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A Criminal Extended Career for Classic Traveller

Editor’s Note: This career was originally posted to the Traveller Mailing List in 2002. It has been edited for terminology, clarity, and organization for its appearance in the March/April 2025 issue of Freelance Traveller.

Criminals live a life on the wrong side of the law by calculation and by choice. Rogues have a disdain for the conventions of society and will occasionally cross over the line into lawbreaking, but criminals have decided that their own best interest is served by consistently illegal behavior. This article is intended to present a set of rules for generating such characters.

Becoming a Criminal

Not all characters are temperamentally suited to being criminals. Characters who fail to qualify for this career may attempt to qualify for the Rogue or Drifter careers (in Mongoose Traveller) or Other career (in Classic Traveller and MegaTraveller) before submitting to the draft.

Qualification
Success 6+
DM +1 if SOC 7-
DM +2 if END 8+

Characters may become criminals before attaining their majority, usually by joining gangs. Roll for qualification normally, but if the qualification succeeded only if DMs applied, reduce the character’s age to 14, and subtract 2 from EDU (representing leaving school before completion).

Example: Juseppy (769685) thinks he can make a good criminal. His player rolls 2D for 5, DM +1 because of SOC 5, and an additional DM +2 because END 9. Juseppy can become a criminal, but since his success at qualifying was only because of applying DMs, he reduces his UCP to 769665 (EDU –2) and age to 14.

What Kind of Criminal?

Organization Level
2D Organization Level
2-5 Independent
6-9 Gang
10+ Organized/Syndicate
DM +1 if STR 9+

Broadly speaking, there are three levels at which a character may be involved with criminal activity:

To determine what sort of criminal activity the character will be involved with initially, roll 2D against the Organization Level table. If the character’s age was reduced to 14, treat any result of 10 or 11 as “Gang”, not “Organized/Syndicate”. Note that events during career resolution may move the character into a different organizational level.

Resolving the Career

The first year of a Criminal’s career is spent learning the ropes of the underworld. The character is awarded Streetwise 1 and one skill rolled on the appropriate column of the Organization Skills table.

Annual Assignment
2d6 Solitary Crime Gang Crime Organized Crime
2 Arson Transfer Down Transfer Down
3 Arson Hijacking Murder
4 Murder Murder Hijacking
5 Extortion Fraud Kidnapping
6 Smuggling Black Marketing Extortion
7 Robbery Extortion Bookmaking
8 Fraud Kidnapping Black Marketing
9 Black Marketing Bookmaking Smuggling
10 Kidnapping Smuggling Fraud
11 Special Special Special
12 Transfer Up Transfer Up Special

For the second and all following years, roll for an annual assignment on the Annual Assignment table. The result doesn’t indicate exclusive activity, but represents where the character’s criminal activities tend to focus.

The types of crime are described below; note that these are general descriptions which may include activities that would not necessarily be called by the same names in law.

If Transfer Up is rolled, then the character has joined the next higher level of criminal activity (independent to gang, gang to organized); if Transfer Down is rolled, the reverse has occurred. In either case, reroll that year’s assignment (ignoring a result of Transfer Up or Transfer Down).

Special Assignment
d6 Assignment Effects
1 New Identity Reroll Soc (2d6-2), min is original Soc
2 Bodyguard +1 Soc, choose next assignment
3 Bureaucracy Connection d6: 1-2 Vice, 3-4 Admin, 5-6 Legal. +2 Qual
4 Pirate Connection d6: 1-2 Vacc Suit, 3-4 0G Cbt, 5-6 Ship's Boat. +2 Enlist
5 Business Connection d6: 1-2 Trader, 3-4 Broker, 5-6 Economic. +2 Qual
6 Inform Reroll assignment. DMs –1 Survival, –2 Caught this term

If Special is rolled, then that year’s assignment is determined by a roll on the Special Assigment table:

Resolve each year’s assignment is by rolling 2d6 up to four times on the indicated column of the Assignment Resolution table to determine the chance of Survival, being Caught, accumulating a Stash, and receiving a Skill. A DM of +1 is allowed on the Survival throw if the character’s END is 9+, and +1 if the character’s DEX is 9+. A DM of +1 to the Caught throw is allowed if the character’s INT is 9+. At the end of each term (4 years), roll on the Continuation table to determine if the character will remainin the criminal career. Failing this roll indicates that the character has had a change of heart, and wants to “go straight”. An unmodified roll of 12 indicates that someone “has something” on the character (e.g., blackmail material), and the character must remain in the criminal career.

Assignment Resolution

Arson Black Mkt. Bookmaking Extortion Fraud Hijacking Kidnapping Murder Robbery Smuggling
Survival 4+ 6+ 4+ 5+ 4+ 7+ 5+ 5+ 6+ 6+
Caught 10+ 10+ 11+ 11+ 11+ 8+ 8+ 7+ 10+ 8+
Stash 12+ 10+ 12+ 11+ 12+ 9+ 10+ 11+ 11+ 11+
Skill 7+ 7+ 7+ 8+ 8+ 5+ 7+ 6+ 6+ 6+
DMs: Survival +1 each if DEX 9+, END 9+. Caught +1 if INT 9+. Stash +1 if Gambling 1+
Continuation (2d6)
Independent 4+
Gang 5+
Organized/Syndicate 6+
DMs: +2 if any Skill 3+,
-1 per Conviction

If the Survival throw is failed, then the character has either been killed during the commission of a criminal act, or has been caught and received a death sentence.

If the Caught throw is failed, the character has been apprehended and successfully prosecuted. In this case, do not make Stash or Skill throws. Instead, follow the instructions below (Prison Time) for resolving a prison term. Note that the year for which the assignment is being resolved counts as the first year of the prison sentence.

If the Stash throw is a success, then the character accumulates a sum of money from his criminal activities. For each successful Stash roll, roll once on the Cash column of the Mustering Out table; if the character has Gambling 1+, DM +1 is permitted.

If the Skill throw is a success, then the character may roll for a skill on either the Organization Skills table or the Assignment Skills table, on the column appropriate to either the branch or type of crime. A DM of +2 is allowed on the Organization Skills table if the character is in their third or subsequent term.

Assignment Skills
d6 Arson Black Marketing Bookmaking Extortion Fraud Hijacking Kidnapping Murder Robbery Smuggling
1 Demolition Broker Gambling Admin Forgery Space Admin Gun Cbt Intrusion Admin
2 Demolition Broker Gambling Streetwise Forgery Space Tech Interpersonal Gun Cbt Stealth Disguise
3 Intrusion Trader Admin Persuasion Computer Space Cbt Intrusion Demolition +1 End Trader
4 Gun Cbt Streetwise Computer Interpersonal Disguise Vehicle Vehicle Hand Cbt Disguise Bribery
5 Gun Cbt Carousing Streetwise Gun Cbt +1 Edu Zero-G Envr Gun Cbt Blade Cbt +1 Dex Forgery
6 +1 Int Economic Carousing Computer Legal Gun Cbt Blade Cbt +1 Dex Gun Cbt Carousing
Organization Skills
d6 Independent Gang Organized/Syndicate Prison
1 +1 Str +1 Str +1 Str +1 Str
2 +1 End +1 End +1 End +1 End
3 +1 Dex +1 Dex +1 Dex +1 Dex
4 Brawling Admin Law Bribery
5 Vehicle Vehicle Recruiting Forgery
6 Carousing Carousing Instruction Blade Cbt
7 Streetwise Recruiting Leader Legal
8 +1 Edu Leader Jack O'Trades Admin
DM: +2 Terms 3+

Prison Time

Prison Sentence
Convictions Sentence Soc
1st 1d6-2 years -1
2nd 1d6 years -2
3rd 2d6 years -2
4th and after 4d6 years -3
Prison Type
2d6 Type of Prison
2-5 Minimum Security
6-7 Work Camp
8-9 Cells
10-11 Maximum Security
12+ Devil’s Planet
DM: +2 per previous conviction

When a Caught throw is failed, the character is sent to prison for a time. Consult the Prison Sentence table to determine the length of the sentence and the effect on the character’s SOC according to how may times the character has been Caught. A prison sentence of one year or less takes up the remainder of the current year. A character’s SOC may not be reduced below 1.

After determining the length of the sentence, throw 2d6 on the Prison Type table to determine the type of prison to which the character is sent to serve their sentence:

While the character is in prison, normal terms and re-enlistment do not apply. The character must stay in prison until the sentence is completed, the character is paroled or the character escapes. When the character gets out if prison, that ends the current term even if it causes the term to be longer or shorter than the usual 4-year term length. Aging throws are always based on the character's actual age.

Prison Annual Resolution (2d6)

Minimum Security Camp Cells Maximum Security Devil’s Planet DMs
Survival 3+ 4+ 5+ 5+ 6+ +1 if Str 9+
Parole 7+ 8+ 9+ 10+ N/A +1 if Soc 6+,
-2 if Soc 1
Escape 8+ 9+ 10+ 11+ 12+ +1 if Intrusion 1+
Skill




+1 if Edu 8+

Each year in Prison is resolved with three two-dice throws on the Prison Annual Resolution table:

At the end of each term, the character may choose to attempt to continue in the career by throwing two dice on the Continuation table. A DM of +2 is allowed if the character has any skill listed on the Organization Skills or Assigment Skills tables at level 3 or more, and a DM of -1 is imposed per previous Conviction.

Mustering-Out Benefits
d6 Material Benefits Cash
1 Low Psg 500
2 Low Psg 1,000
3 Gun 5,000
4 Blade 10,000
5 Lockpicks 50,000
6 Forgery Kit 80,000
7+ Starship 100,000
DM +1 if Terms 3+ +1 if Gambling 1+

A Criminal character is permitted one throw per term on the Mustering Out table. Either Material Benefits or Cash Benefits may be thrown for, except that a maximum of three throws for Cash are allowed. (Throws on this table for Stash are not counted.) A DM of +1 on Material Benefits throws is allowed if the character served three or more terms. A DM of +1 on Cash throws is allowed if the character has Gambling skill. The Material Benefits that may be obtained include: