streda 21. júna 2017

Gameplay: Field agent professions and conman professions

Field agent professions and conman professions.












1.) FIELD AGENT PROFESSIONS AND CONMEN PROFESSIONS

Sorted by alphabetical order.


ADVENTURER

There are several romanticised notions of what a professional thief looks like (or should look like) floating around in the popular imagination of Aporueans. Few ideas are as pervasive as that of the hooded, caped, quiver and utility belt wearing hoodlum who enters one abandoned tomb, crypt, catacomb, underground temple or palace, cave, cavern and whathaveyou after another, in order to search for treasures of long-vanished cultures and ancestors. Or, if they're in the mood for more easy pickings, they'll no doubt try to infiltrate a museum, art gallery or treasury in order to nab some priceless trinkets already stored there. Either way, the Adventurer is your notorious archetype of a more roguish and generally much less scientific treasure hunter. Unlike any professional in the now-emerging field of archaeology, the Adventurer tends to care about the prized artefacts, artworks and treasures he or she is hunting down only insofar as not damaging them and getting them safely to a client or fence. How far removed is the typical, imagined version of the Adventurer from the actual thing ? Well, both “not much” and “quite a bit”. A good amount of what has already been said is wholly true, but what is generally a bit more fluid is the appearance of a thief-Adventurer. Individuals are individuals and contexts in which one performs his trade can vary all the time, so it is only expected that Adventurers also vary from each other in terms of dress, the equipment they choose and some of their attitudes and approaches to the job at hand. Furthermore, performing a museum heist is not exactly the same as navigating the subterranean ruins of s lost civilisation - different assignments and challenges require different planning and different choices. The devil is in the details. Nevertheless, Adventurers do tend to share some basic similarities in their gear and clothing choices, as well as their methods. Combinations-wise, Adventurers are predictably good choices for trainer roles, such as the Lightsneaking, Soundsneaking, Melee and Marskmanship Teacher. However, they are also excellent when combined with the Boxman and Master of Disguise professions, the duo that is closest to their heart. They also make good Gentlemen Thieves (while doing more urban jobs instead of tomb raiding) and Heist Planners (catering to one's museum/bank/gallery/whatever heisting needs).

Type of profession:
Stealth Expert, Field Agent
Profession in a nutshell: Lightly armed, unarmoured or lightly armoured, and carrying plenty of useful equipment, the adventure focuses on hunting down ancient treasures and artefacts, though not in as scientific a way as an archaeologist.
Recommended combinations with: Heist Planner, Gentleman Thief, Boxman, Melee Teacher, Marskmanship Teacher, Master of Disguise
See also: Stealth and sneaking skills, Combat skills and self-defence, Exploration, investigation and burglary skills, Movement skills



BEGGAR

You see them nearly everywhere in the cities throughout Aporue. Beggars. Huddled down in a corner somewhere, or against the outside wall of a public building… Sitting, crouching, lying on the ground (or in old boxes or even some fresh dung), in a world-weary, decrepit, tattered and smelly state. A living, clothed pile of misery and ill fortune. Beggars. They are outright ubiquitous, both hated and pitied by the average citizen (whether poor or well-off), a living reminder of how unlucky some people can become when life gifts them an undeserved fate, or how one can end up on the mean streets thanks to alcoholism, gambling and other sinful addictions that the various churches and sobriety clubs preach against. Beggars, so ubiquitous, such a mundane sight… Which means they must be all the more plain and uninteresting, little else than “part of the scenery, part of the traditional inventory and ambience of all cities”, right ? Well, wrong ! Because there are beggars and… “beggars”. The quote-unquote versions are, predictably, not exactly the real deal. In Melza and many other Aporuean cities, there are whole gangs of cunning crooks and conmen who use their own members (often involuntarily) as “pitybait” (to use their own words), posing as actual beggars and trying to earn a potent daily income from the more soft-hearted passerbys who can't tell the difference between genuine cases and scams. And in the professional theiving world, fake beggars also come into play - though in a rather different role. Honourable thieves frown upon conning people in ways that blatant and ways abusive to their own members, and in addition, they see little point in the paltry income, when they could earn much more through usual operations and other types of cons. Thus, fake beggars employed by an actual thieves' guild can best be described as a form of informants. Remember the “part of the scenery” attitude ? That's exactly what lends guild-employed beggars something of a “cloak of public invisibility”. For all intents and purposes, they are a guild's eyes and ears on the streets, squares, plazas, marketplaces, docks, and all other manner of corners and byways throughout a city. Beggars of thief guilds often form outright networks of strategically spaced and closely cooperating informants. Sounds interesting and thrilling in its own way ? Then be sure to ask your superiors for the position of Beggar. The job is not all sunshine and roses, though - sometimes, you can be harassed a bit by the City Watch or by private guards, especially if you tresspass on what is considered a “beggars be gone” property. (And another thing you need to remember is that you'll often have to cooperate closely with a fellow member of your guild - a Courier, running messages about your latest observations.) Unlike the similar specialisation of the Squealer, a Beggar doesn't necessarily have to gather verbally expressed intel from people, whether directly or by carefully eavesdropping. There are quite a few recommended specialisation combinations for the Beggar, many of which are other informant or conman types of professions. Some of the most recommended are the aforementioned Squealer, and then in particular the likes of the Master of Disguise (useful if you want to be convincing) or the Guttersnipe (useful if you want to be a sewers-and-tunnels based informant). The position of Beggar is also a good jumping off point to those Footpads or Hoydens of a guild who want to move further up in its ranks, usually towards a more specific conman profession.

Type of profession:
Field Agent, Conman
Profession in a nutshell: A fairly multi-purpose guild informant operating in various public spaces. Can easily “blend into the city's social scenery” and work as an “early warning system”, decoy or obstacle for his fellow guildmates during recons, active heists and other larger-scale thieving operations.
Recommended combinations with: Footpad/Hoyden, Squealer, Cutpurse, Guttersnipe, Thimblerigger, Dogsbody, Boxman, Master of Disguise
See also: Tricks and conmanship, Stealth and sneaking skills, Dialogue, diplomatic and social skills



BOXMAN

As you walk the twisting Melzan streets, you notice two men around the corner, chatting. As you pass them, you overhear their canty conversation. “Well, not just any old dab hand. I'm a boxman,” you hear one of them declare, with a smirk. His friend frowns, scratches his beard or forehead, and looks at him with an expression that betrays 'All right, I've got this…'. “Ah, I knows what you is !,” he finally smiles triumphantly. “You one o'them guys who do fist fighting in dem secret dens and places, roight ?” The previously smirking man groans loudly, rolls his eyes and turns to his less-savvy friend. “No, no… Don't you know the good old street lingo ?!” “Well, coitanly, methinks I do.” “Tut-tut, well I've just proven you wrong. A boxman is not a boxer. A boxman is good at…” “Disguising himself fur a box, innit !” “Noooo ! A boxman is good at picking locks ! So good at it that he can leave even the most skilled of locksmiths green with envy !” “Ohhhhh…”, the pal raises his eyebrows and nods in appreciation. “Haha, and now you know !”, retorts the smirker, amused and satisfied. Well, is there any better way to introduce the Boxman, aka the classic expert lockpicker ? Hardly. These men and women are one of the bread and butter professions of professional thieving (and even non-Boxmen thieves take pride in knowing how to break into or out of various spaces with a few lockpicks up their sleeves, or in their pouches, at the very least). Let's put aside old wives' tales of picking a lock with a hairpin: Lockpicking is a skill that's relatively easy to learn, but harder to master. Nevertheless, once you approach the latter, you capability and versatility as a general thief will increase greatly, and if you work hard to become a true pro, you can become one of the most valuable thieves of a non-violent specialisation. A well-trained Boxman can pull asunder the common but infuriating obsctacle that separates you and the rest of your teammates from a successfully carried out heist - a series of locks, often with no stolen or replicated key at hand. A natural professional combination for the Boxman is with the more narrowly focused and demanding-in-technique Safecracker specialisation. Other palatable crossovers on offer are with the Clacker, Gadgeteer, and last but not least, the Gentleman Thief. In addition to his regular work, the Boxman can also be valuable as a trainer of his other thievy colleagues. Whereas the Safecracker is needed as a teacher for more advanced lockpicking (including the titular safecracking), the Boxman is indispensable for teaching them the more mundane forms of outsmarting locks of all shapes and size.

Type of profession:
Field Agent, Teacher/Trainer
Profession in a nutshell: An expert lockpicker, to whom no (or very few) locks, padlocks or chests are a daunting prospect. Can double as a teacher of lockpicking to other thieves.
Recommended combinations with: Safecracker, Gadgeteer, Clacker, Adventurer
See also: Lockpicking and trap disarming
, Exploration, investigation and burglary skills



CHARMER / CHARMETTE

Often, sneaking or intimidation are insufficient while trying to gain an edge in a freelancer’s or guild’s day-to-day activities and business. So, if you can’t beat them… charm them. Or persuade them. Whether male or female, a true master of street-wise psychology can always find a way to convince otherwise stubborn, savvy or irreproachable individuals to see things their way, without resorting to even the slightest bit of violence or a single coarse word. Such masters of mixing empathy and inquisitiveness are the "Charmers" (males) and "Charmettes" (females).

Type of profession:
Conman
Profession in a nutshell: To a true professional thief, the arts of diplomacy, haggling, deceit and seduction should never be frowned upon. Charisma and personality can often go a long way in acquiring what you want…
Recommended combinations with: Gentleman Thief, Master of Disguise, Adventurer, Squealer
See also: Tricks and conmanship, Dialogue, diplomatic and social skills



CLACKER

One of the newest professions of the thieving world, it has nevertheless already found its footing and is bound to only further increase in importance. Though electro-mechanical calculating engines (“calcs”) and the information networks that connect them are still very rare, some early birds have already popped up throughout the more civilised parts of the known developed world. Our fair city, always trying its best to keep up with the times, is no exception. This puts a competitive strain on the thief guilds, old and new, but thankfully, given the low level of diffusiveness of calcs so far, there's no need for an extensive clacker-training programme yet. Nevertheless, it can pay off having at least one “clacking” expert within a guild, for extracting invaluable information useful for the planning of a major heist, or for tampering with the city's public records in an way that favours the low profile and survival of a guild. Due to the new-fangled nature of the clacker profession, it takes quite a bit of time to learn and it is very much a grasp-it-as-you-go-along-process, but a clacker can certainly find employ if he/she looks hard enough. Just beware of the Calc Crime Prevention and Policing Team while operating in Melza. Those Watch guys are just no fun… When it comes to profession combinations, the downside of the Clacker profession's overall newness is that one simply doesn't have too many compatible specialisations to choose from. Nevertheless, there are certain natural choices available in terms of skillsets, such as Gadgeteer, Boxman and Safecracker, and also attitude-based choices, such as the Gentleman Thief.

Type of profession:
Conman
Profession in a nutshell: Cyberpunk this isn't, but a hacker of mechanical and electro-mechanical computers can always come in handy in this world…
Recommended combinations with: Gadgeteer, Boxman, Safecracker, Gentleman Thief
See also:
Exploration, investigation and burglary skills, Artisan skills



CONJURER

Let's clear up one thing right away: Thieves don't actually have any sort of wizards, sorcerors or mages. Being a savvy lot that's more knowledgeable about technology and physical skills than anything arcane, this should hardly surprise anyone. Nevertheless, magic exists in Aporue, and it can be somewhat harnessed and utilised, so it's only natural thieves would show an interest in at least some of its capabilities. Though hardly equipped with enough of a resource base and knowledgebase to work on any advanced magic, the more experimental-minded thieves have developed some tricks and practices that can be put to good use. The distilled and refined version of these magical procedures are the so-called "Seven Spells of Larceny". If the Conjurer's title sounds like something out of a circus or roadshow, that's no coincidence. A Conjurer is able to utilise said Larceny Spells in a way that compliments his own skills at stealth and sneaking, and at coning, tricking and confusing various people. Even the most cunning ones. To this end, a Conjurer needs certain natural energies for the casting of his spells. He or she gains that energy by drawing it from certain natural objects (samples of ores, herbs, etc.), or from particular special items imbued with a finite amount of that energy (e.g. amulets, pendants, charms, etc.). Combinations-wise, Conjurers are predictably good choices for trainer roles, such as the Lightsneaking, Soundsneaking and Pickpocketing Teacher. However, they are also excellent when combined with the Alchemist and Shadowblade professions, the duo that is closest to their heart. On the street-savvy spying front, Conjurers can make dependable Squealers (especially thanks to their eavesdropping spell-signs and spell-scribbles) or focus on some money-earning or artefact-acquiring conmanship as crafty Thimbleriggers.

Type of profession:
Stealth Expert, Conman
Profession in a nutshell: A person in the thieving business who uses magic or „magic“ to assist him in his escapades and to fool or dupe his adversaries if needed.
Recommended combinations with: Lightsneaking Teacher, Soundsneaking Teacher, Pickpocketing Teacher, Alchemist, Shadowblade, Thimblerigger, Squealer
See also: Artisan skills, Magic skills



COURIER

No large-scale thieving enterprise could survive without the regular movement of news and messages, both mundane and urgent. This is where couriers come in, tirelessly and carefully peddling depeches from one guild-allied place to the next. Couriers are true masters of getting around as fast and incospicuously as possible, whether on foot or mounted atop a living or exhaust-spewing steed. They not only take to the streets when delivering messages, but also to the proverbial “thieves' highway” - the scalable and traversable parts of the city's many rooftops. A Courier is a good choice of profession for those who have already dabbled in the Footpad/Hoyden specialisation. As footpads often have similar (but more amateurish) skills, choosing to specialise in courier skills can be a rather natural progression choice in one's professional thieving career. An even more powerful combination is that of a Courier and a Driver, as it lends an almost wholly new degree of added mobility to one's Courier-focused character. It is certainly worth a try, if you get the opportunity and feel like it… Note that, while certainly available and possible, the Courier profession is rather superfluous for freelancer characters, as it has little use outside of an organised guild (other than some of the individual skills and abilities associated with being a courier). In addition to providing messenger and communication services during specific missions (robberies, heists, recons, etc.), the Courier can offer his or her fellow thief (or thieves) message-delivering services during off-hours as well. Though this time, it's for a small fee, of course… (Don't grumble over this too much. “The money needs to be in circulation”, as a wise old Guild Boss said once…)

Type of profession:
Field Agent
Profession in a nutshell: A swift and skilled deliverer of the latest news, messages and intel. The steampunk version of le parkour is the courier's bread and butter.
Recommended combinations with: Driver, Footpad/Hoyden, Thug, Brigand
See also: Movement skills



CUTPURSE

Also referred to by many other names, including “snatcher”, and the ever-popular “pickpocket”. What can be said about cutpurses ? Quite a few things, actually. They aren't one of the most archetypal ideas of a thief in the minds of many for nothing… Whether it's Melza or any other larger city and town in Aporue, a Cutpurse is an ubiquitous character of the thieving and criminal world, especially on the more seedier streets, lanes and pathways of these tiny urban worlds. Amateur pickpockets are the ones you either catch and tackle yourself, or at the very worst sic the nearest Roundsman on them. But you will virtually always hear them a bit, or notice them out of the corner of your eye, or at least feel them making fidgety movements while trying to nick something out of your pocket or relieve you of that nice purse you're carrying on your belt. They are amateurs, dime a'dozen street robbers, uncomplicated in their tactics or finesse. Now, the expert pickpockets… Those are the ones you reall have to be on the lookout for ! They mean business, and are not prone to clumsily giving away their illicit activities committed on unlucky fellow pedestrians, in any way, shape or form. Often, while walking or standing somewhere, you will only feel an odd, faint breeze passing next to one of your arms… Then nothing, things are back to normal. And then… After a short while, you realise your clothing is somehow lighter. Bypassers then witness the old familiar, almost stereotypical scene: Your's truly going through his or her clothes with a mounting expression of astonishment, bewilderment, shock, followed by that well-worn phrase: “Robbed ! I've been robbed ! Help, help, there's a thief on the lose !”. With the proliferation of professional thievery in many great cities of Aporue, it is not all too shocking to see commoners not even react to these regular displays of individual exasperation anymore. Somebody got pickpocketed ? Big deal, just another mundane occurence, like the first few millions of times. If this sounds good to you, it's time to practice those “quiet sneaking up on someone” techniques or “accidentally bumping into someone” maneuvers, and maybe you too will soon broaden the roster of infamous Cutpurses in Melza or elsewhere. Beware, like many of the stealthier professions, pickpocketing is something fairly easy to learn the basics of, but often hard to truly master (it takes some time, from months up to several years, if at all). An indisputably logical combination of specialisations for the Cutpurse is the position of a Pickpocketing Teacher. Some other common (but obviously not only) combinations include the Dogsbody, Footpad/Hoyden, or other related conmen, such as the Thimblerigger. Of the primarily stealth-focused professions, the most natural combination choice by far is the Shadowblade (as a Skulker is better suited for eavesdropping-focused sneakers).

Type of profession:
Conman
Profession in a nutshell: A bona fide versatile pickpocketing specialist, pure and simple.
Recommended combinations with: Pickpocketing Teacher, Dogsbody, Footpad/Hoyden, Thimblerigger, Shadowblade
See also: Tricks and conmanship, Stealth and sneaking skills
, Exploration, investigation and burglary skills



DOGSBODY

Among the higher-up positions within an established thieves' guild or fellowship of thieves, the Dogsbody walks a fine line between increased relevance to his superiors and being just another thief who does all sorts of chores. The Dogsbody is often (but not always) what you get when you have a Footpad or Hoyden partly follow their established trajectory. The Dogsbody can, in a nutshell, be described as a more mature and comfier variation on being a Footpad/Hoyden. However, just like that entry-level specialisation, the Dogsbody suffers from being something of a jacks-of-all-trades, master of none. While some enjoy the role of a Dogsbody and stick to it (often combined with another profession), many professional thieves opt to eventually abandon it for other professional orientations (just like their Footpad or Hoyden status earlier) once they continue with training new skills. To freelancer thieves, a wholly Dogsbody specialisation is almost useless, as they already are their own managers and caretakers in virtually everything pertaining to their livelihood. Freelancers grouped in unofficial, non-guild fellowships can find the specialisation somewhat more useful. Due to being one of the most versatile specialisations, it is no surprise that the Dogsbody has a fairly large number of recommended combinations with other professions, available to freelancers and fellowship or guild members alike. However, this number certainly isn't infinite, nor is it unlimited in scope. The majority of recommended combinations available to a Dogsbody can be summed up as a collection of managerial or security specialisations. The managerial ones include the likes of Recruiter, Cook-quartermaster, Pencil-pusher, Profiteer and Pawnbroker, while the security ones include virtually all of the four archetypes (Guard, Brigand, Fixer, Thug). The most prominent combination with a field agent specialisation is that with the Courier.

Type of profession:
Field Agent, Guild Management
Profession in a nutshell: One of the most versatile occupations in a guild, a jack-of-all-trades lackey for both guild management and lower-level street work. Dogsbodies can be thought of as a more mature variation on the Footpad/Hoyden.
Recommended combinations with: Courier, Recruiter, Cook-quartermaster, Pencil-pusher, Thug, Brigand, Fixer, Guard, Profiteer, Pawnbroker
See also: Managerial skills, Dialogue, diplomatic and social skills



DRIVER

Everyone needs to travel, to varying degrees, in various ways. Even for professional thieves, getting around is one of the most common and crucial aspects of their everyday lives and careers. While walking remains the cheapest and most obvious method of transport to virtually everyone, there always comes a time when you can't rely on a calm stroll, a spirited jog or on your le parkour skills. Sometimes, you simply need to employ other methods of transport, with various mounts and vehicles as your people-movers of choice. While in truly advanced city states like Melza, there is already a tradition of public-funded mass transit systems for the general public (or at least part of it), most of the animal-drawn or motorised vehicles are in private hands. That includes the vehicles of professional thieves, often disguised to blend in with every other civilian vehicles, be they on wheels or floating. The question isn't “What use would thieves have for vehicles ?”. It should be rather phrased “What vehicles could be of most use to thieves ?”. Well, a little bit of everything, really. Seemingly inconspicuous vehicles used for reconaissance and smuggling, speedy vehicles with skilled drivers used for getaways, there are many potential uses… Whether powered by animal or human muscles or by one of the new-fangled steam, petrol or even electric engines, an array of two-wheeled and four-wheeled land contraptions and boats of various sizes can be found virtually in every larger grouping of professional thieves, even some of the poorer guilds. However, one element in the equation that the vehicle by itself can never replace on its own is the person who ties it all together - the Driver. Train your drivers well, or develop some Driver skills yourself, and your little fellowship or guild of thieves might gain a surprising new level of mobility, one never dreamed before. As far as specialisation combinations are concerned, a natural choice for a Driver character would be to also dabble in the Courier specialisation. (This can be particularly effective to characters who further specialise in speed and reconnaissance and come equipped with a fast method of transport, such as a courser or postal horse, a bicycle, or even a motorbike.) Due the nature of the Driver's mundane chores, he or she also offers good combinations with the likes of the Smuggler, as well as swift-footed fighters like the Thug or Brigand. Even fairly “generic” specialisations, such as a Footpad/Hoyden or a Dogsbody, can work well with a driver once you develop your own pace and approach to things. In addition to providing transportation during specific missions (robberies, heists, recons, etc.), the Driver can offer his or her fellow thief (or thieves) a lift during off-hours as well. Though this time, it's for a small fee, of course… (Don't grumble over this too much. “The money needs to be in circulation”, as a wise old Guild Boss said once…)

Type of profession:
Field Agent
Profession in a nutshell: The fellow or lady who helps you get around the city or its surrounding countryside in a faster way, usually via some vehicle that can carry at least one passenger. Depending on their personal skills and further degrees of specialisation, drivers can operate anything from bikes and rickshaws, horse carts, buggies and carriages, rowboats and shuttles, to motorbikes, passenger cars and vans, and steamboats and speedboats.
Recommended combinations with: Courier, Dogsbody, Footpad/Hoyden, Brigand, Thug, Smuggler
See also: Mounts and vehicles, Riding and driving



FOOTPAD / HOYDEN

A thieves‘ guild can be thought of in many different ways: As a peculiar but honest business like any other, as a fellowship of like-minded people, as a true family with its own relationships and ties… But you can also think of it as an army – an army that always appreciates new recruits, and is always in need of footsoldiers. You can think of footpads and hoydens as exactly that (in a manner of speaking). Mostly recruited among younger people (from children to 30s-somethings), and usually among the lower social classes or among individuals down on their luck, footpads and hoydens act as the basic gofers of an organisation of thieves. Entry-level professions in a thieves‘ guild have two defining characteristics: They’re some of the most versatile specialisations available, and they usually don’t offer too much advantages in terms of one’s skills and equipment. Footpads and hoydens fit the aforementioned sentence like a glove. In their own little way, they are (almost) jacks-of-all-trades, but masters of none. Any professional thief interested in his or her own career growth usually abandons the Footpad or Hoyden status, once he/she continues with training of new skills, for other potential professional orientations. Even the most immediate natural choices of new specialisations - mostly made up of smaller “field agent” offerings - have plenty of room for one's continuing early career growth. Also, it isn't too unusual that many Footpads or Hoydens partly follow their established trajectory and become a fellowship's or guild's Dogsbodies at first (or remain in that role), as it's effectivelly something of a more mature and comfier variation on being a Footpad. To freelancer thieves, a wholly Footpad specialisation is almost useless, unless they are starting absolutely from scratch, and at a relatively young age. Freelancers grouped in unofficial, non-guild fellowships can find the specialisation somewhat more useful. The same rule of thumb also applies (broadly) to those (usually older) freelancers that have chosen Dogsbody as one of their specialisations.

Type of profession:
Field Agent
Profession in a nutshell: One of the most versatile occupations in a guild, a jack-of-all-trades lackey for lower-level street work and occassionally for guild management as well. Dogsbodies can be thought of as a younger variation on the Footpad and Hoyden.
Recommended combinations with: Courier, Driver, Skulker, Cutpurse, Thimblerigger, Beggar, Guttersnipe
See also: Movement skills, Dialogue, diplomatic and social skills



GENTLEMAN THIEF / LADY THIEF

When someone says “thief” or “professional thief”, the first thing the vast majority of people imagine is a gruffer, rather plainly clad fellow or lady. One that might not be that knowledgeable about manners and ethiquette, and though smart, might speak in a somewhat overly “two quips and the truth” argotic twang. No matter the effort and no matter the actual nature of a person, it's hard to shake off these preconceptions, as far as first impressions are concerned. What better way to avoid them then, than to train yourself as the proverbial Gentleman Thief (or Lady Thief) ? Now we're talking ! Suave, stylish, snarky and maybe even a wee bit sultry, the male or female “Gent” (to use a term common to guilds) makes even the greatest doubters and the poshest members of local society raise their eyebrows in surprise and maybe slightly nod in appreciation. Unsurprisingly, specialisation combinations ideal for this thievy profession come from an array that can be deemed somewhat… “milquetoast” (at least at face value). Conman professions such as Charmer/Charmette and Master of Disguise are rather self-explanatory as choices, but powerful combinations can be found in more managerial (Heist Planner) and field agent niches (Adventurer) as well, or even those that potentially blend the characteristics of a field worker and a teacher (Boxman, Safecracker).

Type of profession:
Conman
Profession in a nutshell: Most professional thieves are a rather gruff and earthy bunch, both in appearance and mannerisms, but the gentleman thief is the slick exception that proves the rule.
Recommended combinations with: Charmer/Charmette, Boxman, Safecracker, Master of Disguise, Heist Planner, Adventurer
See also: Dialogue, diplomatic and social skills, Exploration, investigation and burglary skills



GUTTERSNIPE

To many, guttersnipes are the lowest of the low even among the ranks of the city’s impoverished (and often street-dwelling) social classes. But, to people in organised crime and particularly to professional thieves, guttersnipes can be a real godsend, to the point that they deliberately train their own. How to describe an average Guttersnipe, whether a genuine one (e.g. a sewer dweller) or a professionally inclined one (e.g. a thief guild agent) ? Well, this profession is essentially based around being a subterranean scout, one who „knows the lay of the land“ in the city’s sewer and drainage system, as well as where and what to look out for while performing above-ground recon around the city’s polluted riversides and riverbeds. Guttersnipes also tend to have a fair share of near-intimate knowledge of old catacombs, crypts and other rarely-visited spaces beneath the city’s surface. Being a guttersnipe is not a walk in the park: Due to their skills requiring a near-obsessive level of knowledge and a willingness to explore every nook and cranny in even the most foul-smelling and unsavoury places, professional guttersnipes are often somewhat avoided even by their fellow thieves. As an old paraphrase of a popular idiom goes, „for a guttersnipe, it’s lonely at the bottom“. If one is looking for combining specialisations, several street-savvy ones provide the best choices. A particularly effective pair of combinations is the Guttersnipe-Skulker and Guttersnipe-Squealer (both great for intel gathering), though other good choices include the Guttersnipe-Beggar, the slightly exotic Guttersnipe-Adventurer and others…

Type of profession:
Field Agent, Conman
Profession in a nutshell: Might smell insanely, but you'll never find a person more knowledgeable about the city's sewers and ancient catacombs than the fearless guttersnipe.
Recommended combinations with: Skulker, Squealer, Beggar, Footpad/Hoyden, Thug, Adventurer
See also:
Exploration, investigation and burglary skills



MASTER OF DISGUISE

It's the old theme that has fascinated many for centuries, and since the rise of cheaper printing and penny dreadfuls, the number of those captivated by it has only risen. You know what we're talking about. The art of disguise. And the people skilled in choosing and switching their clothing, their facial hair, facial expressions and gestures, and even their voices. Like with all sorts of conman skills, the ability to disguise oneself and adopt different fake identities is often seen by some as being almost akin to magic. In truth, only very few rogues and criminals throughout Aporue rely on any sort of magic to disguise their true identities from the unsuspecting public. What the vast majority of them use instead is a great degree of cunning, an obsessive attention to details others might overlook, a great knowledge of people's behaviour, tics and thinking, and last but not least, also the good sense of not overdoing one's physical as well as behavioural disguise. (Yes, there is such a thing as overdoing - it can raise others' incredulity or cause an outright alarm just as much as underplaying the disguise.) The Master of Disguise is something of a strange beast in the world of professional thieves. Unlike most, he or she isn't one who relies primarily on sneaking around unseen and unheard, but instead openly risks by relying on what can be only described as “social stealth”. Instead of the worrying about the amount of darkness around him or the footsteps he makes, like his colleagues do, the MoD prefers to be finicky about his exterior in the most complex manner possible. Complexity and details are everything to a user of disguises. Combinations-wise, Masters of Disguise are predictably good choices for trainer roles, particularly the Pickpocketing Teacher. However, they are also excellent when combined with the Beggar, Gentleman Thief and Charmer/Charmette professions, the trio that is closest to their heart. Their skillsets can also prove valuable to Shadowblades and Adventurers.

Type of profession:
Stealth Expert, Conman
Profession in a nutshell: Sometimes, a classic approach to stealthiness will not do. In such cases, having a specialist in the art of faking one's own appearance and identity can be a major asset to any fellowship or guild of thieves.
Recommended combinations with: Pickpocketing Teacher, Charmer/Charmette, Gentleman Thief, Shadowblade, Adventurer, Beggar
See also: Stealth and sneaking skills
, Exploration, investigation and burglary skills



PICKPOCKETING TEACHER

There really isn't that much to say about the Pickpocketing Teacher - the name says it all. Any professional thief that's been doing pickpocketing for long enough and effectivelly enough can try their hand at raising the next generation of purse-and-pocket-pilferers (or, to put it in thief argot, "threepees").

Type of profession:
Teacher/Trainer
Profession in a nutshell: Thieving and stealth expert who teaches others how to become proficient in the art of pickpocketing.
Recommended combinations with: Cutpurse, Shadowblade, Lightsneaking Teacher, Soundsneaking Teacher
See also: Tricks and conmanship, Exploration, investigation and burglary skills



SAFECRACKER

Opening up safes and other treasuries of higher complexity is not exactly the same as unlocking a simple chest or storeroom door. Where basic lockpicking skills are usually adequate, they might prove too unrefined while attempting to figure out the mechanism of safes and other high-security encasements of the most valuable and profitable pieces of loot. Where a Boxman might become vexed and admit he's met his match, his more specialised cousin, the Safecracker, can take over. Often eschewing more typical forms of lockpicks, but carrying sound-enhancing devices and having a mind well-trained in analytical thinking, the Safecracker can pull asunder even seemingly insurmountable combination-based obsctacles that separate you and the rest of your teammates from a successfully carried out heist. A natural professional combination for the Safecracker is with the more mundane Boxman specialisation. Other palatable crossovers on offer are with the Clacker, Gadgeteer, and last but not least, the Gentleman Thief. In addition to his regular work, the Safecracker can also be valuable as a trainer of his other thievy colleagues. Whereas the Boxman can teach them the basics of lockpicking, the Safecracker is indispensable of teaching them more advanced and more specialised techniques.

Type of profession:
Field Agent, Teacher/Trainer
Profession in a nutshell: Being a lockpicking expert in the vein of the Boxman is just the start. For more complex and demanding burglaries and heists, you might as well hire the services of a safecracker. Recommended combinations with: Boxman, Gadgeteer, Clacker, Gentleman Thief
See also: Lockpicking and trap disarming
, Exploration, investigation and burglary skills



SHADOWBLADE

If the Skulker is one who specialises in absolute stealthiness without the use of any aids, and the Adventurer is one who bolsters his stealth with the use of simple tools, then the Shadowblade is a stealth expert who sits rather comfortably between these two sneaky opposites. Where an Adventurer might pull out a trick arrow from his quiver and use it to disable a trap or light source, the Shadowblade would „simply rough it“ and rely on his/her highly-trained or slightly magic-enhanced reflexes. Where a Skulker would scoff at the mere idea of carrying anything larger than a pouch of lockpicks, the Shadowblade will not shy away from bringing smaller melee weapons (usually bladed, hence the name) and simple gadgets along for a job. If they run into opponents that are hard to avoid without triggering an even greater threat, they often have a tendency to dispatch them almost in the manner of an ambush predator: At the least expected moment, “from nowhere” and tidy away the knocked out (or killed) adversary as swiftly as they took him down. They are perhaps the fastest of the stealth-focused thieves, in terms of their field work and the occassional combat. Shadowblades are, not surprisingly, something of a problematic specialisation to get down right. In a certain sense, they don't really exist as a perfectly distinct form of thief/agent, but rather combine the traits of several archetypes. They have the weaponry focus of the Adventurer (albeit different, for close combat), the concealment prowess or blending-into-a-crowd abilities of a Master of Disguise (though usually more secretive and less complex), and last but not least, the propensity to utilise magic as an additional tool to their limbs and cold steel sidearms. Combinations-wise, Shadowblades are predictably good choices for trainer roles, such as the Lightsneaking, Soundsneaking and Pickpocketing Teacher. However, they are also excellent when combined with the Conjurer and Master of Disguise professions, the duo that is closest to their heart. In a branching out to the more mundane and managerial professions, Shadowblades can also make for decent Smugglers, and among conmen, they can also be good Cutpurses with enough training.

Type of profession:
Stealth Expert, Field Agent
Profession in a nutshell: The master of combining sneaking skills and fast melee skills. In between the Skulker and the Adventurer.
Recommended combinations with: Lightsneaking Teacher, Soundsneaking Teacher, Pickpocketing Teacher, Conjurer, Master of Disguise, Cutpurse, Smuggler
See also: Stealth and sneaking skills, Combat skills and self-defence, Movement skills




SKULKER

As their name implies, Skulkers are genuine specialists at stealthiness, no ifs or buts. Whereas the Adventurer might bring along some projectile and melee weaponry, the Shadowblade might rely on his movement skills and melee weapons if needed, and the Conjurer might have some magic trickery up his sleeve, the Skulker is someone who goes completely and utterly for a “back to basics” approach to stealthiness. As the practitioners of skulking among Melzan thieves say: “No extra equipment, no gimmicks, just you and your movements and senses.” Throwing aside notions of armaments, gadgetry and spells, Skulkers might seem foolhardy at face value, to other stealth trainees and stealth veterans alike. But its that exact confidence in their abilities that ensures they rarely fall into a trap or get caught, despite carrying almost no gear with them, save for their clothes and maybe a set of lockpicks. Some of the more specialised missions Skulkers excel at the most are ones related to eavesdropping or spying on others. Many people seem to doubt that Skulkers rely on little else than their months and years of patient training. They doubt it more out of an impression that Skulkers possess near-magical degrees of keen senses and self-control of their own movements, rather than a general disbelief in the probability of these being achievable via exhaustive but all the more rewarding “stealth dressage”. Nevertheless, pretty much all of the doubters tend to be proven wrong fairly quickly once they observe a Skulker in action, especially over a period of time. The downside to being a Skulker by trade is one's own uncompromising defencelesness (though some Skulkers learn some basic fisticuffs techniques), one's reliance on patience and focus at all times, and finally the fact that training to become a true Skulker… well, takes a lot of time. In fact, the most out of the five primarily stealthy specialisations favoured by professional thieves. Becoming a Skulker is not something achieved in relatively short order by a newbie in the professional thieving world. Combinations-wise, Skulkers are predictably good choices for trainer roles, such as the Lightsneaking Teacher and Soundsneaking Teacher. However, they are particularly excellent (almost unmatched) when combined with the underground-prowling Guttersnipe and street-observing Beggar professions, the duo that is closest to their heart. Other rather compatible combinations include the Squealer (eavesdropping/intel-gathering jobs) and Courier (stealthy le parkour message running). And due to the oft-early age one starts his Skulker training, also the Footpad/Hoyden option (often sharing the Squealer and Courier traits).

Type of profession:
Stealth Expert, Field Agent
Profession in a nutshell: Many thieves and scouts prefer to be at least lightly armed and be willing to hazard a confrontation, but the Skulker prides himself in being a true master of stealth, a complete ghost of a person. The Shadowblade is further up the scale and the Adventurer is the other end of the scale.
Recommended combinations with: Lightsneaking Teacher, Soundsneaking Teacher, Guttersnipe, Beggar, Squealer, Footpad/Hoyden
See also: Stealth and sneaking skills, Movement skills



SQUEALER

Professional thieving could simply not exist without professional intel provided by professional scouts. The squealers are the traditional and time-tested (if not always reliable) sources of intel, hearsay, rumours and gossip in the city. They are the extended eyes, ears and noses of a freelancer and guild affiliated with them. Though the info they provide can be depended on to be reasonably accurate most of the time, it often needs to be taken with a pinch of salt. It can always be rather pricy and require some degree of haggling to acquire. Nevertheless, info provided by a squealer might prove very interesting to any self-respecting thief who carefully plans ahead.

Type of profession:
Field Agent, Conman
Profession in a nutshell: Informant for freelancers and guild-organised thieves alike. Hire or train squealers and pay them well and they'll happily bring you the latest gossip, rumours and overheard conversations.
Recommended combinations with: Skulker, Beggar, Courier, Guttersnipe, Footpad/Hoyden, Dogsbody, Charmer/Charmette
See also: skills


 

SMUGGLER

Let's not beat around the bush. These people are virtually //everywhere//, dealing with nearly every imaginable type of goods worth smuggling. Officially, city authorities like to pretend the vast majority of trade in The City (and the income from it) is conducted legally, but this is hopelessly idealistic. Even before the founding of the local monarchy, the city state was home to illegal trade that, like its criminal underworld, formed the other side of the same coin. A shadier side, but one that became the traditional, near-equal lifeblood of the state's economy, for better and worse. Contemporary smugglers in Melza and beyond are people from a wide variety of backgrounds, from near-destitute henchmen looking to earn a bit of coin, to wealthy and unscrupulous speculators belonging to the nouveau riche. Average people, tradesmen and shopkeepers smuggle. The mobsters smuggle. The mudlarks and scamps smuggle. Dubious men for hire smuggle. Some merchants from abroad risk smuggling as well. Even the authorities often turn a blind eye to smuggling, provided there are some benefits ! And thieves are no different, having some of the better organised local smuggling networks. Of all the field occupations in a thieves' guild, smuggling might be the most perpetually dangerous business. The risk of eventually getting caught red-handed is often higher than in the case of heists, those more unpredictable endeavours. Whole departments of the local police force have been devoted to stamp out the worst of smuggling, or keep it under control. Enter you, someone brave enough (or foolhardy enough ?) to take part in this effort, an effort ill fit for anyone unable to cope with a near-constant sense of paranoia. A good smuggler trusts his instincts, a good smuggler is paranoid in just the right ways. Ask the professionals.

Type of profession:
Field Agent, Conman
Profession in a nutshell: Without the tireless efforts of these people, traders and smuggling missions would be practically impossible. Smugglers might not be the most pleasant bunch at face value, but they are invaluable to any bigger and better connected guild. All smugglers are directly subordinate to a guild Aide.
Recommended combinations with: Profiteer, Dough Fence, Artwork Fence, Jewellery Fence, Brigand, Driver, Shadowblade
See also: Tricks and conmanship, Managerial skills, Dialogue, diplomatic and social skills



THIMBLERIGGER

A little extra income never hurts anybody. And as everyone knows, certain types of people are gullible enough to fall for a few cunning tricks involving some small-scale hazard. The more disreputable strata of townsmen who specialise in thimblerigging, forged card games, or games of dice with loaded utensils, can quickly realise these are a good source of a small, but steady and continuous income. The big Money is in the proper „jobs“, Whether a thimblerigger is making money for himself as a freelancer, or earning something on the side for the needs of a fellowship or thieves' guild, knowing a thing or two about fooling others can come in handy anytime

Type of profession:
Conman
Profession in a nutshell: Conman who specialises in robbing people clean of their hard-earned money via cunning gambling tricks.
Recommended combinations with: Dogsbody, Footpad/Hoyden, Thug, Brigand, Pawnbroker, Squealer
See also: Tricks and conmanship, Dialogue, diplomatic and social skills




2.) TEACHERS AND TRAINERS

Sorted by alphabetical order.









----

Copyright

(C) 2014 - 2024 P. Molnár
(C) 2014 - 2024 Knight-Errant Studios

 




 

Žiadne komentáre:

Zverejnenie komentára