Tales of New Dunhaven
You can only make alchemical items during Planning scenes, so always make an alchemical item during a Planning scene. Even if you don't know if you're even going to use it, make something. Create an arsenal of quick ideas.
Read up on alchemy in The Traveler's Guide to New Dunhaven, pages 150-157. Alchemy is primarily about changing the physical properties of matter to create new kinds of materials. Get inventive and create your own devices following those principles, or steal several of the examples in the book.
You are extremely good at one thing: Deleting lone minions.
Killing people, especially law-abiding citizens or guards, creates more problems than it solves and should always be a last resort. Remember that one of your skills is Brawl with Someone, so your takedowns and silent attacks can be non-lethal grapples.
Keep line-of-sight and potential witnesses in mind always. Your benefits depend on no one else seeing you when you attack. However, Silent Takedown uses the language "any witnesses not looking directly at you or your target," so you have more leeway than you might expect.
This Specialty should really be called "Safecracker," with a subtitle of "Part-Time Alchemist, Power Tools Enthusiast, and Security Expert." Basher makes it sound like you're a hitter when you're really more of a unsubtle thief.
You have a Planning scene power, so always use it. Pick a location – bam, you know all of its security. No casing the joint required.
You're as close as it gets to a support healer. When you're around, another more aggressive player can act more recklessly and transfer your luck over to them later.
Don't rely entirely on your Usual Suspects. Remember that your 90% skill is to Convince Someone. You're a social tank with backup.
You love fighting. You love fighting minions. And if you get creative and set up the situation so you get boons on your attack rolls against minions, you will clean house.
80% to Outdrink Someone is surprisingly OP, pls nerf.
A Cleaner hardly belongs in a crew that plays it safe and generates the minimum amount of heat in every segment. A Cleaner definitely belongs in a group that goes for loud, bold, dangerous fun.
The bribery power is potent, but keep in mind your social and sleight-of-hand skills. If you want to hide something from an enemy, there's not much they can do to stop you.
The true strength of this class is understated: Your skill to do Anything Else is 65% instead of 50%. You can literally use any other skill check in the game. That includes fighting, forging, sneaking, and talking. Everything else on the sheet is there to mitigate the risk of horrible drawbacks when you have to Push Your Luck.
Spending all your luck to be able to do anything in the game doesn't sound that exciting? Yeah, fair enough.
If you have a player that never finds a reason to use their Influence and another player with too many options to spend Influence on, a Fixer is your answer. Keep in mind that it's a Planning scene power.
For the benefit "I Know Somebody," try to have a strategy where you match a type of obstacle to a Specialty. Social obstacle? Grifter. Physical security? Basher. Bureaucrats? Mastermind. Distraction? Runner. Combat support? Assassin, Brawler, or Sharpshooter. Just need another warm body with two working arms? Dabbler.
If your group's worried about the conspicuous penalty, you can basically mitigate that forever by going to every legwork scene and causing a distraction. Come up with a rotating set of generic distractions in advance.
You have not one but two Planning scene powers; always use them, even if you're running out of time and it seems like it won't help. Though one of them can't reasonably be used in the starting scene… unless you target your Job's broker, but why would you do that?
Live up to the title. Your crew knows what they can do. Be the guy who knows what all of them can do. That gives you the edge; that gives you the plan. Everything else is just tactical support.
You have a Planning scene power, so always use it. It lasts for an entire time segment, so a member of the crew that will appear in many legwork scenes will get maximum use out of it. Give it to a combat Specialty to greatly increase their effectiveness right before a big fight.
The flashback benefit can be very powerful in a bad situation. Always keep an Influence saved up for a rainy day.
Don't overestimate the reach of On the Inside. You can only replace minor Judge-controlled background characters in scenes you aren't a part of. It's a reactionary power; an effective but limited panic button.
However, your 90% skill is Create a Disguise. You don't have to wait for an opportunity; you can just disguise yourself, infiltrate wherever you want, and spy to your heart's content. Don't wait to be the Mole. Be the Mole proactively.
For you, poisons don't just mean assassination and death. You have a lot more in common with the Alchemist. You can create a specific physical, mental, or emotional state through any biological means. Your substance can be liquid, solid, or gaseous. Get inventive.
Your dose of poison is a Planning scene power, so always make one. Come up with a list of general-use poisonous objects and effects in advance in case you don't get an idea from the scheme.
You are an anti-"getting caught" charm. Loud crews that expect to get chased by the police a lot love having a Runner on board.
You are also an anti-Heat countermeasure. In Lookout, "if the Judge introduces a complication in the middle of the scene" is code for "if a player rolls a drawback and the Judge spends Heat in response." If you're on lookout and you can communicate to the others, you can get the advantage on whatever the Judge throws at you.
You are a Brawler at range. Potentially extreme range.
Keep in mind that your heavy crossbow is illegal, and getting caught with it will mean trouble. Make good use of Conceal an Object.
Between Second Story Work, 90% Pick a Lock, 80% Crack a Safe, and 80% Sneak Around, you are unquestionably the best at what you do… so long as you never have to interact with people.
You have no fighting skills above 50%. None. You will waste a lot of turns in a fight unless you pick the Circle cartel that lets you Push Your Luck on physical attacks, and even then… Better to just Run Like Hell if you can.
If you play your cards right, your trained animals are potentially a hit-and-run combat class in disguise. The animal will withdraw after the first successful hit against it, but until then that's a 90% chance to hit with a +10 bonus, which is better than your 65% Crack a Whip.
Alright, I'll admit: This one's not great unless you love both communing with and fighting animals.