than Good: 3d6 Luck
2 Thieves' Cant: (Language; basic conversation; literate)
-10 Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
-15 Psychological Limitation: Self Centered (Common, Strong)
-5 Social Limitation: Prior Conviction (Got caught at some point in the past and has done some time incarcerated or otherwise detained by the Law; known to local Law Enforcement) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Rogues (More Powerful, Group, Professional, Unaware, Outdo)

Extention Package Deals
Prodigal
The Wizardry Magic System is detailed here.
The Prodigal may have attended a formal University of Magic, been instructed by a Mentor, or otherwise received instuction in the Wizardly Arts (perhaps by a Spellcasting parent) but either way they received many years of instruction and then either quit, got kicked out, were given up on by their instructors, or something else occured that prevented them from finishing their training. Some continue to educate themselves as best they can.
The Prodigal Package is useful for any half-trained Wizard concept, or even for a "multiclass" character that split their time between Magic and some other pursuit. Also, a Character built on the Prodigal can always improve their Magic capabilities as they progress, so its a good starting point for mixed background concepts.
Cost Ability
17 Wizard VPP (15 Pool)
15 Spellcraft 11-
1 Literacy w/ Native Language
Value Disadvantages
0 None

+33

Total Cost of Package

Package Deals
Housebreaking Skills
Many characters receive training to improve their breaking and entering skills, while others are just naturally good at getting into places they shouldn't be.
Cost Ability
3 Open Lock: Lock picking (DEX based)
10 Detect Traps: Detect A Class Of Things 11- [Separate Sense], Discriminatory
3 Detect Noise: +3 PER Normal Hearing
3 Climb Walls: Climbing
Value Disadvantages
0 None

+19

Total Cost of Package