The Complete Thief's Handbook[]
- Note: "Information Gathering" is called "Gather Intelligence" incorrectly in parts of The Complete Thief's Handbook
Required: Beggar, Fence, Investigator, Spy.
Recommended: Adventurer, Assassin, Bounty Hunter, Burglar, Cutpurse, Smuggler, Swindler, Troubleshooter.
This proficiency represents the ability to gather information from the underworld, most commonly about roguish "jobs" and characters. A character with this proficiency, in appropriate circumstances, will be aware of any major rumors circulating among the lowlife of an area; and with a successful proficiency check, specific information about a person or place can be gathered. (The DM must decide how specific the information is.)
The following modifiers may adjust the proficiency check:
Characters' reaction adjustments (based on Charisma) should benefit or penalize the roll, assuming contact with people is involved in the search.
Thieves' guild members receive a bonus of +2, because they are assumed to have more and better-informed contacts than freelancers. Also, their "territory" (below) is considered to be that of the guild, not just their own area of operation.
Since this proficiency depends on a network of informants and contacts, the thief will be at a disadvantage trying to use it in an area other than his own territory. "Territory" refers to his regular base of operations—a town, one neighborhood of a city, or even a whole province or countryside. Outside this territory the thief does not hear rumors automatically (a normal proficiency roll is required), and gathering specific information suffers a penalty of at least -3. The DM may make it greater in truly foreign areas (e.g., a thief of Waterdeep trying to gather information in Calimshan), due to great differences in language, culture or race.
Finally, any time a proficiency check is required for information gathering, a small investment of money for drinks, bribes, and so forth must be made, or an additional penalty of -3 is imposed. A total of 1d10 gp is typical, and it is lost whether or not the desired information is found. (If the information is still unknown, the character can continue his search the next day, spending more money and making another proficiency check.) The DM is free to increase the cost of using this proficiency if it suits the campaign.
Examples:
1. Urlar is hanging around the local tavern in his neighborhood when he hears rumors of a dragon to the north, recently slain as it raided a village. The dragon's cave and treasures are as yet undiscovered. But some bragging adventurers are said to have found a map to them. Urlar's contacts provide this information to him automatically, while another PC would need to approach people, talk with them, and probably buy them several drinks in order to learn of the map and treasure.
2. His greed sparked, Urlar wants to know who these adventurers are, so that he can steal their map and find the dragon's hoard for himself. This requires a couple of drinks (a 2 gp investment); and the proficiency check has a -1 penalty because of Urlar's low Charisma (7). Urlar's Intelligence is 10, so he needs to roll a 9 or lower to find out who the adventurers are. If they are not very well known, he may need to make additional checks to track them down (find where they are staying, what temples they visit, or whatever).
3. Julina the Silent is hired as a spy to infiltrate the emperor's palace. She needs to find an easy way in—a sewer, service exit, or the like. She has an expense account from her employers for bribes. Her Intelligence is 14 and her modifiers are: +1 (for Charisma 13 reaction adjustment), +2 (thieves' guild member), and -3 (for this not being her home territory); so she must roll 14 or lower on 1d20 to get the information she needs.
It's best to role-play information searches whenever possible.
The Complete Book of Humanoids[]
Through the use of this proficiency, a humanoid character can gain information about a specific person, place or thing. In appropriate circumstances, a character will be aware of major rumors circulating around a roguish or humanoid area. With a successful check, specific information can be gleaned.
The following modifiers adjust the check:
Characters' reaction adjustments (based on Charisma) will benefit or penalize the roll, assuming contact with intelligent beings is involved in the search.
Thieves' guild members receive a +2 bonus as they have the resources of the entire guild at their disposal. Similarly, outside of towns and cities, certain humanoid characters may receive the same bonus if they have similar contacts (satyrs and swanmays have woodland creatures, a goblin may be able to get information from a goblin tribe, etc.).
When outside friendly territory, specific information suffers at least a -3 penalty.
Money or treasure is required. Any time a proficiency check is required to gather information, the character must make a small investment of money or treasure or suffer an additional penalty of - 3 . Humans prefer money, and a total of 1d1O gp is typical. Other races may want some other type of treasure (food, magical item, shiny trinket, etc). The investment is lost whether or not the desired information is found.
The Complete Ninja's Handbook[]
Information Gathering: This proficiency, introduced in The Complete Thief's Handbook, represents the ability to gather information from the underworld, most commonly about roguish activities and personalities. A character with this proficiency, in appropriate circumstances, will be aware of any major rumors circulating among the lowlife of an area. With a successful proficiency check, he can gather specific information about a person or place. (The DM must decide how specific the information is.)
The following modifiers may adjust the proficiency check:
- Other characters' reaction adjustments (based on Charisma) benefit or penalize the roll.
- Thieves' guild members receive a bonus of +2; they have more contacts (and better-informed ones) than free-lancers.
- A character outside his own territory—usually his home city—suffers a –3 penalty to his check. This penalty can be worsened in territories very different from the character's, due to differences in language, culture or race.
Whenever a proficiency check is required for Information Gathering, the character must invest a small amount of money for bribes to avoid an additional –3 penalty. A total of 1d10 gp is typical for bribes, and is lost whether or not the desired information is learned. The character can continue his Information Gathering the next day, spending more money and making another proficiency check. The DM is free to increase the cost of using this proficiency as suits the situation or campaign.
Dark Sun Campaign Setting Revised[]
This proficiency allows a character to rapidly gather information from underworld sources and from the word on the streets of the cities and villages. A character who has this proficiency can spend a day becoming aware of all the major rumors circulating on the streets of a particular area. No check is needed for this use of the proficiency, but the time must be accounted for.
A successful check is needed to gather specific information about a person or place. The roll is modified by the character's reaction adjustment (determined by his Charisma score). In addition, the character must spend 1d10 ceramic pieces to pay for small bribes, to buy drinks, and to otherwise loosen the lips of those in the know.
If the character uses this proficiency outside familiar territory, the check receives a -3 penalty. If the character doesn't spend the ceramic pieces, the check receives an additional -3 penalty.
The Will and the Way[]
Some characters have the ability to rapidly gather information from the underworld and the city streets. A character with this proficiency will be aware of any major rumors circulating among the lowlife and commoners of an area. With a successful proficiency check, the character can gather specific information about a person or place.
The roll is modified by the character's reaction adjustment (his Charisma score). If the character uses this skill outside his own territory-in another neighborhood or city-state, for example—he suffers a -3 penalty to his check. In addition, the character must also spend 1d10 ceramic pieces for small bribes, buying drinks, and other such expenses when he uses this skill. If he does not spend the money, he suffers an additional -3 penalty to the proficiency check.