Master Criminal

Originally Published:  2010-09-20
Last Updated:  2011-06-24

Search:

This free script provided by JavaScript Kit


House Rules

Associated Games/Campaigns

Dark Ęther
Space 1889
Top Secret
Home

>House Rules

>>Character Generation

 

Description
[Space 1889/Top Secret] There are common criminals, and then there is you.  You are not satisfied with the occasional robbery or heist, unless it furthers your grander plans.  Your capers set entire nations on edge.

Entry
[Space 1889/Top Secret] Intelligence 11+.  Prior career as something else.

First Term
Charm 1
Crime 1
Determination 1
Gun Combat 1
Interaction 1
Medical 1
Melee 1
Physical Science 1

Subsequent Terms
Charm
Crime
Determination
Economics
Gun Combat
Interaction
Medical
Melee
Perception
Physical Science
Social Science
Technician

All Terms
Special Assignment/Adventure: (2D6) 8+ for the following (DM+1 per subsequent term):

Acrobat
Artisan
Engineer
Fine Arts
Space Vessel
Vehicle
Vessel
Vice


Contacts: One per term, business, criminal, government, intelligence community, law enforcement, specialist, or wealthy. On a roll of 1D10 for 5+ the contact is foreign.

Other Effects: None.

Special
[Space 1889] At the end of each term, roll 2D6. If the roll is equal to or less than the character's Intelligence attribute, there is no effect. If it is greater than the character's Intelligence attribute, the character has been apprehended and must spend the next career term as a Prisoner.  Use Intelligence rather than Social Standing to determine starting money, and multiply the result by 10.