Rogue

Criminal elements familiar with the rougher or more illegal methods of earning a living, rogues are the bane of most organized societies in the known galaxy. Rogues frequently find themselves in such careers through desperation, though some thrive in the criminal. Most criminals, can be found throughout the galaxy with almost every world having having some criminal element. Pirates used to be much more common, however as societies become more connected, and interstellar navies stronger, piracy has begun to go into decline as the Gold Age of space piracy comes to an end.
Special Rules. You may not take the Law Enforcement assignment of the Agent Career after leaving this career. You may not take a Military Career (Naval Infantry, Planetary Soldier, or Naval Rating) without being drafted from this career. If you take the Agent or Dignitary career after leaving this career roll 1D, if you roll a 1, authorities catch up with you and you must take the Prisoner career at the end of that term. If you take the Citizen, Corporate Specialist, Entertainer, or Scholar careers after taking this one, roll 2D if you roll a 2, authorities catch up with you and you must take the Prisoner career at the end of that term.

Skills and Training

1D Personal Development Service Skills Advanced Education (EDU 8+)
1 Carouse Deception Electronics
2 DEX +1 Recon Naviation
3 END +1 Athletics Medic
4 Gambler Gun Combat Investigate
5 Melee Stealth Broker
6 Gun Combat Streetwise Advocate
1D Thief Muscle Pirate
1 Stealth Gun Combat Pilot
2 Electronics Melee Astrogation
3 Recon Streetwise Gunner
4 Streetwise Persuade Engineer
5 Deception Athletics Vacc Suit
6 Athletics Drive Melee

Ranks and Bonuses

Rank Title (Thief) Skill or Bonus
0
1 Stealth
2
3 Streetwise 1
4
5 Recon 1
6
Rank Title (Muscle) Skill or Bonus
0
1 Persuade
2
3 Gun Combat 1 or Melee 1
4
5 Streetwise 1
6
Rank Title (Pirate) Skill or Bonus
0 Rookie
1 Pirate Pilot 1 or Gunner 1
2 Swashbuckler
3 Buccaneer  Gun Combat 1 or Melee 1
4 Lieutenant
5 Captain Engineer 1 or Navigation 1
6 Dread Pirate

Mishaps

1D Mishap
1 Severely injured (this is the same as a result of 2 on the Injury Table). Alternatively, roll twice on the Injury Table and take the lower result.
2 Arrested. You must take the Prisoner career in your next term.
3 Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy. If you have no Contacts or Allies, then you are betrayed by someone you never saw coming and still gain a Rival or Enemy. In addition, roll 2D. If you roll 2, you must take the Prisoner career in your next term.
4 A job goes wrong, forcing you to flee off-planet. Gain one of Deception 1, Pilot (small craft or spacecraft) 1, Athletics (dexterity) 1 or Gunner 1
5 A police detective or rival criminal forces you to flee and vows to hunt you down. Gain an Enemy.
6 Injured. Roll on the Injury Table.

Events

2D Event
2 Disaster! Roll on the Mishap Table, but you are not ejected from this career.
3 You are arrested and charged. You can choose to defend yourself, or hire a lawyer. If you defend yourself, roll Advocate 8+. If you succeed, the charges are dropped. If you fail, gain an Enemy and take the Prisoner career in your next term. If you hired a lawyer, gain the lawyer as a Contact and lose a Benefit roll.
4 You are involved in the planning of an impressive heist. Gain Electronics 1 or Mechanic 1.
5 One of your crimes pays off. Gain DM+2 to any one Benefit roll, and gain your victim as an Enemy.
6 You have the opportunity to backstab a fellow rogue for personal gain. If you do so, gain DM+4 to your next Advancement check. If you refuse, gain them as an Ally
7 Life Event. Roll on the Life Events Table.
8 You spend months in the dangerous criminal underworld. Gain one of Streetwise 1, Stealth 1, Melee 1 or Gun Combat 1.
9 You spend months in the dangerous criminal underworld. Gain one of Streetwise 1, Stealth 1, Melee 1 or Gun Combat 1.
10 You are involved in a gambling ring. Gain Gambler 1. You may wager any number of Benefit rolls. Roll Gambler 8+; if you fail, lose all the wagered Benefit rolls. If you succeed, gain half as many Benefit rolls as you wagered (round up).
11 A crime lord considers you his protégé. Either gain Tactics (military) 1 or DM+4 to your next Advancement roll thanks to their aid.
12 You commit a legendary crime. You are automatically promoted.

Benefits

1D Cash Benefit
1 None Ship Share
2 None Weapon
3 GCr10,000 INT +1
4 GCr10,000 1D Ship Shares
5 GCr50,000 Armor
6 GCr100,000 DEX +1
7 GCr100,000 2D Ship Shares
Qualification: DEX 6+
DM-1 for every previous career
Assignment: You must choose one of the below as an assignment.
Thief: Stealing from others to enrich themselves, or maybe somebody else, no more no less.
Muscle: An assassin or thug, somebody who inflicts violence on their behalf or for their bosses.
Pirate: A space going pirate, looting interstellar travel is your bread and butter.
Survival:
Thief. INT 6+
Muscle. END 6+
Pirate. DEX 6+
Advancement:
Thief. DEX 6+
Muscle. STR 6+
Pirate. INT 6+

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