CRIMINAL
Prerequisites: Agility 5+
First Term Skill Adds:
Armed Martial Arts: 2 |
Forgery: 1 |
Ground Vehicle (Motorcycle): 1 |
Ground Vehicle (Wheeled): 2 |
Intrusion: 4 |
Pickpocket: 2 |
Small Arms (Pistol): 2 |
Stealth: 2 |
Streetwise: 4 |
Unarmed Martial Arts: 2 |
Subsequent Term Skills:
Act/Bluff |
Charm |
Combat Engineer |
Crime |
Disguise |
Escape Skill |
Gun Combat |
Language |
Melee |
Scrounging |
Stalking |
Stealth |
Streetwise |
Technician |
Thrown Weapon |
Vehicle |
Promotion: 7+ (1d10), DM +1 if Intelligence 7+.
Contacts: One per term, criminal or law enforcement. Contact is foreign on a 1d10 roll of 10.
Special: If more than one term is served, add one to initiative. Roll once per term vs. Intelligence to avoid capture. If captured, the next career choice must be prison. If war breaks out in the same term the character is caught, the character is drafted instead of going to prison.
CRIMINAL--BLACK MARKETEER
Prerequisites: Intelligence + Charisma 10+
First Term Skill Adds:
Act/Bluff: 2 |
Admin/Legal: 4 |
Bargain: 2 |
Bribery: 4 |
Business: 2 |
Carousing: 2 |
Disguise: 2 |
Forgery: 3 |
Language: 2 |
Observation: 2 |
Persuasion: 3 |
Recruiting: 1 |
Scrounging: 4 |
Streetwise: 2 |
Subsequent Term Skills:
Charm |
Crime |
Determination |
Economics |
Gun Combat |
Interaction |
Social Sciences |
Vice |
Promotion: 7+ on 1D10; DM +1 in Intelligence 7+.
Contacts: Two per term, government, criminal, or law enforcement; roll 7+ on 1D10 for the contact to be foreign.
Special: If more than one term is served, add one to initiative. Roll once per term vs. Intelligence to avoid capture. If captured, the next career choice must be prison. If war breaks out in the same term the character is caught, the character is drafted instead of going to prison. Roll vs. Intelligence to determine accumulated money for that term. If successful, the character has triple normal money. If failure, the character has half normal money. In the case of catastrophic failure, the character has no money. In the case of outstanding success, the character has 1D100 times normal money.
CRIMINAL--ORGANIZED CRIME
Prerequisites: Intelligence: 7+
First Term Skill Adds:
Act/Bluff: 4 |
Admin/Legal: 3 |
Armed Martial Arts: 2 |
Bargain: 2 |
Bribery: 4 |
Business: 3 |
Forgery: 2 |
Interrogation: 2 |
Intrusion: 2 |
Language: 2 |
Persuasion: 2 |
Small Arms (Pistol): 2 |
Small Arms (Rifle): 1 |
Streetwise: 4 |
Unarmed Martial Arts: 2 |
Subsequent Term Skills:
Charm |
Crime |
Determination |
Economics |
Gun Combat |
Interaction |
Language |
Melee |
Perception |
Vehicle |
Vice |
Promotion: 7+ on 1D10; DM +1 on Intelligence 7+.
Contacts: Two per term, government, criminal, or law enforcement. Contact is foreign on a 1D10 roll of 8+.
Special: If more than one term is served, add one to initiative. Roll once per term vs. intelligence to avoid capture. If captured, the next career choice must be prison. If war breaks out the same term the character is caught, the character is drafted instead of going to prison. If captured in other than a war term, roll vs. charisma. If successful, the character is placed in the Federal Witness Protection Program; he must start a new career, which cannot be criminal. After a new term in this new career, he may again pick up the criminal path if he so desires.
CRIMINAL--PIMP
Prerequisites: None
First Term Skill Adds:
Act/Bluff: 4 |
Admin/Legal: 2 |
Armed Martial Arts: 2 |
Bargain: 2 |
Bribery: 3 |
Business: 2 |
Carousing: 2 |
Forgery: 2 |
Ground Vehicle (Wheeled): 1 |
Persuasion: 2 |
Recruiting: 4 |
Small Arms (Pistol): 1 |
Streetwise: 2 |
Subsequent Term Skills:
Charm |
Crime |
Determination |
Economics |
Gun Combat |
Interaction |
Melee |
Vice |
Vehicle |
Promotion: 8+ on 1D10; DM +1 if Intelligence 7+.
Contacts: Two per term, government, criminal, or law enforcement. Contact is foreign on a 1D10 roll of 8+.
Special: Roll once per term vs. intelligence to avoid capture. If captured, the next career choice must be prison. If war breaks out the same term, the character is drafted instead of going to prison. If war breaks out while in this career and the character is not in prison, the character starts with $100 x (1D10 x [Charisma + Persuasion]) for that term, plus any other amounts for any possible previous careers.
CRIMINAL--PROSTITUTE
Prerequisites: Charisma 6+
First Term Skill Adds:
Act/Bluff: 3 |
Bargain: 3 |
Carousing: 4 |
Dance: 1 |
Disguise: 2 |
Escape Skill: 1 |
Persuasion: 4 |
Stealth: 2 |
Streetwise: 2 |
Willpower: 1 |
Subsequent Term Skills:
Charm |
Crime |
Determination |
Economics |
Fine Arts |
Interaction |
Melee |
Vice |
Promotion: 9+ on 1D10; DM +1 if Intelligence 7+.
Contacts: Three per term, any possible. Contact is foreign on a 1D10 roll of 8+.
Special: This criminal career is not subject to prison time, unlike other criminal careers. The character will be caught by police on a regular basis, but these stays are in local jails for relatively short periods of time each. If war breaks out while in this career, the character starts with $100 x (1D10 x [Charisma + Persuasion]) for that term, plus any other amounts for any possible previous careers.
CRIMINAL--SOCIOPATH
Prerequisites: Intelligence 7+
First Term Skill Adds:
Act/Bluff: 4 |
Armed Martial Arts: 4 |
Disguise: 2 |
Intrusion: 1 |
Observation: 2 |
Persuasion: 3 |
Psychology: 4 |
Stalking: 3 |
Stealth: 3 |
Streetwise: 3 |
Tracking: 1 |
Unarmed Martial Arts: 4 |
Subsequent Term Skills:
Acrobat |
Charm |
Crime |
Determination |
Gun Combat |
Interaction |
Melee |
Perception |
Social Science |
Vice |
Promotion: Not Applicable
Contacts: One per term, any possible. Contact is foreign on a 1d10 roll of 10.
Special: If more than one term is served, add one to initiative. Roll once per term vs. Intelligence to avoid capture. If captured, the next career choice must be prison. The character remains in prison until the war term, when he escapes in the confusion of the war.
CRIMINAL--TERRORIST
Prerequisites: Strength + Intelligence 12+
First Term Skill Adds:
Act/Bluff: 3 |
Armed Martial Arts: 2 |
Autogun: 2 |
Bribery: 2 |
Chemistry: 1 |
Computer: 1 |
Demolitions: 3 |
Disguise: 4 |
Electronics: 1 |
Forgery: 2 |
Grenade Launcher: 2 |
Gunsmith: 1 |
Mechanic: 1 |
Mortar: 1 |
Observation: 3 |
Scrounging: 1 |
Small Arms (Pistol): 2 |
Small Arms (Rifle): 3 |
Stalking: 1 |
Stealth: 4 |
Thrown Weapon: 2 |
Tracking: 1 |
Unarmed Martial Arts: 2 |
Willpower: 3 |
Subsequent Term Skills:
Acrobat |
Charm |
Crime |
Determination |
Engineer |
Explore |
Gun Combat |
Heavy Weapons |
Interaction |
Melee |
Perception |
Physical Science |
Technician |
Vice |
Vehicle |
Promotion: 6+ on 1D10; DM +1 if intelligence 8+.
Contacts: Two per term, military, government, law enforcement, or criminal. Roll 6+ on 1D10 for the contact to be foreign.
Special: Two secondary activities allowed per term. Roll once per term vs. intelligence to avoid capture. If captured, the next term must be prison. If in prison, roll once per term vs. intelligence. If successful, the character escapes, is busted out by comrades, or is bargained out as the result of a terrorist action. Otherwise, the character remains in prison until war breaks out, when he escapes in the confusion of the war, and may take up any profession he chooses.
PRISON
Prerequisites: Forced due to capture while engaged in criminal activity.
First Term Skill Adds: None
Subsequent Term Skills:
Act/Bluff |
Bargain |
Crime |
Disguise |
Interaction |
Machinist |
Melee |
Perception |
Scrounging |
Promotion: None
Contacts: Two per term, criminal.
Special: Released after one term, unless a sociopath.