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occupations

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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

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

Academics include librarians, archaeologists, scholars, professors, teachers, and other educational professionals. Skills: Choose three of the following as permanent class skills. Computer Use (Skill), Craft (Writing), Decipher Script (Skill), Gather Information (Skill), Knowledge Research (Skill). 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. 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

d20 P 13

ASTRONAUT TRAINEE/SPACER

d20F 8

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. 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, Athletic (Feat), or Brawl (Feat). Wealth Increase: +1

BLUE COLLAR

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. Craft (electronic, mechanical, or struc-tural), Climb, Drive, Handle Animal, Intimi-date, Repair, or Ride. Wealth Increase: +2

CELEBRITY

A celebrity is anyone who, for whatever rea-son, has been thrust into the spotlight of the public eye. Everyone, it is said, eventually 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. 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

d20 P 12

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. 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

d20 CYSC 94 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. Prerequisite: Age 21 or older. 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 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

d20 P 12

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. 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

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. 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. Disable Device, Disguise, Forgery, Gamble, Hide, Knowledge (streetwise), Move Silently, Sleight of Hand. Bonus Feat: Select either Brawl or per-sonal firearms Proficiency. Wealth Increase: +1

DILETTANTE

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 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. If a skill you select is already a class skill, you receive a +1 compe-tence bonus on checks using that skill. Gamble, Intimidate, Knowledge (current events or popular culture), Ride, or add a new Speak Language. Reputation Bonus: +1 Wealth Increase: +6

DOCTOR

A doctor can be any kind of medical practi-tioner, from a general practitioner, to a sur-geon, to a psychiatrist. 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 (biological, cybernetic, or phar-maceutical), Computer Use, Knowledge (behavioral science, earth and 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. 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

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

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

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. Skill: 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. Bluff, Diplomacy, Gamble, Knowledge (business, current events, or technology). Reputation Bonus: +1 Wealth Increase: +4

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 socie-ty’s warrior-caste. Skills: Choose one 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, Intimidate, Knowledge (streetwise), Tumble. Bonus Feat: Select one: Archaic Weap-ons Proficiency, Brawl or 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. 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

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. 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, Disguise, Escape Art-ist, Gambler, Gather Information, Hide, Knowledge (streetwise), Move Silently, Sleight of Hand. Bonus Feat: Select either Brawl or Per-sonal Firearms Proficiency. Wealth Bonus Increase: +0

INSIDER

d20 CYSC 94 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. If you choose a skill that is already a class skill, you receive a +1 competence bonus on checks using that skill. Bluff, Diplomacy, Gather Information, Knowledge (business), Knowledge (streetwise), Listen, Sense Motive, Speak Language. Reputation Bonus Increase: +1. Gray Wealth Bonus Increase: +2.

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. 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

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

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

d20 CYSC 94 Noderunner 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 Use, Craft (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.

NO MAN

d20 CYSC 94 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 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 skill, you receive a +1 competence bonus on checks using that skill. Bluff, Disguise, Escape Artist, Hide, Knowledge (current events), Knowledge (streetwise), Move Silently, Perform, Sleight of Hand. Bonus Feat: Gain the Low Profile feat. Gray Wealth Bonus Increase: +3.

ON THE RUN

d20 P 14

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

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

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. Bonus Feat: Select either Brawl or Per-sonal Firearms Proficiency. Wealth Increase: +1

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. 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

d20 P 15

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. 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

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

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. 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. Bonus Feat: Select either Spacer or Vehicle Expert. Wealth Increase: +1

WHITE COLLAR

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

occupations.1376022015.txt.gz · Last modified: 2021/12/04 00:43 (external edit)