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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

Burglars are petty thieves specialising in breaking and entering other people’s 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.

Advance Scheme

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Burglar

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1

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2

1

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1

-

Restrictions:

Ogryns make very poor burglars and so may not enter this career.

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

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

Special:

If this career is generated by a starting character, there is a 25% chance that the character suffers from Drug Addiction.

Career Exits (Military):

Career Exits (Freelancer):

Criminal – Blackmailer

Criminal – Fence

Criminal – Racketeer

Criminal – Robber

Career Exits (Scholar):

Career Exits (Citizen):

 

(Basic) Criminal – Conman

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.

Advance Scheme

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Conman

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1

1

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1

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Restrictions:

Ogryns may not enter this career because deception is usually beyond their mental grasp.

Abilities:

Act

Blather

Charm

Evaluate

Flee

 

Haggle

Intimidate

Public Speaking

Secret Language – Street

Wit

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

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

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.

Advance Scheme

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Narcotics Dealer

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1

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2

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-

-

Abilities:

Blather

Evaluate

Flee

 

Haggle

Secret Language – Street

Secret Signs – Street

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

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.

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

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.

Advance Scheme

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Forger

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1

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Abilities:

Art – can replicate handwriting and various art styles

Chemistry – for mixing authentic pigments

 

Literacy – Basic

Equipment:

Microscope

Writing material

 

Art materials

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

Thugs aren’t 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 boss’s 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.

Advance Scheme

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Henchman

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Abilities:

Intimidate

 

10% chance of Leader

Equipment:

Any civilian pistol with one clip of ammunition

Knife

 

Club

 

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

Many criminals are reluctant to use violence and obtain property by stealth, sneaking a hand into someone’s 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 pickpocket’s hand, or sometimes even hanging.

Advance Scheme

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Pickpocket

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Abilities:

Flee

Palm Object

Pick Pocket

 

Secret Language – Street

Secret Language – Street

Silent Move – Urban

Equipment:

None

Career Exits (Military):

Career Exits (Freelancer):

Criminal – Burglar

Criminal – Fence

Criminal – Robber

Career Exits (Scholar):

Career Exits (Citizen):

Scum – Convict Soldier

 

(Basic) Criminal – Robber

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 (there’s 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.

Advance Scheme

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Robber

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Abilities:

Intimidate

Secret Language – Street

Secret Signs – Street

 

Silent Move – Rural (parks, typically, but the ability applies elsewhere)

Silent Move – Urban

Strike to Stun

Equipment:

Club

Knife

 

25% chance of any civilian pistol with one clip of ammunition

Special:

If this career is generated by a starting character, there is a 25% chance that the character suffers from Drug Addiction.

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

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’ Guild’s 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.

Advance Scheme

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Smuggler

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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

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

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

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’.

Advance Scheme

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Blackmailer

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Abilities:

Concealment – Urban

Lip Reading

Palm Object

Pick Lock

 

Secret Language – Street

Secret Signs – Street

Silent Move – Urban

Equipment:

Any civilian pistol with one clip of ammunition

Binoculars

 

Surveillance equipment (exact nature at GM’s discretion)

Career Exits (Military):

Career Exits (Freelancer):

Criminal – Racketeer

Private Security – Private Eye

Career Exits (Scholar):

Career Exits (Citizen):

 

(Advanced) Criminal – Counterfeiter

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.

Advance Scheme

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Counterfeiter

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2

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Restrictions:

Ogryns may not enter this career.

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

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)

Career Exits (Military):

Career Exits (Freelancer):

Criminal – Fraud

Career Exits (Scholar):

Career Exits (Citizen):

Menial – Civil Logistician

 

(Advanced) Criminal – Fence

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.

Advance Scheme

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Fence

1

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2

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1

Abilities:

Evaluate

 

Super Numerate

Equipment:

Discrete clothes with numerous inside pockets

Career Exits (Military):

Career Exits (Freelancer):

Criminal – Racketeer

Career Exits (Scholar):

Career Exits (Citizen):

Menial – Shopkeeper

Merchants’ Guild – Apprentice

 

(Advanced) Criminal – Fraud

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.

Advance Scheme

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Fraud

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2

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Abilities:

Embezzle

Evaluate

 

Palm Object

Super Numerate

Equipment:

None

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

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 doesn’t matter to them if impure drugs leave addicts coughing up blood and lung tissue in an alley somewhere.

Advance Scheme

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Narcotics Chemist

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Abilities:

Chemistry

Identify Plant

Immunity to Poison

Literacy – Basic

Manufacture Drugs – Chemical

 

Manufacture Drugs – Natural

Prepare Poisons

Secret Language – Street

Secret Language – Street

Equipment:

Laboratory equipment (usually of the portable variety)

 

Raw materials and finished illegal drugs

Career Exits (Military):

Career Exits (Freelancer):

Criminal – Narcotics Baron

Career Exits (Scholar):

Career Exits (Citizen):

 

 

(Advanced) Criminal – Narcotics Baron

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.

Advance Scheme

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Narcotics Baron

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Abilities:

Bribery

Evaluate

Haggle

Leader

 

Intimidate

Secret Language – Street

Secret Signs – Street

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

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

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 can’t take a hint, some racketeers will kill in order to keep his ‘business’ running.

Advance Scheme

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Racketeer

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Abilities:

Brawler

Evaluate

Intimidate

Secret Language – Street

 

Two of the following:

- Specialist Weapon – Launcher

- Specialist Weapon – Flamer

- Specialist Weapon – Grenade

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

Career Exits (Military):

Career Exits (Freelancer):

Criminal – Narcotics Baron

Gang – Kingpin

Career Exits (Scholar):

Career Exits (Citizen):

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