Privateer (Operator)

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Privateer (Operator)
« on: June 25, 2010, 04:02:24 PM »
THE PRIVATEER
Empty space and raging seas, pirates and raiders comin' in from all sides, and then there's the Privateer. A death trap, a nightmare, that's what the galaxy is now. But the credits are still around, and there's lots of 'em to be made in a galaxy where everyone's afraid of everyone else, and nobody so much as trusts
their mother. There's money to be made, and few know how to really make it.

(or)

Time was a merchant could run the lanes with nothing more than a glorified tug and make it from Salzeider to Corrican without waking up. That ain't work no more. You wanna run the lanes these days, you best be a smooth, sneaky sumbitch or the hardest fucker in the skies, and pray to whatever god you worship your crew's up to the task.
One wrong step, and you're space dust.

STATS
Choose one set:
• Cool+2 Hard=0 Hot-1 Sharp+2 Weird-1
• Cool+2 Hard+1 Hot+1 Sharp=0 Weird-1
• Cool+2 Hard-1 Hot+1 Sharp+1 Weird=0
• Cool+2 Hard=0 Hot=0 Sharp+1 Weird-1
(unchanged from vanilla)

MOVES:
You get:
Moonlighting
and choose 1:
Easy to trust
Eye on the door
Opportunistic
Reputation

(no change to the class moves)

GIGS
(Profit / catastrophe)
Choose 3 paying gigs:
• Bodyguarding (100 credits / embattled)
• Surveillance (100 credits / deceived)
• Raiding (100 credits / embattled)
• Enforcement (100 credits / overthrown)
• Honest work (100 credits / impoverished)
• Companionship (100 credits / entangled)
• Deliveries (100 credits / bushwacked)
• Infiltration (100 credits / discovered)
• Scavenging (100 credits / impoverished)
• Brokering deals (100 credits / shut out)
• Technical work (200 credits / shut out)
• Fucking (200 credits / entangled)
• Ship/System Security (200 credits / infiltrated)
• Doing murders (300 credits / embattled)

And choose 1 obligation gig:
• Avoiding someone (you keep well clear / they catch you in a bad spot)
• Paying debts (you keep up with them / they come due)
• Revenge (you victimize someone / they humilate you)
• Protecting someone (nothing bad happens to them / they’re gone)
• Pursuing luxury (beauty in your life / you wind up in a bad spot)
• Maintaining your honor (you keep your word and your name / you cross a line)
• Seeking answers (you get a clue / you chase a red herring)
(main change is barters to credits, and Compound Security to Ship/System security)

CREW/CONTACTS
(remains unchanged)

GEAR
9mm (2-harm close loud kinetic), or a signature weapon (detail with the MC)
• oddments worth 100 credits
• fashion suitable to your look, including at your option a piece worth 1-armor (you detail)
• at your option, and with MC approval, a starship (detail with the MC)
(big change)

Hx, the Special, and the Improvement list remain untouched.