TEXT: You’ve rationalized your choices to 
  yourself a million different ways, but 
  the sleepless nights are worth it. 
  You’re making a difference. The extra 
  credits you make laundering drug 
  money for the Dragons Cartel is 
  paying your children’s private school 
  tuition. The attacks on government 
  buildings are finally drawing 
  attention to the plight of the 
  impoverished on Zeta Yulian VI. 
  Climbing sheer glass buildings to 
  practice your art is worth the risk of 
  jail or falling to your death.  
     The following careers represent 
  new options in WOIN for players 
  looking to bend a few rules and break 
  a few laws. Be warned: no matter 
  how good your intentions are, the 
  governments and corporations of the 
  galaxy are not going to think twice 
  about throwing you behind bars or 
  making an example out of you just 
  because you thought you were doing 
  the right thing.  
     Criminal careers can be very 
  lucrative; however they all risk the 
  The Devil  
  on Your Shoulder 
  6 New Careers for Antiheroes by Anthony Jennings
  
  chance of prison time. Remember, when 
  you take a criminal career, you normally 
  need to roll to see if your next career is 
  Prisoner (a roll of 1 on 1d6). When using 
  this article in your game, you may 
  optionally choose the Criminal Informant 
  career rather than Prisoner. 
  Anarchist [1d6 years]
   
  BURN IT ALL DOWN! You aren’t a 
  revolutionary; that would entail wanting to 
  rebuild another system just as corrupt as this 
  one. Governments, businesses, and social 
  structures are hierarchies that exist in 
  opposition to the natural laws of the universe. 
  You are going to tear them apart, and if some 
  people die in the process, then that’s the cost 
  that had to be paid. You may favor a variety of 
  methods to annihilate the current hierarchies 
  including: nonviolent protest or throwing a 
  Molotov cocktail at every limousine that 
  passes. 
  Prerequisites: none 
  Attributes: AGI +1, WIL +1, CHA +1, 
  REP +1 
  Skill Choices: [social], philosophy, 
  demolitions/explosives, [combat] 
     Media Matters. The press lies. 
  Everyone knows that, but you know how 
  to read between the lines and find out 
  what’s really happening. By simply 
  consuming popular media, you are able 
  to dig up information that governments 
  and corporations want to stay hidden. If 
  you succeed on a Challenging [13] REP 
  check, you can find additional 
  information on a person, company, or 
  government agency.   
     Molotov Cocktail. You are able to use 
  your surroundings to create an 
  improvised thrown explosive. The 
  location must have some kinds of 
  chemicals available, such as a bar, a 
  kitchen, a bathroom, and the process 
  takes 1 minute. This creates a thrown 
  weapon with a range increment of 3, 
  which does 2d6 fire damage in a burst of 
  5’. The item is not sellable and has no 
  value. 
     No Fear. You are immune to the Fear 
  states track. 
     Not the Boss of Me! You don’t take 
  orders well, and are far from a team 
  player. When you roll INITIATIVE, you 
  take a penalty of -1 to your score for each 
  ally also rolling INITIATIVE. You gain +2 
  MENTAL DEFENSE. 
     Paradoxical Loyalties. Your allies do 
  well not to trust you. By harming an ally, 
  you are able to heal yourself. For every 2 
  points of damage you do to an ally, you 
  gain 1 point of HEALTH. 
     Rhetoric of Violence. You can incite a 
  group of people to act violently against 
  any authority (governments, police, 
  corporations, religion). Make an opposed 
  check using your CHA vs. your target 
  organisation’s REP. If you succeed in the 
  attempt, the mob will turn on the nearest 
  symbol of that power.  
     You must be speaking publicly, an you 
  need several minutes to build the group 
  up into a furore. Note that success does 
  not mean that you gain control of a 
  crowd. The crowd acts of its own accord 
  and may turn on you.   
  
     Watch the World Burn (requires Not 
  the Boss of Me). Chaos is your only 
  loyalty. Money does not motivate you. 
  Power is merely a means to an end. You 
  cannot be intimidated, bribed, or 
  reasoned with. This gives you an 
  additional +4 to your MENTAL 
  DEFENSE. 
  Criminal Informant [1d6 
  years]
  You are a low-down, dirty, lying, stinking 
  rat. But, hey, it’s a living! You’ve weaseled 
  your way into the confidences of criminals, 
  police officers, and others with only a single 
  goal in mind. You will not go back to jail. 
  Most of the time, you snitch on the various 
  gangs and mafias to whatever law 
  enforcement agency is paying. Sometimes, 
  you’ll trade that information to other criminal 
  groups as well. You really don’t have much of 
  a conscience, and if you can sell the same 
  information three or four times, that just 
  means a few more credits in your account. 
  Prerequisite: any criminal career 
  Attributes: INT +1, LOG +1, CHA +1, 
  REP +1 
  Skill Choices: bluffing, carousing, 
  computers, law, thievery  
   
     Friends on Every Planet. You know the 
  right person to talk to get information, 
  and if you don’t know the right person, 
  you know her best friend, her lover, or 
  someone she grew up with. Regardless of 
  which planet you’re on or what city 
  you’re in, you may spend 1d6 hours and 
  make a Difficult [16] INT check to track 
  down a lead on just about anyone. This 
  exploit may not lead you to the person 
  you’re searching for, but it will give you 
  the information to find someone who 
  knows your target.   
     Risky Payout. Being a snitch can be 
  lucrative. You gain 1,000cr. Roll 1d6; on a 
  roll of 6 you were caught and punished 
  by the criminal organisation you ratted 
  on. They let you live, but they took the 
  1,000cr from you and marked you with a 
  visible and unpleasant facial injury which 
  gives you +1 REP but -2 CHA. 
     Slip Through the Cracks. Rats and 
  criminal informants aren’t known for 
  their courage. Your survival depends on 
  knowing when to put a fight and when to 
  run like hell. When you are actively 
  fleeing an opponent, you receive a +2 
  SPEED bonus. 
     Supergrass. You committed the 
  cardinal sin - you testified. You have 
  gained the permanent enmity of one 
  criminal organization. You gain +2 REP. 
     Witness Protection (requires 
  Supergrass). With the help of the 
  government, you got a new identity. Your 
  REP score drops to 0, and you lose any 
  rank or social position you may have 
  had. You gain a clean slate with 1,000cr.  
     You Need Me Out There. If—or more 
  likely when—you are arrested, you know 
  just the right person with whom to talk, 
  and they can get you back on the street in 
  less than a day. You will need to succeed 
  on a Challenging [13] CHA (bluffing) 
  attribute to check to grease the wheels. 
  Most likely, you’ll end up owing at least a 
  
  favor to the officer who helped you of 
  this jam, but it’s better than being in jail. 
  Forger [2d6 years]
  Creating false documents and counterfeiting 
  currency are as much an art as a science. You 
  know how to create the perfect counterfeit 
  passport for a Venusian citizen who needs to 
  quietly travel to Mars and back, but it’s more 
  than the document. It’s the little 
  imperfections in the ink that the Earth 
  authorities use and the smell of Venusian 
  paper that you need to replicate as well. You 
  also know how to infiltrate computer systems 
  so that the passport is not just picture perfect 
  but that when the Martian authorities scan 
  that passport, it’s in their system. 
  Prerequisite: [academic], con artist, 
  gambler 
  Attributes: INT +1, LOG +1, WIL +1, REP 
  +1 
  Skill Choices: linguistics, perception, 
  cryptology, forgery, computers, appraisal 
    
     A Perfect Copy (requires Forgery Kit). 
  So long as you have an existing version of 
  a document or file to work from, along 
  with your forgery kit, you can make a 
  single exact copy of it within 1d6 hours.  
     A Whole New Life (requires A Perfect 
  Copy). Forgery is more than just creating 
  a new passport or starship license. You 
  have the skills to create an entire life to 
  give further believability to a new 
  identity through the use of social media, 
  hacking databases at governments, 
  
  universities, and high schools. You can 
  spend 1d6 days to create an identity to go 
  with that document. 
     Dodgy Mortgage. When attempting to 
  mortgage a starship, your REP check 
  (and the REP checks of your co-
  mortagees) count as exploding dice 
  pools. You may add your forgery skill to 
  your own check. 
     Forgery Kit. You gain a forgery kit and 
  1d6x100cr. 
     Improved Credit Rating.  You gain +2 
  REP. You may take this exploit multiple 
  times. 
     Making Money (requires Forgery Kit). 
  You’ve learned how to print money, scam 
  credits, or just create currency by 
  manipulating data. Choose one of the 
  following options: 
     Traditional Currencies. This is the method 
  used when you need physical currencies 
  including paper currency, ingots, or 
  coins. Even in the distant future, some 
  governments still use paper currencies or 
  coins. You may make a LOG (forgery) 
  check to create the intended counterfeit 
  currency.  
     Electronic Currencies. This is the method 
  used when you want to create digital 
  currencies, including manipulating bank 
  account balances, stock transactions, etc. 
  You may make a LOG (computers) check 
  to create the intended counterfeit 
  currency.  
     You gain an amount of money equal to 
  50cr times your attribute check. 
  Money Launderer [1d6+2 
  years]
  Criminals run into a serious problem as soon 
  as they become more successful, they have too 
  much money and no idea what to do with it. 
  Your job is to take the fortunes earned from 
  illegal smuggling, drug sales, and various 
  other illegitimate enterprises and make that 
  money appear to have a legitimate source. 
   
  Prerequisite: accounting 
  Attributes: LOG +1, CHA +1, REP +1, 
  LUC +1 
  Skill Choices: accounting, computers, 
  economics, insight  
     Canny Investment (requires Financial 
  Wizard). You know how to make money 
  earn money. You can invest any amount 
  of money of 1,000cr or higher and make a 
  LOG (accounting) check. For every point 
  above 10 that you score, you make back 
  1% on top of your investment; if you roll 
  lower than 10, you lose 1% for each point 
  below 10 that you roll. This takes one 
  week. If you are taking this exploit as 
  part of your starting character, you may 
  apply the percentage to your starting 
  wealth. 
     Do You Know Who I Work For? You 
  work for some of the most ruthless and 
  dangerous pirates, smugglers, and drug 
  lords in the galaxy, and you are the only 
  one who knows where their money is 
  and how to get it back. These murderous 
  beings need you a living and will do just 
  about anything to make sure they get you 
  and their money back. If you succeed on 
  
  a Challenging [13] REP attribute check, 
  you are able to convince someone 
  threatening you just how important you 
  are. It might be enough to keep you alive. 
     Financial Wizard. Once per week, you 
  can make a LOG (accounting) check to 
  make money. You make an amount of 
  credits equal to ten times your check. You 
  cannot use this exploit during downtime. 
  You gain 500cr when you first take this 
  exploit. 
      More Money, More Problems. You are 
  adept at moving currencies around, 
  exchanging them, and creating holding 
  companies to explain where the vast 
  sums of money that criminal enterprises 
  generate came from. With a LOG 
  (accounting) check you can help hide the 
  sources of income from an illicit business. 
  The difficulty of this check is equal to the 
  amount of money divided by 1,000cr. You 
  can typically charge 10% for this service. 
     Skimming Off the Top. Your clients 
  trust you because you do a great job. 
  Sometimes they trust you a little too 
  much.  At any time you may make a LOG 
  (accounting) check to steal 100cr times 
  your check from your employers. Maybe 
  they’ll never find out, but if they do, you 
  and all your friends will pay the price for 
  your greed. Roll 1d6; on a roll of 6 or 
  more, your clients find out what you did. 
  Each time beyond the first you do this, 
  add a cumulative +1 to the roll. 
     If you are caught, you gain no money, 
  and you must thereafter roll 1d6 every 
  time you arrive on a new planet or space 
  station. On a roll of 6, your previous 
  clients are waiting for you. You can only 
  end this by paying back ten times the 
  amount you attempted to steal. 
  Psionic Interrogator 
  [1d6+3 years]
  When a government agency or corporation 
  has someone who won’t talk and they need an 
  answer, they call you. It’s your job to tear 
  apart a person’s mind, rip out their thoughts, 
  and discern whether they have the 
  information that you need or not. Your 
  husband believes you’re a typical psi-cop, 
  helping the government with your special 
  skills, and it’s better for him that he believes 
  that lie.  He doesn’t need to know you torture 
  people. 
   
  Prerequisite: telepathy, law 
  Attributes: INT +1, CHA +1, PSI +1, REP 
  +1 
  Skill Choices: bluffing, intimidate, 
  telepathy, clairsentience, insight 
   
     Blunt Instrument. Mind reading is an 
  art, and only through careful application 
  of their talents can psionic individuals 
  read a mind without damaging it. You 
  aren’t worried about the damage. You can 
  use telepathic powers aggressively. The 
  powers take one minute rather than one 
  action to use, and cause psychic damage 
  to your target equal to half the PP used to 
  power them, but you gain +1d6 to the 
  attack roll. You cannot use this exploit 
  with psionic powers which already cause 
  damage. 
    Enhanced Interrogation. When using 
  the interrogation rules (NEW pg 137), the 
  
  task complexity counts as one stage less 
  to a minimum of quick. This effectively 
  reduces the time it takes to gain 
  information. 
     Extreme Interrogation (requires 
  Enhanced Interrogation). You learn more 
  intrusive psionic interrogation 
  techniques. Every time you successfully 
  get the answer to a question, the task 
  complexity is reduced by one stage (to a 
  minimum of quick). These techniques are 
  generally considered illegal. 
     Living Lie Detector. You automatically 
  sense verbal lies directed specifically at 
  you. 
    Psionic Intuition. Your empathic skill 
  enables you to use your understandings 
  of a target’s emotional state to improve 
  your chances of getting useful 
  information from them. You may 
  substitute your PSI attribute for any 
  opposed checks involving interrogation, 
  lies, deceit, or subterfuge.   
  Vandal (1d6/2d6+6 years)*
   
  You prefer the term “street artist,” but 
  according to the Martian Penal Code you are 
  a “trespasser” and “public nuisance.” 
  Whatever the label, everyone knows your tag. 
  They’ve seen your stencils on public buses, on 
  the sides of buildings, and even on the 
  towering smoke stacks in the manufacturing 
  district. You can get into anywhere and put 
  your tag on it.   
  Prerequisite: None 
  Attributes: AGI +1, INT +1, CHA +1, REP 
  +1 
  Skill Choices: [artistic skill], perception, 
  climbing, running, stealth, thievery 
     Break Stuff. You are really good at 
  breaking things. Against inanimate 
  objects, you do +1d6 damage. 
     Difficult to Reach Places. You are adept 
  at painting graffiti in difficult to reach 
  places. You take no attribute check 
  penalties (in combat or otherwise) while 
  climbing. 
     Leave Your Mark. You paint graffiti and 
  other signs in a specific urban location. 
  Choose a city or other urban place - your 
  mark has been left all over there. You 
  gain +2 REP. 
     Spray Paint Assailant. You can use a 
  spray can as a mini-flamethrower. It has a 
  5’ range (one adjacent target) and does 
  2d6 damage. You may use your artistic 
  skill with this attack. 
     Street Signs. Using graffiti and other 
  signs as your guide, you are able to 
  navigate any city or other urban location 
  with ease, and locate hidden places such 
  as gang headquarters or police safe 
  houses. 
     Unknown Artist (requires Leave Your 
  Mark). Your graffiti is worth money! You 
  create a masterpiece, which is sold by the 
  owner of the building you decorated, and 
  who cuts you in on the deal. You gain 
  1,000cr. 
  *Can be taken as an origin for 2d6+6 years. 
  1d6 years as a regular career. 
  
SOURCE: textdata/thevault/WOIN/EONS Magazine/Eons 36 - NEW-NOW, Careers - Careers for Antiheroes.pdf