New Worker Rules


Staff member
Hi guys,

Some experimental rules for the Worker class are now up on our web site, ready for you to download and play with. Let us know what you think, what needs to be changed and if there is a profession you are just dying to add, we would love to see it!

You can find the download at;
msprange said:
there is a profession you are just dying to add, we would love to see it!

Two classes seen in the show I miss are the (ISN) reporter and the lawyer.

I'll begin to work on it.
I like the new rules. One thing I would add would be that each of them also has listed in their Skill Bonus section "Profession" for the chosen profession; i.e.: Dock Workers would gain a +1 to Profession (Dock Worker).

Optionally, one could rule that Workers gain an additional +1 with their profession every 3rd level (3, 6, 9, 12, 15, 18) or 4th level (4, 8, 12, 16, 20). This has the added advantage of giving the Worker Class something to look forward to above 6th level (not much, but something).

If you do not like the idea of granting a +1 to the Profession skill every 3 or 4 levels, you could do this instead: add Profession skill to the profession (it should still be there), and then every 3 or 4 levels, allow them to add +1 (or perhaps +2?) to any one of the skills in their Skill Bonus section... thus, you can have workers that would focus on the ins-and-outs of their profession (taking bonuses on the profession skill itself), and others that work on individual facets of their chosen profession.

Either way...

Oh... and I have a possible additional profession I would like to suggest:

These men and women of faith have many titles they operate under: Abbots, Deacons, Ministers, Monks (Brothers), Priests, and so on. They administer to the faith and spiritual well being of those they are near. Some are teachers, while others seek only to learn of the manay faces of God.
Worker Class: White Collar
Salary Modifier: x1.0 (however, many will have a vow of poverty, meaning they will donate much of their earnings to thier church body)
Skill Bonuses: Profession (Religious Leader), and any two of the following skills: Concentration, Diplomacy, Gather Information, Knowledge (any; may be selected twice), Perform, Sense Motive.
Other Bonuses: Religious Leaders can have a dramatic impact on the emotional state and actions of those around them. As an opposed check (Religious Leader's Profession skill versus target's Will save), the Religious Leader may make a suggestion. This requires at least ten minutes of communication to be effective. If successful, the Religious Leader influences the actions of the target by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. A very reasonable suggestion causes the save to be made with a penalty (such as -1, -2, etc.), while unreasonable suggestions cause the save to made at a bonus (such as +1, +2, etc.) at the discretion of the Game Master.
Expert Level: When a Religious Leader reaches expert level, their ability to influeince people has grown considerably. With at least an hour of communication, the Religious Leader may use their suggestion ability on all those within earshot, to a maximum of 1 person per rank in Profession (Religious Leader).
Very cool! I like these new rules for the Worker (still hate the class name, though). The rules for non-Soldier military types and Thugs are just great. I hope these rules end up in the B5 Compendium. Here's my take on a couple of professions:

The difficulties and pressures of life in any modern society can lead to a host of adjustment and behavior disorders in any single individual. The counselor's job is to provide relief to these individuals through any number of therapeutic approaches. Most are not doctors, but they may work closely with them, mostly when dealing with the chronically mentally ill. Counselors can be found doing social work in any populated area. Their pay will vary with their position, but it is generally much less than a competent physician would make. Still, many counselors do their job out of sense of duty to their society rather than for any financial consideration.

Worker Class: White collar
Salary Modifier: x1.0
Skill Bonuses: Diplomacy, Knowledge (psychology or sociology), Sense Motive
Other Bonuses: Diplomacy and Sense Motive are treated as class skills.
Expert Level: Counselors who reach this level of expertise often enter administrative postions in the field and gain a +2 competence bonus when dealing with red tape or paperwork. Their salary modifier increases to x1.5.

All societies have laws and those who interpret them. Whether revered or (more commonly) reviled, lawyers play an essential role in any society. Lawyers can be found in any number of specialised roles, ranging from the penal system (as prosecutors or defenders) to corporate and financial advisors. Their pay varies, but it's often commensurate with the amount of money loss or legal trouble that they can help prevent (or cause, as the case may be).

Worker Class: White collar
Salary Modifier: x2.5
Skill Bonuses: Bluff, Knowledge (law), Sense Motive
Other Bonuses: Sense Motive is always treated as a class skill. Further, lawyers gain a +1 circumstance bonus to all other social skill rolls (Diplomacy, Gather Information, Intimidate, Perform) but only when dealing with legal matters.
Expert Level: Lawyers who reach this level of competence learn how to process large amounts of information in their preparations. They gain the Data Access feat at 6th level. Their salary modifier increases to x4.0 at this level. At 10th level, their salary modifier increases to x5.0, and they gain the Contact feat.