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Uh oh. Need a Thieves' Guild Initiation.
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<blockquote data-quote="adwyn" data-source="post: 1205786" data-attributes="member: 14083"><p>The test for entering a thieves guild shouldn't be about skill, but about loyalty. Thieves guilds are by their nature a collection of people who have already shown that they cannot be trusted by society, so their must be some proof that they can be trusted by the other thieves. Traditionally family ties are the best way of doing this, but in the case of a stranger the usual way is a carrot and stick combination. </p><p></p><p>If the PC is to steal something it must be from someone who can't or won't find out who did it unless the guild rats out the PC, but who can and will inflict a terrible demise on the PC if the secret is revealed, thus ensuring the PC can't double cross the guild without risking his own exposure. This is why the Mob is so often portrayed as using murder as an initiation - it gives them power over the individual.</p><p></p><p>IMC some of the tests I have used have been</p><p> - replacing an heirloom with a fake that won't be noticed unless the scam is revealed.</p><p> - sabotaging an activity of a major merchant/noble/wizard in such a way as to look like an accident. Again there will be no investigation unless the secret is told</p><p> - steal spellbook pages from books in the Wizards guild. The whole book might be noticed missing but a few pages in an obscure but valuable book won't be.</p><p> - gain a secret, such as who Lord so and so is actually sleeping with, then revealing it. The exposure must be enough to outrage the target but not enough to reduce his ability to respond.</p><p></p><p>Good luck</p></blockquote><p></p>
[QUOTE="adwyn, post: 1205786, member: 14083"] The test for entering a thieves guild shouldn't be about skill, but about loyalty. Thieves guilds are by their nature a collection of people who have already shown that they cannot be trusted by society, so their must be some proof that they can be trusted by the other thieves. Traditionally family ties are the best way of doing this, but in the case of a stranger the usual way is a carrot and stick combination. If the PC is to steal something it must be from someone who can't or won't find out who did it unless the guild rats out the PC, but who can and will inflict a terrible demise on the PC if the secret is revealed, thus ensuring the PC can't double cross the guild without risking his own exposure. This is why the Mob is so often portrayed as using murder as an initiation - it gives them power over the individual. IMC some of the tests I have used have been - replacing an heirloom with a fake that won't be noticed unless the scam is revealed. - sabotaging an activity of a major merchant/noble/wizard in such a way as to look like an accident. Again there will be no investigation unless the secret is told - steal spellbook pages from books in the Wizards guild. The whole book might be noticed missing but a few pages in an obscure but valuable book won't be. - gain a secret, such as who Lord so and so is actually sleeping with, then revealing it. The exposure must be enough to outrage the target but not enough to reduce his ability to respond. Good luck [/QUOTE]
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