A Deconstruction of the d20
Modern Starting Occupations and its Use in BESM/Anime d20
by Peter L. Ward
Requires the use of the d20 Modern
Roleplaying Game, published by Wizards of the Coast, Inc
Requires use of the Big Eyes, Small Mouth d20 Roleplaying Game,
published by Guardians of Order, Inc
This document contains Open Game Content and is used under license as
indicated below.
Introduction
This document is aimed at adapting the concept of Starting Occupations,
as found in d20 Modern, for use in Big Eyes, Small Mouth d20 (BESM d20
for short) or in Anime d20. A Starting Occupation is a way to
represent the life experience and wealth a player character has
accumulated before his or her career as an adventurer. In terms
of the d20 system, a Starting Occupation gives the character a set of
permanent class skills, perhaps a bonus feat or reputation bonus, as
well as a modifier to the character's starting wealth bonus.
Since the use of Starting Occupations presumes the use of the wealth
system used in d20 Modern, it is highly recommended that the Wealth
attribute used in BESM d20 be dropped from the campaign as it can be
quite unbalancing when used in conjunction with d20 Modern's system.
This document assumes that the Gamemaster (GM for short) and players
already have either the d20 Modern rulebook or the System Reference
Document pertaining to d20 Modern. As such, no details will be
given regarding the various occupations beyond their breakdown and
balancing.
The Breakdown
In essence, Starting Occupations can each be broken down into five
components. They are the prerequisite age, the number of class
skills, the number of bonus feats, the reputation bonus, and the wealth
bonus. Not all of these elements are used in any given Starting
Occupation. For example roughly half of them give a bonus feat,
and only two give a reputation bonus. To simplify the matter of
balancing, the skill count, feats, and reputation bonus will be lumped
into one element, bringing the number down to three. In addition,
for use in BESM d20, a fourth element will be added for balancing
attributes or defects.
Here are the Occupations as presented in d20 Modern, with the addition
of the attribute or defects needed to balance some of them.
Starting Occupation
|
Age
|
Skills
|
Feats
|
Reputation Bonus
|
Wealth Bonus
|
Balancing Attribute/Defects
|
Academic
|
23
|
3
|
0
|
0
|
+3
|
|
Adventurer
|
15
|
2
|
1
|
0
|
+1
|
|
Athlete
|
Special*
|
3
|
1
|
0
|
+1
|
|
Blue Collar
|
18
|
3
|
0
|
0
|
+2
|
|
Celebrity
|
15
|
1
|
0
|
+1
|
+4
|
Famous - 1bp
|
Creative
|
15
|
3
|
0
|
0
|
+2
|
Famous - 1bp
|
Criminal
|
15
|
2
|
1
|
0
|
+1
|
|
Dilettante
|
18
|
1
|
0
|
+1
|
+6
|
Famous - 2bp
|
Doctor
|
25
|
2
|
1
|
0
|
+4
|
|
Emergency Services
|
18
|
2
|
0
|
0
|
+2
|
Organizational Ties - 2cp
|
Entrepreneur
|
18
|
2
|
0
|
+1
|
+4
|
Famous - 2bp
|
Investigative
|
23
|
2
|
1
|
0
|
+2
|
Organizational Ties - 2cp
|
Law Enforcement
|
20**
|
2
|
1
|
0
|
+1
|
Organizational Ties - 2cp
|
Military
|
18
|
2
|
1
|
0
|
+1
|
Organizational Ties - 2cp
|
Religious
|
23
|
3
|
0
|
0
|
+2
|
Organizational Ties - 2cp
|
Rural
|
15
|
2
|
1
|
0
|
+1
|
|
Student
|
15***
|
3
|
0
|
0
|
+1
|
|
Technician
|
23
|
3
|
0
|
0
|
+3
|
|
White Collar
|
23
|
2
|
0
|
0
|
+3
|
Organizational Ties - 2cp
|
* - The prerequisite for the Athelete Occupation is a 13 in either
Strength or Dexterity. For balancing purposes, this will be
treated as the equivalent of a prerequiste age of 18
** - For balance purposes, the prerequisite age of 20 for a character
in Law Enforcement will be treated as if it were 18 instead.
*** - As noted below, any character starting out with the Student class
should automatically get this Occupation, regardless of age.
Here is the core breakdown of the Occupations
Age (value in cp)
|
Skills/Feats/Reputation Bonus
(2cp each)
|
Wealth Bonus (1cp/rank)
|
15 (3 cp)
|
3
|
+1
|
18 (2 cp)
|
3
|
+2
|
23 (1 cp)
|
3
|
+3
|
25 (0 cp)
|
3
|
+4
|
As one could see, the younger the character, the lower the wealth bonus
given. So, each step lower than 25 is worth a certain number of
cp as listed in the chart above. This gives us a basic formula
for putting together a starting occupation and figuring out its worth.
Age value + Number of skills/feats/reputation bonus * 2 + Wealth Bonus
= 10cp
Of course, this raises the question of why a reputation bonus is worth
2 cp where a wealth bonus is worth only 1cp. The fact of the
matter is that while somewhat arbritrary, a reputation has a far more
reaching effect in the game than a wealth bonus. While a wealth
bonus is pretty much limited to the acquisition of equipment and
supplies, a reputation bonus affects how various NPCs will react to a
character, and comes up in the game more often as a result.
As one looks over the first chart outlining the various Starting
Occupations, they might note some variations to the core
breakdown. Some classes have a lower wealth bonus, while others
have a higher one. This is where the balancing attributes and
defects come in. The attributes and defects listed are strongly
suggested due to the nature of the given occupation, but if another is
desired, then an appropriate substitution can be made. However,
the cp and bp values are necessary for balance purposes to bring that
Starting Occupation up or down to a standard value of 10cp.
Use of Starting Occupations in BESM d20
Now that the breakdown and balancing of the d20 Modern Starting
Occupations is done, all that's left is using them in BESM d20.
As in d20 Modern, a character can select only one Occupation during
character generation. Any skills chosen from those offered by a
given Occupation become permanent class skills, regardless of which
class the character takes during the campaign. In addition, any
skill chosen that's already a class skill for the character confers a
one-time
+1 competency bonus for that skill.
It should be suggested that if a character starts out in the Student
class as listed in BESM d20, then the character also takes the Student
Starting Occupation as a matter of course, and that the normal
prerequisite age of 15 be ignored.
When it comes to the wealth bonus, generate the character's starting
bonus as normal per d20 Modern and apply the Occupation's wealth bonus
to that. Of course, the use of the d20 Modern wealth system
raises issues in regards to a game system that doesn't use money as a
general rule, such as BESM d20. It is strongly suggested that the
wealth system (or any other monetary system, for that matter) be used
for items that are subject to breakage/loss/confiscation/etc., and that
the use of character points to acquire items as used in BESM d20 be
used on items that are powerful or permanent (or at least exchangable
for an item of equal cp value). The conversion of monetary values
to purchase DCs used in the wealth system can be found on page 204 of
the d20 Modern rulebook.
In terms of game balance and character values, it's real simple to
graft Starting Occupations into BESM d20. Since all Occupations
are worth 10cp each, all a GM has to do is add 10cp to the
discretionary points given at character generation to be spent on the
Occupation, and all characters balance out with 10 additional points.
In closing, the use of Starting Occupations in BESM d20 is actually a
rather simple matter, and actually adds to the customization of a
character by granting them a small number of permanent class skills and
perhaps a bonus feat. It also adds to the starting funds and
perhaps reputation of a character, giving the character a better start
in the game. With the core breakdown given, it should be easy to
come up with new Occupations as appropriate to a given campaign as
well. Hopefully, it will be a worthy addition to just about any
campaign.
d20 Modern and Wizards of
the Coast are trademarks of Wizards of the Coast, Inc. in the United
States and other countries and are used with permission. Big
Eyes, Small Mouth d20 and Anime d20 is copyright
Guardians of Order, Inc. This document is copyright Peter L.
Ward,
2003.
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