Friday, 30 September 2016

Occupations for Toronto Crawl Classics

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!

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.

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