Occupational Perks

Characters may only take one occupational perk per class they have. Workday Pay is the amount they would be paid after 8 hours worth of work or dedicated time. When taking an occupation, you automatically gain the gear listed.

Defaultly, workday pay is set up with an extremely generous wage for advanced high-tech societies. Optionally, If the campaign is to be set in a more economically challenged society, you may refer to the suggested table below for recommended wage multipliers.

Luxurious High-tech Society x1.0
Average High-tech Society x0.75
Struggling High-tech Society x0.5
Luxurious Medium-tech Society x0.5
Average Medium-tech Society x0.4
Struggling Medium-tech Society x0.1
Luxurious Low-tech Society x0.1
Average Low-tech Society x0.05
Struggling Low-tech Society x0.01

Government and Media

Noble You gain a permanent + 2 culture and + 1 captivation and persuasion skills. You begin the game with twice the standard starting money. You also have a title decided by you and your GM. You have 2x culture advantages when pertaining to your homeland.
Workday Pay: Culture x200 Credits
Starting Gear: Fine Clothes, and a Servant if desired.
Warlord Gain a permanent + 2 to three of the following skills: Intimidation, Captivation, Strength, Toughness. You gain one additional command action every turn.
Workday Pay: Intimidation+Captivation x75 Credits
Starting Gear: Fine Clothes, Military Battledress Clothes, Orators Kit
Lawyer//
Politician
You have a permanent + 2 to culture, bluff and persuasion skills. You have Cha advantage when dealing with law enforcers, lawmen, lawyers, judges and politicians. Once per person per day, gain a bonus equal to half your intimidation skill over anyone you perceive to have less political or legal influence than you. You may use this legal or political intimidation before or after seeing the result of a roll.
Workday Pay: Culture+Persuasion x100 credits
Gear: Fine Clothes, Briefcase
Diplomat You have a permanent + 3 to persuasion and culture skills. Gain two additional languages of your choice.
Workday Pay: Culture+Persuasion x50 Credits
Starting Gear: Fine Clothes, Briefcase
Investigator Gain a permanent + 2 to intuition, perception and culture skills. Three times per session, you may give yourself an advantage to an intuition or perception roll before or after seeing the result.
Workday Pay: Intuition+Culture x50 credits
Starting GearDetective Kit, Fine Clothes or Law Enforcement Uniform, Scanner Goggles
Journalist Gain a permanent + 3 to captivation and culture skills. Gain advantage on rolls when attempting to acquire information.
Workday Pay: Captivation+Culture x50 credits
Starting Gear: Disguise Kit, Scribes Kit, Pepper Spray
Firefighter Gain a permanent + 2 bonus to three of the following skills: strength, health, stamina and willpower. Gain advantage to putting out fires, and fire damage rolls are at a disadvantage against you.
Workday Pay: Willpower+Stamina x25 credits
Starting Gear: Steel Fire Axe, Firefighting Clothes, Fire Mask, Air Tank
Executioner Gain a permanent + 2 willpower and intimidation skills and 2 skill points to allocate as you choose between the following: melee, accuracy, hardware and/or science. Choose to gain damage advantage on one of the following before making your character:
-poison damage and crafting rolls
-head and neck vital strike hit and damage rolls
-intimidation rolls
Workday Pay: Willpower+Melee, accuracy, science or hardware x25 credits
Starting Gear: Low-tech Steel Melee Weapon of your choice, Work Uniform, Poisoners Kit, Restraints, Rope, Mask

Business and Service

Corporate Executive/
Proprietor
Gain a permanent + 2 to trade and persuasion. You are treated as owning or managing a company and have an executive discount on purchasing assets from that company. Choose a type of company and gain the listed benefit:
-Private Security:
-Financial Sector:
-Arms & Armor:
-Construction:
-Energy & Fuel:
-Retail:
-Automotive:
-Electronics & Software:
-Chemical & Pharmaceutical:
-Telecommunications:
-
Media
:
-
Food & Lodging
:
-
Shipping
:
-
Healthcare
:
-
Mining
:
Workday Pay:
Starting Gear:
Clerk/
Scribe
Chef You are treated as having double your skill and advantage when cooking food.
Hospitality Worker Examples: Bartender, Waiter, Porter, Concierge, Receptionist, Flight Attendant, Doorman, Valet, Bellboy, etc.
Accountant
Appraiser
Trader Gain a permanent +5 trade skill and advantage on all trade rolls. Start the game with twice the standard currency.
Courier
Human Resources
IT Specialist
Salesman
Squire

Religious

Preacher/
Prophet
Gain a permanent + 2 to persuasion, captivation and culture skills. Gain advantage to or an extra command each turn.
Workday Pay:
Starting Gear:
Priest/Priestess Gain a permanent + 2 to culture, willpower and persuasion skills. Gain an advantage when attempting performing miracles or making damage or healing rolls from miracles.
Workday Pay:
Starting Gear:
Oracle Gain a permanent + 2 to divine favor score or spellcraft skills, a permanent + 1 to all defense scores, and a permanent + 2 to intuition skill.
Workday Pay:
Starting Gear:
Inquisitor Gain a permanent + 2 to intimidation, culture and persuasion. Gain advantage to use and resist interrogation, pain or mind-control related rolls.
Workday Pay:
Starting Gear:
Zealot Gain a permanent + 2 to your willpower skill and two of the following skills: melee, toughness, sneak, culture, accuracy. Gain additional HP equal to your willpower skill.
Workday Pay:
Starting Gear:
Missionary Gain two additional languages of your choice. Gain a permanent + 3 to your culture skill and + 1 to captivation and persuasion.
Workday Pay:
Starting Gear:
Divine Champion Gain a permanent + 1 to your Fit attribute and + 3 to your melee skill.
Workday Pay:
Starting Gear:
Monk Gain a permanent + 2 to your culture skill and two of the following skills of your choice: agility, willpower, melee, strength, stamina, speed.
Workday Pay:
Starting Gear:
Hermit Gain a permanent + 1 to Intelligence and Knowledge attributes. Min-control abilities or any charisma related skills are at a disadvantage against you if you choose.
Workday Pay:
Starting Gear:
Pilgrim Gain a permanent + 4 to your stamina skill, and a permanent + 1 to health, intuition, and trade skills. Gain advantage when making morale rolls.
Workday Pay:
Starting Gear:
Acolyte Gain a permanent + 2 to culture and intuition skills. You and your allies may stay and receive free food, lodging, healing and religious services at any temple that is not hostile against your chosen religion. In return, you are expected to perform a full workday there or perform some other service to the temple.
Workday Pay:
Starting Gear:

Sports, Arts, and Entertainment

Stuntman Gain a permanent +3 to all agility and driving skills. You can gain an advantage to an agility or driving related roll of your choice twice per encounter.
Workday Pay: Agility or Driving x150 Credits
Gear: Medkit x3, Racing helmet
TV Host Gain a permanent + 4 to your captivation skill. Gain two of the following perks: Handsome/Beautiful, Honest Face, Creativity, Luck, Master of Disguise, or Confidence.
Acrobat Gain a permanent + 3 to your agility skill and + 2 to strength and + 1 to speed skills. Gain advantage to dodge, climbing, jumping..
Strongman Gain a permanent + 5 to your strength skill. For purposes of carry weight and grapple contests, you are treated as + 2 Sizes bigger than normal.
Musician
Painter
Sculptor
Jeweler
Writer
Calligrapher
Actor
Dancer Gain a permanent +2 agility and +3 captivation.
Athlete Gain a permanent 6 skill points to allocate as you wish into the following skills: Strength, Speed, Stamina, and Agility.
Workday Pay: 700 credits
Gear: None
Referee
Coach
Orator
Novelty Performer Includes performances such as mimes, clowns, juggling, fire-eating, etc.
Gladiator

Academics and Science

Medic
/Doctor
You gain a bonus +1d8 when healing HP and an advantage to medical science and heal spell rolls.
Workday Pay: Science x300 Credits
Gear: Medkit x3 and Surgeon Kit
Pharmacist
Professor
Historian
Scientist Choose a specialty. Gain a permanent +2 to your science skill and the extra bonus listed by your specialty.
Botanist:
Chemist:
Archaeologist:
Astronomer:
Geologist:
Meteorologist:
Computer Scientist:
Biologist:
Marine Biologist:
Mathematician:
Zoologist:
Physicist:
Psychologist:
Geneticist:
Pharmacologist:
Ethnologist:
Workday Pay:
Gear:
Philosopher
Cosmetic Surgeon You have the gear and expertise to change someones appearance after an 6 hour surgery. Someone familiar with the altered person would have to pass a intuition vs bluff contest to recognize you. Those unfamiliar with the person would not recognize them.
Workday Pay: Science x150 credits
Gear: Surgeons Kit
Scholar Gain two of the following options: a permanent +3 culture, +3 science, +3 spellcraft or an additional fluent language of your choice.
Workday Pay: Highest Knowledge Skill x100 Credits
Gear: Scientist and Scribe Kit

Crafts, Trades, Engineering and Mechanics

Engineer You have a permanent +4 to mechanics rolls. You have advantage to crafting rolls or upgrading hardware.
Workday Pay: Mechanics x200 Credits
Construction Kit
Handyman Gain a permanent +3 to mechanics, and a +1 to strength and intuition skills.
Workday Pay: 200 Credits
Gear: Basic Tool Kit
Welder You have the tools and know-how to be an expert welder. You start with a mobile welding kit and have double advantage to welding rolls.
Locksmith You are treated as having double your skill and advantage to unlocking mechanical or digital locks. Given 1d4/2 hours, you can open any mechanical or digital lock without a roll.
Mechanic/
Machinist
You have a permanent +3 to mechanics rolls, and advantage to repairing or upgrading hardware.
Workday Pay: Mechanics x100 Credits
Gear: Welders Helmet (Steel), Mechanics and Basic Tool Kit
Salvager
/Picker
You have a permanent +2 to perception, trade and mechanics. Given an hour in a scrapyard, wreckage or other similar environment, you may attempt to find an item you are looking for the GM deems appropriate for the area. The GM also decides the items condition and the DC for finding the item.
Inventor
General Laborer You gain a permanent +3 to strength and stamina. When performing unskilled labor (Digging a hole, loading supplies, etc.) You have advantage and can do it in half the time it takes others.
Builder
Blacksmith
Glazier
Leatherworker
Carpenter
Stonemason
Outfitter Gain double advantage when making or altering clothes. Whenever you complete a workday, you may make an additional outfit that you keep or modify an existing outfit that has one of the following bonuses:
Beautiful: +2 captivation when worn.
Disguise: +2 to avoid identification or present a false identification when worn.
Smuggler: +2 to item concealment rolls when worn.
Hidden Armor: Looks like normal clothes but has DR equal to half the makers hardware skill.
Camouflaged: +2 to sneak rolls when trying to remain undetected.
Packmule: Increase carry limit by +20 kg when worn.
Fire Resistant: Looks like normal clothes but Grants fire damage resistance equal to half the makers hardware skill.
Acid Resistant: Looks like normal clothes but Grants acid damage resistance equal to half the makers hardware skill.

Exploration and Transport

Adventurer Gain a permanent +1 to culture, stamina, trade, perception, toughness, agility, hardware, intuition and melee skills.
Scout
Sea Captain
Starship Captain
Sailor You have the gear and know-how to survive on the seas. You have double advantage to swimming, maritime culture, water-based shiphandling and navigation, and moving about on deck.
Driver
/Pilot
You have a permanent +5 and advantage to all driving rolls.
Nomad/
Wanderer/
Rover

Illegal & Taboo Backgrounds

Thug
/Bandit
/Gangster
You gain a permanent +2 to intimidation and toughness skills. Gain a permanent +1 to your accuracy and melee skills. You are also affiliated with a gang and have Cha advantage when dealing with that gang.
Smuggler Gain a permanent +3 sneak skill and gain advantage when making item concealment rolls.
Workday Pay: 1d6x200 Credits
Gear: Disguise and Explorer Kit
Convict
/Prisoner
Gain a permanent +2 to four of the following skills of your choice: Toughness, Bluff, Health, Stamina, Intimidation, Strength, Melee, Sneak, Culture, Hardware, Intuition, Perception, Willpower or Intimidation. Regardless of location or equipment on-hand, given 1d6 hours you can make a shiv or a lockpick.
Workday Pay: Pack of Cigarettes or GMs Discretion
Starting Gear: Shiv, Prisoners Uniform
Prostitute Gain a permanent +3 to captivation skill. When dealing with a target who is attracted to your gender, gain Cha advantage.
Workday Pay: 1d10x100 Credits
Gear: None
Hacker
/Cybercriminal
/Dataminer
Gain a permanent +3 and advantage to software rolls and computer related culture rolls.
Gear: Cyber Ops Kit
Conman Gain a permanent +4 and advantage to bluff rolls.
Black Marketeer You are notified and can access black markets whenever and wherever available. You gain a permanent +2 to bluff, trade and software skills. You have trade advantage when trading in a black market.
Workday Pay: Trade x100 Credits
Gear: Cyber Ops Kit, Cyberthief Software
Spy Gain a permanent +2 to your bluff, sneak and culture skills. Before rolling, you may choose to gain an advantage to any of these skills 3 times per day.
Workday Pay: Bluff or Sneak+Culture x200 credits
Starting Gear:
Assassin Gain a permanent +2 to three of the following skills: Speed, Toughness, Accuracy, Melee, Agility, Sneak. Once per encounter, you may mark one target as a free action until the end of the encounter. You gain hit or damage advantage against this target, choosing which at the beginning of each turn.
Workday Pay: Highest Fit or Dex skill+Trade x200 credits
Starting Gear: One steel knife or pistol of your choice, Disguise Kit
Pirate
Torturer
Raider
Burglar
Pickpocket
Fence
Barbarian
Serial Killer
Slaver
Feral
Homeless
Slave
Addict
Slacker
Exile

Plants, Animals and Environment

Hunter
/Trapper
You have advantage to rolls involving tracking, camouflage, trapsetting and identifying animals or monsters.
Hunter-gatherer
Ranger
Miner/
Prospector
Monster Hunter
Lumberjack
Exterminator
Farmer
/Rancher
You have a permanent +2 bonus to mechanics and +3 to animal handling skills. Gain a temporary +2 bonus when making science rolls involving plants.
Animal Trainer
Homesteader

Magic and Psionics

Magician You gain a permanent +2 to spellcraft, bluff and captivation.
Battlemage You gain a permanent +2 spellcraft, toughness and accuracy or melee.
Spellscribe You gain a permanent +2 to spellcraft and culture. You may prepare sigilscripts twice as fast while in an extended rest. Gain an additional language of your choice.
Warlock
/Witch
You gain a permanent +4 to spellcraft. If inflicting damage with a hex, necromancy or destruction spell, gain a damage advantage.
Sorceror/
Wizard
Gain a permanent +4 to your spellcraft skill. You gain a bonus manapool of 6.
Healer
Psychic/
Medium

Military and Paramilitary

Bounty Hunter You gain a permanent +2 to accuracy, perception and toughness. You have advantage when rolling to gather intel about bounties. You are given one or more targets with bounties through your campaign. The less the number of targets, the higher the bounty reward. You will also be given any known public information on any fugitives in your area that might be worth a bounty.
Workday Pay: Bounty Reward (GMs discretion)
Gear: Detective Kit
Soldier
Army Infantry: You gain a permanent +1 to stamina, accuracy, willpower, melee, perception and toughness.
Commando:
Navy:
Space Force:
Air Force:
Marine:
Special Forces:
Military Officer/Tactician:
Mercenary/Military Contractor:
Artillery:
Cavalry: You have advantage to animal handling rolls or driving. You never suffer a penalty to attacking from a mount.
Fighter
/Warrior
:
You gain a permanent +2 to strength, toughness and melee skills.
Archer/
Sniper
:
Mercenary
/Military Contractor
Gain a permanent +2 to your toughness, accuracy and melee skills. You have trade advantage if negotiating a combat contract.
Workday Pay: Highest Fit or Dex Skill+Trade x200 credits
Gear: Buy Starting Armor and Weapons at 30% off.
Security
/Bodyguard
Gain a permanent +1 to your toughness, strength, intuition and perception. Gain a +1 bonus to all defense rolls.
Workday Pay:Toughness x150 credits
Gear: Guardian Kit
Law Enforcement You gain a temporary Cha advantage when interacting with law abiding NPCs and other law enforcers. You may detain, arrest and interrogate lawbreakers without interference from normal bystanders or other law enforcers unless they are proven to be innocent or you lack sufficient reason for these actions. (GM’s Discretion)
Workday Pay: Fit+Int x50 credits
Gear: Law Enforcement Kit
Ninja

Occupational Perks

Remnants of a Slain God harbadger