Professions

Gamma World Professions

Original concept by Caoimhe Ora Snow

Rolling a 1d10 to gain a +4 bonus to a random skill doesn’t add much flavor to character creation. This optional set of rules gives players the beginnings of a backstory for their Gamma World mutants. Each Profession gives the character a +2 bonus to two Skills (instead of +4 to just one) as well as a special, circumstantial bonus to represent his or her specific training. Lastly, each Profession gives the character a couple pieces of Starting Equipment.

(Eventually, I intend to add feats to each Profession a la the Vocation rules found in the Legion of Gold supplement.)

Professions Table

Die (1d4) Die (1d10) Occupation Die (1d4) Die (1d10) Occupation
1 1 Airman 3 1 Infiltrator
1 2 Barkeep 3 2 Keeper
1 3 Boss 3 3 Lawbringer
1 4 Chemist 3 4 Mariner
1 5 Connector 3 5 Mercenary
1 6 Cook 3 6 Prophet
1 7 Duelist 3 7 Prospector
1 8 Enforcer 3 8 Ravager
1 9 Entertainer 3 9 Road Warrior
1 10 Esper 3 10 Runner
2 1 Examiner 4 1 Scavenger
2 2 Explorer 4 2 Shaman
2 3 Farmer 4 3 Shooter
2 4 Greaser 4 4 Skulk
2 5 Guardian 4 5 Smuggler
2 6 Guide 4 6 Steader
2 7 Hacker 4 7 Tamer
2 8 Hauler 4 8 Tracer
2 9 Healer 4 9 Undertaker
2 10 Hunter 4 10 Wastelander

Profession Descriptions

Airman

God intended for you to fly, whether you were given wings or not. Somewhere along the line, you obtained a cheap flying craft and use it to soar high above the world’s problems – so long as those problems don’t have long range weaponry.
Skill Bonus (Level 1): Gain +2 bonus to Mechanics and Perception.
Special Bonus (Level 1): Gain +2 bonus to Mechanics checks made to operate a flying vehicle.
Starting Gear (Level 1): You start with binoculars and a hang-glider (or autogyro – GM’s approval).

Barkeep

You worked in a bar, an inn, or a tavern, or maybe you had your own moonshine still. In any case, people tend to open up to you, especially when they’ve had more than enough to drink.
Skill Bonus (Level 1): Gain +2 bonus to Insight and Interaction.
Special Bonus (Level 1): Gain +2 bonus to Interaction checks made while in a drinking establishment.
Starting Gear (Level 1): You start with a 6-pack of beer and a cooler.

Boss

You’re used to calling the shots. Maybe you ran a small criminal organization or were a chieftain of a pack of nomads. Maybe you were the major of a little town. Whatever the case, you were in charge – and it’s good to be a king.
Skill Bonus (Level 1): Gain +2 bonus to Conspiracy and Interaction.
Special Bonus (Level 1): Gain +2 bonus to Interaction checks made to rally a group of followers.
Starting Gear (Level 1): You start with an extra 1d4 rolls on the Starting Equipment Table.

Chemist

You’ve always been fascinated by chemicals, and carry number of bottles around with you. Maybe you’re an apothecary, or a research scientist, or someone fascinated with poisons.
Skill Bonus (Level 1): Gain a +2 bonus to Conspiracy and Science.
Special Bonus (Level 1): Gain a +2 bonus to Science checks made to identify the composition of a substance or item.
Starting Gear (Level 1): You start with a tube of supercrazy glue and a water purifier.

Connector

Your job to make sure everyone just gets along. You believe that diplomacy is a soft glove over an iron fist – if a pat on the cheek doesn’t get results, then a punch in the face might be required.
Skill Bonus (Level 1): Gain a +2 bonus to Insight and Interaction.
Special Bonus (Level 1): Gain a +2 bonus to Insight and Interaction checks when involved in negotiations.
Starting Gear (Level 1): You start with a digital audiorecorder and a steel mirror.

Cook

Most residents of Gamma Terra would be surprised to know how many things are edible, if cooked the right way. You may be a professional chef, a fry cook, a mess officer, or maybe just someone who listened when Grandma tried to pass on her recipe for broiled badder. Mmm, broiled badder.
Skill Bonus (Level 1): Gain a +2 bonus to Nature and Science.
Special Bonus (Level 1): Gain a +2 bonus to Nature checks made to forage and prepare food.
Starting Gear (Level 1): You start with a lighter and a portable stove.

Duelist

Most people in Gamma Terra fight to survive. You fight for fun, profit, fame, or glory. You could be a former gladiator, a dashing knave, or a grim gunslinger out to make a reputation for herself.
Skill Bonus (Level 1): Gain a +2 bonus to Acrobatics and Athletics.
Special Bonus (Level 1): Gain a +2 bonus to Interaction checks made to intimidate others with your fighting prowess.
Starting Gear (Level 1): You start with a riding beast and a steel mirror.

Enforcer

Someone else called the shots but you were the one breaking the legs. You were a thug, a mook, the muscle. Maybe you were the enforcer for a local crime boss or the righteous arm of a spreading church. Your job was to break what you were told to break.
Skill Bonus (Level 1): Gain a +2 bonus to Athletics and Stealth.
Special Bonus (Level 1): Gain a +2 bonus to any rolls involving a display of physical strength.
Starting Gear (Level 1): You start with

Entertainer

Everyone loves an entertainer! You can juggle, dance, tell jokes, sing off-key, spin wild tales, throw knives, walk a tightrope, or play a tune. Possibly all of those at the same time, even. Or you might have escaped from a circus.
Skill Bonus (Level 1): Gain a +2 bonus to Acrobatics and Interaction.
Special Bonus (Level 1): Gain a +2 bonus to Interaction checks when giving a performance.
Starting Gear (Level 1): You start with 4 chem-sticks and an umbrella.

Esper

A mind is a terrible thing to waste – so you have maximized the potential of yours. Your psychic powers are both potent and refined. Forget bending spoons and guessing cards – you break minds and twist steel with your thoughts.
Skill Bonus (Level 1): Gain a +2 bonus to Conspiracy and Insight.
Special Bonus (Level 1): Gain a +1 bonus to attack and damage rolls with any Powers with the Psychic keyword.
Starting Gear (Level 1): You start with digital music player and a shovel.

Examiner

The Ancients that existed before the Big Mistake lived in a world full of technological wonders. You are one of those intellectuals who seek out artifacts and marvels from the Ancient times.
Skill Bonus (Level 1): Gain a +2 bonus to Conspiracy and Science.
Special Bonus (Level 1): Gain a +2 bonus to Omega Tech checks.
Starting Gear (Level 1): You start with a digital audiorecorder and a PDA.

Explorer

You seek out the vast, unexplored frontiers of Gamma Terra, boldly going where no one has gone before well, except – for Ancients, but they’re all dead now. You’re welcomed in settlements for the news you bring of the rest of the world and the stories you tell of your exciting adventures.
Skill Bonus (Level 1): Gain a +2 bonus to Conspiracy and Nature.
Special Bonus (Level 1): Gain a +2 bonus to Nature checks made to navigate or avoid becoming lost.
Starting Gear (Level 1): You start with a climber’s kit and a compass.

Farmer

In a world where food supplies are often contaminated by radiation, chemical weapons, or nanotechnology, farmers are essential to survival. Maybe you raised three-eyed cattle or cultivated flying fields of prop-corn; your experience on the farm could serve you well in your journeys through Gamma Terra.
Skill Bonus (Level 1): Gain a +2 bonus to Athletics and Nature.
Special Bonus (Level 1): Gain a +2 bonus to Science checks made to heal animals or plants.
Starting Gear (Level 1): You start with a draft beast and a wagon.

Greaser

You’re a fixer. When something breaks down, you toss your tools in the back of your truck and go out to fix it. Even if it doesn’t stay fixed, well, that just means that your services will always be in demand.
Skill Bonus (Level 1): Gain a +2 bonus to Athletics and Mechanics.
Special Bonus (Level 1): Gain a +2 bonus to Mechanics checks made to repair things.
Starting Gear (Level 1): You start with general toolkit and a roll of duct tape.

Guardian

To serve and protect – that’s the creed you live by. You might have been a wall sentry, a member of the town militia, or a local constable. Whatever you were, your job was to protect those who couldn’t protect themselves.
Skill Bonus (Level 1): Gain a +2 bonus to Athletics and Perception.
Special Bonus (Level 1): While you’re conscious, allies adjacent to you gain a +1 bonus to AC.
Starting Gear (Level 1): You start with a heavy flashlight and steel handcuffs.

Guide

At home in the wastelands, you’re good at spotting creatures who shouldn’t be here. Your skills are valued by towns who need people to patrol the nearby wilds or by bandits who are preparing to attack those towns.
Skill Bonus (Level 1): Gain a +2 bonus to Nature and Perception.
Special Bonus (Level 1): Gain a +2 bonus to Athletics checks made to climb.
Starting Gear (Level 1): You start with binoculars and a climber’s kit.

Hacker

You’ve mastered the Ancient art of computer programming, and are skilled at piecing together scavenged bits and pieces to produce a working computer system. If there were some sort of global network tying together computers from all around the world, then your skills might actually seem practical. Alas, not in Gamma Terra.
Skill Bonus (Level 1): Gain a +2 bonus to Mechanics and Science.
Special Bonus (Level 1): Gain a +2 bonus to any checks made to use or repair computers.
Starting Gear (Level 1): You start with a laptop computer and a portable generator.

Hauler

The long, dusty roads between Gamma Terra’s pockets of civilization are your home. You and your rig have seen many lonely miles and hauled all manner of cargo. She looks after you and you look after her – your marriage should be this good.
Skill Bonus (Level 1): Gain a +2 bonus to Interaction and Mechanics.
Special Bonus (Level 1): Gain a +2 bonus to Mechanics checks made tor drive large land vehicles.
Starting Gear (Level 1): You start with a general toolkit and a roll on the Vehicle Table.

Healer

You practice the healing arts. You might be a field medic for a paramilitary group, or a trained surgeon, or a practitioner of herbal medicines. When people get hurt, they come to you for help. And people get hurt a lot in Gamma Terra.
Skill Bonus (Level 1): Gain a +2 bonus to Insight and Science.
Special Bonus (Level 1): Gain a +2 bonus to Science checks made for healing.
Starting Gear (Level 1): You start with a gas mask and a first aid kit.

Hunter

You’ll hunt whatever you need to hunt. Animal, man, plant, machine. They’re all just different types of prey to you, and no prey will elude you.
Skill Bonus (Level 1): Gain a +2 bonus to Insight and Stealth.
Special Bonus (Level 1): Gain a +2 bonus to Perception checks made to follow tracks.
Starting Gear (Level 1): You start with camouflage clothing and a tent.

Infiltrator

You’re not who you appear to be. Maybe you’re a sleeper agent for a Cryptic Alliance, or a freelance spy, or just really good liar. There are few people more skilled than you at integrating yourself into a community and making them trust you – even though they shouldn’t.
Skill Bonus (Level 1): Gain a +2 bonus to Interaction and Stealth.
Special Bonus (Level 1): Gain a +2 bonus to Interaction checks made to disguise your identity.
Starting Gear (Level 1): You start with a digital camera and a radio cell phone.

Investigator

You can’t help but notice the little things most people will miss – the way that porker looks down at his feet when he talks to you, the missing handle on that closet door, the greenish radioactive mud that’s only found in the marsh outside the old power plant. You could be a private investigator, a nosy reporter, or a former cop now out on her own.
Skill Bonus (Level 1): Gain a +2 bonus to Insight and Perception.
Special Bonus (Level 1): Gain a +2 bonus to Perception checks made to notice small but important details.
Starting Gear (Level 1): You start with a digital camera and a heavy flashlight.

Keeper

If knowledge is power, then you might be a demigod. You are fascinated by the history and tales of Gamma Terra and the Ancient world. Perhaps you were the wise man of your tribe or the local librarian. Whatever the case, information is your meat and drink.
Skill Bonus (Level 1): Gain a +2 bonus to Conspiracy and Perception.
Special Bonus (Level 1): Gain a +2 bonus to Conspiracy checks to recall history, stories, and lore.
Starting Gear (Level 1): You start with a book collection and a writing kit.

Lawbringer

Justice. You deliver it. Riding into town on your custom chopper, you bring dread to lawbreakers and relief to their victim. You’re the jury and the executioner, too, and there’s no court of appeal. You may have a regular circuit or you could just wander as you see fit. In any case, your reputation for bringing down the gavel on criminals preceeds you, and you wouldn’t have it any other way.
Skill Bonus (Level 1): Gain a +2 bonus to Conspiracy and Insight.
Special Bonus (Level 1): Gain a +2 bonus to Insight checks made to detect lies.
Starting Gear (Level 1): You start with a riding beast and steel handcuffs.

Mariner

Most of Gamma Terra is water, and that’s where you’re most at home. You may be a pirate or privateer, a merchant sailor, or part of a private navy.
Skill Bonus (Level 1): Gain a +2 bonus to Acrobatics and Nature.
Special Bonus (Level 1): Gain a +2 bonus to Athletics checks for swimming.
Starting Gear (Level 1): You start with binoculars and a life jacket.

Mercenary

You’re a soldier for hire. You could be part of someone’s private army, or a bouncer at a bar, or a town guard. Or you might just take whatever job pays the most on any given week.
Skill Bonus (Level 1): Gain a +2 bonus to Athletics and Interaction.
Special Bonus (Level 1): Gain a +2 bonus to Interaction checks made to locate a new contract.
Starting Gear (Level 1): You start with a gas mask and nightvision goggles.

Prophet

Only you have the truth! And the people need to hear it! Maybe you’re part of an Ancient religious tradition, or a new faith created in Gamma Terra, or a zealous member of a Cryptic Alliance. You’ve got the truth on your side, and you’ll burn books, idols, or any heretics who get in your way!
Skill Bonus (Level 1): Gain a +2 bonus to Conspiracy and Interaction.
Special Bonus (Level 1): Gain a +2 bonus to Interaction checks made to rile up a crowd.
Starting Gear (Level 1): You start with 5 gallons of fuel and a box of matches.

Prospector

In Gamma Terra, the most profitable thing you can prospect for isn’t gold or gems or even uranium it’s clean water. As – a prospector, you hunt out natural resources and stake your claim on whatever you can find.
Skill Bonus (Level 1): Gain a +2 bonus to Perception and Science.
Special Bonus (Level 1): Gain a +2 bonus to Nature checks made to locate natural resources.
Starting Gear (Level 1): You start with a shovel and a water purifier.

Ravager

You were a bandit, a raider, or a pirate. You made a living by bloodshed, destruction and the pain of others. The heat of battle is no stranger to you. Nowadays, of course, you’re all over that part of your life. Right? Right?!?
Skill Bonus (Level 1): Gain a +2 bonus to Athletics and Stealth.
Special Bonus (Level 1): Gain a +1 bonus to damage rolls made with weapons.
Starting Gear (Level 1): You start with a crowbar and a stick of dynamite.

Road Warrior

Riding the long roads established by the Ancients from town to town, you’re more at home behind the wheel than anywhere else. You might drive a big truck, compete in demolition derbies, or make your fame and fortune by winning bizarre cross-country races. Start your engine!
Skill Bonus (Level 1): Gain a +2 bonus to Acrobatics and Mechanics.
Special Bonus (Level 1): Gain a +2 bonus to Mechanics checks made to drive small to medium-sized land vehicles.
Starting Gear (Level 1): You start with 5 gallons of fuel and a roll on the Vehicle Table.

Runner

You’re an heir to the proud tradition of the Ponee Fedex, traveling across Gamma Terra to deliver messages and packages – and neither radioactive snow nor acid rain nor laser heat nor gloom of night will stay you from the swift completion of your appointed rounds!
Skill Bonus (Level 1): Gain a +2 bonus to Athletics and Interaction.
Special Bonus (Level 1): Gain a +2 bonus to ???
Starting Gear (Level 1): You start with a riding beast and a winter outfit.

Scavenger

One man’s junk is your treasure. You live off the land, gathering Ancient relics or garbage – or maybe you take what you need from other people who are more fortunate. You do what you need to do to survive and prosper.
Skill Bonus (Level 1): Gain a +2 bonus to Mechanics and Nature.
Special Bonus (Level 1): Gain a +2 bonus to Perception checks made to locate objects.
Starting Gear (Level 1): You start with a bolt cutter and a crowbar.

Shaman

You live in communion with the natural spirits of the world – be they wood, water, or radiation in nature. You might have been a medicine man or hedge witch for a local town or just a hermit living off the land. You’re fond of visions, omens, and expanding your consciousness.
Skill Bonus (Level 1): Gain a +2 bonus to Insight and Nature.
Special Bonus (Level 1): Gain a +2 bonus to any checks made to divine omens.
Starting Gear (Level 1): You start with a first aid kit and a 6-pack of beer.

Shooter

You live by the Way of the Gun. Following the path of ancient saints of battle such as Eastwood and Woo, you trust in your weapon and bring the art of gunplay to a philosophical art form. Along the way, you put a lot of holes in people.
Skill Bonus (Level 1): Gain a +2 bonus to Acrobatics and Perception.
Special Bonus (Level 1): Gain a +2 bonus to Ammo Checks.
Starting Gear (Level 1): You start with a gun of your choice and extra ammo (free successful Ammo Check).

Skulk

In every society, there are those that lurk on the outskirts and in the shadows, seeking to leech a little bit for themselves from the sweat of honest, hard-working folk. You are one of these people. You may be a rat but it beats working for a living.
Skill Bonus (Level 1): Gain a +2 bonus to Acrobatics and Stealth.
Special Bonus (Level 1): Gain a +2 bonus to Stealth checks made to avoid been seen or heard.
Starting Gear (Level 1): You start with a lockpick set and nightvision goggles.

Smuggler

Profit is the name of the game, and you can only win that game if your profit is undisturbed by pesky taxes and laws. You smuggle something – contraband Ancient technology, illicit herbs, people, information – and you turn a tidy profit. Just don’t get caught.
Skill Bonus (Level 1): Gain a +2 bonus to Conspiracy and Stealth.
Special Bonus (Level 1): Gain a +2 bonus to Stealth checks made to conceal something other than yourself.
Starting Gear (Level 1): You start with nightvision goggles and a wagon.

‘Steader

You are a townie, born and raised behind the safe and secure walls of a civilized homestead. Your work day, whether it was tilling the fields or lining up numbers in your cubicle, was monotonous but peaceful. Too bad Gamma Terra came up and bit you in in the backside.
Skill Bonus (Level 1): Gain a +2 bonus to Interaction and Stealth.
Special Bonus (Level 1): Gain a +2 bonus to Interaction and Stealth checks made to either interact with other ‘steaders or to blend in with a city crowd.
Starting Gear (Level 1): You start with a PDA and a thermos.

Tamer

You never really got along with other people. Instead, animals were more your kin. You understood them and they understood you. Common folk might think your mannerisms and thinking weird, but you’re the only one whom Ol’ Bessie doesn’t breathe radiation over.
Skill Bonus (Level 1): Gain a +2 bonus to Nature and Perception.
Special Bonus (Level 1): Gain a +2 bonus to any rolls involving communicating, riding, or training natural animals.
Starting Gear (Level 1): You start with a first aid kit and an extra week’s worth of travel rations (animal chow).

Tracer

There are lots of places to hide in Gamma Terra and so there are plenty of people running and hiding from somebody. You’re the one who tracks them down and drags them back to face the music. It’s dead or alive in your book, though dead is often easier.
Skill Bonus (Level 1): Gain a +2 bonus to Insight and Interaction.
Special Bonus (Level 1): Gain a +2 bonus to Perception checks made to locate your quarry.
Starting Gear (Level 1): You start with binoculars and an extra coil of rope.

Undertaker

Death is a fact of life in Gamma Terra. It’s your job to pick up the pieces when someone meets their own personal Big Mistake. At least you know you’ll never be out of work.
Skill Bonus (Level 1): Gain a +2 bonus to Interaction and Science.
Special Bonus (Level 1): Gain a +2 bonus to Science checks made to identify the cause of death on a corpse.
Starting Gear (Level 1): You start with a roll of duct tape and a wagon.

Wastelander

You shun the trappings of civilized life and prefer the open, broken wastes of Gamma Terra. Or maybe you were born in the wastelands and never had a chance at a village upbringing. Whatever the case, others may perish in the wild, deadly landscape but you thrive there.
Skill Bonus (Level 1): Gain a +2 bonus to Athletics and Nature.
Special Bonus (Level 1): Gain a +2 bonus to Nature checks made to locate food or shelter.
Starting Gear (Level 1): You start with a Swiss Army knife and a tent.

Professions

Gamma World: The Wanderlost Lonewalker