Rogue
Base Class: Rogue

Like merchants of honest goods, one of the most significant tools of a fence is their network of connections. As they are the intermediaries between thieves and clients, fences needed to form and maintain widespread connections in both the “polite” society, as well as among criminals. They not only help thieves to sell the stolen goods but also act as agents of the thieves in collecting protection money from local merchants and residents. 

It is extremely important to their occupation that fences maintained a positive relationship with their customers, especially their richer gentry’ clients. By involving members of the local elites in the network of fences, they not only protect thieves to protect their own business interests, but they will actively take down any potential threats to their illegal profiting, even city officials.

Just as it is essential for a fence to maintain relationships with thieves in order to protect their livelihood. It was just as true that thieves needed fences to make a living. As a result, fences often hold dominance in their relationship with thieves. Taking advantage of their dominance in their relationships with the thieves, by manipulating the prices they pay bandits for stolen property.

Aside from simply buying and selling stolen goods, fences often played additional roles in the criminal underground.  Because the fence has an extensive network of connections a fence can be a valuable source of information for a price. Additionally, the network of connections at fences disposal can assist someone looking to disappear, help with a get out of jail free pass, or make your enemy disappear forever if they price is right. As mentioned earlier, not everything a fence does is illegal, in fact, many a fence will make a solid living dealing in legally sourced information, items, and favors, simply acting as a middleman for the social elite that are too lazy to do the leg work for themselves, which is why a skillful fence can skirt the laws of society and operate freely without fear of repercussions, no one knows for sure if the transactions were legal, and on the rare occasion that a fence is detained, typically someone owes him a favor, and the charges are dropped.

Primary Ability Stat: Charisma (Stat Check Critical success = 20 (Lvl 1-16), 19,20 (Lvl 17+)

Fence Features

Rogue Level           Feature

3                           Appraisal, Bargainer, Networking

9                           Above the Law

13                        High Society

17                        From the Shadows

Journeyman Fence: 3rd Level

Appraisal:

Beginning at 3 level, you can appraise a base value of any items, creatures or services accurately. You have mastered assessing what an object or service is valued at, this gives you a favorable position during negotiations. Understanding that a merchant needs to turn a profit you can sell items for 75% of base price without problem. You are aware of all the techniques merchants use to turn a bargain. Your profound understanding of haggling culture gives you the ability to sell to merchants even without understanding their language with big hand gestures and expressions for 50% of base price.

Bargainer:

Beginning at 3 level, you are becoming a reliable outlet for items, Info, or anything that needs to be sold. Sellers understand that your services come at a price, you have expenses, and you have to resell for a profit to make a living. You now have Negotiation as a skill, using your Charisma score.  Based on the outcome of your skill check your percentage that you are offered the item for will range between 10% to 50% of base street value. A successful charisma check will result, the seller's final offer will be at 20% of base. A critical success will result in a final price at 10% of base. A failure will result in a price at 40% of base. A critical failure will result in a full base price take it or leave it offer.

Networking:

Beginning at 3rd level, you are building a reputation, people know you. When you need a hand, your network has your back, and is eager to help, all you need to do is signal, and the wheels start turning. You are beginning to see the true power of a fence’s network in action. Usable a number of times equal to your Charisma Modifier (Minimum of 1) between long rests. You can call in favors or ask for favors and your network can get you information you seek fairly quickly. You are treated with respect from those below your level and seen as a promising talent by those above you. Minor non-magic items can be procured at a cost of 0 gold, including meals and lodging as needed. If your influence is misused or negatively effects the person assisting you, they will still attempt to assist you, however they will be less willing to assist again in the future, until that relationship is repaired or the damages are compensated for. This feature requires a roll against your Charisma score, a successful roll results in a successful networking attempt, a critical success roll results in a networking attempt that exceeds your request.  A failed roll results in a networking attempt that fails to produce any results. A critical failure results in a successful networking attempt, but a damaged relationship that needs to be dealt with and repaired.

Expert Fence: 9th Level

Above the Law:

Beginning at 9 level city officials have begun to realize it is easier to work with you than against you. You may still need to grease a palm on occasion to make the problem go away, but generally, they are more than happy to work out the grievances before any paperwork is filled out. You no longer have to worry about rules and regulations; those are written for other people, not you. Additionally, if you were to need a rule or regulation written up… Just ask. Again, this is usable a number of times equal to your Charisma Modifier (Minimum of 1) between long rests. a successful charisma check results in a free pass, a critical successful charisma check allows you to turn the tables the person that put you in the situation, allowing you to negotiate a settlement. A failed roll results in the the charges sticking (unless, you can work a deal with someone else, provided you have more feature uses remaining), A Critical Failure results in a 24 hold. Sorry, your not getting off this time, at least till you have had time to consider your actions, get some rest, and wait for the next shift to come in.  It will cost you to get it cleared from your record.

Master Fence: 13th Level

High Society:

Beginning at 13 level, your skills in filling requests, avoiding the law, and turning a profit have garnered you the utmost respect of the rich and famous, you now receive invites to parties of people you have never even heard of. Everywhere you go people show you respect and offer a friendly greeting. You now have the ability to request an audience with anyone of your choosing, usable a number of times equal to your Charisma Modifier (Minimum of 1) between long rests. You may however only request an audience with the same person once per long rest. Audience granted on a successful Charisma roll, a critical success roll, an audience is granted and the person has a need for your services as well. A failed roll requires a long rest, before another attempt can be made, a critical failure requires a one week wait before another attempt can be made.

Grand Master Fence: 17th Level

From the Shadows:

Beginning at 17 Level, fame has taken a toll. Your skills as a fence now allow you to Buy, sell, trade, call in favors, and gather information with easy. However, EVERYONE knows you, and everyone wants something from you so you cannot openly walk the streets without being harassed, and those you turn away may feel slighted. So you no longer work the streets, you let the streets come to you. When you are out in public, It is best to move about in disguise and or with security, if you do not already have skill in disguise you do now. Work mainly thru your network of trusted contacts, your networking traffic has doubled. Your Network is at your beck and call,  your allowed activities (Networking, Above the Law, High Society) per rest period are doubled (Rounding up).

The Fence Image

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