Mercenary

Originally Published:  2009-08-30
Last Updated:  2011-06-24

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House Rules

Associated Games/Campaigns

Cadillacs and Dinosaurs
Dark Conspiracy
Space 1889
Top Secret
Traveller: The New Era
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Description
[Cadillacs and Dinosaurs] None.

[Dark Conspiracy] With the old superpowers cooling their heels after the corporate takeover, they're not able to watchdog the world's trouble spots as effectively any more.  As a result, the temperature of brush wars has risen a number of degrees, and the countries involved are crying for someone to come and train their troops in modern warfare techniques.  Of course, part of training them is supplying them, so if you're sharp, it's pretty easy to make a lot of money really fast.  You just have to be careful to duck when the bullets start flying.

[Space 1889] Have gun, will travel.  Whether you're a gunslinger in the Wild West, or a former soldier hired to train the armies of South America, your services are always in demand.

[Traveller: The New Era]  With the Pax Imperica a thing of the past, there is a lot more need for mobile, trained, and equipped troops than there used to be, and small governments are crying for someone to come and train their troops in modern warfare techniques. Whether you're a starmerc doing "rent-an-escort" convoy charters, or a part of a training cadre hired to build a local army from scratch, you're a sought-after commodity. Maybe that's why everywhere you go, the bullets start flying.

Entry
[Cadillacs and Dinosaurs]  Strength 7+; Agility 5+.

[Dark Conspiracy/Top Secret/Traveller: The New Era] Strength 4+, Prior military career.

[Space 1889] Strength 4+,

First Term
Gun Combat 1
Interaction 2
Language 1
Melee 1

Subsequent Terms
Acrobat
[Archaic Weapons (Tech = Pre-Industrial)]
Determination
Explore
Gun Combat
Interaction
Melee
Perception
Personal Transport
Vehicle

All Terms
Special Assignment/Adventure: (2D6) 8+ for the following (DM+1 per subsequent term):  Archaic Weapons; Artillery; Engineer; Heavy Weapons; Spacehand; Screens; Personal Transport.

Promotion: 6+, DM +1 if Constitution 7+

Contacts: One per term, criminal, government, intelligence community, military or other mercenary. On a roll of 1D10 for 6+ the contact is foreign.

Other Effects: Roll 1 D10 once per term. On a roll of 9, the character must spend the next term in a non-combat career due to serious wounds. A roll of 10 means the character was captured by the opposition and must spend the next term as a prisoner. If more that one term is served, add +1 to Initiative.

Special

[Cadillacs and Dinosaurs]  1D6×Cr100 in credits or gold dollars, player's choice.

[Dark Conspiracy]  None.

[Space 1889] None.

[Top Secret] None.

[Traveller: The New Era] 1 ship DM per term, plus 1 per special assignment, applied to Trader or Warship (character's choice).