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Old 10-19-2009, 04:30 AM
leonpoi leonpoi is offline
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Join Date: May 2009
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Quote:
Originally Posted by headquarters View Post
What will careers look like after the TDM / nukes are flying ?

I am thinking about character generation in the case where
using prewar careers isnt practical anymore -or postwar careers could be used in combination with the careers as pr core rules.

I.e a survivor that starts his game or an NPC that is introduced as someone with a pre war background and a postwar background.

Maybe he was a bank clerk before the nukes flew and a gatherer/fisherman after ?

Please post your takes on all sorts of post apocalyptic occupations that can be used in character generation .I am thinking jobs like hunter,farmhand,rad-zone scout ( has a nice 80s post apoc ring to it ),medicine man,enforcer etc etc .

Minimum requirements to get into that career/line ,
points that are available,
pay,
contacts
and special notes could be listed as examples .

I am aware that everyone has their own take and that variables are limitless as to what could be .Maybe someone sees it the way that there will be no jobs but toiling in a slightly radiated field and others see more exotic jobs like caravan guard. I would like to see it anyways .

thanks
Do you mean for tw2000 and if so are you talking about careers for characters who might not have been drafted in the last term? Or do you mean for a campaign that is set much after the nukes have gone off (a decade or so).

In any case, marauder is an obvious choice, so are the other archetypes that appear on the random tables like merchants, smugglers, slavers, slaves, primitive, hunter. I'm not proposing stats for these at the moment, but you have stirred my interest in doing so.

Maybe also: scavenger, gang member, some form of resistance fighter.
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