APPROVED: BACKGROUND_1 A Thief Is Born
Born in New Orleans with unusual eyes: red irises on black sclera. It was because of his unique eyes that he was snatched from the hospital shortly after birth. It was believed that he was the fulfillment of an ancient prophecy for the even older Thieves Guild.
In those early months, he was under the guardianship of a person known as the Antiquary. Jean-Luc LeBeau saw the child and could not abide the thought of him being raised as a relative slave. LeBeau struck a bargain with the Antiquary to free Remy. He was placed into the care of fellow Thieves' Guild member Fagan and his group of child-thieves.
Remy showed that his instincts were strong and he was a survivor. He watched other members of the Thieves' Guild pick pockets, rob and steal to make their ill gotten living. Learning from an early age the laws of the street, he perfected his own techniques and was finally able to carve out a living for himself.
APPROVED: BACKGROUND_2 Hard Knock Life
When ten, Remy crossed paths with Jean-Luc LeBeau once again - he tried to pick the man's pocket. He almost succeeded and it was from this encounter that LeBeau decided Remy was mature enough to bring under his wing. He adopted the boy and began instilling in him the ways of the Thieves' Guild and warning of their rivals, the Assassins' Guild. Nothing changed regarding Remy's behavior; he continued to stir up trouble across the city as only a street-rat his age could. However, being favored by the Guild master had its own price: the rest of the guild treated him as an outcast and it wasn't until he met a young girl named Belladonna that he had his first true friend.
It turned out that Belladonna was the daughter of the Assassin's Guild-master. Just the same, the two became fast friends. He was able to learn a lot about the Assassins' Guild from the long talks and time spend with her. It was from those talks he fell in love with Belladonna, doubtless a foretelling of the trouble that was to haunt him his whole life.
APPROVED: BACKGROUND_3 Coming Of Age
When the Spectre's Curse was lifted, Remy was just 15. His natural talents suddenly flared with his latent mutant powers fully manifesting. At this time he also underwent his rite of passage to prove he was worthy of a full place in the Guild. Known as The Tilling, his Guild-friend and half-brother Henri was his sponsor. In Remy's case, he was to steal a gem known as l.Etoile du Tricherie.
Before Remy could complete the complex theft, a second thief appeared to claim it for its previous owner, a man named Herzog, claimed the gem. Remy was bested by the thief who then captured Henri and secured him to one of the spires of Notre Dame. Forced to make a choice, Remy saved Henri while the thief made his escape with the gem.
Back in New Orleans, Henri lobbied for Remy given the situation and Remy was granted full Guild status. Not long after, the Thieves' and Assassins' Guilds decided to try and make peace work between them. Their solution was to marry Remy and Belladonna, though it had actually been arranged years before when the two became friends as children.
APPROVED: BACKGROUND_4 The Wanderer
Unfortunately even the best laid plans, and those done with the best of intentions, often fail to work out. Belladonna's brother Julien refused to accept the peace treaty and challenged Remy to a duel after the wedding. Remy killed him. Even though he was just a pawn in the situation, he was held responsible for killing the son of a Guild master and they opted to banish him so that the peace might hopefully work. Remy left without even offering Belladonna the chance to go with him. Even had he stayed his place in the newly Unified Guild would have been in question after killing Julien. Arguably Remy was the rightful heir to the Guild should Jean Luc die or step down. That didn't have to mean the former Assassins' Guild members had to agree or like it. Leaving was the best choice until such time as the situation had blown over or settled down, if ever it did.
Remy began to wander the world, plying his trade as an increasingly skilled thief while using his ever growing mutant powers to aid him. Arriving in New York City on New Year's Day 2015, he has begun to scope out the city, studying the growing mutant/meta/vigilante happenings in the United States with particular curiosity and an eye toward how to play it to his own advantages.
APPROVED: PSY1 Morally Flexible
From his less than wholesome upbringing as a street urchin and thief in Fagan's care to his time as a teen in the Thieves' Guild his life has been in constant revision. He learned the value of 'family' in whatever form it might take, but his views on 'right' and 'wrong' are completely subjective and influenced heavily by his years on the streets. Rules and laws are broken with impunity. The end justifies the means. It is this view that drew him to New York after life abroad - a city ripe for the picking.
APPROVED: PSY2 Confident
He is completely confident in his capabilities and mutant powers; cocky even. After all, there are few that are truly as good as he has become - as a thief, a fighter and as a lover. Or so he thinks.
APPROVED: PSY3 Guarded Self
He learned to hide his true self, his true feelings, fears and desires, behind a veneer of bravado, charm and (over)confidence. It's that tendency to withdraw, to hide his thoughts and concerns that have affected his relationships. When his defenses are down, he can be very understanding, caring and compassionate. But revealing his true self to others is always a risk given his past - and his profession. After all a gambler never shows all his cards.
APPROVED: PSY4 Self Sufficient
Remy learned to be self-reliant, trying to do or solve things on his own; even as a part of Fagan's urchins he could not always count on others being around to help. Often he is either too proud or just too stubborn to admit he needs help. And yet there is almost nothing he would fail to do for his friends and family. It's almost self-flagellation in a way; He's determined to make himself suffer but won't let others he cares about suffer.
APPROVED: PSY5 Situationally Adaptive
He is a quick learner, able to adapt as things change around him. He can improvise or think up new plans on the fly. And when his skills and talents fail to get him out of trouble, his Empathic Charm kicks in and he attempts to fast talk his way out. He can sweet talk and fast talk better than almost any con-artist around.
APPROVED: PSY6 Charming
He learned the value of being charming, using his empathic abilities to get what he wanted, even to use others to achieve his goals when necessary. Not that it succeeds every time, but there are few women - or men - that could deny he has a way with words that could be admired or despised.
APPROVED: PSY7 Goals
Remy's goals have never really changed from the time he was able to understand motivations and desires. The finer things in life, pretty women, the thrill of setting up a mark before playing a royal flush and scooping up the winnings from under their noses. But deep down he is still searching. For what he has not yet realized. But perhaps, deep down, he realizes living life as a lone wolf, even when fun, is just not the way it should be. Everyone needs a family and friends.
APPROVED: POW1 Physical
Remy's mutant powers have manifested in several ways. In the physical aspects, he has truly super human quickness and agility. Specifically, he can block or dodge bullets because of his reflexes. No, he can't do it with bare hands, but if he has an object (his staff, etc) he can deflect them as long as he can see them and his attacker. He cannot "sense" an attack from behind.
When moving, he can seemingly change directions in mid air. Not that he can stop his momentum, but he can easily change orientation and position so that when he comes down he can instantly start off in another direction. He can do flips and spins and kicks much like Beast is able to do and can perform amazing acrobatic feats every cat burglar would be green with envy to possess. The mutant state of his muscles, tendons and joints all combine to give him a huge edge over nearly every opponent.
APPROVED: POW2 Kinetic Charging
Remy's primary mutant ability is that he can Kinetically Charge an object - to essentially control the molecular structures to the point of achieving a state of nuclear fission. His powers are immense, and have recently flared up to their full and awesome potential. Remy is able to achieve the following effects or variations using Kinetic Charging:
- Explosive Charging (Charging an object so that it will explode upon contact when hit or thrown. At his current levels he can charge very large objects - vehicles, boulders, etc. with very little effort.)
- Partial Charging (bringing the object close to a full charge so that it glows brightly, then being able to dissipate the charge without causing harm.)
- Controlled/Shaped Charging (Being able to control the direction and force of an explosion from a charged item - eg. just to blow a door's lock without blowing up the whole door.)
- Distance Charging (He is able to control the molecules of items that are within his line of sight. With this ability, he can achieve any of the other forms of charging.)
- Projectile Charging (Being able to charge only part of an object (Eg. pebbles, marbles, ball bearings, or anything small enough to be hand held) and enabling it to 'fire' like a bullet but from his bare hand without harm to himself.)
- Light Charging (Being able to slowly control the conversion of matter into energy so that the primary byproduct is a sphere of light about 15 feet in diameter with a diminishing light radius out another 10 feet. The item being charged to produce the light will slowly be consumed by the process. The larger the item, the longer it will take. Remy can control the power of the light: the brighter the light, the faster the object is consumed.)
- Disintegration (Being able to control the dispersion of atoms in an object till it has been completely dissipated in a harmless fashion other than a sizzling fizzling pink light. It is difficult to do on anything larger than a lock or a bottle cap and requires great concentration.)
- Fire Charging (Being able to excite the atoms of an object until it catches fire. This can be most easily done with small objects but he can start fires or light cigarettes without matches. Larger items, such as combusting whole logs or vehicles - while he could ignite them it would require great concentration and perhaps even time until he can control the greater power he now has.)
- Heat Charging (Like Fire charging, though he does not excite the atoms to the point of ignition. However, the longer he controls the item, the hotter it will become and, therefore, would result in burns unless he remains mindful of the level of heating he has induced. He is able to heat items from a distance without contact just as he can use his Distance Charging for achieving the other methods as well.)
- Delayed Charging (Being able to charge up an item to explode and then 'set' it so that it will explode once he is a safe distance away. With his current power level, he is able to delay the charge for almost a full day before it will explode.
APPROVED: POW3 Empathic Charm
Remy's secondary mutant ability has been called Empathic Charm. He is able to control the way others receive his words. It is much like a form of hypnotism. He can use this ability to sweet talk, fast talk, stall, or disarm a volatile encounter into something much easier to deal with. In women, when he uses it, it tends to make them see him as incredibly suave, charming and as a silver tongued Ladies Man. With others, he seems very personable, easy going and just "one of the guys" as it were. Those of particularly strong will or mental focus might, however, not be quite so taken but might instead be only grudgingly open to his words. Or perhaps not.
APPROVED: POW4 Psionic Shielding
Remy has a resistance to mental attacks and mind probes. He is able to block probing into his mind even while unconscious. He is able to block Psionic attacks against others near him as well but they must be within five meters. It is an extension of his Empathic Charm. While his power is very strong, and he could put up gallant resistance, it would still be susceptible to the likes of Professor Xavier, Jean Grey or Emma Frost.
APPROVED: POW5 Spatial Awareness
Remy has an sixth sense in regard to his surroundings and being able to navigate through them. Specifically, when he has been blinded or unable to see (Darkness, blindfold, etc) he has shown an ability to maneuver as if it were broad daylight and he were able to see with clear 20x20 vision. This doesn't seem to necessarily be a part of his mutant ability, yet he is able to combine it with his powers, such as to blindly launch charged cards at opponents with amazing accuracy. It also means that he can excel in blind fighting (see skills).
APPROVED: POW6 Gambling
"What is that, Holiday? Twelve hands in a row? Ain't nobody that lucky!"
"Why Ike, whatever do you mean? Maybe poker's just not your game. I know! Let's have a spelling contest!"
- Ike Clanton and Doc Holiday, Tombstone
Remy has an innate sense for the "sport" of gambling and Poker in particular. He knows just about every variation, every optional rule, all the tricks and the statistics. He knows all the shuffling and dealing tricks for cards, all the methods of cheating with cards, how to stack and "play" with one's poker chips. It's just something he seems born to. If he weren't so busy being a thief Remy could be a world champion poker player. As it is, he cleans up nicely whenever he decides to join a game, even if he plays fairly.
APPROVED: ADV1 Staff
Remy has a collapsible staff that he carries with him at all times. It's been custom made for him and is non-conducting. He can extend one end to use it more like an Escrima stick, or both ends and use it as a full Bo-Staff. He has used it as a cane in the past when needing to get around. It has just enough flex to it that it can also double as a vaulting rod to increase the length of a jump or to propel him higher into the air toward a roof top or ledge. It is one item he is never without, even when prowling the city on a Saturday night.
APPROVED: ADV2 Cards
Remy keeps enough decks of cards around that he might as well run his own casino. He has at least two full decks on him at any given time and has cases of fresh, sealed packs in each place he considers home. A gambler can never be without cards, and a mutant able to use them as projectiles needs them even more than that. Besides, it's hard to carry poker chips. They rattle.
APPROVED: ADV3 Ducati
Remy has a motorcycle. But not just a simple bike, though it could likely be viewed as "just" a bike by most. It is, however, a Ducati Super sport 1000DS; A very high end street bike designed for high speeds, fast corners and turning heads in under a second.
For his part, the bike has aftermarket additions - better suspension, prototype run-flat tires that allow him to ride at over 100mph, custom intake and exhaust systems that increase the engine from 95 to 115hp and a CPU from the pro racing circuits to improve overall engine performance and monitoring.
It has little cargo space but Remy carries three spare decks of cards, a backup collapsible staff, a second set of lock picks and a pair of night vision goggles all crammed into a small securely locking storage compartment under the seat. The bike also has a security system that locks out the ignition and fuel systems. Sure, someone can pick it up and carry it off if they wanted to try, but there is a GPS beacon inside the tube frame. To get it out one has to first find it, then cut the frame open to extract it.
This bike is Remy's pride and joy and he's stolen only the best components for it. He'd be very displeased if someone were to try and steal it back - in part or in whole.
APPROVED: ADV4 Unified Guild
Remy was a member of the Thieves Guild from childhood. His foster father Jean-Luc was the leader of the guild. Later, Remy and Bella Donna were married to try and unify the Thieves and Assassin's guilds. It almost failed. Remy has served as the de facto leader of the Thieves' Guild and is generally viewed as the successor to his father but not without some resentment or dislike from former Assassins' Guild members. However, should he need equipment, information, contacts, aid as needed, etc. he could still put in a request and expect a legitimate return of assistance. Despite the uneasy situation since the death of Julien, Remy will still go to their aid as well because it is truly his first family.
APPROVED: ADV5 Tante Mattie
She is Remy's mother-figure and source of trusted advice in New Orleans. Tante Mattie is an older woman who makes her living as a fortune teller, among other things, in the French Quarter. She has an ear to the ground and a seeming sixth sense to know information. Remy knows that he can always count on her to give him a straight answer and assistance when needed - even if it may also come with a stern lecture. Lectures free of charge. And if she should ever need help, he'd be there before the dust could settle.
APPROVED: ADV6 Armor
Remy has body armor that he will often use when he is performing a rather tricky burglary. It isn't bulky so it doesn't have the same kind of stopping power that heavier armor might. But it does afford protection against small caliber guns, knives, can absorb basic shocks such as prods/stun sticks, and affords strong absorption of blunt impact: Punches, kicks, etc.
APPROVED: ADV7 Tools
Anyone can call themselves a thief, just like anyone can call themselves Commodore. It doesn't mean anything if you haven't got the skills, the tools, the talent to back up the title. Remy has every one of those in Spades. As it were. He has "obtained" the highest quality, most advanced tools and equipment for breaking and entering, for bypassing mechanical and electronic locks and alarm systems, for detecting and defeating passive and active surveillance systems and for making his chosen career as a thief easier in general. If there is something he wants, that he hasn't got on hand, a quick call or visit to the Thieves Guild or one of their contacts will net him the desired item with no questions asked. It's good to be the Prince of Thieves.
APPROVED: ADV8 Contacts
Remy has more than a few contacts. Not just in New Orleans or North America as a whole but internationally as well. He has informants keeping an eye out for items of interest to him, tantalizing tidbits of information, anything and everything. He has suppliers, he has fences, brokers. He treats them all well as long as they treat him well in return. Honor amongst thieves and all that, after all. Needless to say, they are more than happy to work with him. He gets results. They may not always be as fast and responsive as working within the Unified Guild, but they know who he is and his position. And unless they just have a death wish, they aren't likely to double cross him without a very good reason.
APPROVED: ADV9 Money
"Wyatt, I am /rolling/…"
- Doc Holiday, Tombstone
"..I never saw a rich man who didn't wind up with a guilty conscience."
"Already got a guilty conscience. May as well have the money, too."
- Crawley Dake and Wyatt Earp, Tombstone
Remy is a master thief, one of the very top few in that field in the world. He can do things, get into places, bypass systems that almost no one else can. As a result, if he takes a job, he'll be compensated for his time and effort very, very well. And when he works on his own, it's certain to result in yet another financial gain. His bank accounts are spread worldwide under many aliases in many countries. If it's a major country, or has a civilized city and culture, he likely has an account with a large sum of money at his disposal to be accessed. A thief can never be too cautious or fail to plan carefully enough. To say that Remy is very wealthy would be a mild statement.
APPROVED: ADV10 Safe Houses
Remy has places to stay out of site located around the world. They're not always lavish and they're not always the most expensive but he has several small apartments that he keeps for when he… travels. They have room for up to 4 occupants comfortably and extra clothes and hidden compartments with additional thieving equipment - and fresh decks of cards.
APPROVED: ADV11 Blades
Remy carries a half-dozen throwing knifes and spikes on his person. These can be used to "jimmy" a window or door just as easily as being used to pin someone to a wall or as a charged thrown weapon.
APPROVED: SKILL1 Gambling
"No. Johnny Diamond wasn't a Cardsharp. He was good. He was very, very good. He didn't need to count cards to beat you."
- Mississippi, El Dorado
This goes hand in hand with the power of the same title. Remy is more than a Cardsharp he really -is- "That Good" at playing cards. He can shuffle, deal and perform any trick with cards better than most professionals. Cards are more of a living extension of his personality.
APPROVED: SKILL2 Throwing
A large part of Remy's attacks involve the art of throwing. Primarily used with playing cards he has kinetically charged up to throw as projectiles to explode on contact, he also can throw knives just as accurately. His aim is very good when it comes to throwing hand held objects or 'flipping' cards as weapons or otherwise. He can clean up pretty well at a game of darts too.
APPROVED: SKILL3 Riding
Remy can do more than just ride his motorcycle. His reflexes are quick and his balance solid. He can drive at incredible speeds with precision and perform stunt-like maneuvers. And he can just as easily cruise on down the road on a Sunday drive as if nothing happened.
APPROVED: SKILL4 Thieving
This is an over arching skill "set" or category. It involves (but isn't necessarily limited to) knowing how to:
- break and enter
- move stealthily
- avoid being seen
- bypass security systems
- detect hidden security systems
- spot hidden guards
- bypass locks
- crack safes
- pick pockets
- climb buildings
- use thieves' tools
- perform surveillance
- spot a tail in traffic
- tailing a target
- find information on the streets
- fencing items
- disappear into a crowd
- evade pursuit
Remy is a Master Thief and he is the (disputed) heir to the Unified Guild's leadership. If he weren't one of the very best at all of these areas, he would never be given the respect and authority that go with being so high up in the guild.
APPROVED: SKILL5 Teaching
Remy grew up on the streets. He learned from the best thieves in the Guild and he was observant. It was not just to their instruction but -how- they taught. It was also the methods that they used that he remembered. Over the years he has had the chance to teach and instruct others in the Guild.
APPROVED: SKILL6 Acrobatics
Remy is incredibly agile and has an almost flawless sense of balance. As a result, he is able to move and react in ways that would leave others flat on their backs. He can dodge and twist and attack often in the same motion and knows how to make use of his surroundings to his advantage. This helps with his thieving ways as much as it does his fighting prowess. Thanks to the adaptation his body has made to his mutant powers, his skill is almost the stuff of legend. He has a sense of balance that a cat would be jealous of, able to walk effortlessly on extremely thin cables or wires, even climb up surfaces that others would swear were impossible to scale. Try playing capture the flag with this guy - he may not be built like Barry Sanders was, but he's got moves that are no less spectacular. In a fight he looks like a star of so-called "Wire-Fu" movies that feature amazing stunts and moves that seem utterly impossible.
APPROVED: SKILL7 Martial Arts
Remy is trained in martial arts. While he doesn't tend to favor any one style, blending them together with his own street fighting moves, it creates a very potent offensive and defensive arsenal.
APPROVED: SKILL8 Languages
Growing up in New Orleans, one of America's most diverse melting pots, Remy picked up various languages aside from (bad) American English. The languages he is fluent in are: Louisiana Creole, Cajun French, French and even some Haitian Creole.
APPROVED: SKILL9 Strategist
"Not yet. We wait for the opportune moment."
"When's that? When it's of greatest profit to you?"
"May I ask you something? Have I ever given you reason not to trust me? Do us a favor.. I know it's difficult for you, but please? Stay here and try not to do anything… stupid."
- Will Turner and Jack Sparrow, Pirates of the Caribbean
Remy is known for his cunning and tactics. He would be considered more of a predator than charging bull. He picks his fights and often to the frustration of his allies will seem to be inclined toward passivity than fighting when he is really just playing a game of poker - luring his opponent in until it is to his advantage to strike and take the advantage or to just deal the most damage. A poker game isn't won in a single hand, but you can take a lot of the chips away leaving your opponent with little room to maneuver. He will also make sacrifices if it will lure his opponent in and catch them off guard to then give him the edge he needs . be it in poker or in fighting - being captured, feigning weakness or injury, etc.
APPROVED: SKILL10 Athletics
This is more of an offshoot of acrobatics, but Remy is very fit and active. His stamina and endurance are high because he works out and trains constantly. While he isn't an Olympian, he certainly has athletic prowess.
APPROVED: SKILL11 Mechanic
Remy has some skill as a mechanic. He's no Forge, but who is? If a vehicle has trouble, or he gets a nifty new component to add to his bike, he's more than capable of working on it or assisting in repairs. He knows his way around a wrench as easily as a set of lock picks.
APPROVED: SKILL12 Seduction
Remy's Empathic Charm acts as a supercharger but he has skills it builds off of. Even without his powers, Remy is still an incredibly seductive and charming man. He seems to know just what to say to woo a woman. Or at least that seems to be the popular theory. It's not to say that every woman is at his beck and call but most are likely to be receptive; Something Remy has grown to be quite used to. It's not clear if it's just a game, or friendly interest, but regardless, it's a challenge.
APPROVED: SKILL13 Staff
Remy is fully versed in staff and stick fighting. He can use his bo staff with deadly force if needed and with pin point precision. He can use it for offensive and defensive fighting.
APPROVED: SKILL14 Worldly Wise
Remy has traveled the world over many times. He understands how to get by in most countries, he often can rely on his rugged looks and charm to befriend locals but he has come to acquire much knowledge about many cities in the world - and the darker underbellies in each that form up the criminal elements.
APPROVED: SKILL15 Dodge
It.s more than just evading a punch or a kick. Remy's heightened agility gives him the means to dodge and directly avoid being hit much easier than most. Using his acrobatics, he can weave in and out of a fight and avoid the blows that could take their toll on his body. His body has far more speed and flexibility than a normal human and as a result, he can do seeming super-human feats. His reflexes are fast enough that while he might not be able to necessarily dodge a bullet, he can use his staff to deflect them if he sees them coming.
APPROVED: SKILL16 Computer
Remy has better than average computer skills. He isn't a hacker or programmer in that sense but he will often employ high tech gear and gadgets and bypassing programs to get around security measures. If it requires pure hacking prowess, that isn't his forte'.
APPROVED: SKILL17 Blind Fighting
With Remy's innate Spatial Awareness, he is a deadly blind fighter. He knows what is around him even if it's pitch black. Just how, he hasn't said. But he -can- and in the end, it also means that he can move in utter darkness and disable opponents with skill just this side of a true Master of Martial Arts. It also means that if his vision is blinded (Flash bomb, whatever), he is anything but helpless.
APPROVED: FLAW1 Cocky
Remy is nothing if not confident. His master thieving skills, his reliance on his Empathic Charm, on his wits and on playing the odds all combine to give him an attitude that could be nothing less than cocky and overconfident. The trouble is, *most* of the time, he really is "that good". It doesn't change the fact, however, that it can be infuriating to his allies, friends and others. And the attitude can cause the best laid plans to backfire sometimes.
APPROVED: FLAW2 Private Self
The "real" Remy is someone that very few people have ever gotten to meet. He has become very good at maintaining an almost perfect 'poker face' as his persona. It's both a coping and safety mechanism for himself, learned on the streets as a child. If you don't let anyone in, not only can't you be as easily hurt, you can't be as easily double crossed or betrayed. The trouble is, it also means that true friends have trouble becoming…true friends.
APPROVED: FLAW3 Friends
"Why do you do it?"
"Wyatt Earp is my friend."
"Friend? Hell, I got lots of friends."
"I don't."
- Creek Johnson and Doc Holiday, Tombstone
If you want to get to a dangerous person without directly challenging them, you go through their friends. Remy is no exception. If someone were to go after one of his few friends, or if the Thieves Guild were in trouble, he would (predictably) come to aid. This can always be used against him, even when he tries to minimize the risks.
APPROVED: FLAW4 Charm
Remy's Empathic Charm works most of the time in his favor. Wooing women into doing what he wants, giving him information, or just to annoy some other guy because it seemed like fun at the time. It also works to help him befriend people in general or to fast talk them into helping him. However. Not -every- person in the world is susceptible to his charms, strong mutant powers or not. Sometimes? They react violently in the opposite manner. Emotional manipulation doesn't always work the way one desires. There is also the risk that weak willed personalities might just fall madly in love with him from what would simply be 'normal' tampering.
APPROVED: FLAW5 Thief
Remy is a master thief which means that he is too good to be caught. That doesn.t mean that he isn't wanted by law enforcement for his myriad of jobs. Can they just walk up and cuff him? No. But there is always the risk they may come after him directly.
A place to install your character's public reputation