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  

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 actual
0-10% 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
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.  

Smuggling (Ex)

Can add +1 circumstance for every level you have in a class that grants a sneak attack dice to hide checks when attempting to smuggle anything past these types of NPCs(officials and police)  

Improved Search (Ex)

You can spot a con a mile away, when dealing with any other rogue type you get to make an opposite check vs what they trying to do using either the normal skill( so hide vs spot) or use the same skill they are using( Hide vs Hide) if it is higher.  

Spot Trouble(Ex)

Can make a spot check even when you would not be allowed to. If am going to be ambushed, they get an opposed spot or hide check vs group and if beat them spot them before the ambush is sprung. If successful by 10 or more Rogue spots them and can ambush them! For anything else, he makes DC 20 Spot to get an early warning when some trouble is coming. If makes a DC 30 check can completely avoid the trouble.  

Killer (Ex)

By using his instincts at killing he can trade his sneak attack dice for extra damage on his weapons. For every 1d6 sneak attack dice he uses, can add 1 damage of P S or B to his weapon attack( must choose one), even if that weapon does not do that damage. However much he uses for that combat he cannot use those dice to sneak attack with and for whole combat adds that damage to his weapons attacks. The weapon still acts like the normal weapon(so if an energy weapon counts as an Energy attack for armor purposes) The can be used 1/a day for every 4 levels that have sneak dice classes in.  

Gone again (Ex)

If the rogue is caught hiding by someone with a good enough spot, he can take a full round action move his normal movement and if can get out of sight can reroll a hide with a +10 bonus. Dark Speech(Su) You learn a smattering of the language of truly dark power. Prerequisite: Will save bonus +5, Int 15, Cha 15. Benefit: You can use the Dark Speech to bring loathing and fear to others, to help cast evil spells and create evil magic items, and to weaken physical objects. The four basic uses are detailed below.   Dread: Whenever you use Dark Speech in this manner, you take 1d4 points of Charisma damage, and every other creature in a 30-foot radius must attempt a Will save (DC 10 + 1/2 your character level + your Cha modifier). The result of a failed save by a listener depends on the listener's character level and alignment, as detailed on the table below. Level (Alignment) Result 1st-4th (non-evil) The listener is shaken for 1d10 rounds and must flee from you until you are out of sight. 1st-4th (evil) The listener cowers in fear for 1d10 rounds. 5th-10th (non- evil) 5-10th (Evil) The listener is charmed by you (as charm monster) for 1d10 rounds. 11th+ Non-Evil The listener is filled with loathing for you but is not otherwise influenced. 11th+ Evil Listener is impressed, and you gain a +2 competence bonus on attempts to change his attitude in the future.   Power: Whenever you use Dark Speech in this manner, you take 1d4 points of Charisma damage. By incorporating the Dark Speech into the verbal component of a spell, you increase its effective caster level by 1. By using it during the creation of an evil magic item, you increase its caster level by 1 without increasing the cost.   Corruption: As a full-round action, you can whisper vile words at an inanimate object and reduce its hardness by half. This use does not drain you, but you cannot use the ability more than once on a single object.   Dark Unity: You can use Dark Speech to establish a hive mind in any swarm of vermin or animals with an Intelligence score of 2 or lower. Thereafter, you can give the swarm one command as per the suggestion spell (caster level equals your Hit Dice). Whenever you infuse a swarm in this manner, you take 1d4 points of Constitution damage.   Special: You gain a +4 circumstance bonus on saving throws made when someone uses the Dark Speech against you.   Normal: Attempting to utter a word of Dark Speech always ends in immediate death for a speaker who is not trained in its dark power. It is impossible to make someone use Dark Speech if he is unwilling because the language's pronunciation is so exacting