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Mastermind. Somebody has to be the brains of any INFAMY
criminal operation-that's where the Mastermind Even among the notorious Boromar Clan, your group
comes in. A high Intelligence benefits this character, has a distinct identity and a reputation. What's the event
as does proficiency in skills such as Insight and Inves or unique trait that makes your crew stand out? Consult
tigation. Masterminds often come from backgrounds the Group Infamy table for suggestions on how your
such as acolyte, noble, or sage, that give them a broad group might stand out within the larger syndicate.
range of knowledge to support their schemes. Bards,
rogues, and wizards are often"drawn to this role. G R O U P I N F A M Y
Safecracker. The "breaking" part of "breaking and en d6 Notorious Element
tering" is the Safecracker'sjob. A typical Safecracker
might have proficiency with thieves' tools, as well as Tattoos. Each member of your group has a distinct tat
the Dexterity required to use them expertly. Intelli too that inspires fear in others. When possible, you use
gence can be important for figuring out complicated the symbol as a calling card to mark your work.
locks and secret doors. Many Safecrackers also boast 2 Outfit. Whether it is a leather duster with a group sym
a high Strength for those cases where lockpicks fail. bol or a distinctive handkerchief tucked in your pocket,
Safecrackers often come from criminal backgrounds, your gang has a signature accessory.
but characters with experience using other tools and 3 Infamy. Your group is linked to an infamous crime, one
devices, including guild artisans and even sailors, also that remains the talk of the town.
fall naturally into this role. Artificer or rogue makes a
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natural class choice for the Safecracker. 4 Idols. A certain type of person finds criminals allur n g,
Talker. From con artists to fences, anyone who relies and your band has acquired a group of such hang
on interpersonal skills and a network of contacts falls ers-on. They're not criminals themselves, just outsid
into the role of the Talker. Charisma proves useful for ers who admire you for your brutality, cunning, or flair.
this role, along with proficiencies in skills such as De S Legitimate. The Boromar Clan has a legitimate front,
ception, Intimidation, and Persuasion. The charlatan though everyone knows the truth behind it. You're part
background is perfect for Talkers, but criminals, ur of that facade of legitimacy, but you have a reputation
chins, and others can fill the role with the right skills. for getting away with (literal) murder.
Bards are a natural fit for the job as well. 6 Legends. You have an air of mystery, and people whis
per that you command strange powers. True or not,
T Y PES OF CRIME
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this reputation keeps people out of yo r way.
Your work as syndicate members involves more than
simple street swindles or pickpocketing. A team with
your skills comes together for greater purposes-more RIVAL OUTFIT
dangerous risks and far more splendid rewards. As a Some criminals believe you can't do a job without be
group, consider the options on the Syndicate Crimes ta traying your partners. Perhaps you have your own share
ble and work with your DM to decide what kinds of work of adversaries you've angered. The Group Rivals table
you do for the Boromar Clan. presents a host of groups and individuals who might
legitimately or otherwise-hold a grudge against you.
T
SYN D I CA E CRI M E S
G R O U P R I VALS
d6 Crime
d6 Rival
Acquisitions and Retrieval. Your job is to acquire assets
for the syndicate. You might steal important docu The Law. Someone in the Sharn Watch has vowed to
ments or clear out a location for use as a hideout. put you in prison or die trying.
2 Heists. You plan and execute elaborate robberies that 2 Gang War. Some members of a rival syndicate (such as
require the skills of everyone on your team. Daask, House Tarkanan, or the Tyrants} hate you, prob
3 Gang Warfare. Your primary job is to ensure that no ably for good reason.
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other crime syndicate (such as Daask or House Tar 3 The Press. Yo r group's adventures make for great
i
kanan) gains a significant foothold n your territory. headlines. Your every move is reported in the broad
4 Internal Affairs. Yo r ta k is to keep all the corrupt, sheets and your steps are dogged by journalists.
s
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4 Infighting. Another group within the Boromar Clan is
headstrong, and avaricious members of your syndicate
i n line with the goals and rules of the group. jealous of your success or angry about a past wrong.
S Assassination. Your work i n volves killing prominent They do everything they can to undercut you.
5 Vigilante. A citizen you wronged has sworn vengeance.
people-the sort who have numerous bodyguards and
Around any corner, you m i ght find yourself facing a vig
elaborate security systems to circumvent.
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ilante or a posse of angry citizens out for yo r blood.
6 Topple the Powerful. Your syndicate might be criminal
and your methods illegal, but your goals are righteous. 6 The Bosses. The ha/fling family i n control of the syndi
You help people who are powerless to defend them cate has its eye on you, taking pains to keep you in line
selves against exploitation by the rich and powerful. and make sure you stay loyal.
CHAPTER l I CHARACTER CREATION
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