Job Generation Guide
"Every operative has a signature. Every signature tells a story. What's yours?"
Before you assembled your current crew and began operating in the shadows of this sector, you were carving out your reputation one dangerous job at a time. The scars, the contacts, the debts, and the legends—they all started somewhere. Were you the ghost who could infiltrate the most secure facilities without leaving a trace? The demolitions expert whose work made sector-wide headlines? Or perhaps the smooth-talking con artist who could sell lies to a Vulcan?
Your criminal past shapes every move you make today. The networks you built, the enemies you made, and the skills you honed in those early jobs are the foundation of your current operations. Time to excavate that history and understand what kind of predator the galaxy forged you to become.
Craft your job outline by following these classified protocols:
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Select the type of criminal operation that defined your early career.
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Roll for the location details of the job.
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Determine both an advantage and a complication that you face at the outset of the job.
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Roll for a key adversary involved in the job.
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Roll for a significant twist that shaped the job's outcome.
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Select the job's risk level to determine potential rewards and complications.
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Review and finalize your job details.
The Job
"The first scores are always the hardest. They define who you are in this business. Every veteran remembers the job that taught them the rules—and the one that taught them to break them."
The criminal underworld operates on a simple truth: you are what you steal. A databank infiltrator moves through different circles than a ship hijacker. A protection racket enforcer commands different respect than a confidence artist. Your specialty determines not just your skill set, but your reputation, your contacts, and your enemies.
Choose the type of criminal operation that shaped your operative's early career—or roll the dice and let fate decide what kind of predator the streets made you. Each job type comes with detailed scenario options to help you craft the perfect origin story for your criminal legend.
Random Table: Job Types
| d20 Result | Job Type | Description |
|---|---|---|
| 1 | Vault Job | Breaking into secure facilities or ships |
| 2 | Ghost Op | Covert operations requiring stealth and infiltration |
| 3 | Extraction | Rescuing allies or retrieving people from danger |
| 4 | Smuggling Run | Moving contraband across borders and checkpoints |
| 5 | Black-Market Procurement | Acquiring rare or illegal goods |
| 6 | Protection Racket | Establishing or maintaining protection schemes |
| 7 | Sabotage Contract | Disrupting rival operations or Federation assets |
| 8 | Data Hijack | Stealing information from computer systems |
| 9 | Pirate Intercept | Raiding ships or intercepting cargo |
| 10 | Confidence Game | Long-term deception and manipulation schemes |
| 11 | Fixer's Errand | Solving problems for clients and contacts |
| 12 | Bounty & Retrieval | Hunting targets or recovering stolen items |
| 13 | Hit Contract | Elimination jobs (lethal or non-lethal) |
| 14 | Money Move | Laundering latinum or financial manipulation |
| 15 | Syndicate Politics | Navigating internal criminal organization conflicts |
| 16 | Illegal Science | Forbidden research or dangerous experiments |
| 17 | Auction & Fence | Selling stolen goods through criminal networks |
| 18 | Cleanup | Covering tracks and eliminating evidence |
| 19-20 | Roll two | Roll two dice and combine to Job Types. Also needs two roles for job details! |
After selecting the job type, roll a d20 to determine the specific mission detail that defined the operation.
Random Table: Vault Job Mission Details
| d20 | Mission Detail |
|---|---|
| 1 | Steal a sealed isolinear core from a touring expo. |
| 2 | Lift a diplomat’s “gift” mid-banquet without alarms noticing. |
| 3 | Crack a Ferengi lockbox that only opens to a specific voiceprint. |
| 4 | Swap a museum relic with a flawless counterfeit in public view. |
| 5 | Rob a casino cage during a staged power fluctuation. |
| 6 | Steal a ship’s secondary computer while it’s in spacedock. |
| 7 | Hijack a courier drone that never docks—only fly-bys. |
| 8 | Acquire a rare alloy sample from a refinery with union guards. |
| 9 | Lift encrypted star charts from a cartographer’s private vault. |
| 10 | Steal an antique disruptor that’s actually a tracking beacon. |
| 11 | Replace a shipment manifest with one that hides your take. |
| 12 | Break into a shrine treasury—without offending the faithful. |
| 13 | Steal a prototype sensor module under continuous diagnostics. |
| 14 | Take a prisoner ledger that implicates half a sector. |
| 15 | Grab a sealed container labeled ‘medical’ that isn’t medical. |
| 16 | Steal a captain’s log archive before auditors arrive. |
| 17 | Lift a personal heirloom from a Klingon House—quietly. |
| 18 | Crack a vault that floods with anesthizine when opened. |
| 19 | Steal a proof-of-ownership chip tied to a whole moon. |
| 20 | Take the prize… but it’s bonded to a living host. |
Random Table: Ghost Op Mission Details
| d20 | Mission Detail |
|---|---|
| 1 | Pose as safety inspectors to access restricted corridors. |
| 2 | Impersonate a freight crew to plant a single device. |
| 3 | Join a religious procession to reach a sealed catacomb. |
| 4 | Wear borrowed uniforms—then the real team arrives early. |
| 5 | Blend into a starbase night shift with forged duty rosters. |
| 6 | Infiltrate a private lab as a visiting grad delegation. |
| 7 | Attend a gala under false identities; someone recognizes a face. |
| 8 | Enter a security firm as new hires—background checks pending. |
| 9 | Board a ship as entertainers; your handler wants a second favor. |
| 10 | Infiltrate a rival crew’s safehouse by posing as their fence. |
| 11 | Slip into customs with a ‘temporary’ authority badge. |
| 12 | Gain access via a maintenance crawlway mapped incorrectly. |
| 13 | Pose as mediators at talks—plant a rumor with teeth. |
| 14 | Impersonate medics; your patient is a wanted criminal. |
| 15 | Infiltrate a holosuite backend to alter recorded memories. |
| 16 | Use a forged transponder; patrols are scanning tighter today. |
| 17 | Smuggle yourselves into a brig block during prisoner transfer. |
| 18 | Enter through a diplomatic annex with unpredictable etiquette. |
| 19 | Plant evidence that frames someone you actually like. |
| 20 | Get in clean—getting out requires betraying your cover story. |
Random Table: Extraction Mission Details
| d20 | Mission Detail |
|---|---|
| 1 | Grab a defecting officer during a crowded transport window. |
| 2 | Extract a witness before their testimony goes public. |
| 3 | Snatch a VIP from a locked wing—keys are biometric. |
| 4 | Rescue an asset from a debt prison on a mining rock. |
| 5 | Take a rival’s accountant; their memory is partly wiped. |
| 6 | Recover a runaway android that believes it’s human. |
| 7 | Extract a scientist from quarantine without spreading panic. |
| 8 | Abduct a courier mid-flight; their route changes last second. |
| 9 | Rescue a kidnapped child of a crime boss—quietly. |
| 10 | Extract a prisoner whose cell is a holographic maze. |
| 11 | Grab a starship engineer; their crew refuses to leave. |
| 12 | Recover a body for proof—family wants it intact. |
| 13 | Extract an undercover agent who can’t reveal their handler. |
| 14 | Snatch a negotiator right before ceasefire signatures land. |
| 15 | Rescue a performer trapped by contract and armed security. |
| 16 | Extract someone who insists they’re being followed by ‘ghosts’. |
| 17 | Grab a corporate heir—then learn they hired you. |
| 18 | Recover a missing crew member from a pleasure station. |
| 19 | Extract a prisoner transfer convoy—escorts are off-record. |
| 20 | Your target has hidden connections that complicate simple extraction. |
Random Table: Smuggling Run Mission Details
| d20 | Mission Detail |
|---|---|
| 1 | Move restricted medical goods past strict humanitarian inspectors. |
| 2 | Run counterfeit replicator patterns to a remote outpost. |
| 3 | Deliver exotic fauna that must not be scanned. |
| 4 | Carry unregistered dilithium through a corridor of patrols. |
| 5 | Smuggle a passenger whose face appears on wanted boards. |
| 6 | Move a crate that randomly emits subspace interference. |
| 7 | Deliver ‘spare parts’ that are actually weapon components. |
| 8 | Run a shipment during a festival when docks are chaos. |
| 9 | Carry illicit holo-programs; customs has moral panic today. |
| 10 | Transport a living cargo that hates confinement. |
| 11 | Make a drop using only dead-reckoning—comms are jammed. |
| 12 | Deliver an ‘art piece’ that contains a hidden transmitter. |
| 13 | Smuggle supplies into a besieged enclave for a rival. |
| 14 | Run a hot load; the client insists on real-time updates. |
| 15 | Carry sealed canisters labeled ‘do not open’—they’re warm. |
| 16 | Move stolen uniforms; security dogs sniff for fabric tags. |
| 17 | Deliver bribe goods to a judge who won’t meet you. |
| 18 | Carry a data-ghost inside your nav computer. |
| 19 | Smuggle something legal—only the paperwork is the crime. |
| 20 | Drop point security has changed since intelligence was gathered. |
Random Table: Black-Market Procurement Mission Details
| d20 | Mission Detail |
|---|---|
| 1 | Find a fence who can authenticate a ‘lost’ artifact. |
| 2 | Purchase a ship’s transponder codes—price doubles mid-deal. |
| 3 | Acquire forged travel permits that survive deep inspection. |
| 4 | Buy an EMP device from a seller who’s clearly tailed. |
| 5 | Obtain banned medical compounds without drawing a clinic raid. |
| 6 | Secure a stealth plating sample from a paranoid vendor. |
| 7 | Purchase a memory crystal… and a stranger already owns it. |
| 8 | Acquire a bribe-grade gemstone shipment with fake provenance. |
| 9 | Buy a starship component that ‘fell off a convoy’. |
| 10 | Procure a biometric bypass kit that might be defective. |
| 11 | Find a map to a salvage field nobody admits exists. |
| 12 | Purchase a coded ledger; seller demands a favor, not cash. |
| 13 | Secure an off-grid medic for the crew’s next job. |
| 14 | Buy counterfeit latinum bars—then real ones vanish nearby. |
| 15 | Acquire a disposable shuttle with a hidden owner beacon. |
| 16 | Purchase a ‘clean’ weapon that’s been used in a famous hit. |
| 17 | Obtain access codes to a private docking ring. |
| 18 | Buy a negotiator’s secrets in a data capsule. |
| 19 | Acquire a toxin antidote before the auction ends. |
| 20 | The seller's verification methods raise unexpected risks. |
Random Table: Protection Racket Mission Details
| d20 | Mission Detail |
|---|---|
| 1 | A bar owner stops paying; their ‘new friends’ show up armed. |
| 2 | Guard a shipment—your client is the one staging the attack. |
| 3 | Collect an overdue debt from someone who’s genuinely broke. |
| 4 | Protect a singer whose contract hides a brutal clause. |
| 5 | Run security at a dabo night; cheaters accuse you of rigging. |
| 6 | Shake down a warehouse—then discover it’s a charity front. |
| 7 | Escort a ‘VIP’ who is actually a blackmailer. |
| 8 | Steal territorial markers from a neighborhood caught between rival crews. |
| 9 | Guard a broker meeting; both sides brought hidden snipers. |
| 10 | Steal festival proceeds while enforcing security during celebration. |
| 11 | Protect a clinic that treats criminals—raids are rumored. |
| 12 | Collect protection fees from a freight guild with lawyers. |
| 13 | A shop pays protection—now steal from their competitor next door. |
| 14 | Steal administrator's private files while providing 'security consulting'. |
| 15 | Guard a prisoner transport for a corrupt official. |
| 16 | Protect a witness you threatened last week. |
| 17 | Secure a docking bay during a tense handoff. |
| 18 | Protect a smuggler who keeps improvising new routes. |
| 19 | Keep an asset alive until they sign something irreversible. |
| 20 | Your protection target has conflicting loyalties that complicate the job. |
Random Table: Sabotage Contract Mission Details
| d20 | Mission Detail |
|---|---|
| 1 | Disable a sensor net for exactly eight minutes. |
| 2 | Ruin a rival’s shipment without harming the cargo… officially. |
| 3 | Force a freighter to fail inspection by planting ‘defects’. |
| 4 | Make a diplomat miss their shuttle without touching them. |
| 5 | Jam subspace comms during a secret negotiation. |
| 6 | Poison a contract—alter one clause in a signed treaty copy. |
| 7 | Cause a holosuite scandal by swapping recorded footage. |
| 8 | Disable a ship’s warp coils so it limps, not dies. |
| 9 | Spoil a mining claim by triggering a legal violation. |
| 10 | Sabotage an auction by flooding it with perfect counterfeits. |
| 11 | Cause a station lockdown—then get paid to end it. |
| 12 | Make a security chief look incompetent on shift change. |
| 13 | Disable life support in one room to force evacuation. |
| 14 | Trigger a ‘random’ systems test that delays departures. |
| 15 | Ruin a rival’s reputation by planting a forged confession. |
| 16 | Break a replicator queue so riots start in the mess hall. |
| 17 | Turn allies against each other with a single fake message. |
| 18 | Sabotage a shield generator—the client's motives seem questionable. |
| 19 | Disable a transporter buffer during a critical arrival. |
| 20 | Your sabotage target is protected by an unknown third party. |
Random Table: Data Hijack Mission Details
| d20 | Mission Detail |
|---|---|
| 1 | Steal station docking logs that prove a secret visit. |
| 2 | Clone a customs officer’s credentials without waking alerts. |
| 3 | Intercept a courier burst transmission mid-subspace hop. |
| 4 | Erase a crew member’s criminal record—someone else’s appears. |
| 5 | Plant a false sensor report that reshapes patrol routes. |
| 6 | Steal medical research that a corporation buried. |
| 7 | Hijack a comm relay for a single broadcast statement. |
| 8 | Extract an encrypted ledger from a dead man’s implant. |
| 9 | Copy a vault’s access schedule—then it changes nightly. |
| 10 | Spoof a ship’s transponder to ‘be’ someone else for an hour. |
| 11 | Recover deleted holocam footage from damaged storage. |
| 12 | Steal a map of hidden supply caches in disputed space. |
| 13 | Hijack a bounty database to redirect hunters elsewhere. |
| 14 | Plant a virus that only activates on a specific voice phrase. |
| 15 | Crack a diplomat’s secure diary with cultural encryption riddles. |
| 16 | Steal a list of undercover agents—then decide what to do. |
| 17 | Falsify cargo weights to conceal a missing container. |
| 18 | Extract blackmail material from a private medical file. |
| 19 | Hack a shipboard AI that politely refuses criminal requests. |
| 20 | The data comes with unexpected security countermeasures. |
Random Table: Pirate Intercept Mission Details
| d20 | Mission Detail |
|---|---|
| 1 | Intercept a courier with unmarked crates and no escort. |
| 2 | Board a slow freighter—its crew is ready for you. |
| 3 | Hit a shuttle run that changes routes every day. |
| 4 | Ambush a tug hauling something too massive for its class. |
| 5 | Intercept a ship in a debris field where sensors lie. |
| 6 | Raid a black-market convoy—another pirate crew is already on it. |
| 7 | Stop a ship without firing; intimidation only. |
| 8 | Hijack cargo, but the captain offers a better deal. |
| 9 | Hit a ‘charity’ transport that’s laundering assets. |
| 10 | Board a ship whose corridors are trapped with nonlethal drones. |
| 11 | Interdict a vessel carrying prisoners in cryo. |
| 12 | Capture a data buoy disguised as a navigational marker. |
| 13 | Intercept a ship—its distress call summons patrols fast. |
| 14 | Hit an armored transport; your inside contact has gone silent. |
| 15 | Intercept a ship with ‘hazard’ markings that are real. |
| 16 | Raid a freighter whose cargo is all empty containers. |
| 17 | Take the cargo, but one crate is pleading for help. |
| 18 | Board a ship in a nebula where comms barely work. |
| 19 | Interdict a courier carrying secrets, not goods. |
| 20 | Sensors detect another ship approaching during the intercept. |
Random Table: Confidence Game Mission Details
| d20 | Mission Detail |
|---|---|
| 1 | Sell ‘miracle’ tech to a buyer who knows it’s fake. |
| 2 | Stage a rescue so the target owes you forever. |
| 3 | Run a dabo scam; a pit boss wants a cut. |
| 4 | Pose as auditors to seize ‘fines’ paid in latinum. |
| 5 | Sell fake salvage rights—real claimants arrive mid-sale. |
| 6 | Create a charity drive that is actually debt collection. |
| 7 | Forge a romance to gain access to a secure wing. |
| 8 | Run a cargo switch scam; the buyer checks serials. |
| 9 | Offer ‘protection insurance’ during a threat you invented. |
| 10 | Sell information that becomes true only if you act fast. |
| 11 | Stage a scandal to force a resignation—then sell the cure. |
| 12 | Pose as talent agents; your ‘client’ is actually famous. |
| 13 | Con a rival crew into stealing something you don’t want. |
| 14 | Forge credentials for a ‘consulting’ job that doesn’t exist. |
| 15 | Run a ‘limited’ auction where every bidder is you. |
| 16 | Sell a map that leads to a trap—then renegotiate. |
| 17 | Fake a plague scare to clear a building for a heist. |
| 18 | Promise a prisoner swap; one side brings the wrong prisoner. |
| 19 | Blackmail a bureaucrat who turns out to enjoy the risk. |
| 20 | Your mark demonstrates unusual knowledge about criminal operations. |
Random Table: Fixer's Errand Mission Details
| d20 | Mission Detail |
|---|---|
| 1 | Steal a dockmaster's bribe fund—someone else got there first. |
| 2 | Deliver a gift to a judge who refuses direct contact. |
| 3 | Broker a truce between crews that want blood. |
| 4 | Get a seized ship released before it’s ‘lost’ in paperwork. |
| 5 | Arrange a safe meeting; every location is compromised. |
| 6 | Steal union boss's personal schedule to arrange the perfect burglary window. |
| 7 | Negotiate with a security chief who hates bribes on principle. |
| 8 | Settle a debt using favors, not currency. |
| 9 | Deliver a message that must not be recorded anywhere. |
| 10 | Arrange a prisoner’s transfer to ‘medical custody’. |
| 11 | Convince a bartender to introduce you to their silent patron. |
| 12 | Broker a sale between two parties who can’t be seen together. |
| 13 | Secure a temporary docking slot in an overbooked ring. |
| 14 | Steal the source material behind a dangerous rumor. |
| 15 | Convince a patrol captain to ‘miss’ a scheduled sweep. |
| 16 | Arrange a fake warrant that looks completely authentic. |
| 17 | Deliver an apology gift to a Klingon who demands honor. |
| 18 | Steal compromising information on all potential mediators. |
| 19 | Trade one secret for another; your client wants both. |
| 20 | The 'simple errand' involves more complexity than initially apparent. |
Random Table: Bounty & Retrieval Mission Details
| d20 | Mission Detail |
|---|---|
| 1 | Track a debtor using only bar tabs and dock logs. |
| 2 | Recover a stolen shuttle before its parts are sold. |
| 3 | Bring back a runaway who insists they were framed. |
| 4 | Retrieve a prototype from a scavenger crew in a wreck field. |
| 5 | Collect a bounty on a con artist who is very likable. |
| 6 | Recover a shipment lost to ‘accidental’ customs seizure. |
| 7 | Bring in a traitor—alive—because they know passwords. |
| 8 | Retrieve a family heirloom from a private collector’s vault. |
| 9 | Recover a missing cargo container drifting without transponder. |
| 10 | Bring back a hacker hiding inside a nomad flotilla. |
| 11 | Retrieve a ‘lost’ registry chip that proves ship ownership. |
| 12 | Collect on a bounty posted by a rival—trap suspected. |
| 13 | Recover a witness who doesn’t trust anyone, including you. |
| 14 | Retrieve a shipment from pirates who claim it’s theirs. |
| 15 | Bring back a deserter protected by sympathetic locals. |
| 16 | Retrieve a stolen data core from a moving train-like freighter. |
| 17 | Bring in a target who offers a bigger bounty on your boss. |
| 18 | Recover a sealed crate from a crash site before authorities. |
| 19 | Retrieve a ship’s doctor who vanished owing everyone money. |
| 20 | Your target's current situation is more complex than reported. |
Random Table: Hit Contract Mission Details
| d20 | Mission Detail |
|---|---|
| 1 | Send a message by destroying something precious, not people. |
| 2 | Force a rival to flee the sector by ruining their alibis. |
| 3 | Make a target ‘disappear’ into witness protection you control. |
| 4 | Stage an accident during a shuttle maintenance cycle. |
| 5 | Eliminate a snitch before they reach a secured debrief. |
| 6 | Hit a target who never leaves public space. |
| 7 | Threaten a target into compliance—your client wants fear, not death. |
| 8 | Remove a rival lieutenant without igniting a gang war. |
| 9 | Stage a duel of honor—your crew must play it straight. |
| 10 | Target is protected by a bodyguard who is your old friend. |
| 11 | Make it look like the target betrayed their own allies. |
| 12 | Hit a target during a religious vow of sanctuary. |
| 13 | Remove a broker—then discover they were keeping bigger predators out. |
| 14 | Target has a double; nobody agrees which is real. |
| 15 | Eliminate a competitor during a crowded negotiation summit. |
| 16 | Hit a target on a ship with constant medical scans. |
| 17 | Threaten a target; they respond by offering you their job. |
| 18 | Target vanishes first—your contract holder blames you. |
| 19 | Hit is easy—clean escape is the real mission. |
| 20 | Client provides additional parameters that complicate the contract. |
Random Table: Money Move Mission Details
| d20 | Mission Detail |
|---|---|
| 1 | Convert hot latinum through a chain of ‘legit’ charities. |
| 2 | Move funds by staging a fake salvage claim. |
| 3 | Shift assets through a casino payout that looks random. |
| 4 | Hide profit inside freight insurance settlements. |
| 5 | Buy a failing business purely to bury your books. |
| 6 | Transfer wealth using rare art with flexible valuations. |
| 7 | Forge a mining contract that prints money for one week. |
| 8 | Move money through a medical supply chain under crisis rules. |
| 9 | Pay a crew using untraceable scrip that’s secretly cursed. |
| 10 | Clean a shipment’s origin by rewriting port-of-call histories. |
| 11 | Crash a market rumor, then profit from the recovery. |
| 12 | Move assets into a rival’s name to make them a target. |
| 13 | Hide wealth inside a station renovation budget. |
| 14 | Turn contraband into ‘reclaimed’ goods via fake receipts. |
| 15 | Pay off a fine using a third party who demands a favor. |
| 16 | Transport physical latinum through a checkpoint that scans for it. |
| 17 | Create a shell guild; authorities audit immediately. |
| 18 | Buy a ship’s debt and repossess it legally. |
| 19 | Move money through a wedding dowry with too many witnesses. |
| 20 | The money's cleanliness contrasts with the client's reputation. |
Random Table: Syndicate Politics Mission Details
| d20 | Mission Detail |
|---|---|
| 1 | Steal tribute payment meant for a lieutenant before delivery. |
| 2 | Two crews claim the same territory after a power vacuum. |
| 3 | A rival offers alliance—your boss calls it a trap. |
| 4 | Steal evidence of skimming before it reaches the wrong hands. |
| 5 | Settle a feud at a neutral bar where weapons are banned. |
| 6 | Extract cash reserves during a boss's arrest window. |
| 7 | Your patron demands you embarrass a rival publicly. |
| 8 | A new crew arrives claiming ‘official’ backing. |
| 9 | Protect a meeting where everyone has a hidden agenda. |
| 10 | A trusted fixer flips sides; bring them back or burn them. |
| 11 | Steal succession documents during a leadership dispute. |
| 12 | A rival crew frames you; clear your name in the underworld. |
| 13 | A boss demands a tribute you can’t pay without stealing it. |
| 14 | Host a summit; your venue is compromised by surveillance. |
| 15 | Steal debt records from someone too dangerous to threaten directly. |
| 16 | Steal a crew member's personal records to verify loyalty. |
| 17 | A rival offers ‘peace’ in exchange for one scapegoat. |
| 18 | Your boss wants a show of force—minimal collateral. |
| 19 | A secret patron finances everyone; find out who. |
| 20 | A high-ranking Syndicate figure's visit creates new opportunities and risks. |
Random Table: Illegal Science Mission Details
| d20 | Mission Detail |
|---|---|
| 1 | Move a banned enhancer that customs can detect by scent. |
| 2 | Acquire genetic samples from a clinic with strict ethics locks. |
| 3 | Steal a medical prototype that requires a living calibrator. |
| 4 | Transport lab animals that imprint on the first person they see. |
| 5 | Recover research notes hidden inside a child’s toy. |
| 6 | Deliver experimental nanites that must remain dormant. |
| 7 | Acquire a cure that a corporation is suppressing. |
| 8 | Steal a pheromone regulator—every buyer wants it. |
| 9 | Transport a quarantined device that rewrites medical scanners. |
| 10 | Extract a researcher who refuses to abandon their work. |
| 11 | Obtain a memory-edit technique from a secretive practitioner. |
| 12 | Acquire a dangerous specimen without triggering containment alarms. |
| 13 | Deliver a ‘therapy’ that’s actually a control mechanism. |
| 14 | Steal a medical ship’s triage AI—it won’t cooperate. |
| 15 | Move experimental implants that bond to the nervous system. |
| 16 | Acquire a toxin antidote; the seller demands a field test. |
| 17 | Steal a research holodeck program that predicts behavior. |
| 18 | Transport a cryo-case that is definitely occupied. |
| 19 | Deliver a lab package; a moral faction tries to intercept. |
| 20 | Your client's verification requirements exceed industry standards. |
Random Table: Auction & Fence Mission Details
| d20 | Mission Detail |
|---|---|
| 1 | Host a secret auction where every buyer is masked. |
| 2 | Fence stolen art to a collector who demands authenticity tests. |
| 3 | Sell weapon parts as ‘industrial tools’ to avoid scrutiny. |
| 4 | Move a relic that multiple cultures claim as sacred. |
| 5 | Fence a ship component; the serial is famous. |
| 6 | Host a ‘charity’ gala that’s actually a sale. |
| 7 | Sell a data core; buyer insists on a live demonstration. |
| 8 | Fence contraband through a pawn broker who’s terrified. |
| 9 | Move stolen uniforms; buyers include someone official. |
| 10 | Auction off salvage rights to a wreck that might be inhabited. |
| 11 | Sell a ‘cure’ you can’t verify—buyers are desperate. |
| 12 | Fence gemstones; a scanner reveals they’re from a crime scene. |
| 13 | Sell a map to hidden caches—three buyers arrive with armies. |
| 14 | Move stolen latinum; someone is tracking isotopic signatures. |
| 15 | Auction a prisoner ledger; bidders include rival syndicates. |
| 16 | Fence an antique disruptor; it’s booby-trapped as evidence. |
| 17 | Sell a prototype; the inventor shows up to buy it back. |
| 18 | Fence blackmail material; buyer wants exclusivity in writing. |
| 19 | Run a mobile auction aboard a ship that never docks. |
| 20 | Everything sells—then unexpected enforcement attention arrives nearby. |
Random Table: Cleanup Mission Details
| d20 | Mission Detail |
|---|---|
| 1 | Erase surveillance footage from three systems with different formats. |
| 2 | Retrieve a dropped commbadge-like tracker before it pings. |
| 3 | Replace a damaged access card with a ‘clean’ duplicate. |
| 4 | Clean up a botched deal site before investigators arrive. |
| 5 | Silence a rumor by buying every copy of a recording. |
| 6 | Move a witness to safety—without making it look like you did. |
| 7 | Make a stolen ship look legally repossessed. |
| 8 | Fix a forged paper trail that an auditor is reading now. |
| 9 | Recover a weapon that links to a notorious incident. |
| 10 | Erase a crew member’s face from public recordings. |
| 11 | Frame a scapegoat who might actually deserve it. |
| 12 | Destroy a data core without destroying the evidence you need. |
| 13 | Return a stolen item anonymously to reduce pursuit. |
| 14 | Patch your ship’s logs so time stamps match reality. |
| 15 | Remove a tracking mark from cargo containers already loaded. |
| 16 | Disappear a safehouse after a neighbor reports ‘strange traffic’. |
| 17 | Pay off a medic who treated your crew—quietly. |
| 18 | Extract your own crew from custody using paperwork, not guns. |
| 19 | Destroy evidence; your client demands you keep a copy. |
| 20 | Cleanup efforts reveal the job had more layers than expected. |
Location
"Every heist has its stage. The where shapes the how. Master criminals don't just adapt to their environment—they turn it into a weapon."
Location is everything in the criminal business. A job that's suicide in a Starfleet facility becomes child's play in a corrupt trading post. The same operation that requires a full crew in a high-security installation might be a solo run on a backwater mining station. Smart operators know that half the job is choosing the right battlefield.
When planning your criminal operations, the location details will determine your opportunities, your obstacles, and your escape routes. Roll on multiple tables to create rich, varied venues that offer unique challenges and strategic advantages for your jobs.
First, roll on the Location Theme table to determine the general setting of your operation.
Random Table: Location Theme
| d20 | Location Theme |
|---|---|
| 1 | Asteroid Mining Station |
| 2 | Trading Post |
| 3 | Abandoned Starbase |
| 4 | Luxury Space Liner |
| 5 | Cargo Hub |
| 6 | Conference Center |
| 7 | Fighting Arena |
| 8 | Border Station |
| 9 | Research Facility |
| 10 | Prison Transport |
| 11 | Safe House |
| 12 | Commerce Exchange |
| 13 | Planet Settlement |
| 14 | Intelligence Depot |
| 15 | Crime Family Estate |
| 16 | Spaceport Cantina |
| 17 | Medical Station |
| 18 | Casino Ship |
| 19 | Government Facility |
| 20 | Criminal Headquarters |
Next, use the Location Flair table to add specific characteristics that influence the environment and security measures.
Random Table: Location Flair
| d20 | Location Flair |
|---|---|
| 1 | Isolated and undermanned with desperate personnel |
| 2 | Corrupt officials willing to look the other way |
| 3 | Hidden areas with minimal surveillance coverage |
| 4 | High-value targets under sophisticated protection |
| 5 | Overwhelmed security struggling with workload |
| 6 | Under intense public scrutiny and media attention |
| 7 | Anything goes atmosphere where rules are flexible |
| 8 | Unclear authority creating jurisdictional confusion |
| 9 | Advanced security systems protecting valuable assets |
| 10 | Cramped quarters with limited movement options |
| 11 | Internal power struggles and trust issues |
| 12 | Financial opportunities with flexible ethics |
| 13 | Operating beyond normal legal oversight |
| 14 | Military-grade security with severe consequences |
| 15 | Personal grudges and family loyalty complications |
| 16 | Social hub where information flows freely |
| 17 | Access restrictions due to safety concerns |
| 18 | Security focused elsewhere creating blind spots |
| 19 | Maximum security with political ramifications |
| 20 | Hostile territory with potential inside contacts |
Assess the Activity Level to gauge how busy or quiet the location is during your operation.
Random Table: Activity Level
| d20 | Activity Level |
|---|---|
| 1 | Skeleton crew during off-hours |
| 2 | Steady moderate traffic throughout |
| 3 | Rush periods with overwhelming crowds |
| 4 | Exclusive access with very few people |
| 5 | Rotating shifts creating transition windows |
| 6 | Special event causing unusual activity patterns |
| 7 | Emergency protocols disrupting normal flow |
| 8 | Maintenance period with reduced operations |
| 9 | Cultural celebration affecting schedules |
| 10 | Labor dispute causing staffing issues |
| 11 | Training exercise with simulated conditions |
| 12 | VIP visit requiring special accommodations |
| 13 | System upgrade causing operational chaos |
| 14 | Quarantine protocols limiting movement |
| 15 | Audit or inspection creating nervous atmosphere |
| 16 | Shift change creating brief vulnerability window |
| 17 | Supply shortage affecting normal operations |
| 18 | Weather emergency altering standard procedures |
| 19 | Communications blackout isolating the location |
| 20 | Coordinated distraction drawing attention away |
Identify an Environmental Factor that impacts the location's conditions.
Random Table: Environmental Factor
| d20 | Environmental Factor |
|---|---|
| 1 | Constant background noise masking conversations |
| 2 | Poor lighting creating shadows and blind spots |
| 3 | Extreme temperatures affecting equipment |
| 4 | Artificial gravity fluctuations |
| 5 | Electromagnetic interference disrupting devices |
| 6 | Toxic atmosphere requiring protective gear |
| 7 | Confined spaces limiting movement options |
| 8 | Zero gravity or low gravity environment |
| 9 | High radiation levels in certain areas |
| 10 | Unstable structure with potential collapse risk |
| 11 | Active construction causing layout changes |
| 12 | Hazardous materials requiring special handling |
| 13 | Natural disasters affecting infrastructure |
| 14 | Temporal anomalies distorting time flow |
| 15 | Psychic interference affecting mental clarity |
| 16 | Holographic environments with reality distortion |
| 17 | Seismic activity creating unpredictable movement |
| 18 | Atmospheric storms limiting visibility |
| 19 | Quarantine fields containing dangerous substances |
| 20 | Dimensional instability affecting space-time |
Starting conditions
"Every job has its risks, and every risk has its rewards. The smart operative prepares for both. The dead operative didn't prepare for either."
No operation begins in a vacuum. Your past choices, your reputation, and simple luck all combine to shape the conditions you face when the job begins. Maybe your criminal network provides exactly the right contact at exactly the right time. Maybe Murphy's Law decides to make your life interesting. Professional criminals learn to work with both.
Your starting conditions can be the difference between a legendary score and a tragic obituary. Use the following tables to determine both an advantage your reputation has earned and a complication your past choices have created.
First, roll on the Starting Advantage table to determine a beneficial condition your crew has at the outset.
Random Table: Starting Advantage
| d20 | Starting Condition | Description |
|---|---|---|
| 1 | Insider InformationYou have a contact within the target location who can provide valuable intel. | |
| 2 | Advanced EquipmentYour crew starts with specialized gear tailored for the mission. | |
| 3 | Clean IdentitiesYour crew has forged identities that allow for easier infiltration. | |
| 4 | Perfect TimingA maintenance window or special event provides ideal conditions for your operation. | |
| 5 | Distracted SecurityGuards are focused elsewhere due to a separate incident or shift change. | |
| 6 | Unexpected AllyA rival crew or contact offers temporary assistance for mutual benefit. | |
| 7 | Transportation AccessYou have reliable escape routes or a fast, untrackable getaway vehicle. | |
| 8 | Financial BackingExtra funding allows for bribes, better equipment, or contingency plans. | |
| 9 | Local KnowledgeYour crew knows the area intimately, including hidden passages and shortcuts. | |
| 10 | Technological EdgeYou possess cutting-edge tech that gives you an advantage over standard security. | |
| 11 | Favorable WeatherEnvironmental conditions work in your favor, providing cover or distractions. | |
| 12 | Skeleton CrewThe target location is operating with minimal staff during your operation. | |
| 13 | Compromised SecuritySecurity systems have known vulnerabilities you can exploit. | |
| 14 | Social LeverageYou have blackmail material or favors that can influence key personnel. | |
| 15 | Professional ReputationYour crew's reputation opens doors and creates opportunities for cooperation. | |
| 16 | Surveillance Blind SpotA gap in monitoring systems provides an undetected approach route. | |
| 17 | Cultural FestivalA celebration or ceremony provides perfect cover for your activities. | |
| 18 | Overconfident TargetYour mark underestimates the threat, leading to relaxed precautions. | |
| 19 | Emergency OverrideYou have access codes or credentials that bypass normal security protocols. | |
| 20 | Fresh IntelligenceRecent intel reveals a crucial detail that significantly improves your odds. |
Then, roll on the Starting Complication table to identify a challenge that may arise during the mission.
Random Table: Starting Complication
| d20 | Starting Condition | Description |
|---|---|---|
| 1 | Limited TimeframeYou must complete the job within a strict deadline that limits your options. | |
| 2 | High Security AlertThe target location is on high alert due to recent events or threats. | |
| 3 | Compromised PlanYour original plan has been leaked or discovered; expect resistance. | |
| 4 | Resource ScarcitySupplies, equipment, or crew are limited; you must make do with what you have. | |
| 5 | Double-Cross RiskOne crew member has questionable loyalty or hidden motives. | |
| 6 | Environmental HazardsThe target location has dangerous conditions that complicate the mission. | |
| 7 | Surveillance OverloadThe area is heavily monitored with advanced surveillance systems. | |
| 8 | Local Law EnforcementAuthorities are actively patrolling the area, increasing detection risk. | |
| 9 | Rival Crew PresenceAnother criminal crew is operating nearby, potentially causing conflicts. | |
| 10 | Limited Escape RoutesThe target location has few exit points, complicating your getaway. | |
| 11 | Unexpected WitnessesCivilians or non-combatants are present, increasing exposure risk. | |
| 12 | Technological InterferenceElectronic devices malfunction due to local conditions or countermeasures. | |
| 13 | Cultural BarriersLocal customs or language differences create additional obstacles. | |
| 14 | Weather ComplicationsAdverse weather conditions impact visibility, movement, or equipment. | |
| 15 | Crew FatigueYour team is operating under stress, exhaustion, or recent injuries. | |
| 16 | Corrupted IntelYour information is partially wrong, outdated, or deliberately falsified. | |
| 17 | Equipment FailureCritical gear malfunctions at the worst possible moment. | |
| 18 | Unexpected Schedule ChangeTarget routines or timings have changed, disrupting your planned approach. | |
| 19 | Personal VendettaSomeone with a grudge against your crew actively opposes the mission. | |
| 20 | Moral ComplicationThe job involves harming innocents or conflicts with crew values. |
Key Adversary
"No job is without its players. The question isn't if someone will try to stop you—it's who they'll send, how hard they'll try, and what they're willing to sacrifice to see you fail."
Every criminal operation attracts opposition. Sometimes it's professional—security doing their job, law enforcement following leads, rival crews protecting their territory. Sometimes it's personal—old enemies settling scores, betrayed partners seeking revenge, or civilians with more courage than sense. The smart criminal identifies their opposition early and plans accordingly. The amateur discovers their enemies when it's too late to matter.
Roll to determine what kind of adversary your past actions and current ambitions have placed in your path.
Random Table: NPC Archetype
| d20 | NPC Enemy | Opposition Provided |
|---|---|---|
| 1 | Rival Syndicate OperativeCompeting agenda, sabotage, direct confrontation | |
| 2 | Starfleet OfficerLaw enforcement, investigation, pursuit | |
| 3 | Corrupt Security ChiefHeightened security, insider knowledge, betrayal | |
| 4 | Bounty HunterTarget pursuit, combat engagement, tracking expertise | |
| 5 | Double-Crossing PartnerBetrayal, misinformation, unexpected interference | |
| 6 | Local Gang MemberTerritorial defense, ambush tactics, street knowledge | |
| 7 | Corporate Security AgentProfessional protection, advanced equipment, tactical response | |
| 8 | AssassinStealth attacks, elimination attempts, intimidation | |
| 9 | Vengeful CivilianPersonal vendetta, emotional stakes, unpredictable actions | |
| 10 | Undercover OperativeInfiltration, intelligence gathering, operational exposure | |
| 11 | Rival HackerCyber attacks, data theft, system disruption | |
| 12 | MercenaryCombat expertise, tactical support, hired opposition | |
| 13 | Hostile AlienCultural conflict, physical threat, unpredictable behavior | |
| 14 | Disgruntled Ex-PartnerPersonal conflict, insider knowledge, sabotage attempts | |
| 15 | Security DroneAutomated defense, surveillance, rapid response | |
| 16 | Law Enforcement DronePatrol duties, non-lethal engagement, area monitoring | |
| 17 | Corporate SpyIndustrial espionage, information theft, covert operations | |
| 18 | Rival FixerResource competition, job interference, political maneuvering | |
| 19 | Psychological ManipulatorEmotional pressure, deception, mental warfare | |
| 20 | System AIAutomated security, adaptive defenses, operational control |
Random Table: NPC Species
| d20 | Species | | 1 | Human | | 2 | Vulcan | | 3 | Andorian | | 4 | Tellarite | | 5 | Bajoran | | 6 | Cardassian | | 7 | Ferengi | | 8 | Trill | | 9 | Betazoid | | 10 | Orion | | 11 | Bolian | | 12 | Caitian | | 13 | Denobulan | | 14 | Klingon | | 15 | Romulan | | 16 | Benzite | | 17 | Pakled | | 18 | Zaldan | | 19 | Risian | | 20 | Zakdorn |
Twist
"Just when you think you have it all figured out, the galaxy reminds you who's really in control. The best laid plans are just suggestions to Murphy's Law."
Every veteran criminal knows the truth: no plan survives contact with reality. The job that looks like a routine burglary becomes a hostage situation. The simple courier run turns into a three-way firefight. The mark who should be helpless reveals they've been hunting you all along. These twists aren't random bad luck—they're the price of doing business in a galaxy where everyone has secrets and nothing is ever what it seems.
Roll on the Twist table to introduce the kind of surprise development that separates professional criminals from amateur corpses.
Random Table: Twist
| d20 | Twist |
|---|---|
| 1 | Your primary contact is an undercover agent. |
| 2 | The target location is a trap set by a rival crew. |
| 3 | A crew member has a hidden agenda that conflicts with the mission. |
| 4 | The item you’re stealing is a decoy; the real target is elsewhere. |
| 5 | Your escape route is compromised by unexpected security measures. |
| 6 | A sudden environmental hazard forces a change in plans. |
| 7 | A rival crew shows up to claim the job for themselves. |
| 8 | The target location has hidden defenses you weren’t prepared for. |
| 9 | Your client double-crosses you mid-job. |
| 10 | A valuable item is discovered that wasn’t part of the original plan. |
| 11 | A crew member is recognized by someone at the location. |
| 12 | Your tech malfunctions at a critical moment. |
| 13 | The target location goes into lockdown during your operation. |
| 14 | An unexpected ally offers help—but at a cost. |
| 15 | Your actions inadvertently trigger a larger conflict. |
| 16 | A crew member’s past ties spark suspicion of betrayal. |
| 17 | A rival offers ‘peace’—if you hand over part of the loot. |
| 18 | The item you’re stealing has unexpected side effects. |
| 19 | Your extraction point is compromised by an unforeseen event. |
| 20 | Your mission was a setup from the start. |
Risk Assessment
"Higher stakes, higher rewards. But also higher body counts. Choose your level of ambition carefully—the galaxy remembers those who bite off more than they can chew."
Every operation has a price, both in potential rewards and inevitable consequences. Your risk level determines not just what you can earn, but what kind of heat you'll attract and how dangerous the opposition becomes. Smart operators know their limits; dead operators learned them too late. Assess the risk level of your operation to set the stakes for your criminal endeavor.
When selecting a risk level, consider the following factors:
Security Classifications
| Risk Level | Security Classification |
|---|---|
| Low Risk | Station security, local constables, automated sensors with predictable patterns |
| Moderate Risk | Professional guards, regional law enforcement, adaptive surveillance systems |
| High Risk | Military security, Starfleet personnel, intelligent security networks with active countermeasures |
| Extreme Risk | Elite specialists, Section 31, experimental security systems with unknown capabilities |
Opposition Competence
| Risk Level | Opposition Competence |
|---|---|
| Low Risk | Reactive responses, standard protocols, limited coordination |
| Moderate Risk | Proactive security, trained professionals, good communication between units |
| High Risk | Predictive security, veteran specialists, integrated response networks |
| Extreme Risk | Legendary figures, cutting-edge tactics, perfect coordination and preparation |
Technology Levels
| Risk Level | Technology Levels |
|---|---|
| Low Risk | Standard Federation tech, basic sensors, conventional weapons |
| Moderate Risk | Enhanced systems, military-grade equipment, specialized countermeasures |
| High Risk | Prototype technology, adaptive systems, experimental security measures |
| Extreme Risk | Unknown alien tech, reality-altering equipment, impossible-to-predict capabilities |
Consequence Severity
| Risk Level | Consequence Severity |
|---|---|
| Low Risk | Local wanted status, minor fines, short-term heat |
| Moderate Risk | Regional bounties, significant legal trouble, persistent investigation |
| High Risk | Sector-wide manhunt, Starfleet involvement, major enemy attention |
| Extreme Risk | Galaxy-wide notoriety, multi-faction pursuit, permanent enemy status |
Those factors may give you very different risk levels - adjust to the risk level that best fits your vision for the job.
Select the appropriate risk level for your operation based on these considerations:
| Risk Level | Rewards | Complication Range |
|---|---|---|
| ⚪️ Low Risk | ▪️ Minor | 20 |
| 🟡 Moderate Risk | 🟫 Significant | 19-20 |
| 🟠 High Risk | ⬜️ Major | 18-20 |
| 🔴 Extreme Risk | 🟧 Epic | 17-20 |
Complication Range
The complication range indicates the d20 roll results that count as catastrophic failures for the task. For example, at Moderate Risk, rolling a 19 or 20 on a d20 indicates a catastrophic failure, while at Extreme Risk, rolling a 17-20 indicates such a failure.
Final check
"When the dice contradict themselves, smart criminals improvise. Reality is negotiable; survival isn't."
Random generation sometimes produces conflicting results that need ... creative interpretation. Review your rolled results to ensure they form a coherent narrative. If something doesn't quite fit, feel free to reroll individual tables or modify results to better suit your vision for the job.
If any elements feel out of place, consider the following adjustments:
- Reroll specific tables that don't fit well.
- Modify results slightly to better align with the overall narrative.
Here are some common areas to check:
- Mission and Location Compatibility: Ensure the mission type aligns with the chosen location. For example, a high-security heist might not fit well in a low-risk environment.
- Risk Level and Starting Conditions: Verify that the starting advantages and complications are appropriate for the selected risk level. A low-risk job shouldn't have extreme complications that would be more fitting for a high-risk scenario.
- Adversary and Mission Type: Make sure the NPC archetype and species are relevant to the mission. A corporate security agent might not be the best fit for a small-time smuggling operation.
- Twist Integration: Check that the twist can be logically incorporated into the mission narrative without causing confusion or inconsistency.
You're ready to run your job!
All elements are in place for your criminal operation. Review the details one last time to ensure everything aligns with your vision for the job. Adjust as necessary, then prepare to execute your plan.
"With all elements in place, your job is ready to unfold. The galaxy awaits your next move—make it count."
That's it! Now after creating your job, play it out: