Mockers Members

Members and Ranks

Rank
Name
Upright Man
Nightmaster
Nightwarden
Daymaster
Hawk
Duellist
Infiltrator
Basher
Extortionist
Sentinel
Catburglar
Marksman
Inactive

View Guildsmen Hierarchy

Current triallers: none

Triallers are not announced publically.

Rank Descriptions

The descriptions of each of the ranks held by our members (see above):


Upright Man: The head of Mockers Thievery Guild. The Upright Man's actual identity is unknown; it is known, however, that he rules the Mockers with an iron grip. More...


Nightmaster: The Nightmaster operates as The Upright Man's chief Lieutenant - controlling the activities of thieves during the graveyard shift. In particular, he directs the covert activities the Mockers engage in - including rooftop heists, breaking and entering, and information gathering. He is second only to the Upright Man himself in authority within the Mockers.


Nightwarden: The Nightwarden is the second Lieutenant at the top of the Mockers hierarchy. He controls the activities of thieves engaged in behaviour involving direct force, such as the bashers division, rather than the subtlety that is the hallmark of the Nightmaster. As a result, the Nightwarden is a guildsman of violent inclination and ruthless determination.


Daymaster: The Daymaster is concerned with running the daylight operations of the Mockers - less subtle actions such as extortion rackets, highway robbery and most importantly, the defense of the guild's homebase. For this reason, the Daymaster controls the guarding aspect of the guild. A job of such importance places him as the third of the Guild's three Lieutenants. However, he is still a thief at heart...


Swindler: Under the leadership of the Nightmaster, the Swindler is a quick-thinking player with an inclination toward subtlety before violence. He has a smooth turn of phrase and an even smoother set of hands. Despite being a non-violent guildsman, he is just as deadly and resourceful in a tight position. Currently, this position is empty.


Basher: The Basher is a guildsman capable and willing to use strong-arm tactics, directed by the Nightwarden. He is generally called into action when it's necessary to convince an uncertain extortion victim, or to pay a visit to a guild enemy or freebooter. Not a man to trifle with lightly.


Extortionist: The Extortionist is in the big money business. He operates the guild's scare campaign among the rich and powerful, taking exhorbitant amounts of their money in return for surety. If the client fails to cough up his due fees, the extortionist (in tandem with the basher) teaches him a lesson.


Hawk: The Hawk is the deadliest member of the guild. When discretion, silence and brutal force is required, the Hawk is put into action - and he is willing to do whatever it takes to accomplish his assignment. Not only is he capable of using the entire arsenal of a thief with skill - he possesses unnatural stealth and a cunning mindset. One of the Guild's greatest weapons.


Infiltrator: The Infiltrator is a man of iron nerve and seemingly inexhaustible patience, capable of breaching any location unseen. He is the Nightmaster's agent, and his ability to operate unperceived deep in enemy territory is matched only by his deft hands and sharp eye.


Duellist: One of the most dangerous members of the Daymaster's Guarding arm. The Duellist is a fighter of skill and finesse, capable of cutting a swathe of death and destruction through his enemies while lesser men would be incapacitated by the attack of the opposition. His very presence is enough to dissuade the inclination of attack, and he strikes fear into the heart of enemies.

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Champion: The most brutal and lethal of the Daymaster's guards, the Champion is violent death and destruction incarnate - in stark contrast to the Duellist's elegance and finesse. The Champion is a one-man army in battle, and when he is unleashed on the opposition, the spectacle is gruesome. Currently, this position is vacant.


Sentinel: The Sentinel lies at the heart of the Mockers' defense - she holds the key to the entrances to Mother's - the code name of the Mocker headquarters. Cool in the fray, she is the calming influence amongst the cold rage of the Duellist and the baresark rampage of the Champion. The heart and soul of the Daymaster's arm of the Guild.


Catburglar: A thief possessing light feet and an even lighter set of hands; the Catburglar is renowned for stealth bordering on the preternatural, and the ability to remain undetected in the tightest of quarters. The Catburglar's tendency to avoid guards is matched by their agility and speed of foot.


Marksman: A Guildsman possessing remarkable vision and the unnerring ability to hit a target squarely at range, with both bow and crossbow. His level of awareness and keen senses make him a dangerous opponent when he sets his mind to the utter destruction of the opposition.