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House Rules |
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Associated Games/Campaigns
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Originally Published:
2011-01-13 Last Updated:
2011-01-13 Original Concept:
GDW, Inc. Final Design:
GDW, Inc. |
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Description [Dark Conspiracy]
You're young, you're tough, and you're slick. You're part of a family of
the street, a motley collection of disaffected youths that knows the
world is going to pieces and intends to party and rumble until the
world's last gasp.
But lately you've been
wondering if it's ever going to end. Maybe someone's manipulating
things to keep everyone right on the brink but never let them go
over. Maybe you and your chums ought to find out who that someone is
and kick some butt.
[Traveller (TNE)]
You're young, you're tough, and you're slick. You're part of a
family of the street, a motley collection of society's
disenfranchised and discarded. There may have been a support system
for people once, but, if so, it disappeared long before your time.
You know that no one's going to take care of you but you.
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Entry
Charisma 3+. Social Standing 5-. Homeworld Population = Moderate+.
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All Terms
Special Assignment/Adventure: (2D6)
6+ for the following:
Promotion:
6+, DM +1 if Strength 7+.
Contacts: One per
term, criminal,
law-enforcement, or
specialist
(streetwise). On a 1D10 roll of 10, the contact is foreign.
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Special
[Dark Conspiracy]
When calculating starting money, use Charisma × $500 for each term
as a ganger/tough.
[Traveller (TNE)]
Characters may not enter this career after serving in any other
career; they must start as a tough and may then continue in this
career or switch to a different one. When calculating starting
money, multiply by 0.1 for each term as a tough.
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