Bodyguards are employed by everyone who can afford them, from corpos and idols to crime bosses. They usually exist to act as a physical barrier and warning, and often double as drivers; however, people in real danger also need surveillance, and good bodyguards can handle that, as well.
Requirements: Hand-to-Hand 2+, Evade 2+, Initiative 2+.
Skills: Driving, Electronics/Security, Marksmanship, Medicine/First Aid, Melee, Shadowing, Surveillance, Tactics, Weaponsmith/Gunsmith.
Boostergangs are into violence and cybernetic augmentation. While the gangs need, and often include in their membership, specialists like ripperdocs and techies, this occupation is for the basic punk: a gang member who commits crimes for fun and profit.
Requirements: Initiative 2+, Hand-to-Hand 2+, Marksmanship or Melee 2+.
Skills: Demolition/IEDs, Driving, Heavy Weapons, Engineering (Cybertech), Marksmanship, Melee, Tactics, Urban Survival, Weaponsmith/Gunsmith.
... cyberware?
Both states and corporations use bounty hunters to supplement their enforcement systems. These professionals track down wanted people and return them. Whether the target committed a crime may be of no concern to them, and many are unconcerned with breaking local laws in their pursuit. Unsurprisingly, bounty hunters are sometimes used for low-stakes corporate extractions.
Requirements:
Skills: Law/Criminal Law, Marksmanship, Melee, Research, Shadowing, Surveillance, Tracking, Weaponsmith/Gunsmith.
...
Requirements: Previous Career: Corpo Manager. INT/any Occupation Skill (DN 30), +4 for Corporate Creche childhood, +2 for Corporate Creche education. ... work experience ...
Skills: Bureaucracy, Commerce, Composition, Law, Leadership, Oratory.
... cyberware ...
...
Requirements: Any two Occupation Skills 4+. Previous Career: Corpo Salaryman or Wageslave, or Corporate Creche. INT test (DN 24), +4 for Corpo Salaryman.... work experience or corp creche...
Skills: Bureaucracy, Commerce, Composition, Law, Leadership/Management, Oratory.
... cyberware ...
...
Requirements: Any two Occupation Skills 4+.
Skills: Bureaucracy, Commerce, Composition, Computers, Electronics, Engineering (any), Law, Profession/Craft (any), Programming, Research, System Knowledge, System Operation (any).
... cyberware ...
...
Requirements: None.
Skills: Bureaucracy, Construction, Driving, Electronics, Engineering (any), Mechanics, Operate Heavy Machinery, Profession/Craft (any), System Operation (any).
...
Requirements:
Skills: Driving, Mechanics, Navigation, Pilot (any), Riding (bicycle, animals), Seamanship, Streetwise, Swimming.
Cyberyuppies and cyberpreppies ...
Requirements:
Skills: Braindance, Bureaucracy, Commerce, Composition, Computers, Cyberlink Operation, Electronics, Leadership, Programming, System Knowledge.
... cyberware ...
...
Requirements:
Skills: Commerce/Haggling, Fast Talk, Fieldcraft, Sleight of Hand, Streetwise, Urban Survival.
... no savings, but no debt ...
...
Requirements: Fast Talk or Inquiry or Persuasion or Streetwise 4+.
Skills: Acting, Commerce, Disguise, Fast Talk, Gamble, Oratory, Streetwise
(Extra contacts?).
...
Requirements: INT 4+, INT/General Knowledge (DN 18)
Skills: Acting, Artistry, Braindance, Bureaucracy, Commerce, Composition, Construction, Computers, Cryptography, Dancing, Drawing, Electronics, Engineering (any), Imaging, Law, Leadership/Management, Mechanics, Medicine, Oratory, Play Instrument (any), Programming, Research, Science (any), Singing, System Knowledge.
* Unless you come from a Corporate Creche background or get a scholarship (INT test, DN 24), accumulate D10×D10×$1,000 Debt per year instead of Savings.
You can enter any occupation from Higher Education, regardless of SL, if you meet the requirements.
...
Requirements: REF, STR, and STAM total 20+, Athletics and one specialty total 6+.
Skills: Everyman and Hobby Skills only.
* See Higher Education.
...
Requirements: COOL 6+, Archery or Demolition/IEDs or Marksmanship or Melee 4+, Stealth 4+.
Skills: Acting, Archery, Demolition/IEDs, Disguise, Marksmanship, Melee, Shadowing, Sleight of Hand, Weaponsmith/Gunsmith.
...
Requirements: COOL or EMP /any Performance Skill (DN 30).
Skills: Acting, Artistry, Braindance, Bureaucracy, Commerce, Composition, Dancing, Disguise, Oratory, Play Instrument (any), Singing.
... cyberware ...
...
Requirements: Inquiry or Shadowing or Surveillance 2+.
Skills: Computers, Disguise, Electronics/Security, Fast Talk, Law, Lock Picking, Research, Shadowing, Streetwise, Surveillance.
...
Requirements:
Skills: Driving, Electronic Warfare, Electronics, Gunnery, Mechanics, Navigation, Operate Heavy Machinery, Parachuting, Pilot (any), Seamanship.
...
Requirements:
Skills: Acting, Bureaucracy, Composition, Fast Talk, Imaging, Oratory, Research, Science (History, Psychology), Shadowing, Surveillance.
...
Requirements: Medicine 2+.
Skills: Bureaucracy, Computers, Leadership, /Management, Medicine, Research, Science (Anatomy, Biology, Chemistry, Pharmacology, Physiology, others), Systems Operation (Medical Systems).
...
Requirements: Initiative 2+, Marksmanship 2+.
Skills: Demolition, Driving, Fieldcraft, Gunnery, Heavy Weapons, Leadership, Marksmanship, Melee, Operate Heavy Machinery, Strategy, Tactics, Weaponsmith/Gunsmith.
...
Requirements:
Skills: Everyman and Hobby skills only.
* Accumulate no Savings.
...
Requirements: Computers 3+.
Skills: Braindance, Computers, Cryptography, Cyberlink Operation, Electronic Warfare, Electronics, Engineering (Computer), Programming, Research, System Knowledge.
...
Requirements:
Skills: Construction, Driving, Fieldcraft, Marksmanship, Mechanics, Medicine/First Aid, Melee, Navigation, Operate Heavy Machinery, Riding (any), Tracking.
... vehicle ...
...
Requirements:
Skills: Bureaucracy, Computers, Leadership, /Management, Medicine, Science (Anatomy, Pharmacology, Physiology), Systems Operation (Medical Systems).
...
Requirements: REF 6+, COOL 6+, Initiative 4+, Marksmanship 4+, Stealth 3+, Tactics 2+.
Skills: Fieldcraft, Heavy Weapons, Marksmanship, Medicine/First Aid, Melee, Parachuting, Shadowing, Surveillance, Tactics.
... cyberware ...
...
Requirements:
Skills: Demolition, Fieldcraft, Heavy Weapons, Leadership/Demagogy, Marksmanship, Medicine/First Aid, Melee, Strategy, Tactics.
...
Requirements:
Skills: Engineering (Marine), Fieldcraft/Fishing, Gunnery, Heavy Weapons, Law/Maritime Law, Marksmanship, Mechanics, Medicine/First Aid, Melee, Navigation, Science (Oceanography), Scuba, Seamanship, Strategy/Naval Warfare, Swimming, Tactics/Naval Warfare, Underwater Combat, Underwater Maneuver, Underwater Weapons.
...
Requirements:
Skills: Driving, Law/Criminal Law, Marksmanship, Melee, Medicine/First Aid, Pilot (AV), Streetwise.
...
Requirements: Inquiry 2+.
Skills: Fast Talk, Law, Marksmanship, Medicine/First Aid, Shadowing, Streetwise, Surveillance.
...
Requirements: REF 5+, COOL 5+, Initiative 2+, Marksmanship 2+.
Skills: Heavy Weapons, Law/Criminal Law, Leadership/Command, Marksmanship, Medicine/First Aid, Melee, Tactics.
... cyberware ...
...
Requirements:
Skills: Fast Talk, Gamble, Law/Criminal Law, Lock Picking, Sleight of Hand, Streetwise.
* Accumulate no Savings.
...
Requirements: REF or STR or STAM/Athletics with one specialty (DN 30).
Skills: Everyman and Hobby Skills only.
... cyberware ...
...
Requirements:
Skills: Commerce/Haggling, Fast Talk, Science (Chemistry, Pharmaceuticals), Streetwise.
...
Requirements: Marksmanship 2+, Melee 2+, Medicine/Cybertech or /Surgery 2+.
Skills: Electronics/Security, Lock Picking, Marksmanship, Medicine/Cybertech, Medicine/Surgery, Melee, Shadowing.
... cyberware ...
People displaced by war, natural disaster, global warming, or economic collapse have continued to grow in numbers throughout the 21st century. Seeking safety or new lives, they face violence, persecution, and legal and physical barriers, and frequently have to survive on their own or as part of the informal economy.
Requirements: None.
Skills: Animal Handling, Commerce/Haggling, Construction, Driving, Fast Talk, Fieldcraft, Mechanics, Medicine/First Aid, Pilot (Small Boat), Riding (any), Sleight of Hand, Streetwise, Swimming, Urban Survival. No Hobby Skills.
...
Requirements:
Skills: Marksmanship, Medicine/First Aid, Melee, Streetwise.
...
Requirements:
Skills: Engineering (Biomedical, Cybertech), Medicine, Science (Biotech, Wetware), Streetwise.
...
Requirements: Acting or Dancing or Play Instrument (any) or Singing 2+.
Skills: Acting, Artistry, Dancing, Leadership/Demagogy, Oratory, Play Instrument (any), Singing.
* After each year spent in this Occupation, roll a test of any occupation skill (EMP or COOL for Acting, Artistry, Leadership/Demagogy, Oratory, or Singing, or TECH/Dancing or Play Instrument), against a DN based on your current SL: DN18 at SL1, DN20 at SL2, DN24 at SL3, DN28 at SL4, and DN32 at SL5. If you succeed, your SL increases, reflecting a rise in popularity, your Soundcloud taking off, signing with a label, and so on.
...
Requirements:
Skills: Archery, Marksmanship, Medicine/First Aid, Melee, Streetwise, Tactics, Urban Survival, Weaponsmith/Gunsmith.
...
Requirements:
Skills: Electronics/Security, Fast Talk, Lock Picking, Sleight of Hand, Streetwise, Urban Survival.
...
Requirements:
Skills: Fast Talk, Marksmanship, Melee, Shadowing, Streetwise, Urban Survival.
...
Requirements:
Skills: Construction, Drawing/Blueprint, Electronics, Engineering (Mechanical), Mechanics, Science (Physics), Weaponsmith.
...
Requirements: COOL 6+, Awareness 3+, Initiative 3+, Marksmanship 3+, Melee 2+.
Skills: Driving, Marksmanship, Medicine/First Aid, Melee, Streetwise, Surveillance, Tactics.
... cyberware ...
...
Requirements:
Skills:
| Occupation | Requirements | Skills |
|---|---|---|