![]() |
Daniel Comerci – danielcomerci.com |
Mythos and History
It is said that the first of the Thieves’
guilds was an informal affair - cooperating thieves working together on jobs on
a regular basis in the largest cities in the realm. Leadership and structure
only came after some thieves broke the trust of others, risking everyone.
Clever, cunning, and sometimes flat-out brutal leaders arose from this,
imposing the notion that there is honor
among thieves, molding them into what they are today.
Nature
Quite simply, the Thieves’ guild is a business
where the business involves the illegal acquisition of wealth. Often, there are
legal fronts and occupations to help with this, but the core of the business is
illegal. Variants of this exist for burglary, extortion, fencing,
pickpocketing, and dozens of other crimes. A smart guildmaster will diversify
into many.
Thieves’ guilds are often confused with
assassin’s guilds. While they do often have similar skills, thieves do not
generally kill for direct profit. They would prefer to have their marks keep
generating wealth for them.
Organization
Normally a strong hierarchy,
with a Guildmaster at the top, under whom are several Masters. These are
normally a master of one form of theft - Master of Pickpockets, Master of Cons,
and so on. Under them are various Journeymen overseeing Apprentices and
managing relationships with Associates - those outside the guild but willing to
cooperate.
Membership
Standard
Restrictions
All thieves must take an Oath to the guild, at
30% + POW +INT. This is periodically tested, and always when a thief is gaining
a rank. Theft from within the cult is taboo. The first offense finds the thief
losing a finger. The second offense removes a hand. A third is normally fatal.
Thieves operating under guild auspices must
tithe 80% of their haul to the guild. In return they gain a wage.
Skills
Conceal, Deceit,
Evade, Gambling, Lockpicking, Mechanisms, Seduction, Sleight, Stealth,
Streetwise, Thief Combat Style (Club, Dagger/Knife, Hatchet, Mace, any Crossbow;
Knockout Blow)
Gifts
While Associates can get training from the
guild in skills, all members in good standing of Apprentice rank or higher gain
access to training in any guild skill at a discount. A small number of combat
style traits are also taught, costing 1 month of tutelage and 3 experience
points each.
Wages are provided for those who are actively taking jobs in the area. Wages are contingent upon successful operations and flow of money, as well as enough thieves to perform them.
Rank |
Training Discount |
Traits |
Daily Wage (SP) |
Law Enforcement
Protection Frequency |
Associate |
0% |
None |
0 |
None |
Apprentice |
25% |
Cautious Fighter |
2 |
Once per Year |
Journeyman |
50% |
Daredevil |
10 |
Once per Month |
Master |
75% |
Hidden Weapon |
50 |
Once per Week |
Grand Master |
100% |
Blind
Fighting |
250 |
Always |
Those who join the Thieves’ guild are also
entitled to room and board for themselves at a facility that houses the guild.
Companion rates are available for Journeymen with an Oath sworn for their good
behavior during their stay, while Masters and Grand Masters can make room for
their friends as needed.
This facility, for those in good standing,
acts as a Sanctuary if a Master or Grand Master is present on the grounds or
within an hour of travel time.
Those of Apprentice rank and higher may expect
protection from law enforcement (bailing out, sheltering, etc.) in cities where
the guild is established. This normally takes the form of shelter from
searching police forces, bail when required, and distractions during heists.
The frequency of these services depends on the rank of the thief and the
importance of the task. For tasks of normal importance, the frequency is listed
in the chart above.
Journeymen, Masters, and Grand Masters all
gain the Weapon gift upon reaching each of those ranks. This need not be
explicitly a weapon, but could be an exceptionally fine piece of art, suit of
armor, or other high value object. Grand Masters benefit from first pick of
virtually all goods stolen, thus gaining the highest value items for
themselves.
No comments:
Post a Comment