Prime Directive Occupations

Morrus

Well, that was fun
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These occupations are in addition to those found in the core rules under [modsrd]Modern Occupations[/modsrd] and [modsrd]Future Occupations[/modsrd].

[h=1]Cadet[/h]Elite members of a sophisticated space training program such as the Star Fleet Academy, cadets are waiting for the opportunity to hurl themselves into the void in order to advance humanity’s understanding of science and shed light on the mysteries of the universe.

Prerequisite: Age 21+.
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Computer Use, Craft (electronic, mechanical, or pharmaceutical), Knowledge (earth and life sciences, military science, physical sciences, or technology), Navigate, Pilot, Repair, Survival.
Bonus Feat: Select either Starship Operation or Zero-G Training.
Wealth Bonus Increase: +1.

[h=1]Drifter[/h]Drifters are aimless wanderers and world-wise jacks-ofall-trades who move between cities or star systems, working odd jobs until boredom or fate leads them elsewhere. Along the way, they learn strange customs and pick up interesting and diverse skills.

Prerequisite: Age 15+.

Skills: Choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Bluff, Decipher Script, Disable Device, Disguise, Forgery, Gamble, Gather Information, Hide, Knowledge (streetwise), Navigate, Sleight of Hand.
Wealth Bonus Increase: +2.

[h=1]Federation Marshal[/h]A Federation Marshal falls under the civilian branch of the government and investigates crimes that go from one planet to another. Counter-espionage may also be part of a Marshal’s assigned duties. For this occupation, use the Law Enforcement occupation in the d20 Modern Roleplaying Game Core Rulebook, with the following modifications.

Skills: Add Computer Use, Research, Spot, and Treat Injury to the list of possible skills.

Bonus Feat: Add Combat Martial Arts, Defensive Martial Arts, and Zero-G Training to the list of possible feats.

[h=1]Galactic Intelligence Agency Academy Graduate[/h]Some GIA agents are identified early and sent to the Academy for training. For this occupation, use the Investigative occupation in the d20 Modern Roleplaying Game Core Rulebook, with the following modifications.

Skills: Add Disable Device, Read/Write Language, Speak Language, and Surveillance to the list of possible skills.

Bonus Feat: Add Combat Martial Arts, Defensive Martial Arts, and Zero-G Training to the list of possible feats.

[h=1]Outcast[/h]Outcast is not so much an occupation as a forced way of life. Persecuted and exiled for being different, outcasts are lone pariahs or shunned members of a culture whose customs or characteristics society finds deviant or abhorrent.

Outcasts lurk on the fringes of civilization. Some strive for acceptance, while others are trapped by their own feelings of resentment, self-loathing, or hopelessness.These may also be Klingons who showed cowardice in battle, or Romulans who tried and failed to gain entry into a Great House.

Prerequisite: Age 15+.
Skills: Choose one of the following skills as a permanent class skill. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Disguise, Hide, Knowledge (streetwise), Search, Survival, Treat Injury.
Bonus Feat: Toughness.

Wealth Bonus Increase: +1.

[h=1]Pioneer[/h]The first permanent colonists on a newly-surveyed planet, pioneers set the foundations of new societies on far-flung continents, planets, or moons. To survive in their new surroundings, they learn to live off the land and defend themselves against indigenous predatory life forms and hostile forces of nature.

Prerequisite: Age 15+.
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Computer Use, Craft (electronic, mechanical, or structural), Knowledge (earth and life sciences or physical sciences), Navigate, Repair, Survival.
Bonus Feat: Select one of the following: Builder, Guide, or Planetary Adaptation.
Wealth Bonus Increase: +1.

[h=1]Scavenger[/h]
Scavengers turn society’s wreckage and discarded trash into useful tools or items for trade, and if they’re lucky, their endeavors might even yield one or two objects of special value. They effortlessly navigate and strip clean the most treacherous places; their playgrounds are abandoned space stations, gutted buildings, and smoking battlefields.

Prerequisite: Age 15+.
Skills: Choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Decipher Script, Disable Device, Knowledge (technology), Move Silently, Repair, Search, Spot, Survival.
Wealth Bonus Increase: +2.

[h=1]Transporter[/h]Skilled drivers and pilots, transporters move people, information, and precious cargo safely from one location to another. They treat their vehicles as extensions of their bodies and are most comfortable behind the wheels of skycabs, ground vehicles, or the thruster controls of cargo shuttles.

Prerequisite: Age 18+.
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Craft (mechanical), Drive, Knowledge (current events, popular culture, or streetwise), Navigate, Pilot, Repair.
Bonus Feat: Select either Spacer or Vehicle Expert.
Wealth Bonus Increase: +1.
 

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