There are currently 30 Professions available in the final draft of DoubleZero. Part of me thinks that’s a lot. Possibly too many. There’s a good reason for having them in there, though. It’s a way to show the scope and flexibility of the system by presenting a wide range of character options.
Professions aren’t set in stone like a character class. They don’t limit the types of abilities that the character can have. It’s a build-based system, so anyone can take any Skill or Field of Experience they want. Their function is two-fold.
First, they’re there to help players who want to create that type of character. If you want to create a Doctor, use the Suggested Skills list. You’re not limited to it, don’t have to take everything on it, and can buy things not listed. It’s a guideline.
Second, they act as a default when a character should be able to do something but it’s not on their character sheet. If you’re playing a Journalist and trying to do something that a Journalist ought to be able to do, but you’ve either forgotten to take that Skill or aren’t sure which Skill covers it, you can make a Characteristic check instead.
The list of 30 isn’t meant to be all-inclusive, either. It’s supposed to be representative, to spark ideas. The gamemaster can and should create their own to suit the campaign they’re running. Players are free to devise Professions to reflect the characters they want to play.
Levels of Characters
Novice characters, which covers both ordinary non-player characters and low-level player characters, only get 1 Profession. They’re a Forensic Tech, or a County Sheriff, or whatever, that’s it. Simple and straightforward.
Standard player characters can take 2. They have a bit more life experience. You can play that Federal Agent/Paranormal Investigator combo, or the Executive/Vigilante that takes care of business by day and fights crime at night.
Veteran can take up to 3. So if you do want to create that Naval Officer (Sailor) / Civil Servant (Federal Agent) / Spy character, you can. The tools are there.