Modern Careers

Actor [1d6 years]

Prerequisites: none.

Attributes: LOG +1, INT +1, CHA +1, REP +1

Skill choices: swords, acting, singing, dancing, flirtation, carousing, bluffing, linguistics, movie trivia, celebrity trivia, theater trivia, disguise

A star of screen or stage, you make your living pretending to be somebody else. Each time you take this career, roll 1d6. If you roll a 6, you win an award. Roll again: (1) BAFTA, (2) Emmy, (3) Tony, (4) Soap Opera Digest, (5) Razzie, (6) Oscar. An award gives you +1 REP.

Archeologist [1d6 years]

Prerequisites: none.

Attributes: INT +1, LOG +1, WIL +1, LUC +1

Skill choices: literature, history, art, linguistics, theology, geography, climbing, archeology, cryptology, appraisal

As an archeologist, you explored dark caves, tracked down lost treasures, and dug a lot of holes.

Assassin [1d6 years]

Prerequisites: stealth, tracking, [combat].

Attributes: STR +1, AGI +1, INT +1, REP +1

Skill choices: [combat ], stealth, thievery, perception, intimidate, disguise

A killer for hire, you mastered the skills of assassination.

Astronaut [1d6 years]

Prerequisites: [scientific] or piloting.

Attributes: END +1, INT +1, LOG +1, REP +1

Skill choices: piloting, zero-g, engineering, physics, medicine, astronomy

You trained to become an astronaut and travelled into space, either into orbit or to the moon or a similar body.

Athlete [1d6 years]

Prerequisites: [sport] or [physical].

Attributes: STR +1, AGI +1, END +1, REP +1

Skill choices: [physical], [sporting], carousing, flirtation, [unarmed combat]

You are a professional athlete, whether that be in a team sport or a track and field event.

Bartender [1d6 years]

Prerequisites: none.

Attributes: END +1, INT +1, CHA +1, LUC +1

Skill choices: [social], carousing, perception, brewing, cooking, brawling, clubs

Bartending is a great way to pay the bills.  Some make a lifelong career of it.

Boot Camp [1 year]

Prerequisites: none.

Attributes: AGI +1, LOG +1, WIL +1, CHA +1

Skill choices: carrying, pistols, rifles, leadership, tactics, survival

You joined the military and completed basic military training.  Some programs send recruits to college to gain degrees before returning to cadet assignments.

Bouncer [1d6 years]

Prerequisites: none.

Attributes: STR +1, END +1, INT +1, CHA +1

Skill choices: hardy, insight, perception, brawling, reactions, carousing, law

You stood guard at the door to a bar, club, or other private venue.

Bounty Hunter [1d6 years]

Prerequisites: none.

Attributes: AGI +1, INT +1, LOG +1, REP +1

Skill choices: tracking, piloting, stealth, law, computers, perception, intimidate, [combat]

As a bounty hunter you spent time tracking down and capturing wanted criminals.

Boxer [1d6 years]

Prerequisites: boxing.

Attributes: STR +1, END +1, WIL +1, REP +1

Skill choices: boxing, hardy, reactions, intimidate

The ring is your king. You have been in scores of fights (both sanctioned and otherwise), endured countless days and nights of strenuous physical training, and your body is a shrine to thousands of jabs, hooks, and hastily landed strikes.

Burglar [1d6 years]

Prerequisites: stealth.

Attributes: AGI +1, INT +1, LUC +1, REP +1

Skill choices: climbing, jumping, acrobatics, escape artist, computers, stealth, thievery, appraisal

You become a master thief, able to infiltrate the most secure of locations. Some cat burglars work for hire and conduct industrial espionage, while others prefer to steal valuable artifacts and jewels from museums and high security vaults.

Chef [1d6 years]

Prerequisites: cooking.

Attributes: AGI +1, INT +1, LOG +1, REP +1

Skill choices: cooking, brewing, gardening, knives

You know how to cook, to prepare amazing meals, and to run a kitchen.

College [4 years]

Prerequisites: none.

Attributes: LOG +1, WIL +1, CHA +1, REP +1

Skill choices: computers, [scientific], [artistic], [sporting], [social], [technical]

You attended a civilian college or university and gained formal qualifications in a chosen area of study.

Choose a subject, which can be any skill, but is typically a [scientific], [technical],  or [artistic] skill. You can restart this career at any time to gain degrees in additional subjects.

Con Artist [1d6 years]

Prerequisites: bluffing.

Attributes: INT +1, LOG +1, CHA +1, LUC +1

Skill choices: [social], disguise, bribery, forgery, [gaming], appraisal

You honed your skills and learned how to trick others out of their money with charm, lies, bluffs, disguise, and more. Many career criminals combine the craft of the con man with the skills of the burglar.

Craftsman [1d6 years]

Prerequisites: [crafting] or [technical].

Attributes: STR +1, AGI +1, LOG +1, CHA +1

Skill choices: [technical], [artistic], [crafting]

You made your living by practising your craft as a carpenter, electrician, mechanic, or other professional skilled worker.

Cultist [1d6 years]

Prerequisite: religion.

Attributes: AGI +1, INT +1, LOG +1, CHA +1

Skill choices: religion, history, politics, philosophy, knives, meditation, disguise, [social], hypnotism, occult, astrology

You were either part of a cult, or you studied cults or the occult.

Dark Crusader [1d6 years]

Prerequisites: stealth.

Attributes: AGI +1, INT +1, WIL +1, REP +1

Skill choices: stealth, climbing, jumping, acrobatics, intimidation, thievery, [combat]

You prowl the streets at night.  More than just a vigilante, you are a symbol.  You have learned how to instil fear into the hearts of criminals, and the very mention of your name is enough to make the most hardened of gangs look nervously over their shoulders.

Detective [1d6 years]

Prerequisites: none.

Attributes: AGI +1, INT +2, CHA +1

Skill choices: interrogation, pistols, driving, bureaucracy, perception, intimidate, stealth, tracking, law

You become a detective, expert at spotting clues and finding your man. Even if you leave the profession, you still retain enough contacts to call in favors and request information.

Diplomat [1d6 years]

Prerequisites: [social].

Attributes: INT +1, CHA +2, REP +1

Skill choices: [social], bureaucracy, law, politics, local knowledge

You have represented your planet elsewhere.

Diver [1d6 years]

Prerequisites: swimming.

Attributes: STR +1, AGI +1, END +1, INT +1

Skill choices: swimming, perception, hardy, oceanography, sailing

Whether it was a commercial job, or for the military or police, you feel most at home in a wetsuit. You became a diver, able to explore the ocean depths.

Drifter [1d6 years]

Prerequisites: none.

Attributes: END +1, INT +1, CHA +1, LUC +1

Skill choices: carousing, gaming, flirtation, performing, bluffing, appraisal, thievery

Somehow you lost your way.  Drinking, gambling, with no clear objective, you drifted through the fringes of society. Perhaps you never fitted in; or perhaps you are a war veteran who found home was no longer home.

Driver [1d6 years]

Prerequisites: driving.

Attributes: AGI +1, INT +1, LUC +1, REP +1

Skill choices: driving, engineering, reactions

You became a driver.  Either a racing driver, such as Formula 1 or NASCAR, or a getaway driver. You may even have been a military driver.

Engineer [1d6 years]

Prerequisites: engineering.

Attributes: STR +1, AGI +1, LOG +1, LUC +1

Skill choices: computers, [technical], bureaucracy

You became an engineer, proficient at manipulating technology and repairing vehicles, devices and engines.  

Explosives Expert [1d6 years]

Prerequisites: none.

Attributes: AGI +1, INT +1, LOG +1, LUC +1

Skill choices: explosives, hardy, perception, reactions, electronics, thievery

You were either a bomb disposal or a demolitions expert.You just love the smell of napalm in the morning. Something about the smell of explosives, or maybe the very loud boom they make, is very pleasing to you. Of course, you can’t discount the whiz of shrapnel, oh, and the display, the coruscating fireballs...

Firefighter [1d6 years]

Prerequisites: none.

Attributes: AGI +1, END +1, INT +1, LUC +1

Skill choices: climbing, carrying, jumping, carousing, explosives, local knowledge

Fighting fires is a noble calling, putting yourself at risk to help others.

Gambler [1d6 years]

Prerequisites: [gaming].

Attributes: INT +1, CHA +1, LUC +1, REP +1

Skill choices: [gaming], [social], thievery

You became an expert gambler, proficient at games of skill and chance.

Gangster [1d6 years]

Prerequisites: intimidate.

Attributes: STR +1, INT +1, CHA +1, REP +1

Skill choices: intimidation, thievery, driving, pistols

Eventually your life of crime led you to better things as you fell into a gang or crew.

Guerrilla Fighter [1d6 years]

Prerequisites: survival.

Attributes: END +1, INT +1, LUC +1, REP +1

Skill choices: bravery, pistols, rifles, stealth, tactics, survival, perception, disguise

Either as a dangerous lone wolf or as part of an organized resistance, you’re experienced with waging war on the go, mounting military strikes that melt away quickly afterward. After taking a grade in this career, roll 1d6; on a 2 or less, the next career you take must be Prison.

Hacker [1d6 years]

Prerequisites: computers.

Attributes: LOG +1, INT +1, LUC +1, REP +1

Skill choices: computers, reactions, cryptology, appraisal, forgery, linguistics, electronics, bureaucracy

Hacking into computer systems to find information or manipulate events comes easily to you.

Heavy Gunner [1d6 years]

Prerequisites: heavy weapons.

Attributes: STR +1, END +1, INT +1, WIL +1

Skill choices: carrying, hardy, heavy weapons, running, gunnery, engineering

A real weapon is the kind that requires a strap, and if it doesn’t kick like a mule when you fire it, the gun just isn’t for you. Whether a specialist for a security team or mercenary group, or party of a a heavy weapons team in the military, you’ve spent plenty of time around big guns.

Infiltrator [1d6 years]

Prerequisites: stealth, [combat].

Attributes: STR +1, AGI +1, END +1, INT +1

Skill choices: [combat skills], stealth, thievery, escape arts, acrobatics, climbing

The pinnacle of special operations, either police, military or freelance, the infiltrator aptly describes the occupation of many men and women whose job it is to infiltrate enemy locations and accomplish dangerous missions.  An infiltrator needs a range of skills beyond the mere ability to kill that is the hallmark of the assassin.

Laborer [1d6 years]

Prerequisites: none.

Attributes: STR +1, END +1, CHA +1, LUC +1

Skill choices: [crafting], carousing, hardy, computers, [outdoor], bureacracy, engineering, [vehicle]

You did a regular physical job, whether skilled or unskilled, performing manual work for a fair wage. You may have been in construction, a gravedigger, even a street-sweeper or cleaner; or perhaps a delivery person, baker, brewer or other worker.

Lawyer [1d6 years]

Prerequisites: law.

Attributes: LOG +1, WIL +1, CHA +1, REP +1

Skill choices: law, interrogation, bluffing, bureaucracy, local knowledge, negotiating

You became a lawyer, learning the complexities of the legal system, and how to get yourself and others out of (or into!) trouble.

Medic [1d6 years]

Prerequisites: medicine.

Attributes: AGI +1, INT +1, LOG +1, CHA +1

Skill choices: computers, medicine, bureaucracy, psychology

You enter the medical profession.  If you have gained a doctorate at college, you do so as a doctor; otherwise you are referred to as a nurse or medic.

Miner [1d6 years]

Prerequisites: none.

Attributes: STR +1, END +1, WIL +1, LUC +1

Skill choices: carrying, climbing, survival, [technical], mining, appraising, carousing, picks, hammers

There's nothing like a few years spent down a coalmine to build character.

Ninja [1d6 years]

Prerequisites: martial arts.

Attributes: AGI +1, END +1, INT +1, CHI +1

Skill choices: acrobatics, climbing, disguise, perception, stealth, martial arts

The skills and tactics of Japan’s warriors of subterfuge, sabotage, and deception are known to you, either through a Ninja master that took you in as an apprentice, or by traveling to the ancestral homeland and earning the right to train among those who still practice ninjutsu.

Performer [1d6 years]

Prerequisites: [performance].

Attributes: CHA +2, LUC +1, REP +1

Skill choices: carousing, [performance]

You became a musician or other performer, and made your way working bars, clubs, and theaters.

Pilot [1d6 years]

Prerequisites: piloting.

Attributes: AGI +1, INT +1, LOG +1, LUC +1

Skill choices: reactions, piloting, computers, astronomy, gunnery, navigation

You became a pilot, learning to fly aircraft big or small.

     

Police Officer [1d6 years]

Prerequisites: none.

Attributes: AGI +1, INT +1, LOG +1, REP +1

Skill choices: interrogation, pistols, law, driving, bureaucracy, perception, intimidate

You join the police or other security force and begin a career as a uniformed officer.

Politician [1d6 years]

Prerequisites: local knowledge.

Attributes: LOG +1, WIL +1, CHA +1, REP +1

Skill choices: [social], politics, economics, geography, history, local knowledge

You entered politics at a local level and started to rise through the ranks.

Priest [1d6 years]

Prerequisites: religion.

Attributes: INT +1, WIL +1, CHA +1, LUC +1

Skill choices: perception, crafting, bureaucracy, cryptology, linguistics, [trivia], meditation, leadership, performing, religion.

You joined the clergy and practised religion, tending to your flock.

Prisoner [2d6 years]

Prerequisites: none.

Attributes: STR +1, END +1, INT +1, REP +1

Skill choices: intimidation, survival, [subterfuge skills], [unarmed fighting], knives

Your life of crime ended you up in prison where you served time; or perhaps you were a political prisoner, a hostage, or a prisoner-of-war. It was a tough environment and you spent most of your time just trying to survive, although you did make one or two lifelong contacts.

Private Eye [1d6 years]

Prerequisites: none.

Attributes: INT +1, CHA +1, LUC +1, REP +1

Skill choices: pistols, bluffing, bribery, perception, insight, tracking, intimidate, [subterfuge]

You snoop, bribe, tail, and occasionally get socked a few times a month in order to pay the bills. You know all the shady spots in town.

Reporter [1d6 years]

Prerequisites: none.

Attributes: INT +1, LOG +1, CHA +1, REP +1

Skill choices: insight, perception, linguistics, literature, law, politics, economics, geography, journalism, interrogation, carousing

As an intrepid reporter, you are skilled at getting to the truth.

Sailor [1d6 years]

Prerequisites: None

Attributes: AGI +1 INT +1 LUC +1 END +1

Skill Choices: carousing, climbing, clubs, fishing, knives, leadership, navigation, sailing, swimming

At home on the sea, you spent time aboard a ship mastering the art of sailing.

Scientist [1d6 years]

Prerequisites: one [scientific] skill.

Attributes: INT +1, LOG +1, WIL +1, REP +1

Skill choices: computers, [scientific], [technical], survival, perception

You take your science with you as investigate phenomena in strange locations. Field scientists are viewed by academia as adventurous types, and include archaeologists, meteorologists, zoologists, oceanographers, geologists, botanists, astrophysicists, and much more.

Scout [1d6 years]

Prerequisites: stealth, tracking.

Attributes: AGI +1, END +1, INT +1, WIL +1

Skill choices: stealth, perception, survival, tracking, climbing, running

You became a scout – a specialized special forces soldier able to operate alone and perform reconnaissance.

Sensei/Sifu [1d6 years]

Prerequisites: martial arts 3 ranks.

Attributes: AGI +1, INT +1, WIL +1, REP +1

Skill choices: martial arts, philosophy, tactics, insight, leadership, teaching, local knowledge

You run a dojo, wu kwan, or kwoon, teaching others the martial arts.

Smuggler [1d6 years]

Prerequisites: piloting or sailing.

Attributes: AGI +1, CHA +1, LUC +1, REP +1

Skill choices: thievery, navigation, carousing, piloting, sailing, bluffing, appraisal, pistols

You spent time as a smuggler, moving stolen or illegal goods from one country to another.

Sniper [1d6 years]

Prerequisites: stealth, rifles.

Skill choices: END +1, INT +1, WIL +1, LUC +1

Skill choices: rifles, stealth, perception, concentration, climbing

You mastered the art of lying very still for long periods of time and shooting people a long way away.  Sniping is a job which requires great endurance, patience, and accuracy.

Socialite [1d6 years]

Prerequisites: [social].

Attributes: CHA +2, REP +2

Skill choices: [social]

You aim be famous for being famous, and mastered the art of networking.

Soldier [1d6 years]

Prerequisites: must have completed one year in Boot Camp.

Attributes: STR +1, END +1, WIL +1, REP +1

Skill choices: carrying, [combat], hardy, survival, leadership, carousing, bravery, perception

A tour of duty in the army means a deployment to a probably dangerous environment where you engaged enemy forces in infantry based ground battles. The army prides itself on their sense of duty and their courage. With each tour, roll 1d6. On a roll of 6, you gain a medal and a bonus +1 REP.

Spy [1d6 years]

Prerequisites: none.

Attributes: AGI +1, INT +1, CHA +1, LUC +1

Skill choices: interrogation, law, [subterfuge], computers, pistols, [social], [gaming]

You’re a spy. This may be MI6, CIA, KGB, or some other force. You have a wide remit, dealing with both domestic and external threats, and perform undercover investigations into military and civilian issues.

Street Thug [1d6 years]

Prerequisites: none.

Attributes: STR +1, END +1, CHA +1, LUC +1

Skill choices: intimidation, running, brawling, clubs, knives, pistols

You fell into the fringes of society and ended up as a thug on the street, committing petty crimes for small amounts of money.

Student [1 year]

Prerequisites: 18 years of age or under

Attributes: INT +1, LOG +1, CHA +1, LUC +1

Skill choices: [academic], [scientific], [sporting]

High School, or its equivalent, is a place of learning... and sometimes of adventure!

Stuntman [1d6 years]

Prerequisites: none.

Attributes: AGI +1, END +1, LUC +1, REP +1

Skill choices: [physical], [vehicle], hardy

You've rolled cars, jumped off buildings, jumped open drawbridges, even set yourself on fire in the name of entertainment.

Survivalist [1d6 years]

Prerequisites: any [outdoor] skill

Attributes: END +1, INT +1, WIL +1, LUC +1

Skill choices: geography, reactions, [crafting], fishing, hunting, climbing, swimming, carrying, medicine, survival, cooking, animal handling, tracking, navigation

Some choose to spend time in the wild, testing their mind and body against nature, living off the land, and existing with animals.

Teacher [1d6 years]

Prerequisites: any [academic], [artistic], [performance] or [scientific skill], or linguistics.

Attributes: INT +1, LOG +1, CHA +1, LUC +1

Skill choices: teaching, insight, leadership, linguistics, [scientific], [academic], [artistic]

Your calling is teaching others. You are a mentor figure, a font of learning, and a source of inspiration.

Trader [1d6 years]

Prerequisites: none.

Attributes: INT +1, CHA +1, LUC +1, REP +1

Skill choices: appraisal, [social], carousing, [crafting], bureaucracy, accounting, law, local knowledge, bribery, forgery

Life as a trader can mean profit, but it can also bring ruin.

Vigilante [1d6 years]

Prerequisites: none.

Attributes: AGI +1, END +1, INT +1, REP +1

Skill choices: [subterfuge], [combat], intimidation

Something about the world calls to you, asking—no, demanding—that you rise above the law to accomplish some task. You might battle crime, fight against a corrupt corporation, or work to clean the world of dirty politicians, but you are often at odds with the law, using measures they’re unable to utilize to get the job done.

Warrior-Monk (1d6 years)

Prerequisites: religion or martial arts.

Attributes: AGI +1, END +1, WIL +1, CHI +1

Skill Choices: [artistic], acrobatics, dancing, martial arts, philosophy, religion, staves

You became a member of a martial monastic order, and were trained in philosophy and martial arts. You should also take grades in a martial arts career.