Enhanced Profession : Rogue
Note this is an adapted version of the rogue enhanced profession which appeared in the Dragon Magazine Article 97# . The
article was
written by Igor Greenwald .
Enlistment : 6+
DM + 1 If : Soc 8-
DM + 2 If : End 7+
Branch Determination : After enlisting a character must roll 2d6 on the table below to establish his status in the interstellar
crime network . DM of + 1 If Str 9+ .
Die Roll Result
2-5 Solitary Crime
6-9 Gang Activity
10-12 Organized Crime
Apprenticeship : The first year of service is spent as an apprentice to an experienced rogue . At the end of the year, he receives
an automatic streetwise skill, and a roll on his branch skills table .
Terms of Service : At the end of the first year, a character must begin serving a series of four - year terms . The first term is
shortened to three years to compensate for the first year of apprenticeship .
Areas Of Work : At the beginning of each term a character determines the area of his work by rolling a 1d6 . The three possible
areas are : Offworld (1-3), or Onworld (4-6) . Offworld represents work involving space travel, while Onworld indicates the term
will be spent of the planets surface . The prison assignment represents the characters arrest and detention for previous crimes
committed . A character can only go to prison if he rolls equal to his survival roll (see below) .
Assignments : For each year of a four-year term, a character rolls on the Annual Assignments Table corresponding to hisarea of
work. After determining the assignment, a character must roll on the appropriate Assignment Resolution Table for survival,
promotion, connections, and skills. Special, Infiltration, and Job Education assignments do not require the unusual assignment
resolution, and are fully described at the end of the article .
Annual Assignments Table
Die Roll Offworld Onworld Prison
2 Hijacking Robbery Mine Labour
3 Racketeering Kidnapping Factory Labour
4 Smuggling Larceny Detention Camps
5 Speculation Bookmaking Cell Confinement
6 Racketeering Kidnapping Factory Labour
7 Infiltration Infiltration Parole
8 Smuggling Larceny Detention Camp
9 Speculation Bookmaking Cell Confinement
10 Hijacking Robbery Mine Labour
11 Special Special Special
12 Special Special Special
Offworld Assignment Resolution Table
Hijacking Racketeering Smuggling Speculation
Survival 6+ 5+ 5+ 4+
Promotion 9+ 10+ 10+ 11+
Connections 11+ 11+ 9+ 10+
Skill 7+ 8+ 6+ 8+
Onworld Assignment Resolution Table
Robbery Kidnapping Larceny Bookmaking
Survival 5+ 6+ 5+ 4+
Promotion 10+ 10+ 11+ 11+
Connections 11+ 11+ 10+ 9+
Skill 7+ 6+ 6+ 7+
Prison Assignment Resolution Table
Mines Factories Camps Cells
Survival 7+ 4+ 5+ 4+
Promotion - 12+ 11+ 11+
Connections 10+ 10+ 8+ 9+
Skill 5+ 6+ 7+ 8+
DMs for all areas of work
Survival : DM + 1 if End 9+; DM + 1 if Int 9+ .
Promotion : DM + 1 if Dex 10+; DM + 1 if Int 9+ .
Connections : DM + 1 if Int 9+ .
Skill : DM + 1 if Edu 8+ .
Promotions : Each time a character achieves the promotion roll, he advances one rank on the rogue ranks table, given bel
ow .
Rogue Rank Megatraveller Rank
Apprentice 1
Petty Crook 1
Criminal 2
Hustler 3
Rogue 4
Crime Boss 5
Crime Tzar 6
Connections : Each time a character achieves a connections roll, he can roll on the appropriate table below , Connection
s signify
familiarity with influential people in the indicated area. They do not preclude bribes; rather they make it easier to br
ibe the
right people. The referee should determine the planet of which the connections exist, as well as their exact application
.
Die Roll Offworld Onworld Prison
1 Belt Mine Casino Inmates
2 Minor Colony Crime Boss/Tzar Inmates
3 Merchants Forger Inmates
4 Merchants Fence/Pawn Guards
5 Mercenaries Police Guards
6 Starport Auth Government Warden
Branch Skills Table
Die Roll Solitary Gang Organized
1 Physical Physical Physical
2 Mental Hand Combat Mental
3 Vehicle Vehicle Vehicle
4 Technical Inborn Interpersonal
5 Gun Combat Blade Combat Gun Combat
6 Hand Combat Gun Combat Interrogation
Die Roll Offworld Onworld Prison
1 Vice Streetwise Bribery
2 Vacc Suit Inborn Hand Combat
3 Gunnery Vice Physical
4 Mechanical Gun Combat Hand Combat
5 Space Tech Recruiting Vice
6 Space Vice Technical*
7 Space Combat Environmental Jack-O-T
8 Economic Economic Interpersonal
DM if Rank 4+, DM +1; if on Term 5+, DM+1 .
* If on a mining assignment, receive one level of prospecting skill rather than a technical skill .
Skill : If the character achieves a skill roll, he either rolls it on his/her branch skills table or area of work table
. Those in
prison can only roll on the prison table .
Reenlistment : The reenlistment roll is 5+ . DM + 1 if Rank 3+;
If a character is in prison (see below), continue until his/her sentence is expired/ or he/she is released .