Background Career: Rogue
Rogues range from out-and-out criminals and thieves to those that live by their wits on the edge of law or take an unconventional indirect approach to a problem. Some conmen, swindlers, or bank robbers, while others are thugs and smugglers.
Qualification: Dex 12+
DM -1 for every previous career
Rank | Enforcer | Officer | Benefit |
---|---|---|---|
0 | Cat Thief | Lackey | Skill Restricted: Streetwise Wis |
1 | Henchman | ||
2 | Corporal | Engineering Skill | |
3 | Thief | Sergeant | Restricted Skill: Trader Wis |
4 | Lieutenant | Pilot Skill | |
5 | Leader | Restricted Skill: Jack of All Trades | |
6 | Rogue | Captain | +1 Cash rolls |
Add to Deployment on Sheet
Advancement Dex 8+ Commission Int 7+2d6 roll | Mishap |
2 | Severely Injured – Roll twice on the Injuries and Medical Coverage and take the lower result. |
3 | A gang war forces you to flee with only the clothes on your back. Lose one benefit throw or take -1 on your Social Standing. |
4 | You are attacked by a rival gang. Throw Streetwise DC 12 to avoid a throw on the Injuries and Medical Coverage . Gain that gang as an Enemy (see Contacts, Allies, Rivals and Enemies ). |
5 | A police detective or rival criminal forces you to flee and vows to hunt you down. Gain an Enemy.(see Contacts, Allies, Rivals and Enemies |
6 | Injured – Roll on the Injuries and Medical Coverage |
7 | Rebellion – You are part of a revolt. Roll Stealth DC 12 or Dexterity DC 15. If you fail, roll on the Injuries and Medical Coverage |
8 | Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy Contacts, Allies, Rivals and Enemies . If you have no Contacts or Allies gain a Rival or Enemy. |
9 | Arrested. Lose one benefit throw from this career and are sent to Prison you take Prisoner next term then can return to this career. |
10 | You are sent to jail. Lose your benefit throw for this term and -1 on your Social Standing. Take Prisoner next term then can return to this career. |
11 | You have decided to give up your criminal ways. One of your Allies becomes an Enemy. If you have no Allies, gain an Enemy. See Contacts, Allies, Rivals and Enemies |
12 | Severely Injured – Roll twice on the Injuries and Medical Coverage and take the lower result. |
Events
2d6 Roll | Event |
---|---|
10 - 11 | Disaster! Throw on the Mishap Table, but you are not ejected from this career. |
12 | An investigation takes a dangerous turn. Throw Skill Restricted: Streetwise Wis DC 12. If you fail, throw on the Mishap Table. If you succeed, gain Bluff or gain Restricted Skill: Jack of All Trades |
13 | Your vessel becomes a pirate ship and starts a major conflict. Throw Dexterity DC 12. If you succeed, gain either Pilot or Intimidate. If you fail, throw on the Injuries and Medical Coverage |
14 | You are arrested and charged. You can choose to defend yourself or hire a lawyer. If you defend yourself, throw Intelligence DC 12. If you succeed, the charges are dropped. If you fail, lose one benefit throw and spend 1 term in Prisoner . If you hire a lawyer, lose one benefit throw and gain the lawyer as a Contact. |
15 | You join a gambling crew. Throw Intelligence DC 12 to Gain Restricted Skills: Gambling INT |
16-20 | Your ship is severely damaged and you are ordered to abandon ship. If you choose to stay at your post, throw Dexterity DC 12. If you fail, lose your benefit throw for this term. If you succeed, gain an extra benefit throw. Either way, throw on the Injuries and Medical Coverage |
21 | A deal you are working on goes bad, very bad. Throw Dexterity DC 12. If you fail, either lose one benefit throw or throw on theInjuries and Medical Coverage |
22 | You have the chance to save a senior officer. If you take the chance, throw Dexterity DC 12. If you fail, throw on the Injuries and Medical Coverage . If you succeed, gain an Ally and an extra Cash roll. |
23 | You are able to sell trinkets to primitives for valuable raw materials. Throw Intelligence DC 12. Gain one of Bluff, Restricted Skill: Trader Wis or Physical Science skill. |
24 | You are presented with the chance to keep some confiscated goods. If you attempt to keep them, throw Bluff DC 12 to gain +1 on a benefit throw, if you fail your throw, lose one level of Rank. |
25 | You are caught on video breaking the law. Gain +1 DM on your next Advancement throw and take -1 on your Social Standing |
26-30 | You invest wisely in the market. Gain one Ship Share. |
31-36 | Life Event. Throw on the Life Events Table. |
37-41 | You spend time researching the trade potential in the outlands. Throw Education DC 12. If you succeed, gain one of handle Animal, Restricted Skill: Trader Wis , or Survival. |
42 | You are involved in a major hurl in the city. Throw Constitution DC 12 to avoid a roll on the Injury table. Gain an extra throw on your Benefit roll. |
43 | You have a chance to get in on a risky venture. ThrowRestricted Skills: Gambling INT DC 12 or Restricted Skill: Trader Wis DC 12. If you succeed, gain an additional benefit throw. If you fail, lose one benefit throw. |
44 | Time spent dealing with suppliers and spacers pays off. Gain Restricted Skill: Trader Wis |
45 | You are forced to make a decision that causes the death of 1d3 crewmembers in order to save the crew. Throw Intelligence DC 12 You gain +4 on your next Advancement throw. Either way, you gain an Enemy( see Contacts, Allies, Rivals and Enemies ) for every crew member who died. |
46-48 | Everything that could go wrong did go wrong. Throw Intelligence DC 12 to gain Restricted Skill: Jack of All Trades |
49-51 | During one of your runs, a high-ranking member of the government, or a celebrity, notices you. Gain a Contact and either +1 Social Standing or EDU +1. |
52 | You are involved in complex negotiations for a psion release. Throw Education DC 12. If you succeed, gain +1 on one cash roll. |
53 | Your crew is severely damaged and you are ordered to abandon the post. If you choose to stay at your post, throw Dexterity DC 12. If you fail, lose your benefit throw for this term. If you succeed, gain an extra benefit throw. Either way, throw on the Injuries and Medical Coverage |
54 | Somehow you learned something. Throw Education DC 12. If you succeed gain Any Computer Use (any). |
55 | You are captured and interrogated by the enemy. You manage to escape or be rescued (or did they let you go...). Gain either Skill Restricted: Streetwise Wis or Unarmed Combat Feat. |
56-60 | Your hard work is acknowledged. Gain a +1 on your next Advancement roll. |
61 | You gain a mentor. Gain an Ally and +4 DM on your next Advancement roll thanks to his aid. |
62 | You have the chance to save a senior officer. If you take the chance, throw Dexterity DC 12 If you fail, throw on the Injuries and Medical Coverage . If you succeed, gain an Ally, and an automatic promotion. |
63 | Due to your diligent work collecting metal, you are awarded a bonus. Gain DM +1 on one benefit throw. |
64 | You are ordered to attack a location near a civilian target. Obey and gain an Enemy and +2 DM on your next Advancement throw. Refuse and suffer -2 on your next Advancement throw. |
65 | Your thoroughness saves a superior from embarrassment. Gain +4 on your next promotion and an Ally. see Contacts, Allies, Rivals and Enemies |
66 | Gain Armour Benefit and Advancement +2 |
Mustering Out
Roll 1d6 | Cash | Benefits |
---|---|---|
1 | 10000 | +1 Int |
2 | 10000 | Weapon |
3 | 20000 | 1d6 Ship Shares |
4 | 40000 | Armour |
5 | 50000 | +1 Dex |
6 | 100000 | 2d6 Ship Shares |
7 | 250000 | Figher Ship |
Background Career: Alternate class abilities
If fail by 10 or more authorities have found out and you can't roll for that item again in the same city or town. plus they are after you.
Every time you use this the DC goes up by 5 for next month. It does not go back down for 6 months. Every time you successfully sell something your Rep goes by 1 for black-market contracts.
Fence goods
Can try to sell for higher than normal using the following system: First, use an appraisal check to get the actual price. Then use the Gathering Info check when selling stolen goods to find a buyer: % of actual0-10% | 1 per day | DC 5 |
11-20% | 2 every 2 days | DC 10 |
21-30% | 1 every 3 days | DC 15 |
31-50% | 1 per week | DC 20 |
41-75% | 1 every 2 weeks | DC 25 |
76%-100% | 1 per month | DC 30 |