Occupations that a sluagh might be particularly adept at or interested in. These are compiled by me, Nadia, all by myself, and are meant only as suggestions, and more of them will appear as I get around to it.
The Format of Occupations Entries
The Job: a description of the career, which will often explain the appeal to a sluagh in particular.
The Attributes: notes on areas in the Attributes section of the character sheet which would be important to someone in this field (physical, social, and mental).
The Abilities: notes on areas in the Abilities section of the character sheet which would be important to someone in this field (talents, skills, and knowledges).
The Advantages: notes on areas in the Advantages section of the character sheet which would be important to someone in this field (backgrounds, arts, and realms).
Flaws and Merits: suggested flaws and merits which could tie directly into the career in question… for example, an antiques dealer might have the 2F “Obsession” in regards to their area of expertise.
Antiques Dealer
The Job: you buy and sell antiques, be they furniture, books, clothing, or anything else you can imagine. Some dealers specialize in a particular time period or type of object, and some run shops filled with a hodge-podge of (often dusty) old things.
The Attributes: charisma is important for making a sales pitch.
The Abilities: persuasion for sales pitches, streetwise (depending on the legitimacy of your “antiques business”) and knowledges as required for an area of specialty… for example, linguistics if the dealer sells old books or maps from foreign countries, politics for old campaign buttons, or lore in your area of specialty.
The Advantages: backgrounds of Contacts, Resources, or Treasures could be useful. Primal as an art could enable you to talk to the objects you sell, for which you’d want to take prop as a realm.
Flaws and Merits: Compulsion (1F), Obsession (2F), Eidetic Memory (2M), Mechanical Aptitude (1M), Natural Linguist (2M), Mystical Prohibition (1-5F), Haunted Roommate (2-4F), Reputation (2M), Notoriety (3F), Black Market Ties (1-5M), Underworld ties (3M)
Children’s Social Worker
The Job: as a children’s social worker, you are assigned to the cases of children who are victims of abuse, neglect, or other crimes, and who are either in foster care or in a home environment that is being monitored. While this job requires more interaction with people than most sluagh care to have, it does play into their longstanding connection to children.
The Attributes: social and mental attributes are particularly important.
The Abilities: empathy is important for dealing with your clients, streetwise could come from the neighborhoods and families that you frequent, etiquette, firearms (unless you go through the bad side of town unarmed), linguistics if you want to specialize in working with immigrant families (Hispanic, Chinese, Russian, etc.), and law, preferably with a specialty in family law or children’s advocacy.
The Advantages: background in Contacts or Mentor (did the person who fostered you work in the field?).
Flaws and Merits: Code of Honor (1M), Higher Purpose (1M), Dark Secret (1F), Lifesaver (3F), Common Sense (1M), Natural Linguist (2M), Danger Sense (2M), Guardian Angel (6M), Psychic Vampire (5F), Enemy (1-5F), Judicial Ties (2M), Police Ties (3M), Ward (3F)
Fortuneteller
The Job: “Fortunes forecast, lucky charms!” As a fortuneteller, you cater to those who want to know the future, by means of a crystal ball, tea leaves, tarot cards, the stars, or your own keen sense of what’s coming next. Maybe you’re sought after for your predictions even though you’d rather be left in peace, or maybe you’re running an elaborate con on mortals. You can freelance, work for a psychic hotline, or maybe you’re a carnival witch. Whatever the case, you make your living off things that haven’t happened.
The Attributes: all the mental attributes are important to this job, and the social attributes depend on how crooked a game you’re running.
The Abilities: empathy, kenning, and persuasion in talents, performance in skills (if you like to be a little flashy for the mortals you’re duping), enigmas, gramayre, and possibly lore (if you’re into a special type of divination, like oomancy) in knowledges.
The Advantages: backgrounds in Chimera, Mentor, Remembrance, or Treasures. Soothsay as an art, and Chicanery if you’re on the crooked side of the business. Realms in actor and scene.
Flaws and Merits: Higher Purpose (1M), Dark Secret (1F), Obsession (2F), Wyld Mind (2F), Common Sense (1M), Concentration (1M), Absent-Minded (3F), Blind (6F), Surreal Quality (2F), Echoes (2-5F), Chimerical Magnet (5F), Past Life (1-5M), Danger Sense (2M), Medium (2M), Spirit Mentor (3M), Art Affinity (5M), Throwback (1-5M), The Bard’s Tongue (1M), Cleared Mists (3F), Dark Fate (5F), Friend to Spiders (4M), Recluse (3F), Knows Too Much (5F)
Mortician
The Job: you embalm dead bodies and prepare them for burial. If you are a funeral director at a mortuary, this involves extensive socialization with the families of the deceased, but maybe you just work behind-the-scenes at the embalming table while a coworker (a boggan, perhaps?) comforts the bereaved. If you talk to the spirits of the dead, maybe you give them some council on their new state of being.
The Attributes: the emphasis is almost entirely on mental attributes unless you want to deal with the families of the dead, in which case you’ll want a dabble of charisma.
The Abilities: empathy and persuasion if you often speak with the spirits of your dead clients, etiquette for attending funerals, law and medicine and science (you will have picked these up at mortuary school).
The Advantages: background in Resources… or Chimera (a talking scalpel!).
Flaws and Merits: Higher Purpose (1M), Nightmares (1F), Shy (1F), Obsession (2F), Lifesaver (3F), Concentration (1M), Ambidextrous (1M), Fast Learner (3M), Jack-of-All-Trades (5M), Past Life (1-5M), Medium (2M), Spirit Mentor (3M), Haunted Roommate (2-4F), Church Ties (3M)
Nightclub Owner
The Job: you own a nightclub or bar. Maybe it’s a sluagh-friendly freehold in disguise, or maybe it’s a front for illicit activities. Whatever the case, secrets tend to flow more freely when there’s alcohol involved, and everyone likes talking to a bartender.
The Attributes: emphasis in social.
The Abilities: brawl and dodge in case of bar fights, empathy for listening to a patron’s woes, streetwise, etiquette if your club caters to a particular group (especially if that group is sluagh or sidhe), and politics for the same reason.
The Advantages: backgrounds in Contacts, Freehold, Resources, or Retinue.
Flaws and Merits: Addiction (1-3F), Hatred (3F), Common Sense (1M), Lightning Calculator (1M), Self-Confident (5M), Poison Resistance (1M), Jack-of-All-Trades (5M), Danger Sense (2M), Werewolf/Vampire Connection (3M), Psychic Vampire (5F), Reputation (2M), Black Market Ties (1-5M), Nightclub (2M), Entertainment Ties (3M), Underworld Ties (3M)
Paranormal Investigator/Medium
The Job: you’re a ghostbuster, one of the people who is called upon to reason with unruly spooks or case a house or business for ghosts. Maybe you’re legitimate, using your ability to see and hear ghosts to help out ordinary people (or exasperated changelings), or maybe you have a racket running with some ghost friends of yours.
The Attributes: perception and intelligence.
The Abilities: alertness for looking for signs of ghosts, dodge if the spooks throw things at you, empathy and intimidation for talking the spooks into leaving, enigmas, and lore in ghosts.
The Advantages: backgrounds in Chimera, Remembrance, or Treasures. Consider Chicanery (for messing with mortals’ heads after your work is done to keep them from remembering what you’ve been up to) or Soothsay as arts. Important realms for the arts are actor, scene, and fae.
Flaws and Merits: Code of Honor (1M), Higher Purpose (1M), Dark Secret (1F), Intolerance (1F), Curiosity (2F), Wyld Mind (2F), Concentration (1M), Iron Will (3M), Echoes (2-5F), Haunted Roommate (2-4F), Chimerical Magnet (5F), Danger Sense (2M), Medium (2M), Spirit Mentor (3M), Throwback (1-5F), Cursed (1-5F), Mystical Prohibition (1-5F), Notoriety (3F), Mansion (3M), Church Ties (3M), Police Ties (3M)
Personal Aide
The Job: you make appointments, schedule things, deliver messages, and keep track of the social or business calendar for your employer. It offers many opportunities for learning new things about various people, particularly if you like eavesdropping.
The Attributes: social attributes are more important than they would usually be for a sluagh.
The Abilities: alertness, empathy and intimidation for dealing with your employer’s clients or your coworkers, subterfuge for office politics and the plucking of information, etiquette, stealth, computer, and points in applicable knowledges like law if you work for a judge, politics if you work for a senator or duke, etc.
The Advantages: Contacts as a background. Chicanery, Soothsay, or Sovereign as arts, with a background in Title for using Sovereign. Realms in scene, actor, and prop.
Flaws and Merits: Code of Honor (1M), Curiosity (2F), Common Sense (1M), Concentration (1M), Lightning Calculator (1M), Computer Aptitude (1M), Crack Driver (1M), Fast Learner (3M), Danger Sense (2M), Mystical Prohibition (1-5F), Enemy (1-5F), Black Market Ties (1-5M), Judicial Ties (2M), Media Ties (2M), Church Ties (3M), Corporate Ties (3M), Entertainment Ties (3M), Political Ties (3M), Underworld Ties (3M), Corporation CEO (5M), Gregarious (1F), Loudmouth (3F)
Prostitute
The Job: you have sex in exchange for money. Maybe you work in a brothel or for a high-end call agency, maybe you freelance, or maybe you work for a pimp. The legendary Squirm birthright is often alluded to in terms of how it improves one’s status as a lover, plus it provides excellent opportunities for blackmail and learning secrets.
The Attributes: stamina is very important for a prostitute, as are all of the social attributes.
The Abilities: athletics with a specialization in sex, streetwise, subterfuge, performance with a specialization in sex.
The Advantages: backgrounds in Contacts and Resources. Chicanery and Legerdemain as arts if you want to steal from your clients. Realms for the arts: prop, actor, and scene.
Flaws and Merits: Addiction (1-3F), Compulsion (1F), Dark Secret (1F), Sadism/Masochism (2F), Flashbacks (3F), Self-Confident (5M), Animal Magnetism (1M), Poison Resistance (1M), Prehensile Tongue (3M), Surreal Quality (2F), Changeling’s Eyes (1F), Seeming’s Blessing (5M), Psychic Vampire (5F), Reputation (2M), Notoriety (3F), Black Market Ties (1-5M), Corporate Ties (3M), Political Ties (3M), Underworld Ties (3M), Hunted (4F), Double-Jointed (1M), Surreal Beauty (1M), Gregarious (1F)
Writer
The Job: you write. It could be fiction or non-fiction—poetry, plays, opinion columns, newspaper articles, magazine features, short stories, novels, reference books… if it’s written, somebody out there writes it. Sometimes a career that involves little interaction with other people, it often involves digging up information of some kind or another.
The Attributes: highly mental, but if you’re, say, a gossip columnist you’re going to want charisma and manipulation.
The Abilities: persuasion and subterfuge are useful for picking up information, etiquette for book signings and cocktail parties. Any knowledge is a useful knowledge, specifically in regards to what kind of writer you are—law for a detective novelist, politics for a newspaper columnist, enigmas for a poet, etc.
The Advantages: backgrounds in Contacts, Dreamers, Resources, or Retinue. Willow Whisper (first dot in Primal) could be useful to reporters. Realms for Primal: prop.
Flaws and Merits: Shy (1F), Curiosity (2F), Vengeance (2F), Driving Goal (3F), Hatred (3F), Common Sense (1M), Concentration (1M), Eidetic Memory (2M), Acute Senses (1M), Animal Magnetism (1M), Natural Linguist (2M), Past Life (1-5M), Friend to Spiders (4M), The Bard’s Tongue (1F), Poetic Heart (3M), Notoriety (3F), Media Ties (2M), Entertainment Ties (3M), Political Ties (3M), Underworld Ties (3M), Loudmouth (3F), Recluse (3F)
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