Thursday, July 7, 2011

Rogues - Worlds Apart

And the Rogue!

Rogues: Dex 6+
–1 DM for every previous career.

The easiest way to get something is to take it from someone else.

•  Pirate: You make your living attacking other voyager ships upon the Forever Sea.
•  Thief: The urban lure leads you into a life of theft on the streets.
•  Thug: Everyone needs hired muscle: especially criminals.

Career Progress
Assignment
Survival
Advancement
Pirate
Dex 6+
Int 6+
Thief
Int 6+
Dex 6+
Thug
End 6+
Str 5+

Mustering-Out
Roll
Cash
Benefits
1
200 sp
Voyager Ship Share
2
400 sp
+1 Dex
3
800 sp
+1 Int
4
1,000 sp
Magic Item (any)
5
1,200 sp
Two Voyager Ship Shares
6
3,000 sp
Private Passage
7
5,000 sp
Pirateen Voyager Ship

Skills and Training
Roll
Personal Development
Service Skills
Advanced Education (Minimum Edu 8)
1
+1 Dex
Navigate
Admin
2
+1 Edu
Streetwise
Advocate
3
+1 Int
Stealth
Broker
4
+1 End
Athletics (any)
Language (any)
5
Gambler
Language 0 (no specialty)
Medic
6
Melee Combat (any)
Melee Combat (any)
Persuade

Roll
Assignment: Pirate
Assignment: Thief
Assignment: Thug
1
Broker
Athletics (any)
Animals (any)
2
Elemental Engineer (any)
Deception
Athletics (any)
3
Gunner (any)
Gambler
Gambler
4
Mechanic
Recon
Melee Combat (any)
5
Melee Combat (any)
Stealth
Missile Combat (any)
6
Missile Combat (any)
Streetwise
Recon

Ranks and Skills
Rank
Title
Skill or Benefit
0
Rogue

1
Miscreant
Stealth 1 or Persuade 1
2
Crook

3
Scalawag
Streetwise 1 or Melee Combat 1
4
Outlaw

5
Scoundrel
Recon 1 or Elemental Engineer (any)
6


 
Mishaps
1d6
Mishap
1
Severely injured in action. (This is the same as a result of 2 on the Injury table.)
2
You got sloppy and get caught. Lose your Mustering-Out roll and get drafted for your next term. If you don’t like that, you may roll Soc 8+ or you can hang by your neck until dead. If you make your Soc roll, just lose a single Mustering-Out roll, but you may continue in your career.
3
Words turn ugly and blades are drawn. Roll Melee Combat 8+ to avoid injury.
4
The going gets tough. Roll Edu 8+ to see if you know when to get going. If you fail, lose your Mustering-Out roll for this term.
5
You fall in love but it turns out to be only a set-up. Your next term is spent as a Drifter.  
6
Injured. Roll on the Injury table.

Events
2d6
Events
2
Disaster! Roll on the mishap table, but you are not ejected from this career.
3
You find that you don’t really have the stomach to last with the group you’ve found yourself among. You use their friendship against them, however, and hit them where it hurts before leaving to a new career. Gain a free Cash roll. If you roll Stealth 6+, they don’t know it was you. If you fail, gain an Enemy. 
4
Things are surprisingly slow and routine.  During the lull, you pick up one of either Agriculture (any), Animals (any), Art (any), or Trade (any).
5
You spend several months planning a crime that stretches all involved to their limits. Gain one of Melee Combat (any) 1, Broker 1, Deception 1, or Recon 1.
6
You discover some of your associates have been selling slaves to cannibals. If you bust them you gain +1 Soc, if you demand a cut of the action roll Persuade 6+. If you’re successful gain a +2 DM to any one Mustering-Out roll. If you fail your Persuade attempt, roll End 8+ or end up on plate yourself.
7
Life Event. Roll on the Life Events table.
8
You find yourself surrounded by a small gang of non-human criminals. By chance or fate, you fit in so well they accept you as one of theirs. Gain a non-human Language (any) and an Ally.
9
You make a big score and fund some education outside your normal scope. Gain one of Diplomat 1, Pilot 1 (any), or Tactics (naval) 1.
10
That wasn’t vodka. Gain Magic 0.
11
You draw the favorable attention of a powerful crime syndicate. You can move to them and gain a +4 DM to your next Advancement roll and a +1 DM on one Mustering-Out roll, but if you do, you  gain an Enemy of one of your old associates.
12
You pull off quite the heist. You are automatically promoted.

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