When creating 0-level characters for Toronto Crawl Classics, you may choose your character's occupation once per every four characters. You may choose your character's race once per every eight characters. This is done on the honour system; I am not going to check up on you.
I nonetheless encourage you to relax into the awesomeness of discovering who your character(s) are through random rolls and through playing them. You may be prompted into areas you might otherwise never have considered!
I nonetheless encourage you to relax into the awesomeness of discovering who your character(s) are through random rolls and through playing them. You may be prompted into areas you might otherwise never have considered!
Roll 1d10 once per character or per group
of four 0-level characters (you must determine which before you roll):
1-6
|
Use table provided
below.
|
6-7
|
Roll 1d100 and use
table in Core Rulebook, pp. 22-23, ignoring race when determining results.
|
8-9
|
Roll 1d200 and use
table in Alternate Occupations, pp. 3-5. If Alternate Occupations
is not available, reroll on this table using 1d7. Ignore race when
determining results.
|
10
|
Roll using the
appropriate die and roll on any occupation table you desire, from any Dungeon
Crawl Classics product or the Purple
Sorcerer 0-level generators. Do not ignore race when
determining results.
|
Although not a comprehensive list, you
may find alternate occupations tables in:
Alternate Occupations; Beyond the Silver Scream; Black
Powder, Black Magic Vol. 1; Crawling Under A Broken Moon fanzine #3;
Frozen
in Time; Death Slaves of Eternity; Drongo: Ruins of the Witch Kingdoms;
Tales
From the Fallen Empire; The Tribe of Ogg and the Gift of Suss;
and Transylvanian
Adventures.
Occupations for
Toronto Crawl Classics:
To determine occupation, roll 1d120
and 1d6. If the 1d6 roll is 1-3, add nothing to the 1d120 roll. If the 1d6 roll
is 4-6, add 120. Thus, a roll of 53 on the 1d20 and 5 on the 1d6 would be read
as 173 (53 + 120). If you do not have a d120, the online die roller at rolz.org
is capable of rolling 1d240. As with normal Dungeon Crawl Classics, if you have
a weapon such as a bow, sling, or dart, roll 1d6 to determine the number of
missiles you have. Quills and quill pens are treated as darts for this purpose.
Roll
|
Occupation
|
Trained Weapon
|
Trade Goods
|
001
|
Accountant
|
Quill pen (1d4)
|
Accounting ledger
|
002
|
Acolyte
|
Dagger
|
Holy symbol
|
003
|
Actor
|
Wooden sword (1d4)
|
Makeup kit
|
004
|
Acupuncturist
|
Long needle (1d4)
|
1d10+2 silver needles
(1 sp each)
|
005
|
Ale-conner
|
Club
|
Pewter mug
|
006
|
Almoner
|
Walking stick (1d4)
|
5 sp, 24 cp
|
007
|
Animal trainer
|
Club
|
Pony
|
008
|
Apothecary
|
Dagger
|
Drugs, 6 doses
|
009
|
Architect
|
Metal ruler (1d4)
|
Roll of building plans
|
010
|
Archivist
|
Heavy book (1d4)
|
Parchment, 10 sheets
|
011
|
Arkwright
|
Chisel (1d4)
|
Large chest
|
012
|
Armorer
|
Hammer (1d4)
|
Iron helmet
|
013
|
Artist
|
Special
|
Special
|
014
|
Astrologer
|
Dagger
|
Spyglass
|
015
|
Athlete
|
Special
|
Special
|
016
|
Bailiff
|
Club
|
Symbol of office
|
017
|
Baker
|
Club
|
Flour, 1 lb.
|
018
|
Bank clerk
|
Dagger
|
Bearer’s note for 5 gp
|
019
|
Barber
|
Razor (1d4)
|
Scissors
|
020
|
Barista
|
Dagger
|
Sack of unground
coffee, 1 lb.
|
021
|
Barrister
|
Quill (1d4)
|
Law book
|
022
|
Bartender
|
Cudgel (1d4)
|
Bottle of spirits
|
023
|
Basket weaver
|
Knife (1d4)
|
Large basket
|
024
|
Beadle
|
Staff
|
Holy symbol
|
025
|
Beekeeper
|
Staff
|
Jar of honey
|
026
|
Beggar
|
Stick (1d4)
|
Begging bowl
|
027
|
Bellfounder
|
Hammer (1d4)
|
Iron bell
|
028
|
Bellows maker
|
Knife (1d4)
|
Large leather bellows
|
029
|
Bicycle mechanic
|
Wrench (1d4)
|
Beater-level bicycle
|
030
|
Bird catcher
|
Stick (1d4)
|
Net
|
031
|
Blacksmith
|
Hammer (1d4)
|
Steel tongs
|
032
|
Boat maker
|
Heavy mallet (1d6)
|
6 heavy wooden pegs
|
033
|
Bookbinder
|
Awl (1d4)
|
Book
|
034
|
Bowyer
|
Short bow
|
Draw knife and scraper
|
035
|
Bravo
|
Rapier (1d7)
|
Jewellery worth 15 gp
|
036
|
Brewer
|
Club
|
Cask of ale
|
037
|
Bricklayer
|
Trowel (1d4)
|
Bricks, 10 lbs.
|
038
|
Broadsheet reporter
|
Quill pen (1d4)
|
Parchment, 10 sheets
|
039
|
Burglar
|
Dagger
|
Thieves’ tools
|
040
|
Busker
|
Acoustic guitar (1d4)
|
Begging bowl
|
041
|
Butcher
|
Cleaver (1d6)
|
Side of beef
|
042
|
Butler
|
Letter opener (1d4)
|
Immaculate suit of
clothes
|
043
|
Cabinet maker
|
Chisel (1d4)
|
Small trunk
|
044
|
Carpenter
|
Planer (1d4)
|
4 boards, 1’ x 6” x 6’
|
045
|
Cartographer
|
Protractor (1d4)
|
Map in scroll tube
|
046
|
Cartwright
|
Handaxe
|
Small wagon
|
047
|
Chambermaid
|
Knife (1d4)
|
Feather duster
|
048
|
Chandler
|
Candlestick (1d4)
|
1d5 candles
|
049
|
Charcoalburner
|
Iron brazier (1d4)
|
Bag of charcoal
|
050
|
Charwoman
|
Broom (1d4)
|
Cleaning supplies
|
051
|
Cheesemaker
|
Cudgel (1d4)
|
Stinky cheese
|
052
|
Chimney sweep
|
Broom (1d4)
|
Cloth bag of soot
|
053
|
Clockmaker
|
Brass clock hand (1d4)
|
Finished clock
|
054
|
Clothier
|
Scissors (1d4)
|
Bolt of fine cloth
|
055
|
Cobbler
|
Awl (1d4)
|
Shoehorn
|
056
|
Confectioner
|
Knife (1d4)
|
Box of chocolates
|
057
|
Confidence artist
|
Dagger
|
Quality cloak
|
058
|
Cook
|
Long metal spoon (1d4)
|
Meat pasties, 6
|
059
|
Cooper
|
Crowbar (1d4)
|
Barrel
|
060
|
Coppersmith
|
Hammer (1d4)
|
Raw copper, 10 lbs.
|
061
|
Cordwainer
|
Knife (1d4)
|
Rope, 100’
|
062
|
Costume designer
|
Scissiors (1d4)
|
Theatrical costumes, 3
|
063
|
Courier
|
Dagger
|
Important package
|
064
|
Court reporter
|
Quill pen (1d4)
|
Parchment, 10 sheets
|
065
|
Cultist
|
Dagger (wavy)
|
Holy symbol
|
066
|
Cutler
|
Knife (1d4)
|
Pedal-powered grinding
wheel
|
067
|
Cutpurse
|
Dagger
|
Small chest
|
068
|
Dancer
|
Dagger
|
Special
|
069
|
Debt collector
|
Club
|
1d10-1 gp, 1d12-1 sp,
and 1d30-1 cp
|
070
|
Dentist
|
Hand drill (1d4)
|
Pliers
|
071
|
Ditch digger
|
Shovel (1d4)
|
Fine dirt, 1 lb.
|
072
|
Dock worker
|
Belaying pin (1d4)
|
Piece of scrimshaw
|
073
|
Dog catcher
|
Club
|
Rope, 50’
|
074
|
Door warden
|
Spear
|
Iron helmet
|
075
|
Dowser
|
Forked stick (1d4)
|
Waterskin
|
076
|
Dressmaker
|
Scissors (1d4)
|
Fine dresses, 3
|
077
|
Drink server
|
Dagger
|
Pewter tray
|
078
|
Dyer
|
Staff
|
Fabric, 3 yards
|
079
|
Engraver
|
Chisel (1d4)
|
Vial of acid
|
080
|
Errand runner
|
Cudgel (1d4)
|
Special
|
081
|
Exterminator
|
Club
|
Poison, 10 doses
|
082
|
Falconer
|
Dagger
|
Falcon
|
083
|
Farmer
|
Pitchfork (1d8)
|
Special
|
084
|
Farrier
|
Hammer (1d4)
|
4 iron horseshoes
|
085
|
Fisherman
|
Pole (1d4)
|
Net
|
086
|
Fletcher
|
Arrow (1d4)
|
Quiver with 1d5
additional arrows
|
087
|
Florist
|
Knife (1d4)
|
Floral arrangement
|
088
|
Fortune-teller
|
Dagger
|
Tarot deck
|
089
|
Furrier
|
Scrapping knife (1d4)
|
Beaver pelt
|
090
|
Gelder
|
Dagger
|
Pincers
|
091
|
Glassblower
|
Hammer (1d4)
|
Glass beads
|
092
|
Glazier
|
Dagger
|
Glass pane, 4’ x 2’
|
093
|
Glovemaker
|
Awl (1d4)
|
Gloves, 4 pairs
|
094
|
Goldsmith
|
Dagger
|
20 gp worth of
unworked gold
|
095
|
Gongfarmer
|
Trowel (1d4)
|
Sack of night soil
|
096
|
Grave digger
|
Shovel (1d4)
|
Trowel
|
097
|
Grocer
|
Knife (1d4)
|
Fruit
|
098
|
Guard
|
Spear
|
Leather armour
|
099
|
Guild beggar
|
Sling
|
Crutches
|
100
|
Guild builder
|
Heavy mallet (1d6)
|
Hardhat
|
101
|
Guild driver
|
Club
|
Beater-level cargo van
|
102
|
Guild electrician
|
Screwdriver (1d4)
|
Heavy gloves
|
103
|
Guild fireman
|
Fire axe (1d6)
|
Bucket
|
104
|
Guild mechanic
|
Wrench (1d4)
|
Beater-level small car
or keeper-level motorcycle
|
105
|
Guild police officer
|
Truncheon (1d4)
|
Handcuffs
|
106
|
Guild postman
|
Club
|
Mail satchel
|
107
|
Guild storage worker
|
Club
|
Cold weather clothing,
1 set
|
108
|
Guild welder
|
Welding iron (1d5)
|
Welding amalgam, 1 lb.
|
109
|
Gunsmith
|
Pistol, revolver (1d8)
|
Fine tools and
cleaning kit
|
110
|
Gypsy
|
Sling
|
Hex doll
|
111
|
Haberdasher
|
Scissors (1d4)
|
Fine suits, 3 sets
|
112
|
Hansard
|
Short sword
|
1d5 short swords
|
113
|
Herald
|
Dagger
|
Book of heraldic arms
|
114
|
Herbalist
|
Club
|
Herbs, 1 lb.
|
115
|
Herder
|
Staff
|
Special
|
116
|
Hermit
|
Staff
|
Special
|
117
|
Hunter
|
Shortbow
|
Deer pelt
|
118
|
Indentured servant
|
Staff
|
Locket
|
119
|
Innkeeper
|
Club
|
3d24 sp
|
120
|
Janitor
|
Mop (1d4)
|
Bucket
|
121
|
Jester
|
Dart
|
Silk clothes
|
122
|
Jeweller
|
Dagger
|
Gem worth 20 gp.
|
123
|
Juggler
|
Wooden pin (1d4)
|
Coloured balls
|
124
|
Keeper of the hounds
|
Club
|
Hunting dog
|
125
|
Labourer
|
Club
|
Special
|
126
|
Lapidary
|
Knife (1d4)
|
Jewellery worth 20 gp
|
127
|
Launderer
|
Wooden bat (1d4)
|
Bucket of lye
|
128
|
Leatherworker
|
Knife (1d4)
|
1d5 pieces of raw
leather
|
129
|
Lens grinder
|
Dagger
|
2d6 lenses
|
130
|
Limner
|
Penknife (1d4)
|
Powdered paints and
brushes
|
131
|
Locksmith
|
Dagger
|
Fine tools
|
132
|
Magician
|
Collapsing dagger
|
Special
|
133
|
Maid
|
Special
|
Special
|
134
|
Mason
|
Trowel (1d4)
|
Fine stone, 10 lbs.
|
135
|
Masseuse
|
Garrotte
|
Fragrant oils, 3 vials
|
136
|
Medicant
|
Club
|
Cheese dip
|
137
|
Mercenary
|
Longsword
|
Hide armour
|
138
|
Mercer
|
Knife (1d4)
|
1’ x 1’ cloth samples,
6
|
139
|
Merchant
|
Dagger
|
4 gp., 14 sp., 27 cp.
|
140
|
Meteorologist
|
Pointer (1d4)
|
Ancient book on
weather patterns
|
141
|
Midwife
|
Knife (1d4)
|
Sewing kit
|
142
|
Miller
|
Club
|
Flour, 1 lb.
|
143
|
Milner
|
Knife (1d4)
|
Fine hats, 6
|
144
|
Moneylender
|
Short sword
|
20 gp, 25 sp, 50 cp
|
145
|
Mudlark
|
Pole (1d4)
|
Special
|
146
|
Musician
|
Dagger
|
Special
|
147
|
Nanny
|
Dagger
|
Carpet bag
|
148
|
Navigator
|
Longbow
|
Spyglass
|
149
|
Noble
|
Longsword
|
Gold ring worth 10 gp.
|
150
|
Nurse
|
Knife (1d4)
|
First aid kit
|
151
|
Office scribe
|
Fountain pen (1d4)
|
Bottle of ink
|
152
|
Optometrist
|
Walking stick (1d4)
|
Magnifying glass
|
153
|
Orphan
|
Club
|
Rag doll
|
154
|
Ostler
|
Staff
|
Bridle
|
155
|
Outlaw
|
Short sword
|
Leather armour
|
156
|
Painter
|
Extension stick (1d4)
|
Roller and bucket of
paint
|
157
|
Paper-stainer
|
Cudgel (1d4)
|
Rolls of wallpaper, 3
|
158
|
Paver
|
Trowel (1d4)
|
Paving stones, 20 lbs.
|
159
|
Perfumer
|
Staff
|
Vials of scent, 1d5
|
160
|
Philosopher
|
Staff
|
Ancient book
|
161
|
Physician
|
Caduceus (1d4)
|
Doctor’s bag
|
162
|
Pimp
|
Dagger
|
3d6 sp
|
163
|
Pipe fitter
|
Heavy pipe (1d6)
|
Wrench
|
164
|
Playwright
|
Quill pen (1d4)
|
Manuscript for unmade
play
|
165
|
Plumber
|
Heavy wrench (1d5)
|
Plunger
|
166
|
Politician
|
Dagger
|
Special
|
167
|
Porter
|
Heavy yoke (1d5)
|
Large backpack
|
168
|
Pot boy
|
Knife (1d4)
|
Dirty pots, 1d5
|
169
|
Potter
|
Knife (1d4)
|
Clay pots, 3
|
170
|
Printer
|
Metal rod (1d4)
|
Broadsheet samples, 20
pages
|
171
|
Private investigator
|
Dagger
|
Magnifying glass
|
172
|
Prostitute
|
Dagger
|
Red cloak
|
173
|
Psychic
|
Dagger
|
Crystal ball
|
174
|
Psychoanalyst
|
Walking stick (1d4)
|
Ancient text
|
175
|
Publisher
|
Walking stick (1d4)
|
2d3 chapbooks
|
176
|
Quarryman
|
Pick (1d6)
|
Sack of rubble, 10
lbs.
|
177
|
Rag and bone man
|
Stick (1d4)
|
Assortment of rags and
bones
|
178
|
Rake
|
Rapier (1d7)
|
Foppish hat
|
179
|
Rat-catcher
|
Club
|
Net
|
180
|
Recycler
|
Long pole (1d4)
|
Special
|
181
|
Saddle maker
|
Knife (1d4)
|
Saddle
|
182
|
Sage
|
Dagger
|
Parchment and quill
pen
|
183
|
Sail maker
|
Long iron needle (1d4)
|
10’ square of
sailcloth
|
184
|
Sailor
|
Cutlass (1d6)
|
Piece of scrimshaw
|
185
|
Sandwich board
advertiser
|
Brass bell (1d4)
|
Sandwich board (+2 AC)
|
186
|
Scholar
|
Special
|
1d3 ancient tomes
|
187
|
Scribe
|
Dart
|
Parchment, 10 sheets
|
188
|
Security consultant
|
Dagger
|
Thieves’ tools
|
189
|
Set decorator
|
Pointing stick (1d4)
|
Special
|
190
|
Sewerjack
|
Crowbar (1d4)
|
Hip waders
|
191
|
Sexton
|
Shovel (1d4)
|
Holy symbol
|
192
|
Shingler
|
Knife (1d4)
|
10’ ladder
|
193
|
Short order cook
|
Knife (1d4)
|
Bag of carrots
|
194
|
Sign maker
|
Signboard (1d4)
|
Paint and bushes
|
195
|
Silversmith
|
Hammer (1d4)
|
20 sp of unworked
silver
|
196
|
Smelter
|
Iron bar (1d5)
|
5 lb. iron ingots, 4
|
197
|
Soap maker
|
Wooden ladle (1d3)
|
Soap, 10 bars
|
198
|
Soldier
|
Short sword
|
Shield
|
199
|
Spinner
|
Wooden spindle (1d4)
|
Spinning wheel
|
200
|
Squire
|
Longsword
|
Steel helmet
|
201
|
Stable hand
|
Pitchfork (1d8)
|
Bag of oats
|
202
|
Steam fitter
|
Big wrench (1d5)
|
Metal shears
|
203
|
Stone cutter
|
Chisel (1d4)
|
Hammer
|
204
|
Street cleaner
|
Broom (1d4)
|
Dustpan
|
205
|
Street preacher
|
Holy Book (1d4)
|
Handful of pamphlets
|
206
|
Street punk
|
Special
|
Special
|
207
|
Stripper
|
Dagger
|
Trenchcoat
|
208
|
Surgeon
|
Scalpel (1d4)
|
Bone saw
|
209
|
Tailor
|
Measuring stick (1d4)
|
Sewing kit
|
210
|
Tanner
|
Dagger
|
Tanned deer hide
|
211
|
Tattooist
|
Cudgel (1d4)
|
Selection of needles
and inks
|
212
|
Taverner
|
Cudgel (1d4)
|
Cask of ale
|
213
|
Tax collector
|
Longsword
|
100 cp
|
214
|
Taxidermist
|
Knife (1d4)
|
Stuffed and mounted
animal
|
215
|
Teacher
|
Yardstick (1d4)
|
Textbook
|
216
|
Teamster
|
Club
|
Special
|
217
|
Thug
|
Special
|
Leather jacket (+1 AC)
|
218
|
Tinker
|
Knife (1d4)
|
Special
|
219
|
Tobacconist
|
Heavy pipe (1d4)
|
Tobacco, 10 lbs.
|
220
|
Town crier
|
Dagger
|
Bullhorn
|
221
|
Toymaker
|
Knife (1d4)
|
Special
|
222
|
Trader
|
Dagger
|
Special
|
223
|
Trapper
|
Sling
|
Badger pelt
|
224
|
Trash collector
|
Long scoop (1d4)
|
Steel trashcan
|
225
|
Turnkey
|
Truncheon (1d4)
|
Ring of heavy keys
|
226
|
Undertaker
|
Scalpel (1d4)
|
Bottle of preservative
|
227
|
Urchin
|
Stick (1d4)
|
Begging bowl
|
228
|
Vagabond
|
Club
|
Begging bowl
|
229
|
Valet
|
Dagger
|
Garment brush
|
230
|
Veterinarian
|
Knife (1d4)
|
Medical kit
|
231
|
Wainwright
|
Club
|
Pushcart
|
232
|
Watchman
|
Spear
|
Lantern
|
233
|
Water seller
|
Heavy yoke (1d5)
|
10 gallon waterskins,
2
|
234
|
Weaver
|
Dagger
|
Fine suit of clothes
|
235
|
Wig maker
|
Staff
|
Wigs, 5
|
236
|
Wire puller
|
Long pliers (1d4)
|
Coil of 28 gauge
copper wire, 100’
|
237
|
Witch hunter
|
Special
|
Holy symbol
|
238
|
Wizard’s apprentice
|
Dagger
|
Black grimoire
|
239
|
Wood cutter
|
Handaxe
|
Bundle of wood
|
240
|
Woodworker
|
Adze (1d6)
|
Small table
|
Notes on Occupations
Acolyte: Choose who you worship. Your holy
symbol is the symbol of that deity or religion.
Ale-conner: The job of an ale-conner is to test
the quality of beers and ales, and ascertain that people paying for a pint
actually get a pint.
Almoner: An almoner disperses alms. Alms are
charity given to poor people. That money you are carrying probably is meant for
distribution.
Apothecary: You have six doses of drugs. What do
they do? Roll 1d7 for each dose: (1) pain killer, (2) antihistamine, (3)
sleeping medicine, (4) antibiotic, (5) anti-fungal cream, (6) or (7) recreational
drugs.
Arkwright: This is a chest-maker.
Artist: An artist’s trained weapon and trade
goods depend upon the type of artist.
1d7
|
Artist Type
|
Trained Weapon
|
Trade Goods
|
1
|
Bronze
sculptor
|
Knife
(1d4)
|
1’
cube of beeswax
|
2
|
Engraver
|
Knife
(1d4)
|
1’
square panel of wood, 2” thick
|
3
|
Landscape
painter
|
Palette
knife (1d4)
|
Easel
and 1d3 canvases
|
4
|
Mural
painter
|
Scaffolding
pole (1d5)
|
Paints
and brushes
|
5
|
Portrait
painter
|
Easel
(1d4)
|
Paints
and brushes
|
6
|
Stone
sculptor
|
Hammer
(1d4)
|
Chisels,
3
|
7
|
Wood
carver
|
Chisel
(1d4)
|
Hammer
and 3 wood chisels
|
Athlete: Even in the ruined city of Toronto Crawl Classics, sports continue
to thrive. An athlete’s trained weapon and trade goods depend upon his sport:
1d8
|
Sport
|
Trained Weapon
|
Trade Goods
|
1
|
Baseball
|
Baseball
bat (1d5)
|
Baseball
and baseball mitt
|
2
|
Curling
|
Broom
(1d4)
|
Curling
stone, 40 lbs.
|
3
|
Football
|
Football
(1d3)
|
Shoulder
and knee pads (+2 AC)
|
4
|
Gymnastics
|
Club
|
Training
mat
|
5
|
Hockey
|
Hockey
stick (1d4)
|
Hockey
pads (+2 to AC), hockey puck
|
6
|
Parkour
|
Dagger
|
Excellent
running shoes
|
7
|
Tennis
|
Racket
(1d3)
|
Tennis
balls, 3
|
8
|
Track
& field
|
Discus
(1d4)
|
Vaulting
pole, 15’ long
|
Bailiff: A bailiff’s symbol of office grants
him the right to arrest or release prisoners. Possessing or using this symbol
of office without being a bailiff is considered a serious crime.
Beadle: A beadle is a church officer who delivers
news to the faithful and keeps order. Choose a deity or religion; this
determines what holy symbol you possess.
Beggar: This is an unlicensed beggar who is
not protected by the Beggar’s Guild. Guild beggars will usually attack
non-guild beggars in an attempt to drive them away.
Bicycle mechanic: There are still enough working
bicycles in parts of the Toronto Crawl
Classics milieu that bike mechanics have no organized guild. The description of the bicycle as
“beater-level” follows the nomenclature of Crawling Under a Broken Moon #6.
Bird catcher: A bird catcher stands out in the
fields all day, driving away birds. Hopefully, he catches a few to sell or eat.
Older bird catchers tend to hunt pigeons in Hanging Gardiner, which they sell
to street vendors.
Bravo: The ne’er-do-well children of the (at
least moderately) wealthy, who hang around causing trouble and getting into
fights.
Broadsheet reporter: The town of Hanging Gardiner still
has printers using what is, essentially, a Gutenberg press. There are three
main broadsheets that have survived into the future of Toronto Crawl Classics: The Metro Star, the Xtreme Sun, and the Global
Now. A broadsheet reporter works for one of these three. Choose or roll
1d3.
Cartwright: You have made a small wagon, but it
needs an animal to pull it. A few people working together would do in a pinch.
Courier: What is that important package? If
you open it up, roll 1d12: (1) bearer’s note for 3d7 gp, (2) cryptic message,
(3) scroll of random 1st level wizard spell, (4) letter from a
concerned father to his wayward son, (5) love letter, (6) illicit love letter,
(7) recipe for cheese dip, (8) notice of a lawsuit, (9) demand for payment on a
past due account, (10) instructions for concocting an anti-fungal foot cream, (11)
request for catering services for a dinner party, or (12) request to kill the
bearer of this note. Be aware that the original sender and/or recipient may
seek you out if you open it. If you deliver it, you gain 1d3 sp.
Cultist: Choose the forbidden religion you are
an adherent of. That determines what your holy symbol is. You may wish to hide
your affiliation with an outlawed cult, and pretend to be something else.
Dancer: To determine your trade goods, roll
1d4: (1) 2d3 gossamer silk scarves, (2) BPA-free water bottle, (3) turnboard, or
(4) 5’ stretch band.
Debt collector: The money you are carrying probably
isn’t yours. It probably belongs to a powerful crime syndicate that you work
for. Roll 1d5: The money belongs to (1) the Green Medusa Banking House, (2) the
Black Osprey Syndicate, (3) the Red Rat Brotherhood, (4) the Snake Lotus Triad,
or (5) you.
Door warden: The job of a door warden is to,
literally, stand outside the door and determine who is, or is not, admitted.
Exterminator: To determine what types of poisons
you have, roll 1d5: (1) poisoned rodent bait (Fort DC 7; 1d3 damage if failed),
(2) insect fumigation charge (10’ x 10’ cloud, causes coughing and choking that
reduces all die rolls by -1d on the dice chain while within, no save, lasts 3d4
minutes), (3) anti-roach paste (1d3 temporary Stamina damage if ingested; Fort
DC 15 or 1 point is permanent), (4) sticky contact paste (adheres on contact
unless dissolved by soap or alcohol, Fort DC 5 each round of contact or take 1
hp damage; a dose can be applied to a weapon for +1 damage on 3d3 attacks with
no save), or (5) all-bane (by contact or consumption, 1d3 damage and Fort DC 10
or die; this black paste can be applied to a weapon). For each poison type that
you roll, roll 1d10 to determine the number of doses. Once you have reached 10
doses, that’s all you have (overages are ignored).
Farmer: What do you farm? Roll 1d12: (1)
potatoes, (2) wheat, (3) turnips, (4) corn, (5) rice, (6) parsnips, (7)
radishes, (8) rutabagas, (9) soy beans, (10) kale, (11) carrots, or (12)
pumpkins. What are your trade goods? Roll 1d7: (1) hen, (2) sheep, (3) goat, (4)
cow, (5) duck, (6) goose, or (7) mule.
Guild beggar: A beggar you may be, but you are a
member of a proud guild that traces its roots back to Toronto That Was. The
guild licenses out parts of Hanging Gardiner to beggars, and expects a 10% cut
of anything gleaned by its membership. So long as you follow its edicts, you
are protected by a powerful guild, and avenged by its assassins.
Guild builder: The ancient uses of rebar, rivet,
girders, and concrete has been all but lost over the centuries. What useful
knowledge remains is the zealously guarded secret of the Builder’s Guild. You
are expected to protect the guild’s secrets and come to its aid as needed.
Membership is for life.
Guild driver: You are a member of the Drivers
Guild, attached to the Motor Yard in Western Gardiner. You have been driving
for the town, and you know how dangerous the ill-repaired highways have become.
The beater-level cargo van assigned to you is the property of Hanging Gardiner,
and they will probably be upset if you abscond with it. The description of your
vehicle follows the nomenclature of Crawling Under a Broken Moon #6.
Guild electrician: Most of the electricity remaining in
the world of Toronto Crawl Classics
is the product of generators, wind turbines, or stored in powerful batteries.
There is also wild electricity, and there are stories of creatures that produce
voltage from their own bodies. The Guild of Electricians collects a 5 gp per
annum from its members.
Guild fireman: The Firehall is organized by the Town
of Hanging Gardiner, and pays its members room, board, and 1 sp per day of
work, whether there is a fire or not. Leaving the guild to avoid fighting a
fire is frowned upon.
Guild mechanic: You are part of the Guild of
Automotive Mechanics, a select group licenced to perform upkeep on the vehicles
in the Motor Yard in Western Gardiner.
Choose whether you have a beater-level small car or keeper-level
motorcycle (following the nomenclature of Crawling Under a Broken Moon #6).
This vehicle is your own property, given to you for service to the town, and
kept running by your own sweat and know-how.
Guild police officer: The Guild of Law Enforcement Officers
is licensed by Hanging Gardiner to maintain the peace, investigate crimes, and
make arrests. Pay is 2 sp per day of work. The motto of the Guild is “Service
to the Lords and Protection of the Peace”. The authority of the Guild is not
recognized beyond the limits of the town.
Guild postman: Preventing a member of the Guild of
Postal Workers from performing his duties is a serious offense. The contents of
the mail satchel are protected by severe penalty. Your mail satchel contains
3d24 letters. Luckily, there is a 75% chance that these merely need to be
returned to the Guildhall for sorting.
Guild storage worker: One of the wonders of Hanging
Gardiner is the Cold Storage Area, which falls under the preview of the Guild
of Refrigeration and Frozen Storage. No one knows exactly how the area stays
cold, or why part of it is colder than the rest.
Guild welder: The Welders’ Guild controls the
supply of welding amalgam, which is used in conjunction with a heated welding
iron. Only licensed welders may perform this function within the town limits.
Members pay 5 sp each year.
Gunsmith: Your revolver uses the rules from Crawl!
Fanzine #8, and gunsmithing is covered in Crawling Under a Broken Moon #1.
Gypsy: This is not an ethnic group, or even
a species-specific designation in the world of Toronto Crawl Classics. When the Old World fell, a number of people
escaped the cities, travelling the land in groups trying to rediscover a
lifestyle that never actually existed. Rather than following the traditions of
the historical Romany, the culture of these gypsies was cobbled together from
popular culture, especially Hammer Studios
horror films.
Hansard: A hansard sells weapons, especially
swords. Do you really want to give away your profits for nothing?
Herder: To determine trade goods, roll 1d7:
(1) herding dog, (2) sheep, (3) goat, (4) cow, (5) duck, (6) goose, or (7) pig.
Hermit: To determine trade goods, roll 1d7:
(1) holy book (choose god), (2) holy symbol (choose god), (3) hairshirt, (4)
begging bowl, (5) handful of juniper berries, (6) lantern, or (7) 2d3 songbirds
and small mammals that act as friends.
Labourer: To determine trade goods, roll 1d5:
(1) hammer, (2) hand saw, (3) brick hod, (4) 7’ folding aluminum ladder, or (5)
retractable craft knife.
Lens grinder: You know how to grind and polish
lenses, mostly for eyeglasses, but also for more esoteric uses, such as
spyglasses.
Limner: You illustrate hand-copied editions
of books.
Magician: You are not a wizard (yet?) but a
performer with a special bag of tricks. Your collapsing dagger is designed to
look like a normal dagger, but to prevent injury. You can use it as a normal
dagger, but if you roll maximum damage, it automatically retracts the blade,
doing only 1 point of damage. You can collapse the blade for no damage at will.
Your trade goods are prepared magic tricks. Roll 2d3 to determine how many
tricks you have, then 1d12 for each trick: (1) colour-changing scarf, (2) wand
turns into bouquet of flowers, (3) coin dances on knuckles before disappearing,
(4) liquid disappears when poured into paper cone, (5) pull rabbit out of hat,
(6) cup-and-ball trick, (7) scarf becomes 5’ long chain of scarves, (8)
identify mark’s card from deck, (9) misidentify mark’s card, which then appears
in a sealed envelope, (10) lean outrageously without falling down, (11) number of
balls change between 1 and 3, or (12) object disappears and appears in mark’s
pocket (10’ range).
Maid: Your trained weapon and trade goods
are both have a 1 in 3 chance of being stolen from the house of your employer. Whether
or not they care depends upon what the items are. For trained weapon, roll 1d5:
(1) candle snuffer (1d3), (2) fireplace poker (1d4), (3) knife (1d4), (4) broom
(1d4) or (5) short sword. For trade goods, roll 1d7: (1) plastic bottle of
cleaning fluid, (2) feather duster, (3) gem worth 10 gp, (4) 3d4 sp, (5)
silver-plated tray worth 5 gp, (6) rubber gloves, or (7) dustpan and hand broom.
Mercer: A mercer is a seller of cloth.
Mudlark: You make a living by looking through
the refuse that comes down the Don River and collects in the mudflats of the
Portlands. Your trade goods depend upon what you have found recently. Roll
1d14: (1) dead body, (2) purse containing 3d12 cp, (3) warped shopping cart
with wonky wheel, (4) bent chrome hubcap, (5) old CD case, (6) six-inch action
figure in poor condition, (7) carcasses of a small but strange creature, (8)
pair of boots with only a few holes in them, (9) cache of 2d12 quarters from
Toronto That Was, (10) empty glass Coke bottle, (11) sack full of old fish
bones, (12) Rob Ford bobblehead, (13) green compost bin in good shape, or (14) make
three extra rolls on the Toronto Crawl
Classics Extras Table.
Musician: Your trade goods are your musical
instrument. Roll 1d16: (1) bongo drums, (2) accordion, (3) bagpipes, (4)
clarinet, (5) didgeridoo, (6) dulcimer, (7) guitar, (8) lute, (9) flute, (10)
panpipes, (11) harmonica, (12) saxophone, (13) violin, (14) fiddle, (15) lyre,
or (16) harp.
Painter: You are an interior/exterior painter.
Your extension stick is a device that can extend your paint roller up to 15
feet. To determine the color of the latex paint in your bucket, roll 1d12: (1) bright
yellow, (2) watermelon red, (3) pure pink, (4) carrot stick orange, (5)
Gladstone tan, (6) majestic violet, (7) Scandinavian blue, (8) cactus green,
(9) hummingbird green, (10) snowfall white, (11) parish white, or (12) sepia
tan. One day, the world will run out of paint from the Old World, but that day
is probably far away. (For the curious, these are paint colours from Benjamin Moore.)
Paper-stainer: A paper-stainer designs and creates
wallpaper.
Philosopher: What is your ancient book? Roll 1d20:
(1) The Dungeon Masters Guide by Gary
Gygax, (2) Moby-Dick by Herman
Melville, (3) A Princess of Mars by
Edgar Rice Burroughs, (4) The Water
Babies by Charles Kingsley, (5) A
Study in Scarlet by Sir Arthur Conan Doyle, (6) The Fairies in Tradition and Literature by Katherine Briggs, (7) Christine by Stephen King, (8) Fear of
Flying by Erica Jong, (9) Anne of Green
Gables by Lucy Maud Montgomery, (10) Harry
Potter and the Goblet of Fire by J. K. Rowling, (11) The Handmaid’s Tale by Margaret Atwood, (12) Life of Pi by Yann Martel, (13) UK
Habitats of the Canadian Goose by H.M. Stationary Office, (14) The Return of the King by J.R.R. Tolkien,
(15) Don’t Let the Pigeon Drive the Bus!
by Mo Willems, (16) Mystery of Crocodile
Island by Carolyn Keene, (17) The
Silver Chair by C.S. Lewis, (18) Catch-22
by Joseph Heller, (19) Atlas Shrugged
by Ayn Rand, or (20) The Elements of
Style by William Strunk, Jr., and E.B. White. If you can utter pieces of a
strange, funny, and yet sometimes profound philosophy based on your book, you
are likely to gain Luck bonuses.
Politician: You are a minor politician. Decide,
right now, if you are an honest politician or not. If honest, your trade goods
are 2d6 gp. If dishonest, your trade goods are 2d24 gp, but you also owe 1d5+1
favours to shady characters that will one day come to collect. If you survive.
Psychoanalyst: What is your ancient text? Roll 1d7:
(1) The Uses of Enchantment by Bruno
Bettelheim, (2) Conditioned Reflexes
by Ivan Pavlov, (3) Three Essays on the
Theory of Sexuality by Sigmund Freud, (4) Totem and Taboo by Sigmund Freud, (5) Man and His Symbols by Carl Jung, (6) The Power of Myth by Joseph Campbell, or (7) The Behaviour of Organisms by B. F. Skinner.
Rake: You are a wannabe bravo from a less
fortunate family.
Recycler: What are your trade goods? Roll 1d7:
(1) plastic shopping bag containing 3d24 crushed soft drink cans, (2) 5 lbs. of
rusty scrap iron, (3) 3d16 feet of copper wire, (4) stack of old broadsheets
bound with twine, (5) burlap sack containing 1d6 scavenged 2-litre plastic
bottles, (6) 2d3 ancient beer bottles, or (7) old cardboard box with 3d8 used
and leaky AA batteries.
Scholar: To determine your trained weapon,
roll 1d5: (1) quill pen (1d4), (2) club, (3) dagger, (4) dart, or (5) pool cue
(1d4). To determine which ancient tomes you own, roll 1d24 for each. (1) The Gods of Mars by Edgar Rice
Burroughs, (2) The Call of the Wild
by Jack London, (3) Heart of Darkness
by Joseph Conrad, (4) Gulliver’s Travels
by Jonathan Swift, (5) Jane Eyre by
Charlotte Brontë, (6) The Necronomicon
by Abdul al-Hazred (7) David Copperfield
by Charles Dickens, (8) Nameless Horrors
and What to Do About Them (author unknown), (9) The Theory and Practice of Oligarchical Collectivism by Emmanuel
Goldstein, (10) The Stand by Stephen
King, (11) Dracula by Bram Stoker,
(12) The Canadian Mounted (author
unknown, but the name “D. Griffith” is written on the cover inside), (13) Alice’s Adventures in Wonderland by
Lewis Carroll, (14) The Monster Manual
by Gary Gygax, (15) The League of
Extraordinary Gentlemen by Alan Moore and Kevin O’Neill, (16) Kidnapped by Robert Louis Stephenson,
(17) The Trees in My Forest by Bernd
Heinrich, (18) Lo! by Charles Fort,
(19) Don Quixote by Miguel de
Cervantes, (20) Watership Down by
Richard Adams, (21) Collected Ghost
Stories by M.R. James, (22) Doctor
Who: The Wheel of Ice by Stephen Baxter, (23) The Spy Who Loved Me by Ian Fleming, or (24) The Hitchhiker’s Guide
to the Galaxy by Douglas Adams. These are hardcover editions.
Set decorator: You decorate sets for live theatre.
To determine trade goods, roll 1d8: (1) saffron robes for The King in Yellow, (2) 3’ long blue and red glow sticks for The Return of the Jedi, (3) papier-mâché
skull for Hamlet, (4) fluffy pillow
for Othello, (5) donkey-head mask for
A Midsummer Night’s Dream, (6) pirate
hat and wooden cutlass for The Pirates of
Penzance, (7) 3 foot-long wooden stakes for The Return of Buffy, or (8) an armload of evergreen boughs for Macbeth.
Steam fitter: Steam power is still used in the
world of Toronto Crawl Classics,
although the fuel to operate a large boiler is prohibitively expensive for
most.
Street cleaner: Your dustpan has a long handle so you
don’t have to bend over too much while sweeping.
Street preacher: Choose the god you worship. This
determines which Holy Book you have.
Street punk: Roll 1d5 to determine your trained
weapon: (1) brass knuckles (1d3), (2) length of chain (1d4), (3) iron pipe
(1d4), (4) dagger, or (5) club. Roll 1d7 to determine your trade goods: (1)
skateboard, (2) leather jacket (+2 AC), (3) tee shirt for pre-Apocalyptic band,
(4) 3d4 piercings, (5) 2d5 lengths of 2’ chain, (6) gallon jug of beer, or (7)
2d3 doses of recreational drugs.
Tax collector: That 100 cp you are carrying is
collected tax revenue. Spending it is a felony offense, punishable by death. Of
course, if you can pay it back, perhaps no one will know….
Taxidermist: To determine what type of stuffed and
mounted animal you are carrying, roll 1d7: (1) raccoon, (2) chipmunk, (3)
skunk, (4) opossum, (5) black squirrel, (6) seagull, or (7) Canada goose. There
is a 1 in 10 chance that your animal has some form of mutation.
Teacher: To determine what textbook you have,
roll 1d5: (1) Introduction to Mathematics,
(2) Advanced Algebra, (3) A Concise History of North America, (4) Studies in English Literature, or (5) World History: A Canadian Perspective.
Teamster: To determine your trade goods, roll
1d7: (1) dry beans, 1d6 5 lb. sacks; (2) 50 lb. bale of raw wool; (3) 8 gallon
firkin of lamp oil weighing 60 lbs.; (4) 40 lb. bale of dry straw; (5) two 25
lb. bundles of firewood; (6) 20 lb. crate of melons; or (7) 1d5 15 lb. bags of twisted
tobacco. You make your living moving heavy goods for others; these items do not
belong to you.
Thug: To determine your trained weapon,
roll 1d5: (1) crowbar (1d4), (2) blackjack (1d4), (3) club, (4) dagger, or (5)
short sword.
Tinker: Tinkers are traveling repairmen. To
determine your trade goods, roll 1d5: (1) portable grinding wheel, (2) bundle
of fresh rushes, (3) bundle of cane for repairing chairs, (4) collection of 1d5
mended pots and pans, or (5) collection of 2d3 sharpened knives (1d4 damage
each).
Toymaker: To determine your trade goods, roll
1d5, and then roll 1d10 a number of times equal to the result: (1) kite, (2)
box kite, (3) wooden yoyo, (4) set of 3d8 wooden building blocks, (5) stick
horse, (6) rocking horse, (7) wooden toy carriage, (8) tin soldier, (9) rag
doll, or (10) nutcracker.
Trader: To determine your trade goods, roll
1d8: (1) bag of 5d6 delicious apples, (2) pushcart of dried fertilizer, (3)
wooden box containing 3d5 well-made tobacco pipes made from carved ivory or
soapstone, (4) a large sack filled with pungent onions, (5) large rolled-up
rug, (6) large backpack with 4d7 skeins of coloured yarn, (7) 3d3 bones or other
relics of saints, or (8) pack containing 2d12 jars of pickled beets.
Turnkey: You are a keeper of the town’s
prisons, located in the Understreet. Your ring of heavy keys fits the jail
cells, but, with luck, they may fit other locks as well.
Wainwright: What’s in that pushcart? Roll 1d6:
(1) tomatoes, (2) nothing, (3) straw, (4) your dead, (5) dirt, or (6) rocks.
Witch hunter: You are part of a religious order
dedicated to rooting out and destroying the cultists of forbidden religions. To
determine your weapon, roll 1d5: (1-2) dagger, (3-5) collapsing dagger (as per
magician). Determine which deity you follow to determine whose holy symbol you
carry.
Wizard’s apprentice: That black grimoire you are carrying,
among other things, contains the formulae for 1d5 1st level wizard
spells. You can attempt to cast them, using the book, if you like, but 0-level
characters doing so use 1d10 on the spell check. As a wizard’s apprentice, you
may use 1d12.