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Occupations

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.

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.

Aleerin

Storyteller House Rule

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.

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.

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.

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.

Blue Collar

Blue collar occupations include factory work, food service jobs, Construction, service industry jobs, transport drivers, and other that are not considered desk jobs.

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.

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.

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.

Corporate Zombie

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.

Cosmopolitan

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.

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.

  • Skills: Choose three of the following as permanent class skills. Bluff, Computer Use, Craft (software, visual art, or writing), Disguise, Forgery, Knowledge (Construction or current events), Perform (any), or Spot.
  • Wealth Increase: +2

Criminal

This illicit starting occupation reveals a back-ground from the wrong side of the law. Criminals include con artists, burglars, thieves, crime family soldiers, gang members and other types of career criminals.

  • Skills: Choose two of the following as permanent class skills. Disable Device, Disguise, Forgery, Gamble, Hide, Knowledge (Criminal), Move Silently, Sleight of Hand.
  • Bonus Feat: Select either Brawl or personal firearms Proficiency.
  • Wealth Increase: +1

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), 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.

  • 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.

  • 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.

  • Skills: Choose two of the following as permanent class skills. Balance, Climb, Computer Use, Drive, Jump, Knowledge (Social sciences, life sciences, or technology), Search, Treat Injury, Swim.
  • Wealth Increase: +2

Entrepreneur

Entrepreneurs have an obsession about being their own boss. They believe in themselves, 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 venture off the ground. They rarely stick around after the launch, however, as they prefer to put their energies toward the next big thing.

  • 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

Storyteller House Rule

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.

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.

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.

  • Skills: Choose two of the following as permanent class skills. Craft (visual art or writing), Knowledge (Construction, Economics, Current Events, Humanities), Perform (any), 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 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.

Impovershed

An impoverished character comes from a background of utter destitution. This occupation covers orphans, homeless people, and victims of various mental ailments or substance abuse problems.

  • 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 or Personal Firearms Proficiency.
  • Wealth Increase: +0

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.

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.

  • 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 or Personal Firearms Proficiency.
  • Wealth Increase: +2

Law Enforcement

Law enforcement personnel include uni-formed police, national security forces, and military police.

Military

Military covers any branches of the armed forces of any nation, system or colony. This includes land, air, sea and space forces.

Mercenary

Mercenaries may have military training, but they typically sell to the highest bidder. Mercenaries include soldiers of fortune and bounty hunters.

Noderunner/Gridizen

Noderunners are professional Grid navigators. They act as hired guns for computer raiders, security, and researchers.

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.

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.

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.

Religious

Ordained clergy of all persuasions, as well as theological scholars and experts on religious studies fall within the scope of this starting occupation.

Rural

Colonists, farm workers, hunters, and others who make their livings in rural communities fall under this category.

Scavenger

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.

Sesheyan

Storyteller House Rule

This occupation represents sesheyan or aliens who began working inside a traditional sesheyan culture.

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, Endurance, Personal Firearms Proficiency, or 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.

T'sa

Storyteller House Rule

This occupation represents T'sa or aliens who began working inside a traditional t'sa culture.

Technician

Scientists and engineers of all types fit within the scope of this starting occupation.

Transporter

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.

  • 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 or Vehicle Expert.
  • Wealth Increase: +1

Weren

Storyteller House Rule

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.

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
occupations.txt · Last modified: 2021/12/04 00:39 (external edit)