ROGUES
Enlistment: 4+ (DM +1 if Soc 8-, DM +2 if Int 10+)
Survival: 7+ (DM +2 if Int 9+)
Commission: 7+ (DM +1 if Int 9+)
Promotion: 8+ (DM +1 if Int 8+, DM +2 if Soc 7-)
Re-enlist: 6+ (On a roll of 2, the character upsets the Coiners. On a 12, re-enlistment is mandatory.)
Table Personal Service Advanced
of Development Skills Education Education Table
Ranks Table Table Table (Edu 8+ only)
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1 Cutpurse +1 Int Barfly Streetwise Bribery
2 Burglar +1 Str Armed Combat Forgery Healing
3 Thief +1 Dex Stealth Recon Leader
4 Arm +1 End Transport Carousing Liaison
5 Hand Sleight +1 Edu Thievery Forgery
6 Master Barfly Thievery Locks Admin
Rank and Service Skills
Rogue: Thievery-1
Rogue Burglar: Streetwise-1
Rogue Master: Leader-1
Skill Eligibility
Initial Term of Service: 2
Each Subsequent Term: 1
Upon Commission: 1
Upon Promotion: 1
Muster-Out Benefits
Per term of service: 1
rank 1 or 2: 1
rank 3 or 4: 2
rank 5 or 6: 4
(Benefits Table: DM +1 if rank 4+)
(Cash Table: DM +1 if rank 5+, DM +1 if Gambling 1+)
Benefits Cash Table
Table (in Shields)
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1 Weapon 200
2 +1 Soc 1000
3 False ID 10000
4 Tools 50000
5 Fetish 100000
6 +1 Dex 100000
7 Enchantment 150000
Cascade Skills
Armed Combat: Provides a choice among any melee or missile weapon.
Barfly: Brawling, Carousing, or Gambling.
Transport: Boating, Driving, Equestrian, Seacraft
Thievery: Locks, Sleight, Stealth, Streetwise
Material Benefits
Weapon benefits must be declared by type immediately; additional benefits of Weapon may be taken as skill in a weapon of the type previously taken.
Fetish benefits represent one-shot magic items, such as potions, scrolls, woad, etc. Fetishes may be taken as often as rolled.
Tools benefit grants the rogue a set of professional implements according to their final rank:
Rogue Thief: Lock picks
Rogue Master: False ID
Enchantment benefit provides the character with a permanently ensorcelled item. Additional occurrences of Enchantment are treated as no benefit.
Very nice, G. I have no major comments.
ReplyDeleteOne minor thing: I think re-enlistment throw should be even lower! Once you're in the Coiners, you don't get out easily (or alive, usually).
Thanks for the continued Wanderer writing.
Looking good !
ReplyDeleteFirst comment is more of a heads up, really: I'd say be sure you have the survival and reenlist where you want them - 7+ and 6+ make for lots of 1 term characters. Even with Int 9+, more than two terms won't be the rule.
Not saying that thats bad, just a heads up if that's what you want. Are you allowing multiple careers ? That takes a bit of the edge off the issue, if so.
Me, I've always thought it would be fun if traveller had an option where any illegal career should have some risk of spending the next term in the slammmer - but, with prisons they way they were (and are,I fear) that could just be part of generating the skill rolls.
I'm not sure if I love or hate barfly as a skill. It changes each time I think on it. ;)
What else - well, False ID seems a bit anachronistic;
Not much else to say on a quick look at - like I say, I like what i see !
Interesting points, Doc. That's one of the things I was thinking about too - a "prison" term. Just like in Classic Traveller, multiple careers are an option. My only Mongoose Traveller character started out a Scientist, but missed a Survival roll and got booted from his job. Turned to the Scoundrels' book for high-profit after that....
ReplyDeleteI can't imagine limiting players if they want to jump around the careers a bit.
False ID involves the papers and writs between the Kingdoms of the setting's default Empire. Going to do another post about that aspect of the setting shortly.
Thanks for the feedback folks!
So.....any more to show us ? I've enjoyed what I've seen of Wanderer thus far !
ReplyDeleteYes sir, but work has gotten busy and I can't finish the articles. I'll make an update this weekend for sure. Thanks!
ReplyDelete