OCCUPATIONS
A hero may hold other jobs as his or her career unfolds, but the benefits of a starting occupation are only applied once, at the time of character creation.
Many starting occupations have a prerequisite that the character must meet to qualify for the occupation. Each occupation provides a number of additional permanent class skills that the character can select from a list of choices. Once selected, a permanent class skill is always considered to be a class skill for the character. If the skill selected is already a class skill for the character, he or she also gains a one-time competence bonus for that skill.
Some starting occupations provide a Reputation bonus or a bonus feat (in addition to the two feats a 1st-level character already receives). A character still must meet any prerequisites for these bonus feats. The character's starting wealth is determined by his Occupation, apply the Wealth bonus given for that Occupation. Lastly your occupation also gains you access into a Class Specific Talent Tree. Gain the Bonus Talent as described.
Choose one occupation from the available selections and apply the benefits to the character as noted in the occupation’s description.
Note: If you choose a Skill that is already a class skill from your base class you gain a +1 to that skill
ADVENTURER
Adventurers include professional daredevils, big-game hunters, relic hunters, explorers, extreme sports enthusiasts, field scientists, thrill-seekers, and others called to face danger for a variety of reasons.
Prerequisite: Age 15+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Bluff, Climb, Demolitions, Disable Device, Drive, Escape Artist, Intimidate, Jump, Knowledge (arcane lore, streetwise, tactics, or technology), Move Silently, Pilot, Ride, Spot, Survival, Swim, Treat Injury.
Bonus Feat: Select one of the following: Archaic Weapons Proficiency, Brawl, or Personal Firearms Proficiency.
Wealth Bonus Increase: +1
Bonus Talent: Thrillseeker
ADVENTURER CAPTAIN
Adventurer Captains look at the road ahead of them and fearlessly travel forward. As the Captain of some type of vessel they will attract friends and allies in their quests to for the unknown. All Adventurer Captains set out for different reason but all have the need to find the unknown. Adventurer Captain’s start with some kind of vessel.
Prerequisite: Legal Adult
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Craft (mechanical) (Int), Drive (Dex), Knowledge (Planets and Sectors or Organization Knowledge) (Int), Navigate (Int), Pilot (Dex), Repair (Int).
Bonus Feat: Handsome or Man of Action
Wealth: You own an Ultralight starship.
Bonus Talent: Pilot
ATHLETE
Athletes include amateur athletes of Olympic quality and professional athletes of all types, including gymnasts, weight trainers, wrestlers, boxers, martial artists, swimmers, skaters, and those who engage in any type of competitive sport.
Prerequisite: Strength 13 or Dexterity 13.
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Drive, Jump, Ride, Swim, Tumble.
Bonus Feat: Select either Archaic Weapons Proficiency or Brawl.
Wealth Bonus Increase: +1
Bonus Talent: Acrobat
BLUE COLLAR
Blue collar occupations include factory work, food service jobs, construction, service industry jobs, taxi drivers, postal workers, and other jobs that are usually not considered to be desk jobs.
Prerequisite: Age 18+.
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Craft (electronic, mechanical, or structural), Climb, Drive, Handle Animal, Intimidate, Repair, Ride.
Wealth Bonus Increase: +2
Bonus Talent: Endurance
CELEBRITY
A celebrity is anyone who, for whatever reason, has been thrust into the spotlight of the public eye. Actors, entertainers of all types, newscasters, radio and television personalities, and more fall under this starting occupation.
Prerequisite: Age 15+.
Skills: Choose one of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Bluff, Craft (visual art or writing), Diplomacy, Disguise, Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, or wind instruments).
Reputation Bonus Increase: +1.
Wealth Bonus Increase: +4
Bonus Talent: Fame
DETECTIVE
There are a number of jobs that fit within this occupation, including investigative reporters, photojournalists, private investigators, police detectives, criminologists, criminal profilers, espionage agents, and others who use their skills to gather evidence and analyze clues.
Prerequisite: Age 23+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Computer Use, Craft (visual art or writing), Decipher Script, Forgery, Gather Information, Investigate, Knowledge (behavioral sciences, civics, earth and life sciences, or streetwise), Research, Search, Sense Motive.
Bonus Feat: Select either Brawl or Personal Firearms Proficiency.
Wealth Bonus Increase: +2
Bonus Talent: Investigate
DILETTANTE
Dilettantes usually get their wealth from family holdings and trust funds. The typical dilettante has no job, few responsibilities, and at least one driving passion that occupies his or her day. That passion might be a charity or philanthropic foundation, an ideal or cause worth fighting for, or a lust for living a fun and carefree existence.
Prerequisite: Age 18+.
Skills: Choose one of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Gamble, Intimidate, Knowledge (current events or popular culture), Ride, or add a new Speak Language.
Reputation Bonus Increase: +1.
Wealth Bonus Increase: +6
Bonus Talent: Heart
DOCTOR
A doctor can be a physician (general practitioner or specialist), a surgeon, or a psychiatrist.
Prerequisite: Age 25+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Craft (pharmaceutical), Computer Use, Knowledge (behavioral sciences, earth and life sciences, or technology), Search, Treat Injury.
Wealth Bonus Increase: +4
Bonus Talent: Treat Injury
DRIFTER
Drifters are aimless wanderers and worldwise jacks-of-all-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 (Cha), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Forgery (Int), Gamble (Wis), Gather Information (Cha), Hide (Dex), Knowledge (streetwise) (Int), Navigate (Int), Sleight of Hand (Dex).
Wealth Bonus Increase: +2
Bonus Talent: Jack-of-All-Trades
ENGINEER
Engineers keep the wheels of a modern society humming. Highly educated and often well respected an Engineer is a highly desirerable career and companion to any group.
Prerequisite: Age: Early Adult, Int 13+
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Computer Use, Craft (Any), Knowledge (Any), Profession, Research, Repair, Science (Any)
Skill Points: +1 per level
Wealth: +2
Bonus Talent: Technology
ENTREPRENEUR
Entrepreneurs have an obsession about being their own boss. They believe in themselves, have an abundance of confidence, and the ability to acquire the funds necessary to bankroll their newest moneymaking venture. These small to large business owners have a knack for putting together business plans, gathering resources, and getting a new venture off the ground. They rarely want to stick around after the launch, however, as they prefer to put their energies into the next big thing.
Prerequisite: Age: Independence
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Bluff, Diplomacy, Gamble, Knowledge (business, current events, or technology).
Reputation Bonus Increase: +1.
Wealth Bonus Increase: +4
Bonus Talent: Authority
FIELD OFFICER
A Field Officer has risen through the ranks in a military (or other similar organization) and achieved a leadership role. Usually of noncommissioned officer rank, Field Officers will have fought in the trenches with is soldiers possibly serving with them from enlistment.
Prerequisite: Age: Adult, Years of Training.
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Climb (str), Demolitions, Intimidate, Jump, Knowledge (Planets and Sectors, Tactics), Leadership, Survival, Treat Injury
Bonus Feat: Skill Emphasis Leadership or Heroic Surge
Wealth: +2
Bonus Talent: Leadership
GALACTIC PATROLMAN
Prerequisite: Legal Adult
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Climb, Computer Use, Diplomacy, Gather Information, Investigate, Jump, Knowledge (Organizations, Galactic Law), Survival, Treat Injury
Bonus Feat: Select one of the following: Advanced Ranged Combat or Brawl
Wealth: +2
Bonus Talent: Quantum Lens
Gunman
Prerequisite: Dex 13+
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Craft (Mechanical), Disable Device, Gambler, Jump, Pilot, Science (Weapons Tech), Sleight of Hand, Tumble
Bonus Feat: Advanced Firearm Proficiency
Wealth: +3
Bonus Talent: Gun Fu
HEIR
Heirs are the elite sons and daughters of powerful magnates, influential nobles, and imperial monarchs. Unlike dilettantes, however, they are bound by their lineage to certain responsibilities, with the assumption that they might someday rise to lead their families into the future . . . assuming the stars are properly aligned and they do nothing to jeopardize their birthright.
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.
Craft (visual art or writing) (Int), Knowledge (art, business, civics, current events, or history) (Int), Perform (act, dance, keyboards, percussion instruments, sing, stringed instruments, or wind instruments) (Cha), Ride (Dex), Sense Motive (Wis).
Pre-Selected Feat: An heir must choose the Educated feat as one of her starting feats at 1st level.
Reputation Bonus Increase: +1.
Wealth Bonus Increase: +6. An heir may permanently reduce her Reputation bonus by 1 to increase her starting wealth bonus by an additional +1d6; this expenditure must be made before the character begins play. As long as her Reputation bonus is +1 or higher, an heir’s wealth bonus can never drop below 10.
Bonus Talent: Royal Title (Advanced Talent)
MATH STUDENT
Prerequisite: Int 13+
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.Appraise, Computer Use, Decipher Script, Investigate, Knowledge (Planets/Sectors, Politics), Profession (Accounting), Research, Science (Math)
Bonus Feat: Skill focus (Research) or Windfall
Wealth:+3
Bonus Talents: Mathematician
MASTERMIND
Prerequisite: Int 13+
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Appraise, Bluff, Computer Use, Craft (Any), Demolitions, Diplomacy, Knowledge (Any), Leadership, Science (Any), Treat Injury
Bonus Feat: Skill Focus Leadership or Infamy
Wealth: +2
Talent: Heart (or Ego for villains)
MARTIAL ARTIST
Prerequisite: Str 13+
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Concentration, Escape Artist, Jump, Move Silently, Tumble
Bonus Feat: Choose Combat Expertise or Improved Grapple
Wealth: +2
Talent: Internal Fu
OFFICER
Prerequisite: Cha 13+
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Diplomacy, Knowledge (Planets and Sectors, Politics, Tactics, Galactic Law), Leadership, Navigate, Sense Motive, Survival
Bonus Feat:
Wealth: +3
Talent: Authority
OUTLANDER
Farm workers, hunters, and others who make a living in rural communities fall under this category.
Prerequisite: Age 15+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Drive, Handle Animal, Repair, Ride, Survival, Swim.
Bonus Feat: Select either Brawl or Personal Firearms Proficiency.
Wealth Bonus Increase: +1
Talent: Endurance
PILOT
Prerequisite: Dex 13+
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Craft (Aerospace), Drive, Knowledge (Planets and Sectors), Navigate, Pilot, Repair
Bonus Feat:
Wealth: +1
Talent: Pilot
ROGUE
Prerequisite: Dex 13+
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Appraise, Balance, Climb, Computer Use, Craft (Mechanical, Computer Programs), Disable Device, Escape Artist, Hide, Move Silently, Search, Tumble
Bonus Feat: Stealthy or Nimble Fingers
Wealth: +2
Talent: Thief
SCANVENGER
Prerequisite: Int 13+
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Appraise, Computer Use, Craft (Electrical, Mechanical), Demolitions, Knowledge (Technology), Repair
Bonus Feat: Salvage or Builder
Wealth: +3
Talent: Technology
SCIENTIST
Prerequisite: Int 13+
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Computer Use, Craft (Any), Knowledge (Any), Profession, Research, Science (Any), Treat Injury
Skill Points: +1 per level
Wealth: +2
Talent: Science
SCOUNDREL
Prerequisite: Cha 13+
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Appraise, Bluff, Disguise, Diplomacy, Gambler, Gather Information, Intimidate, Sense Motive, Sleight of Hand
Bonus Feat: Infamy or Skill Focus: Bluff
Wealth:+3
Talent: Subterfuge
SCOUT
Prerequisite: Con 13+
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Climb, Handle Animal, Hide, Investigate, Jump, Ride, Science (Biological), Survival, Swim
Bonus Feat: Track Urban or Track Nature
Wealth: +2
Talent: Track
SECRET AGENT
Prerequisite: Int 13+
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.Bluff, Computer Use, Craft (Computer Programs), Decipher Script, Demolitions, Disguise, Gather Information, Investigate, Sense Motive, Sleight of Hand
Bonus Feat: Choose Combat Martial Arts or Advanced Ranged Combat
Wealth: +2
Talent: Jack of All Trades
SOLDIER
Prerequisite: Legal Adult
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Climb, Demolitions, Drive, Hide, Knowledge (tactics), Move Silently, Navigate, Pilot, Survival, Swim.
Bonus Feat: Select one of the following: Advanced Ranged Combat, Brawl.
Wealth: +3
Talent: Armor Mastery
TECHI
Prerequisite: Int 13+
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Appraise, Computer Use, Craft (Any), Demolitions, Disable Device, Repair, Research, Sciences (Any),
Bonus Feat: Gearhead or Builder
Wealth:+2
Talent: Mastercraft
LANGUAGES
Language in Space Lords varies by species and could comprise an exhaustive list that stretched for gigs. Languages are broken into types. Common, Unique, and Distinct.
Common
All languages from this category have a similarity to them allowing basic communication between them. A person with a common language can express simple concepts or requests to another common language, while more complicated requests and concepts require and Int check to decipher. Common languages are taught among various races to allow communication.
Grumbly - A language favored by races that use more feral tongue. Grumbly gets it's name from the Crynos race that tend to "grumble" before they eat someone.
Genric - The generic language, so generic it actually is boring to speak. (Bueller, Bueller) No one knows which race invented it, but everyone is sure they won't claim it. Genric is so easy to learn that anyone who takes this language may choose one additional language.
Allspeak - The common language favored by races where their first language is not spoken. Allspeak incorporates many gestures and signs making it a very visual language.
Commonist - A generic spoken language created by an ancient Allterran who tried to create the first truly proletarian or egalitarian language. Commonist's origin is long forgotten but was adopted for it's ease of learning by the various human civilizations.
Trade 7 - The most common trade language, created by the Cfed this language formed the basis for trade in most of the galaxy after Cfed corporations spread to all corners.
Binary - The unique language of computers and andriods. On occasion non-machines learn binary, but only it they are really bored.
Unique
Not all languages have similarities, all civilizations form in their own way, which creates a language very unique to their culture.
Allterress - The language spoken by all Allterrains, this legacy language is considered to have been passed down from the first explorers from Aerth.
Hin-Lo - The first Hinerian language, this speak is used by the industrial or low class. The most common language with in Hinerian Culture.
Hin-Yu - The Social and Scholar language of Hineria, sounds like Latin but anyone who knew Latin would not understand it.
Hin-Mu The military language of Hineria, this language breaks speaking into simple commands or instructions. Hin-Mu is constantly rewritten to utilize new encryption techniques.
Neo-Latin The language of the Ancients, found by a group of archeologists they mistakenly thought their dig sight was much younger they it turned out to be. The language they discovered had a resemblance to Latin, so they named it Neo-Latin. Only later was it discovered the site was immensely old and from the time of the Ancients, so as a joke the name stuck even though Neo-Latin is the oldest known language in the galaxy.
Jingo-Cuss The spoken language of the Jigo Empire, the name literally means F-You in their language. The name is a joke because the first words ever heard from an oni by a Human was "Jingo-Cuss", just before the Human blasted him to atoms.
Klingon - No one is sure where this language originated. (This is the actual language from star trek) Among pirates and other sophisticated criminals this is the unofficial language of crime.
Distinct
This category contains languages that are nearly impossible to learn by beings not of the origin species.
Mada-Ru - The language of the Marduk, this language incorporates Affinity into it, and only those with affinity can fully utilize all the expressions capable by this language.
Gyr-Ro - The home language of the Katar, this language is a mix between growls and simple words. It is designed to utilize all the various forms of the Katar so all can