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Wharf Rat

Ability Scores: Dexterity +1, Charisma +1

Feat: Skilled

Skill Proficiencies: Athletics, Sleight of Hand

Tool Proficiency: Thieves’ tools, vehicles (water)

Equipment: A crowbar, 50 feet of hempen rope, a hooded lantern, a waterproof pouch containing thieves’ tools, a Wharf Rat token or tattoo, a set of common clothes, and a belt pouch containing 10 gp

You grew up beneath the docks, among the flooded tunnels, forgotten cellars, and hidden wharves claimed by the Wharf Rats. Whether born into their sprawling family or adopted after hardship drove you underground, you learned to survive through loyalty, quick hands, and an intimate knowledge of the waterfront.   Wharf Rats may be smugglers, scavengers, sailors, dockworkers, or thieves—but they protect their own fiercely. The tunnels beneath Craysilt were granted to them as a protected and sacrosanct domain by High King Justinian Grey, and even generations later, the Rats remember that debt.

Feature: The Rats' Ways

You possess an uncanny familiarity with docks, sewers, canals, warehouses, and waterfront settlements. You can usually locate hidden access points, unofficial ferries, abandoned tunnels, and places where a person might disappear for a while.   When you reveal yourself as a Wharf Rat, or convincingly invoke their customs, you can expect basic shelter, food, local rumors, and minor assistance from dockworkers, smugglers, street children, and fellow Rats who are not actively hostile to your cause. They will not risk their lives or livelihoods without good reason, but they will rarely surrender one of their own to the authorities.

Specialty

d8Specialty
1Smuggler and hidden-cargo runner
2Rooftop and rigging lookout
3Sewer and tunnel guide
4Dockside pickpocket
5Salvager and wreck-diver
6Fence or black-market courier
7Boat thief and midnight ferryman
8Protector of Wharf Rat children

Personality Traits

d8Trait
1I instinctively count doors, windows, and other ways out.
2I can sleep soundly through storms, shouting, and dock bells.
3I collect bits of cord, wire, and wax because everything becomes useful eventually.
4I greet insults with jokes; anger gives your opponent too much information.
5I never sit with my back toward an open door.
6I judge people by how they treat servants, children, and stray animals.
7I tell increasingly implausible stories about things I have pulled from the harbor.
8I feel uncomfortable anywhere that smells too clean.

Ideals

d6Ideal
1Family. Blood makes relatives; loyalty makes family.
2Freedom. No crown, guild, or captain owns another person.
3Community. The poorest survive when they protect one another.
4Opportunity. If something is left unguarded, someone clearly wants it moved.
5Memory. Debts of kindness must be repaid, even generations later.
6Ambition. I intend to rise above the docks without forgetting those beneath them.

Bonds

d6Bond
1The Wharf Rats sheltered me when no one else would.
2I protect a hidden entrance to the Rats’ sacred tunnels.
3My family possesses a relic dating back to Justinian Grey’s covenant.
4Someone I love disappeared aboard a ship that never officially entered port.
5I owe my life to an old smuggler who now needs my help.
6The Wharf Rat children know me as someone who always comes back.

Flaws

d6Flaw
1I steal small objects without realizing I am doing it.
2I assume every authority figure is corrupt.
3I cannot abandon a dare, especially one involving heights or deep water.
4I will endanger a mission to protect another Wharf Rat.
5I keep secrets long after doing so becomes dangerous.
6I take savage pleasure in humiliating wealthy bullies.

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