Umerica - Occupations by Race (d100)

d100 Race Occupation, Starting Weapon, & Trade Goods

1-8

Gray

0-Level Gray Traits: Basic understanding of all written/verbal forms of communication; can see normally in mundane darkness; takes 1 hp damage per hour of direct contact with iron; can attempt to use Alien Tech without a manual (LUCK+INT check, DC 14+1d6).

Roll on "Umerican Occupation - Grays"

9-16

Fossorian

0-Level Fossorian Traits: Can "see" by feeling vibrations up to 40', doubled in underground or tight spaces, attempts to sneak up on or surprise the Fossorian are at -6; Can burrow a 4' wide tunnel at a rate of 1' per round in dirt unless encumbered, and can set pitfall traps (+0 to set, DC 10 to detect, 1d6 dmg); 20' base speed; -1d to all actions taken in direct sunlight unless sunglasses/goggles are work, or in anything brighter than sunlight, and when saving against spells/effects involving bright light.

Roll on "Umerican Occupation Table - Fossorian"

17-24

Feral Urchin

0-Level Feral Traits: Small size; 20' base speed.

Roll on "Umerican Occupation - Feral Urchin"

25-35

Pure Mutant

0-Level Mutant Traits: A pure mutant begins play with one free, randomly-generated mutation.

Roll on "Umerica Mutations"

Roll on "Umerican Occupation - Mutants"

36-40

Robot

0-Level Robot Traits: You are built with a chassis that provides certain benefits at level 0, as determined by your occupation.

Roll on "Umerican Occupation - Robots"

41-45

Human, pure strain (NOTE: All Human type distinctions are for role playing options and have no mechanical differences.)

Roll on "Umerican Occupation - Humans"

46-55

Human, near human (NOTE: All Human type distinctions are for role playing options and have no mechanical differences.)

Roll on "Umerican Occupation - Humans"

56-60

Human, Off-worlder (NOTE: All Human type distinctions are for role playing options and have no mechanical differences.)

Roll on "Umerican Occupation - Humans"

61-75

Human, mutie (NOTE: All Human type distinctions are for role playing options and have no mechanical differences.)

Roll on "Umerican Occupation - Humans"

76-100

Human, mixed-blood (NOTE: All Human type distinctions are for role playing options and have no mechanical differences.)

Roll on "Umerican Occupation - Humans"


Subcharts

Umerican Occupation - Humans (d50)

d50 Occupation Starting Weapon Trade Goods

1

Accountant,

Big ledger (1d3),

Solar calculator

2

Armorer,

Sledge hammer (1d7, 2-handed, d16 Init.),

Retread armor (torso and legs)

3

Biker,

Length of chain (1d5),

Leather jacket (torso armor, 1 pt)

4

Brewer,

Bung hammer (1d4),

Roll 1d3 gallons of booze

5

Carpenter,

Claw hammer (1d5),

Bag of Roll 2d30 nails

6

Chemist,

Roll 1d6 vials of mild acid (1d4),

Roll 1d3 Molotov cocktails

7

Cook,

Cleaver (1d4),

Roll 3d4 trail rations

8

Cryo-sleeper,

Semi-auto pistol (1d8, 60/120/240) with 2 clips of ammo (containing Roll 1d6+4 and Roll 1d6+4 rounds, respectively),

Wrist-mounted computer loaded with very outdated maps and music files

9

Debtors' pit escapee,

Chain shackles (1d4),

A metal shield and lots of scars

10

Driver,

Tire iron (1d5),

Roll 1d6 sealed packs of hanging vehicle air fresheners, misc. scents

11

Electrician,

Screwdriver (1d3),

Bag of wires and bits

12

Entertainer,

Hidden knife (1d4),

Musical instrument or other performance tool

13

Resolve: {Potato|Bluwheat|Barley|Corn|Rice|Oat|Veggie|Berry|Nut|Hay} Farmer,

Hoe (1d5),

A Resolve: {sheep|goat|cow|pig|chicken|mule} with Roll 1d3-1 extra heads/limbs/etc.

14

Food checker,

Knife (1d3),

Nothing, but you get +2 to FORT saves vs. bad food!

15

Forager,

Heavy walking stick (1d4),

Roll 1d3 lbs of safe mushrooms and roots

16

Ganger,

Slingshot (1d5, 40/80/160) and Roll 3d6 metal bearings,

1 bottle of good booze

17

Guard,

Spear (1d8),

Leather armor (torso and arms, 1 pt each)

18

Gunsmith,

Rebuilt revolver (1d6, 50/100/200),

Roll 3d4 good bullets

19

Handyman,

Large tool (1d4),

Tool belt with Roll 1d3+1 tools

20

Historian,

Heavy book (1d3),

Nothing, but you get +3 to all INT checks related to knowing random bits of trivia

21

Hunter,

Bow (1d6, 50/100/150) and Roll 4d4 arrows,

Roll 1d5 large animal pelts

22

Janitor,

Large mop (1d3),

5 gallon bucket and rags

23

Junk digger,

Crowbar (1d5),

Roll on "Umerica Random Equipment" d3 times

24

Laborer,

Pocket knife (1d3),

Good boots and gloves

25

Law enforcer,

Mace (1d6),

Roll 1d3 pairs of handcuffs and a ring of keys

26

Livestock rancher,

Crook staff (1d5),

Roll 1d3 Resolve: {sheep|goat(s)|cow(s)|pig(s)|chicken(s)|mule(s)}, each with 1d3-1 extra heads/limbs/etc.

27

Mechanic,

Tire iron (1d5),

Roll 1d3 gallons of used oil

28

Medic,

Bone saw (1d5),

First Aid kit

29

Merchant,

Big Maglite (1d4) (batteries charged),

Roll on "Umerica Random Equipment" d3 times

30

Messenger,

Bike chain (1d4),

An off-road bicycle with cargo basket

31

Miner,

Pickaxe (1d5),

Filtered mask

32

Nurse,

Scalpel (1d4),

Stethoscope

33

Off-Worlder,

Survival blaster (1d4, 30/60/120, fumble range 1-2) with Roll 1d4+6 shots per day,

Roll 2d3 power cells

34

Orphan,

Slingshot (1d5, 40/80/160) and Roll 2d6 good stones,

Bag of stale candy

35

Outfitter,

Textile shears (1d3),

Sewing kit and Roll 3d20 buttons

36

Peddler,

Iron skillet (1d5),

Roll on "Umerica Random Equipment" d3 times

37

Pharmacist,

Knife (1d3),

Roll 2d3 bottles of drugs

38

Plumber,

Pipe wrench (1d4),

Roll 2d3 copper pipes

39

Raider spy,

Hidden knife (1d4),

Cover Identity and Trappings: Re-roll

40

Refinery acolyte,

Valve wheel wrench (1d7, 2-handed, d16 init.),

1 gallon fuel can containing 1 fuel point worth of petrol

41

Researcher,

Heavy book (1d3),

Roll 1d6 more books

42

Scientist,

Bunsen burner and propane tank (1d4),

Rubber gloves and goggles

43

Scout,

Crossbow (1d6, 50/100/150) and Roll 3d4 bolts,

Working compass

44

Soldier,

Bolt action rifle (1d10, 120/240/480) with bayonet (1d6) and Roll 2d4 rounds,

Scrap helm and chest plate (torso and head, 2 pts each)

45

Tinker,

Big bag of useless parts (1d4),

Small tool set (+1 to all attempts to repair tech)

46

Vaultborn,

Shotgun (1d10, 50/100/-) with Roll 4d4 shells,

Roll 3d6 ration bars and 1 gallon of water

47

Veterinarian,

Knife (1d3),

A small, trained animal

48

Wanderer,

Big walking stick (1d4),

Large backpack

49

Water finder,

Shovel (1d4),

Scratch built water filtration device

50

Young punk,

Baseball bat (1d4),

Mountainboard and Roll 1d3 spare wheels

Umerican Occupation - Mutants (d8)

d8 Occupation Starting Weapon Trade Goods

1

Debtors' pit escapee,

Chain shackles (1d4),

A metal shield and lots of scars

2

Exile,

Staff,

Roll 1d3+2 torches

3

Junk digger,

Crowbar (1d5),

Roll on "Umerica Random Equipment" d3 times

4

Scout,

Crossbow (1d6, 50/100/150) and Roll 3d4 bolts,

Working compass

5

Bounty hunter,

Man-catcher (1d4, 2d3 if target is unarmored, target makes DC 14 REF save or is pinned until they pass a REF save)

Manacles

6

Cutthroat,

Saber (1d6)

A bag with 20 sp

7

Experimental test subject,

Syringe (1d3)

A vial containing an unidentified liquid

8

Sideshow freak,

Hidden knife (1d4),

Circus megaphone

Umerican Occupation - Robots (d6)

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:

  • 1 Impervious Armor step (1d3, Fumble 0)
  • +2 PER and +1 INT
  • No penalty to disguise attempts to appear human.

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:

  • 1 Impervious Armor step (1d3, Fumble 0)
  • +2 PER and +1 INT
  • No penalty to disguise attempts to appear human.

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:

  • Base AC 12
  • 1 Impervious Armor step (1d3, Fumble 0)
  • Max Armor Fumble die d10
  • +2 STR
  • -2d to all attempts to appear human.

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:

  • Base AC 12
  • 1 Impervious Armor step (1d3, Fumble 0)
  • Max Armor Fumble die d10
  • +2 STR
  • -2d to all attempts to appear human.

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:

  • Base AC 14
  • 3 Impervious Armor steps (1d5, Fumble 1d4)
  • Max Armor Fumble die d12
  • +2 STA, -2 PER
  • All weapons are obvious; cannot pass as human
  • 20' base speed.

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:

  • Base AC 14
  • 3 Impervious Armor steps (1d5, Fumble 1d4)
  • Max Armor Fumble die d12
  • +2 STA, -2 PER
  • All weapons are obvious; cannot pass as human
  • 20' base speed.

Umerican Occupation - Feral Urchin (d8)

d8 Occupation Starting Weapon Trade Goods

1

Hunter,

Bow (1d6, 50/100/150) and Roll 4d4 arrows,

Roll 1d5 large pelts

2

Orphan,

Slingshot (1d5, 40/80/160) and Roll 2d6 good stones,

Bag of stale candy

3

Wanderer,

Big walking stick (1d4),

Large backpack

4

Tracker,

Short sword (1d6),

A hawk

5

Wildling,

Tree branch (1d4)

Roll 1d5+2 animal skulls

6

Witch doctor,

Staff (1d4),

1 lb. bag of herbs

7

Pack rat,

A 2x4 with a nail sticking out of it (1d4),

A trash bag full of junk work 5 cp

8

Tribesman,

Spear (1d8),

A wooden shield

Umerican Occupation Table - Fossorian (d8)

d8 Result Starting Weapon Trade Goods

1

Mushroom farmer,

Trowel (1d4),

1 lb sack of edible mushrooms

2

Digger,

Pickaxe (1d5),

A wheelbarrow full of dirt

3

Worm harvester,

Shovel (1d4),

A pair of tongs

4

Guard,

Polearm (1d10),

Lantern

5

Repairman,

Monkey wrench (1d4),

Small tool set (+1 to all attempts to repair tech)

6

Soldier,

Bolt action rifle (1d10, 120/240/480) with bayonet (1d6) and Roll 2d4 rounds,

Scrap helm and chest plate (torso and head, 2 pts each)

7

Engineer,

Pocket knife (1d3),

Roll 1d5 schematic diagrams

8

Hunter,

Bow (1d6, 50/100/150) and Roll 4d4 arrows,

Roll 1d5 large animal pelts

Umerican Occupation - Grays (d8)

d8 Occupation Starting Weapon Trade Goods

1

Record keeper,

Virtually-indestructible tablet of extraterrestrial origin (1d4),

Virtually-indestructible tablet of extraterrestrial origin with various notable events recorded

2

Advisor,

Hidden knife (1d4),

Book of local lore

3

Scholar,

Staff (1d4),

Roll 1d6 more books on Urthly subjects

4

Chemist,

Roll 1d6 vials of mild acid (1d4),

Roll 1d3 Molotov cocktails

5

Spy,

Hidden knife (1d4),

Wiretap device

6

Mercenary,

Laser pistol (1d8, 80/60/240, 40 charges) with Roll 4d8 charges,

Roll 1d6 gp, Roll 2d8 sp, Roll 3d10 cp

7

Tinker,

Big bag of useless parts (1d4)

Small tool set (+1 to all attempts to repair tech)

8

Scientist,

Bunsen burner and propane tank (1d4),

Rubber gloves and goggles