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#1
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Hey you missed out on Exotic Dancer and Escort... to very important career paths for the soldiers morale!
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************************************* Each day I encounter stupid people I keep wondering... is today when I get my first assault charge?? |
#2
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One long term NPC member of the party in my campaign was a former phone sex worker and another was a Canadian male porn star.
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"It is better to be feared than loved" - Nicolo Machiavelli |
#3
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I have a lot of unusual professions in the character generation part of my site, but they're geared to my variant character generation system. Maybe you can work from there. They include weird things like terrorist, partisan, forensics specialist, clinical psychologist, and other strange things.
On one of the old websites that used to be around, someone came up with what I think would be a very useful specialty in T2K. He called it a "holistic medical specialist" or something like that, but it included basic first aid, some psychology, and (very good skills) expertise in botany, what plants are good to eat, and (especially) what is good for healing various things and brewing and concocting remedies for illnesses.
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War is the absence of reason. But then, life often demands unreasonable responses. - Lucian Soulban, Warhammer 40000 series, Necromunda Book 6, Fleshworks Entirely too much T2K stuff here: www.pmulcahy.com |
#4
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Hello, everyone. I'm new to the forum. So, first things first. Hello! *waves*
Second, the following information was taken from my personal notes for career additions to the T2k V 2.0 rules set. If you use these, be sure to closely examine the skill levels I've assigned as they may not be appropriate for your individual campaigns. (I tend to err on the slightly higher skill levels for starting PC's than most do, due to the extreme lethality level typical of my campaigns). Sharp-eyed readers may notice the Lawyer profession listed below. The reason this is repeated from T2K is I regard the one in the book as a paralegal for my campaign purposes. As with anything, use what you like and disregard the rest. Enjoy! Goon NEW CAREERS FOR CIVILIANS Gunsmith Entry: Technical School, Gunsmith 1+. First Term Skills: The character receives the following skills in their first term: ● Gunsmith: 3 ● Machinist: 1 ● Metallurgy: 1 ● Mechanic: 1 Subsequent Term Skills: A total of four levels from any one or a combination of the following: ● Gunsmith ● Machinist ● Metallurgy ● Mechanic ● Scrounging Contacts: Two per term, business or military. Roll 1D10. A 9+ or higher indicates that the contact is foreign. Special: The character receives a set of small arms tools free at character generation. Religious Figure of Any Faith Entry: Charisma 7+ First Term Skills: The character receives the following skills in their first term: ● Persuasion: 3 ● Interrogation: 2 ● Language: 2 ● Leadership: 1 ● Observation: 1 Subsequent Term Skills: A total of four levels from any one or a combination of the following: ● Persuasion ● Interrogation ● Language ● Leadership ● Observation ● Instruction Contacts: Two per term, any area. Roll 1D10. A 9+ or higher indicates that the contact is foreign. Special: The Religious Figure of Any Faith receives two Secondary Activities a term. When war breaks out, the Religious Figure is drafted into the Chaplain Corps and receives a direct commission as a 2nd Lieutenant. Lawyer Entry: Law school. First Term Skills: The character receives the following skills in their first term: ● Persuasion: 3 ● Interrogation: 2 ● Language: 2 ● Leadership: 1 ● Observation: 1 Subsequent Term Skills: A total of four levels from any one or a combination of the following: ● Persuasion ● Interrogation ● Language ● Leadership ● Observation ● Instruction Contacts: Four per term, business, wealthy, criminal, law enforcement. Roll 1D10. A 7+ or higher indicates that the contact is foreign. Special: Lawyers receive two Secondary Activities a term. When war breaks out, the Lawyer is drafted into the JAG Corps and receives a direct commission as a 2nd Lieutenant. Bounty Hunter Entry: No prerequisites First Term Skills: The character receives the following skills in their first term: ● Melee Combat (Armed): 2 ● Melee Combat (Unarmed): 1 ● Small Arms (Pistol): 2 ● Small Arms (Rifle): 1 ● Interrogation: 2 ● Stealth: 1 ● Tracking: 1 ● Computer: 2 Subsequent Term Skills: A total of five levels from any one or a combination of the following: ● Melee Combat ● Small Arms ● Interrogation ● Stealth ● Tracking ● Lockpick ● Medical ● Gunsmith ● Scrounging ● Wheeled Vehicle Contacts: Two per term, law enforcement, criminal, or government. Roll 1D10. A roll of 10 indicates that the contact is foreign. Special: If more than one term is served, add +1 to initiative. Slacker Entry: No prerequisites. First Term Skills: A slacker, having no real job or social function, has only hobbies to fall back on. Thus, the slacker may take up to five skill ranks in any combination of the following skills: ● Computer ● Electronics ● Scrounging ● Farmer ● Fishing ● Small Arms ● Wheeled Vehicle ● Forgery ● Melee Combat Subsequent Term Skills: A total of four levels from any one or a combination of the following: ● Computer ● Electronics ● Scrounging ● Farmer ● Fishing ● Small Arms ● Wheeled Vehicle ● Forgery ● Melee Combat Contacts: One per term, any area. Non-foreign only. Special: Because the slacker has so much time on their hands not being employed, they have time for three secondary activities a term. However, when the War starts, they are drafted into military service, which must be their next term of service. Players choice as to which branch they are drafted into. Also, if no war breaks out, a slacker may have committed some crime. On a d10 roll of 8+, the characters next term must be prison. Survivalist/Militia Entry: No prerequisites. First Term Skills: The character receives the following skills in their first term: ● Small Arms (Rifle): 1 ● Melee Combat (Armed): 1 ● Melee Combat (Unarmed): 1 ● Thrown Weapon: 1 ● Navigation: 1 ● Mountaineering: 1 ● Stealth: 1 ● Foraging: 1 Subsequent Term Skills: A total of five levels from any one or a combination of the following: ● Small Arms ● Melee Combat ● Thrown Weapon ● Navigation ● Mountaineering ● Stealth ● Foraging Contacts: One per term, any area. Roll 1D10. A roll of 10 indicates that the contact is foreign. Special: If more than one term is served, increase initiative by +1. Computer Hacker Entry: No prerequisites. First Term Skills: A computer hacker begins with these skills: ● Computer: 3 ● Electronics: 3 ● Scrounging: 1 ● Wheeled Vehicle: 1 ● Forgery: 2 Subsequent Term Skills: A total of four levels from any one or a combination of the following: ● Computer ● Electronics ● Scrounging ● Small Arms ● Wheeled Vehicle ● Forgery ● Melee Combat Contacts: One per term, business, criminal, law enforcement, or military. On a 1D10 roll of 8+ the contact is foreign. Special: Computer hackers are criminals. If no war breaks out, a hacker may have committed some crime related to computers (software piracy, hacking bank records, or some other activity). On a d10 roll of 8+, the characters next term must be prison. Professional Athlete Entry: Strength 5+, Constitution 5+, Agility 5+. First Term Skills: A total of four levels from any one or a combination of the following: ● Swimming ● Snow Skiing ● Melee Combat ● Leadership ● Instruction ● Horsemanship ● Thrown Weapon ● Small Arms ● Hunting Bow ● Mountaineering ● Fishing ● Tracking ● Scuba ● Small Boat ● Parachute ● Wheeled Vehicle ● Motorcycle ● Pilot ● STR ● CON Subsequent Term Skills: A total of four levels from any one or a combination of the following: ● Swimming ● Snow Skiing ● Melee Combat ● Leadership ● Instruction ● Horsemanship ● Thrown Weapon ● Small Arms ● Hunting Bow ● Mountaineering ● Fishing ● Tracking ● Scuba ● Small Boat ● Parachute ● Wheeled Vehicle ● Motorcycle ● Pilot ● STR ● CON Contacts: Four per term, business, entertainment, journalist, criminal, law enforcement, or medical. On a 1D10 roll of 6+ the contact is foreign. Special: Professional athletes are recognizable figures, even in the ashes following the Third World War. At the referee’s option, random NPC’s may recognize the character as a famous athlete.
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Yeah. Uh huh. Sure. Whatever. Last edited by kato13; 02-16-2010 at 05:52 AM. Reason: Added Bold tags to term description |
#5
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Nice work WonderGoon. And welcome to the forum.
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"It is better to be feared than loved" - Nicolo Machiavelli |
#6
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Thank you, Targan. I have to say, I've enjoyed reading your posts over the past few days since I discovered the forum.
Regards, Goon
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Yeah. Uh huh. Sure. Whatever. |
#7
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Great first post. Welcome Aboard
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#8
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After reading the Slacker and Computer Hacker I got to Professional Athlete and wondered where the roll for "drug cheat" was...
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#9
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I didn't think about that. . .
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Yeah. Uh huh. Sure. Whatever. |
#10
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Thank you, Kato. Glad to be here. I've got some other information I will add later that focuses on military careers. Chaplains, EOD, MP's, etcetera.
Regards, Goon
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Yeah. Uh huh. Sure. Whatever. |
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careers, rules |
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