| d6 | Occupation | Starting Weapon | Trade Goods |
|---|---|---|---|
1 |
Butler; |
Kitchen knife (1d4); |
None, but you're built with a Domestic/Companion robot chassis that gives you the following traits at Level-0:
|
2 |
Barkeep; |
Shotgun (1d10, 50/100/-) with Roll 4d4 shells; |
None, but you're built with a Domestic/Companion robot chassis that gives you the following traits at Level-0:
|
3 |
Janitor; |
Large mop (1d3); |
None, but you're built with a Labor/Maintenance robot chassis that gives you the following traits at Level-0:
|
4 |
Repairman; |
Monkey wrench (1d4); |
None, but you're built with a Labor/Maintenance robot chassis that gives you the following traits at Level-0:
|
5 |
Super soldier; |
Resolve: {Stun baton (1d3+**DC 11 WILL save** or be knocked unconscious for 2d4 mins; charge capacity 50, regenerates 1 charge every 10 minutes)|Blaster (1d6, 80/160/320; ammo capacity 30, regenerates 1 shot every 10 minutes)} loaded with Roll 4d10 charges; |
None, but you're built with a Security/Military robot chassis that gives you the following traits at Level-0:
|
6 |
Murder machine; |
Resolve: {Vibroblade (1d7, crit on 19-20)|Flamer (2d6+_burning_, 30'x5' cone; ammo capacity 10, requires refueling) with 5 charges}; |
None, but you're built with a Security/Military robot chassis that gives you the following traits at Level-0:
|