Outlaw

The law is an inconvenience designed to keep enterprising people from redistributing the assets of the less deserving. You are one of those enterprising people and you're willing to work around the law in order to redistribute some of those assests into your own pockets.

Qualification

DEX 6+
DM ‒2 if you have ever been a Lawman

Specialty

Choose one of the following:

Bandit
You take people's money and property by stealth or violence.
Confidence Trickster
You take people's money and property by guile.

Term Success

Specialty
Success
Advancement
Bandit
END 8+
STR 8+
Confidence Trickster
INT 7+
SOC 8+
 
 

Skills and Training

If this is your first term in any career, take all of the Career Skills at level-0 as your "basic training". If a skill is already at level-0 or higher, it does not get increased. If this is not your first term overall, but it is your first term as an Outlaw, you may take any one Career Skill at level-0.

Roll
Personal Development
Career Skill
Advanced Education EDU 8+
1
+1 END
Animals (Handling)
Medic
2
+1 DEX
Persuade
Investigate
3
Athletics
Melee
Advocate (Law)
4
Carouse
Firearm
Broker
5
Draw
Gambling
Tactics
6
Deception
Stealth
Jack-of-All-Trades
 
Roll
Bandit
Confidence Trickster
1
Animals
Persuade
2
Recon
Investigate
3
Survival
Deception
4
Carouse
Liaison
5
Draw
Gambling
6
Recon
Advocate
 

Ranks and Bonuses

Rank
Outlaw
Skill or Bonus
0
1
Culture (Underworld)
2
3
4
Deception
5
6
 

Events

Roll
Event
2
Roll on the Mishap Table, but you don't have to change careers.
3
An unfortunate turn of events requires some improvisation. Roll INT 9+. If you fail, roll on the Injury Table. If you succeed, increase your Explosives skill by +1
4
Setting up a crime requires you to take an honest job. +1 Trade.
5
You have a romantic relationship that eventually ends when you go your separate ways. Roll SOC 8+. If you fail, you gain an enemy. If you succeed, you gain an Ally.
6
You end up doing a lot of traveling this term. Gain a level in Animals (Handling) or Drive.
7
Roll on the Life Event Table.
8
An evening in a saloon results in meeting a kindred soul. Gain a Contact.
9
It was a whole year of hiding out where no one would think to look for you. +1 Language.
10
An article is written about you in a big city newspaper. +1 REP.
11
That scheme worked better than you expected. DM +1 on the Benefit roll for this term.
12
An old hand decides to teach you the ropes. Increase one of the Career Skills by +1.
 

Mishaps

If a mishap occurs, the term ends before completion. Do not roll for an end of term benefit or cash. Roll 1D /2 to determine how many years the term lasted.

Roll
Mishap
1
Injured. Roll on the Injury Table.
2
Go directly to jail. Your next term is a Prisoner and lose your Benefit Roll for this term.
3
Who would have guessed that little old lady had a sawed-off shotgun under her shawl? Lose an Ally, Contact or family member.
4
A partner you abandoned because you thought they were dead got out of prison. They're looking for revenge. Gain an Enemy.
5
You posed for a photo right before committing a crime. Sadly, you didn't take the negative as well. The wanted posters were quite flattering. +1 REP
6
Severely Injured. Roll twice on the Injury Table and take the lower result.
 

End of Term Benefit and Cash

DM +1 on Benefit if Rank 5 or 6
DM +1 on Cash if Gambling-1 or better

Roll
Cash
Benefit
1
$5
+1 DEX
2
$10
Favor
3
$30
Contact
4
$60
Horse
5
$100
Weapon
6
$150
Ally
7
$400
+1 REP

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