BEHIND THE SCENES

A Warhammer Fantasy Roleplay Look at the Underworld and Covert Organizations in the Old World

In the darkened room where he felt most comfortable, Hans Lichterfinger worked quietly; quietly as a cat prowling for mice. This job was his most challenging yet. More so than the townhouses in Nuln's Neupalast district. He had thought crossing the Niederfluss district would have taken more effort, but his skills at disguise and concealment proved more than adequate. Entry into the townhouse of Ludwig Grossfaust, chief bookkeeper for "Il Padrone," was also relatively easy. In fact, the only hard part of this job was finding the hidden safe. It had to be somewhere in this room.

Hans had approached the bookcase at the far end of the room when he heard footsteps. Scurrying toward the window from which he entered, Hans hid behind the heavy drapery. The sounds of approach ceased. The door opened and two men entered.

"As I told Il Padrone, I think the new guy in Protection, your partner, is some sort of spy. Maybe one of Kafka's men, or even one of the Graukappen."

"Where d' ya git da idea dat he's a spy, Herr Grossfaust?"

"A couple of the boys have noticed some rather odd behavior on his part. In addition, the collections from Protection have not met the projections."

"Whatcha goin' ta do?"

Ludwig walked towards the window. As he neared, Ludwig paused for a moment, then turned toward the man from Protection. "At the moment, nothing but watch and wait. Anyway, it's getting late and I need you to keep an eye on this new guy. I'm going to get someone from Enforcement to talk to you about some plans to trap your partner. Why don't you return to your flat and get some rest. Enforcement will be there by early morning. Karl will show you out."

Hans remained as he was while Ludwig returned to the center of the room and the other man left. Slowly, quietly he reached for the window latch. Ludwig seated himself at the large oak desk and began to write a note. Moments later, another individual entered and stood near Ludwig. The bookkeeper put down his pen, folded the paper, and sealed it with wax.

"Karl, send this letter to our 'unofficial' contact at the Schwarzmantel. She has an appointment with the man whom just left. This pouch," Ludwig tossed something onto the desk that clinked like a large amount of coins, "will ensure that it will look like an accident." Ludwig rose and walked over to the open window. Closing it, he espied a figure clad in black racing across the grounds. "Also, put word on the street that the will be 20 Crowns for anyone with information on an uptown 'Cat' who lost his way tonight."

 :

ORGANIZED CRIME IN THE OLD WORLD

Organized crime is found in all cities and most of the larger towns in the Old World. Some of these organizations are family run operations like those headed by Luigi Belladonna in Kemperbad and Francesco Sarducci in Altdorf. Others are organized as a guild similar to any other guild (some say that the Merchants' Guild is just another name for a Thieves' Guild) like Edam Gouda’s gang in Middenheim. The rest are street gangs of young toughs (known as "Pünker Gangs" in some quarters). Except in large cities, only one of these organizations exist in any given city or town. In the larger cities, a number of these crime groups will coexist in a rather uneasy truce. Each will operate within established turfs whose boundaries change with an organization's relative strength to its rivals. An exception to this is Brionne, City of Thieves, in Bretonnia where the city is run by a council of crime organizations, Le Cartel des Poing (headed by the Governor of Brionne himself).

Organizational Structure

Structurally, these crime organizations have many similarities, as well as differences. At the top, a Crime Lord directs these structures. Depending on the nature of the group, these individuals are called Guildmaster, Padrone, Boss, Big Man, Godfather, Big Cheese, Numero Uno, etc. After the Crime Lords are their trusted lieutenants. In the cases of Guilds and Families, these lieutenants are responsible for a specific area of the "business" (Enforcement, Protection, and Collections).

Given the violence that surrounds them, Crime Lords and their lieutenants are always accompanied by bodyguards. This is especially the case whenever gang warfare erupt in their turf. Gang wars may be caused by several factors. The first and most common factor is that a nearby organizations senses a rival's sudden weakness and rushes to capture more turf. The second basis for a gang war occurs when a new Crime Lord arrives on the scene to carve out his own turf at the expense of their rivals. This could lead to a third source of warfare where a more powerful organization decides to humble an upstart rival. Finally, interorganizational revenge arising from a blood feud can fuel warfare between gangs. Naturally, these wars result in a large number of casualties, many of which are fatal. Some of these remains are found and buried in paupers' cemeteries, while others find their way into more imaginative locations such as lake and river bottoms. Others become part of the foundation of new manor houses or castles.

Reporting to lieutenants are another layer of "bureaucrats." These would be "blind contacts" for the grunts in the organization. Blind contacts are those who meet the top tier of foot soldiers in darkened rooms, behind screens, through closed windows. Essentially, blind contracts are used in any situation that calls for communications other than face-to-face. In contrast, Pünker Gangs deal directly with their members and lieutenants are merely a second level in the pecking order.

There is a hierarchical structure among the foot soldiers. The top level of those who have over time proven themselves loyalty to the crime bosses. These "Unterbössen" or "Professionals" (the Family and Guild terms, respectively) serve several purposes. First, they identify possible recruits and arrange for their initiation. Should the recruits pass (survive) the initiation, they are assigned to a specific Unterböss or Professional for a few more tests before they become low rung members of the organization (see below). Second, Unterbössen or Professionals are given a small area of the organization’s territory to direct their assigned activities. One of their tasks is to dole out assignments to the appropriate individual or teams from the lower ranks. Lastly, Unterbössen and Professionals are the main contact point for those who conduct business with the organization, such as fences, corrupt low-level officials, lookouts, and informants.

"Weisekerlen" or "Craftsmen" are the second tier of foot soldiers. No matter what they call themselves, members of this level have passed whatever tests of skill or loyalty were required of them. At this time, they can be entrusted with certain tasks and limited responsibilities. Moreover, Weisekerlen and Craftsmen are organized into teams with others of the same station. Should there be any suspicions on any member, their teammates will be selected to either get them into line or spy on them. Weisekerlen and Craftsmen tend to be the working stiffs of the crime organization. Some of the jobs that are usually assigned to a Weisekerl or Craftsman include stealing items, shaking down "customers" of the organization (for example, businesses forced to pay protection money), and making an example of a troublemaker.

"Gutburschen" or "Journeymen" are the lowest rung and most expendable of the Family and Guild crime organizations, respectively. These promising individuals of some skill and ability are sponsored by some member of the crime organization (chiefly Unterbössen and Professionals). In all cases, Gutburschen and Journeymen are constantly given risky jobs that not only challenges and showcases their skills, but also puts their loyalty to the organization to the test. In order to test one’s loyalty, tasks may be assigned which guarantees that the Gutbursche or Journeyman will be caught. Their actions while in custody provides the crime organization an opportunity to see if the individual continues to be a member or should be removed.

Types of Crime Organizations

The central difference between the three types of crime organizations is found in their methods of conducting "business." The most basic of the three is the Thieves' Guild organization. The Guild (as its members know it) is a secret organization that operates outside the mainstream of society. Members are sworn upon pain of death not to reveal or acknowledge the Guild's existence to outsiders (using Guild secret languages, rituals, and signs to recognize one another). In the tradition of pyramid schemes, the Guild exists so that the leaders can sponge off the profits of criminal activity in their turf while maintaining the illusion of benefit to its members. Ranald, God of Thieves and Tricksters, does delight in that jest! "Jobs" are doled out based upon favoritism with the most dangerous being assigned to dissenters within the ranks. "Benefits", such as training and protection, still require payment of a tithe to the upper echelon of the Guild. Naturally, most thieves in a Guild are blind to any negative aspects of the Guild. Actually, many truly believe that the Guild is their protection against an otherwise hostile world (Ranald smiles upon those with the foresight to take advantage of the unknowing).

Unlike Guilds, family-run crime organizations are operated in a manner similar to large merchant houses. The Family's business extends from illegal activities (loan sharking, smuggling, and extortion) to legal businesses (trade and operating gambling casinos) to philanthropic causes (financing soup kitchens). Businesses are strictly segmented (e.g., Protection, Enforcement, Loans) and headed by a high ranking member of the Family. These individuals are, in turn, ultimately accountable to the head (Crime Lord) of the Family. The Family works within the framework of society by compromising or bribing those who may interfere with or adversely affect the Business. Any who cannot be compromised may find themselves tied up in the courts by the legions of lawyers employed by the Family. Worse, they might be tied to a rock at the bottom of a river, lake, or other large body of water (the deeper the better).

The Street or "Pünker" Gangs are the most violent. Eschewing any pretense of working within society's framework (avoiding them altogether) Pünkers utilize intimidation and violence to cower others. Needless to say, many Pünkers are young (teens to early twenties) and impulsive. Rarely do they live a long life. Most will meet a violent and bloody end (usually at the hands of another Pünker) long before they realize the trap into which they have fallen. Victims of their crimes also stand a good chance of being snuffed out. Pünkers do not have the patience, finesse, or inclination to plan a "job" to minimize their risks. A source of great pride for a Pünker is the number of victims they have "taken out". It increases their standing in the Gang (Worshippers of Khaine, Lord of Murder, find some of their best recruits from Pünker Gangs). Some Pünkers may even be hired as muscle or recruited by the more sophisticated Family or Guild crime organizations.

Joining a Crime Organization

Given the suspicious nature of crime organizations, it is not as easy to join one as many adventurers think. Walking up to a barkeep in a seedy tavern and proclaiming one’s desire to join the local Thieves’ Guild may seem to be a good idea to an adventurer, but it is a sure way to find oneself ignored (if they’re lucky) or victimized (beaten and kicked) by the locals. Basically, there are two tried and true methods to get into contact with the local crime organization.

The first involves an individual independently plying their trade in the organization’s turf. So long as one doesn’t belong to a rival organization, the first contact is unlikely to be fatal. Most often, this contact will be a warning to the offender to cease their activities or else. Should the person heed the warning, there be no further contact and they’ll have blown their opportunity to join. The individual could instead become overly aggressive in their dismissal of the warning. A response like "over my dead body" will probably result in that self-fulfilled prophecy. Something in between the two extremes can open the door for further contact and, perhaps, an invitation to join. An example of such could be something like:

"Listen. Tell your boss that I’m willing to cut him in on a percentage of the take for some small consideration. Also tell him I’m willing to talk anytime to anyone who has the clout to speak for him. Here’s a couple of crowns for your trouble."

This type of bold response tends to find favor with all, but the most psychotic, of crime bosses.

The second sure method is for the would-be gangster to use his Secret Languages-Thieves’ Tongue or Secret Signs-Thieves’ skill to communicate an offer of services to the local crime lord. The type of services should be somewhat vague in detail, but clear in intent. One example of such is "Need skill at high risk jobs, let’s talk dockside, morrow night high stroke." High stroke, for the uninitiated, is one of the words for straight up twelve (noon or midnight). Essentially, crime bosses prefer daring and confidence bordering on arrogance in the people they invite to join.

Joining a Pünker gang is more difficult. Outsiders are usually unwelcome in their midst, especially since strangers are seen as prey. Most Pünkers are locals who grew up together in the same neighborhood. In fact, the most talented of Pünkers generally leave their violent roots and join the "big time." With proper training, they often become the muscle used by the Family or Guild crime organizations.

Thieves’ Tongue

Like merchants and artisans, criminal organizations have developed a specialized "language" that allows them to freely communicate with one another. Such conversation may either sound nonsensical or about a wholly different topic to an outsider. The "dialect" of Thieves’ Tongue generally differs from city to city, town to town.

The following table covers the more commonly used words in Imperial cities, towns, and Marienburg.

GLOSSARY OF THIEVES’ TONGUE

Thieves’ Word/ Phrase

Definition

Apple-squire

Bawd, servant in brothel

Autem

Temple

Barnacle

Cony-catcher who comes in, apparently by chance, when game is alrready in progress.

Bawdy basket

Itinerant female pedlar and whore

Beak

Magistrate

Bellman, lampman

Watchman

Bene

Good

Bene faker of gibes

Skilled forger of licenses, etc.

Beneship

Very good; goodness

Bird

Cheater’s victim

Bit, bite

Coin, money

Biter

Coin clipper

Black art

Picking locks

Booze

Drink

Boozing ken

Alehouse

Bord

Shilling

Bring a waste!

Get out of here!

Brogger

Fence

Budge a beak

Flee from the law

Bung

Purse, pocket

Cant

Beg

Cassan

Cheese

Caster

Cloak

Catchpole

Arresting officer, sergeant

Charm

Lock-picker

Chats

Gallows

Cheat

Thing

Clapperdudgeon

Rogue in patched cloak, often with sham sores

Cleym

Sham sore

Clink

Jail

Cloy

Steal

Cly the jerk

Be whipped

Cog

Cheat at dice or cards

Cokes

Simpleton

Committer

Prostitute’s client

Cony

Dupe, victim

Cony-catching

Trickery, especially at cards

Copesmate

Comrade

Couch a hogshead

Lie down to sleep

Counterfeit crank

Pretended epileptic

Cove

Fellow

Crashing-cheats

Teeth

Crazes

Cultists (except Nurgle cultists)

Crossbiting

Swindling, blackmail

Cross-lay

A bet intended to mislead hearer as to the better’s real intention

Cuffin

Fellow

Curb

Hook used to steal from open windows

Curbing law

Art of stealing from open windows

Cut bene whids

Speak truly

Cut benely

Speak gently

Cuttle-bung

Cutpurse’s knife

Darkmans

Night

Dell

Sexually uninitiated female rogue

Dewse-a-vill

The countryside

Diver

One who steals by employing a small boy to wiggle into rooms through small spaces

Doxy

Sexually initiated female rogue

Draw

Pick a pocket

Duds

Clothes, bundles of wash

Dummerer

Mute (real or pretend)

Famblers

Gloves

Fambling-cheat

Ring

Ferret

Cheat

Figging law

Cutpurse’s art

Filchman

Club

Flamen

Priests

Flick

Thief

Foin

Pickpocket

Foist

The act of picking pockets

Fullams

Weighted dice

Gage of booze

Quart of ale

Gentry cove

Upper-class man

Gentry mort

Upper-class woman

Gibe

False license, any documents

Gilks

Skeleton keys

Glaziers

Eyes

Graw-cheat

Dog

Greenmans

Fields

Harman beck

Templar

Hearing-cheats

Ears

High law

Highway robbery

High lawyer

Footpad, highwayman

High-pad

Highway

Jark

Seal

Jarkman

Forger of licenses

Jingler

Dealer in trained horses

Ken

House

Kinchin co

Vagrant boy

Kinchin mort

Vagrant girl

Knight of the post

Perjurer

Law

Branch of roguery

Lib

Sleep

Libbeg

Bed

Libken

Sleeping place

Lift

Rob a shop

Lifts

Stolen goods

Lifting law

Art of stealing from shops

Maggot

Sewer dweller, Nurgle cultist

Marker

Accomplice of one who robs shops

Maunderer

Beggar

Maundering

Begging

Mort

Woman

Muskle-cheats

Protagonists, racketeers, thugs

Nab

Head

Nab-cheat

Hat, cap

Nip

Cutpurse

Nip a bung

Cut a purse

Pad

Road

Padder

Outlaw

Paled

Fenced

Pannam

Bread

Patrico

Hedge wizard

Peck, peckage

Food

Pint

Halfling

Prancer

Horse

Prattling-cheat

Tongue

Prig

Ride

Prigger of prancers

Horse thief

Quar

Paltry, bad

Quar-bird

Jail-bird

Quar-book

Prison register

Quar-cuffin

Justice of the Peace

Quar-ken

Prison

Quarroms

Body, back, arms

Ruffler

Able-bodied rogue claiming to be an ex-soldier

Ruffmans

Hedges

Ruff-peck

Bacon

Sacking, sacking law

Prostitution

Santar

Outside accomplice of one who robs shops

Scruff

Scraps of food

Setter

First of a group of thieves to strike acquaintance with a prospective victim

Shave

To steal cloaks, swords, and similar smallish articles

Shrap

Wine

Simpler

Victim of swindle or blackmail associated with prostitution

Slates

Sheets

Smelling-cheat

Garden

Snap

Share

Snuckers

Smugglers

Stall

Decoy

Stalled to the rogue

Formally initiated as a beggar

Stamping-cheats

Shoes

Stamps

Legs

Stew

Brothel

Stink-cheats

Rats

Stink hole

Sewer

Stink man

Sewer jack

Stow you!

Shut up!

Stump

Dwarf

Swadder, swigman

Pedlar

Tip

Give

Toyle

Merchant, trader

Traffic

Whore

Trining-cheats

Gallows

Turf

a gang’s territory

Twig

Elf

Ungrunt

Slaver

Upright man

Self-styled king of the beggars

Vantage

General tendency of a die

Vaulting-ken

Brothel

Vermice

Rat catchers

Verser

Cony-catcher who begins game

Walking mort

Unmarried female rogue, often pretending to be soldier’s wife or widow

Warp

Curber’s look-out man

Whid

Word; to speak

Whid-cheat

Agitator

Whipjack

Rogue pretending to have suffered losses at sea

Whisk-cheats

Cats

Wild co

Male born into roguery

Wild dell

Female born into roguery

 

Anatomy of a Crime Organization

Thirty years ago, Edam Gouda was a young rising star in the "The League of Gentlemen Entrepreneurs" of Marienburg. A difference of opinion with the then leader of the Suiddock criminal organization forced Gouda to seek his opportunities elsewhere. He escaped from the net that was closing around him by fleeing across the Hoogbrug Bridge and out the Oostenpoort Gate.

With little more than his talent to go on, Gouda settled in the Altquartier district of Middenheim. It took him little time and effort to join the only criminal gang active in that part of town. The leader, Helmut von Limburg (or "Limburger," as he was more commonly known), recognized Gouda’s raw potential and took him under his wing. Gouda rose through the ranks of the organization by providing the muscle and brains that Limburger’s gang had been sorely lacking.

Long before he became one of Limburger’s lieutenants, Gouda realized that a change in leadership was necessary if the gang was to regain its eroding influence in the Altquartier. Whenever he could, Gouda recruited people of ability into the gang. He also made sure that their first loyalty was to himself. Gouda’s efforts couldn’t escape notice by Limburger’s men for very long. He knew that time was against him and he needed to move quickly.

Limburger was a fancier of Tilean food and always held any meeting of significance at Il Dolce Stil Nuovo restaurant near Markt Weg. Gouda requested an audience with Limburger to discuss the organization of a rival gang in the Ostwald district. As the meeting was intended to be Gouda’s pre-emptive strike, he arranged to have two pistols hidden in the restaurant’s kitchen. The task was fairly easy as the owner, Patrizia Luciano, was in debt to Gouda for avenging the death of her brother Alessandro. Gouda’s trusted lieutenants were given the task of removing Limburger’s men from the scene. In a matter of minutes, Limburger and one of his men were shot in the back of the head at point blank range. The later arrival of the Watch allowed the unknown killer to escape into the night. The rest of Limburger’s lieutenants were never seen again.

As undisputed leader of the gang, Edam Gouda’s first priority was to introduce structure and discipline. He gave his lieutenants clearly defined responsibilities. The racketeer, Martin Obermann, became the "Chief Enforcer" of the Altquartier crime organization. Other promotions included Antonio Ragaños to "Protection" and Johannes Braun to "Collections." Each of these lieutenants, as well as Gouda, had their own bodyguards to ensure both their safety and that their orders were carried out by their underlings. Other racketeers became the blind contacts with whom Gouda’s foot soldiers would interact.

The foot soldiers are organized into "specialties." Thieves are used in a wide range of tasks from simple burglary and pickpockets to more elaborate scams and con jobs. Since a good number are followers of Ranald, career thieves are never used on jobs requiring muscle and the occasional violence. They may be used, however, as low-skilled "spies" in order to obtain information for extortion purposes. Beggars are employed in a like manner and may also provide the wary thief with a lookout. More violent assignments are given to footpads, thugs, and protagonists. Moreover, some of these individuals are involved in more honest work like Bruno Fleischer of Fleischer’s Slaughterhouse.

Under Gouda’s direction, the Altquartier gang has expanded its operation into smuggling, drug dealing, prostitution, and gambling. Most smuggling centers around the transportation of illicit drugs into Middenheim, some of which is in high demand by young members of the nobility. These, and other contraband, make their way to certain fences in the district. The illegal substances then journey to dealers like Werner Wutend, proprietor of the "Last Drop." Besides selling to "selected" customers, Werner runs one of the many drug dens located throughout the Altquartier.

Brothels and gambling halls cater to different clientele. Many of these patrons can only be found with the help of bawds and other connections. A cut of their fees also fill Gouda’s coffers, as does a percentage of the fees at the brothels and gambling halls. Recently, Gouda embarked on a new enterprise where he established a connecting playhouse to a nearby brothel and gambling hall. Located on Ost Weg, the "Strutting Rooster" is very popular with the well-to-do residents of the Freiburg, Neumarkt, and Osttor districts. Admission to the playhouse and gambling hall is only 10 shillings a person. Entrance to the brothel is free although the services are not. Gouda’s organization skims some of the profits from admissions, as well as a percentage of the tps left by a grateful audience to the entertainers in the playhouse and gambling halls. Entertainers who appear at the "Strutting Rooster" range actors to musicians to circus-type performers.

Another source of income to Gouda’s organization come from the coin clippers and forgers. These individuals have agreed to provide Gouda’s percentage of their take as compensation for protection from other gangs. The most gifted are likely to receive commissions from the organization’s hierarchy. A number of scribes are employed to keep Gouda’s books straight (although some of these may be less precise than those personally kept by Gouda). Even lawyers are employed in order to slow Middenheim’s criminal justice system to a grind whenever they get close to interfering with the Altquartier gang’s activities.

Gouda’s organization of the Altquartier gang was so thorough and his control so complete that the Watch began to avoid the district whenever possible. When a patrol does venture into Gouda’s turf, it’s usually with large numbers and at daylight. The fear of the district is so extensive that Gouda doesn’t need to "purchase" Watchmen. He does, however, compromise an occasional sergeant so as to keep informed of any Watch activity that may effect his operation.

 

********************

Marie-Louise la Fendage, Assassin, ex-Student, ex-Bawd, ex-Thief, ex-Charlatan, ex-Spy
Height: 5 ft 6 in
Weight: 140 lbs.
Hair: Auburn
Eyes: Blue
Age: 36
Alignment: Neutral (Not Devout)
Birthplace: Gisoreux

"What exactly were you looking for in the way of entertainment, luscious? By the way, it would be polite for you to close your mouth, lift your eyes, and look at my face when you speak to me. That's better.

"I'm sorry. You must think that I'm as dumb as you look. Only some fool working for the Watch would be that obvious."

"You can't afford me, mon cheri. Take that on faith."

Marie-Louise is a tall, beautiful woman in her mid-thirties with a medium built, icy blue eyes, and shoulder-length auburn hair. An air of danger and mystery surround Lotte and her voice (with a slight Bretonnian accent) can as easily soothe an individual as chill their hearts.

Once Marie-Louise was an exchange student at the Collegium Theologica of Middenheim, but had to drop out when her sponsor (who mysteriously died) failed to provide for Marie-Louise in his will. Marie-Louise tried to work at various jobs in hopes of keeping up with her studies. Unfortunately, she kept running into employers who kept trying to pay for her labor in other than monetary means. Soon, Marie-Louise found herself in the streets of the Altquartier where she came to Edam Gouda’s attention. He quickly recognized her innate skills and set forth a path for her development. To that end, Gouda’s lieutenant Antonio Ragaños became Marie-Louise’s mentor.

After years of being one of Gouda’s most trusted unterbössen, Marie-Louise "retired" to become the co-owner of the Sleeping Wolf tavern in the Altmarkt district. Her relationship to Edam Gouda remained purely business. No more, no less. Marie-Louise runs the day-to-day business of the tavern and makes sure that no one pries too closely into the operation. Only under rare circumstances will her other special skills be called upon to resolve a situation for Gouda, usually with fatal results for others.

Marie-Louise continues to keep an eye open for any promising new talent to recruit into Gouda’s gang. She will observe and evaluate anyone attracting her attention for some time, including shadowing them. Marie-Louise will have a "blind" arrange a meeting with the individual only when she is convinced that they are worthy of recruitment. With few exceptions, Gouda will accept whomever Marie-Louise recommends into his gang. Should that person later be deemed expendable, then they are guaranteed another, less attractive visit from Marie-Louise. She so hates to be wrong about people…

 

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

4

59

58

4

5

11

65

3

66

49

52

72

53

67


Skills: Act, Blather, Bribery, Charm, Concealment-Rural, Concealment- Urban, Cryptography, Dance, Disguise, Etiquette, Evaluate, Flee!, Linguistics, Marksmanship, Mimic, Palm Object, Prepare Poison, Pick Lock (x2), Public Speaking, Read/Write, Scale Sheer Surface, Secret Language-Guilder (Covert), Secret Language-Thieves' Tongue, Secret Signs-Thieves', Seduction, Shadowing, Silent Move-Rural, Silent Move-Urban, Sixth Sense, Specialist Weapon-Fist, Specialist Weapon-Parrying, Specialist Weapon-Throwing Knives, Street Fighting, Wit

Possessions: Mail Shirt (1AP body), Sword, Garrotte, Knuckledusters (to hit -10, D -1), 4 Throwing Knives (R 4/8/20, ES C), Dagger (I +10, D -2, P -20), Codebook, Disguise Kit, purse (2d6 GC, 3d10 shillings).

Sven Thurgansson, Bodyguard, ex-Seaman, ex-Pit Fighter, ex-Smuggler
Height: 6 ft 4 in
Weight: 240 lbs.
Hair: Blond
Eyes: Blue
Age: 42
Alignment: Neutral (Ulric- Not Devout)
Birthplace: Olricståd, Norsca

"You don't say, tell me more"

"I don't know exactly what you're talking about, but it reminds me of a story I heard when I was last in Norsca."

Sven is a huge, bearded Norscan with deep blue eyes, long blond hair, and huge forearms. Though he speaks with a Norscan accent, Sven is the friendly bartender and bouncer of the Sleeping Wolf tavern. He’s very talkative about unimportant topics, but tight-lipped about the establishment and its owner. Additionally, he is also secretive about his days in Norsca and how he arrived in the Empire. Sven also knows all the regulars and most everyone in the Altmarkt, takes special interest on visiting Norscans.

Sven’s friendly manner belies his unwavering faith in Marie-Louise and her business partner. There’s nothing that he will not do for them. Or, more precisely, there is nothing he won’t do to those who somehow threaten his employers. Years ago, Marie-Louise arranged for Sven’s release from the servitude of a notorious pit fighter promoter. It was said that the promoter refused Marie-Louise’s first offer, but relented (almost in tears) when Mademoiselle le Fendage presented a counter-offer.

With his knowledge of Norsca, Sven became a smuggler in Gouda’s gang. The blond-haired giant set up a smuggling route that by-passed the old route through Salzenmund, thereby cutting out the middle-men there (who were suspected of being in the service of Gouda’s main rival, The Man). The route instead went straight to the small Ostlander town of Norden on the coast of the Sea of Claws. From there, adventurous seamen of Norscan origin would make the treacherous voyage to trade Imperial goods (wines, drugs, and other contraband) for Norscan furs, amber, and mead.

Needless to say, Sven’s smuggling route caused friction with the smugglers in the Nordland capital. Fierce battles between these competing factions would occasionally erupt in the forests east of Salzenmund. Sven and a few other liberated "brothers of the pit" accompanied the smugglers during one of their runs. When the Nordlanders appeared, Sven and his comrades convinced them to accept a very small cut as compensation for the right of free passage for his men. Should the Nordlanders not come to terms, Sven added, things could get very ugly for them and their families in Salzenmund. The Nordlanders considered Sven’s offer for all of two minutes and eagerly agreed.

When Marie-Louise decided to "retire", she asks Sven if he would become her right-hand man. How could he refuse? Since that day, Sven has protected Marie-Louise (not that she needs it) as if she were his younger sister.

Anyone who approaches Sven about joining a thieves’ guild will get an odd look from Sven. His reply is typically something like "I think you’re in the wrong place. Perhaps I should get a Watchman to help you find what you’re looking for." Sometime after the person leaves, Sven will privately report the incident to Marie-Louise. He knows that she will decide on how best to proceed.

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

5

52

38

5*

5*

8

47

1

38

26

39

43

28

46


Skills: Boat Building, Disarm, Dodge Blow, Drive Cart, Excellent Vision, Read/Write, Row, Sailing, Secret Language-Thieves', Silent Move-Rural, Silent Move-Urban, Specialist Weapon-Fist, Specialist Weapon-Flail, Specialist Weapon-Parrying, Specialist Weapon-Two-Handed, Strike Mighty Blow, Strike to Injure, Swim, Very Resilient*, Very Strong*

Possessions: Mail Shirt (1AP body), Sword, Knuckledusters (to hit -10, D -1), Dagger (I +10, D -2, P -20), purse (d6 GC, d10 shillings).

********************

 

CRIME LORD

Description

Crime is well organized in the large cities of the Old World. In some places, things are organized in guild fashion with a Guildmaster at the top surrounded by trusted lieutenants. In other places, such as Tilean City-States, these organizations are like a family business with the head of the extended family ("Don", or "Padrone" in Tilean families) as "Boss" surrounded by his sons and other trusted family members. These Crime Lords usually control most of the illegal activities in their areas of control (smuggling, extortion, slavery, illegal gambling, and loan sharking). These activities are covered by legitimate ones (mostly the Family-run operations) such as trade and craft. In addition, many Crime Lords contribute to openly philanthropic causes, especially for the poorer classes. The Street or Pünker Gangs are the exception to this as they deal with the world on their own violent terms.

Would-be Crime Lords have to either take over a current Crime Lord's territory or carve out a piece of that territory. Either way, the would-be Crime Lord would have to initiate gang warfare. A would-be Crime Lord can become a Crime Lord in fact only by surviving such a war and gaining territory and exclusively directing criminal activity therein. Ensuing warfare can erupt at any time.

Advance Scheme

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

-

+20

+20

+1

+1

+4

+20

+1

+20

+40

+20

+20

+20

+20


Skills:
Bribery
Charm
Dance
Embezzling
Etiquette
Evaluate
Numismatics
Secret Language- Guilder
Specialist Weapon- Firearms
Spot Trap
Street Fighter
Torture

Trappings:
Hand Weapon
Hidden Pistol
Townhouse
Warehouse(s)
10D6 Gold Crowns
2D6 Bodyguards
2D6 Racketeers

Entered From:
Assassin
Outlaw Chief
Racketeer
Slaver

Career Exits:
Nil

*********************

 

COVERT OPERATIONS

No self-respecting crime organization would be complete without some way to handle those delicate situations in a rather tidy and discreet manner. This is where the assassin or spy steps in. Both are featured prominently in the world of organized crime.

Use of Spies and Assassins

Crime organizations employ spies against rival organizations in normal, everyday operations. The tenser the relations between organizations the more spies are used to probe the rival's defenses for weaknesses. Most of their efforts are directed towards identifying a disgruntled member of the upper echelon likely to "turn" or betray the Crime Lord. Spies are also utilized to keep tabs on Merchant houses (another natural rival to the organizations), the City Watch, City Garrisons, various Guilds, and selected Houses of the Nobility. Most of the spies are members of the crime organization who have demonstrated a talent for disguise, infiltration, and information gathering. Once identified, they usually learn the tools of the trade from the experienced spies of the organization. A few of the spies are "independents" who the organization knows by reputation and occasionally contracts for a specific task.

In times of gang warfare, assassins are hired to eliminate rivals, other assassins hired by their rivals, and any other perceived threats. These assassins are not members of the crime organization, but are free agents whose methods of operation are known to a number of Crime Lords and their lieutenants. Sometimes after an assassin hits a particular organization he may find himself in the employ of that "victim" organization to return the "favor" by hitting the organization that initially employed him.

Other organizations that may employ large numbers of spies and the occasional assassin include most of the powerful guilds (such as Merchant Guilds) and the large Merchant Houses. These spies are generally used against one another for market and other advantages. It is a rare occasion when the large Merchant Houses or Guilds employ spies against the crime organizations. Lesser guilds (Teamsters and Stevedores) hire muscle and thugs only from within their own ranks.

Assassin Guilds

Assassins' guilds are rumored to exist in only the largest of Old World cities. Typically, these guilds are organized and headed by a Grandmaster whose identity, and those of their lieutenants, are the closest of secrets. Few of the lowest rungs of assassins know whom the identity of their most immediate contact, much less that of those above.

The Grandmaster and their lieutenants form the Inner Circle of the Assassins’ Guild. Though they generally number anywhere from three to seven (depending upon the size of the city or town), the Inner Circle makes all Guild decisions. These range from which commissions are accepted to recruitment and training of new assassins. All communication between the Inner Circle and their assassins are handled by trusted "blinds." Blinds utilize certain hidden "drops" where they leave instructions for an assassin to pick up at a specific time. With message in hand, the assassin meets the blind in the same fashion that a foot soldier from a criminal organization meets the blind contact. He receives the pertinent information about the victim and an advance for the hit. This same method of receiving communications also works in reverse for sending correspondence back to the Inner Circle.

The above subterfuge is indicative of the magnitude of paranoia that runs in assassins’ guilds. The additional fact that few Grandmasters retire to quiet lives in the countryside plays no small part in feeding the prevalent anxiety. As a result, Inner Circle meetings tend to be few and held at irregular intervals. A Grandmaster is only secure in his position when business is booming, like during a Gang War. Should business be slow or declining, then elements of the Inner Circle may decide that a drastic change in leadership is required. Alliances continue to shift until one side feels strong enough to make its move. Sometimes, the Grandmaster initiates a pre-emptive strike to ensure his hold on power. Other times, a group of lieutenants strike to remove the Old Guard. The only certainty is that a lot of blood will spill before a winner comes out on top.

Assassins who are not members of a formal organization are known as "free agents." They are commonly found in the seedier (and deadlier) parts of the largest cities and towns in the Old World. Contacting these people for a job is a risky and uncertain proposition. Many times the client ends up as the victim instead. Generally, contact is made through the barkeeps whose run down taverns and dives are frequent in these vermin-infested parts of town.

Assassin Fees

The cost of an assassin's services is predicated upon four things: (1) the experience of the assassin; (2) the social standing of the target; (3) the abilities of the target itself (i.e., is the target another assassin? A Judicial Champion? Perhaps a skilled fighter?); and (4) whether the assassin controls the manner and timing of the hit.

The table below should assist the GM in determining the appropriate fee for a hit (using the Imperial Gold Crown as a standard):

Base Fee: 100 GCs

Additional Fees:

Experience of Assassin:
Novice (less than 5 career kills) 0 GCs
Experienced (5 to 10 career kills) 20 GCs
Expert (11 to 20 career kills) 40 GCs
Master (21+ career kills) 80 GCs

Social Standing of Target:
(as detailed in Apocrypha Now, page 21)
Nobility 100 GCs
Professional/ Academic Class 50 GCs
Craftsman/ Tradesman Class 25 GCs
Laboring/ Criminal Class 0 GCs

Target is well known public figure 30 GCs

Abilities of Target:
Advanced Fighting Skills 50 GCs
(Assassin, Duelist, Judicial Champion, etc.)
Advanced Magic Using Skills 100 GCs
(Alchemists, Clerics, and Wizards)

Manner and Timing of Hit:
Assassin controls all aspects 0 GCs
Client sets deadline 20 GCs
Client sets location 15 GCs
Client sets method 25 GCs
Client wants witnesses to death 40 GCs
(not necessarily to ID the killer)

Failure to disclose known information
on target 60 GCs

GM Note: The above may not capture all the conditions you feel pertinent to the hit. Free feel to add other modifiers to the above. Additionally, assassins don’t take kindly to would-be clients haggling over price. It gives them a feeling that the client may not be able to keep to the agreement and, possibly, even set-up the assassin for a fall.

As an example, a wealthy merchant, Ehrlich Weisswasser, recently learned that his young wife has been seeing the third son of a minor Ostlander noble. Bent on revenge, Herr Weisswasser uses his connections and contacts an experienced assassin to "hit" his wife’s lover. As they negotiated the contract, Herr Weisswasser tells the assassin that he wants the hit to take place as the two lovers rendezvous at the Inn if the Gallant Knight within the week. The hit costs the merchant 265 GCs, which he agrees to pay half now and the other half after the job has been completed. Unfortunately, Herr Weisswasser neglects to tell the assassin that the young noble is a skilled Duellist. The hit didn’t quite go as planned. The noble was dead, but not without a struggle. When they meet again, the assassin demands an additional 110 GCs. 50 for the skill of the target and 60 as a penalty. The merchant balks, but pays up to avoid upsetting the assassin any further.

Spies of the State

Like crime organizations, most Old World nations and City-States employ spies. Most of these spies are members of a state-run covert organizations that vary operationally from one state to the next. One type of covert organization operates in a highly structured, centralized, and efficient manner. Examples of this type include the Marienburg Fog Walkers and the Imperial intelligence-gathering agency, the Graukappen. Another type of covert operations, like the Bretonnian Les Sans Face, are decentralized structures of independent chapters who are even distrustful of those within their ranks. In fact, Les San Face members spend more time spying on members of other chapters than they do on those who are bent on subversiveactivities in Bretonnia. A few covert organizations are a combination of the other two types, highly centralized but untrusting of one another. The Estalian Los Piadosos exemplify this variety of operation. An arm of the Inquisition (an extremist sect in the Verenan cult), their time is spent rooting out heretics and dissenters from the people as well as their own ranks.

One example of a structured spy organization is the Altdorf-based Imperial Graukappen. Founded in 1990 I.C. by the Nuln Empress Magritta, the Graukappen is currently a separate and secret department within the Internal Ministry of the Imperial River Patrol. Its activities are directed by the Internal Minister, Count Siegfried von Walfen of Reikland, a cousin of Emperor Karl Franz I. Four Commodores serve as the Count’s subordinates and each are responsible for their respective segments: Recruitment, Training, Planning, and Deployment. The identities of the Commodores are kept in the strictest of confidence.

Arguably, the most important of the four is the Commodore of Deployment. It is he who strategically decides which specific task requires the Graukappen’s attention and how much resource to allocate that task. The Commodore of Planning is second with the responsibility to develop the tactical plans to infiltrate a target organization as well as the exit scheme. The Commodores of Recruitment and Training are of equal importance. They oversee the process of searching for and selecting individuals with "potential" and furthering their abilities through rigorous testing and training.

Beneath the Commodores are their Captains who are accountable for a sector (an embassy, city, or any other area of interest). Commanders are the next level and are responsible for both the "blind contacts" used to pass intelligence and the team of spies receiving such information. Should a spy go "rogue" (work outside the parameters of the organization), the Commanders bare the obligation to end their activities by whatever means possible.

Special Services

As with crime organizations, assassins are a tool of Old World governments. In a few cases, they are a branch within the Intelligence agency, as is the case with the Estalian Los Piadosos. More commonly, they are an organization in a separate Ministry and described as "Special Services." These organizations discreetly handle situations involving traitors, spies, demagogues, agitators, and any others designated as "Enemies of the State."

The Middenheim-based Schwarzmantel, serving the City-State, is an example of a Special Services organization. It was originally founded in 2350 I.C. by Emperor Magnus the Pious’ brother, Grand Duke Gunthar von Bildhofen of Middenland. Its original purpose was to ferret out and discretely dispose of hidden cultists and other enemies of the Empire. The Provincial Electors supported the arrangement initially and the Grand Duke was adept at giving each Electors’ request its due consideration. In 2360 I.C., it became apparent that Gunthar von Bildhofen was positioning himself to succeed Magnus as Emperor. The Electors feared that the Schwarzmantel would give von Bildhofen an instrument to remove them should they oppose him in any way. So, they convened a meeting where they requested Emperor Magnus’ involvement to remedy this potentially explosive issue. Negotiations dragged out for months and occasionally became heated. The Imperial Edict of Sigmarzeit 2362 I.C. disbanded the Schwarzmantel.

In 2410 I.C., Gravin Solveig Todbringer of Middenheim grew increasingly concerned that Emperor Dieter IV did not appreciate the importance Middenheim played in the security of the northern Empire. The surrounding forests providing hiding places for the fell creatures that escaped destruction a century before. There was also signs that cult activity continued beyond the reach of his City Watch. With the Emperor’s attention divided between his poorly planned campaign in the Border Princes and the growing difficulties with Marienburg, Gravin Solveig created the position of Privy Councillor and secretly resurrected the Schwarzmantel organization under that post.

The internal structure of the Schwarzmantel is more streamlined than that of the Graukappen. Six Commissars report directly to the Privy Councillor, currently Baron Heinrich Todbringer, illegitimate son of Graf Boris Todbringer of Middenheim. Each Commissar is responsible for all aspects of security (including discipline of wayward agents) in their assigned sector. Four of these sectors are centered on the Imperial City-States of Altdorf, Middenheim, Nuln, and Talabheim. The other two Commissars are based in Bechafen in the Ostermark and Averheim in Averland.

Commissars are also accountable for deeds of their subordinate Special Agents. These individuals are superbly trained to infiltrate any organization that has been tagged as an "Enemy of the State" and discreetly eliminate the leaders. Without exception, Schwarzmantel agents stuff a black cloth into their victim’s mouth signifying the organization’s presence. A secondary benefit that derives from this "calling card" is the resulting terror that comes from those who realize that they have been targeted by the dreaded Schwarzmantel.

Five other specialists report to the Privy Councillor. Foremost of these is the Master Interrogator, who is an expert at eliciting information from the "guests" to his workshop deep in the Fauschlag. The workshop contains every conceivable device of interrogation. "Guests" are kept in any of the thirty cells located nearby for the duration of their "visit."

The Taskmaster is another professional whose role is to arrange and monitor the testing, induction, and training of new recruits. He usually performs these tasks in conjunction with the Commissars and their agents. Should any trainee fail to pass the induction or training, then their final resolution falls into the province of the Taskmaster.

The Master of Ordnance has his own group of skilled technicians (chemists, pharmacists, engineers) who equip Special Agents with the certain devices (drugs, poison rings, and the like) required in a given mission. These technicians are found in each sector base.

Another important individual is the Master Repositor. Every bit of information collected on foreign embassy employees, "Enemies of the State", and "Individuals worth Watching" are funneled to the Master Repositor’s office in Middenheim. The information is then sorted and categorized by a dedicated team of scribes into individual files. There files are condensed into dossiers and distributed to the appropriate Commissar.

The last of the Privy Councillor’s experts is the Master Steward. His responsibility is to arrange for any outside expertise that a specific assignment may require. For example, the Master Steward may negotiate a contract with the Temple of Morr to use cult Witch Hunters in dealing with a suspected Necromancer.

Like any other covert organization, anyone employed in the Schwarzmantel is required to maintain a code of silence on any operation and their role within the organization. Failure to observe this silence is considered a treasonable offense with death as the only acceptable punishment. Schwarzmantel agents who go "rogue" can count on their former compatriots hunting them down like the treacherous dogs they’ve become.

Becoming a Spy or an Assassin

It’s fairly arduous for PCs to find an individual spy or assassin for hire. Any attempt by a PC to find one who will train them should be even more difficult. Loners and suspicious by nature, spies or assassins are very unlikely to take on an apprentice. It would take a PC a lot of convincing and Gold Crowns to even get the spy or assassin to sit long enough and listen to the PC’s proposal. Gamemasters should give a PC a rather low chance (10% or so) to get into contact with a spy or assassin. Once the PC meets his prospective teacher, there should be a base –30 modifier to any Fel test (less 5% for every 100 GCs offered as tuition) as the negotiations begin. Depending how the PC conducts themselves, GMs should include any appropriate modifier to succeeding Fel tests. Once a Fel test is failed, the PC loses his deposit and the spy or assassin leaves without a further word (except to warn a PC who threatens or pursues them). Should the PC fail the Fel test by more than 30, the spy or assassin is so offended (perhaps believing that they are about to be entrapped by the PC and any hidden associate) that the PC becomes a marked man in their eyes.

On the rare occasion that they succeeded in convincing a spy or assassin to train them, the PCs quickly learn that their adventuring lifestyle is at an end for the duration of the training. Their mentor doesn’t trust them at this time to be out of his sight. In addition, the PC will be exposed to very dangerous and potentially life-threatening situations. At first, they may have to serve as lookouts for their instructor. Later, they may take a more active role of reconnoitering sites where their mentor plans their next job. From here, the PC in training assumes a more active role of working with their tutor. All the while, the PC is learning all the tricks of the trade. Finally, the PC will be assigned a solo mission, the details and conditions of which are established by their trainer. This is their final test. Failure (like being caught) means that their mentor abandons them to their fate. Success allows the PC to enter the career for which they’ve trained. Of course, their mentor will be very likely to insist that the newly trained PC move to another city so as not to compete for business. Should the PC refuse, then the former mentor may decide to eliminate the new competition.

The PCs have a better chance of achieving the career of their choice with one of the covert or crime organizations. Unfortunately, finding a spy or assassin from an organization like the Graukappen is at least as difficult as finding a free agent (see above). The big difference is that covert and crime organizations are always looking for talented individuals to join their ranks.

The likelihood of such recruitment occurring is not as low as a PC assumes. For one thing, adventurers tend to become more "talented" in a relatively short amount of time due to rapid career advances and changes. This kind of overnight improvement attracts attention in cities and large towns where any "up-and-comer" is noticed by various influential people. Thus, the chance of a PC being approached by agents of covert and crime organizations is very much depended upon the PC’s activities, skills, and contacts (such as those who have hired the adventurer for certain "discreet" tasks).

Covert Language

As confusing as Thieves’ Tongue can get, the Guilder Language used by spies and assassins is far more heavily coded. Surprisingly, this covert "language" is more universal and doesn’t have any regional "dialect." This widespread use of the Guilder (Covert) language is directly related to the larger range within which the spy or assassin works. Many of the individuals in these careers have knowledge of Thieves’ Tongue and use that "language" as well.

The following table contains some of the more frequently used words. GMs are encouraged to add to the list.

GLOSSARY OF GUILDER (COVERT) LANGUAGE

Code Word/Phrase

Definition

Abort

Terminate a mission or assignment prematurely

Acquisition

Maintaining a target in one’s sight

Blind

A contact by persons unseen

Bushwacker

Outlaw

Central

Headquarters

Chase

Following a mark or suspect

Cog

A spy’s or assassin’s liaison

Conduit

A go-between

Contagent

Cultist of Nurgle

Contaminated

Tainted by Chaos, mutant

Contract

A mission or assignment

Controller

Superior

Courier

Messenger, one who transports material from one destination to another

Cover

Fabricated story to conceal one’s true intentions

Crow

Agitator, demagogue

Curled toe

Halfling

Dealing with darkness

Daemonology

Deeppurse

Highly successful merchant, the wealthy class

Depot

Base of operations

Deviant

Slaaneshi cultist

Dirty dealer

Fence, smuggler

Dossier

File on an individual

Drop

Place used to leave correspondence or material

Duster

Road warden

Extreme prejudice

Utmost discretion

Flat-foot

Watchman

Grunt

Soldier, mercenary, militiaman

Head-hunters

Bounty hunters

Hired swords

Mercenary captains, sergeants

Hit

Assassination

Hostiles

Extremists, followers of Solkan

Independent contract

Free-lancing spy or assassin

Laundering

Filtering money from illegal activities through legitimate businesses

Maniac

Cultist of Kháine

Mark

Target

Mole

Infiltrator, may be someone from a rival organization or a cultist

Muscle

Bodyguard, protagonist, thug

Novice

Someone whose bumbling places undue risk on an assignment

Operative

Agent

Ops

A mission or assignment

Parasite

Drug dealer, slaver

Prancer

Elf

Rat

Informant

Ravager

Khornate cultist

Rocker

Dwarf

Sanctioned

Official

Sanctuary

Safehouse

Schemer

Tzeentchian cultist

Security leak

A person demonstrating a lack of discretion, usually within one’s organization

Shepherd

Priest

Snitch

Informant

Spit and polish

Free-lancer, templar

Stalker

Witch-hunter

Sterile

Clean

Tailing

Shadowing a person

Tempest

Nobility

Truck with death

Necromancy

Turned

Once an agent with one organization, now with the other side

Undesirable

Criminal element, usually refers to a thief, burglar, or racketeer

Vermin

Cultist of the Horned Rat

Weaver

Wizard


In order to be conversant in the above Secret Language-Guilder (Covert), characters in the Spy or Assassin advance career who are trained by professionals (which excludes assassins trained by the cult of Kháine) must expend the normal 100 experience points to learn the skill.

 

CAT BURGLARS

There are times, all the same, when the skills of spies and assassins do not fill the bill. For these highly specialized jobs only the finesse of a Cat Burglar will suffice.

When it comes to break-ins and thievery, no one matches the Cat Burglar for sheer ability. Although loners and very independent, it is the rare challenge that will entice a "Cat" to leave his normal haunts in the high and upper middle class districts. Since successful conclusion of their work furthers their reputation, these jobs must be against high-profile targets with an exceptional degree of difficulty.

Contacting a Cat is very difficult as their identities are closely kept secrets. The places a Cat frequents when not prowling are as individual as the Cat. Some organizations use spies to track Cats back to their lairs. This will enable the organization to compromise a Cat, making them more agreeable to "accepting" commissions. Of course, finding and tracking down a Cat is no easy task. Many are the occasions where a Cat was spotted and lost after a long and merry chase (as if the Cat sensed that it was being followed). Thus, trying to find a Cat or a place to leave word to arrange a meeting with one is a challenge in itself.

*********************

CAT BURGLAR

Description

In most Old World nations, only the eldest son of noble inherits the family fortune. Many younger sons follow a military career so as to experience the thrilling, and bloody, pursuit of war. Others seek a celebrated status more suited to their class. So they undertake the task of becoming skilled in the art of burglary, while developing the flair and style which will give them the notoriety they crave. Many take on colorful monikers ("the Panther," etc.) and leave a calling card (perhaps a white monogrammed glove) at the scene of their crime. Besides the nobility, more talented charlatans may become "Cats." Most develop a facade of noble birth, as well as the style and flair required of Cats.

In order to locate and case potential victims, Cats mix in High Society. They attend the lavish parties and social events frequented by the nobility. A number of Cats adopt foreign accents and titles (Count or Viscount of something exotic) so as to intrigue potential victims, especially those of the opposite sex. Cats may, as necessary, develop a "relationship" with their victim before the heist. In most cases, however, the Cat will avoid any deep personal involvement.

Besides the thrill of the burglary, Cats need the money. Fencing stolen merchandise funds their extravagant lifestyles. After all, living as nobility requires lots of money. Underlings who will never reveal their employers usually handle the fencing of stolen items. These underlings will deal "blind" (anonymously) with fences or they will hire other "blinds" to interact with fences.

Whenever a Cat senses that they may have "overhunted" their territory (i.e., they have robbed just about everybody) and are at high risk of capture, they move on. In some cases, too many Cats may turn up in a city. This situation will usually end up in an unseen, though not unfelt, war between Cats until the number is reduced to that which the city can support. The losers of these secret wars are either driven off to another locale or are killed.

Advance Scheme

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

-

+20

+20

+1

+2

+4

+30

-

+30

+10

+20

+30

+20

+30


Skills:
Blather
Bribery
Charm
Concealment Urban
Dance
Etiquette
Evaluate
Gamble
Heraldry
Luck
Numismatics
Palm Object
Pick Lock
Pick Pocket
Read/ Write
Ride
Scale Sheer Surface
Secret Language- Thieves' Tongue
Secret Signs- Thieves' Signs
Seduction
Sense Magic Alarm
Silent Move Urban
Specialist Weapon- Fencing
Spot Trap
Wit

Trappings:
Black-Hooded Tunic
Expensive Clothes
Grappling Hook
Hand Weapon
Lockpicking Tools
Ordinary Clothes
Rope- 10 yards
Townhouse
6D6 Gold Crowns

Entered From:
Burglar
Charlatan
Noble

Career Exits:
Assassin
Spy

*********************

 

HOW TO USE SPIES AND ASSASSINS IN A CAMPAIGN

The cities and large towns of the Old World are places full of adventure and intrigue. Many city adventures barely touch upon the possibilities that such locations can offer.

The use of spies and assassins can add a lot to these types of adventures. Unknown shadowy figures following the PCs can create a nice touch of tension in a rather uneventful stroll around town. Another device that can enliven the atmosphere of a city adventure is to have hidden assassins lying in wait for PCs who are getting too close to certain secrets. Interfering with covert or crime organization creates another artifice with which creative GMs could compel a party of adventurers to undertake some unsavory mission.

Intrigue in a storyline is particularly effective in neutralizing the combat abilities of powerful adventurers. It forces PCs to think through a problem and interact with others in a manner wholly different than how they dealt with an Orc problem in isolated villages. It will also keep adventurers guessing as to who are their enemies and from what quarter will danger appear. Just the thing a GM can use to create elaborate plots for their player’ enjoyment.

 

ADVENTURE HOOKS

Many elements of this article can be used to invent convoluted plots and scenarios of intrigue that can perplex even the mightiest of adventurers. What follows are three ideas that daring GMs can easily expand to challenge their players’ role playing skills.

Bodyguards
In an Imperial city, a well-to-do merchant hires the PCs to escort his wife and daughter to Marienburg where he arranged for the young woman’s admission to Count Hendryk’s College of Navigation and Sea Magicks. The PCs are given 100 GCs each to see his wife and daughter safely to a Mijnheer Smit in the Ostmuur district. He neglects to tell the adventurers that his "wife" and "daughter" are really those of an associate who ran afoul of the local Crime Lord. His colleague had been just recently captured before he could flee the city. As bookkeepers for the local Crime Lord, both men embezzled funds to pay off gambling debts (and pay the adventurers). The merchant must now flee, but he would like both women (who also happen to be his mistresses, unbeknown to one another) to reach safety. The PCs and the women leave in one direction while the merchant leaves in the opposite. As they depart, all parties are spotted by a team of two assassins sent to kill the merchant and women. The assassins will kill the merchant first, but must hustle to kill the women and their escorts before they get to Marienburg. After all, failure to fulfill their contraactual obligation could place the assassins in danger with the mob...

Ransom
The young son of an old family friend has been kidnapped and a ransom must be paid. Unfortunately, the ransom is not money, but a mission that needs to be undertaken. Little do the PCs realize that the middle-aged woman (the old family friend) is actually a lieutenant in the local Assassins’ guild. She had been contracted by a young noble to eliminate his father so he can inherit the family fortune. The old family friend failed to off the old man due to the fact that she discovered that they were lovers in the distant past. The young man angered at her failure refused to accept his money back. Instead, he arranged to have her son kidnapped to force her to complete her assignment. Meanwhile, rivals at the Assassins’ Guild would like to see the woman disgraced and would stop at nothing to stop the rescue of her son.

Twins
A young attractive woman approaches the PCs with an unusual proposition: she wants to hire them to dispose of her identical twin sister. She really doesn’t care how they do it. Selling the twin to a slaver is just as acceptable as removing her permanently. Initially, the PCs do not realize that they are dealing with the "nice" twin. She has just had it with her sister’s many attempts at killing her. To add to the intrigue, both women are engaged to gang rivals who are gathering allies for a gang war which will ensue once the dying Crime Lord draws his last breath. Neither rival is happy to see the presence of the adventurers in the affairs of their women.