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Whether you grew up in the slum-run streets of Blackhollow bamboozling foolish sailors out of their fortune, or spent your youth pilfering loose coin from the pockets of the less-attentive travelers throughout Ald'renair, your lifestyle of deceiving-to-survive eventually drew the attention of the Take: the most organised, and dangerous, crime syndicate across Iora. Offering protection, a modicum of kinship, and a number of useful resources to further develop your craft as a criminal, you agree to receive the mark of the Take and join their ranks.

You might have been working the guild’s lower ranks, wandering the alleys as a simple cutpurse to fill the meagre coffers with wayward gold until the opportunity arose to climb the professional ladder. Or you may have been a clever actor and liar whose skill in blending in with all facets of society has made you an indispensable agent of information gathering. Perhaps your technique with a blade and swiftness of action led you to become a feared hitman for a Handler, sending you on the occasional contract to snuff the life of some unfortunate soul who crossed the organisation. Regardless, while the threat of the law is ever looming, the advantages to having a foot in such a powerful cartel can greatly out-weigh the paranoia.

 

 
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming set, thieves’ tools
Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp
 
Criminal Specialty

There are many kinds of criminals, and within a thieves’ guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.

d8 Criminal Specialty
1 Blackmailer
2 Burglar
3 Enforcer
4 Fence
5 Highway robber
6 Hired killer
7 Pickpocket
8 Smuggler
 
Feature: A Favour In Turn

You have gained enough clout within the organisation that you can call in a favour from your contacts, should you be close enough to a centre of Take activity. A request can be no longer than 20 words, and is passed up the chain to an undisclosed Handler for approval. This service can take shape up to the DM’s discretion depending on the request, with varying speeds of fulfilment: If muscle is requested, a follower can be assigned to temporarily aid the party. If money is needed, a small loan can be provided. If you’ve been imprisoned, they can look into breaking you free, or paying off the jailer. The turn comes when a favour is asked to be repaid. The debt can be called in without warning, and many times with intended immediacy. Perhaps you are called to commit a specific burglary without the option to decline. Maybe you must press a dignitary for information. The Take could even request a hit, no questions asked or answered, though the debt called is generally proportionate to the favour fulfilled. If a favour is not repaid within a reasonable period of time, membership to the Take can be revoked, and if the debt is large enough, the player may become the next contract to make the rounds.

 
Suggested Characteristics

Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.

d8 Personality Trait
1 I always have a plan for what to do when things go wrong.
2 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3 The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4 I would rather make a new friend than a new enemy.
5 I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6 I don’t pay attention to the risks in a situation. Never tell me the odds.
7 The best way to get me to do something is to tell me I can’t do it.
8 I blow up at the slightest insult.
d6 Ideal
1 Honor. I don’t steal from others in the trade. (Lawful)
2 Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3 Charity. I steal from the wealthy so that I can help people in need. (Good)
4 Greed. I will do whatever it takes to become wealthy. (Evil)
5 People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6 Redemption. There’s a spark of good in everyone. (Good)
d6 Bond
1 I’m trying to pay off an old debt I owe to a generous benefactor.
2 My ill-gotten gains go to support my family.
3 Something important was taken from me, and I aim to steal it back.
4 I will become the greatest thief that ever lived.
5 I’m guilty of a terrible crime. I hope I can redeem myself for it.
6 Someone I loved died because of a mistake I made. That will never happen again.
d6 Flaw
1 When I see something valuable, I can’t think about anything but how to steal it.
2 When faced with a choice between money and my friends, I usually choose the money.
3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
4 I have a “tell” that reveals when I’m lying.
5 I turn tail and run when things look bad.
6 An innocent person is in prison for a crime that I committed. I’m okay with that.
 
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