Remnants of a Slain God
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
|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
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
|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:
-Arms & Armor:
-Energy & Fuel:
-Electronics & Software:
-Chemical & Pharmaceutical:
-Food & Lodging:
|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.|
|Trader||Gain a permanent +5 trade skill and advantage on all trade rolls. Start the game with twice the standard currency.|
|Gain a permanent + 2 to persuasion, captivation and culture skills. Gain advantage to or an extra command each turn.
|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.
|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.
|Inquisitor||Gain a permanent + 2 to intimidation, culture and persuasion. Gain advantage to use and resist interrogation, pain or mind-control related rolls.
|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.
|Missionary||Gain two additional languages of your choice. Gain a permanent + 3 to your culture skill and + 1 to captivation and persuasion.
|Divine Champion||Gain a permanent + 1 to your Fit attribute, +1 culture, and + 3 to your melee skill.
Workday Pay: Strength or toughness + culture x50
Starting Gear: Suit of steel plate armor, or weapons and/or armor of your choice equal to 3x your workday pay or less. These weapons and armor are adorned with holy symbols of your chosen deity.
|Monk||Gain a permanent + 2 to your culture skill and two of the following skills of your choice: agility, willpower, melee, strength, stamina, speed.
|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.
|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.
|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.
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.
Workday Pay: strength + captivation x60 credits
Starting Gear: Clothes that won’t tear under the stress of your tremendous musculature. A metal keg full of a mundane drink of your choice. Any strength based weapon(s) of your choice with a total cost equal to your workday pay or less.
|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|
|Novelty Performer||Includes performances such as mimes, clowns, juggling, fire-eating, etc.|
Academics and Science
|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|
|Scientist||Choose a specialty. Gain a permanent +2 to your science skill and the extra bonus listed by your specialty.|
|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: Hardware x200 Credits|
|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.|
|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|
|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.|
|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.|
|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.|
|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.|
|You have a permanent +5 and advantage to all driving rolls.|
Illegal & Taboo Backgrounds
|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|
|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: captivation x100 Credits|
|Gear: Seductive Clothes|
|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 x150 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 x100 credits|
|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 x100 credits|
|Starting Gear: One steel knife or pistol of your choice, Disguise Kit|
|Pirate||Gain a permanent +2 to toughness and intimidation and a +1 to dexterity. You have advantage on all hardware rolls pertaining to ships.|
Plants, Animals and Environment
|You have advantage to rolls involving tracking, camouflage, trapsetting and identifying animals or monsters.|
|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.|
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.|
|You gain a permanent +4 to spellcraft. If inflicting damage with a hex, necromancy or destruction spell, gain a damage advantage.|
|Gain a permanent +4 to your spellcraft skill. You gain a bonus manapool of 6.
Workday Pay: Spellcraft x120
Starting Gear: A set of magicloth robes (or jacket and pants), or an arcane focuser, wand, or staff of your choice with equal or lesser value to 3x your workday pay.
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|
|Army Infantry:||You gain a permanent +1 to stamina, accuracy, willpower, melee, perception and toughness.|
|Cavalry:||You have advantage to animal handling rolls or driving. You never suffer a penalty to attacking from a mount.|
|You gain a permanent +2 to strength, toughness and melee skills.|
|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.|
|Gain a permanent +1 to your toughness, strength, intuition and perception. Gain a +1 bonus to all defense rolls.|
|Workday Pay:Toughness x100 credits|
|Gear: Armor with cost equal to 5x your workday pay or less.|
|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|