DCC Greyhawk - Occupation Tables

 So, if I'm going to have gnomes, half-orcs and such, I need a new Occupation Table.  It's also my opportunity to make things feel more appropriate to Greyhawk -- add in grocers, aspirants, Rhenee Riverfolk, and such.

I'm also going to tone down some of the silliness -- while I don't want to take away from the 0-level experience, there are common folk who can rise up to be great warriors, taking out the Gongfarmer or a cart of dead people will feel more grounded.

I also made the decision to create two new classes -- the HIgh Elf and Sylvan Elf.  The former will be a lot like the DCC Core Elf (with some exceptions, like an automatic Patron), and the Sylvan Elf will have less magic and be more of a warrior style class -- not sure what that's going to look like, but that's a future me problem.


Occupation

Your character once toiled away at mundane tasks, and his family and peers still do. Whether alongside his family or apprenticed to a master, a character’s former occupation provides a set of skills. These skills may be useful to a character only as a fallback when he emerges crippled from the dungeon, but they are useful nonetheless. These skills also include training in a rudimentary weapon of some kind. Roll d% on table 1-3 to determine a character’s background. Unless noted otherwise, a character is human.

Note that a character’s occupation need not be determined randomly. If a player has a strong sense of the character’s background, he should feel free to use it. Starting trained weapon and trade goods can be determined thematically with the judge’s approval.

Can I Choose To Start As A Dwarf?

 Yes, the GM will let you pick the race of some of your 0-level characters (maybe 1 in 3), but still roll d100 for Occupation, overriding any racial descriptions – you might end up with a Gnome Tavernhand or a Sylvan Elf Merchant, and that’s okay.

Demi-humans at level 0: Characters whose 0-level result includes a demi-human race may advance in their demi-human class. For example, a dwarven miner levels up as a dwarf. 0-level demi-humans are able to utilize select racial traits as follows:

·         Dwarves have infravision up to 60’, a base speed of 20’, and the ability to smell gold and gems within 30’

·         Gnomes have infrqvision up to 60’, a base speed of 20’ and a +2 bonus to detect structurally unsafe caves, walls, ceilings or floors.

·         Half-Elves have infravision up to 30’, a +2 bonus to detect secret doors with an automatic chance if they pass within 10’ of such a door, and a +2 bonus to save against magical sleep or paralysis

·         Half-Orcs have infravision up to 30’, and toughened nails or sharp teeth able to cause 1d4 damage even when normally unarmed

·         Halflings have infravision up to 30’, small size allowing them to crawl through narrow spaces, and a base movement rate of 20’.

·         Sylvan Elves and High Elves both have Infravision up to 60’, immune to magical sleep and paralysis, a +2 bonus to detect secret doors, and an auomatic chance if they pass within 10’ of such a door.

Refer to the dwarf, high elf, sylvan elf, half-elf, half-orc, and halfling class descriptions for more information on these abilities. 0-level demi-humans speak Common plus their racial language, with additional languages gained as they level up. Just as all characters gain improved abilities and, sometimes, additional languages when they reach level 1, demi-human characters polish their natural talents through adventuring.

Table 1-3: Occupation

D100

Occupation

Trained Weapon†

Trade Goods

01

Acolyte

Staff

Holy Symbol

02

Alchemist

Staff

Flask of Oil

03

Apothecary

Sickle (as dagger)

Herbal tea

04

Armorer

Hammer (as club)

Iron Helmet

05

Aspirant

Staff

Bundle of mistletoe

06

Astrologer

Dagger

Spyglass

07

Barber

Razor (as dagger)

Scissors

08

Beekeeper

Staff

Jar of honey

09

Beggar

Dagger

Crutches

10-11

Blacksmith

Hammer (as club)

Steel tongs

12

Brewer

Wooden mallet (as club)

Small hogshead of beer

13

Butcher

Cleaver (as axe)

Side of beef

14

Caravan guard

Shortsword

Linen (1 yard)

15

Cheesemaker

Cudgel (as club)

Stinky cheese

16

Cobbler

Awl (as dagger)

Shoehorn

17

Cook

Knife (as dagger)

Sack of flour

18

Cutpurse

Dagger

Small sack

19

Dwarf Armorer

Hammer (as club)

Shield

20-21

Dwarf Blacksmith

Hammer (as club)

Mithril (1 ounce)

22

Dwarf Coalkeeper

Shovel (as club)

Sack of coal

23-24

Dwarf Miner

Pick (as club)

1d6 Iron Spikes

25

Dwarf Silversmith

Dagger

Silver ring worth 10 gp

26

Dwarf Stonemason

Chisel (as dagger)

Fine stone (10 pounds)

27

Ferryman

Club

10’ pole

28-29

Fisherman

Club

Net

30-34

Farmer

Pitchfork (as javelin)

Hen**

35

Fishmonger

Cleaver (as axe)

2d6 salted fish

36

Gnome Bootbinder

Awl (as dagger)

Extra pair of boots

37

Gnome Gardener

Trowel (as dagger)

Bag of garden weeds

38

Gnome Goatherd

Staff

Pet goat

39

Gnome Hedgekeep

Pruning shears (as dagger)

Satchel with herbs

40

Gnome Miner

Pick (as club)

Lantern

41

Gnome Trapper

Club

1d3 Rabbit pelts

42-43

Half-Elf Chandler

Scissors (as dagger)

20 candles

44

Half-Elf Minstrel

Dagger

Lute

45

Half-Elf Trader

Shortsword

20 sp

46

Half-Orc Brigand

Morningstar

Leather armor

47

Half-Orc Dockworker

Club

10’ pole

48

Half-Orc Lamplighter

Club

Lantern

49

Half-Orc Tavernhand

Club

Battered tankard

50

Halfling Grocer

Broom (as club)

Apron with pockets

51

Halfling Mariner

Knife (as dagger)

Sailcloth (2 yards)

52-53

Halfling Tailor

Scissors (as dagger)

Embroidered cloak

54

Halfling Trader

Shortsword

20 gp

55

Halfling Weaver

Staff

Bolt of wool (3 yards)

56

Healer

Staff

Holy water (1vial)

57

Herbalist

Sickle (as dagger)

Herbs (1 pound)

58

Herder

Club

Herding dog**

59

High Elf Glassblower

Steel Tongs (as club)

Glass beads

60

High Elf Scholar

Dagger

Parchment and quill pen

61

High Elf Troubador

Dagger

Small harp

62-63

Hunter

Shortbow

Deer pelt

64

Indentured Servant

Staff

Locket

65

Jeweler

Dagger

Gem worth 20 gp

66

Kennel Master

Dagger

Hunting Dog

67

Leatherworker

Dagger

Side of leather (1 yard)

68

Locksmith

Dagger

Fine tools

69

Magic-User’s Apprentice

Dagger

Spellbook with 1d3 spells

70

Man-at-arms

Spear

Guard tabard

71-72

Mercenary

Longsword

Studded leather armor

73

Merchant

Dagger

4 gp, 14 sp, 27 cp

74

Miller/Baker

Club

Sack of flour (1 pound)

75

Moneychanger

Dagger

Set of scales

76

Noble

Longsword

Gold signet ring worth 20 gp

77

Ostler

Crop (as club)

Pony or mule

78

Outlaw

Shortsword

Leather armor

79

Performer

Dagger

Shawm or reed instrument

80

Rhenee Riverfolk

Dagger

50’ of rope

81

Ropemaker

Knife (as dagger)

100’ of rope

82

Scribe

Dagger

Parchment (10 sheets)

83

Shopkeeper

Club

Sack of goods***

84

Slave (escaped)

Club

Strange looking rock

85

Smuggler

Sling

Waterproof sack

86

Soldier

Shortsword

Shield

87

Squire

Longsword

Steel helmet

88

Stablehand

Broom (as club)

Bit and bridle

89

Sylvan Elf Bowyer

Shortbow

2d6 arrow heads

90

Sylvan Elf Falconer

Dagger

Falcon

91-92

Sylvan Elf Hunter

Shortbow

Horn

93

Sylvan Elf Woodcarver

Chisel (as dagger)

Fine wooden comb

94

Tailor

Scissors (as dagger)

Fine set of clothes

95

Tax Collector

Longsword

100 cp

96

Trapper

Sling

Badget pelt

97

Watchman

Crossbow

Woolen cloak

98

Wainwright

Club

Push cart***

99

Woodcutter

Handaxe

Bundle of wood

00

Yeoman

Shortbow

Sheep**

If a missile weapon is generated, roll 1d6 to determine number of sling stones, darts, bolts, or arrows

* Roll 1d8 to determine farmer type: (1) potato, (2) wheat, (3) turnip, (4) corn, (5) bean, (6) squash, (7) apple, (8) carrot

** If the party contains more than one of the same animal, roll 1d6 on the following chart: (1) sheep, (2) goat, (3) cow, (4) duck, (5) goose, (6) mule

*** Roll 1d6 to determine what is in the cart or sack: (1) tomatoes, (2) nothing, (3) straw, (4) something dead, (5) dirt, (6) onions


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