You were the hand behind the warning - the one sent when words weren’t enough. Whether working for a thieves’ guild, a crime family, or as an independent collector, you combined nimble fingers with a terrifying presence. You could slip a coin purse unnoticed… or make someone wish you had. People paid their dues when you showed up.
- Skill Proficiencies:
- Sleight of Hand
- Intimidation
- Tool Proficiencies:
- Thieves’ tools
- One type of gaming set (dice, cards, etc.)
- Languages: One of your choice
- Equipment:
- A set of dark common clothes
- Thieves’ tools
- A gaming set
- A small pouch containing 15 gp
- A token from someone who “learned their lesson” (broken ring, IOU note, etc.)
Feature: Reputation of Fear
Your name (or reputation) carries weight in certain circles. In settlements where criminal networks operate, you can:
- Secure a meeting with low- to mid-level criminals
- Gain advantage on Charisma (Intimidation) checks against individuals familiar with your reputation
- Find safe lodging or hideouts among underworld contacts
However, this reputation may also attract unwanted attention from law enforcement or rival enforcers.
Suggested Characteristics
Personality Traits
- I speak softly—but people listen.
- I always have something up my sleeve, literally or not.
- I enjoy making an entrance that people won’t forget.
- I trust actions more than words.
Ideals
- Control. Power belongs to those who take it.
- Loyalty. I serve those who prove themselves worthy.
- Freedom. No one owns me anymore.
- Fear. Fear is the most honest currency.
Bonds
- I owe everything to the crew that raised me.
- Someone escaped me once—I will find them.
- I protect the streets that made me.
- I carry a debt I can never repay.
Flaws
- I escalate situations faster than necessary.
- I trust intimidation more than diplomacy.
- I hold grudges far too long.
- I enjoy power a little too much.
Comments