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:
|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
|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.
|Major Skill||Minor Skill|
|-“Gypsy”||Syndicate Backing||Fortune Telling|
|14)||Enforcer||+3 Martial Art||Intimidation|
|15)||Gang Boss||Information Gathering||Gang Leadership|
|20)||Petty Thief||Slight-Of-Hand||Evasion (1)|
|-Geisha||Professional Skills||High Society|
|23)||Rebel||Saboteur||Field (City) Lore|
|27)||Warewolf||Cyberware||+2 Martial Art|
|28)||Wiz Kid||Minor Magic (Psionics)||Sensitive|
|-Mage||Add any one magical skill||Mystic Tongue|
|Major Skills||Minor Skills|
|29)||Bodyguard||Alertness and Missile
|30)||Bookie||Syndicate Backing and
|31)||Cyberdecker||Computer Operation and
|32)||Nomad||Caravan Master and
|33)||“Preacher”||Guild (Church) Member
|34)||Quality Goon||Combat Armor and MOS
|35)||Reporter||Surveillance and Select||Photography and
|36)||Rich “Kid”||Cyberware and Legal
|37)||Rigger||Cyberware & Electronic
Warfare Sensor Operator
Combo for remotes only.
|38)||Street Cop||Legal Protection and
|39)||Street Doc||First Aid and
|40)||Street Shaman||Minor Magic/Pacts and
- 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.