Occupation

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The only place where success comes before work is the dictionary. A character can use his or her skill 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, Lore checks for knot tying, Climb checks on ropes and rope ladders, and Swim checks. 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.

  • Apothecary
  • Aviator
  • Brewer
  • Carpenter
  • Cartographer
  • Chef
  • Cooper
  • Farmer
  • Fisher
  • Gambler
  • Guard
  • Herbalist
  • Merchant/Trader
  • Metal smith
  • Miller
  • Miner
  • Lawyer
  • Potter
  • Preacher
  • Printer
  • Sailor
  • Scribe
  • Surgeon
  • Tailor/Cobbler
  • Tinkerer
  • Weaver