"Minneapolis/Saint Paul is the city. Metropolitan population in 2001, 600 thousand. Of those, perhaps ten thousand are criminals—they are the only ones to have profited from complete collapse of civilization.
"So I'm pretty darn glad I'm one of them."
Stick-up men, car thieves, con men and grifters.
A basic street hood, ranging from petty thief, kneebuster for a syndicate, or gang member.
Entry: None.
First Term Skills: A total of four levels from any one or a combination of the following:
Melee Combat
Intrusion
Disguise
Forgery
Small Arms (Pistol)
Ground Vehicle (Wheeled)
Subsequent Term Skills:
Melee Combat
Lockpick
Disguise
Forgery
Small Arms (Pistol)
Ground Vehicle (Wheeled)
Small Arms (Rifle)
Combat Engineer
Language
Stealth
Scrounging
Thrown Weapon
Contacts: One per term, Criminal or Law Enforcement. On a roll of 10 on 1D10, the contact will be foreign.
Special: If more than one term is served, add +1 to initiative.
Also, roll once per term versus Intelligence to avoid capture. If unsuccessful, the next career choice must be prison. With "outstanding success" on that same roll, at the player's (and referee's option), the player character will have the option of going into Organized Crime.
If war breaks out at the same time the character is caught, he is drafted instead of going to prison.
From the Cosa Nostra to the Crips to an outlaw biker gang, these are people who make crime a business.
A businessman involved in illegal activities like narcotics, prostitution, racketeering, and contract violence.
Entry: A term as criminal with outstanding success in the Prison roll, or Strength + Charisma 10+
First Term Skills: The character receives the following skills in the first term:
Persuasion
Unarmed Martial Arts 2
Subsequent Term Skills: A total of two levels from any one or a combination of the following:
Leadership
Scrounging
Interrogation
Intrusion
Persuasion
Unarmed Martial Arts
Armed Martial Arts
Ground Vehicle (Wheeled)
Civilian Small Arms
Forgery
Promotion: 7+ (+1 if Strength + Charisma 13+)
Contacts: Two per term, Criminal, Business or Government. Roll D10, 8+ for contact to be foreign.
Special: For accumulated money, roll D10 against intelligence.
Success means character has normal money at the beginning of the game.
Failure means character has no money and spends the next term in prison.
Catastrophic failure means character begins game with no money, and spends next D6/2 terms in Prison.
Outstanding success, at referee's discretion, means character has quintuple normal amount of money.
The world's oldest profession, and the world's most common syndicate.
This career should be self-explanatory...
Entry: No prerequisites
First Term Skills: The character receives the following skills in the first term:
Persuasion 2
Disguise 1
Subsequent Term Skills: A total of two levels from any one or a combination of the following:
Persuasion
Disguise
Unarmed Martial Arts
Small Arms (Pistol)
Contacts: Three Per Term, Criminal, Law Enforcement or Business.
Special: During wartime (Twilight only), character starts game with 100 x (D10 x (Charisma+Persuasion)) dollars.
Prison - pretty self-explanatory. Where the other three groups of criminals go if they screw up.
Entry: Forced due to capture while engaged in criminal activity.
Skills: A total of four levels from any one or a combination of the following:
Unarmed Martial Arts
Intrusion
Disguise
Forgery
Scrounging
Contacts: Two per term, criminal - except on a 1D10 (+1 if intelligence 6+) die roll of
10, contact is a police officer
11, contact is legal (a lawyer), +1 if Intelligence 6+.
Special: Released after one term.