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.
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?
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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