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.