In Episode 621 of Ken and Robin Talk About Stuff, at the request of beloved Patreon backer Ryan McCelland, Ken and Robin brainstorm some extra Trail occupations. As they’ve done the fun bit of coming up with the concepts, it falls to Gar to do the numbers bit.
Explorer
Also works for guide, big game hunter, scout or government agent.
Occupational Abilities: Anthropology 1, Astronomy 1, Bargain 1, Geology 1, Notice 1, Outdoor Survival 2, Photography 1
General Abilities: Athletics 2, Driving or Piloting 2, Mechanics 2, First Aid 2, Preparedness 2, Riding 2, Sense Trouble 2
Choose one
Firearms 2 or Weapons 2
Credit Rating: 3-5
Special: Once per session, you may spend 1 point of Bargain (in any settlement) or Outdoor Survival (in the wild) to fully refresh First Aid or Preparedness. This doesn’t have to be your First Aid or Preparedness.
Mechanic
Engineer on a tramp steamer, barnstorming pilot, eccentric self-taught inventor.
Occupational Abilities: Bargain 1, Craft 2, Locksmith 1, Outdoorsman 1, Streetwise 1
General Abilities: Driving 2, Explosives 2, Mechanics 6, Piloting 4, Preparedness 4
Credit Rating: 2-4
Special: Your damage modifier when using tools (wrenches, screwdrivers and the like) as improvised weapons is improved by 1.
Once per session, you can kick the damned engine and reroll the die on a failed Mechanics test; any points you spent on the failed test carry over to the second attempt.
Ex-Convict
You used to be an upstanding citizen (more or less), but then your life took a wrong turn and you ended up in the hoosegow. Now, you’re done your time. Are you looking for a fresh start – or revenge.
Occupational Abilities: Criminology 1, Intimidation 1, Streetwise 1, Notice 1, Locksmith or Craft 1
General Abilities: Scuffling 4, Sense Trouble 4.
Special: Choose another Occupation and pay the associated Investigative and General Ability build point cost. You don’t get any special abilities associated with that occupation, and your Credit Rating is the same as that occupation -2, to a minimum of 0.
Reduce your Stability by 2, and gain 10 bonus build points that can only be spent on Health, Scuffling, Sense Trouble or Weapons.
Smuggler
A tramp steamer captain hauling opium or other contraband around the South China seas, an ex-rumrunner or bootlegger, or a dealer in stolen archaeological treasures…
Investigative Abilities: Accounting 1, Art History 1, Bargain 1, Criminology 1, Flattery 1, Languages 1, Streetwise 1, Outdoor Survival 1
General Abilities: Conceal 6, Driving or Piloting 2, Filch 2, Mechanics 2, Sense Trouble 2
Special: Once per session, when you create a new contact, you may refresh up to three points in any ability (other than Health, Stability or Sanity) by declaring that this new contact is an old business associate of yours, and you parted on bad terms because you owe them money/stole their cargo/left them to die in a snake pit/slept with their partner/cheated in cards/some other scurrilous behaviour. Alternatively, you may do this once per session the Gamemaster introduces a new GMPC.
(“GM: Ok, the bartender serves you all and – “
Smuggler player: “Wait, I need to refresh my Preparedness. It turns out I was in this bar five years ago, and I never paid a rather large bar tab.”)
Entertainer
A singer, vaudeville performer, stage actor, aspiring Hollywood star, radio performer.
Investigative Abilities: Art 2, Art History 1, Flattery 1, Reassurance 1, Photography 1
Pick any three:
- Accounting 1
- Anthropology 1
- High Society 1
- Languages 1
- Streetwise 1
- History 1
- Pharmacy 1
General Abilities: Disguise 2, Psychoanalysis 2
Pick any two:
- Stage Fighting: Athletics 2, Weapons 4
- Theatrics: Explosives 1, First Aid 2, Mechanics 3
- Stunts: Athletics 2, Riding 2, Scuffling 2
- Just Trying To Make A Living: Sense Trouble 3, Shadowing 3
- Moved To The Big City: Driving 4, Stealth 2
- Travelling Performer: Mechanics 2, Preparedness 4
Credit Rating: 2 to 5
Special: When you spend a point from an investigative ability to create a new contact, roll a dice. On a 5-6, instead of creating a contact, you meet a fan who is eager to help out – your point spend is refunded.
Medium
A spiritualist, fortune-teller, genuine psychic or scam artist.
Investigative Abilities: Assess Honesty 1, History 1, Occult 1, Oral History 1, Reassurance 1, Theology 1
Pick any one:
- Chemistry 1, Craft 1, Photography 1,
- Art History 1, Flattery 1, High Society 1
- Criminology 1, Locksmith 1, Streetwise 1
General Abilities: Disguise 2, Filch 2, Mechanics 4, Psychoanalysis 2, Preparedness 4, Sense Trouble 2.
In a Pulp game, Hypnosis 4.
Credit Rating: 1 to 4
Special: Choose either:
Convincing: If you spend a point of Reassurance on people who are already somewhat predisposed to believe you, then you may reduce the Difficulty of any Disguise, Filch or Mechanics tests made in their presence by 2 for the rest of the scene.
Or
Genuine. Reduce your starting Sanity by 2, and gain 1 point of Cthulhu Mythos (actual Cthulhu Mythos, not just potential).