Chapter 04 · OccupationsFM 93-07
Occupations
Who you were in June is who you still are in July. Twelve lives Net Control still bothers to print. Open the one that matches the person you intend to walk out as.
12 field guides
// FROM THE FILES — PERSONNEL
Who you were in June is who you still are in July. The Network does not issue new lives. It issues work. Open the leaf. Walk out as that person.
The old occupations are still on the sheet — doctor, burglar, veteran, the rest of Knox County’s ordinary jobs. The twelve below are the Network’s. Each grants a trait twin — you cannot buy the same trait again for a double-dip — and boosts a workshop skill. Costs sit on the same ladder the county always used: a doctor is even; an engineer costs four; a burglar costs six; a veteran costs eight.
Computers
Sysop
Garage BBS, midnight modems, a working terminal in the settlement before anyone else can level into the recipe.
Computers 5Computer Whiz
Open the Sysop field guide →
PC Repair Technician
Strip-mall fix-it counter. Doctor-tier cost, leftover points for the rest of the character, still a programmer.
Computers 3Hobbyist
Open the PC Repair field guide →
Salvage
E-Waste Recycler
The only salvage start with a live bonus-component roll. You feed the sysop and the chemist.
ResourcefulElectrical 1
Open the E-Waste field guide →
Scrapper
Same salvage depth, less electrical compounding. The settlement’s plumber of broken things.
Dumpster DiverSalvage 3
Open the Scrapper field guide →
Chemistry
Industrial Chemist
Yield, explosives already known, bonus batches. Mishaps still happen. Gear still matters.
Chemistry 5Precision
Open the Chemist field guide →
Hazmat Technician
Half mishaps, and the only start that can touch Hazardous Reclamation. Walk away from a bad batch.
Hazmat ProtocolChemistry 3
Open the Hazmat field guide →
Gunsmithing
Gunsmith
The only start that already knows the schematic-gated workshop firearms. Nobody else levels into those.
ArmorerGunsmithing 5
Open the Gunsmith field guide →
Ammunition Technician
You feed the settlement. Bonus yield on cast and load. The guns are someone else’s problem.
HandloaderReloading 3
Open the Ammo Tech field guide →
Commerce
Merchant
Tax, hires, companion cap. The social engine of a town that wants more than one body on the road.
Silver TongueCommerce 5
Open the Merchant field guide →
Shopkeeper
The counter-trade start. Plant a stall, fund a till, become the reason strangers cross your border.
HagglerCommerce 3
Open the Shopkeeper field guide →
Performance
Musician
Play for a room. Get paid in a claim. Lift mood. Attract things that do not clap.
ShowmanPerformance 5
Open the Musician field guide →
Street Performer
Both hands on the instrument, Nimble for the exit. The job is packing up fast.
MusicalNimble 1
Open the Street Performer field guide →
If you are stuck
| You like… | Open… |
|---|---|
| You like working a house with other people | Sysop, Merchant, or Ammunition Technician |
| You like the road and a bag that stays light | Scrapper or Street Performer |
| You like brass and the sound of a back room | Gunsmith, then find a Merchant to hire the bodies |
| You like dangerous hobbies | Industrial Chemist for yield; Hazmat Technician for surviving the yield |
| You like a room that still has a pulse | Musician or Shopkeeper |
Traits for every discipline live with the workshops in Chapter 09. Do not buy Computer Whiz on a Sysop. The twin already has it.