Clandestine

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Clandestine Talents encompass the dark underbelly of the world, facilitating the myriad of illicit exploits and criminal ventures one might undertake. Whether through the practiced art of stealthy infiltration, the cultivation of far-reaching contacts, the professional masking of one's identity through forgery and disguise, or the masterful coordination of operations to ensure absolute anonymity, these talents provide the essential foundation for any figure operating outside the law.

Connections
Connections encompasses the ability to call upon criminal contacts anywhere one might be, having far-reaching ties to the criminal underworld that carry recognition and influence.
Tier Description
Tier 1

At 1 talent point, their criminal contacts are practiced, extending beyond immediate associates to include a wider network of low-level information brokers and facilitators. This level of networking allows them to call upon criminal ties anywhere they might find themselves, giving them recognition and influence in local underworlds. Their connections are reliable enough that they can occasionally pull on extra threads of a developing crime, granting an additional lead during Crime System storyline events. This practiced level of criminal networking ensures that they are rarely without options or intelligence when operating outside the law.

Tier 2

At 2 talent points, their criminal contacts are professional, reflecting a significant expansion of their underworld influence and reliability. Their network now includes major facilitators and reliable logistical support, allowing them to summon the fence for crime system activities to offload illicit gains efficiently. Furthermore, this professional level of networking means they can consistently pull on extra threads of a developing crime, granting an additional lead during Crime System storyline events. This extensive and reliable network ensures access to both essential services and crucial intelligence when operating outside the law.

Tier 3

At 3 talent points, their criminal contacts are now a masterful network, recognising them as a major figure in the underworld with far-reaching influence. This level of networking grants them the ability to summon the fence with a minor discount, leveraging their authority to reduce the cost of acquiring illicit goods. Furthermore, their criminal renown grants them the benefits of fame in its own fashion, establishing them as a high-profile figure known by minor NPC dignitaries and politicians, providing direct access during progressions. This masterful web of connections consistently provides the highest-quality intelligence, enabling them to ask for a specific additional lead during Crime System storyline events.


Subterfuge
Subterfuge encompasses the ability to conceal one's presence through stealth, pick locks and pockets, find alternative ways of entering locations, and otherwise engage in the art of remaining unseen.
Tier Description
Tier 1

At 1 talent point, their ability to remain unseen is practiced, allowing them to reliably engage in essential stealth activities. They can pick pockets, pick locks, and successfully engage in stealth by rolling 1d10, succeeding on a 5 or higher. However, characters with high perception can detect them more easily, as perception users can see through their stealth with a +1 DC per point of perception, meaning a perception 2 character opposing a stealth 1 character requires them to roll a 7 or higher. This level of skill provides fundamental capability in the art of remaining unseen, making them a competent low-level infiltrator.

Tier 2

At 2 talent points, their ability to remain unseen is at a professional level, significantly boosting their reliability in core stealth activities. They can still pick pockets, pick locks, and successfully engage in stealth, but the success rate increases dramatically, requiring only a 1d10 roll succeeding on a 3 or higher. While characters with high perception can still detect them more easily (+1 DC per point of perception, meaning a perception 2 character opposing a stealth 2 character requires a roll of 5 or higher), this enhanced capability makes them a highly competent infiltrator. This professional skill level ensures that most mundane obstacles and observers pose minimal challenge to their continued anonymity.

Tier 3

At 3 talent points, their ability to remain unseen reaches its peak, demonstrating a masterful grasp of concealment and infiltration techniques. They can still pick pockets, pick locks, and successfully engage in stealth, but their proficiency is near absolute, requiring only a 1d10 roll succeeding on a 1 or higher for non-perception-based challenges, essentially granting automatic success against most observers. While characters with high perception can still detect them more easily (+1 DC per point of perception, meaning a perception 2 character opposing a stealth 3 character still requires a roll of 3 or higher), their expert application of subterfuge makes them virtually undetectable to the untrained eye. This level of skill allows them to operate flawlessly behind enemy lines, navigating any environment with unmatched anonymity.


Deception
Deception encompasses the ability to directly mask one's identity, and produce the necessary materials to support these falsehoods through forgery.
Tier Description
Tier 1

At 1 talent point, their ability to deceive and conceal their true identity is practiced, providing a reliable foundation for essential acts of impersonation and fabrication. They can disguise themselves, requiring a 1d10 roll to succeed on a 5 or higher, though characters with high perception can see through their efforts more easily, increasing the DC by 1 per point of their perception. Furthermore, they can make forged documents, starting the process by creating a ticket and rolling 3 times (based on an associated stat like Scrutiny or Dexterity) to determine the forgery's difficulty (DC), which is then inspected based on the scrutinising character's scrutiny roll plus twice their perception. This initial level of skill allows them to competently mislead and create low-level false identities when operating outside the law.

Tier 2

At 2 talent points, their ability to deceive and conceal their true identity is professional, dramatically improving their reliability in creating and maintaining false personas. They can still disguise themselves, but their success rate increases significantly, requiring only a 1d10 roll succeeding on a 3 or higher, although characters with high perception can still penetrate their disguise more easily, increasing the DC by 1 per point of their perception. Furthermore, they can continue to make forged documents, following the same creation and inspection process as before. This professional level of skill ensures that most routine inspections and observers are easily fooled, making them a highly effective master of misinformation and impersonation.

Tier 3

At 3 talent points, their ability to deceive and conceal their true identity reaches a masterful level, guaranteeing almost absolute reliability in creating and maintaining false personas. They can still disguise themselves, requiring a 1d10 roll succeeding on a 1 or higher for non-perception-based challenges, essentially granting automatic success against the untrained eye, though characters with high perception still increase the DC by 1 per point of their perception. Furthermore, they can continue to make forged documents, following the same creation and inspection process as before. This masterful skill level ensures complete confidence when impersonating others or fabricating essential documentation, making them an unrivaled master of misinformation and disguise.


Operations
Operations encompasses the ability to lead a criminal organisation effectively, coordinate and conceal their actions, and get the most out of their efforts.
Tier Description
Tier 1

At 1 talent point, their operational capabilities are practiced, allowing them to effectively coordinate and conceal the actions of a criminal organisation. This initial level of leadership provides a reliable progression roll bonus for leading or concealing criminal activities, ensuring that their efforts to organise illicit ventures are more likely to succeed. Their understanding of criminal logistics and group management is solid, establishing a competent foundation for low-level organisational endeavors. This practiced skill makes them a more effective and coordinated figure when operating a crew or planning operations outside the law.

Tier 2

At 2 talent points, their operational capabilities are professional, showcasing an enhanced ability to lead and coordinate complex criminal endeavors. This heightened skill grants them an extra progression roll bonus for leading or concealing criminal activities, significantly increasing the likelihood of successful, large-scale operations. Their comprehension of criminal strategy, risk management, and group logistics is robust, allowing them to orchestrate ventures that remain hidden from authorities. This professional level of skill makes them a highly effective and reliable figure when managing a syndicate or planning ambitious operations outside the law.

Tier 3

At 3 talent points, their operational capabilities reach a masterful level, demonstrating unparalleled skill in leading and commanding a criminal organisation. This peak level of operational excellence grants the biggest progression roll bonus for leading or concealing criminal activities, making their ventures exceedingly likely to succeed. Their comprehensive grasp of criminal strategy, resource allocation, and large-scale logistics ensures maximum returns from collective efforts while maintaining absolute anonymity. This masterful skill makes them the most effective and formidable crime boss, orchestrating flawless operations outside the purview of the law.


Accreditation
Writers Bimberi, AWildRhia, Marytha, NancyBrown
Processors AWildRhia, Vulpes_Pulpes
Last Editor Bimberi on 03/28/2026.