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Occupation

Table

DCC CORE · p.22

Open source p.22

No table.

0 LEVEL

All characters start at 0 level. Most will die in a dungeon, alone and unknown. The few who survive eventually choose a class in which to advance.

All 0-level characters start with the following:

  • hit points, modified by Stamina
  • copper pieces
  • 0 XP
  • One randomly determined piece of equipment (see table 3-4)
  • One randomly determined occupation
  • Based on the occupation:
  • Possession of one weapon and training in its use
  • Possession of some trade goods
  • A modifier to attack rolls and all saving throws; note that 0-level characters use a crit die of on crit table I

As the character earns experience points, their XP total advances. When their XP total reaches 10, they may choose a class.

OCCUPATION

Your character once toiled away at mundane tasks, and their family and peers still do. Whether alongside their family or apprenticed to a master, a character’s former occupation provides a set of skills. These skills may be useful to a character only as a fallback when they emerge crippled from the dungeon, but they are useful nonetheless. These skills also include training in a rudimentary weapon of some kind. Roll d% on table 1-3 to determine a character’s background. Unless noted otherwise, a character is human.

Note that a character’s occupation need not be determined randomly. If a player has a strong sense of the character’s background, they should feel free to use it. Starting trained weapon and trade goods can be determined thematically with the judge’s approval.

Demi-humans at level 0: Characters whose 0-level result includes a demi-human race must advance in class as that demi-human. For example, a dwarven miner levels up as a dwarf. 0-level demi-humans are able to utilize select racial traits as follows: dwarves have infravision and a base speed of 20’; elves are sensitive to iron and have heightened senses; and halflings have infravision and a base speed of 20’. Refer to the dwarf, elf, and halfling class descriptions for more information on these abilities. 0-level demi-humans speak Common plus their racial language, with additional languages gained as they level up. Just as all characters gain improved abilities and, sometimes, additional languages

when they reach level 1, demi-human

characters polish their natural talents

through adventuring.

Table 1-3: Occupation

RollOccupationTrained Weapon†Trade Goods
01AlchemistStaffOil, 1 flask
02Animal trainerClubPony
03ArmorerHammer (as club)Iron helmet
04AstrologerDaggerSpyglass
05BarberRazor (as dagger)Scissors
06BeadleStaffHoly symbol
07BeekeeperStaffJar of honey
08BlacksmithHammer (as club)Steel tongs
09ButcherCleaver (as axe)Side of beef
10Caravan guardShort swordLinen, 1 yard
11CheesemakerCudgel (as staff)Stinky cheese
12CobblerAwl (as dagger)Shoehorn
13Confidence artistDaggerQuality cloak
14CooperCrowbar (as club)Barrel
15CostermongerKnife (as dagger)Fruit
16CutpurseDaggerSmall chest
17Ditch diggerShovel (as staff)Fine dirt, 1 lb.
18Dock workerPole (as staff)1 late RPG book
19Dwarven apothecaristCudgel (as staff)Steel vial
20Dwarven blacksmithHammer (as club)Mithril, 1 oz.
21Dwarven chest-makerChisel (as dagger)Wood, 10 lbs.
22Dwarven herderStaffSow**
23-24Dwarven minerPick (as club)Lantern
25Dwarven mushroom-farmerShovel (as staff)Sack
26Dwarven rat-catcherClubNet
27-28Dwarven stonemasonHammerFine stone, 10 lbs.
29Elven artisanStaffClay, 1 lb.
30Elven barristerQuill (as dart)Book
31Elven chandlerScissors (as dagger)Candles, 20
32Elven falconerDaggerFalcon
33-34Elven foresterStaffHerbs, 1 lb.
35Elven glassblowerHammer (as club)Glass beads
36Elven navigatorShortbowSpyglass
37-38Elven sageDaggerParchment and quill pen
39-47Farmer*Pitchfork (as spear)Hen**
48Fortune-tellerDaggerTarot deck
49GamblerClubDice
50GongfarmerTrowel (as dagger)Sack of night soil
51-52Grave diggerShovel (as staff)Trowel
53-54Guild beggarSlingCrutches
55Halfling chicken butcherHandaxeChicken meat, 5 lbs.
56-57Halfling dyerStaffFabric, 3 yards
58Halfling glovemakerAwl (as dagger)Gloves, 4 pairs
59Halfling wandererSlingHex doll
60Halfling haberdasherScissors (as dagger)Fine suits, 3 sets
61Halfling marinerKnife (as dagger)Sailcloth, 2 yards
62Halfling moneylenderShort sword5 gp, 10 sp, 200 cp
63Halfling traderShort sword20 sp
64Halfling vagrantClubBegging bowl
65HealerClubHoly water, 1 vial
66HerbalistClubHerbs, 1 lb.
67HerderStaffHerding dog**
68-69HunterShortbowDeer pelt
70Indentured servantStaffLocket
71JesterDartSilk clothes
72JewelerDaggerGem worth 20 gp
73LocksmithDaggerFine tools
74MendicantClubCheese dip
75MercenaryLongswordHide armor
76MerchantDagger4 gp, 14 sp, 27 cp
77Miller/bakerClubFlour, 1 lb.
78MinstrelDaggerUkulele
79NobleLongswordGold ring worth 10 gp
80OrphanClubRag doll
81OstlerStaffBridle
82OutlawShort swordLeather armor
83Rope makerKnife (as dagger)Rope, 100’
84ScribeDartParchment, 10 sheets
85ShamanMaceHerbs, 1 lb.
86SlaveClubStrange-looking rock
87SmugglerSlingWaterproof sack
88SoldierSpearShield
89-90SquireLongswordSteel helmet
91Tax collectorLongsword100 cp
92-93TrapperSlingBadger pelt
94UrchinStick (as club)Begging bowl
95WainwrightClubPushcart***
96WeaverDaggerFine suit of clothes
97Wizard’s apprenticeDaggerBlack grimoire
98-100WoodcutterHandaxeBundle of wood

† If a missile fire weapon (such as sling or dart), roll to determine number of sling stones or darts.

* Roll to determine farmer type: (1) potato, (2) wheat, (3) turnip, (4) corn, (5) rice, (6) parsnip, (7) radish, (8) rutabaga.

** Why did the chicken cross the hallway? To check for traps! In all seriousness, if the party includes more than one farmer or herder, randomly determine the second and subsequent farm animals for each duplicated profession with : (1) sheep, (2) goat, (3) cow, (4) duck, (5) goose, (6) mule.

*** Roll to determine what’s in the cart: (1) tomatoes, (2) nothing, (3) straw, (4) your dead, (5) dirt, (6) rocks.