Page 71 - Eberron -Rising from the Last War_Neat
P. 71

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
                                                                                                     i
            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
                                                                                            u
                                                                 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.
                                                                           u
               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
                            u
                                                              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.
                                                                                                u
                                                                 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
   7 0
   66   67   68   69   70   71   72   73   74   75   76