Post by Flax on Aug 11, 2005 15:44:58 GMT -5
OCCUPATIONS
While the inhabitants of EXODIA live in a highly-advanced, space-faring civilization, many of the same jobs remain from their ancestors’ life on Earth. Only in the upper echelons of science and technology do noticeable differences arise; the common man works in much the same manner as people once did on Earth. All of the occupations from D20 MODERN and the D20 FUTURE are also permitted.
BUREAUCRAT
Bureaucrats make sure the day-to-day functions of government continue to operate properly. They deal with paperwork, inspections, issuing permits, and similar everyday governmental activities without which society would grind to a halt. Few appreciate the skills of the bureaucrat until they need something from the government. In a colonial environment like bureaucrats are often forced to deal with problems in a hands-on way, using whatever means are required to enforce government regulations.
Prerequisite: Age 23+.
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, Computer Use, Diplomacy, Forgery, Intimidate, Investigate, Knowledge (Business, Civics, Current Events, History), Read/Write Language, Research. Search, Sense Motive, Speak Language, Spot.
Bonus Feat: Attentive or Meticulous.
Wealth Bonus Increase: +2.
COURTIER
Within the Corporate Alliance, they may be called lobbyists or political advisors. Courtiers advise rulers in their daily decisions, ranging the gamut from wise councilors to “yes” men and toadies. Many courtiers are trained entertainers in addition to advisors, mastering skills such as oratory or music. Courtiers are often sent on diplomatic missions and can lead quite the life of exciting court intrigue.
Prerequisite: Age 23+, Charisma 13.
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.
Bluff, Diplomacy, Gamble, Gather Information, Intimidate, Investigation, Knowledge (Civics, Current Events, History, Popular Culture, Tactics,
Technology), Listen, Perform, Read/Write Language, Sense Motive, Speak Language.
Wealth Bonus Increase: +4.
DISSIDENT
Not everyone is happy with the government that stands over them. These rebellious souls seek to tear down the establishment—perhaps in order to
replace it with a better society, perhaps simply for the fun of tearing it down.
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 receive a +1 competence bonus on checks using that skill.
Bluff, Craft (Chemical, Mechanical, Pharmaceutical), Demolitions, Disable Device, Disguise, Drive, Forgery, Gather Information, Hide, Intimidate, Knowledge (Civics, Current Events),
Move Silently, Pilot, Repair, Search, Sense Motive, Spot, Survival.
Bonus Feat: Cautious or Deceptive.
Wealth Bonus Increase: +1.
EXPLORER
The sector around Sol has thousands of unexplored regions, many of which bristle with ancient ruins and resources.
Explorers are the intrepid individuals who brave the dark corners of the uncharted wastes, the unforgiving vacuum of space, hostile life forms, and deadly weather conditions in pursuit of the unknown. They are always looking for the next adventure.
Prerequisite: Age 18+.
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.
Climb, Disable Device, Drive, Handle Animal, Hide, Jump, Knowledge (History, Local, Species), Listen, Move Silently, Navigate, Pilot, Repair, Ride,
Search, Speak Language, Spot, Survival, Swim, Treat Injury.
Bonus Feat: Guide.
Wealth Bonus Increase: +1.
NOMAD
Sometimes a human hoping to find himself in the wilderness, nomads wander for the sake of the journey. With no set place to go and driven by no great need to see new things, they instead journey for more personal reasons.
Prerequisite: Age 18+.
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.
Climb, Craft (Tribal), Drive, Gamble, Gather Information, Handle Animal, Knowledge (Current Events, Local), Listen, Navigate, Ride, Search,
Speak Language, Spot, Survival, Swim, Treat Injury.
Bonus Feat: Endurance or Guide.
Wealth Bonus Increase: +1.
PILOT
Whether a fighter pilot for the military, the pilot of a vast cargo freighter or anything in between, a pilot is essential in any space faring civilization.
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 receive a +1 competence bonus on checks using that skill.
Computer Use, Drive, Knowledge (Current Events, Local, Popular Culture), Navigate, Pilot, Repair, Speak Language, Spot, Survival.
Bonus Feat: Aircraft Operation, Starship Operation.
Wealth Bonus Increase: +2.
SCIENTIST
All the factions of the Sol sector work feverishly to develop and perfect technologies that can give them an edge over their neighbors. Trained scientists are a valuable commodity.
Prerequisite: Age 23+.
Skills: Choose one 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, Craft (Any), Disable Device, Drive, Investigate, Knowledge (Life and Earth Science, Physical Sciences, Technology), Read/Write Language, Pilot, Repair, Research,Search.
Bonus Feat: Builder, Educated, or Gearhead.
Wealth Bonus Increase: +3.
SPACER
Spacers are those rare breed of people who find nothing wrong with weightlessness and find the vast darkness of space comforting. They spend most of their lives on space craft and orbital stations, finding the touch of a world’s surface distinctly disconcerting.
Prerequisite: Age 20+.
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.
Balance, Computer Use, Disable Device, Drive, Jump, Knowledge (Current Events, Local, Popular Culture), Navigate, Pilot, Repair, Search, Spot.
Bonus Feat: Zero-G Training or Starship Operation.
Wealth Bonus Increase: +2.
While the inhabitants of EXODIA live in a highly-advanced, space-faring civilization, many of the same jobs remain from their ancestors’ life on Earth. Only in the upper echelons of science and technology do noticeable differences arise; the common man works in much the same manner as people once did on Earth. All of the occupations from D20 MODERN and the D20 FUTURE are also permitted.
BUREAUCRAT
Bureaucrats make sure the day-to-day functions of government continue to operate properly. They deal with paperwork, inspections, issuing permits, and similar everyday governmental activities without which society would grind to a halt. Few appreciate the skills of the bureaucrat until they need something from the government. In a colonial environment like bureaucrats are often forced to deal with problems in a hands-on way, using whatever means are required to enforce government regulations.
Prerequisite: Age 23+.
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, Computer Use, Diplomacy, Forgery, Intimidate, Investigate, Knowledge (Business, Civics, Current Events, History), Read/Write Language, Research. Search, Sense Motive, Speak Language, Spot.
Bonus Feat: Attentive or Meticulous.
Wealth Bonus Increase: +2.
COURTIER
Within the Corporate Alliance, they may be called lobbyists or political advisors. Courtiers advise rulers in their daily decisions, ranging the gamut from wise councilors to “yes” men and toadies. Many courtiers are trained entertainers in addition to advisors, mastering skills such as oratory or music. Courtiers are often sent on diplomatic missions and can lead quite the life of exciting court intrigue.
Prerequisite: Age 23+, Charisma 13.
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.
Bluff, Diplomacy, Gamble, Gather Information, Intimidate, Investigation, Knowledge (Civics, Current Events, History, Popular Culture, Tactics,
Technology), Listen, Perform, Read/Write Language, Sense Motive, Speak Language.
Wealth Bonus Increase: +4.
DISSIDENT
Not everyone is happy with the government that stands over them. These rebellious souls seek to tear down the establishment—perhaps in order to
replace it with a better society, perhaps simply for the fun of tearing it down.
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 receive a +1 competence bonus on checks using that skill.
Bluff, Craft (Chemical, Mechanical, Pharmaceutical), Demolitions, Disable Device, Disguise, Drive, Forgery, Gather Information, Hide, Intimidate, Knowledge (Civics, Current Events),
Move Silently, Pilot, Repair, Search, Sense Motive, Spot, Survival.
Bonus Feat: Cautious or Deceptive.
Wealth Bonus Increase: +1.
EXPLORER
The sector around Sol has thousands of unexplored regions, many of which bristle with ancient ruins and resources.
Explorers are the intrepid individuals who brave the dark corners of the uncharted wastes, the unforgiving vacuum of space, hostile life forms, and deadly weather conditions in pursuit of the unknown. They are always looking for the next adventure.
Prerequisite: Age 18+.
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.
Climb, Disable Device, Drive, Handle Animal, Hide, Jump, Knowledge (History, Local, Species), Listen, Move Silently, Navigate, Pilot, Repair, Ride,
Search, Speak Language, Spot, Survival, Swim, Treat Injury.
Bonus Feat: Guide.
Wealth Bonus Increase: +1.
NOMAD
Sometimes a human hoping to find himself in the wilderness, nomads wander for the sake of the journey. With no set place to go and driven by no great need to see new things, they instead journey for more personal reasons.
Prerequisite: Age 18+.
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.
Climb, Craft (Tribal), Drive, Gamble, Gather Information, Handle Animal, Knowledge (Current Events, Local), Listen, Navigate, Ride, Search,
Speak Language, Spot, Survival, Swim, Treat Injury.
Bonus Feat: Endurance or Guide.
Wealth Bonus Increase: +1.
PILOT
Whether a fighter pilot for the military, the pilot of a vast cargo freighter or anything in between, a pilot is essential in any space faring civilization.
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 receive a +1 competence bonus on checks using that skill.
Computer Use, Drive, Knowledge (Current Events, Local, Popular Culture), Navigate, Pilot, Repair, Speak Language, Spot, Survival.
Bonus Feat: Aircraft Operation, Starship Operation.
Wealth Bonus Increase: +2.
SCIENTIST
All the factions of the Sol sector work feverishly to develop and perfect technologies that can give them an edge over their neighbors. Trained scientists are a valuable commodity.
Prerequisite: Age 23+.
Skills: Choose one 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, Craft (Any), Disable Device, Drive, Investigate, Knowledge (Life and Earth Science, Physical Sciences, Technology), Read/Write Language, Pilot, Repair, Research,Search.
Bonus Feat: Builder, Educated, or Gearhead.
Wealth Bonus Increase: +3.
SPACER
Spacers are those rare breed of people who find nothing wrong with weightlessness and find the vast darkness of space comforting. They spend most of their lives on space craft and orbital stations, finding the touch of a world’s surface distinctly disconcerting.
Prerequisite: Age 20+.
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.
Balance, Computer Use, Disable Device, Drive, Jump, Knowledge (Current Events, Local, Popular Culture), Navigate, Pilot, Repair, Search, Spot.
Bonus Feat: Zero-G Training or Starship Operation.
Wealth Bonus Increase: +2.