Occupation

Occupations.. Because everyone has to work!!!

Dammit, just because it’s a wasteland out there does mean you can just stand around and put your fingers in your body… YOU”RE GONNA WORK! And here’s what you can do…Or are allowed to do.

Academic
Academics include librarians, archaeologists, scholars, professors, teachers, and other education professionals.
Prerequisite: Age 23+.
Skills: Choose three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Computer Use (INT), Craft (writing) (INT), Decipher Script (INT), Gather Information (Char), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, tactics, technology, or theology and philosophy) (INT), Research (INT), or add a new Read/Write Language or a new Speak Language.

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 three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Awareness (WIS), Bluff (Char), Climb (STR), Demolitions (INT), Disable Device (INT), Drive (DEX), Escape Artist (DEX), Intimidate (Char), Jump (STR), Knowledge (arcane lore, streetwise, tactics, or technology) (INT), Pilot (DEX), Ride (DEX), Sneak (DEX), Survival (WIS), Swim (STR), Treat Injury (WIS).
Bonus Feat: Select one of the following: Archaic Weapons Proficiency, Brawl, or Personal Firearms Proficiency.

Apothecary
Apothecaries are people who study the science of mixing chemicals, elements, and naturally occurring materials together for predictable results. They often go on to be research scientists, inventors, pharmacists, or alchemists….. Even Medicine men…..
Prerequisite: Age 20+.
Skills: Choose three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Craft (chemical, mechanical, pharmaceutical, or writing) (INT), Disable Device (INT), Knowledge (arcane lore, earth and life sciences, history, or physical sciences) (INT), Repair (INT), Research (INT), Treat Injury (WIS)
Bonus Feat: Educated – Choose 2 of the Knowledge skills listed above.

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, he or she receives a +2 competence bonus on checks using that skill.
Balance (DEX), Climb (STR), Drive (DEX), Jump (STR), Ride (DEX), Swim (STR), Tumble (DEX).
Bonus Feat: Select either Archaic Weapons Proficiency or Brawl.

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, he or she receives a +2 competence bonus on checks using that skill.
Craft (electronic, mechanical, or structural) (INT), Climb (STR) , Drive (DEX), Handle Animal (Char), Intimidate (Char), Repair (INT)

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 three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Barter (Char), Bluff (Char), Craft (visual art or writing) (INT), Diplomacy (Char), Disguise (Char), Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, or wind instruments) (Char).

Colonist
Colonists are the “saved” pioneers of the Vaults who set the foundations of new societies on what is left of the Wastelands. To survive in their new surroundings, they learn to live off their Vault as they try to repair the land and defend themselves against the new indigenous predatory life forms and hostile forces of nature.
Prerequisite: Age 15+.
Skills: Choose three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Computer Use (INT), Craft (electronic, mechanical, or structural) (INT), Knowledge (earth and life sciences or physical sciences) (INT), Navigate (INT), Repair (INT), Survival (WIS).
Bonus Feat: Select Builder, Educated, or Guide

Creative
The creative starting occupation covers artists of all types who fan their creative spark into a career. Illustrators, copywriters, cartoonists, graphic artists, novelists, magazine columnists, actors, sculptors, game designers, musicians, screenwriters, photographers, and web designers all fall under this occupation.
Prerequisite: Age 15+.
Skills: Choose three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Awareness (WIS) Bluff (Char), Computer Use (INT), Craft (visual art or writing) (INT), Disguise (Char), Forgery (INT), Knowledge (arcane lore or art) (INT), Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, or wind instruments) (Char)

Criminal
This illicit starting occupation reveals a background from the wrong side of the law. This occupation includes con artists, burglars, thieves, crime family soldiers, gang members, bank robbers, and other types of career criminals.
Prerequisite: Age 15+.
Skills: Choose three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Disable Device (INT), Disguise (Char), Forgery (INT), Gamble (WIS), Knowledge (streetwise) (INT), Sleight of Hand, Sneak (DEX)
Bonus Feat: Select either Brawl or Personal Firearms Proficiency.

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 three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Bluff (Char), Gamble (WIS), Intimidate (Char), Knowledge (current events, streetwise or popular culture) (INT), Ride (DEX)

Doctor
A doctor can be a physician (general practitioner or specialist), a surgeon, or a psychiatrist.
Prerequisite: Age 25+.
Skills: Choose three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Craft (pharmaceutical) (INT), Computer Use (INT), Knowledge (behavioral sciences, earth and life sciences, or technology) (INT), Search (INT), Treat Injury (WIS).

Drifter
Drifters are aimless wanderers and world wise jacks-of-all-trades who move between cities, working odd jobs until boredom or fate leads them elsewhere. Along the way, they learn strange customs, stories and pick up interesting and diverse skills. Prerequisite: Age 15+.
Skills: Choose three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Bluff (CHA), Decipher Script (INT), Disable Device (INT), Disguise (CHA), Forgery (INT), Gamble (WIS), Gather Information (CHA), Knowledge (streetwise) (INT), Navigate (INT), Sneak (DEX), Sleight of Hand (DEX).

Emergency Services
Rescue workers, firefighters, paramedics, hazardous material handlers, and emergency medical technicians fall under this category.
Prerequisite: Age 18+.
Skills: Choose three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Balance (DEX), Climb (STR), Computer Use (INT), Drive (DEX), Jump (STR), Knowledge (behavioral sciences, earth and life sciences, or technology) (INT), Search (INT), Treat Injury (WIS), Swim (STR)

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 18+.
Skills: Choose three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Barter (Char), Bluff (Char), Diplomacy (Char), Gamble (WIS), Knowledge (business, current events, or technology) (INT)

Gladiator
Gladiators have been fighting all their lives, whether on the streets or in some form of arena. They include disenchanted youths and poverty-stricken hoodlums looking to trade fists for cash, clones bred in secret labs to fight from birth, and low-ranking members of a society’s warrior caste.
Prerequisite: Age 18+.
Skills: Choose three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Balance (DEX), Intimidate (CHA), Knowledge (streetwise) (INT), Survival (WIS), Tumble (DEX)
Bonus Feat: Select either Brawl or Combat Martial Arts if Human, Mutant, or Ghoul. Advanced Multiattack if a Deathclaw.

Investigative
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.
Skills: Choose three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Computer Use (INT), Craft (visual art or writing) (INT), Decipher Script (INT), Forgery (INT), Gather Information (Char), Investigate (INT), Knowledge (behavioral sciences, civics, earth and life sciences, or streetwise) (INT), Research (INT), Search (INT), Sense Motive (WIS).
Bonus Feat: Select either Brawl or Personal Firearms Proficiency.

Law Enforcement
Law enforcement personnel include uniformed police, state troopers, federal police, federal agents, SWAT team members, and military police.
Prerequisite: Age 20+.
Skills: Choose three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Awareness (WIS), Diplomacy (Char), Drive (DEX), Gather Information (Char), Intimidate(Char), Knowledge (civics, earth and life sciences, streetwise, or tactics) (INT)
Bonus Feat: Select one of the following: Combat Martial Arts, or Armor Proficiency (light)

Military
Military covers any of the branches of the armed forces, including army, navy, air force, and marines, as well as the various elite training units such as Seals, Rangers, and Special Forces.
Prerequisite: Age 18+.
Skills: Choose three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Climb (STR), Demolitions (INT), Drive (DEX), Knowledge (tactics) (INT), Navigate (INT), Pilot (DEX), Sneak (DEX), Survival (WIS), Swim (STR)
Bonus Feat: Select one of the following: Brawl, Combat Martial Arts, or Armor Proficiency (light)

Outcast
“Outcast” is not so much an occupation as a forced way of life. Persecuted and exiled for being different, outcasts are lone pariahs or shunned members of a culture whose customs or characteristics society finds deviant or abhorrent. Outcasts lurk on the fringes of civilization. Some strive for acceptance, while others are trapped by their own feelings of resentment, self-loathing, or hopelessness.
Prerequisites: Age 15+.
Skills: Choose three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Disguise (CHA), Knowledge (streetwise) (INT), Search (INT), Sneak (DEX), Survival (WIS), Treat Injury (WIS).
Bonus Feat: Toughness.

Religious
Ordained clergy of all persuasions, as well as theological scholars and experts on religious studies fall within the scope of this starting occupation.
Prerequisite: Age 23+.
Skills: Choose three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Decipher Script, Knowledge (arcane lore, art, behavioral sciences, history, streetwise, or theology and philosophy), Listen, Sense Motive.

Rural
Farm workers, hunters, and others who make a living in rural communities fall under this category.
Prerequisite: Age 15+.
Skills: Choose three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Balance, Climb, Handle Animal, Repair, Ride, Survival, Swim.
Bonus Feat: Select either Brawl or Personal Firearms Proficiency.

Scavenger
Scavengers turn society’s wreckage and discarded trash into useful tools or items for trade, and if they’re lucky, their endeavors might even yield one or two objects of special value. They effortlessly navigate and strip clean the most treacherous places, and their playgrounds are abandoned space stations( they fall from the sky sometimes……), gutted buildings, and smoking battlefields.
Prerequisites: Age 15+.
Skills: Choose three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Awareness (WIS), Barter (Char), Decipher Script (INT), Disable Device (INT), Knowledge (technology) (INT), Repair (INT), Search (INT), Sneak (DEX), Survival (WIS).

Student
A student can be in high school, college, or graduate school. He or she could be in a seminary, a military school, or a private institution. A college-age student should also pick a major field of study.
Prerequisite: Age 15+.
Skills: Choose three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Computer Use, Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, technology, or theology and philosophy), Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, or wind instruments), Research.

Technician
Scientists and engineers of all types fit within the scope of this starting occupation.
Prerequisite: Age 23+.
Skills: Choose three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Computer Use, Craft (chemical, electronic, mechanical, or structural), Knowledge (business, earth and life sciences, physical sciences, or technology), Repair, Research.

Transporter
Skilled navigators, transporters move people, information, and precious cargo safely from one destination to another.
Prerequisite: Age 18+.
Skills: Choose three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Barter (Char), Craft (mechanical) (INT), Drive (DEX), Knowledge (current events, popular culture, or streetwise) (INT), Navigate (INT), Pilot (DEX), Repair (INT).
Bonus Feat: Guide

Transporter
Skilled navigators, transporters move people, information, and precious cargo safely from one destination to another.
Prerequisite: Age 18+.
Skills: Choose three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Barter (Char), Craft (mechanical) (INT), Drive (DEX), Knowledge (current events, popular culture, or streetwise) (INT), Navigate (INT), Pilot (DEX), Repair (INT).
Bonus Feat: Guide

White Collar
Office workers and desk jockeys, lawyers, accountants, insurance agents, bank personnel, financial advisors, tax preparers, clerks, sales personnel, real estate agents, and a variety of mid-level managers fall within the scope of this starting occupation.
Prerequisite: Age 23+.
Skills: Choose three of the following skills as permanent class skills, he or she receives a +2 competence bonus on checks using that skill.
Barter (Char), Computer Use (INT), Diplomacy (Char), Knowledge (art, business, civics, earth and life sciences, history, physical sciences, or technology) (INT), Research (INT).