The class is the vocation of your character, their formal education or upbringing. Each class has specific starting equipment and starting capital, one time bonuses on certain skills as well as extraordinary skills, that are often also found apart from a class or are learnable in a different way,
but that each member of a class has from ground up.
If there are several options given, for example with the starting equipment or with the extraordinary skills or elsewhere, and if they are marked by an OR only one(!) may be chosen.
Furthermore you'll find with each class a column with “fitting traits”. You can mind those, but don't have to. To use an over simplified example: a NCR Ranger infantry man with the trait Faster Addiction has basically only trouble with it: most drugs are illegal in the NCR, on duty he has little
opportunity to get some and he'll lose his job if he gets caught with some. One could say this trait is useless to such a character. But players are welcome to try it themselves. If the character that you're planning works that way, is, as always, subject to a master's ruling.
This list is organized by theme – within the themes by alphabet. A word to the starting capital: The starting capital is not only the amount of money that your character has at the start of his first adventure: it's also the money used to begin with, to “buy” the further equipment of your character: from special items that are needed for his vocation to lucky charms to hobby accessories like musical instruments.
Concerning an own bed, an own apartment or similar, it's encouraged to anchor that in the character's history and agree on it with the master. Furthermore, there is only the most important set of clothes of your class given. Further clothes are bought with the starting capital. And if, for
example, with a uniform no socks and underwear are mentioned, well, that does not mean your character isn't issued one. Please assume that your character has at least one full set of clothes unless he is a poor beggar.
Bodyguards have a vocation similar to that of caravan guards, in so much as both defend something with violence: there of course, end the similarities. Bodyguards are usually hired by very rich persons to protect themselves or people close to themselves. Bodyguards usually work in urban environments and usually prefer pistols, since that leaves one hand free to shove the principal aside while one self faces the danger.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Boxen OR Kung Fu
Cowboy OR Grunt
I <3 *This City*
+5 to unarmed, handguns, melee, athletics and sensual acuity
Bowie Knife OR Ka-Bar OR NCRR Combat Knife OR Machete OR Dao OR Wakizashi AND Club OR truncheon OR Steel pipe OR telescope-baton
Any handgun in 9 mm Luger, 10 mm Smith & Wesson, .45 ACP, .44 Magnum OR .44-40 Colt
A Set of leather clothing for the streets(Boots, pants, jacket or coat; armor rating like light leather, one of them like heavy leather) OR Leather clothes (Boots and pants, armor rating like light leather armor) and
light metal armor.
70 + 1 D6 * 20
Brawler
One handed
Finesse
Heavy Weight
Fast Shooter
Athlete
Inconspicuous
Strong Willed
Bounty Hunters are mostly found outside the great, established settlements with rule of law. In the NCR their function is usually taken over by police, outside the city states the Rangers do such work. In Vault-City they are as superfluous as inside the Brotherhood of Steel, but in the rougher, more lawless areas of the wasteland they can be found in great numbers. They are hired to find fleeing delinquents, dead or alive – though most prefer to bring them back dead.
Most bounty hunters (but by far not all of them) prefer classic Wild West weapons.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Boxen OR Judo OR Kung Fu
Cowboy OR Grunt
Home on the Road OR I <3 *This City*
+5 to Unarmed, handguns, rifles, Athletics, melee and sensual acuity
Bowie Knife OR Ka-Bar OR Machete
Sawn off shotgun OR
Colt 1911 OR .44 Magnum Revolver
OR .45 ACP Revolver
OR Peacemaker
STEN OR „Tommy Gun“ OR Hunting rifle
OR Revolver rifle
OR Winchester 73
OR Hunting Shotgun
OR
Garand
A set of leather clothes for the street (boots, pants, jacket or coat; armor rating like light leather, one of them like heavy leather) OR leather clothing (boots and pants; armor rating like light leather armor) and heavy leather armor
Big back pack, water bottle, cheap binoculars
50 + 1 D6 * 20
Brawler
Finesse
Heavy Weight
Fast Shooter
Sharp Shooter
Survivalist
Strong willed
Boy scout (or girl scout)
Claustrophobia
Caravan guards can be found pretty much everywhere in the wastes. Not only on the highways where they protect travelers and traveling salesmen, in cities and on market places too, where they protect settled merchants. Many cities and settlements even hire experienced caravan guards to
protect the peace and quiet.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Boxing OR Judo OR Kung Fu
Cowboy OR Grunt
Home on the Road OR I <3 *This City*
+5 to Unarmed, Handguns, Rifles, Athletics and sensual acuity
Bowie Knife OR Ka-Bar OR NCRR Combat knife OR Machete OR Hatchet
Sawn off shotgun OR
10 mm Pistol OR
Colt 1911 OR Browning
High-Power OR
.44 Magnum Revolver OR
.45 ACP Revolver OR
Peacemaker
American 180 OR
Mx4 Storm OR STEN OR
„Tommy Gun“ OR
Hunting rifle OR
Revolver rifle OR
Winchester 73 OR
Hunting shotgun OR
Garand
One set of leather clothes for the streets (Boots, pants, jacket or coat; armor value like light leather, one of them like heavy leather) OR leather clothing (boots and pants, armor rating like light leather armor) and
heavy leather armor OR leather clothing (boots and pants, armor rating like leather armor) and light metal armor.
Big back pack, water bottle, cheap binoculars
50 + 1 D6 * 20
Brawler
Finesse
Heavy Weight
Fast Shooter
Sharp Shooter
Survivalist
Strong willed
Boy scout (or girl scout)
Claustrophobia
Mercenaries are found quite often in the Wastes. Most of them operating in small to middle sized groups. Some are barely distinguishable from Raiders, others have specialized on rescue operations; some are scum, others nearly paragons of virtue. A broad specter of possibilities for both player and master.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Boxing OR Judo OR Kung-Fu
Cowboy OR Grunt OR SF² AND Energy weapons
+5 to handguns, Rifles, Heavy weapons, melee, unarmed, tactics, trade/haggle
If Cowboy was chosen: Sawn off OR leftover recycler OR Peacemaker OR .44 Magnum Revolver OR Winchester Pistol AND Revolver rifle OR Winchester 73 OR Widowmaker AND 3 Sicks of Dynamite
If
Grunt was chosen:
10 mm pistol OR Colt 1911 OR
Desert Eagle OR Browning
High-Power OR
MAC-10 AND
STEN OR
Grease Gun OR
Hunting Shotgun OR AR 15 OR
AK-112 AND 2
Frag grenades AND 1
smoke grenade
If SF² was chosen: Laser pistol (civilian version) AND Laser rifle AND 1 plasma grenade
Heavy leather armor OR light metal armor AND boots
80 + 1D10 * 10$
Athlete
Sharp shooter
Hobby = KABLAMM!
The Paladins of the brotherhood of steel are the fighting part of this strange, enigmatic organization.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Boxing
Energy weapons
SF²
Back in the Days (Specialization as pleases) OR Biologist OR Chemist OR
Physicist
Master-User
+5 to Rifles, Unarmed, Heavy Weapons, First Aid, Computer skills, Natural sciences, tactics, athletics, body control
Wattz 2000 Laser Pistol (military version)
Heckler & Koch G3 OR Ruger
Mini 14
OR M 79
Grenade launcher
OR
Flambe 450 Flamethrower;
each of those tuned as the player likes
Uniform robes and boots
Dark, fittingly marked combat armor Mk. 1
15 + 1D6 * 10
Brawler
Fast Shooter
Sharp Shooter
Athlete
Since the Shi threw out the Hubologist community, and since most of the tanker vagabonds moved on, only the Shi rule San Francisco. They call their military the “People's Guard” and soldiers are fittingly called People's Guardsmen (or Guardswomen).
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
SF²
Kung-Fu
I <3 San Francisco
Wǒ shuō zhōngguó
Energy weapons
+5 to unarmed, explosives, sneaking, athletics, rifles, heavy weapons and handguns
Dao
Wattz 1000 Laser Pistol (civilian version) OR Wattz 2000 Laser Pistol (military version)
MP-5
OR AK-112
OR
Heckler & Koch G3;
each of those tuned as the player
likes
Boots and uniform
50 $ + 1D6 * 10 $
Fast shooter
Sharp Shooter
Athlete
Boy scout (or girl scout)
The military of the New California Republic is a former mercenary group, that call themselves the New California Rangers and that try hard to hold up the republican ideal of equality – and that were created as a militant opposition to the slave trade. The rangers are mainly composed of infantry and cavalry and their main duty is patrolling.
Ranger Cavalryman:
Usually a Private First Class or corporal, fresh out of basic training and now on his first posting. Usually the Rangers choose their cavalrymen out of people who are already experienced with horses – and then give them a 4 week crash course.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Grunt
Boxing
Ranger tactical sign language
Sword fighting
+5 to Unarmed, Explosives, melee, Survival, Riding, Training, Tracking and Athletics
Field Utility & Combat Knife
Colt 6520
10 mm Pistol OR
Colt Government
1911 A1 OR M35 Browning
High-Power
Lee-Enfield
STEN MP OR M3 Grease Gun OR
Garand M1 OR Mauser
K98k OR Remington
Hunting shotgun
Saber
A big, military back pack
Boots and Uniform (clothing, no armor)
Steel helmet
Leather coat that reaches to the knees (armor stats of light leather jacket)
75 $ + 1D6 * 10 $
Fast Shooter
Sharp Shooter
Athlete
Boy scout (or girl scout)
Horse whisperer
Usually a Private First Class or corporal, fresh out of basic training and now on his first posting as the adventure starts.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Grunt
Boxing
Ranger tactical sign language
+5 to Unarmed, Explosives, Sneaking, Survival, Climbing, Tracking and Athletics
Field Utility & Combat Knife
Colt 6520
10 mm Pistol
OR Colt
Government 1911
A1 OR M35 Browning High-Power
Lee-Enfield
STEN
MP OR M3 Grease Gun
OR
Garand
M1 OR Mauser K98k
OR Remington
Hunting shotgun
A big, military back pack
Boots and Uniform (clothing, no armor)
Steel helmet
Leather coat that reaches to the knees (armor stats of light leather jacket)
75 $ + 1D6 * 10 $
Fast Shooter
Sharp Shooter
Athlete
Boy scout (or girl scout)
In Vault-City, where naming conventions are generally a bit... different … they call their soldiers guards. Vault-City guards however also have policing powers and are not only there to fight. Since the city's defenses are based on computer controlled turrets, the guards' training focuses on maintaining internal security.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Judo (with Mutant Massacer)
I <3 Vault-City
Master-User
Stick fighting
+5 to Handguns, Unarmed, Melee, Computer skills, Natural sciences and History
Truncheon
M35 Browning
High Power
AK-112 OR MP5 OR Browning Auto 5
Boots and uniform (clothing – no armor)
300 $ + 1D6 * 100
One handed
Fast shooter
Athlete
Theoretical Education
Burglars are part of the same class of run of the mill criminals as pick pockets: you'll find them pretty much everywhere. They earn their money by entering empty houses or shops, ideally without leaving a trace and looting articles of value that they sell somewhere else.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
I <3 *This City*
Salesman of the month
+15 to
Lockpicking
+10 to
Sneaking,
Pickpocket,
Disguising,
Tactics,
trade/haggle
Dark clothing
small set of lockpicks
100 + 1D10 * 10 $
Small frame
Inconspicuous
The criminal counterpart of the bounty hunter (in so far as you can talk of criminals in a mostly lawless world). Hitmen are paid murderers, that are engaged to selectively kill one particular person. They usually work alone or in very small numbers. Hitmen trust few people, since their own loyalty can be bought as well, after all.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Boxing OR Judo
Cowboy OR Grunt
+5 to handguns, Rifles, melee, unarmed, tactics, lockpicking
Heavy leather armor OR light leather armor and dark leather coat that reaches to the knees
Two handguns up to 500$ each
Rifle up to 600 $
150 + 2D10 * 10$
Athlete
Sharp Shooter
Finesse
One handed
inconspicuous
Pickpockets can be found, this really shouldn't be a surprise, in pretty much every bigger settlement and all cities. Full hordes of them, again not very surprising, in areas that don't offer a whole lot of other jobs. Not to loose something to a pickpocket in the Den and New Reno is a challenge most visitors don't master.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Judo + Judorolle
Verkäufer des Monats
Fesselkünstler
+10 to
Pickpocket,
Sneaking
+5 to
animation,
tactics,
Acrobatics
Cheap clothing
pocket knife
20 * Luck $
Small frame
Inconspicuous
Poor
Usually employed by the slavers guild in the Den, slave hunters are occupied with hunting the weak and defenseless and selling them for a profit in the Den or the outlying outposts of the guild. Those are usually people who don't know the words scruple or altruism.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Judo + Judo roll
Salesman of the month
Bondage artist
+5 to Handguns,
Throwing, First Aid,
Sneaking, Hunting traps, Knots,
Trade/haggle
+10 to Unarmed, melee
1 * 10 m Rope
5 * 1 m rope
One handguns in the caliber 9mm, 10 mm or .45 ACP up to 500 $
A melee weapon of the kind “short and blunt” up to 70 $
Light leather armor
100 + 2D6 * 10 $
Brawler
Heavy weight
one handed
Athlete
Usually employed by the slaver's guild in the Den, slave traders are the officers and officials of the guild. They decide which tribes or weak settlements will be raided and they are occupied with selling or buying human beings. Those are usually people who don't know the words scruple or altruism.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Judo + Judo roll
Salesman of the month OR Bargain hunter
I <3 The Den
+5 to handguns, first aid, trade/haggle, Riding OR Driving(cart), persuade/convince
pocket calculator
A handgun in the caliber 9mm, 10 mm or .45 ACP up to 500 $
Suit with shirt and tie or similiar
200 + 2D6 * 20 $
Bon vivant
Theoretical education
Rich
Doctor:
Whether you learned healing people from the Followers of the Apocalypse or from another doctor or maybe even one or another military taught you how to patch together people – one way or another, few humans (or ghouls or super mutants) are that popular in the wasteland as an
experienced doctor.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Internist AND Surgeon
Biologist OR Chemist
+15 to
Doctor, First Aid
+10 to
Empathy
+5 to
Trade/haggle,
teaching/instruction
Traveling clothes and white lab coat
Scalpel
3 Stimpaks
1 pill capsule of antibiotics or 4 pill capsules of headache pills
1 dose of antidote
1 first aid box
1 medic's bag
140 + 1D6 * 10
Nice guy (or gal)
Educated
Theoretical educations
Healer
Attentive Student
Even in the post nuclear Wasteland there are humans (and ghouls ans mutants) that specialize on entertaining people. In most cities this is done on the streets, in a few big cities you can actually earn good money with this, if you manage to get a gig in the right locations.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Motivational speaker
I <3 *This City* ← free choice of city
Musical instrument AND Sheet music OR Juggler
+15 to
Disguising,
Social adaptation,
teaching/instruction,
music,
animation
+10 on
Carousing,
Body control,
throwing
+5 on
unarmed,
acrobatics
IF musical instrument AND sheet music were chosen:
a portable musical instrument (free choice) and sheet music
IF Juggler was chosen:
Something cheap to juggle with (a few balls, cans, bowling pins, maybe even sickles or torches)
a few inflatable balloons
Fitting clothing
50 + 1D100 $
Nice guy (or gal)
Sex Appeal
Night Owl
Theoretical education
Bon vivant
Poor
Medics are not as well educated in medical matters as full fledged doctors – but still a lot better than any layman – and a lot better than the medical help most people in the Wasteland have available.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Field medic OR Emergency room medic
Biologist
+15 to
first aid
+10 to
doctor, empathy
+5 to trade/haggle, teaching/instruction
traveling clothes
Scalpel
3 Stimpaks
2 pill capsules of headache pills
1 dose of antidote
1 first aid box
medic's bag
90 + 1D6 * 10
Nice guy (or gal)
Educated
Theoretical education
Healer
Attentive student
Even in the wasteland (or maybe especially there) people are looking for a cause, a why and a believe that not everything has to be bad or evil. Pretty much all religions of the pre war time still exist – and added to them, many a new cult. The wild tribes often have their own shamans and many other groups worship one or another “relic”.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Motivational speaker
I <3 *This City* OR Home on the Road
Back in the days (church history)
+10 to
Empathy, History, persuade/convince, teaching/instruction, music
A robe, fitting the religion (black soutane, the purple of the Children of the Cathedral, etc)
One or two relics, fitting the faith (bible and crucifix for example, or Tora and Menora, Holy Diode and Holy Screwdriver, Horn that was a gift of the great Brahmin God in heaven …)
50 + 1 D100 $
Nice guy (or gal)
Healer
Spiritual Aura
Prostitution is hardly unknown in the wasteland. You'll find people, mostly female humans, but men as well, as well as ghouls and even a few super mutants, selling their bodies on streets, in brothels or bath houses. In the NCR, prostitution is illegal, though usually the cops tend to look away as long as no pimp is involved. Some policemen abuse the whole thing and get their “bribe” as payment in kind.
Other established settlements have, of course, their own approach to the whole buisness.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Sexpert
1 <3 *This City*
+5 to
unarmed OR
melee weapons
+5 to empathy,
disguising,
beguile/seduce,
trade/haggle,
carousing, acrobatics
Two sets of clothing (1 set of normal every day clothes, 1 set of “work clothes”)
Handbag
Two pair of shoes (as with the clothing)
Knife of choice, as long as it's small or very small
Condoms
90 + 1D6 * 5
Nice guy (or gal)
Sex Appeal
Night owl
Bon vivant
Nymphomaniac
Nocturnal
Teachers teach in schools, often not only children but also adults. Schools won't be found everywhere, but the more successful, more affluent settlements are usually very proud of their small schools and the village teacher.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
TWO OF THE FOLLOWING:
Wǒ shuō zhōngguó
Ablo Espagnol
Back in the Days
Biologist
Chemist
Physician
Musical instrument
+10 to
teaching/instruction
+5 to
Natural sciences, History, Geography and Politics, persuade/convince
2-4 fitting books (“Basic Level Biology” for example, either printed before the war or copied afterwards)
A small, pre war pocket calculator
a note book or writing pad
30 + 2 D6 $
Nice guy (or gal)
Educated
Technical Freak
Theoretical Education
Couriers are the backbone of the long distance communication in the Wastes. While they are being slowly replaced by telegraph and radios in the NCR, they are irreplaceable for the rest of the wasteland. Most couriers are full ow wanderlust and have often have their very own favorite route
that they know like the backside of their hands. Usually they transport letters, but also many low weight/high value items.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Home on the Road
Wanderlust
+5 to Athletics, Survival, Handguns, Throwing, Sneaking, Geography and Politics, climbing, sensual acuity
Machete OR Hatchet
Handgun of choice in one of the following calibers: 9mm, 10 mm, .45 ACP, .32 Browning, .44-40 Colt or .44 Magnum
Big backpack, water bottle, cheap binoculars
A set of fitting clothes, boots, coat with the armor stats of heavy clothing or light leather jacket
40$ + 1 D6 * 20
Survivalist
Strong Willed
Boy scout (or girl scout)
Claustrophobia
Even, or maybe especially, in the post apocalyptic wasteland there are drugs. Starting with old fashioned alcohol to pre war products like Buffout and Psycho to the newly developed Jet. While there are casual users, there are many people that have become full time addicts. Those victims of
their addictions use any and all methods to earn the money for their next fix, often resorting to petty crimes and even prostitution.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Wanderlust
Bargain hunter
Herbal lore
Biologist OR Chemist
*...*-Junkie
+15 to
Carousing, Pickpocket
+10 to
gambling, Sneaking
+5 to
trade/haggle, persuade/convince, beguile/seduce, animation
3 times the drug of choice
1 dose of another drug
very cheap, worn clothing
One cheap pocket knife
1 D100 * 2$ (repeatable)
Faster Addiction
Night Owl
Inconspicuous
Bon vivant
Addicted to …
Poor
Gamma-Gulp Epicure
Prize fighters are individuals, that roam the wasteland from settlement to settlement to, on the one hand, learn new fighting styles and on the other hand, to challenge the best fighters of those settlements – for money and glory. Many of them travel as caravan guards and then remain a while at that settlement, learn something, work something, beat up or someone get beaten up by someone and move on.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Judo OR Boxing OR Kung-Fu (Two of the three, after consulting with the master with one(!) of the special techniques)
Wanderlust
+15 to
Unarmed, Body control
+10 to
Acrobatics, Athletics
+5 to
First Aid, Melee
Any handgun for up to 600 $
Boxing gloves (with or without lead inlays)
Quartz sand gloves OR knuckle dusters
Heavy Boots OR Steel capped boots
Fitting travel clothes and fitting sports clothes
90 + 1 D100 * 2 $
Brawler
Heavy Weight
Athlete
Bon Vivant
Strong Willed
Traveling musician are entertainers that love to travel – or beggars that make a racket, depending on your perspective. Usually they play along their way on each and every way point, or they stay in one town or city for a while, before getting back on the road and finding a new town.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Musical instrument (twice)
Home on the Road AND I <3 *This City* OR Twice Home on the Road
Sheet music
Wanderlust
+10 to Empathy, Geography and Politics, beguile/seduce, music, animation, sensual acuity
1 or 2 PORTABLE Musical instruments
1 set of traveling clothes
1 Handgun up to 400 $
60 $ + 1 D100 $
Nice guy (or gal)
Night Owl
Theoretical Education
Bon Vivant
Nocturnal
Traveling free traders are merchants, that have their shops on the streets or on market places. Since they don't have a big warehouse at their disposal, their wares are usually items that weigh little (or are small) and cost much. Some of them have specialized on certain groups of wares, for example chems and medicines or weapons or tools or clothes etc., but most traveling salesmen buy and sell everything they can fit onto their carts.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
One further language of choice (tribal language, Spanish, Chinese … )
Wanderlust
Home on the Road
Bargain Hunter OR Salesman of the month
Stable boy (or girl)
+15 to
Geography and Politics, Driving(carts), Trade/haggle
+10 to
persuade/convince, Training, Social Adaptation
+5 to
cooking, Athletics, Crafting, gun smiting, Survival
A brahmin cart including brahmin, half full with wares of choice (definitely agree on that with the master!)
A set of traveling clothes
A handgun and rifle, each up to 600 $
300 + 2 * 1 D100 $
Nice guy (or gal)
Sex Appeal
Educated
Boy scout (or girl scout)
Bon Vivant
Claustrophobia
Rich
Late to bed, early to rise
Traveling free traders are merchants, that have their shops on the streets or on market places. Those of them, that work directly for one of the three great trading outfits (i.e. the Crimson Caravans, the Far Go Traders or the Slavers Guild) operate slightly different than common free traders. The exact business model varies strongly between these three outfits, which is why we suggest looking up the correct model for your character under “World – Economy and Trading – The great Trading Outfits and Centers”.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
One further language of choice (tribal language, Spanish, Chinese … )
Wanderlust
Home on the Road
Bargain Hunter OR Salesman of the month
Stable boy (or girl)
+15 to
Geography and Politics, Driving(carts), Trade/haggle
+10 to
persuade/convince, Training, Social Adaptation
+5 to
cooking, Athletics, Crafting, gun smiting, Survival
A brahmin cart including brahmin, half full with wares of choice (definitely agree on that with the master!)
A set of traveling clothes
A handgun and rifle, each up to 600 $
300 + 2* 1 D100 $
Nice guy (or gal)
Sex Appeal
Educated
Boy scout (or girl scout)
Bon Vivant
Claustrophobia
Rich
Late to bed, early to rise
A carpenter is someone that works wood to create furniture, but also living space. From work tables to huts to a cement storage facility, a carpenter builds it all. Usually mostly out of wood. Most carpenters have their own workshop, but there are also traveling carpenters that take jobs of
opportunity everywhere.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Carpenter
Bargain Hunter OR Salesman of the month
I <3 *This City* OR Wanderlust
+15 to Repairing (Mechanics), Crafting
+10 to Trade/haggle, Athletics
+5 to First Aid
Sturdy work clothes
Fitting tools out of the equipment list “tools” for up to 600$
[A WORKSHOP must be agreed upon with the master!]
200 $ + 1 D100 $
Nice guy (or gal)
Brawler
Late to bed, early to rise
Theoretical education
attentive student
Electricians are humans (or ghouls or very rarely super mutants) that know their way around circuits and similar things. Generators, light bulbs or radios, they are all a trivial task to fix or even build for an electrician.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Physician
Master-User
Electrician
Plastics Expert
Chemist
+15 to
Repairing(electronics)
+10 to
Computer skills, repairing (mechanics), crafting
+5 to
natural sciences
Sturdy work clothes
Fitting tools out of the equipment list “tools” for up to 500$
[A WORKSHOP must be agreed upon with the master!]
280$ + 1 D100 $
Night Owl
Technical Freak
Theoretical Education
Attentive Student
Nocturnal
Furrier are people that have specialized on working with leather. It's them, that make leather out of Brahmin and Gecko skins – and then keep working that leather to turn it, for example, into clothing or armor.
Furriers usually have their own workshop in which they work on the skins with more or less complex, chemical processes. This isn't really an occupation that lends itself to traveling much.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
I <3 *This City*
Leather tanning
Bargain hunter OR Salesman of the month
Herbal lore OR Chemist
+15 to Crafting
+10 to
Athletics
+5 to
Natural sciences
Leather apron
Fitting tools out of the equipment list “tools” for up to 600$
[A WORKSHOP must be agreed upon with the master!]
270 + 1 D100 $
Brawler
Nice Guy (or Girl)
Educated
Theoretical Education
Hackers are IT specialists that know how to access Data that they really shouldn't have access to.
Passwords and encryptions are obstacles that Hackers bypass routinely.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Physician
Master-User
Electrician
+15 to
Computer skills
+10 to Repairing(Electronics)
+5 to
Natural sciences, persuade/convince
Influenza Computer virus on HD
A screw driver
A six pack Nuka Cola
200$ + 1 D100$
Night Owl
Technical Freak
Theoretical Education
Attentive Student
A smith is a person that works and processes metal. Usually they have their own workshop or share one with other smiths (even in the wasteland, there are still apprentices, journeymen or masters, though not quite as formal as elsewhere before the Great War). The metal that they work stems
mostly from before the War, but there are also a few newly opened mines. A post apocalyptic smith often operates his own smelter and forms a workpiece from smelting to every other production step to the finished, complex tool (or whatever else he's producing).
Smiths are quite often tinkerers and innovators that try to create something new.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Smith
Bargain Hunter OR Salesman of the month
I <3 *This City*
+15 to
Repairing (mechanics), crafting
+10 to
Trade/haggle, Athletics, gun smiting
+5 to
First Aid
Leather apron
Fitting tools out of the equipment list “tools” for up to 600$
[A WORKSHOP must be agreed upon with the master!]
250$ + 1 D100$
Agoraphobia
Nice guy (or girl)
Brawler
Late to bed, early to rise
Theoretical education
attentive student
Tailors are people that craft clothing. Usually they have a small workshop, often combined with a small sales area. The especially well off tailor has sewing machines and tools to ply his craft with leather, the poorer ones have needle and thread. Cloth comes usually from pre War rests – or is spun and weaved by the tailors themselves, usually from cotton or of the wool of mutated bighorner sheep.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Tailoring
Bargain Hunter OR Salesman of the month
+15 to
Repairing (Mechanics), Crafting
+10 to
Disguising, Knots, Trade/haggle
+5 to
First Aid
Swiss Army knife
Revolving punch pliers
Various scissors and needles
Threads and cloths
100$ + 1 D100$
Agoraphobia
Nice Guy (or Gal)
Late to bed, early to rise
Theoretical education
attentive student
Tinkerer are people that enjoy taking old junk and turning it into something useful. Whether they just repair some old device or turn one or more devices into something completely new, they usually go from project to project and spend pretty much all waking moments building something.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Electrician
Smith
Carpenter
Plastics expert
Bargain hunter OR Salesman of the month
Chemist OR Physicist
+15 to
Crafting, Repairing (mechanics), Repairing (electronics)
+10 to
Gun smithing
+5 to
First Aid, Computer skills
Robust work clothes
Fitting tools out of the equipment list for tools up to 550 $
[A WORKSHOP has to be agreed to with the Master!]
260 $ + 1 D100 $
Technical freak
Theoretical education
Hobby = KABLAMM!
Farmer are found often in the Wasteland. It's an arduous, often even dangerous occupation to work the contaminated earth, even in the peaceful inner parts of the NCR where raiders are no real threat. Farmers, as opposed to Ranchers, are specialists in growing fruits, vegetables and grains. While they usually keep animals around, they spend most of their time on their fields.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Butchering
Salesman of the Month
Stable boy (or girl)
Gardener
Biologist
Herbal lore
+15 to
Survival, Training
+5 to
First Aid, Repairing (Mechanics), Crafting, Natural sciences, Trade/haggle, Athletics
One set of fitting clothing (flap trousers and plaid shirt, for example)
Machete
And Hatchet
Widowmaker OR any handgun up to 500$
[FARM and Farmequipment (Shovels, plows, Brahmin, etc. must be agreed upon with the master!]
80 + 1D6 * 10$
Athlete
Horse Whisperer
Survivalist
Boy scout (or girl scout)
Attentive student
There are many wild animals worth hunting in the wasteland. Geckos for example are hunted both for their skins and their meat, and several other animals as well. Hunters take down those animals with rifles and primitive traps, they then use all of the dead animal and sell those parts they don't have a use for themselves.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Butchering
Leather tanning
+5 to
Rifles, Bow and arrow, Sneaking, Survival, Tracking, Hunting traps, knots
Leather clothing
Springfield '03
OR Widowmaker
OR Hunting Rifle
OR
Mosin-Nagant
OR K98k
OR Garand
OR Revolver Rifle
OR Winchester 73
60 + 2 D10 * 10 $
Finesse
Sharp Shooter
Survivalist
Boy scout (or girl scout)
Claustrophobia
Illiterate
Late to bed, early to rise
Closely related to the Farmer, the rancher is someone that has specialized himself (or herself) on the breeding and keeping of certain farm animals. As with similar occupations, the life of a rancher is an arduous one.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Butchering
Salesman of the month OR Bargain Hunter
Leather tanning
Stable boy (or girl)
Rancher
+15 to
Training, Riding
+10 to
Survival, Trade/haggle, Athletics, Knots, Driving (carts)
One set fitting clothes, including a Stetson or similar
A handgun up to 500 $
A fitting knife of choice
100 + 1 D100$
Athlete
Horse Whisperer
Survivalist
Boy scout (or girl)
attentive student
There are many wild animals worth hunting in the wasteland. Geckos for example are hunted both for their skins and their meat, and several other animals as well. Trappers disdain guns but prefer to build rather complex traps to capture and kill the animals and they then use all of the dead animal and sell those parts they don't have a use for themselves.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Butchering
Leather tanning
Bondage artist
Salesman of the month
+15 to
Hunting traps, Knots
+5 to
Rifles, Bow an arrow, Survival, Tracking
Leather clothes
A handgun up to 400 $ for the finishing shot
Several meters good rope
Swiss Army knife
A knife of choice (including Bowie) up to 50 $
60 + 2 D10 * 10 $
Athlete
Survivalist
Boy Scout (or Girl)
Claustrophobia
Illiterate
Late to bed, early to rise
There are numerous small groups – or even single persons – that live mostly cut off from all other groups. Whether they keep hidden or just live in rather difficult to reach areas, varies from group to group. But however different two groups of survivors are, one thing they all have in common: they live of the land and that mostly rather well.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Butrchering
Leather tanning
Emergency room medic
Herbal lore
One COMBAT extraordinary skill fitting the weapon
+15 to
Survival
+10 to
Tracking, throwing
+5 to
Handguns, Rifles, Bow and arrow, unarmed, melee
Leather clothes
Several meters of good ropes
Pocket knife
A weapon of choice up to 450 $
40 + 1 D10 * 10 $
Brawler
Athlete
Horse whisperer
Survivalist
Boy scout (or girl scout)
Claustrophobia
Illiterate
Late to bed, early to rise
The members of the mostly primitive tribes – of which some are remnants from before the Great War while most however founded themselves afterwards – are called Tribals. They distinguish themselves from the “civilized people” by being less sedentary and by killing each others with
spears and arrows, rather than with pistols and rifles.
Hunters and gatherers are responsible for making sure that the tribe does not suffer hunger. They – this shouldn't come as a surprise – hunt animals and gather plant foodstuff. They usually act in small teams.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Butchering
Herbal lore
Judo (with Brahmin-Tackle)
With sticks and stones
Other language(that of the tribe)
Wanderlust
Dog Handler
+15 to
Unarmed, melee and Bow and arrow
+10 to
Sneaking, Survival, hunting traps, tracking
+5 to
climbing, Acrobatics, Athletics
A knife of choice (including Bowie) up to 50 $
A spear OR four sharpened stick or hunting bow and twenty wooden arrows
Fitting clothes
40 + 1 D6 * 10
Finesse
Athlete
Survialist
Boy scout (or girl scout)
Claustrophobia
Illiterate
Poor
Shamans are the spiritual leaders of the tribes. Their exact duties vary strongly from tribe to tribe, just like their regard within the tribe. Since the tribal religions differ greatly from each other, we can't say too much about this part of the shamans' work. Their other main duty however is the
mixing of Broc Flower and Xander Root to create healing powders and the treatment of all wounds of the tribe.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Judo (with Brahmin-Tackle)
Herbal lore
Other language (that of the tribe)
Butchering
Field medic OR Emergency Room medic
Gardener
Biologist
+15 to
Doctor, First Aid
+10 to
Empathy, Natural sciences, teaching/instruction
+5 to
Survival, persuade/convince, carousing, sensual acuity
A knife of choice (including Bowie) up to 50 $ OR Machete
4 doses of healing powders
Fitting clothes
[Please talk to the Master about religious relics or stuff like that!]
60 + 1 D6 * 10
Nice guy (or gal)
Educated
Theoretical Education
Healer
Survivalist
Boy Scout (or girl scout)
Poor
Attentive student
Spiritual Aura
Tribal warriors defend the tribe from raids through others – or raid others to steal something from them. While their armament closely resembles that of their hunting and gathering fellows, warriors are rarely interested in butchering their “prey”.
Experience level:
Extraordinary skills:
Skill bonuses:
Starting equipment:
Starting capital:
Fitting traits:
1
Judo (with Brahmin-Tackle)
With sticks and stones
Other language (that of the tribe)
Wanderlust
Sword fighting
+15 to
Unarmed, melee, Bow and arrow
+10 to
Sneaking, Tactics
+5 to
Climbing, Acrobatics, Athletics, Body control
A knife of choice (including Bowie) up to 50 $ OR Machete
A
Spear OR
Hunting bow and 20 wooden arrows OR
Kali sticks OR two Tomahawks OR
Wolf claws
Fitting clothing
40 + 1 D6 * 10
Brawler
Heavy Weight
Athlete
Boy scout (or girl scout)
Illiterate
Poor
Attentive Student
Strong Willed