Halfling Lightfinger
Cost Ability
15 Tallfellow Halfling
+2 Halfling Weapons Group: WF: Thrown Knives, Knives, Stones, Slings, Darts, "Short Swords"
104 Thief-Acrobat (exclude Stealth, Concealment, WF: Short Blades, FAM: Urban Survival, Read Languages, and Scroll Use)
4 Round of figured SPD

125

Total Cost of Template

Race Package Deal
Tallfellow Halflings
A variety of Halflings that seems more similar to Elvenkind than to Humankind, Tallfellows may not exist in all settings. They are typically similar to Hairfeet, but taller and more refined in appearance. They are also apparently longer lived than Hairfeet, and are a little more adroit, but also less hardy.
You may need GM permission to play a Tallfellow Halfling as they may not exist within the setting.
Cost Ability
9 Deft: +3 DEX
10 Quick: +1 SPD
5 Doughty: Power Defense: 5
10 Small & Dodgy: +2 DCV
9 Sneaky: Stealth +3
5 Hidey: Concealment +1
6 Accurate: Range Skill Levels: +2 All Attacks (Only to offset the Range Penalty)
6 Alert: +2 PER All Senses
5 Unafraid: +10 PRE, Defensive Only (-1)
5 Starlight Vision: Nightvision
1 Longevity: LS: 200 Years
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Tallfellow Halfling (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
-5 Physical Limitation: Small  (3 ft - 5 ft; 70 to 145 lbs)
-3 Weedy: -3 STR
-6 Weedy: -3 CON
-6 Weedy: -3 BODY
-1 Unimpressive: -1 PRE

+15

Total Cost of Package

Race Package Deal
Halfling Options
With the GM's permission you may upgrade any of the Halfling 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 seperately. The GM must approve all additional Disadvantages take for a given package; simply loading up on extra Racial Emnitites and similar should only be allowed if valid for the character's background.
Cost Ability
6* Halfing Accuracy Training: +2 All Attacks (Only to offset the Range Penalty)
5* Halfling Resistance: +5 Power Defense
5* Halfling Luck: 1d6 Luck
10* Lucky Outcome: +2 Overall Levels; Requires A Luck Roll (-1)
10* Lucky Shot: +4 Ranged; Requires A Luck Roll (-1)
19 Hide in Shadows: Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); In Poor Lighting Only (-1/2), Requires A Stealth Skill Roll vs PER (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests -1/4)
9 Overlook: +3 with Stealth, Concealment, Sleight of Hand
8 Halfling Accuracy -- Thrown Stones: Combat Stone Skipping (+5 OCV with  Thrown Stones, Only to Prevent Hitting Non-Enemies When Firing Into Melees (-2))
8 Halfling Accuracy -- Slings: Combat Slinging (+5 OCV with  Slings, Only to Prevent Hitting Non-Enemies When Firing Into Melees (-2))
8 Halfling Accuracy -- Knives: Combat Knife Tossing (+5 OCV with Thrown Knives, Only to Prevent Hitting Non-Enemies When Firing Into Melees (-2))
2 Halfling Weapons Group: WF: Thrown Knives, Knives, Stones, Slings, Darts, "Short Swords"
STOUT ONLY:
4 Find the Path: Detect Way Out, Discriminatory, Underground Only (-1)
1 Walk the Path: Bump of Direction, Underground Only (-1)
6 Stoneworker: KS: Stonework; PS: Mason
8 Stone-eyes: Detect Concealed Stone\Rock Features, Discriminatory
4 Underground Senses: Detect Depth & Slope Information, Discriminatory, Underground Only (-1)
15 Blindfighting: Combat Sense 11-
END STOUT ONLY
* May take Multiple Times
Value Disadvantages
-2 Frail: -2 STR
-4 Fragile: -2 CON
-1 Poor Jumper: -1" Leap
-2 Poor Swimmer: -2" Swim
-10 Psychological Limitation: Lazy (Uncommon, Strong)
-15 Psychological Limitation: Pathological Liar  (Uncommon, Total)
-10 Psychological Limitation: Kleptomaniac (Common, Strong)
-15 Psychological Limitation: Obsessed with Food (Common, Strong)

Package Deals
Thief-Acrobat
Combining the skills of a conventional Thief with Acrobatics and Tumbling, the Thief Acrobat is typically a very experienced individual with a wealth of skill to call upon.
A human can just barely manage to start as one, but otherwise this Composite Package is best suited to higher point campaigns, or as a career path for a starting Rogue.
Cost Ability
97 Thief (Generic) Package Deal
24 Acrobatic Skills Package Deal
121 Total Cost of Abilities
Value Disadvantages
0 None

+121

Total Cost of Package

Package Deals
Thief (Generic)
"The profession of thief is not honorable, but its not entirely dishonorable, either....", or so a thief would have you believe. Skilled at getting in and out of places they don't belong and taking things which are not theirs, the Thief is an all around competent fellow.
With an emphasis on practicality and the "applied science of acquisitions", a careful Thief can do quite well for themselves. A careless or stupid Thief has short career prospects however.
Cost Ability
55 Larcenist Package Deal
19 Housebreaking Skills Package Deal
11 Trap Mastery: Security Systems +4
5 Read Languages: Universal Translator 11-; Written Only (-1); Extra Time: 1 Minute (-1 3/4)
5 Scroll Use: Scroll Comprehension
2 Thieves' Cant: (Language; basic conversation; literate)
97 Total Cost of Abilities
Value Disadvantages
0 None

+97

Total Cost of Package

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)

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

Package Deals
Acrobatics Skills
Many characters receive training or possess natual talents enabling them to perform stunning feats of physical dexterity, gymnastics, and/or tumbling.
Cost Ability
6 Ledge Walker: Environmental Movement (+2 to Offset Penalty For Being On A Narrow Surface)
5 Acrobatics  +1
5 Breakfall  +1
2 PS: Acrobat/Tumbler
5 Acrobatic Fighting: +1 All Combat; RSR: Acrobatics or Breakfall (-1/2)
Value Disadvantages
0 None

+24

Total Cost of Package