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occupations [2013/08/09 04:20]
storyteller [STARTING OCCUPATIONS]
occupations [2013/11/13 20:17]
storyteller [No Man]
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-Content-Type:​ text/​x-zim-wiki 
-Wiki-Format:​ zim 0.4 
-Creation-Date:​ 2013-07-26T01:​20:​30-04:​00 
- 
 ====== Occupations ====== ====== Occupations ======
-Created Friday 26 July 2013 
  
-===== STARTING OCCUPATIONS ===== 
-Your hero’s Starting Occupation represents her training and life experience prior to the start of the campaign. Your character may hold many jobs during the course of her career, but Starting Occupation benefits are only applied once.  The Wealth Increase for Starting Occupation is a modifier to the character’s Wealth bonus. ​  If you select a skill that is already a class skill, you receive a +1 competence bonus on checks using that skill. 
  
-=== ACADEMIC ​===+===== Starting Occupations ===== 
 +Your character’s Starting Occupation represents her training and life experience prior to the start of the campaign. Your character may hold many jobs during the course of her career, but Starting Occupation benefits are only applied once.  The Wealth Increase for Starting Occupation is a modifier to the character’s Wealth bonus. ​  **If you select a skill that is already a class skill, you receive a +1 competence bonus on checks using that skill.** 
 + 
 +==== Academic ====
 Academics include librarians, archaeologists,​ scholars, professors, teachers, and other educational professionals. Academics include librarians, archaeologists,​ scholars, professors, teachers, and other educational professionals.
-**Skills:** Choose three of the following as permanent class skills. ​ [[Computer Use (Skill)]], Craf[[Craft (Skill)|t]] (Writing[[Craft (Writing) (Skill)|)]],​ [[Decipher Script (Skill)]], [[Gather Information (Skill)]], Knowledg[[Knowledge (Skill)|e]] [[Research (Skill)]]. 
-**Reputation Bonus:** +3 
-**Wealth Increase:** +1 
  
-=== ADVENTURER ​===+  * **Skills:** Choose three of the following as permanent class skills. ​ [[Computer Use (Skill)|Computer Use]], [[Craft (Writing) (Skill)|Craft (Writing)]],​ [[Decipher Script (Skill)|Decipher Script]], [[Gather Information (Skill)|Gather Information]],​ [[Knowledge (Skill)|Knowledge (any),]] [[Research (Skill)|Research]]. 
 +  * **Reputation Bonus:** +3 
 +  * **Wealth Increase:** +1 
 + 
 +==== Adventurer ====
 Adventurers include professional daredevils, big-game hunters, relic hunters, explorers, extreme sports enthusiasts,​ field scientists, thrill seekers, and others called to face danger for various reasons. Adventurers include professional daredevils, big-game hunters, relic hunters, explorers, extreme sports enthusiasts,​ field scientists, thrill seekers, and others called to face danger for various reasons.
-**Skills:** Choose two of the following as permanent class skills. ​   [[Bluff (Skill)]], [[Climb (Skill)]], [[Demolitions (Skill)]], [[Disable Device (Skill)]], [[Drive (Skill)]], [[Escape Artist (Skill)]], [[Intimidate (Skill)]], [[Jump (Skill)]], Knowledge (Streetwise,​ Tactics, or technology),​ [[Move Silently (Skill)]], [[Pilot (Skill)]], [[Ride (Skill)]], [[Spot (Skill)]], [[Survival (Skill)]], [[Swim (Skill)]], or [[Treat Injury (Skill)]]. 
-**Bonus Feat:** Select one of the follow-ing: [[Archaic Weapons Proficiency (Feat)]], [[Brawl (Feat)]], or [[Personal Firearms Proficiency (Feat)]]. 
-**Wealth Increase:** +1 
  
-=== ARISTOCRAT === +  * **Skills:** Choose two of the following as permanent class skills. ​ [[Bluff (Skill)|Bluff]],​ [[Climb (Skill)|Climb]],​ [[Demolitions (Skill)|Demolitions]],​ [[Disable Device (Skill)|Disable Device]], [[Drive (Skill)|Drive]],​ [[Escape Artist (Skill)|Escape Artist]], [[Intimidate (Skill)|Intimidate]],​ [[Jump (Skill)|Jump]],​ [[Knowledge (Skill)|Knowledge]] ([[Knowledge (Criminal) (Skill)|Criminal]],​ [[Knowledge (Military) (Skill)|Military]],​ or [[Knowledge (Technology) (Skill)|Technology]]),​ [[Move Silently (Skill)|Move Silently]], [[Pilot (Skill)|Pilot]],​ [[Ride (Skill)|Ride]],​ [[Spot (Skill)|Spot]],​ [[Survival (Skill)|Survival]],​ [[Swim (Skill)|Swim]],​ or [[Treat Injury (Skill)|Treat Injury]]. 
-d20 P 13+  * **Bonus Feat:** Select one of the following: [[Archaic Weapons Proficiency (Feat)|Archaic Weapons Proficiency]],​ [[Brawl (Feat)|Brawl]],​ or [[Personal Firearms Proficiency (Feat)|Personal Firearms Proficiency]]. 
 +  * **Wealth Increase:** +1
  
-=== ASTRONAUT TRAINEE/​SPACER ​=== +==== Aleerin ​==== 
-d20F 8+<WRAP right square box 25%>​**Storyteller House Rule**</​WRAP>​ 
 +This occupation represents aleerin or aliens who began working inside a traditional mechalus culture. They have highly organized minds, and they strictly control their aggressive or “negative” tendencies.
  
-=== ATHLETE ​===+  * **Skills:** Choose two of the following skills as a permanent class skill. ​ [[Computer Use (Skill)|Computer Use]], [[craft_electronic_skill|Craft (Electronics)]],​ [[craft_software_skill|Craft (Software)]],​ [[disable_device_skill|Disable Device]], [[knowledge_physical_science_skill|Knowledge (Physical Science)]], [[knowledge_technology_skill|Knowledge (Technology)]],​ [[repair_skill|Repair]] 
 +  * **Bonus Feats: ​ **Select one of the following: ​ [[alien weapons proficiency feat|Alien Weapon Proficiency]] (Chuff Guns), [[cybernetic surgery feat|Cybernetic Surgery]], [[cybernetic weapons proficiency feat|Cybernetic Weapons Proficiency]],​ [[Gearhead (Feat)|Gearhead]] 
 +  * **Wealth Increase:** +2 
 +==== Aristocrat ==== 
 +Aristocrats carry noble titles passed down by blood, though ancestral holdings might be quite small. Aristocratic heroes are entitled to be called Lord, or Lady, and probably have an estate staffed with plentiful servants, but carry little or no political power as a result of their station. 
 + 
 +  * **Skills:** Choose one of the following as a permanent class skill. ​ [[Diplomacy (Skill)|Diplomacy]],​ [[Gamble (Skill)|Gamble]],​ [[Intimidate (Skill)|Intimidate]],​ [[Knowledge (Current Events) (Skill)|Knowledge (Current Events)]], [[Perform (Skill)|Perform (any)]], [[Ride (Skill)|Ride]],​ [[Speak Language (Skill)|Speak Language]] 
 +  * **Reputation Increase:** +2 
 +  * **Wealth Increase:** +6   
 + 
 +==== Astronaut Trainee/​Spacer ==== 
 +As scientists and pioneers, astronaut trainees have prepared their minds and bodies for the rigors of space travel and life in space. They are elite members of a sophisticated space program, waiting for the opportunity to hurl themselves into the void to advance humanity’s understanding of science and shed light on the mysteries of the universe. 
 + 
 +  * **Skills:** Choose two of the following skills as permanent class skills. ​ [[Computer Use (Skill)|Computer Use]], [[Craft (Skill)|Craft]] ([[Craft (Electronic) (Skill)|electronic]],​ [[Craft (Mechanical) (Skill)|mechanical]],​ or p[[Craft (Pharmaceutical) (Skill)|harmaceutical]]),​ [[Knowledge (Skill)|Knowledge]] ([[Knowledge (Life Sciences) (Skill)|Life Sciences]], [[Knowledge (Physical Science) (Skill)|Physical Sciences]], or [[Knowledge (Technology) (Skill)|Technology]]),​ [[Navigate (Skill)|Navigate]],​ [[Pilot (Skill)|Pilot]],​ [[Repair (Skill)|Repair]],​ [[Survival (Skill)|Survival]]. 
 +  * **Bonus Feat:** Select either [[Aircraft Operation (Feat)|Aircraft Operation]] (spacecraft) or [[Zero-G Training (Feat)|Zero-G Training]]. 
 +  * **Wealth Increase:** +1.  
 + 
 +==== Athlete ====
 Athletes include amateur athletes of Olympic quality and professional athletes of all types, including gymnasts, weight trainers, wres-tlers, boxers, martial artists, swimmers, skaters, and those who engage in type of competitive sport. Athletes include amateur athletes of Olympic quality and professional athletes of all types, including gymnasts, weight trainers, wres-tlers, boxers, martial artists, swimmers, skaters, and those who engage in type of competitive sport.
-**Prerequisites:​** Strength 13 or Dexterity 13 
-**Skills:** Choose three of the following as permanent class skills. ​ [[Balance (Skill)]], [[Climb (Skill)]], [[Jump (Skill)]], [[Ride (Skill)]], [[Swim (Skill)]], [[Tumble (Skill)]]. 
-**Bonus Feat:** Select one of the following: [[Archaic Weapons Proficiency (Feat)|Archaic Weapons]], [[Athletic (Feat)]], or [[Brawl (Feat)]]. 
-**Wealth Increase:** +1 
  
-=== BLUE COLLAR === +  * **Prerequisites:​** Strength 13 or Dexterity 13 
-Blue collar occupations include factory work, food service jobs, Construction,​ service indus-try jobs, transport drivers, and other that are not considered desk jobs. +  ​* ​**Skills:** Choose three of the following as permanent class skills. ​ ​[[Balance ​(Skill)|Balance]][[Climb (Skill)|Climb]][[Jump (Skill)|Jump]][[Ride (Skill)|Ride]][[Swim (Skill)|Swim]][[Tumble (Skill)|Tumble]]. 
-**Skills:** Choose three of the following as permanent class skills. ​  Craft (electronic, mechanical, or struc-tural), Climb, ​DriveHandle AnimalIntimi-dateRepair, or Ride+  * **Bonus Feat:** Select one of the following: [[Archaic Weapons Proficiency (Feat)|Archaic Weapons]], [[Athletic (Feat)|Athletic]], or [[Brawl (Feat)|Brawl]]
-**Wealth Increase:** +2+  ​* ​**Wealth Increase:** +1
  
-=== CELEBRITY ​=== +==== Blue Collar ==== 
-A celebrity is anyone whofor whatever rea-sonhas been thrust into the spotlight of the public eye. Everyoneit is saideventually has her 15 minutes of fame. The celebrity stretch-es those 15 minutes into a career. Actors, en-tertainers of all types, newscasters,​ media per-sonalities, and more fall under this starting occupation. +Blue collar occupations include factory workfood service jobsConstructionservice industry jobstransport drivers, and other that are not considered desk jobs.
-Skills: Choose one of the following as permanent class skills. ​  +
-Bluff, Craft (visual art or writing), Diplo-macy, Disguise, or Perform (Any). +
-Reputation Bonus: +3 +
-Wealth Increase: +4+
  
-=== CLOISTERED === +  * **Skills:** Choose three of the following as permanent class skills. ​ [[Climb (Skill)|Climb]],​ [[Craft (Skill)|Craft]] ([[Craft (Electronic) (Skill)|electronic]],​ [[Craft (Mechanical) (Skill)|mechanical]],​ or [[Craft (Structural) (Skill)|structural]]),​ [[Drive (Skill)|Drive]],​ [[Handle Animal (Skill)|Handle Animal]], [[Intimidate (Skill)|Intimidate]],​ [[Repair (Skill)|Repair]],​ or [[Ride (Skill)|Ride]]. 
-d20 P 12+  * **Wealth Increase:** +2
  
-=== COLONIST ​===+==== Celebrity ==== 
 +A celebrity is anyone who, for whatever reason, has been thrust into the spotlight of the public eye. Everyone, it is said, eventually has her 15 minutes of fame. The celebrity stretches those 15 minutes into a career. Actors, entertainers of all types, newscasters,​ media personalities,​ and more fall under this starting occupation. 
 + 
 +  * **Skills:** Choose one of the following as permanent class skills. ​ [[Bluff (Skill)|Bluff]],​ [[Craft (Skill)|Craft]] ([[Craft (Visual Art) (Skill)|visual art]] or [[Craft (Writing) (Skill)|writing]]),​ [[Diplomacy (Skill)|Diplomacy]],​ [[Disguise (Skill)|Disguise]],​ or [[Perform (Skill)|Perform (Any)]]. 
 +  * **Reputation Bonus:** +3 
 +  * **Wealth Increase:** +4 
 + 
 +==== Cloistered ==== 
 +The cloistered occupation is designed for characters who grew up someplace like the Himalayan mountain fortresses, hidden in Vatican chapels, and other places isolated from society at large. Often the ward of a secret society, a cloistered character benefits from rigorous training, but usually knows little about the outside world. 
 + 
 +  * **Skills:** Choose two of the following skills as permanent class skills. ​ [[Concentration (Skill)|Concentration]],​ [[Decipher Script (Skill)|Decipher Script]], [[Knowledge (Skill)|Knowledge]] ([[Knowledge (Construction) (Skill)|Construction]],​ [[Knowledge (Humanities) (Skill)|Humanities]],​ [[Knowledge (Social Sciences) (Skill)|Social Science]], [[Knowledge (Religion) (Skill)|Religion]]),​ [[Research (Skill)|Research]],​ [[Sense Motive (Skill)|Sense Motive]]. 
 +  * **Bonus Feat:** Select one of the following: [[Acrobatic (Feat)|Acrobatic]],​ [[Archaic Weapons Proficiency (Feat)|Archaic Weapons Proficiency]],​ [[Athletic (Feat)|Athletic]],​ [[Blind-Fight (Feat)|Blind-Fight]],​ [[Combat Martial Arts (Feat)|Combat Martial Arts]], [[Creative (Feat)|Creative]],​ [[Defensive Martial Arts (Feat)|Defensive Martial Arts]], [[Educated (Feat)|Educated]],​ [[Exotic Melee Weapon Proficiency (Feat)|Exotic Melee Weapons Proficiency]],​ [[Focused (Feat)|Focused]],​ [[Nimble (Feat)|Nimble]],​ [[Stealthy (Feat)|Stealthy]],​ [[Studious (Feat)|Studious]]. 
 +  * **Wealth Increase:** +2 
 + 
 + 
 +==== Colonist ====
 Colonists are wayfaring pioneers who set the foundations of new societies or extend the reach of stellar nations on new continents, planets or moons. To survive in their new sur-roundings,​ they learn to live off the land and defend themselves against predatory life forms and hostile conditions. Colonists are wayfaring pioneers who set the foundations of new societies or extend the reach of stellar nations on new continents, planets or moons. To survive in their new sur-roundings,​ they learn to live off the land and defend themselves against predatory life forms and hostile conditions.
-Skills: Choose three of the following as permanent class skills. If a skill you select is already a class skill, you receive a +1 compe-tence bonus on checks using that skill. 
-Computer Use, Craft (electronic,​ me-chanical,​ or structural),​ Knowledge (earth and life sciences, or physical sciences), Navi-gate, Repair, Survival. 
-Bonus Feat: Select one: Builder, Guide, or Planetary Adaptation. 
-Wealth Increase: +1 
  
-=== Corporate Zombie === +  * **Skills:** Choose three of the following as permanent class skills. ​ [[Computer Use (Skill)|Computer Use]], [[Craft (Skill)|Craft]] ([[Craft (Electronic) (Skill)|electronic]],​ [[Craft (Mechanical) (Skill)|mechanical]],​ or [[Craft (Structural) (Skill)|structural]]),​ [[Knowledge (Skill)|Knowledge]] ([[Knowledge (Life Sciences) (Skill)|Life Sciences]], or [[Knowledge (Physical Science) (Skill)|Physical Science]]), [[Navigate (Skill)|Navigate]],​ [[Repair (Skill)|Repair]],​ [[Survival (Skill)|Survival]]. 
-d20 CYSC 94 +  * **Bonus Feat:** Select one: [[Builder (Feat)|Builder]],​ [[Guide (Feat)|Guide]],​ or [[Planetary Adaptation (Feat)|Planetary Adaptation]]. 
-A corporate zombie has been raised working for a corporation,​ +  * **Wealth Increase:** +1 
-trained by a corporation,​ buying from a corporation,​ + 
-and likely living in corporate housing. This life sucks out +==== Corporate Zombie ​==== 
-the soul over time, but it does provide an understanding + 
-of the corporate world and a few financial perks. In time, a +A corporate zombie has been raised working for a corporation,​ trained by a corporation,​ buying from a corporation,​ and likely living in corporate housing. This life sucks out the soul over time, but it does provide an understanding of the corporate world and a few financial perks. In time, a few corporate zombies rebel against their upbringing, using their understanding of the business world against their wage-paying masters. 
-few corporate zombies rebel against their upbringing, using + 
-their understanding of the business world against their +  * **Skills:** Choose three of the following skills as permanent class skills. ​ ​[[Computer Use (Skill)|Computer Use]][[Craft (Skill)|Craft (any)]][[Diplomacy ​(Skill)|Diplomacy]][[Gather Information ​(Skill)|Gather Information]], Knowledge ([[Knowledge (Economics(Skill)|Economics]][[Knowledge (Administration(Skill)|Administration]][[Knowledge (Life Sciences) (Skill)|Life Sciences]]), [[Navigate (Skill)|Navigate]][[Profession ​(Skill)|Profession]][[Research ​(Skill)|Research]][[Speak Language ​(Skill)|Speak Language]]
-wage-paying masters. +  * **Wealth Increase:** +4
-Prerequisite:​ Age 21 or older. + 
-Skills: Choose three of the following skills as +==== Cosmopolitan ==== 
-permanent class skills. ​If you choose a skill that is already +The cosmopolitan occupation represents far travelers — people who’ve been there and done that. Many cosmopolitans are wealthy travelers, but others toured the galaxy because their parents were diplomats or are themselves accomplished stowaways.
-a class skill, you receive a +1 competence bonus on checks +
-using that skill. +
-Computer Use, Craft (any), Diplomacy, Gather Information,​ +
-Knowledge (business), Knowledge (civics), Knowledge +
-(earth and life sciences), Navigate, Profession, Research, +
-Speak Language. +
-Wealth ​Bonus Increase: +4.+
  
-=== COSMOPOLITAN === +  * **Skills:** Choose two of the following skills as permanent class skills. ​ [[Bluff (Skill)|Bluff]],​ [[Drive (Skill)|Drive]],​ [[Gamble (Skill)|Gamble]],​ [[Gather Information (Skill)|Gather Information]],​ [[Knowledge (Skill)|Knowledge]] ([[Knowledge (Administration) (Skill)|Administration]],​ [[Knowledge (Current Events) (Skill)|Current Events]], or [[Knowledge (Humanities) (Skill)|Humanities]]),​ [[Navigate (Skill)|Navigate]],​ [[Survival (Skill)|Survival]]. 
-d20 P 12+  * **Bonus Feat:** Select one of the following: [[Attentive (Feat)|Attentive]],​ [[Confident (Feat)|Confident]],​ [[Educated (Feat)|Educated]],​ [[Guide (Feat)|Guide]],​ [[Renown (Feat)|Renown]],​ [[Trustworthy (Feat)|Trustworthy]]. 
 +  * **Other:** You [[Speak Language (Skill)|speak]],​ [[read write language skill|read and write]] two other languages fluently, in addition to your native tongue. 
 +  * **Wealth Increase:** +4.
  
-=== CREATIVE ​===+==== Creative ====
 The creative starting occupation covers artists of all types who fan their creative spark into a career. Illustrators,​ animators, graphic artists, novelists, magazine columnists, actors, sculp-tors, game designers, musicians, gridwriters,​ photographers,​ and grid architects all fall un-der this occupation. The creative starting occupation covers artists of all types who fan their creative spark into a career. Illustrators,​ animators, graphic artists, novelists, magazine columnists, actors, sculp-tors, game designers, musicians, gridwriters,​ photographers,​ and grid architects all fall un-der this occupation.
-Skills: Choose three of the following as permanent class skills. If a skill you select is already a class skill, you receive a +1 compe-tence bonus on checks using that skill. 
-Bluff, Computer Use, Craft (software, visual art, or writing), Disguise, Forgery, Knowledge (art, current events, or popular culture), Perform (any), or Spot. 
-Wealth Increase: +2 
  
-=== CRIMINAL === +  * **Skills:** Choose ​three of the following as permanent class skills. ​BluffComputer Use, Craft (software, visual art, or writing), Disguise, Forgery, Knowledge (Construction or current events), Perform (any), or Spot
-This illicit starting occupation reveals a back-ground from the wrong side of the law. Crim-inals include con artists, burglars, thieves, crime family soldiers, gang members and oth-er types of career criminals. +  * **Wealth Increase:** +2
-Skills: Choose ​two of the following as permanent class skills. ​If a skill you select is already a class skillyou receive a +1 compe-tence bonus on checks using that skill. +
-Disable Device, Disguise, Forgery, Gamble, Hide, Knowledge (streetwise), Move SilentlySleight of Hand. +
-Bonus Feat: Select either Brawl or per-sonal firearms Proficiency+
-Wealth Increase: +1+
  
-=== DILETTANTE ​=== +==== Criminal ==== 
-Dilettantes usually get their wealth from fami-ly holdings and trust funds. The typical dilet-tante has no job, few responsibilities,​ and at least one driving passion that occupies his day. That passion might be charity or phil-anthropic charity, an ideal or a philosophy, or simply a lust for fun and a carefree existence. +This illicit starting occupation reveals ​back-ground from the wrong side of the lawCriminals include con artistsburglarsthievescrime family soldiersgang members and other types of career criminals.
-Skills: Choose one of the following as permanent class skillsIf a skill you select is already a class skillyou receive a +1 compe-tence bonus on checks using that skill. +
-GambleIntimidateKnowledge (current events or popular culture)Ride, or add a new Speak Language. +
-Reputation Bonus: +1 +
-Wealth Increase: +6+
  
-=== DOCTOR === +  * **Skills:** Choose two of the following as permanent class skills. ​Disable DeviceDisguiseForgeryGambleHide, Knowledge (Criminal), Move SilentlySleight of Hand
-A doctor can be any kind of medical practi-tioner,​ from a general practitioner,​ to a sur-geon, to a psychiatrist. +  * **Bonus Feat:** Select either [[Brawl (Feat)|Brawl]] or [[Personal Firearms Proficiency (Feat)|personal firearms Proficiency]]. 
-Skills: Choose two of the following as permanent class skills. ​If a skill you select is already a class skillyou receive a +1 compe-tence bonus on checks using that skill. +  * **Wealth Increase:** +1
-Craft (biologicalcyberneticor phar-maceutical)Computer Use, Knowledge (behavioral science, earth and life sciences, technology), SearchTreat Injury+
-Reputation ​Bonus: ​+1 +
-Wealth Increase: +4+
  
-=== DOMESTIC/Servant ===+==== Dilettante ==== 
 +Dilettantes usually get their wealth from family holdings and trust funds. The typical dilet-tante has no job, few responsibilities,​ and at least one driving passion that occupies his day. That passion might be a charity or phil-anthropic charity, an ideal or a philosophy, or simply a lust for fun and a carefree existence. 
 + 
 +  * **Skills:** Choose one of the following as permanent class skills. ​ Gamble, Intimidate, Knowledge (current events), Ride, or add a new Speak Language. 
 +  * **Reputation Bonus:** +1 
 +  * **Wealth Increase**: +6 
 + 
 +==== Doctor ==== 
 +A doctor can be any kind of medical practitioner,​ from a general practitioner,​ to a surgeon, to a psychiatrist. 
 + 
 +  * **Skills:** Choose two of the following as permanent class skills. [[Craft (Pharmaceutical) (Skill)|Craft (pharmaceutical)]],​ Computer Use, Knowledge (Social science, life sciences, technology),​ Search, Treat Injury. 
 +  * **Reputation Bonus:** +1 
 +  * **Wealth Increase:** +4 
 + 
 +==== Domestic/​Servant ​====
 Domestics include maids, butlers, nannies, drivers, cooks, waiters, valets, gardeners, and anyone else who makes a living performing routine tasks for someone else. Domestics include maids, butlers, nannies, drivers, cooks, waiters, valets, gardeners, and anyone else who makes a living performing routine tasks for someone else.
-Skills: Choose three of the following as permanent class skills. If a skill you select is already a class skill, you receive a +1 compe-tence bonus on checks using that skill. 
-Bluff, Diplomacy, Drive, Gather Information,​ Handle Animal, Knowledge (current events), Listen, Move Silently, Pilot, Repair 
-Wealth Bonus Increase: +1 
  
-=== DRIFTER ​===+  * **Skills:** Choose three of the following as permanent class skills. ​ Bluff, Diplomacy, Drive, Gather Information,​ Handle Animal, Knowledge (current events), Listen, Move Silently, Pilot, Repair 
 +  * **Wealth Increase:** +1 
 + 
 +==== Drifter ====
 Drifters are aimless wanderers and world-wise jacks-of-all-trades who move between cities or star systems, working odd jobs until boredom or fate leads them elsewhere. Along the way, they pick up strange customs and interesting and diverse skills. Drifters are aimless wanderers and world-wise jacks-of-all-trades who move between cities or star systems, working odd jobs until boredom or fate leads them elsewhere. Along the way, they pick up strange customs and interesting and diverse skills.
-Skills: Choose three of the following as permanent class skills. If a skill you select is already a class skill, you receive a +1 compe-tence bonus on checks using that skill. 
-Bluff, Decipher Script, Disable Device, Disguise, Forgery, Gamble, Gather Infor-mation,​ Hide, Knowledge (streetwise),​ Navigate, Sleight of Hand. 
-Wealth Increase: +2 
  
-=== EMERGENCY SERVICES ​===+  * **Skills:** Choose three of the following as permanent class skills. ​ Bluff, Decipher Script, Disable Device, Disguise, Forgery, Gamble, Gather Information,​ Hide, Knowledge (Criminal), Navigate, Sleight of Hand. 
 +  * **Wealth Increase:** +2 
 + 
 +==== Emergency Services ====
 Rescue workers, firefighters,​ paramedics, hazardous materials handlers, and emergency medical technicians fall under this category. Rescue workers, firefighters,​ paramedics, hazardous materials handlers, and emergency medical technicians fall under this category.
-Skills: Choose two of the following as permanent class skills. If a skill you select is already a class skill, you receive a +1 compe-tence bonus on checks using that skill. 
-Balance, Climb, Computer Use, Drive, Jump, Knowledge (Behavioral sciences, earth and life sciences, or technology),​ Search, Treat Injury, Swim. 
-Wealth increase: +2 
  
-=== ENTREPRENEUR === +  * **Skills**: Choose two of the following as permanent class skills. ​ ​BalanceClimbComputer UseDrive, Jump, Knowledge (Social scienceslife sciences, or technology), Search, Treat Injury, Swim
-Entrepreneurs have an obsession about being their own boss. They believe in them-selves,​ have an abundance of confidence, and the ability to acquire the funds necessary to bankroll their newest business venture. These small to large business owners have a knack for putting together business plans, gathering resources, and getting a new ven-ture off the ground. They rarely stick around after the launch, however, as they prefer to put their energies toward the next big thing. +  * **Wealth Increase:** +2
-Skill: Choose two of the following as permanent class skills. ​If a skill you select is already a class skillyou receive a +1 compe-tence bonus on checks using that skill. +
-BluffDiplomacyGamble, Knowledge (businesscurrent events, or technology). +
-Reputation Bonus: +1 +
-Wealth Increase: +4+
  
-=== GLADIATOR ​=== +==== Entrepreneur ==== 
-Gladiators ​have been fighting all their liveswhether on the streets or in some form of arena. They include disenchanted youths ​and poverty-stricken hoodlums looking ​to trade fists for cashclones and mutants bred in labs to fight, and low-ranking members of socie-ty’s warrior-caste. +Entrepreneurs ​have an obsession about being their own boss. They believe in themselveshave an abundance ​of confidence, ​and the ability ​to acquire the funds necessary to bankroll their newest business venture. These small to large business owners have a knack for putting together business plansgathering resources, and getting ​new venture off the groundThey rarely stick around after the launchhoweveras they prefer to put their energies toward the next big thing.
-Skills: Choose one of the following as permanent class skills. If a skill you select is already a class skillyou receive a +1 compe-tence bonus on checks using that skill. +
-BalanceIntimidate, Knowledge (streetwise),​ Tumble. +
-Bonus Feat: Select one: Archaic Weap-ons Proficiency,​ Brawl or Combat Martial Arts. +
-Reputation Bonus: +2+
  
-=== HEIR ===+  * **Skill:** Choose two of the following as permanent class skills. ​ Bluff, Diplomacy, Gamble, Knowledge (Economics, current events, or technology). 
 +  * **Reputation Bonus:** +1 
 +  * **Wealth Increase:** +4 
 + 
 +====Fraal==== 
 +<WRAP right square box 25%>​**Storyteller House Rule**</​WRAP>​ 
 +This occupation represents fraal or aliens who began working inside a traditional fraal culture. ​ Traditionally fraal are calm, silent and observant. ​ They hide their thoughts and emotions behind an inscrutable blank facade. Though naturally secretive, they are curious and quite at home exploring the cosmos. Fraal are scientists and philosophers,​ deeply spiritual and peace-loving. 
 + 
 +  * **Skills:** Choose two of the following as permanent class skills. ​ [[Handle Animal (Skill)|Handle Animal]], [[Hide (Skill)|Hide]],​ [[knowledge_life_sciences_skill|Knowledge (Life Sciences)]],​ [[knowledge_social_sciences_skill|Knowledges (Social Sciences)]],​ [[Listen (Skill)|Listen]],​ [[Sense Motive (Skill)|Sense Motive]] 
 +  * **Bonus Feat:​** ​ Select one of the following: ​ [[alien weapons proficiency feat|Alien Weapon Proficiency]] (Mass Pistol), [[animal affinity feat|Animal Affinity]], [[culturally adapted feat|Culturally Adapted]], [[Mental Buffer (Feat)|Mental Buffer]], [[Mental Warding (Feat)|Mental Warding]], [[Obscure Knowledge (Feat)|Obscure Knowledge]],​ [[Poker Face (Feat)|Poker Face]] 
 +  * **Wealth Increase: **+1 
 + 
 +==== Gladiator ==== 
 +Gladiators have been fighting all their lives, whether on the streets or in some form of arena. They include disenchanted youths and poverty-stricken hoodlums looking to trade fists for cash, clones and mutants bred in labs to fight, and low-ranking members of a society’s warrior-caste. 
 + 
 +  * **Skills:** Choose one of the following as permanent class skills. ​ Balance, Intimidate, Knowledge (Criminal), Tumble. 
 +  * **Bonus Feat**: Select one: [[Archaic Weapons Proficiency (Feat)|Archaic Weapons Proficiency]],​ [[Brawl (Feat)|Brawl]] or [[Combat Martial Arts (Feat)|Combat Martial Arts]]. 
 +  * **Reputation Bonus:** +2 
 + 
 +==== Heir ====
 Heirs are the elite sons and daughters of powerful magnates, influential executives and nobles, and imperial monarchs. Unlike dilettantes,​ however, they are bound by their lineage to certain responsibilities,​ with the assumption that they might someday rise to lead their families into the future… assuming the stars are properly aligned and they do nothing to jeopardize their birthright. Heirs are the elite sons and daughters of powerful magnates, influential executives and nobles, and imperial monarchs. Unlike dilettantes,​ however, they are bound by their lineage to certain responsibilities,​ with the assumption that they might someday rise to lead their families into the future… assuming the stars are properly aligned and they do nothing to jeopardize their birthright.
-Skills: Choose two of the following as permanent class skills. If a skill you select is already a class skill, you receive a +1 compe-tence bonus on checks using that skill. 
-Craft (visual art or writing), Knowledge (art, business, civics, current events, or histo-ry), Perform (act, dance, keyboards, Percus-sion,​ sing, stringed instruments,​ or wind in-struments),​ Ride, Sense Motive. 
-Pre-Selected Feat: An heir must choose Educated as one of her feats at 1st level. 
-Reputation Bonus: +3 
-Wealth Increase: +6. An Heir may per-manently reduce her Reputation by 1 to in-crease her starting wealth by +1d6; this deci-sion must be made before play begins. As long as her Reputation bonus is +1 or higher, an heir’s Wealth bonus never drops below +10. 
  
-=== IMPOVERISHED === +  * **Skills:** Choose ​two of the following as permanent class skills. ​ Craft (visual art or writing)Knowledge (ConstructionEconomicsCurrent EventsHumanities)Perform ​(any), RideSense Motive
-An impoverished character comes from a background of utter destitution. This occupa-tion covers orphans, homeless people, and victims of various mental ailments or sub-stance abuse problems. +  * **Pre-Selected ​Feat:** An heir must choose [[Educated (Feat)|Educated]] as one of her feats at 1st level
-Skills: Choose ​three of the following as permanent class skills. ​If a skill you select is already a class skillyou receive a +1 compe-tence bonus on checks using that skill. +  * **Reputation ​Bonus**: +3 
-BluffDiplomacyDisguiseEscape Art-ist, GamblerGather Information,​ Hide, Knowledge ​(streetwise), Move SilentlySleight of Hand+  * **Wealth ​Increase:** +6. An Heir may permanently reduce her Reputation by 1 to increase her starting wealth by +1d6; this decision must be made before play begins. As long as her Reputation bonus is +1 or higher, an heir’s Wealth bonus never drops below +10.
-Bonus Feat: Select either Brawl or Per-sonal Firearms Proficiency+
-Wealth ​Bonus Increase: +0+
  
-=== INSIDER ​=== +==== Impovershed ==== 
-d20 CYSC 94 +An impoverished character comes from background ​of utter destitutionThis occupation covers orphanshomeless peopleand victims of various mental ailments or substance abuse problems.
-Insider +
-Insiders know people. That’s their +
-big claim to fame. They might +
-have skills of their own, but an +
-important part of their life has +
-been getting groups in touch with +
-each other. Most insiders work +
-for corporation or venture, but +
-some are just street folk with +
-more contacts that most. +
-Prerequisite:​ Charisma 13. +
-Skills: Choose three of the +
-following skills as permanent class +
-skillsIf you choose a skill that is +
-already a class skillyou receive a +
-+1 competence bonus on checks +
-using that skill. +
-BluffDiplomacy, Gather Information,​ +
-Knowledge (business),​ +
-Knowledge (streetwise),​ Listen, +
-Sense Motive, Speak Language. +
-Reputation Bonus Increase: +
-+1. +
-Gray Wealth Bonus Increase: +
-+2.+
  
 +  * **Skills:** Choose three of the following as permanent class skills. ​ Bluff, Diplomacy, Disguise, Escape Artist, Gambler, Gather Information,​ Hide, Knowledge (Criminal), Move Silently, Sleight of Hand.
 +  * **Bonus Feat:** Select either [[Brawl (Feat)|Brawl]] or [[Personal Firearms Proficiency (Feat)|Personal Firearms Proficiency]].
 +  * **Wealth Increase**: +0
  
-=== INVESTIGATIVE ​===+==== Insider ==== 
 +Insiders know people. That’s their big claim to fame. They might have skills of their own, but an important part of their life has been getting groups in touch with each other. Most insiders work for a corporation or venture, but some are just street folk with more contacts that most. 
 + 
 +  * **Prerequisite:​** Charisma 13. 
 +  * **Skills:** Choose three of the following skills as permanent class skills. ​ [[Bluff (Skill)|Bluff]],​ [[Diplomacy (Skill)|Diplomacy]],​ [[Gather Information (Skill)|Gather Information]],​ [[Knowledge (Economics) (Skill)|Knowledge (Economics)]],​ [[Knowledge (Criminal) (Skill)|Knowledge (Criminal)]],​ [[Listen (Skill)|Listen]],​ [[Sense Motive (Skill)|Sense Motive]], [[Speak Language (Skill)|Speak Language]]. 
 +  * **Reputation Bonus Increase:​**+1. 
 +  * **Wealth ​ Increase:​**+1. 
 + 
 + 
 +==== Investigative ====
 There are a number of jobs that fit within this occupation, including investigative reporters, police detectives, criminologists,​ criminal profilers, espionage agents, and other who use their wits to gather evidence and analyze clues. There are a number of jobs that fit within this occupation, including investigative reporters, police detectives, criminologists,​ criminal profilers, espionage agents, and other who use their wits to gather evidence and analyze clues.
-Skills: Choose two of the following as permanent class skills. If a skill you select is already a class skill, you receive a +1 compe-tence bonus on checks using that skill. 
-Computer Use, Craft (visual art or writ-ing), Decipher Script, Forgery, Gather Infor-mation,​ Investigate,​ Knowledge (behavioral sciences, civics, earth and life sciences, or streetwise),​ Research, Search, Sense Motive. 
-Bonus Feat: Select either Brawl or Per-sonal Firearms Proficiency. 
-Wealth Increase: +2 
  
-=== LAW ENFORCEMENT ​===+  * **Skills:** Choose two of the following as permanent class skills. ​ Computer Use, Craft (visual art or writing), Decipher Script, Forgery, Gather Information,​ Investigate,​ Knowledge (Social sciences, Administration,​ Life Sciences, or Criminal), Research, Search, Sense Motive. 
 +  * **Bonus Feat:** Select either [[Brawl (Feat)|Brawl]] or [[Personal Firearms Proficiency (Feat)|Personal Firearms Proficiency]]. 
 +  * **Wealth Increase:** +2 
 + 
 +==== Law Enforcement ====
 Law enforcement personnel include uni-formed police, national security forces, and military police. Law enforcement personnel include uni-formed police, national security forces, and military police.
-Skills: Choose two of the following as permanent class skills. If a skill you select is already a class skill, you receive a +1 compe-tence bonus on checks using that skill. 
-Diplomacy, Drive, Gather Information,​ Intimidate, Knowledge (civics, earth and life sciences, streetwise, or tactics), Listen. 
-Bonus Feat: Select one of the follow-ing: Combat Martial Arts, Light Armor Profi-ciency,​ or Personal Firearms Proficiency. 
-Wealth Increase: +1 
  
-=== MILITARY ​===+  * **Skills:** Choose two of the following as permanent class skills. ​ Diplomacy, Drive, Gather Information,​ Intimidate, Knowledge (Administration,​ Life Sciences, Criminal, or Military), Listen. 
 +  * **Bonus Feat:** Select one of the following: [[Combat Martial Arts (Feat)|Combat Martial Arts]], [[Armor Proficiency (Light) (Feat)|Light Armor Proficiency]],​ or [[Personal Firearms Proficiency (Feat)|Personal Firearms Proficiency]]. 
 +  * **Wealth Increase:** +1 
 + 
 +==== Military ====
 Military covers any branches of the armed forces of any nation, system or colony. This includes land, air, sea and space forces. Military covers any branches of the armed forces of any nation, system or colony. This includes land, air, sea and space forces.
-Skills: Choose three of the following as permanent class skills. If a skill you select is already a class skill, you receive a +1 compe-tence bonus on checks using that skill. 
-Climb, Demolitions,​ Drive, Hide, Knowledge (tactics), Move Silently, Navigate, Pilot, Survival, Swim. 
-Bonus Feat: Select one of the follow-ing: Brawl, Combat Martial Arts, Light Armor Proficiency,​ or Personal Firearms Proficiency. 
-Wealth Increase: +1 
  
-=== NODERUNNER/​GRIDIZEN === +  * **Skills:** Choose three of the following as permanent class skills. ​ ClimbDemolitionsDrive, Hide, Knowledge ​(Military), Move SilentlyNavigate, Pilot, Survival, Swim. 
-d20 CYSC 94 +  * **Bonus Feat:** Select one of the following: [[Brawl ​(Feat)|Brawl]][[Combat Martial Arts (Feat)|Combat Martial Arts]][[Armor Proficiency ​(Light(Feat)|Light Armor Proficiency]]or [[Personal Firearms Proficiency ​(Feat)|Personal Firearms Proficiency]]
-Noderunner +  * **Wealth ​Increase:** +1
-Noderunners are professional +
-VRNet/HINet navigators. They +
-act as hired guns for computer +
-raiders, security, and +
-researchers. +
-Prerequisite:​ Intelligence 13. +
-Skills: Choose three of the following ​skills ​as permanent +
-class skills. ​If you choose a skill that is already a class skill, +
-you receive a +1 competence bonus on checks using that +
-skill. +
-Computer UseCraft (electronic), Decipher Script+
-Gather Information,​ Knowledge ​(current events), Knowledge +
-(popular culture), Knowledge ​(streetwise), Knowledge +
-(technology), Repair+
-Reputation Bonus Increase: +1+
-Wealth Bonus Increase: +3 split between Wealth and +
-gray wealth.+
  
 +==== Mercenary ====
 +Mercenaries may have military training, but they typically sell to the highest bidder. Mercenaries include soldiers of fortune and bounty hunters.
  
-=== NO MAN === +  * **Skills:** Choose two of the following skills as permanent class skills. ​ ​[[Climb (Skill)|Climb]][[Disable Device (Skill)|Disable Device]][[Drive (Skill)|Drive]][[Intimidate (Skill)|Intimidate]][[Jump (Skill)|Jump]][[Knowledge (Military(Skill)|Knowledge (Military)]][[Navigate (Skill)|Navigate]][[Search (Skill)|Search]][[Survival (Skill)|Survival]],​ [[Swim (Skill)|Swim]] 
-d20 CYSC 94 +  * **Bonus Feat:** Select one of the following: ​ [[Armor Proficiency (Light) (Feat)|Armor Proficiency (light)]], [[Brawl (Feat)|Brawl]],​ [[Combat Martial Arts (Feat)|Combat Martial Arts]], [[Personal Firearms Proficiency (Feat)|Personal Firearms Proficiency]],​ [[Quick Draw (Feat)|Quick Draw]], [[Toughness (Feat)|Toughness]] 
-No-Man +  * **Wealth Increase:** +1
-A no-man has done more than resist the pressures of the +
-corporate-driven world—he has managed to stay completely +
-off the radar. He has no identity chip or shepherd chip, no +
-records, no citizen ID number, or tax record code. Of course, +
-this also means he cannot use many legitimate businesses or +
-call on social services. +
-Prerequisite:​ Cannot start with an ID chip or shepherd +
-chip or the Renown or Windfall feats.Skills: Choose two of the following skills as permanent +
-class skills. ​If you choose a skill that is already a class +
-skillyou receive a +1 competence bonus on checks using +
-that skill. +
-BluffDisguiseEscape ArtistHide, Knowledge (current +
-events)Knowledge (streetwise), Move SilentlyPerform+
-Sleight of Hand. +
-Bonus Feat: Gain the Low Profile feat. +
-Gray Wealth ​Bonus Increase: +3.+
  
 +==== Noderunner/​Gridizen ====
 +Noderunners are professional Grid navigators. They act as hired guns for computer raiders, security, and researchers.
  
-=== ON THE RUN === +  * **Prerequisite:​** Intelligence 13. 
-d20 P 14+  * **Skills:** Choose three of the following skills as permanent class skills. ​ [[Computer Use (Skill)|Computer Use]], [[Craft (Electronic) (Skill)|Craft (electronic)]],​ [[Decipher Script (Skill)|Decipher Script]], [[Gather Information (Skill)|Gather Information]],​ [[Knowledge (Skill)|Knowledge]] ([[Knowledge (Current Events) (Skill)|current events]], [[Knowledge (Criminal) (Skill)|criminal]],​ [[Knowledge (Technology) (Skill)|technology]]),​ Repair. 
 +  * **Reputation Increase:** +1. 
 +  * **Wealth Increase:** +3 
  
-=== OUTCAST === 
-“Outcast” is not so much an occupation as a forced way of life. Persecuted and exiled for being different, outcasts are lone pariahs or shunned members of a culture whose cus-toms or characteristics their society finds devi-ant or abhorrent. Outcasts lurk on the fringes of civilization. Some strive for acceptance, while others are trapped by their own feel-ings of resentment, self-loathing,​ or hopeless-ness. 
-Skills: Choose two 
-of the following as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks us-ing that skill. 
-Disguise, Hide, Knowledge (streetwise),​ Search, Survival, Treat Injury. 
-Bonus Feat: Toughness 
-Reputation Bonus: +1 
-Wealth Increase: +1 
  
-=== RELIGIOUS ​===+==== No Man ==== 
 +A no-man has done more than resist the pressures of the corporate-driven world—he has managed to stay completely off the radar. He has no identity chip or shepherd chip, no records, no citizen ID number, or tax record code. Of course, this also means he cannot use many legitimate businesses or call on social services. 
 + 
 +  * **Prerequisite:​** Cannot start with an [[identity_chips|ID chip]] or [[shepherd chip cyberware|shepherd chip]] or the [[Renown (Feat)|Renown]] or [[Windfall (Feat)|Windfall]] feats. 
 +  * **Skills:** Choose two of the following skills as permanent class skills. 
 +  * [[Bluff (Skill)|Bluff]],​ [[Disguise (Skill)|Disguise]],​ [[Escape Artist (Skill)|Escape Artist]], [[Hide (Skill)|Hide]],​ Knowledge ([[Knowledge (Current Events) (Skill)|Current Events]], [[Knowledge (Criminal) (Skill)|Criminal]]),​ [[Move Silently (Skill)|Move Silently]], [[Perform (Skill)|Perform (Any)]], [[Sleight of Hand (Skill)|Sleight of Hand]]. 
 +  * **Bonus Feat:** Gain the [[Low Profile (Feat)|Low Profile]] feat. 
 +  * **Wealth Increase:** +3. 
 + 
 + 
 +==== On The Run ==== 
 +A character on the run is a fugitive being chased by law enforcement,​ a shadowy government agency, or a sinister but well-connected secret society. Such a character might be wanted for a crime she didn’t commit — or one she did. Whatever the reason for her fugitive status, the character has developed skills that make her a tough quarry to catch. 
 + 
 +  * **Skills:** Choose three of the following skills as permanent class skills. ​ [[Bluff (Skill)|Bluff]],​ [[Disguise (Skill)|Disguise]],​ [[Escape Artist (Skill)|Escape Artist]], [[Forgery (Skill)|Forgery]],​ [[Gather Information (Skill)|Gather Information]],​ [[Hide (Skill)|Hide]],​ [[Knowledge (Criminal) (Skill)|Knowledge (Criminal)]],​ [[Move Silently (Skill)|Move Silently]], [[Sense Motive (Skill)|Sense Motive]]. 
 +  * **Bonus Feat:** Select one of the following: [[Brawl (Feat)|Brawl]],​ [[Dodge (Feat)|Dodge]],​ [[Low Profile (Feat)|Low Profile]], [[Personal Firearms Proficiency (Feat)|Personal Firearms Proficiency]],​ [[Stealthy (Feat)|Stealthy]]. 
 +  * **Wealth Increase:** +1. 
 + 
 +==== Outcast ==== 
 +“Outcast” is not so much an occupation as a forced way of life. Persecuted and exiled for being different, outcasts are lone pariahs or shunned members of a culture whose cus-toms or characteristics their society finds deviant or abhorrent. Outcasts lurk on the fringes of civilization. Some strive for acceptance, while others are trapped by their own feelings of resentment, self-loathing,​ or hopelessness. 
 + 
 +  * **Skills:** Choose two of the following as permanent class skills. ​ [[Disguise (Skill)|Disguise]],​ [[Hide (Skill)|Hide]],​ [[Knowledge (Criminal) (Skill)|Knowledge (Criminal)]],​ [[Search (Skill)|Search]],​ [[Survival (Skill)|Survival]],​ [[Treat Injury (Skill)|Treat Injury]]. 
 +  * **Bonus Feat: **[[Toughness (Feat)|Toughness]] 
 +  * **Reputation Bonus:** +1 
 +  * **Wealth Increase:** +1 
 + 
 +==== Religious ====
 Ordained clergy of all persuasions,​ as well as theological scholars and experts on religious studies fall within the scope of this starting occupation. Ordained clergy of all persuasions,​ as well as theological scholars and experts on religious studies fall within the scope of this starting occupation.
-Skills: Choose three of the following as permanent class skills. If a skill you select is already a class skill, you receive a +1 compe-tence bonus on checks using that skill. 
-Decipher Script, Knowledge (art, be-havioral sciences, history, streetwise, or theol-ogy and philosophy),​ Listen, Sense Motive. 
-Wealth Increase: +2 
  
-=== RURAL ===+  * **Skills:** Choose three of the following as permanent class skills. ​ [[Decipher Script (Skill)|Decipher Script]], [[Knowledge (Skill)|Knowledge]] ([[Knowledge (Construction) (Skill)|Construction]],​ [[Knowledge (Social Sciences) (Skill)|Social Sciences]], [[Knowledge (Humanities) (Skill)|Humanities]],​ [[Knowledge (Criminal) (Skill)|Criminal]],​ or [[Knowledge (Religion) (Skill)|Religion]]),​ [[Listen (Skill)|Listen]],​ [[Sense Motive (Skill)|Sense Motive]]. 
 +  * **Wealth Increase:** +2 
 + 
 +==== Rural ====
 Colonists, farm workers, hunters, and others who make their livings in rural communities fall under this category. Colonists, farm workers, hunters, and others who make their livings in rural communities fall under this category.
-Skills: Choose two of the following as permanent class skills. ​If a skill you select is already a class skill, you receive a +1 compe-tence bonus on checks using that skill. +  *  
-Balance, Climb, Drive, Handle Animal, Repair, Ride, Survival, Swim. +  * **Skills:** Choose two of the following as permanent class skills. ​ [[Balance ​(Skill)|Balance]][[Climb (Skill)|Climb]][[Drive (Skill)|Drive]][[Handle Animal (Skill)|Handle Animal]][[Repair ​(Skill)|Repair]][[Ride (Skill)|Ride]][[Survival (Skill)|Survival]][[Swim (Skill)|Swim]]
-Bonus Feat: Select either Brawl or Per-sonal ​Firearms Proficiency. +  * **Bonus Feat:** Select either ​[[Brawl (Feat)|Brawl]] ​or [[Personal Firearms Proficiency (Feat)|Personal ​Firearms Proficiency]]
-Wealth Increase: +1+  * **Wealth Increase:** +1
  
-=== SCAVENGER ​=== +==== Scavenger ==== 
-Scavengers turn society’s wreckage and dis-carded ​trash into useful tools or items for trade, and if they’re lucky, their endeavors might even yield one or two items of special value. They effortlessly navigate and strip clean even the most treacherous places, and their playgrounds are abandoned space sta-tions, gutted buildings, and smoking ​battle-fields. +Scavengers turn society’s wreckage and discarded ​trash into useful tools or items for trade, and if they’re lucky, their endeavors might even yield one or two items of special value. They effortlessly navigate and strip clean even the most treacherous places, and their playgrounds are abandoned space stations, gutted buildings, and smoking ​battlefields.
-Skills: Choose three of the following as permanent class skills. If a skill you select is already a class skill, you receive a +1 compe-tence bonus on checks using that skill. +
-Decipher Script, Disable Device, Knowledge (technology),​ Move Silently, Re-pair, Search, Spot, Survival. +
-Wealth Increase: +2 +
- +
  
-=== SLAVE === +  * **Skills:** Choose three of the following as permanent class skills. ​  ​[[Decipher Script (Skill)|Decipher Script]], [[Disable Device (Skill)|Disable Device]], [[Knowledge (Technology) (Skill)|Knowledge (technology)]],​ [[Move Silently (Skill)|Move Silently]], [[Repair (Skill)|Repair]],​ [[Search (Skill)|Search]],​ [[Spot (Skill)|Spot]],​ [[Survival (Skill)|Survival]]. 
-d20 P 15+  * **Wealth Increase:** +2 
 +  *  ​
  
-=== STUDENT ​===+==== Sesheyan ==== 
 +<WRAP right square box 25%>​**Storyteller House Rule**</​WRAP>​ 
 +This occupation represents sesheyan or aliens who began working inside a traditional sesheyan culture.  
 + 
 + 
 +  * Skills: Choose two of the following as permanent class skills. [[balance_skill|Balance]],​ [[climb_skill|Climb]],​ [[concentration_skill|Concentration]],​ [[hide_skill|Hide]],​ [[jump_skill|Jump]],​ [[move_silently_skill|Move Silently]], [[survival_skill|Survival]]. 
 +  * Bonus Feat: Select one of the following: [[alertness_feat|Alertness]],​ [[archaic_weapons_proficiency_feat|Archaic Weapons Proficiency]],​ [[combat_reflexes_feat|Combat Reflexes]] [[guide_feat|Guide]],​ [[track_feat|Track]]. 
 + 
 + 
 +==== Slave ==== 
 +This occupation represents bonded laborers, whether indentured servants, serfs or slaves. It is generally assumed that a person has escaped from slavery or fulfilled the terms of his indenture and is now free though the stigma of his slavery might haunt him forever. 
 + 
 +  * **Skills:** Choose three of the following skills as permanent class skills. Bluff, Climb, Craft (Mechanical,​ Structural),​ Disguise, Escape Artist, Gather Information,​ Handle Animal, Hide, Jump, Move Silently, Repair, Slight of Hand, Survival, Swim. 
 +  * **Bonus Feat:​** ​ Select one of the following: ​ [[Brawl (Feat)|Brawl]],​ [[Endurance (Feat)|Endurance]],​ [[Personal Firearms Proficiency (Feat)|Personal Firearms Proficiency]],​ or [[Toughness (Feat)|Toughness]]. 
 + 
 +==== Student ====
 A student can by in secondary education or higher education. He could be in a seminary, military school, or a private institution. If you select this starting occupation for a higher educational student, you should also choose a primary field of study for the character. A student can by in secondary education or higher education. He could be in a seminary, military school, or a private institution. If you select this starting occupation for a higher educational student, you should also choose a primary field of study for the character.
-Skills: Choose three of the following as permanent class skills. If a skill you select isalready a class skill, you receive a +1 compe-tence bonus on checks using that skill. 
-Computer Use, Knowledge (any specif-ic), Perform (any specific), Research. 
-Wealth Increase: +1 
  
-=== TECHNICIAN ​===+  * **Skills:** Choose three of the following as permanent class skills. ​ [[Computer Use (Skill)|Computer Use]], [[Knowledge (Skill)|Knowledge (any)]], [[Perform (Skill)|Perform (any)]], [[Research (Skill)|Research]]. 
 +  * **Wealth Increase:** +1 
 + 
 +==== T'sa ==== 
 +<WRAP right square box 25%>​**Storyteller House Rule**</​WRAP>​ 
 +This occupation represents T'sa or aliens who began working inside a traditional t'sa culture. 
 + 
 +  * **Skills:** Choose two of the following as permanent class skills. ​ [[Balance (Skill)|Balance]],​ [[Disable Device (Skill)|Disable Device]], [[Escape Artist (Skill)|Escape Artist]], [[Repair (Skill)|Repair]],​ [[Swim (Skill)|Swim]],​ [[Tumble (Skill)|Tumble]]. 
 +  * **Bonus Feat:​** ​ Select one of the following: ​ [[Brawl (Feat)|Brawl]],​ [[Combat Martial Arts (Feat)|Combat Martial Arts]] or [[Two-Weapon Fighting (Feat)|Two-Weapon Fighting]]. 
 +  * **Reputation Increase: **+1 
 +  * **Wealth Increase: **+1 
 + 
 + 
 +==== Technician ====
 Scientists and engineers of all types fit within the scope of this starting occupation. Scientists and engineers of all types fit within the scope of this starting occupation.
-Skills: Choose three of the following as permanent class skills. If a skill you select is already a class skill, you receive a +1 compe-tence bonus on checks using that skill. 
-Computer Use, Craft (biological,​ chem-ical, electronic, mechanical, or structural),​ Knowledge (business, earth and life sciences, physical sciences, or technology),​ Research. 
-Wealth Increase: +3 
  
-=== TRANSPORTER ​=== +  * **Skills:** Choose three of the following as permanent class skills. ​ [[computer_use_skill|Computer Use]], [[craft_skill|Craft]] ([[craft_biological_skill|biological]],​ [[craft_chemical_skill|chemical]],​ [[craft_electronic_skill|electronic]],​ [[craft_mechanical_skill|mechanical]],​ or [[craft_structural_skill|structural]]),​ [[knowledge_skill|Knowledge]] ([[knowledge_economics_skill|economics]],​ [[knowledge_life_sciences_skill|life sciences]], [[knowledge_physical_science_skill|physical sciences]], or [[knowledge_technology_skill|technology]]),​ [[research_skill|Research]]. 
-Skilled drivers and pilots, transporters move people, information,​ and precious cargo safe-ly ​from one place to another. They treat their vehicles as extensions of themselves and are most at home behind the controls of a truck, skycab or freighter. +  * **Wealth Increase:** +3 
-Skills: Choose two of the following as permanent class skills. ​If a skill you select is already a class skill, you receive a +1 compe-tence bonus on checks using that skill. + 
-Craft (mechanical),​ Drive, Knowledge (current events, popular culture, ​or street-wise), Navigate, Pilot, Repair. +==== Transporter ​==== 
-Bonus Feat: Select either Spacer or Vehicle Expert. +Skilled drivers and pilots, transporters move people, information,​ and precious cargo safely ​from one place to another. They treat their vehicles as extensions of themselves and are most at home behind the controls of a truck, skycab or freighter. 
-Wealth Increase: +1+ 
 +  * **Skills:** Choose two of the following as permanent class skills. ​ Craft (mechanical),​ Drive, Knowledge (current events or Criminal), Navigate, Pilot, Repair. 
 +  * **Bonus Feat:** Select either ​[[Spacer ​(Feat)|Spacer]] ​or [[Vehicle Expert ​(Feat)|Vehicle Expert]]
 +  * **Wealth Increase:** +1 
 + 
 +==== Weren ==== 
 +<WRAP right square box 25%>​**Storyteller House Rule**</​WRAP>​ 
 +This occupation represents weren or aliens who began working inside a traditional weren culture. ​ Though their world was once locked in generations of conflict, the weren clans are now experiencing a period of spiritual, artistic, and intellectual growth similar to humanity’s Renaissance. ​ Proud but honorable, the weren are philosopher-warriors as eager to learn as they are to fight. They make loyal friends and companions, and their eagerness to make peace leads many to become diplomats. 
 + 
 +  * **Skills:** Choose two of the following as permanent class skills. [[diplomacy_skill|Diplomacy]],​ [[hide_skill|Hide]],​ [[knowledge_humanities_skill|Knowledge (Humanities)]],​ [[knowledge_military_skill|Knowledge (Military)]],​ [[knowledge_religion_skill|Knowledge (Religion)]],​ [[knowledge_social_sciences_skill|Knowledge (Social Sciences)]],​ [[move_silently_skill|Move Silently]], [[sense_motive_skill|Sense Motive]] 
 +  * **Bonus Feat:** Select one of the following: ​ [[archaic_weapons_proficiency_feat|Archaic Weapons Proficiency]],​ [[athletic_feat|Athletic]],​ [[brawl_feat|Brawl]],​ [[power_attack_feat|Power Attack]], [[strong_plus_feat|Strong Plus]],  
 +  * **Reputation Increase:** +1 
 + 
 + 
 + 
 + 
 + 
 + 
 +==== White collar ==== 
 +Office workers and desk jockeys, lawyers, accountants,​ insurance agents, bank personnel, financial advisors, clerks and a variety of mid-level managers fall within the scope of this starting occupation. 
 + 
 +  * **Skills:** Choose two of the following as permanent class skills. ​ Computer Use, Diplomacy, Knowledge (Construction,​ Commerce, Administration,​ Life sciences, Social Sciences, physical sciences, or technology),​ Research. 
 +  * **Wealth Increase:** +3 
  
-=== WHITE COLLAR === +{{tag>​modern past future charactercreation ​ua dm dragon cysp hr}}
-Office workers and desk jockeys, lawyers, ac-countants,​ insurance agents, bank personnel, financial advisors, clerks and a variety of mid-level managers fall within the scope of this starting occupation. +
-Skills: Choose two of the following as permanent class skills. If a skill you select is already a class skill, you receive a +1 compe-tence bonus on checks using that skill. +
-Computer Use, Diplomacy, Knowledge (art, business, civics, earth and life sciences, history, physical sciences, or technology),​ Re-search. +
-Wealth Increase: +3 +
-{{tag>​modern past future charactercreation}}+
occupations.txt · Last modified: 2021/12/04 00:39 (external edit)