Gambler

Updated:  2010-09-02

Search:

This free script provided by JavaScript Kit


House Rules

Associated Games/Campaigns

Dark Conspiracy
Space 1889
Home

House Rules

Character Generation

 

Description
[Dark Conspiracy/Space 1889] Your kind has been around since the dawn of time, making a living out of sharp wits, a knack for bluffing, and a little bit of luck. In a world that changes as fast as this one, you figure only the gamblers can hope to survive.

Entry
Luck 5+.

First Term
Charm 3
Interaction 1
Vice 3

Subsequent Terms
Charm
Interaction
Prescience (if Empathy 1+)
Human Empathy (if Empathy 1+)
Melee
Social Science
Vice

All Terms
Contacts: One per term, criminal, law enforcement, or another gambler. On a 1D10 roll of 8+, the contact is foreign.

Special
When calculating starting money, use Luck instead of Intelligence for each term as a gambler.

Ranks