Theives Guild
Officially, the Thieves Guild doesn't exist.
The idea that there is some shady organization existing under the nose of Imperial authorities, helping to steer organized crime - this would be a massive embarrassment to those authorities if true.
Of course - the reality is quite different. An organised criminal network spanning across much of the Empire does exist. Local Bosses report to regional King Pins who have managed to carve out territories for themselves.
But these regional heads are almost always at odds with one another - nominally part of the same overarching institution which serves as an arbiter and mediator between the regional criminal elite.
Given the nature of their organisation, the Thieves Guild does not have typical guildhalls but will instead make use of businesses which serve as a front often owned by or beholden to the Guild. There members may meet to connect with one another and discuss potential marks.
It's members provide services to one another and to wealthy patrons for a fee including:
- Removal of Bounty
- Contracted Theft
They also engage in the sale of goods such as:
- lockpicks
- probes
| Rank | Required Attributes | Required Skills |
|---|---|---|
| 0. Toad | Agility 10 Personality 10 | — |
| 1. Wet Ear | Agility 20 Personality 20 | One skill at 20 |
| 2. Footpad | Agility 30 Personality 30 | One skill at 30 |
| 3. Blackcap | Agility 40 Personality 40 | One skill at 40 and two at 10 |
| 4. Operative | Agility 50 Personality 50 | One skill at 50 and two at 15 |
| 5. Bandit | Agility 60 Personality 60 | One skill at 60 and two at 20 |
| 6. Captain | Agility 70 Personality 70 | One skill at 70 and two at 40 |
| 7. Ringleader | Agility 80 Personality 80 | One skill at 80 and two at 60 |
| 8. Mastermind | Agility 90 Personality 90 | One skill at 90 and two at 80 |
| 9. Master Thief | Agility 100 Personality 100 | One skill at 100 and two at 95 |


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