Difference between revisions of "Occupation"
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− | The only place where success comes before work is the dictionary. A character can use Occupation to perform a trick of the trade, make a quick buck, or dazzle onlookers with occupational knowledge | + | The only place where success comes before work is the dictionary. A character can use his skill ranks in an Occupation to perform a trick of the trade, make a quick buck, or dazzle onlookers with occupational knowledge. |
− | * Apothecary | + | When you buy ranks in a specific Occupation, you are allowed to use the ranks as a bonus to a check that's related to your occupation. For example, if a character has 3 ranks in Occupation and has chosen the livelihood of Sailor, the GM may allow that player to conditionally apply the +3 on Search checks for navigating, Craft checks for knot tying, Grip checks to climb ropes and rope ladders, and Dash and Might checks for swimming. As always, ask your GM if your Occupation bonus applies to a check. |
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+ | Most characters have learned some skill or trade along the way. For instance, a sneaky type may have once been a locksmith, or a strong type may have been a blacksmith. Occupations need to be specific; ''doctor'' isn't specific enough, but ''surgeon'' is. The list below provides some example occupations, but feel free to come up with your own and run it by your GM. | ||
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+ | {| | ||
+ | | | ||
+ | * Apiarist/Beekeeper | ||
+ | * Apothecary/Herbalist | ||
+ | * Architect/Engineer | ||
* Aviator | * Aviator | ||
+ | * Banker | ||
* Brewer | * Brewer | ||
+ | * Butcher | ||
* Carpenter | * Carpenter | ||
+ | * Cartographer | ||
* Chef | * Chef | ||
* Cooper | * Cooper | ||
* Farmer | * Farmer | ||
+ | * Farrier | ||
* Fisher | * Fisher | ||
+ | * Fletcher | ||
+ | * Guard | ||
* Herbalist | * Herbalist | ||
* Merchant/Trader | * Merchant/Trader | ||
− | * | + | | |
+ | * Metalworker | ||
* Miller | * Miller | ||
* Miner | * Miner | ||
* Lawyer | * Lawyer | ||
− | * | + | * Logger/woodcutter |
+ | * Painter/Sculptor | ||
* Potter | * Potter | ||
+ | * Priest/Cleric | ||
* Printer | * Printer | ||
* Sailor | * Sailor | ||
− | * Scribe | + | * Scribe/Calligrapher |
+ | * Shepherd | ||
+ | * Physician/Surgeon | ||
* Tailor/Cobbler | * Tailor/Cobbler | ||
+ | * Tinkerer | ||
* Weaver | * Weaver | ||
− | + | |} | |
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[[Category:Skills]] | [[Category:Skills]] |
Latest revision as of 14:37, 15 May 2022
The only place where success comes before work is the dictionary. A character can use his skill ranks in an Occupation to perform a trick of the trade, make a quick buck, or dazzle onlookers with occupational knowledge.
When you buy ranks in a specific Occupation, you are allowed to use the ranks as a bonus to a check that's related to your occupation. For example, if a character has 3 ranks in Occupation and has chosen the livelihood of Sailor, the GM may allow that player to conditionally apply the +3 on Search checks for navigating, Craft checks for knot tying, Grip checks to climb ropes and rope ladders, and Dash and Might checks for swimming. As always, ask your GM if your Occupation bonus applies to a check.
Most characters have learned some skill or trade along the way. For instance, a sneaky type may have once been a locksmith, or a strong type may have been a blacksmith. Occupations need to be specific; doctor isn't specific enough, but surgeon is. The list below provides some example occupations, but feel free to come up with your own and run it by your GM.
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