Samloyal23 said:
So, just out of curiosity, what have been some of the more "interesting" occupations and talents you have seen published or created by gamers?
I came up with the following new occupations for my home-brew conversion of the Dark*Matter setting to d20 Modern (a conspiracy/occult setting, an short mini-conversion was in a late issue of Dungeon/Polyhedron). (The Arcane Heritage and Divine Heritage feats are from Urban Arcana, but contained in the MSRD, they are feats that you can only take at 1st level that give you very limited cantrip/orison level spellcasting ability).
Adept
Adepts are phone psychics, police psychics, academic scholars of the occult, apprentices to secret mystical orders or mages, members of arcane cults who are initiated into occult secrets or anyone else who makes a living related to the paranormal or occult. The Adept need not actually have any paranormal abilities; they could be just a scholar or follower.
Prerequisite: Age 18+, Int 13+ or Cha 13+, This Occupation should only be taken with GM permission.
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.
Craft (Chemical), Knowledge (Arcane Lore), Knowledge (Theology & Philosophy), Concentration, Investigate , Research, Decipher Script, Sense Motive, Spot
Bonus Feat: Select from Iron Will, Wild Talent, Studious, Arcane Heritage or Divine Heritage. The character must meet all requirements for the feat.
Wealth Bonus Increase: +1
Offworlder
An offworlder is anyone who does not work or regularly reside on Earth. Whether on an alien spaceship, a secret space station or moonbase, or some alternate dimension, an Offworlder lives a very different life from most people. For some unknown reason, Psionic abilities have been documented to be more common among humans born away from Earth than on.
Prerequisite: Age 15+, This Occupation should only be taken with GM permission.
Skills: Choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.
Computer Use, Knowledge (Technology), Knowledge (Physical Sciences), Knowledge (Earth & Life Sciences), Navigate, Pilot, Repair, Treat Injury
Bonus Feat: Select either Low Profile, Acrobatic, or Wild Talent
Note: This occupation does not change Wealth or Reputation bonuses, they are both too tied to life on Earth to be a concern for an Offworlder.
Operative
Not exactly a law enforcer, not exactly a private investigator, this occupation represents those who work as career employees for shadowy organizations that if not outside the law, at least works on the edges of it. This might be quasi-governmental entities like the UN, intelligence agencies like the CIA, secret agencies , powerful cults, or maybe private organizations like the Bilderbergers.
Prerequisite: Age 21+, Cha 13+, This Occupation should only be taken with GM permission.
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.
Bluff, Intimidate, Spot, Drive, Gather Information, Knowledge (Current Events), Speak Language, Demolitions.
Bonus Feat: Select from Low Profile, Armor Proficiency (Light), Personal Firearms Proficiency or Deceptive.
Wealth Bonus Increase: +1