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====Impressionable Youth==== 0-1<br> Cost: 15cr<br> Faction: Independent, Outlaw<br> Starting experience: -10 Every now and again, a crew will find itself burdened with a stowaway who is little more than a child. Usually, the stow away is left at the nearest space-port, but sometimes the kid manages to endear himself to the crew, and he or she is allowed to stick around. M WS BS S T W I A LD 4 1 1 2 2 1 2 1 5 ''Special'':<br> '''Negative Experience''': The impressionable youth starts with β10 experience. He gets 1 advance at β5 experience, and a second advance when he reaches 0 experience. In addition, upon reaching 0 experience, he gets +1 Strength, Toughness, Initiative, and Leadership (Growth spurt, if you would). '''Impressionable''': Upon reaching 0 experience, select a βrole modelβ for the impressionable you by randomly selecting a member of your gang. Note, if it is impossible for the youth to become like the selected crewman (e.g., the selected crewman is a scavie or a xeno, you may roroll the role model. From now on, treat the impressionable youth as the juve in the Archetype of his role model. Note: this does not change his stats, but he gains any special abilities and skill tables of his new Archetype. '''Disobedient''': If the impressionable youth is ever left on the HQ ship, the captain must take a leadership check. If this check fails, the little bastard has stowed away on the landing ship and you must take him into combat. Unless he is within 2β of another crew member, he is subject to the rules for stupidity. In addition, any models within 2β are at β1 to their initiative because they have to watch out for the impressionable youth. Also, if the impressionable youth is wounded, anyone within 2β at the time does not get their d6xp for taking part in the fight.
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