Prisoner

Updated:  2009-08-30

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House Rules

Associated Games/Campaigns

Dark Conspiracy
Traveller: The New Era
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House Rules

Character Generation

 

Description
[Dark Conspiracy] If you're going to dance, sooner of later you're going to have to pay the piper.  If you're going to lead a life of crime, eventually you're going to get caught.  When that happens you'll end up here.

[Traveller: The New Era] It's a big universe. Someone's got to run afoul of it. Maybe you were breaking the law for all the right reasons, maybe not. Maybe you didn't even do anything wrong, and they just had to arrest someone. The point is, here you are, and you're going to have to live through it (after all, if Jim Rockford wasn't too good to do time, neither are you).

Entry
Forced due to capture while engaged in illegal activity in the Criminal, Corsair, Mercenary, or Rebel careers.

All Terms

Skills: A total of 6 levels from any one or a combination of the following:  Acrobatics; Charm; Crime; Determination; Economics; Interaction; Melee; Perception; Vice; STR +1; EDU +1.

Promotion: None.

Contacts:  Two per term, criminal.  Roll 1D10 for 10 for the contact to be foreign.

Special
[Dark Conspiracy]  No secondary activities allowed.  Released after one term.  Do not count prison terms when calculating starting money.

[Traveller: The New Era] No secondary activities allowed.  Released after one term.  Do not count prison terms when calculating starting money.