As a general rule, most street characters will have the “Streetwise” general skill, and many will also have area lore, begging, or something similar.
For their occupations, and their more important skills, roll 1d40:
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| Unskilled Occupations: |
Special Notes and Requirements | |
| 01) | Acolyte | Enough patience to hang around and be respectful with a straight face. |
| 02) | Artist/Crafter | Relevant general skill, such as “painting”. |
| 03) | Hobo / Bum | Being willing to put up with anything. |
| 04) | Day Laborer | Often idiots or thugs. Servants and such will need a general skill such as “Butler”. |
| 05) | Dependent | “Property” as far as the streets are concerned. If you don’t like it, all you have to do is get out on your own. |
| 06) | Driver | A driver’s licence. |
| 07) | Entertainer | Needs a relevant general skills or skills. |
| 08) | Guide | Needs city knowledge and – preferably – an extra language or two. Salespeople are a minor variant. |
| 09) | Lab Rat | “Volunteers” are always handy. |
| 10) | Plaything | Mostly for runaways. This is awfully easy at first, but rapidly becomes less pleasant. |
| 11) | Social Worker | From babysitters and volunteers on up. Higher-ups may have contacts, law, legal protection, psychology, and linguistics. |
| 12) | Street Vendor | Those who restrict themselves to legal items are usually barely getting by. |
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| Skilled
Occupations: |
Major Skill | Minor Skill | |
| 13) | Begger | Con Artist | Begging |
| -”Gypsy” | Syndicate Backing | Fortune Telling | |
| 14) | Enforcer | +3 Martial Art | Intimidation |
| -Hitman | Sniper | Ambush | |
| 15) | Gang Boss | Information Gathering | Gang Leadership |
| -Yakuza | Syndicate Backing | Intimidation | |
| 16) | Go-Ganger | Acrobatics | Piloting |
| -Courier | Evasion | Smuggling | |
| 17) | Hacker | Computer Operation | Forgery |
| -Executive | Syndicate Backing | Extortion | |
| 18) | Lookout | Stealth | Tailing |
| 19) | Messenger | Dodging | Recognizer |
| 20) | Petty Thief | Slight-Of-Hand | Evasion (1) |
| 21) | Poseur | Thespian | Disguise |
| -Celebrity | Professional Skills | Reputation | |
| 22) | Prostitute | Information Gathering | Seduction |
| -Geisha | Professional Skills | High Society | |
| 23) | Rebel | Saboteur | Field (City) Lore |
| 24) | Shoplifter | Stealth | Casing |
| -Burglar | Locksmith | Search | |
| 25) | Street Dealer | Fencing | Contacts |
| -Fixer | Information Gathering | Connections | |
| 26) | Tinkerer | Technician | Scrounging |
| 27) | Warewolf | Cyberware | +2 Martial Art |
| 28) | Wiz Kid | Minor Magic (Psionics) | Sensitive |
| -Mage | Add any one magical skill | Mystic Tongue |
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| Highly Skilled
Occupations: |
Major Skills | Minor Skills | |
| 29) | Bodyguard | Alertness and Missile Deflection |
Ambush and Cyberware (2) |
| 30) | Bookie | Syndicate Backing and Con Artist |
Gaming and Connections |
| 31) | Cyberdecker | Computer Operation and Technician |
Cyberware (2) and Contacts |
| 32) | Nomad | Caravan Master and Guild Member |
Personal Vehicle and Piloting |
| 33) | “Preacher” | Guild (Church) Member and Select |
Oratory and Religious Ritual |
| 34) | Quality Goon | Combat Armor and MOS (3) Training |
Brawling and Intimidation |
| 35) | Reporter | Surveillance and Select | Photography and Connections |
| 36) | Rich “Kid” | Cyberware and Legal Protection |
Contacts and Money |
| 37) | Rigger | Cyberware & Electronic Warfare Sensor Operator Combo for remotes only. |
Special Vehicle(s) and Gunnery |
| 38) | Street Cop | Legal Protection and Law/Criminology |
Brawling and Contacts |
| 39) | Street Doc | First Aid and Drugs/Medicines |
Advanced First Aid and Technician |
| 40) | Street Shaman | Minor Magic/Pacts and Special Devices |
Contacts and Bargaining |
- Evasion is normally a major skill, but Petty Thieves get a small break for their lifestyle. They could certainly use one.
- As a minor skill, Cyberware is limited to appropriate items.
- Military Occupational Specialty.
Continuum II divided most character abilities into General Skills (common, ordinary, talents that everyone got some of), Minor Skills (specialized talents covering either some special ability or a narrow field of training), and Major Skills (the items that tended to define a character – major special talents or broad fields of expertise).
The Street Runner vocation includes;
- Militance II: 4D8 Vitality, +3 Attack Rating and Resistance Rating, and Semicombatant vitality bonus.
- Expertise II: Two major and two minor skills, usually determined on the occupations chart above. Unskilled Occupations simply provide background. If you get a Skilled Occupation just roll up a second one and take the skills for both, ignoring “Highly Skilled” rolls. If you roll a skilled occupation twice, upgrade to the advanced (unnumbered) version if there is one, otherwise roll again. If you get a Highly Skilled Occupation first, you’re done.
- Martial Arts I: Normally basic skills with Pistols and blades.
- Street Survival Martial Art; Exclusive Weapon Katas (Blade and Pistol 3), +1 Attack (2), +3 Attack Rating(2), +2 Defense Rating (1), Fast (-1 on initiative, 1), No formal training (-1).
- Either Mastery II – or Mastery I and a Vocational Speciality covering basic gear, credentials or a reputation, some minor auxiliary skills/etiquettes – and the fine art of getting along without an official identity.
Street Runner is not the most efficient vocation around – but it does have the advantage of being something that you can simply pick up as you go along.
Filed under: Background, Game Rules Tagged: | Background, Characters, Continium II, Role Playing Game, RPG, Shadowrun