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Freelancer Careers
Page 2 of 12
Criminal
Within Imperial society, as in all human culture, there exists an underclass for which the law does not bear great importance. The criminal classes rob and kill and steal with no regard for those outside their fraternity, or for the consequences of their short-sighted selfishness. Many planets deal harshly with criminals, with long prison terms or execution the penalty for most offences. Other worlds are more liberal and prefer to fight the causes of crime proactively, in addition to rehabilitating offenders. Both methods have variable results, but neither has succeeded in eradicating the hardcore professional criminals.
(Basic) Criminal Burglar |
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Burglars are petty thieves specialising in breaking and entering other peoples property. Because of the hatred and fear with which most homeowners regard them, many burglars take to carrying weapons. Even so, few burglars use violence as a first resort, preferring to escape if disturbed. |
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Advance Scheme |
WS |
BS |
S |
T |
I |
Wp |
Sg |
Nv |
Ld |
Burglar |
- |
- |
1 |
- |
2 |
1 |
- |
1 |
- |
Restrictions: Ogryns make very poor burglars and so may not enter this career. |
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Abilities: Concealment Urban Flee Pick Lock Scale Sheer Surface Secret Language Street |
Secret Signs Street Silent Move Rural Silent Move Urban Spot Trap 25% chance of Evaluate |
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Equipment: Sack, backpack or holdall Lockpicks 50% chance of a knife |
25% chance of an electronic lockpick 25% chance of any civilian pistol with one clip of ammunition |
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Special: If this career is generated by a starting character, there is a 25% chance that the character suffers from Drug Addiction. |
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Career Exits (Military): |
Career Exits (Freelancer): Criminal Blackmailer Criminal Fence Criminal Racketeer Criminal Robber |
Career Exits (Scholar): |
Career Exits (Citizen): |
(Basic) Criminal Conman |
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Conmen use deception to part their victims from their money or possessions. Sometimes the method used is as simple as disguising themselves as some kind of official before snatching whatever is closest to hand when the victim is distracted, although most conmen will set up a business selling shoddy or fake merchandise for inflated prices, often using the hard sell. |
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Advance Scheme |
WS |
BS |
S |
T |
I |
Wp |
Sg |
Nv |
Ld |
Conman |
- |
- |
- |
- |
1 |
1 |
- |
1 |
- |
Restrictions: Ogryns may not enter this career because deception is usually beyond their mental grasp. |
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Abilities: Act Blather Charm Evaluate Flee |
Haggle Intimidate Public Speaking Secret Language Street Wit |
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Equipment: Merchandise Good quality suit (often second-hand, but still impeccable) Disguise and makeup kit (D3 particular outfits, plus accessories) Fake university qualifications Genuine mail order university qualifications Fake war medals |
Bones, beads, tarot cards or a tray of sand for divination One of the following: - Fake Warrant of Trade - Rosarius (this is merely a pendant, and does not contain a conversion field) - Inquisitorial Rosette |
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Career Exits (Military): |
Career Exits (Freelancer): Criminal Burglar Criminal Fence Criminal Fraud Criminal Narcotics Dealer |
Career Exits (Scholar): |
Career Exits (Citizen): Craftsman Actor Merchants Guild Apprentice Menial Shopkeeper |
(Basic) Criminal Narcotics Dealer |
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People always want a means of escaping the drudgery or pain of their daily lives. The narcotics dealer supplies that means in liquid or tablet form. Drugs laws vary from world to world, but there are certain substances that are illegal on most, and possession of some is even an Imperial crime, which falls under the jurisdiction of the Adeptus Arbites. The men and women that sell illegal drugs on the street are general youthful and dispensable, and the drug barons that hire them keep them enough in the dark about who they are working for that an arrested dealer is no cause for alarm. |
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Advance Scheme |
WS |
BS |
S |
T |
I |
Wp |
Sg |
Nv |
Ld |
Narcotics Dealer |
1 |
- |
1 |
1 |
- |
2 |
- |
- |
- |
Abilities: Blather Evaluate Flee |
Haggle Secret Language Street Secret Signs Street |
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Equipment: Discrete clothes with numerous inside pockets D10 bags, inhalers or injectors, each containing D6 doses of an illegal drug |
50% chance of any civilian pistol weapon with one clip of ammunition |
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Special: If this career is generated by a starting character, there is a 50% chance that the character suffers from Drug Addiction to one of the products that he or she sells. |
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Career Exits (Military): |
Career Exits (Freelancer): Criminal Narcotics Chemist Criminal Racketeer Criminal Robber Criminal Smuggler Gang Fighter |
Career Exits (Scholar): |
Career Exits (Citizen): |
(Basic) Criminal Forger |
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The less technically complex cousin of the counterfeiter, a forger duplicates items of value, such as branded clothing or audiovisual recordings, and sells them on, either directly to the public or, more commonly, through a fence. The more skilled forgers copy works of art or illuminated texts, although they tend to steer away from religious works the Ministorum comes down heavily on unauthorised religious works, viewing them as heresies. |
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Advance Scheme |
WS |
BS |
S |
T |
I |
Wp |
Sg |
Nv |
Ld |
Forger |
- |
- |
- |
- |
1 |
- |
2 |
1 |
- |
Abilities: Art can replicate handwriting and various art styles Chemistry for mixing authentic pigments |
Literacy Basic |
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Equipment: Microscope Writing material |
Art materials |
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Career Exits (Military): |
Career Exits (Freelancer): Criminal Burglar (usually specialising in art theft and replacement) Criminal Counterfeiter Criminal Fraud |
Career Exits (Scholar): |
Career Exits (Citizen): Craftsman Artist Craftsman Illuminator Craftsman Scrivener |
(Basic) Criminal Henchman |
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Thugs arent generally recruited for their brains, leadership abilities or their personal hygiene. Instead, what the employer gets is typically a knuckle-dragging brute with a lower IQ than a household pet. Henchmen, particularly ogryn or beastman henchmen, are suited primarily for breaking the legs (or heads) of their bosss enemies, or for intimidating witnesses. Since most henchmen have generally had a childhood in which they were either the bully or the victim (or both), they generally take to the power of their new position and the fear and respect given to them by the neighbourhoods where they used to play. For the rare examples of hired muscle with brains or the ability to lead others, higher ranks among the criminal fraternity may be obtainable. Most, however, will have to content themselves with the dirty jobs at the sharp end of crime. |
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Advance Scheme |
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S |
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Wp |
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Nv |
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Henchman |
1 |
- |
2 |
- |
- |
2 |
- |
- |
- |
Abilities: Intimidate |
10% chance of Leader |
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Equipment: Any civilian pistol with one clip of ammunition Knife |
Club
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Career Exits (Military): Imperial Navy Rating Planetary Defence Force Trooper |
Career Exits (Freelancer): Bodyguard Minder Criminal Burglar Criminal Narcotics Dealer Criminal Racketeer Criminal Robber Criminal Smuggler Gang Fighter Private Security Corporate Suit |
Career Exits (Scholar): |
Career Exits (Citizen): Menial and Scum stuff |
(Basic) Criminal - Pickpocket |
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Many criminals are reluctant to use violence and obtain property by stealth, sneaking a hand into someones shopping bag and taking a packet of food, or stealing a wallet from a jacket pocket. These pickpockets, or sneak thieves, operate in particularly crowded areas where they are less likely to be noticed among the bustle and buffeting bodies. As a counter-measure against pickpockets, some governments place undercover police agents in such areas, and punishments can be harsh, ranging from imprisonment to the amputation of the pickpockets hand, or sometimes even hanging. |
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Advance Scheme |
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BS |
S |
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I |
Wp |
Sg |
Nv |
Ld |
Pickpocket |
- |
- |
- |
- |
2 |
- |
- |
1 |
- |
Abilities: Flee Palm Object Pick Pocket |
Secret Language Street Secret Language Street Silent Move Urban |
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Equipment: None |
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Career Exits (Military): |
Career Exits (Freelancer): Criminal Burglar Criminal Fence Criminal Robber |
Career Exits (Scholar): |
Career Exits (Citizen): Scum Convict Soldier |
(Basic) Criminal Robber |
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Robbers have a very simple method of stealing: walk up to the victim, take their property by violence or the threat of violence, and leave quickly before the victim cries out for help. Usually, the victims are pedestrians chosen at random, but occasionally robbers will band together to hit a larger or more well-defended target, such as a Merchants Guild bank or even a PDF armoury. Most robbers are armed (theres always the chance a victim will resist), but few will attempt to kill an unresisting victim. Of course, there are exceptions amongst the most sociopathic or desperate sections of the criminal community. |
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Advance Scheme |
WS |
BS |
S |
T |
I |
Wp |
Sg |
Nv |
Ld |
Robber |
1 |
- |
1 |
1 |
- |
1 |
- |
1 |
- |
Abilities: Intimidate Secret Language Street Secret Signs Street |
Silent Move Rural (parks, typically, but the ability applies elsewhere) Silent Move Urban Strike to Stun |
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Equipment: Club Knife |
25% chance of any civilian pistol with one clip of ammunition |
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Special: If this career is generated by a starting character, there is a 25% chance that the character suffers from Drug Addiction. |
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Career Exits (Military): |
Career Exits (Freelancer): Criminal Burglar Criminal Narcotics Dealer Criminal Fence Outlaw Bandit |
Career Exits (Scholar): |
Career Exits (Citizen): Scum Convict Soldier |
(Basic) Criminal Smuggler |
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There are many layers of customs services in the Imperium vessels are checked by system defence ships upon entering a system, are routinely challenged by Imperial Navy vessels they encounter while travelling in-system, orbital docking ports will insist on checking cargo, as will planetary customs agencies on the world below. There are customs officials monitoring the move of cargo between cities or countries on the surface, as well as local trading standards officers and the Merchants Guilds own quality enforcers. In total, cargos can increase in cost by as much as 100% through tariffs. Therefore it is unsurprising that smugglers in such great demand. Even only adding a few percent to the shipping costs, a smuggler can make a fortune on a planeload of valuables or an interstellar bulk cruiser full of more mundane goods. |
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Advance Scheme |
WS |
BS |
S |
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I |
Wp |
Sg |
Nv |
Ld |
Smuggler |
- |
1 |
- |
- |
2 |
1 |
- |
1 |
- |
Abilities: Bribery Drive Ground Evaluate Silent Move Rural Silent Move Urban |
50% chance of Pilot Atmospheric 50% chance of Seafarer 25% chance of Speak Additional Dialect 25% chance of Xenology 10% chance of Speak Alien Language |
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Equipment: Any civilian pistol with one clip of ammunition Genuine and fake identification papers |
One of the following: - A car or truck, fitted with false floors and removable door interiors - Light aircraft (only if the character has the Pilot Atmospheric ability) - Orbital shuttle (only if the character has the Pilot Space ability) - Either possession of, or a position on, a maritime vessel - Either possession of, or a position on, a spacecraft |
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Career Exits (Military): Imperial Navy Rating |
Career Exits (Freelancer): Criminal Fence Criminal Narcotics Dealer Maritime Seaman Spacer Crewman |
Career Exits (Scholar): |
Career Exits (Citizen): Civil Aviation Atmospheric Pilot |
(Advanced) Criminal Blackmailer |
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Secrets are a currency on the corrupt underbelly of the Imperium. Blackmailers pride themselves on their ability to discover the most deeply buried secrets, and then extort money or favours from their owners in exchange for not revealing the truth. Many a politician has passed legislation he was opposed to in order to keep an affair from his wife, while corporations have driven themselves to the point of bankruptcy to prevent illegal practices being exposed. A good blackmailer can make a fortune from his sordid profession, but there is always the risk that one of his victims might commit a final, serious, indiscretion in an attempt to end the blackmail. For this reason, most blackmailers are always on the alert for unannounced visits from their clients. |
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Advance Scheme |
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BS |
S |
T |
I |
Wp |
Sg |
Nv |
Ld |
Blackmailer |
1 |
1 |
1 |
- |
1 |
3 |
1 |
1 |
1 |
Abilities: Concealment Urban Lip Reading Palm Object Pick Lock |
Secret Language Street Secret Signs Street Silent Move Urban |
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Equipment: Any civilian pistol with one clip of ammunition Binoculars |
Surveillance equipment (exact nature at GMs discretion) |
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Career Exits (Military): |
Career Exits (Freelancer): Criminal Racketeer Private Security Private Eye |
Career Exits (Scholar): |
Career Exits (Citizen): |
(Advanced) Criminal Counterfeiter |
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Counterfeiters use their artistic skills to reproduce currency, which they then sell on to underworld contacts. Because of the effects forged currency has on the economy once it reaches circulation, counterfeiting the sestertius is a capital offence under Imperial Law, although local currencies may have less severe penalties. |
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Advance Scheme |
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BS |
S |
T |
I |
Wp |
Sg |
Nv |
Ld |
Counterfeiter |
- |
- |
- |
- |
2 |
1 |
2 |
1 |
1 |
Restrictions: Ogryns may not enter this career. |
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Abilities: Art can replicate designs, either by hand or using a cogitator Chemistry for mixing inks Numismatics |
Super Numerate Use Cogitator 25% chance of Metallurgy |
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Equipment: Credit chit editor Printing press (either industrial or manual) |
Several hundred sheets of currency-grade paper Coin dies (only if the character has Metallurgy) |
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Career Exits (Military): |
Career Exits (Freelancer): Criminal Fraud |
Career Exits (Scholar): |
Career Exits (Citizen): Menial Civil Logistician |
(Advanced) Criminal Fence |
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Stolen goods can rarely be sold on the open market. In the Imperium, too much expensive property is custom-made and easily recognisable, so it is the job of the fence to purchase stolen goods from robbers and burglars. They remove serial numbers and other distinguishing features, or transport unique items to other locales, before selling them on to the general public. If a private collector wants anything difficult to obtain, either for legal or rarity reasons, a fence is the person to speak to. Fences also perform the service of distributing counterfeit currency to the wider market, although they do not take very kindly to being given counterfeits as payment. |
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Advance Scheme |
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BS |
S |
T |
I |
Wp |
Sg |
Nv |
Ld |
Fence |
1 |
1 |
2 |
- |
2 |
2 |
2 |
- |
1 |
Abilities: Evaluate |
Super Numerate |
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Equipment: Discrete clothes with numerous inside pockets |
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Career Exits (Military): |
Career Exits (Freelancer): Criminal Racketeer |
Career Exits (Scholar): |
Career Exits (Citizen): Menial Shopkeeper Merchants Guild Apprentice |
(Advanced) Criminal Fraud |
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While many conmen settle for small-scale one-off scams, there are those, the white collar fraudsters, who prefer to set themselves up in a job that allows them access to large amounts of money, whereupon they embezzle just enough to avoid being spotted. They can set up imaginary workers and claim their salaries, take a few sestertii a time from incoming payments, overcharge customers and pocket the difference, or any one of a dozen other underhand methods of stealing from the company. |
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Advance Scheme |
WS |
BS |
S |
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I |
Wp |
Sg |
Nv |
Ld |
Fraud |
- |
- |
- |
- |
2 |
3 |
3 |
2 |
1 |
Abilities: Embezzle Evaluate |
Palm Object Super Numerate |
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Equipment: None |
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Career Exits (Military): |
Career Exits (Freelancer): Criminal Counterfeiter Criminal Forger |
Career Exits (Scholar): Academic Accountant |
Career Exits (Citizen): Menial Logistician Merchants Guild Apprentice |
(Advanced) Criminal Narcotics Chemist |
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Narcotics barons have scores of chemists working for them in back street laboratories, synthesising existing drugs and producing new varieties, all with the aim of keeping them ahead in the market. That many of these scientists are utterly untrained, learning on the job, as it were, is beside the point if they can produce the goods, the barons can make the money. It doesnt matter to them if impure drugs leave addicts coughing up blood and lung tissue in an alley somewhere. |
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Advance Scheme |
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BS |
S |
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I |
Wp |
Sg |
Nv |
Ld |
Narcotics Chemist |
- |
- |
- |
- |
2 |
1 |
2 |
1 |
1 |
Abilities: Chemistry Identify Plant Immunity to Poison Literacy Basic Manufacture Drugs Chemical |
Manufacture Drugs Natural Prepare Poisons Secret Language Street Secret Language Street |
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Equipment: Laboratory equipment (usually of the portable variety) |
Raw materials and finished illegal drugs |
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Career Exits (Military): |
Career Exits (Freelancer): Criminal Narcotics Baron |
Career Exits (Scholar): |
Career Exits (Citizen): |
(Advanced) Criminal Narcotics Baron |
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At the top of the criminal food chain, the narcotics barons eat everyone else. Even gang kingpins bow to the local drugs boss (unless they are at war with him, of course), simply because the baron has the money and resources to call in the best hitmen, thugs and even mercenaries to enforce his will in a forceful, and usually terminal, fashion. And when violence backfires, or the law comes too close for comfort, the baron can always turn to his lawyers, who ensure that everyone knows that their employer is an extremely charitable man, very caring of orphans, and always willing to sue anyone who says differently for as much as they have. Some barons even have enough power to threaten the local government, and may attempt a bid for political office, either through rebellion or a heavily corrupt election campaign. |
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Advance Scheme |
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I |
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Nv |
Ld |
Narcotics Baron |
1 |
1 |
1 |
1 |
2 |
4 |
1 |
3 |
3 |
Abilities: Bribery Evaluate Haggle Leader |
Intimidate Secret Language Street Secret Signs Street |
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Equipment: Any civilian or military pistol with one clip of ammunition Expensive suit, apartment, limousine, escorts and anything else he or she can afford |
An entourage of as many bodyguards, lawyers and flunkies as he or she can afford |
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Career Exits (Military): |
Career Exits (Freelancer): Criminal Racketeer Gang Kingpin Rebel General |
Career Exits (Scholar): Noble Knight / Lady Politican Senator |
Career Exits (Citizen): |
(Advanced) Criminal Racketeer |
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Racketeers are extortionists. Whereas a blackmailer will seek out dark secrets and use these as leverage in procuring money, racketeers are far more straightforward pay up or bad things will happen. A typical protection racket will cover a commercial area, where the shopkeepers will pay a certain amount of money (or a proportion of their profits) to avoid severe property damage. When community leaders make a fuss and try and get the law involved, the racketeer generally turns nasty, breaking bones. As a final resort, for those who really cant take a hint, some racketeers will kill in order to keep his business running. |
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Advance Scheme |
WS |
BS |
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T |
I |
Wp |
Sg |
Nv |
Ld |
Racketeer |
2 |
2 |
2 |
1 |
1 |
3 |
1 |
1 |
2 |
Abilities: Brawler Evaluate Intimidate Secret Language Street |
Two of the following: - Specialist Weapon Launcher - Specialist Weapon Flamer - Specialist Weapon Grenade |
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Equipment: Any civilian pistol with one clip of ammunition 2 incendiary grenades |
One of the following: - Single shot grenade launcher with a frag grenade - Demolition charge - Hand flamer with one canister of fuel |
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Career Exits (Military): |
Career Exits (Freelancer): Criminal Narcotics Baron Gang Kingpin |
Career Exits (Scholar): |
Career Exits (Citizen): |