Occupations
ADVENTURER
Adventurers in the Gamma World follow many paths. Treasure seekers loot through the ruins of the previous age, explorers cut new paths in changed lands, and trophy hunters track down everything from land whales to giant robots. While the adventuring lifestyle may or may not provide great monetary rewards, it does provide a wealth of experience.Prerequisite: Age 15+.
Skills: Choose two of the following skills as class skills. If a selected skill is already a class skill, the character receives a +1 competence bonus on checks using that skill.
Acrobatics, Climb, Demolitions, Disable Device, Drive, Escape Artist, Intimidate, Knowledge (earth and life sciences, history, technology: archaic, technology: Pre-War), Perception, Navigate, Pilot, Ride, Stealth, Survival, Swim, Treat Injury.
Bonus Feat: Select one of the following: Archaic Weapons Proficiency, Brawl, or Personal Firearms Proficiency.
Wealth Bonus Increase: +1.
ARISTOCRAT
While the form it takes varies from place to place, wealth is a universal aspect of society. The aristocrat comes from a wealthy and often politically or socially influential family or status. Pampered and bored, young aristocratic people often seek entertainment in the struggles and passions of the lower classes.Prerequisite: Age 18+.
Skills: Choose one of the following skills as a class skill. If the selected skill is already a class skill, the character receives a +1 competence bonus on checks using that skill.
Diplomacy, Gamble, Intimidate, Knowledge (gossip, history), Linguistics.
Reputation Bonus Increase: +1.
Wealth Bonus Increase: +6.
ARTIST
Life in the Gamma Age is not so debased as to undo humanity’s greatest asset: the creative mind. Painters, sculptors, fashion designers, and writers are only a few of the many kinds of creative professionals in the Gamma World. Most artists, however, must perform other work to survive, or are supported by wealthy patrons.Prerequisite: Age 15+.
Skills: Choose three of the following skills as class skills. If a selected skill is already a class skill, the character receives a +1 competence bonus on checks using that skill.
Bluff, Craft (visual art, writing), Knowledge (art, history), Linguistics, Perception.
Wealth Bonus Increase: +2.
ATHLETE
Even as societies crumble and the world teeters on the edge of oblivion, some needs are basic to human existence: food, water, shelter, and a good ball game. Sports range from the corrupted remnants of Pre-War games to recently invented spectacles. Athletes of the Gamma World are mostly amateurs playing in constantly shifting leagues between multiple small communities, though some larger societies do support professional sports.Prerequisites: Strength 13 or Dexterity 13, Age 15+.
Skills: Choose three of the following skills as class skills. If a selected skill is already a class skill, the character gains a +1 competence bonus on checks using that skill.
Acrobatics, Climb, Perception, Ride, Sense Motive, Swim.
Bonus Feat: Select either Archaic Weapons Proficiency or Brawl.
Wealth Bonus Increase: +1.
BOSS
In the cities and protected communities, some semblance of the old order remains. Less powerful than the aristocrats and more skilled than the labourers, the “bosses” are the managers, bureaucrats, and business people who maintain what passes for a middle class in the Gamma World.Prerequisite: Age 21+.
Skills: Choose two of the following skills as class skills. If a selected skill is already a class skill, the character receives a +1 competence bonus on checks using that skill.
Diplomacy, Intimidate, Knowledge (art, business, history, politics, physical sciences, technology: Pre-War), Profession, Research.
Wealth Bonus: +3.
CRIMINAL
This occupation includes con artists, burglars, thieves, crime family soldiers, gang members, bank robbers, and other types of career criminals. In the Gamma World, these things may not be illegal in every society (some societies don’t have laws at all), but what is criminal remains criminal, even if dressed up by corrupt officials or anarchists.Prerequisite: Age 15+.
Skills: Choose two of the following skills as class skills. If a selected skill is already a class skill, the character receives a +1 competence bonus on checks using that skill.
Disable Device, Disguise, Gamble, Knowledge (streetwise), Linguistics, Stealth, Sleight of Hand.
Bonus Feat: Select either Brawl or Personal Firearms Proficiency.
Wealth Bonus Increase: +2.
CULT LEADER
Either and expert swindler or inspired wacko, a cult leader gathers a flock around him to follow a faith he invented. Mostly. Hopefully.Prerequisites: Charisma 13+, Age 25+.
Skills: Choose two of the following skills as class skills. If a selected skill is already a class skill, the character receives a +1 competence bonus on checks using that skill.
Bluff, Intimidate, Knowledge (behavioural sciences, history, politics, theology and philosophy), Perform, Sense Motive, Stealth.
Bonus Feat: Select one of the following: Attentive, Confident, Deceptive, Dodge, Educated, Evangelist, Renown, Windfall.
Wealth Bonus Increase: +2.
ENGINEER
Engineers are scientists who, unlike scholars, put their knowledge to work. They build bridges, plan cities, dig mines, and design locomotives. Whether trained in the enclaves of the pure-strain survivors or apprenticed under a wandering Maker digging wells in wasteland villages, engineers use the tools of science to rebuild the Gamma World.Prerequisite: Age 18+.
Skills: Choose three of the following skills as class skills. If a selected skill is already a class skill, the character receives a +1 competence bonus on checks using that skill.
Computer Use, Craft (chemical, electronic, mechanical, structural), Knowledge (earth and life sciences, physical sciences, technology: archaic, technology: Pre-War), Repair, Research.
Wealth Bonus: +3.
ENTERTAINER
Like an artist or an athlete, the entertainer fills a niche; more importantly, she provides a sense of release and escape for the people of the Gamma World. Jugglers, actors, dancers, singers, acrobats, storytellers, and musicians make up the majority of Gamma Age entertainers. The often travel in large troupes, moving from town to town in search of an audience.Prerequisite: Age 15+.
Skills: Choose two of the following skills as class skills. If a selected skill is already a class skill, the character receives a +1 competence bonus on checks using that skill.
Acrobatics, Bluff, Craft (visual art, writing), Diplomacy, Disguise, Perform (act, dance, percussion instruments, sing, stand-up, stringed instruments, wind instruments), Sleight of Hand.
Reputation Bonus Increase: +1.
Wealth Bonus Increase: +2.
HEALER
Doctors, medicine men, and field medics are all considered healers in the Gamma World. The art of medicine is both rare and valuable, and healers must often travel long distances to reach their patients. Most healers are well known in their limited geographical region, and respected by even the most unfriendly communities.Prerequisite: Age 21+.
Skills: Choose two of the following skills as class skills. If a selected skill is already a class skill, the character receives a +1 competence bonus on checks using that skill.
Craft (pharmaceutical), Knowledge (behavioural sciences, earth and life sciences), Perception, Treat Injury.
Reputation Bonus Increase: +2.
Wealth Bonus Increase: +3.
HUNTER
Hunting is a highly prized skill in nearly all Gamma World societies: simple subsistence hunters provide food for needy communities; professional keep communities safe; and hunters who make prey of intelligent beings might serve a community’s darker needs. Hunting can be a lucrative profession as well.Prerequisite: Age 15+.
Skills: Choose two of the following skills as permanent class skills. If a selected skill is already a class skill, the character receives a +1 competence bonus on checks using that skill.
Acrobatics, Climb, Handle Animal, Knowledge (earth and life sciences), Perception, Ride, Stealth, Survival.
Bonus Feat: Select Archaic Weapons Proficiency, Personal Firearms Proficiency, or Skill Focus (Survival).
Wealth Bonus Increase: +2.
LABOURER
Labourers form the backbone of society. They work in factories and mines, or as farmers and construction workers, and otherwise perform the hard work that keeps life moving apace for the rest of the population of the Gamma World. Some labourers eventually become fed up and leave the dangerous low-paying work for the hope of something better.Prerequisite: Age 15+.
Skills: Choose three of the following skills as class skills. If a selected skill is already a class skill, the character receives a +1 competence bonus on checks using that skill.
Craft (mechanical, structural), Climb, Drive, Handle Animal, Intimidate, Knowledge (earth and life sciences), Repair, Ride.
Wealth Bonus Increase: +2.
OFFICER
The officer is a leader in a semi-organized or fully formal security force such as a town guard, a mercenary band, or an army. Officers have official recognition of their authority.Prerequisites: Intelligence 13+, Charisma 13+, Age 20+.
Skills: Choose one of the following skills as a class skill. If the selected skill is already a class skill, the character receives a +1 competence bonus on checks using that skill.
Climb, Demolitions, Diplomacy, Drive, Intimidate, Knowledge (behavioural sciences, tactics), Navigate, Survival, Swim.
Bonus Feat: Select two of the following: Alpha Dog, Armour Proficiency {Light}, Armour Proficiency {Medium}, Armour Proficiency {Heavy}, Beta Dog, Combat Martial Arts, Paragon, Personal Firearms Proficiency.
Wealth Bonus Increase: +3.
POLITICO
While not exactly rulers themselves, politicos are very active in the social arenas of communities. They are experts at brokering deals and getting things done, while not exactly knowing a trade well. This occupation includes council members, high-end bureaucrats, courtiers, etc.Prerequisites: Intelligence 13+, Wisdom 13+, Age 25+.
Skills: Choose three of the following skills as class skills. If a selected skill is already a class skill, the character receives a +1 competence bonus on checks using that skill.
Bluff, Diplomacy, Knowledge (behavioural sciences, business, gossip, history, politics), Linguistics, Profession, Perform (act), Sense Motive.
Reputation Bonus Increase: +1.
Wealth Bonus Increase: +3.
PRIEST
Ordained clergy of all persuasions, as well as theological scholars and experts on religious studies all fall within the scope of this starting occupation. Faith in the Gamma World is often tied to the past, and priests must often search the remnants of the past to find a future for their flock.Prerequisites: Wisdom 13+, Charisma 13+, Age 18+.
Skills: Choose three of the following skills as class skills. If a selected skill is already a class skill, the character receives a +1 competence bonus on checks using that skill.
Diplomacy, Intimidate, Knowledge (art, history, streetwise, theology and philosophy), Linguistics, Sense Motive.
Wealth Bonus Increase: +2.
SCAVENGER
A scavenger survives by picking clean the remains of the old world. More than a simple pack rat, the scavenger knows trash from treasure and can navigate even the most treacherous ruins in relative safety. Scavengers are often sought out as guides into the ruins.Prerequisite: Age 15+.
Skills: Choose three of the following skills as class skills. If a selected skill is already a class skill, the character receives a +1 competence bonus on checks using that skill.
Climb, Disable Device, Knowledge (earth and life sciences, history, technology: Pre-War), Linguistics, Perception, Stealth, Survival, Swim.
Wealth Bonus Increase: +6. Note: This is a one-time bonus occurring at character generation; once the character is fully equipped, the Wealth bonus for the Scavenger occupation drops to +0.
SCHOLAR
Knowledge is a powerful tool, and scholars are those who have dedicated their lives to pursuing it. While most would prefer to remain in their libraries, surrounded by books, scrolls, or data disks, most of the knowledge humanity once held is out there, buried in the ruins of Pre-War cities.Prerequisite: Age 21+.
Skills: Choose three of the following skills as class skills. If a selected skill is already a class skill, the character receives a +1 competence bonus on checks using that skill.
Computer Use (any), Craft (writing), Knowledge (art, business, earth and life sciences, history, physical sciences, politics, tactics, technology: archaic, technology: Pre-War, theology and philosophy), Linguistics, Research.
Wealth Bonus Increase: +3.
SOLDIER
Soldiers are a common and varied lot: the impressed troops or a petty warlord, the trained guardians of a survivalist enclave, the bands of mercenaries little better than the raiders they are to hired to wipe out. Every society in the Gamma World utilizes soldiers in one form or another, and often soldiers continue fighting long after they have left service.Prerequisite: Age 18+.
Skills: Choose two of the following skills as class skills. If a selected skill is already a class skill, the character receives a +1 competence bonus on checks using that skill.
Climb, Demolitions, Drive, Knowledge (tactics), Navigate, Stealth, Survival, Swim.
Bonus Feat: Select one of the following: Armour Proficiency {Light}, Brawl, Combat Martial Arts, or Personal Firearms Proficiency.
Wealth Bonus Increase: +2.
SPY
The struggle for supremacy in the Gamma World is not limited to overt warfare. On all sides of physical conflict—before, during, and after—the use of subterfuge supports, or even replaces, the use of guns. Sometimes freelancers hired on a temporary basis, other times dedicated agents, spies serve governments, causes and organizations, trading in lies and worse.Prerequisite: Age 20+.
Skills: Choose two of the following skills as class skills. If a selected skill is already a class skill, the character receives a +1 competence bonus on checks using that skill.
Bluff, Craft (visual art, writing), Diplomacy, Investigate, Knowledge (gossip, politics, streetwise, theology and philosophy), Linguistics, Research, Sense Motive.
Bonus Feat: Select either Defensive Martial Arts or Personal Firearms Proficiency.
Wealth Bonus Increase: +2.