Criminal: Cutthroat (Advanced) (TP)
Grim Hollow: Campaign Guide p. 91 (Third Party)
- Proficiencies
- Intimidation
Traits
Criminal
Criminals serve and thrive off the seedy underbelly of society. While many people run afoul of the law, this background is for people who make their livelihoods entirely outside the law. Rarely respected or honored within society, Criminals often hide their true profession from others.
- Skill Proficiencies: Choose one from Acrobatics, Athletics, Deception, Intimidation, Sleight of Hand, Stealth.
- Languages: Thieves' Cant.
- Tool Proficiencies: Thieves' tools.
- Equipment: Thieves' tools, fake currency in a drawstring pouch to deter pickpockets, a set of dark common clothes including a hood, and 15 gp.
Cutthroat
Some crooks lie to get what they want. Some steal it when its owner isn't looking. Then there are those who walk up to a target and explain the deal: give me what I want or bad things will happen to you. Call it "protection" or call it extortion, it is perhaps the most straightforward form of crime, favored by the violent and the ruthless. Most Cutthroats start out working in a pre-established gang, collecting fees and extracting payments on behalf of a boss. A small gang might be responsible for shaking down a handful of businesses, while the most powerful of crime lords may influence prominent cities or regions.
- Skill Proficiency: Intimidation.
- Additional Equipment: A kidskin bag of loaded dice, a snuff box, a pocket watch that runs five minutes fast.
Underground Connections
Upon spending an hour asking around, and succeeding on a medium-DC Charisma (Intimidation) check, you can prove your credibility and find a contact in a local gang, Thieves' Guild, or underground network. This contact begins as friendly to you and will assist you with matters related to their criminal endeavors.
Rank 1 - Tough
Working the impoverished regions of town, you're a criminal who will mug those who walk down the wrong alley at night, or extort unwary travelers for safe passage along a road.
Holdings:
- A hideout where you can seek shelter from the elements, and from local law enforcement.
Progression: Acquire a building to use as a centre of operations for your illicit activities, and a handful of other criminals willing to follow your lead.
Rank 2 - Crew Leader
Being the leader of your ragtag team comes with some nice perks. Shop owners shower you with gifts and praise in order to remain on your good side during your weekly rounds. Some will even go out of their way to source rare and valuable items that you require, if they believe doing so will earn your favor.
Holdings:
- A group of thugs that you command, overseeing their various ploys.
- Knowledge of back alleys and slipways that allow you and your group to escape unpursued by local law enforcement.
- A rundown establishment that you and your fellow henchmen operate out of.
Progression: Your group of thugs has progressed in size to exert control over an entire village or district within a city. A sizable collection of shop owners that you can regularly exploit for "protection".
Rank 3 - Gang Boss
You are now a big fish in a small pond, often butting heads with rival gangs. Your presence is not quite strong enough to force your competition out of your territory. Whether you make a bid for control or they do, one thing is for certain: there will be blood in the streets.
Holdings:
- Multiple warehouses and business fronts to launder and store your spoils until a suitable buyer can be located.
- A network of contacts that you use to acquire and sell illicit goods.
Progression: You must overthrow a rival crime lord, or claim the territory of all surrounding rival gangs.
Rank 4 - Crime Lord
You sit at the top of the criminal pyramid of your city or region. While there are still gangs that you don't directly control, they know to stay well clear of your territory.
Holdings:
- A number of personal secrets and incriminating evidence about high-ranking nobles, clergy, or business magnates.
- A corrupt, influential state official who does your bidding and provides you with confidential information.
Profession Dice
Profession Dice are the in-game advantages provided to characters by their background profession. Characters can add their Profession Die to skill or ability checks according to any Talents they have selected. In addition, a character always adds their Profession Die when rolling for Profession Abilities. A character's Profession Die is determined by their rank, and shown in the table below:
Profession Die Table:
| Profession Rank | Profession Dice |
|---|---|
| 1 | 1d4 |
| 2 | 1d6 |
| 3 | 1d8 |
| 4 | 1d10 |
Talents
Talents are unique dispositions, experiences, or characteristics your character has picked up due to their time working in their profession. This is represented by allowing characters to add their Profession Die in unique situations that highlight the skills gained through their profession. A character may select a Talent from their corresponding Talent list when they select their profession, and select an additional Talent whenever they rank up within a profession.
Talent: Bounty Hunter
Whenever you make a Wisdom (Survival) to track Criminals, you can add your Profession Die.
Talent: Quick Fingers
Whenever you make a Dexterity (Sleight of Hand) check to place a small object on a humanoid or sneak something into their food or beverage, you can add your Profession Die to the roll.
Talent: Contortionist
Whenever you make a Dexterity or Dexterity (Acrobatics) check to squeeze through a small space or escape bonds, you can add your Profession Die to the roll.
Talent: Copycat
Whenever you make an Intelligence or Intelligence (Forgery Kit) check to forge or create a document, you can add your Profession Die to the roll.
Talent: Disciplinarian
Whenever you make a Charisma (Intimidation) check while issuing a command to an individual of lower rank within your background, you can add your Profession Die to the roll.
Talent: Drunkard
Whenever you make a Constitution check to determine if you will throw up, pass out, or how severe a hangover is, you can add your Profession Die to the roll.
Talent: Elusive
Whenever you make a Dexterity (Stealth) check to hide or blend into a crowd of humanoids that share your background, you can add your Profession Die to the roll.
Talent: Gambler
Whenever you make a Dexterity (Sleight of Hand) or Wisdom (Perception) check to cheat at a game or catch someone else cheating, you can add your Profession Die to the roll.
Talent: Grifter
Whenever you make a Charisma (Deception) check, and are attempting to pass off a fake object as authentic, you can add your Profession Die to the roll.
Talent: Heister
Whenever you make a Wisdom (Perception) check to spot traps, sentries, and other security measures, you can add your Profession Die to the roll.
Talent: Impressionist
Whenever you make a Charisma (Performance) or Charisma (Deception) check to mimic the mannerisms, voice, or appearance of another humanoid, you can add your Profession Die to the roll.
Talent: Interrogator
Whenever you make a Charisma (Intimidation) check to extract information from an enemy who is restrained, you can add your Profession Die to the roll.
Talent: Menacing Presence
Whenever you make a Charisma (Intimidation) check, and are interacting with Academics, Common Folk, or Seafarers, you can add your Profession Die to the roll.
Talent: Nimble Fingers
Whenever you make a Dexterity (Thieves' Tools) check to pick a lock, you can add your Profession Die to the roll.
Talent: Renowned
Whenever you make a Charisma (Persuasion) check, and are interacting with Military, Outlanders, or Criminals, you may add your Profession Die.
Talent: Ropesman
Whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check to climb, move along, or jump onto ropes, you can add your Profession Die.
Talent: Sentry
Whenever you make a Wisdom (Perception) check while on watch duty or defending a fortification, you can add your Profession Die to the roll.
Talent: Urban Sprinter
Whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check while running away from a pursuer, or pursuing someone else, you can add your Profession Die to the roll.
Talent: Applied Leverage
When you make a Strength (Athletics) check to force open a door or container, you may add your profession die to the roll.
Talent: Charity Case
When you make a Charisma (Performance) check to fake an illness, injury, or other condition, you may add your profession die to the roll.
Talent: Looter
When you make an Intelligence (Investigation) roll to find hidden valuables, you may add your profession die to the roll.
Talent: Sticky Fingers
When you make a Dexterity (Sleight of Hand) check to snatch something quickly, you may add your profession die to the roll.
Talent: Vacant Expression
When you make a Charisma (Deception) check to feign ignorance and you are interacting with an Academic, Aristocrat, Clergy, or Militarist, you may add your profession die to the roll.
Other data
ancestry
Criminal