Thug

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Occupation Tag: Underworld, Militant

You are no stranger to the brutal struggle of urban life, outside the eyes of the law where the strong take from the weak and the sharpness of a blade says more than a written decree. Perhaps your actions come from necessity or maybe they come from a desire for power, but either way you are not afraid to use your cunning, strength, and wits to take what you want when you want it. You claim your territory through brute force or intimidation and don’t let anything stand in your way.

Starting Equipment

If you take this profession when you create your character, you gain the following gear, in addition to the equipment you gained based on your background: backpack, hooded lantern, flask of oil, 1 tool or kit, clothes (simple), tinderbox, cestus or brass knuckles, brigandine armor, 50 ft rope, manacles, rations (2), torches (2)

Skills

Each time you gain a rank in the thug profession (including rank 1), gain +3 Evading, and +1 in three skills of your choice:

  • Acrobatics: Balancing
  • Athleticism: Applied Force, Athletics, Sprinting
  • Influence: Deceiving, Intimidating
  • Luck: Fortuity, Scavenging
  • Observation: Appraising, Eavesdropping, Intuiting, Investigating, Perceiving
  • Stamina: Distance Running, Forced March, Swimming
  • Subterfuge: Disguising*, Evading, Forging*, Lockpicking*, Sleight of Hand
  • Survival: Dungeoneering, Navigating*, Sneaking, Tracking

Gang Leader

When you become a rank 1 thug, and every time you gain a rank in the thug profession, you improve the strength of your gang and expand your territory and influence. Every month that you operate a territory, you gain -1 goodwill with the local community.

Rank 1

You have laid claim to territory in a medium or large sized settlement equivalent to one city block. Inns, Taverns, and Storefronts in that area will pay into your protection racket each week, earning you 3d10+30 sc after your own expenses. Businesses in your territory will always serve you, regardless of goodwill. Once per week, you can recruit a maximum of three thugs of Monster Level 2 or lower into your gang. These thugs will travel with and protect you but only to a distance of 1 mile outside your territory.

Rank 2

Your territory expands to approximately three city blocks and your protection racket now generates 6d10+60 sc per week. Your maximum number of thugs increases to six.

Rank 3

Your territory expands to approximately six city blocks and your protection racket now generates 12d10+120 sc per week. Your maximum number of thugs increases to 12. Additionally, you have managed to buy off a crooked guard who will turn a blind eye to low tier crimes in your territory for 10 sc per week.

Rank 4

Your territory expands to approximately ten city blocks and your protection racket now generates 20d10+200 sc. Your maximum number of thugs increases to 20 and it now costs 30 sc to pay off six guards in the area, instead of only one. You are a greatly feared authoritarian figure at this point. Gain rank 1 of the honorable profession.

Rank 5

Your territory expands to approximately fifteen city blocks and your protection racket now generates 40d10+400 sc. Your maximum number of thugs increases to 30 and it now costs 100 sc to pay off every guard in the area (instead of only one) for one week. Your MC may decide that a small minority of guards are incorruptible, but such guards are initially unaware that their associates have been bought out. They may or may not ever learn the truth.

Finally, you gain the Call a Hit ability.

  • Call a Hit: You may send thirty thugs to burn down a property, murder a target, or extort a bank or wealthy merchant for 20d10 sc. You lose 5 Goodwill when you do this. Once you use this ability, you cannot use it again until a month has passed.
Professions ArchivistBarristerCharlatanClergyEntertainerGuardHonorableInquisitorKnightNomadPhysicianPioneerSailorSoldierTraderThiefThug