Core Starting Occupations

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Select one starting occupation for your 1st-level character. This represents the training and life experience the character has had prior to the start of the campaign. A hero may hold other jobs as his career unfolds, but the benefits of a starting occupation are only applied once, at the time of character creation.

Many starting occupations have a prerequisite that the character must meet to qualify for the occupation. Each occupation provides a number of additional permanent class skills that you can select from a list of choices. Once selected, a permanent class skill is always considered to be a class skill for your character. If the skill you select is already a class skill for the character, you gain a one-time competence bonus for that skill. For example, id a Smart hero selects the doctor starting occupation and identifies Computer Use as a permanent class skill, he gets a +1 competence bonus to apply to that skill since it is already a Smart class skill.

Some starting occupations provide a Reputation bonus or a bonus feat (in addition to the two feats a 1st-level character already receives). Finally, a starting occupation increases the character’s Wealth bonus.

Some starting occupations described in this section may not be available in your campaign. Check with your Gamemaster to determine which occupations you can choose from. Conversely, your GM might provide additional occupations that are specific to your campaign. Choose one occupation from the available selections and apply the benefits to your character as noted in the occupation’s description.

**Academic**

Academics include librarians, archeologists, scholars, professors, teachers, and other education professionals.

**Prerequisites:** Age 23+

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Computer Use, Craft (writing), Decipher Script, Gather Information, Knowledge (art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, tactics, technology, or theology and philosophy). Psychoanalysis, Research, or add a new Read/Write Language or a new Speak Language.

**Bonus Feat:** Select one of the following: Skill Training, or Skill Focus.

**Wealth Bonus Increase:** +3.

**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 a variety of reasons.

**Prerequisites:** Age 15+

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Bluff, Climb, Demolitions, Disable Device, Drive, Escape Artist, Intimidate, Jump, Knowledge (streetwise, tactics, or technology), Move Silently, Pilot, Ride, Spot, Survival, Swim, Treat Injury.

**Bonus Feat:** Select one of the following: Archaic Weapons Proficiency, Brawl, or Personal Firearms Proficiency.

**Wealth Bonus Increase:** +1.

**Blue Collar**

Blue collar occupations include factory worker, food service jobs, construction, service industry jobs, taxi drivers, postal workers, and other jobs that are usually not considered to be desk jobs.

**Prerequisites:** Age 18+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Craft (electronic, mechanical, or structural), Climb, Drive, Handle Animal, Intimidate, Repair, Ride.

**Bonus Feat:** Select one of the following: Builder, Brawl, or Cautious.

**Wealth Bonus Increase:** +2.

**Bohemian**

Bohemians are people who do not live life by society’s rules. They are free spirits who express themselves in unique and quirky manners suited to their own tastes. Bohemians do not generally hold down regular 9-to-5 jobs, but spend what little money they have freely on life’s little pleasures. They include social activists, hippies, anarchists, vagabonds, artists, and anyone else who believes in throwing off society’s shackles.

**Prerequisite:** Age 15+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Bluff, Climb, Craft (mechanical or structural), Diplomacy, Disguise, Forgery, Gather Information, Hide, Jump, Knowledge (current events, popular culture, or streetwise), Listen, or Sense Motive.

**Reputation Bonus Increase:** +1.

**Bonus Feat:** Select one of the following: City Slicker, Cosmopolitan, or Creative.

**Wealth Bonus Increase:** +0.

**Bureaucrat**

Bureaucrats are skilled at navigating the systems, networks, and confusing arrays of rules and regulations inherent in modern corporate and political processes. They may be helpful or obstructive depending on where they work and with whom they’re dealing, but they always know how to get things done. Bureaucrats include receptionists, secretaries, paralegals, interns, desk clerks, executive assistants, human resources representatives, middle management, and anyone else involved in keeping the wheels of business turning.

**Prerequisite:** Age 23+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you choose is already a class skill, you receive a +1 competence bonus on checks using that skill. Bluff, Craft (writing), Diplomacy, Forgery, Gather Information, Knowledge (business, civics, current events, history, or popular culture), Listen, Research, Sense Motive, or add a new Read/Write Language or a new Speak Language.

**Bonus Feat:** Select either Educated or Renown.

**Wealth Bonus Increase:** +2.

**Celebrity**

A celebrity is anyone who, for whatever reason, has been thrust into the spotlight of the public eye. Everyone, it is said, eventually gains his or her 15 minutes of fame. The celebrity stretches those 15 minutes into a career. Actors, entertainers of all types, newscasters, radio and television personalities, and more fall under this starting occupation.

**Prerequisites:** Age 15+.

**Skills:** Choose two of the following skills as permanent class skills. If the skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Bluff, Craft (visual art or writing), Diplomacy, Disguise, Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, or wind instruments).

**Bonus Feat:** Select either Born Wealth or Education.

**Reputation Bonus Increase:** +1.

**Wealth Bonus Increase:** +4.

**Colonist**

Colonists are wayfaring pioneers who set the foundations of new societies on far-flung continents, planets, or moons. To survive in their new surroundings, they learn to live off the land and defend themselves against indigenous predatory life forms and hostile forces of nature.

**Prerequisite:** Age 15+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.

Computer Use (Int), Craft (electronic, mechanical, or structural) (Int), Knowledge (earth and life sciences or physical sciences) (Int), Astrogate (Int), Repair (Int), Survival (Wis).

**Bonus Feat:** Select Builder, Guide, or Planetary Adaptation*.*

**Wealth Bonus Increase:** +1.

**Craftsperson**

A craftsperson is anyone trained to create or fix items using basic materials. This includes carpenters, jewelry makers, potters, cobblers, blacksmiths, plumbers, and anyone else who works making or repairing specific types of items or machinery

**Prerequisite:** Dexterity 13+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you choose is already a class skill, you receive a +1 competence bonus on checks using that skill. Craft (chemical, electronic, mechanical, pharmaceutical, structural, or visual art), Disable Device, Knowledge (art, physical sciences, or technology), Repair, Research, or Treat Injury.

**Bonus Feat:** Select one of the following: Builder, Creative, or Gearhead.

**Wealth Bonus Increase:** +2.

**Creative**

The creative starting occupation covers artists of all types who fan their creative spark into a career. Illustrators, copywriters, cartoonists, graphic artists, novelists, magazine columnists, actors, sculptors, game designers, musicians, screenwriters, photographers, and web designers all fall under this occupation.

**Prerequisites:** Age 15+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Bluff, Computer Use, Craft (visual art or writing), Disguise, Forgery, Knowledge (art), Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, or wind instruments), Spot.

**Bonus Feat:** Select one of the following: Builder, or Creative.

**Wealth Bonus Increase:** +2.

**Criminal**

This illicit starting occupation reveals a background from the wrong side of the law. This occupation includes con artists, burglars, thieves, crime family soldiers, gang members, bank robbers, and other types of career criminals.

**Prerequisites:** Age 15+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Disable Device, Forgery, Gamble, Hide, Knowledge (streetwise), Move Silently, Sleight of Hand.

**Bonus Feat:** Select either Brawl or Personal Firearms Proficiency.

**Wealth Bonus Increase:** +1.

**Dilettante**

Dilettantes usually get their wealth from family holdings and trust funds. The typical dilettante has no job, few responsibilities, and at least one driving passion that occupies his or her day. That passion might be charity or philanthropic foundation, an ideal or cause worth fighting for, or a lust for living a fun and carefree existence.

**Prerequisites:** Age 18+.

**Skills:** Choose four of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Gamble, Handle Animal, Intimidate, Knowledge (current events or popular culture), Ride, or add new Speak Language.

**Reputation Bonus Increase:** +1.

**Wealth Bonus Increase:** +6.

**Doctor**

A doctor can be a physician (general practitioner or specialist), a surgeon, or a psychiatrist.

**Prerequisites:** Age 25+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Craft (pharmaceutical), Computer Use, Knowledge (behavioral sciences, earth and life sciences, or technology), Search, Treat Injury, Psychoanalysis.

**Bonus Feat:** Select either Medical Expert or Surgery.

**Wealth Bonus Increase:** +4.

**Domestic**

Domestics include maids, butlers, nannies, drivers, cooks, waiters, valets, gardeners, and anyone else who makes a living by performing routine household tasks for someone else.

**Prerequisite:** Age 15+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you choose is already a class skill, you receive a +1 competence bonus on checks using that skill. Bluff, Concentration, Diplomacy, Drive, Gather Information, Handle Animal, Hide, Intimidate, Knowledge (current events), Listen, Move Silently, Pilot, Repair, Search, Sense Motive, or Spot.

**Bonus Feat:** Select either Trustworthy or Education.

**Wealth Bonus Increase:** +1.

**Drifter**

Drifters are aimless wanderers and worldwise 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 learn strange customs and pick up interesting and diverse skills.

**Prerequisite:** Age 15+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.

Bluff (Cha), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Forgery (Int), Gamble (Wis), Gather Information (Cha), Hide (Dex), Knowledge (streetwise) (Int), Astrogate (Int), Sleight of Hand (Dex).

**Bonus Feat:** Select one of the following: Archaic Weapons Proficiency, Creative, or Gearhead.

**Wealth Bonus Increase:** +2.

**Educator**

Educators include primary and secondary school teachers, college professors, lecturers, tutors, personal trainers, coaches, motivational speakers, consultants, and anyone else who makes a living by instructing others or spreading knowledge.

**Prerequisite:** Age 23+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you choose is already a class skill, you receive a +1 competence bonus on checks using that skill. Computer Use, Craft (visual art or writing), Diplomacy, Intimidate, Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, pop culture, tactics, technology, or theology and philosophy), Listen, Research, Sense Motive, or add a new Read/Write Language or a new Speak Language.

**Bonus Feat:** Select one of the following: Creative, Educated, or Star Employee.

**Wealth Bonus Increase:** +2.

**Emergency Services**

Rescue workers, firefighters, paramedics, hazardous material handlers, and emergency medical technicians fall under this category.

**Prerequisites:** Age 18+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Balance, Climb, Computer Use, Drive, Jump, Knowledge (behavioral sciences, earth and life sciences, or technology), Psychoanalysis, Search, Treat Injury, Swim.

**Bonus Feat:** Select one of the following: Combat Medical, Endurance, or Medical Expert.

**Wealth Bonus 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 moneymaking 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 want to stick around after the launch, however, as they prefer to put their energies into the next big thing.

**Prerequisites:** Age 18+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Bluff, Diplomacy, Gamble, Knowledge (business, current events, or technology).

**Bonus Feat:** Select one of the following: Multilingual, or Negotiator.

**Reputation Bonus Increase:** +1.

**Wealth Bonus Increase:** +1.

**Heir**

Heirs are the elite sons and daughters of powerful magnates, influential 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.

**Prerequisite:** Age 21+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.

Craft (visual art or writing) (Int), Knowledge (art, business, civics, current events, or history) (Int), Perform (act, dance, keyboards, percussion instruments, sing, stringed instruments, or wind instruments) (Cha), Ride (Dex), Sense Motive (Wis).

**Bonus Feat:** Select one of the following: Creative, or Educated.

**Reputation Bonus Increase:** +1.

**Wealth Bonus Increase:** +6. An heir may permanently reduce her Reputation bonus by 1 to increase her starting wealth bonus by an additional +1d6; this expenditure must be made before the character begins play. As long as her Reputation bonus is +1 or higher, an heir’s wealth bonus can never drop below 10.

**Investigative**

There are a number of jobs that fit within this occupation including investigative reporters, photojournalists, private investigators, police detectives, criminologists, criminal profilers, espionage agents, and others who use their skills to gather evidence and analyze clues.

**Prerequisites:** Age 23+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Computer Use, Craft (visual art or writing), Decipher Script, Forgery, Gather Information, Investigate, Knowledge (behavioral sciences, civics, earth and life sciences, or streetwise), Research, Search, Sense Motive.

**Bonus Feat:** Select either Brawl or Personal Firearms Proficiency.

**Wealth Bonus Increase:** +2.

**Law Enforcement**

Law enforcement personnel include uniformed police, state troopers, federal police, federal agents, SWAT team members, and military police.

**Prerequisites:** Age 20+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Diplomacy, Drive, Gather Information, Intimidate, Knowledge (civics, earth and life sciences, streetwise, or tactics), Listen, Psychoanalysis.

**Bonus Feat:** Select one of the following: Combat Martial Arts, Light Armor Proficiency, or Personal Firearms Proficiency.

**Wealth Bonus Increase:** +1.

**Mercenary**

These rules do not cover contracts, pay, and other aspects of life working for a Corporation. For a mercenary group similar to the pirate crew of the Betty, see Mercenaries: Born of Blood by Michael Tresca. Mercenaries: Born of Blood includes mercenary history and experience tables, a new primary class (Professional), rules on recruiting mercenaries, two new prestige classes (Commercialist and Specialist), 48 new feats, exhaustive rules on creating contracts, mercenary codes of conduct, a sample headquarters, rules on creating mercenary companies, and two sample companies.

**Skills:** Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Drive, Forgery, Gamble, Hide, Intimidate, Jump, Knowledge (streetwise), Move Silently, and Survival, Swim.

**Bonus Feat:** Select one of the following: Brawl, Combat Martial Arts, Light Armor Proficiency, or Personal Firearms Proficiency.

**Wealth Bonus Increase:** +3.

**Military**

Military covers any of the branches of the armed forces, including army, navy, air force, and marines, as well as various elite training units such as Seals, Rangers, and Special Forces.

**Prerequisites:** Age 18+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Climb, Demolitions, Drive, Hide, Knowledge (tactics), Move Silently, Astrogate, Pilot, Survival, Swim.

**Bonus Feat:** Select one of the following: Brawl, Combat Martial Arts, Light Armor Proficiency, or Personal Firearms Proficiency.

**Wealth Bonus Increase:** +1.

**Politico**

Politicos are born deal makers. They are drawn to situations where money, goods, and power are bartered, and they are the people without whom deals cannot be made. Politicos include negotiators, lobbyists, agents, judges, politicians, and other people who make their livings by getting groups or individuals to come to terms and consummate deals.

**Prerequisite:** Charisma 13+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you choose is already a class skill, you receive a +1 competence bonus on checks using that skill. Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (behavioral sciences, civics, current events, history, popular culture, or theology and philosophy), Listen, Research, Sense Motive, or add a new Read/Write Language or a new Speak Language.

**Bonus Feat:** Select one of the following: Renown, Trustworthy, or Windfall.

**Reputation Bonus Increase:** +1.

**Wealth Bonus Increase:** +3.

**Pro-Athlete**

Athletes include amateur athletes of Olympic quality and professional athletes of all types, including gymnasts, weight trainers, wrestlers, boxers, martial artists, swimmers, skaters, and those who engage in any type of competitive sport.

**Prerequisites:** Strength 13 or Dexterity 13.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Balance, Climb, Drive, Jump, Ride, Swim, Tumble.

**Bonus Feat:** Select either Endurance, or Brawl.

**Wealth Bonus Increase:** +2.

**Rural**

Farm workers, hunters, and others who make a living in rural communities fall under this category.

**Prerequisites:** Age 15+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Balance, Climb, Drive, Handle Animal, Repair, Ride, Survival, Swim.

**Bonus Feat:** Select either Brawl or Personal Firearms Proficiency.

**Wealth Bonus Increase:** +1.

**Savage**

The savage occupation covers members of pre-agrarian (hunter-gatherer) civilizations.

**Prerequisite:** Age 15+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Hide, Listen, Move Silently, Spot, Survival.

**Bonus Feat:** Select either Alertness, or Archaic Weapon Proficiency.

**Wealth Bonus Increase:** +0.

**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 objects of special value. They effortlessly navigate and strip clean the most treacherous places, and their playgrounds are abandoned space stations, gutted buildings, and smoking battlefields.

**Prerequisites:** Age 15+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.

Decipher Script (Int), Disable Device (Int), Knowledge (technology) (Int), Move Silently (Dex), Repair (Int), Search (Int), Spot (Wis), Survival (Wis).

**Bonus Feat:** Select either Expert Scrounger, or Explorer.

**Wealth Bonus Increase:** +2.

**Student**

A student can be in high school, college, or graduate school. He or she could be in a seminary, a military school, or a private institution. If you select this starting occupation for a college-age student, you should also pick a major field of study for the character.

**Prerequisites:** Age 15+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Computer Use, Knowledge (art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, technology, or theology and philosophy), Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, or wind instruments), Research.

**Bonus Feat:** Select either Trustworthy, Creative, or Education.

**Wealth Bonus Increase:** +1.

**Technician**

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

**Prerequisites:** Age 23+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Computer Use, Craft (chemical, electronic, mechanical, or structural), Knowledge (business, earth and life sciences, physical sciences, or technology), Repair, Research.

**Bonus Feat:** Select one of the following: Builder, or Gearhead.

**Wealth Bonus Increase:** +3.

**Transporter**

Skilled drivers and pilots, transporters move people, information, and precious cargo safely from one destination to another. They treat their vehicles as extensions of their bodies and are most comfortable behind the wheels of skycabs or the thruster controls of cargo shuttles.

**Prerequisite:** Age 18+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.

Craft (mechanical) (Int), Drive (Dex), Knowledge (current events, popular culture, or streetwise) (Int), Astrogate (Int), Pilot (Dex), Repair (Int).

**Bonus Feat:** Select either Spacer or Vehicle Expert.

**Wealth Bonus Increase:** +1.

**Tribal**

Tribal characters come from a culture or group that functions distinctly and separately from the mass of mainstream society. Often these are aboriginal populations, people whose way of life dates back to before the area was “civilized,” and who refuse to give up their traditional ways in order to conform to popular convention. In other cases, they are groups who have purposely eschewed the rules and regulations of modern society and formed a less complex culture of their own. Tribal societies are often (but not always) feudal in nature. Tribal characters can include members of Native American nations, aboriginal Australians, some street gangs, and anyone else who comes from a culture that maintains traditional practices rather than following modern practices.

**Prerequisite:** Age 15+.

**Skills:** Choose two of the following skills as permanent class skills. If a skill you choose is already a class skill, you receive a +1 competence bonus on checks using that skill.

Balance, Craft (pharmaceutical, structural, or visual art), Escape Artist, Handle Animal, Hide, Intimidate, Jump, Knowledge (current events, popular culture, or streetwise), Listen, Move Silently, Navigate, Ride, Sense Motive, Spot, Survival, or Swim.

**Bonus Feat:** Select one of the following: Animal Affinity, Archaic Weapons Proficiency, Athletic, Guide, or Track.

**Wealth Bonus Increase:** +1.

**White Collar**

Office workers and desk jockeys, lawyers, accountants, insurance agents, bank personnel, financial advisors, tax preparers, clerks, sales personnel, real estate agents, and a variety of mid-level managers fall within the scope of this starting occupation.

**Prerequisites:** Age 23+.

**Skills:** Choose five of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Computer Use, Diplomacy, Knowledge (art, business, civics, earth and life sciences, history, physical sciences, or technology), Research.

**Wealth Bonus Increase:** +3.