Being a terrorist is different from other career options in Traveller. To start with, since some people may be offended it is highly recommended that the Referee and the players agree that this option is available in the campaign before it is used. Second, the 'terrorist' career is in parallel to the character's 'day job' ... therefore the character should progress through a normal career with the terrorist career as an add-on. Also note that its possible to be a "terrorist" yet never get any combat skills. This could mean the individual is part of the support infrastructure rather than an active "soldier". |
Before resolving any year during Advanced Character Generation a character may attempt to joint a specific terrorist organisation. The player should agree with the Referee which terrorist groups exist in the campaign (for example the Ine Givar) and how the decision to join a specific group is relevant to the character. Making contact with a terrorist organisation is a dangerous activity in itself and may result in the character's arrest. To join a terrorist organisation:
If sucessful the character is a member for life in that terrorist organisation and has a rank of 1 (irrespective of any rank held in their 'day job'). The next few months are spent in a terrorist training camp (some cover story may be needed to explain the character's absence from his normal life) and will gain the following skills on a throw of 4+ on 1d6: Brawling, Combat Rifleman, Small Blade, Demolitions, Gun Combat, Forgery. (Gun Combat may be used to increase a rifle skill of Combat Rifleman ... say if someone was training to be a sniper ... or to gain Handgun skill.) | ||||||||||||||||||||||||
Remaining undiscovered
Skills
Ranks
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