| 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. |
|
17-24 |
Feral Urchin 0-Level Feral Traits: Small size; 20' base speed. |
|
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:
|
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:
|
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 |