This is something I would have liked to include in the main PDF, but unfortunately did not have space for. Below is a list of 36 starting styles that you can roll on if you like your chargen to be more random. They are written as professions, so you can have them double as a quick indicator of what kind of vocational knowledge a character is bringing with them into their adventuring career.
If you haven't used a d66 table before, you roll 2d6 and read the first die as the tens place and the second as the ones place. So rolling a 2 on one die and a 4 on the other could be read as rolling a Cutpurse (24). If your players like a smidgeon more choice, let them read the numbers in the order they choose.
By the way, if you have ideas for your own starting styles (or your own tailored list you want to share), feel free to post them in here!
11 Academic Carrying a textbook gives access to relevant expert knowledge.
12 Animal Trainer +1 on reaction rolls with non-humanoids
13 Bandit +1 on Move Silently and Hide in Shadows.
14 Bureaucrat Can use their title to access low-security restricted areas, such as jails, records rooms or a busy official’s office.
15 Burglar +1 chance to Open Locks and Find or Remove Treasure Traps.
16 Caver Can climb sheer surfaces.
21 Crafter Can repair non-magical objects. A turn for a simple one, an hour in other cases.
22 Cook Can turn two rations into a single meal that heals 1 HP.
23 Connoisseur Knows when a single object is worth more than 100 GP.
24 Cutpurse +2 to Pick Pockets
25 Delinquent +1 damage to enemies laying on the ground or held in place by an ally.
26 Detective +1 to find hidden doors, can discern what killed something.
31 Farmer Heal +2 hit points on rest.
32 Fisherman Always succeed on hunting rolls near a body of water.
33 Herbalist Brings a satchel of herbs that heal 2 HP once. Refills in downtime or wilderness.
34 Hunter 1-in-6 chance to turn any corpse into a ration.
35 Laborer +2 HP.
36 Librarian Find anything in bookshelves, desks, or similar spaces without spending time.
41 Lookout +1 on Hear Noise and Move Silently.
42 Lumberjack Always succeed on rolls to destroy or cut objects with an axe or similar weapon.
43 Mediator +1 on reaction rolls with humanoids.
44 Mechanic Can use any item to repair an object given a semi-plausible explanation.
45 Merchant Recovered treasure is valued at 10% more gold (after awarding XP).
46 Minister If allowed to deliver a sermon for at least 20 minutes, can put listeners to sleep.
51 Noble Always departs with a retainer who does not demand payment nor test loyalty for dangerous tasks. They demand on-the-job training or similar opportunities.
52 Painter With access to the right pigments, can create convincing visual illusions on a wall or similar surface.
53 Performer Retainers and Mercenaries add +1 to Loyalty when testing it.
54 Rebel +1 ATK when attacking during a surprise round.
55 Sailor Can man and repair small vessels on their own, and can book passage on bigger ones for free during an expedition.
56 Scout Wilderness encounters are always spotted from the maximum distance possible, including when surprised.
61 Smuggler Has a hiding spot on their person no one can find, even with a thorough search. Can hold an extra item smaller than a sword, which does not count toward inventory space.
62 Socialite Can invite themselves to most parties, ceremonies, or similar functions.
63 Soldier +1 damage when outnumbering an enemy in melee.
64 Speechwriter +1 to morale of allies.
65 Traveler Starts with an extra language and a regional guide to (d6): 1) temples or shrines 2) all notable taverns and bars, 3) an adventure site (contains every rumor available for it), 4) local fauna, including monsters 5) officials and nobility, including a couple scandalous secrets 6) famous masters and their tutelage requirements.
66 Yogi Eat half as often as a normal character.