(no subject)

By Adam Naylor ·

TML message #3883From bundle 325

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 .