Occupations

Occupations are just that, your current working job. Every player begins with an occupation. This occupation grants you specific starting equipment. Some of these items are very rare while others are common but guaranteed with the occupation. In addition it grants you a minor ability that you can utilize in various ways.

Creatures who change occupation from losing or changing their job, retain the skills they gained from it, however they lose the ability, the Base Wealth Bonus Increase, and the starting gear (Unless it wouldn’t make sense to return said gear).

Some creatures can posses multiple occupations through archetypes or specific feats.

Creatures with the Child Prodigy feat can ignore the age prerequisite.

Creatures with the Occupational Advancement feat increase the wealth granted by a paycheck by +1.

The Friends in Places feat allows for the use of an occupational ability from an occupation you don’t have with the proper diplomacy checks.

The Side Job feat allows you to gain a second occupation and all of it’s abilities.

**Prerequisite:** The prerequisite age to select this occupation. This can be bypassed if you possess the child prodigy feat.

**Paycheck:** Your occupation usually determines how often you are paid for your services or receive money in some way, shape, or form. At the listed times, you tend to gain a +1 bonus to your wealth so long as you have been completing your job and spending enough time there to get work done. Some jobs only offer a wealth increase ever so often, while others offer a wealth increase based on the number of jobs accomplished.

**Gear:** Beginning gear that you possess from selecting the occupation. This gear is granted for free and is in addition to any gear that you purchase from your starting wealth bonus. This gear can be excluded or altered by the GM if they determine that such items wouldn’t fit the adventure or would be unobtainable.

**Skills:** The skills that can be selected to always be class skills for your character as they were learned from your occupation rather than your hero classification.

**Base Wealth Bonus Increase:** The bonus to your wealth that you begin with in addition to the 2d4 that all players begin with.

**Occupational Ability:** A unique ability granted by the occupation. Many of these provide more role playing or situational bonuses, and often times don’t provide DC’s to beat or many bonuses to skills, but provide a quick and easy ability for a GM or player to utilize in certain situations.

**Alternate Occupational Ability:** If more occupational abilities exist from an occupation than one, you must select one. Some occupations may have unique abilities that can only be selected by certain jobs that fall within that occupational category (Such as Librarian or Teacher for Academic, or FBI for Law Enforcement)

# **Academic**

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

**Prerequisite:** Age 23+

**Paycheck:** Bi Weekly

**Gear:** You gain the following starting gear for this profession.

·        Smartphone

·        Reference guide

·        Identification for place of work

·        Civilian Land Vehicle or public transportation passes (Subway, Bus)

·        Large Apartment, Small Condo, or Small House

·        Day Pack

·        Formal Wear, Casual Wear, and Coat

·        Desktop or Notebook

·        Digital Audio Recorder

·        Pepper Spray or Taser

**Skills:** Choose three 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. Computer Use, Craft, Investigate, Knowledge (art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, Occult, popular culture, tactics, technology, or theology and philosophy), or Linguistics.

**Base Wealth Bonus Increase:** +3

**Research (Ex):**

Whenever learning or attempting to recall some bit of information or lore, even if you do not possess the information, you often know where it is from or at least where to obtain the information necessary. This information may come from schooling, a library, university, mentor, or other sources you recall, and may need an investigate check to research. Some secrets or information that you seek may be locked away in ancient or forgotten locations and may be inaccessible to the Academic, or may require a specific adventure to unlock the information.

**Librarian (Ex):**

You have access to local libraries even after dark where research can be conducted unimpeded. You may even have access to library buildings in nearby towns or areas other than your place of work. This allows you a location for potential shelter if needed and a location where one can conduct research. You also have access to information of library goers, and a catalogue of books that they have checked out in the past.

**Teacher (Ex):**

You are an education major who spreads knowledge to those around them. You have access to a number of students that you could call upon for aid as well as other school faculty. You also have bits of information from every student, including information on their family lives and could use said contact information to your advantage if a student could potentially allow you into an obscure location or get you a meeting with an individual you need to speak to. In addition if you are friendly with your students and staff, you could receive small boons from them in the form of free meals, invitations to events, or services provided by businesses owned by parents of the students you teach.

# **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.

**Prerequisite:** Age 15+

**Paycheck:** By the Job or Weekly

**Gear:** You gain the following starting gear for this profession.

·        Smartphone

·        Compass

·        Climbing Gear, Rope, Road Atlas

·        Portable Stove, Sleeping Bag, Tent

·        Off Road Vehicle

·        Small Apartment

·        Standard Range Pack

·        Formal Wear, Casual Wear,  Coat, Wind Breaker, and Overcoat

·        Notebook

·        Digital Audio Recorder

·        Personal Firearm, Longarm, Bow, or Crossbow

·        Survival Knife

·        Survival Gear, Multipurpose tool

·        Standard Binoculars

**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. Bluff, Climb, Craft, Disable Device, Drive, Escape Artist, Heal, Intimidate, Knowledge (streetwise, Occult, tactics, or technology), Ride, Perception, Stealth, Survival, Swim.

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

**Base Wealth Bonus Increase:** +1

**Been there, Done that (Ex):**

Adventurers possess an uncanny ability to live through dangerous scenarios, whatever those may be, mostly due to the intuition they possess and knowing when, and when not to take a risk. Whenever an adventurer or an ally with them is about to make a skill check, they are allowed to know what the check DC is to complete the task they want to do. This ability can be used once per day for every 4 levels you possess.

**Explorer (Ex):**

You can select one region per point in your wisdom modifier (Minimum 1). These regions can be as small as a single state, to as large as an entire continent deemed by the GM’s approval. The Explorer can say it has been through the selected region before, and may have contacts, information, friends, family, or resources in these regions that could be called upon for help in some way shape or form. The ultimate form of these resources is up to the GM, but should be something helpful such as lodging, information to point them toward a quest or an answer, or perhaps some items or rations left there that they can utilize in the area.

# **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.

**Prerequisite:** Age 15+

**Paycheck:** Weekly

**Gear:** You gain the following starting gear for this profession.

·        Smartphone

·        Civilian Land Vehicle or public transportation passes (Subway, Bus)

·        Large Apartment, Small House, or Small Condo

·        Day Pack

·        Formal Wear, Casual Wear,  Uniform, Wind Breaker

·        Notebook, Or Desktop

·        Medical Kit

·        Pepper spray or taser

·        Membership to gym or some form of exercise location

**Skills:** Choose three 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, Craft, Drive, Ride, Swim, Acrobatics.

**Bonus Feat:** Select either Archaic Weapons Proficiency or Brawl.

**Base Wealth Bonus Increase:** +2

**Peak Performance (Ex):**

Athletes have reached a pinnacle of great performance and capability. As such they can travel, work, or hustle for twice as long without needing to make a fortitude save to avoid exhaustion. Once per day when an Athlete would be exhausted, they can choose to instead be fatigued.

**Adoring Fans (Ex):**

You have attracted several fans through your athletic ability. These fans may be willing to complete tasks for you, provide you with information, gifts, or other unique services. If you suffer from some sort of public ridicule or abuse and your reputation is damaged, your fans will take to media to defend you and protect your reputation in many cases as well.

These fans can perform mundane tasks, and will not participate in combat or go into particularly dangerous locations and many may leave if frequently placed in harm’s way.

# **Blue Collar**

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

**Prerequisite:** Age 16+

**Paycheck:** Bi Weekly

**Gear:**

·        Smartphone

·        Identification for place of work

·        Civilian Land Vehicle or public transportation passes (Subway, Bus)

·        Small Apartment

·        Day Pack

·        Work uniform, Casual Wear,  and Coat

·        Desktop or Notebook

**Skills:** Choose three 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. Climb, Craft, Drive, Handle Animal, Intimidate, Ride.

**Base Wealth Bonus Increase:** +1

**Everyman (Ex):** Working in a job like this allows you to meet many people, and this gives you the opportunity to network with them in interesting ways. You can get into contact with specific people to get a job done. When dealing with characters whom would be considered Indifferent toward you, there is a chance that you have met them before or have been spoken of around them and they may be able to help you with a task. This may come in the form of aid from co-workers or assistance from an important figure within the campaign. Upon meeting with the character, it gives them a 25% chance to be friendly with you rather than indifferent, and creatures that may be angry at you have this chance to instead be indifferent.

**Driver (Ex):** You have access to a company vehicle of some sort used to make deliveries or ferry people around. Though this vehicle is not always available to you, it is an occasional mode of transportation. In addition due to your travels, you have a great layout of the town and can easily navigate most outdoor locations within your current town or city without getting lost. Finally you see a lot of faces and meet a lot of people, and so it’s easy to recognize certain people and potentially remember where they’ve been seen prior, remember where some of them live and some parts of their schedule if they are a customer that makes purchases from you often.

**Concessions (Ex):** You work at a location where you sell food or drink, deliver it to others in an establishment, or perhaps even work as a cook for a wealthy individual. Either a concessions stand or a fast food location. You are very efficient at doing tasks quickly and diligently. On days that you work, you are guaranteed a free meal, in addition it is very common to overhear information or learn personal things from a creature that would normally be difficult to access or come across, as you blend in with your environment and many find it easy to forget you are nearby. It is up to the GM to determine if this is applicable at certain moments and when, and a skill check (Most likely perception) may be necessary.

# **Celebrity**

A celebrity is anyone who, for whatever reason, has been thrust into the light of the public eye. Actors, entertainers of all types, newscasters, radio and television personalities, and more fall under this starting occupation.

**Prerequisite:** Age 15+

**Paycheck:** Weekly

**Gear:** You gain the following starting gear for this profession.

·        Smartphone

·        Two Luxury Civilian vehicles

·        Large Apartment, Large House, Large Condo or Pent House

·        Day Pack

·        Designer Formal Wear, Designer Business Wear, Designer Casual Wear,  Designer Uniform, Designer Wind Breaker

·        Notebook and Desktop

·        Medical Kit

·        Pepper spray or taser

**Skills:** Choose one 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. Bluff, Craft, Diplomacy, Disguise, Intimidate, Knowledge (Current Events, Pop Culture), Perform.

**Base Wealth Bonus Increase:** +4

**Position of Power (Ex):** Because you tend to be thrust into the limelight and garner a certain amount of popularity, you are accepted into high society and among many other popular or wealthy individuals. Many assume that you have a right to be wherever you are, and average people may attempt to do everything within their power to make sure that you are appeased. This may allow you to easily secure an audience with another celebrity, politician, or some other form of important person, or could even allow you into a location where you otherwise wouldn’t be allowed.

**Adoring Fans (Ex):** You have attracted several fans through your Celebrity nature. These fans may be willing to complete tasks for you, provide you with information, gifts, or other unique services. If you suffer from some sort of public ridicule or abuse and your reputation is damaged, your fans will take to media to defend you and protect your reputation in many cases as well.

These fans can perform mundane tasks, and will not participate in combat or go into particularly dangerous locations and many may leave if frequently placed in harm’s way.

# **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. Creative has two separate abilities to select, choose whichever one fits your character concept best.

**Prerequisite:** Age 15+

**Paycheck:** By the job or Monthly

**Gear:**

·        Smartphone

·        Civilian Land Vehicle or public transportation passes (Subway, Bus)

·        Small Apartment

·        Day Pack

·        Casual Wear, and Coat

·        Desktop or Notebook

·        Art supplies or instrument

·        Camera

·        Printer/scanner

·        1 Skill Kit

**Skills:** Choose three 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. Bluff, Computer Use, Craft , Disguise, Knowledge (Occult, Pop culture, current events, or art), Perform, Perception.

**Base Wealth Bonus Increase:** +2

**Work for Commission (Ex):**

Known through your sphere of influence or within local channels, or maybe even globally by some, you may be requested by powerful or important members of society and granted entry to unique locations, or could even put out your name among certain groups in an attempt to be selected for business. You get paid ahead of time for hour artworks and can discuss payment for the work done.

**Social Influence Poet (Ex):** excel at pointing fun at the issues of society and work to cast stones toward religion, law enforcement, politicians, or other members of society that are lauded as heroes or influencers that you know to be the true scum of the earth. Those in power may not find your work to be particularly entertaining, however common folk such as blue collars and some white collars, criminals and a lot of other similar members of society take pride in your work and may be liable to come to your aid and offer minor forms of protection or safe passage due to your controversial works.

# **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, malicious hackers, and other types of career criminals. Criminals possess several different special abilities. You can select one of them depending on what fits your character better.

**Prerequisite:** Age 18+

**Paycheck:** By the Job or Weekly

**Gear:**

·        Smartphone

·        Civilian Land Vehicle or public transportation passes (Subway, Bus)

·        Small Apartment

·        Day Pack

·        Casual Wear, and Coat

·        Mechanical or electrical tool kit

·        Light, one handed firearm

·        Lock Pick set or Lock Release Gun

·        Fake ID

·        1 skill kit

**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. Computer Use, Disable Device, Disguise, Gamble, Linguistics, Stealth, Knowledge (streetwise), Sleight of Hand.

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

**Base Wealth Bonus Increase:** +1

**Seedy Contact (Ex):**

You have contacts whom can work as a go between to other members of criminal networks or underground operations. You can even utilize this over great distances, and you tend to be in with local thugs, swindlers, dealers, and sometimes even mafia informants and enforcers or corrupt politicians, and they can occasionally aid you or simply pass along information.

**Back Alley Dealer (Ex):**

Weather you still supply or not, you know people who sell bootleg merch or street drugs and can call upon these connections when looking for items or information that may be less than legal.

**Shady Dealings (Ex):**

You possess a second identity and documentation for it. You also possess several disguises and allies that allow you to pretend to be that persona easily, and can forge documents of any kind so long as you can reference the handwriting and documents.

**Organized Crime (Ex):**

You are known as a member of a gang or mafia organization, and many do not wish to draw your ire. So long as legal authorities don’t witness the crime (Law enforcement with a criminal or crooked ability usually don’t count), you can get away with some criminal activities without any repercussions. These are things such as breaking down a door, or beating someone up in an alley, or maybe even theft or extortion, and can sometimes include murder if you have enough clout.

# **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 a charity or philanthropic foundation, an ideal or cause worth fighting for, or a lust for living a fun and carefree existence.

**Prerequisite:** Age 18+

**Paycheck:** Weekly

**Gear:**

·        Smartphone

·        Two Luxury Civilian vehicles

·        Large Apartment, Large House, Large Condo or Pent House

·        Day Pack

·        Designer Formal Wear, Designer Casual Wear,  Designer Business Wear, Designer Uniform, Designer Wind Breaker

·        Notebook and Desktop

·        Medical Kit

·        Pepper spray and taser or personal firearm

**Skills:** Choose one 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. Craft, Gamble, Intimidate, Knowledge (current events or popular culture), Ride, or Linguistics.

**Base Wealth Bonus Increase:** +6

**Lackeys (Ex):**

You have a small group of lackeys or servants that are in service to you or your family. You possess three that follow you around or simply do your bidding. These servants may be a butler, maid, fashion designer, makeup or hair designer, Lawyer, PR manager, or even simply close and less privileged friends that follow you and back up your statements or simply get a free ride to fame. One of these lackeys will serve as your right hand, aiding you In exchange for exposure, money, or experiences of luxury.

These lackeys can perform mundane tasks, and will not participate in combat or go into particularly dangerous locations and many may leave if frequently placed in harm’s way.

# **Doctor**

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

**Prerequisite:** Age 25+

**Paycheck:** Weekly

**Gear:**

·        Smartphone

·        One Luxury Civilian vehicle or public transportation pass

·        Large Apartment or Large House

·        Doctor’s license

·        Formal Wear, Casual Wear, Uniform, Wind Breaker

·        Notebook and Desktop

·        Medical Kit

·        Pepper spray or taser

·        Doctorate or Proof of education

**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. Craft, Computer Use, Heal, Knowledge (behavioral sciences, earth and life sciences, or technology), Search.

**Base Wealth Bonus Increase:** +4

**Lifegiver’s Vow (Ex):**

You have taken a vow, an oath to cure those whom are sick, wounded, or dying, and regardless of morals or prejudice you must aid them. Many enemies are less likely to target you if they know you are a doctor unless expressly required to do so or unless you are participating in combat. Enemy patients that you cure will usually not attack you while under your care, and those whom have been treated by you may even become supportive or turn a blind eye toward you and your allies in the future or allow you to go free.

So long as you do not break your vow, you are able to utilize any medical facility, hospital, clinic, or some universities as a residential area or temporary home for yourself, your patients and companions if there is enough room. Some holy locations or churches will also accept you in this way.

If this vow is broken you will be discredited among the medical community, and those associated with you may also be dragged down due to this and may even be denied treatment by some establishments.

# **Emergency Services**

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

**Prerequisite:** Age 18+

**Paycheck:** Bi Weekly

**Gear:**

·        Smartphone

·        Civilian Land Vehicle or public transportation passes (Subway, Bus)

·        Large Apartment, Small House, or Small Condo

·        Day Pack

·        Formal Wear, Casual Wear, Wind Breaker

·        Fire Suit, Hazmat Suit, or Scrubs depending on the kind of work

·        Notebook, Or Desktop

·        Medical Kit

·        Pepper spray or taser

·        Emergency Service License

**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. Acrobatics, Climb, Computer Use, Drive, Heal, Knowledge (behavioral sciences, earth and life sciences, or technology), Perception, Swim

**Base Wealth Bonus Increase:** +2

**Watchful eye (Ex):**

The Emergency service worker is quick to respond and act on dangerous scenarios. When in a location, you quickly notice areas where criminal activity, accidents, fires, or other dangerous scenarios may take place and can quickly pinpoint hazardous locations. You also know where to quickly find sources of water or sand in the event of a fire, locations to park an ambulance for swift and easy access and quick paths through city streets for emergency vehicles.

# **Entrepreneur**

**Prerequisite:** Age 18+

**Paycheck:** Bi Weekly

**Gear:**

·        Smartphone

·        One Luxury Civilian vehicle or public transportation pass (Subway, Bus)

·        Large Apartment or Large House

·        Day Pack

·        Formal Wear, two kinds of Business Wear, Casual Wear, Wind Breaker

·        Notebook, Or Desktop

·        Pepper spray and taser or a Personal Firearm

·        1 Skill kit

Entrepreneurs have an obsession with 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.

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

**Base Wealth Bonus Increase:** +4

**Stock Marker (Ex):**

You are adept at navigating the intricacies of stock markets and business deals. During downtime when an activity involves buying, selling, or investing your money into something, you can get a sense of which choices are likely the best ones and which opportunities seem like a scam. The GM may lead you astray in certain circumstances however depending on the skill of the scammer.

# **Hired Muscle**

Weather you’re a bouncer, a bodyguard, member of the Secret Service, a Mob enforcer, or just a thug, you’re a very tough hombre and get paid to be.

**Prerequisite:** Age 18+

**Paycheck:** Per Job or weekly

**Gear:**

·        Smartphone

·        One Civilian vehicle or public transportation pass (Subway, Bus)

·        Large Apartment, Small House, Small Condo, or similar lodgings

·        Day Pack

·        Formal Wear, Business Wear, Casual Wear, Wind Breaker

·        Notebook, Or Desktop

·        Pepper spray and taser, Brass Knuckles or Knife, 1 Handgun

·        Bullet Proof Vest

·        1 Skill kit

·        1 Medical Kit

**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. Acrobatics, Climb, Craft, Diplomacy, Heal, Intimidate, Knowledge (Civics, Current Events, Pop Culture, Tactics), Swim

**Base Wealth Bonus Increase:** +2

**Tough Guy (Ex):**

You’re a tough guy and you’ve got a reputation for being mean and scary, weather that’s true or not. Characters and NPC’s who interact with you usually do so as if their attitude was one step better than usual because they don’t want there to be any trouble. In addition you are likely not the only tough guy out there with this position, and friend or foe you can sometimes gather information from similar folks, especially if you’ve had a positive interaction with them in the past. Finally the DC to intimidate you is always 5 points higher.

**Body Guard (Ex):**

You have a specific target or targets that you always need to protect. These people are your paycheck, and you may also be close with them emotionally. These people will provide with information, lodging, and aid in many circumstances, and they share information of their whereabouts at all times. Through these ties you may have access to information or allies that your target may possess or have dealings with, such as bodyguards of another person, access to a building early where an event would be held to search the premises for any hazards, or simply learning secrets of rival families spoken of in hushed voices.

**Organized Crime (Ex):**

You are known as a member of a gang or mafia organization, and many do not wish to draw your ire. So long as legal authorities don’t witness the crime (Law enforcement with a criminal or crooked ability usually don’t count), you can get away with some criminal activities without any repercussions. These are things such as breaking down a door, or beating someone up in an alley, or maybe even theft or extortion, and can sometimes include murder if you have enough clout.

# **Housekeeper**

Housekeepers can come in many different forms. Butlers and maids fall under this category, as do gardeners, house sitters, babysitters, pet sitters and dog walkers. The job usually entails visiting another character or NPC’s home quite often and taking care of some manner of an animal or child, or simply preparing food and tidying a home. Some Housekeepers live with their employer.

**Prerequisite:** Age 15+

**Paycheck:** Per Job or Monthly

**Gear:**

·        Smartphone

·        One Civilian vehicle or public transportation pass (Subway, Bus)

·        Large Apartment, Small House, Small Condo, or similar lodgings

·        Day Pack

·        Formal Wear, Business Wear, Casual Wear, Wind Breaker

·        Notebook, Or Desktop

·        Pepper spray or taser

·        1 Skill kit

**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. Craft, Diplomacy, Heal, Perform, Knowledge (Any)

**Base Wealth Bonus Increase:** +2

**House Help (Ex):**

You are very close to a particular family for your work. You may have direct ties to family members, or be in a position to ask for shelter, food, or aid from this family. You may live with this family or simply spend a lot of time with them taking care of them, their home, or a child, but generally you are welcome among them. In addition you know the layout of their home and may be privy to some family secrets as well. This family is one that can be decided upon by the GM, or the GM can work with the player to determine what this family is like.

**Dog Walker (Ex):**

You are a dog walker or pet sitter and have befriended animals across the local area. Most domesticated animals within the neighborhood regard you as friendly unless they have a reason to do otherwise, and even wild animals may be slightly more trusting to you than others. In addition domesticated animals are likely to potentially bring you something that they have found, which could be useful in some way, shape, or form. Domesticated animals that you have known for at least 10 minutes also tend to feel more calm in your presence and are a bit more likely to listen.

**Babysitter (Ex):**

You are known for watching the young ones in a household and are given responsibility over them in some scenarios. You know most of the children in a neighborhood area, and they know to fear or respect you, depending on your personality toward them. Either way you can easily gather information from children who may have heard rumors about interesting topics or secrets, or who may be willing to steal something for you, or aid you in a task in which they would be much less likely to be noticed. The full details of what this entails is up to the GM.

# **Internet Personality**

From online personalities who influence social media and modern society, entertainers, e-sports enthusiasts, e-girls, and streamers, internet personalities are up and coming entertainers and educators on the internet who gain most of their fame and fortune in the same ways as celebrities, but tend to have more of a renown among digital realms.

**Prerequisite:** Age 13+

**Paycheck:** Per Job or Monthly

**Gear:**

·        Smartphone

·        One Luxury Civilian vehicle or public transportation pass (Subway, Bus)

·        Large Apartment or Large House

·        Day Pack

·        Formal Wear, Business Wear, Casual Wear, Wind Breaker

·        Notebook, Or Desktop

·        Pepper spray and taser or a Personal Firearm

·        Knife

·        1 Skill kit

·        Website

**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. Bluff, Computer Use, Craft, Diplomacy, Disguise, Perform, Knowledge (Any)

**Base Wealth Bonus Increase:** +2

**Digital Position of Power (Ex):**

Because you tend to be thrust into the limelight and garner a certain amount of popularity among followers on the web, you possess a wide and far reaching network of fans. Those who recognize you and enjoy your content may attempt to do everything within their power to make sure that you are appeased, and often may send you information, tips, or gifts if you express interest in them. This may also allow you to easily secure an audience with another celebrity, internet personality, or some other form of important person or company, or could even allow you into a location where you otherwise wouldn’t be allowed, or maybe even be given a preview to something that would be otherwise unavailable.

# **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. The Investigative occupation allows you to select the unique ability they have, or from either the criminal or emergency services occupations. Once selected you cannot alter this choice.

**Prerequisite:** Age 23+

**Paycheck:** Per Job or Monthly

**Gear:**

·        Smartphone

·        Civilian Land Vehicle or public transportation passes (Subway, Bus)

·        Large Apartment, Small House, or Small Condo

·        Day Pack

·        Formal Wear, Business Wear, Casual Wear, Wind Breaker

·        Notebook, Or Desktop

·        Pepper spray and taser or a Personal Firearm

·        1 Skill kit

·        Camera

·        Bullet Proof Vest

·        Badge, or Photojournalist vest, whichever makes more sense

**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. Computer Use, Craft, Diplomacy, Investigate, Knowledge (behavioral sciences, civics, earth and life sciences, or streetwise), Perception. Sense Motive.

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

**Base Wealth Bonus Increase:** +2

**Quick and Loose Law (Ex):**

You have much experience within the legal system, and it has granted you in depth knowledge of law and it’s loopholes. Even when the law is against you, you can use complex legal terms to frighten others into thinking that hey may face legal action and it can be enough to intimidate or deceive some into getting favors or special treatment, or at least maybe get you out of a bind.

**Journalist (Ex):**

You have contacts who are willing to sell you information or tip you off toward something you would be interested in. These contacts are often able to find you something interesting or to point you in a general direction after 1d4 days. There may be a cost associated with this based on the information being requested or provided. In addition to this you possess a press pass which will often times allow you access into large events or establishments that you would otherwise not have full access to, or you may be able to access information by buttering up people who have been in contact with celebrities, or people of interest that you wish to look into.

**Espionage (Ex):**

You possess access to a higher authority that may aid you in certain tasks as well as access to various locations and fake personal information that you can use to throw people off of your tail. You may be able to access certain items and restricted or licensed objects more easily than others or in shorter time. You have an alternate identity and a fake job because of this. Select another occupation and you gain it’s occupational ability so long as you are pretending to work for that occupation.

# **Law Enforcement**

Law enforcement personnel include uniformed police, state troopers, federal police, federal agents, SWAT team members, and military police. The police have 2 different options to select for their unique ability. They may select one weather they wish to be a good or bad officer. DM’s may also allow them to take the ability of the military occupation as well.

**Prerequisite:** Age 23+

**Paycheck:** Bi Weekly

**Gear:**

·        Smartphone

·        Civilian Land Vehicle or public transportation passes (Subway, Bus)

·        Large Apartment, Small House, or Small Condo

·        Day Pack

·        Formal Wear, Uniform, Casual Wear, Wind Breaker

·        Bullet proof vest

·        Notebook, Or Desktop

·        Pepper spray, taser, and a Personal Firearm

·        Knife

·        Flashlight

·        1 Evidence Kit

·        Police Badge

**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. Diplomacy, Drive,Intimidate, Knowledge (civics, earth and life sciences, streetwise, or tactics), Perception.

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

**Base Wealth Bonus Increase:** +1

**Protect and Serve (Ex):**

You have taken an oath to protect the people and enforce justice. You must take regular shifts patrolling parts of your location of operation, and you have direct access to the police headquarters and a direct line of communication to other law enforcement officers. You inspire respect and fear among your peers, and people tend to mind their manners or stay silent in your presence or avoid drawing attention. Showing your badge can gain you an audience or access to most locations and most people will assume you are allowed to be wherever you are. You can pass through many areas without question, and it is easy to call backup for issues you may face. You tend to know innately the locations of more seedy people and troublemakers and are able to recognize the shady parts of town.

**Crooked Protector (Ex):**

You ride the edge of the law and use your position to cover your crimes. You can choose to increase your wealth bonus by +1 for a week by allowing criminal actions to be brushed under the rug. You inspire respect and fear among your peers, and people tend to mind their manners or stay silent in your presence or avoid drawing attention. Showing your badge can gain you an audience or access to most locations and most people will assume you are allowed to be wherever you are. In addition you have access to the police headquarters and a direct line of communication to other law enforcement officers whom will aid you without question most of the time and will show up for backup as well. Some criminals whom meet you may regard you as friendly rather than being unfriendly or indifferent toward you.

**FBI or CIA (Ex):**

You have a direct line of communication to the FBI or CIA and can report to them or gain insight on other events from contact with them through various methods. You can usually gain licensed or restricted items more swiftly and through legal means or at least cause other law enforcement to look the other way. Because of your governmental contacts, you are often able to gain an audience with powerful or otherwise inaccessible people, or may be able to jump through hoops to get information on a particular source or person with relative ease.

# **Military**

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

**Prerequisite:** Age 18+

**Paycheck:** Bi Weekly (For Rank and file) or Per job (For Mercenary)

**Gear:**

·        Smartphone

·        Civilian Land Vehicle or public transportation passes (Subway, Bus)

·        Large Apartment, Small House, or Small Condo

·        Oversized Range Pack

·        Formal Wear, Uniform, Casual Wear, Wind Breaker

·        Bullet Proof Vest

·        Notebook, Or Desktop

·        Pepper spray, taser, and a Personal Firearm

·        Knife

·        1 Skill kit

·        Multipurpose Tool

·        Military License

**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. Acrobatics, Bluff, Climb, Computer Use, Diplomacy, Drive, Heal, Stealth, Knowledge (tactics, Current Events, Earth and Life Sciences, Physical Sciences, Streetwise, Technology), Survival, Swim.

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

**Base Wealth Bonus Increase:** +1

**Rank and file (Ex):**

You have a military rank. You garner respect from others that know this, and soldiers loyal to your organization recognize your authority, or camaraderie. They will defer to you if you are of a lower rank, and you can utilize your rank to gain influence over other soldiers or gain equipment for use by you or allies. You can also usually be allowed access to friendly military establishments and encampments so long as your rank is recognized there.

**Mercenary (Ex):**

You are a hand for hire, a soldier of fortune. You can identify different underground organizations and mercenary groups based on emblems and mannerisms and know minor information on much of these organizations, and may even know who they work with, as well as inside info from the military system of your country. You can maintain your mercenary work during downtime, and know locations where you can go to speak to others whom are like you and who will aid you in your endeavors.

# **Religious**

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

**Prerequisite:** Age 23+

**Paycheck:** Bi Weekly

**Gear:**

·        Smartphone

·        Civilian Land Vehicle or public transportation passes (Subway, Bus)

·        Large Apartment, Small House, or Small Condo

·        Day Pack

·        Formal Wear, Business Wear, Casual Wear, Wind Breaker

·        Notebook, Or Desktop

·        Pepper spray or taser

·        1 Skill kit

**Skills:** Choose three 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. Diplomacy, Heal, Intimidate, Knowledge (Occult, art, behavioral sciences, history, streetwise, or theology and philosophy), Linguistics, Sense Motive.

**Base Wealth Bonus Increase:** +2.

**Holy Refuge (Ex):**

You garner the respect of those who share the same faith as you, and you can perform the proper religious ceremonies and rites of your religion. You can freely utilize churches of your religion, and you as well as your companions usually receive free lodging and meals at locations which can house them. You may also choose to take residence in some form of religious refuge, temple, church, or shrine so long as you aid in their activities and remain on good terms with your religion. Other members of the congregation may aid you in certain tasks.

# **Rural**

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

**Prerequisite:** Age 15+

**Paycheck:** Bi Weekly

**Gear:**

·        Smartphone

·        Civilian Land Vehicle

·        Small House

·        Oversized Range Pack

·        Formal Wear, Casual Wear, Wind Breaker,

·        Notebook, Or Desktop

·        Personal Firearm

·        Hunting Rifle

·        1 Skill kit

·        Tent

·        Flashlight

**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. Appraise, Acrobatics, Climb, Craft, Drive, Handle Animal, Knowledge (Earth and Life sciences), Ride, Survival, Swim.

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

**Base Wealth Bonus Increase:** +1

**Live off the Land (Ex):**

You know how to properly live off of the land and use it to your advantage. You can find food, water, and other necessary rations for yourself and up to 5 people every day so long as such things are available within your environment. In addition you rarely have issue navigating the wilderness and remember geography, nature, terrain and other features or small towns and farmsteads around you. Finally you rarely have trouble sleeping and can work off exhaustion and fatigue about ½ as fast as others can.

# **Student**

A student can be in middle school, high school, college, or graduate school. He or she could be in a seminary, a military school, or a private institution. A college-age student should also pick a major field of study.

**Prerequisite:** Age 12+

**Paycheck:** Bi Weekly

**Gear:**

·        Smartphone

·        Civilian Land Vehicle or public transportation passes (Subway, Bus)

·        Large Apartment, Small House, or Small Condo

·        Day Pack

·        Formal Wear, Casual Wear, Uniform, Wind Breaker

·        Notebook, Or Desktop

·        Pepper Spray or Taser

·        1 Skill kit

·        Student ID

**Skills:** Choose three 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. Computer Use, Diplomacy, Investigate, Knowledge (all), Linguistics, Perception, Sense Motive, Perform.

**Base Wealth Bonus Increase:** +1

**University (Ex):**

The Student has a school or learning establishment with which they can utilize to access information as well as use resources. This establishment may provide lodging and food for the student, as well as resources for gathering information on some topics and devices such as computers. They also possess staff which can be utilized for aid in certain situations, or other students who may also provide aid in a pinch or provide their own resources or capability in searching for knowledge. They also often provide transportation to and from other locations or affiliated organizations or areas of academia.

**Home Schooled (Ex):**

You are home schooled. Because of this you are not as often in environments with other people. This makes you less likely to be recognized by most people, and can allow you to go unnoticed in many locations. In addition you have easier access to many research materials and usually need to spend less time participating in educational activities to accomplish your academic goals.

**Online Schooling (Ex):**

You attend classes online. You have access to a school’s website and login information, as well as access to names and emails of many other students and faculty. You may also have access to other online facilities that are owned by or provided by the school such as access to specific programs and applications, and you are still privy to information and aid from staff just as with the University ability.

# **Technician**

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

**Prerequisite:** Age 23+

**Paycheck:** Weekly

**Gear:**

·        Smartphone

·        Civilian Land Vehicle or public transportation passes (Subway, Bus)

·        Large Apartment, Small House, or Small Condo

·        Day Pack

·        Formal Wear, Casual Wear, Uniform, Wind Breaker

·        Notebook, Or Desktop

·        Pepper Spray or Taser

·        2 Skill kits

**Skills:** Choose three 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. Computer Use, Craft, Investigate, Perception, Knowledge (business, earth and life sciences, physical sciences, or technology), and Sense Motive.

**Base Wealth Bonus Increase:** +3

**Workshop (Ex):**

Technicians, weather engineers or scientists, have access to some form of workshop or laboratory in which they possess basic equipment for their form of study. This usually includes a small personal laboratory or workshop as well as a larger one in which they work along with colleagues and can generally accomplish more work at. They have access to research journals, computers, and the aid of laboratory assistants and sometimes test subjects at the larger lab, and access to smaller bits of machinery and research material at their home lab.

# **Tradesman**

A skilled worker that specializes in a particular trade. They usually possess work experience, on the job training, and some form of formal vocational education. Examples of Tradesmen are Electricians, Landscapers, Masons, Plumbers, and Welders

**Prerequisite:** Age 23+

**Paycheck:** Weekly

**Gear:**

·        Smartphone

·        Civilian Land Vehicle or public transportation passes (Subway, Bus)

·        Large Apartment, Small House, or Small Condo

·        Day Pack

·        Formal Wear, Casual Wear, Uniform, Wind Breaker

·        Notebook, Or Desktop

·        Pepper Spray or Taser

·        1 skill kit

·        Toolbelt

·        Lineman’s Buttset if a telephone repairman

**Skills:** Choose three 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. Computer Use, Craft, Perception, Knowledge (business, physical sciences, or technology), and Sense Motive.

**Base Wealth Bonus Increase:** +2

**I can have it in by tomorrow (Ex):**

Tradesmen have connections all over, and know the best locations to call for wholesale items, equipment and materials for making repairs or completing projects. A Tradesman can cut the time in half for retrieving parts or construction materials needed for crafting repairs and lowers the DC to purchase the materials by -1.

**Easy Access (Ex):**

You have easy access to locations, especially residential ones, as people call you to repair their broken equipment. You often have access to many homes and other locations that other people may not normally have access to. In addition you usually have access to a company vehicle of some sort, often times a large van.

# **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.

**Prerequisite:** Age 23+

**Paycheck:** Weekly

**Gear:**

·        Smartphone

·        Civilian Land Vehicle or public transportation passes (Subway, Bus)

·        Large Apartment, Small House, or Small Condo

·        Briefcase

·        Formal Wear, Casual Wear, Wind Breaker

·        Notebook, Or Desktop

·        Pepper Spray or Taser

·        Work ID

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

**Base Wealth Bonus Increase:** +2

**Minor position of power (Ex):**

You have met many powerful or influential people within a certain sphere of influence, and some of them may remember you enough to be considered Indifferent toward you. You have met with some interesting people and dropping names or minor favors may come in the form of aid from co-workers or assistance from an important figure within the campaign. In addition those of an occupation with less or equal Base Wealth Bonus Increase often treat you with deference and you may be able to gain a free meal, place to stay, or even a small item from those trying to get in your good graces.

**Defense Attorney (Ex):**

You have aided in defending many people and have gotten them out of hard time. Because of this you are seen in a positive light by those you have helped in the past, and also are often seen favorably by some criminals or members of organized crime who may leave you be if they were in a situation in which they otherwise would not. This can also come in the form of occasional support from individuals or organizations such as this in times of need.

**Persecutor (Ex):**

You have put a lot of people behind bars and cleaned up the streets. This brings a certain level of respect from more wealthy and often times conservative individuals whom may be willing to aid you, or fund some of your future endeavors. In addition this causes for some people to fear you or be much more lenient with information, selling out others who may have committed a crime to keep themselves off the hook.

**Real Estate Agent (Ex):**

You have access to a number of empty homes equal to your charisma modifier (Minimum 1). You have keys to these homes and access to the security systems (If any) of said homes. These particular homes may change over time and it should not always be considered that a home you previously had access to may soon have a new resident, though you may still retain access to the home if you keep spare keys or if the security password doesn’t change. You are also in the possession of many various blueprints and schematics of buildings and homes that can be found in the neighborhood.

# **Vagabond**

The less fortunate who tend to not possess much of anything, or someone who fills an unfairly unrespected niche in society. This could be a drifter, a Hooker, stripper, someone homeless, or someone who barely is able to make endsmeat.

**Prerequisite:** Age 15+ or 18+ if Creature of the Night

**Paycheck:** Per Job or Monthly

**Gear:**

·        Day Pack

·        Casual Wear

·        Pepper Spray or Taser

**Skills:** Choose three 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. Craft, Climb, Diplomacy, Drive, Handle Animal, Intimidate, Perception, Perform, Profession, Ride, Swim, Survival.

**Base Wealth Bonus Increase:** +0

**Refuge (Ex):**

You know the city like the back of your hand and can maneuver through areas most others have deemed unsanitary or unsafe. You can find safe locations for you and allies to hide or rest within a city. You can also often find food and water in some of these locations, though there is a 50% chance that you will not be able to locate one or the other. When it is found there will be enough for 1d6 people. You often also know of strange hidden pathways or locations in cities that others wouldn’t dream of traversing.

**Creature of the Night (Ex):**

On a night when you work, your Base Wealth Bonus Increases by +1d3 for that night. You have a history of sex working, and can occasionally gain free lodging in a brothel, strip club, or similar location where you have conducted business in the past. Owners of these establishments may also point you toward location in which you could obtain information, discounted lodging, resources, or other forms of aid by dropping names or providing services. This can sometimes be through blackmail or seduction.

# **Volunteer**

Those who help without promise of compensation, volunteers often times put their skills to use without monetary incentive to do so. Those who work at soup kitchens, help to build homes or shelters, tutor those in need, or simply pick up trash in the streets, Volunteers are everywhere and they help to make the world a better place.

**Prerequisite:** Age 15+

**Paycheck:** Per Job

**Gear:**

·        Smartphone

·        Reference guide

·        Identification for place of work

·        Civilian Land Vehicle or public transportation passes (Subway, Bus)

·        Large Apartment, Small Condo, or Small House

·        Range Pack

·        Formal Wear, Casual Wear, and Coat

·        Desktop or Notebook

·        Pepper Spray or Taser

·        Medical Kit

·        1 Skill kit

**Skills:** Choose three 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. Craft, Climb, Diplomacy, Drive, Handle Animal, Intimidate, Perform, Profession, Ride, Survival, and Swim.

**Base Wealth Bonus Increase:** +0

**Volunteer Work (Ex):**

Your volunteer work allows you to work with many people less fortunate than yourself. You have support and contacts in a large volunteer organization and could potentially find allies among them that could spread or gather information for you. Alternatively you may be allowed access to unique locations where volunteer work is being done, or gain free passage to other cities or countries by working along with these organizations.

**Soup Kitchen (Ex):**

Your volunteering with the homeless community has allowed you to recognize many of them and be recognized by many of them as an ally in their struggle. Because of this you are likely to find aid and support among the homeless community if you should need it. If you are attacked or targeted in some way in a public place, you may be able to gain aid from the nearby homeless community, or they may be willing to share with you information or items on occasion.

**Tutor (Ex):**

You help to teach children or teens various topics that they are struggling with in school. The local school system often provides you resources, and access to school facilities after hours. In addition you are able to gain aid or resources from various children or teens due to the aid you provide them in their classes. This could come in the form of information granted to you by them, Items, or even a contact with someone the student is close to. This benefit also provides trust from the staff of the school and of the family of the tutored individual.