There are many different ways to earn your bits in Exodian space. Not all of which are legal or exciting. However, to aid you in finding the right career for you, we have compiled a number of the more popular and profitable ones, as well as the skills you would be expected to use.
It's a big galaxy with a lot of places to hide. System governments find it difficult enough to enforce laws with the billions of people visiting their worlds. When a criminal skips town, it's next to impossible to organize a search and extradition. Local governments deputize bounty hunters and pay them for successful retrieval or elimination of targets. Some work as enforcers for corporations or criminal organizations. These operatives are skilled in tracking people down and subduing them.
Skills: Contacts, Fight, Investigate, Pilot, Provoke, Shoot
In the vast lawless expanses of open space, there is the persistent risk of transmissions or deliveries being intercepted. One way to combat this is with firepower, but another is through the use of couriers. These people are quick and cunning as they must make fast and reliable deliveries no matter what hazard, enemies, or law might get in their way.
Skills: Contacts, Lore, Navigate, Notice, Pilot, Stealth, Tweaking
Almost everything in the galaxy has moving parts, electronics, and structural design. To keep everything working, engineers are employed to build, inspect, repair, and replace things. The career is profitable and in high-demand, and thus many engineers lack formal education, and have simply earned their talents through hands-on experience.
Skills: Engineer, Extraction, Physique, Pilot, Science, Tweaking
ExodiaNet supplies instant and ubiquitous entertainment. It provides a voice to people who wish to evoke emotion, provoke thought, and motivate change. It's also for pornography. Entertainers are adventurous and charismatic, and wish to share their experiences with others.
Skills: Contacts, Deceive, Empathy, Lore, Provoke, Rapport, Resources, Will
Even though many people have settled on new worlds and found a stable lifestyle, most of the galaxy is a blank and mysterious canvas. Courageous explorers continue to push the boundaries and chart new systems, worlds, and phenomena so that the people who follow in their path will be prepared.
Skills: Athletics, Extraction, Fight, Lore, Navigate, Notice, Physique, Pilot, Will
Between war, disease, accidents, radiation, collisions, asphyxiation, contamination, alien bacteria, and natural bodily degradation, there are a lot of ways a person can get hurt. Fortunately, medical professionals are plentiful, often converging from backgrounds like military organizations, biological sciences, or private practice.
Skills: Empathy, Lore, Medicine, Physique, Rapport, Science, Will
Even the largest governing organizations lack the personnel to enforce widespread law or defend against invasion or theft. Consequently, corporations and private individuals often hire groups of mercenaries to provide security or take hostile action.
Skills: Fight, Physique, Pilot, Resources, Shoot, Stealth
Anyone can haul goods from one place to another for the going price, but it takes a merchant to make real money. Merchants are charismatic and persuasive entrepreneurs, always thinking about what something is worth and to whom. Whether it's selling luxuries, the latest technology, or simple peace of mind, they always have their eye on the big deal.
Skills: Contacts, Deceive, Empathy, Investigate, Lore, Notice, Rapport, Resources, Will
Every device in use across the galaxy is manufactured using materials extracted from somewhere. It is easy to forget that there is an enormous industry of raw material extraction, and those miners are tough and resourceful workers who require the intellect of engineers, the caution of salvagers, and the audacity of explorers.
Skills: Engineer, Extraction, Navigate, Notice, Physique, Resources, Strategy
While explorers are paid to chart the stars, navigators are paid to remember how to get to them. Astronavigation requires a prodigious understanding of physics, cosmic distance, and the hazards of space travel. Even tiny errors can result in the destruction of a craft or being lost forever. On top of that, navigators must also be able to adapt their understanding to the often unfathomable properties of Zipp Space.
Skills: Lore, Navigate, Notice, Pilot, Science, Stealth, Strategy
Sector governments, local governments, and corporations rarely get along with each other. However, governance and business are necessary for the welfare of everyone involved. Negotiators are charismatic, intelligent, and shrewd, and are employed to settle disputes, or start new ones.
Skills: Contacts, Deceive, Empathy, Investigate, Provoke, Rapport, Resources, Strategy, Will
The ambitious task of enabling the majority of electronic systems to communicate with each other over interstellar distances required precise engineering of miniaturized computers and sophisticated software. Net workers are employed to develop and maintain these systems. Now that SCOMOC runs the ExodiaNet, there are a number of disgruntled net workers who perform tweaks for pay.
Skills: Burglary, Deceive, Engineer, Investigate, Science, Stealth, Tweaking
The majority of starship crews have little patience for propriety and logistics, but the truth is that both are necessary for the smooth and effective operation of everything from a single craft to an entire fleet. Officers may be granted by a government, commissioned by a military, or simply be given authority by their comrades.
Skills: Contacts, Empathy, Investigate, Lore, Provoke, Rapport, Resources, Strategy, Will
The majority of spaceflight can be handled by a ship computer's autopilot. However, a pilot knows their ship better than they know their own body and can push it to its limits and beyond, so during the tense moments where a skilled hand is needed, a pilot is the only crew a ship needs. Some are honed by academies, others just learned by practice, all of them yearn for the burn.
Skills: Engineer, Navigate, Pilot, Shoot, Stealth
The hazards of space travel leave many a derelict starship adrift in space. In many cases, it is too costly for an organization to run a salvage mission themselves. For better or for worse, salvagers are clever and patient crew who keep an eye for valuable wrecks. If the ship's owner agrees to the reasonable rates, they get their ship back. If not, the salvager gets a free ship to sell, scrap, or recover.
Skills: Athletics, Burglary, Engineer, Extraction, Notice, Resources, Stealth
Existing science took exodians into space, made space travel commonplace, and enriched lives with technology. Now, there are entire new frontiers of unexplained phenomena that will undoubtedly enable new technologies and shape the course of history. Scientists employ their incredible intellect to test, theorize, and solve for things we didn't even know were there.
Skills: Engineer, Extraction, Lore, Medicine, Resources, Science, Tweaking
Disclaimer: Slavery is illegal in Schematic for Cosmic Order space, however the laws may be different in your system.
In the vast and unregulated stretches of space, some people reason that the forceful ownership of other people is desirable arrangement for them. Reasons may include sexual motivations, spiteful motivations, or economic motivations. But no matter the reason, slavers find a market and trick, capture, or coerce people into becoming the goods they sell.
Skills: Burglary, Contacts, Deceive, Empathy, Investigate, Medicine, Medicine, Provoke, Rapport, Strategy
Disclaimer: Not declaring your ship's cargo or concealing it from customs inspectors is illegal in Schematic for Cosmic Order space, however the laws may be different in your system.
While the lawful trading of goods can be quite profitable when a crew is lucky, tariffs can reduce significant profit-margin. In addition, some goods are profitable because they are illegal to sell or possess. As a result, some traders choose to sneak cargo past customs to sell them for for higher profits, or to a black market.
Skills: Burglary, Contacts, Deceive, Pilot, Provoke, Rapport, Stealth
Enlisting to a government's military provides a steady job, training, and a purpose. In can also harden those people into effective warriors. Soldiers benefit from military training with weapons, procedure, and tactics. They also expect a hierarchy of command, and a good reason to fight.
Skills: Athletics, Fight, Medicine, Physique, Shoot, Strategy
Information is power, and so the organizations that come out of the churn with the most power are those who hire spies. Spies employ deception, sabotage, assassination, and theft to assist their employers. The wide skill set makes the job very profitable, but it means that your enemies are equally dangerous. Spies have short lives.
Skills: Athletics, Burglary, Deceive, Investigate, Notice, Provoke, Rapport, Stealth, Tweaking
Disclaimer: Theft is illegal in Schematic for Cosmic Order space. Registered belongings that are reported stolen can be seized and returned to their owners. Laws may be different in your system.
There are many things in the galaxy that are extremely valuable. Sometimes they are a computer with valuable data, other times they are an artifact of cultural value, and sometimes they are a state-of-the-art warship of military value. No matter what it is, there is always someone with a plan to steal it. Thieves use deception, sabotage, tweaking, and sleight of hand to carry out their schemes.
Skills: Athletics, Burglary, Deceive, Investigate, Notice, Provoke, Stealth, Tweaking
Space is big, really big. And with that endless void comes a cosmic horror at our own significance. Some people plug that gaping uncertainty with material wealth, mundane science, or simple-minded entertainment. But for those whose minds must expand beyond the known to contemplate the larger cosmic plan, there is xenoastrology. Those who practice the complex methods of divination offer reassurance that you are not alone in your search for the Truth, and furthermore offer the opportunity for you to explore your own ideas of how the universe truly works, and what exactly built it that way.
Skills: Contacts, Deceive, Empathy, Lore, Medicine, Navigate, Provoke, Rapport, Will
Crew are people who staff stations, spacecraft, or installations. While they may go on to specialize in more specific careers, such as scientists, soldiers, pilots, or engineers, they often make it through life with a good balance of spacefaring skills.
Pirates make a living by preying of interstellar trade, often ambushing cargo transports before they can activate their Zipp Drive, seizing their cargo, and ransoming the crew and passengers.
Starswords are truly prodigious soldiers of The Family. Trained in hand-to-hand combat and moral discipline, they are both a beacon of hope for the innocent, and an incorruptible warning against evil-doers.
Assistants are highly-organized people, often aided by cybernetics to process data on behalf of their employer. They are frequently tasked with managing appointments, monitoring stock, and handling correspondence, almost every hour of the day.
Shipwrights are engineers who focus on the construction and maintenance of spacecraft. Some keep private shipyards, while others work in large departments for major manufacturers.
Racers are skilled pilots who focus less on the routine procedures of commercial flights and far more on the reckless endangerment of themselves for profit and entertainment.
Similar to Xenoastrologists, shamans are people who practice the orcish mystical traditions such as totem-carving, bone divination, and spirit journey.
Farmers may indeed cultivate soil to grow crops for a variety of purposes, but they are often proficient with modern agriculture technology such as hydroponics, protein presses, and packaging machinery.
Attorneys are specialists in exodian law and procedure, frequently on retainer by a variety of influential people to help keep their affairs in order. They also enjoy a certain celebrity status among the SCO.
Occasionally a job is too tedious or too hazardous to make it worth hiring a normal crew, corporation, or professional to complete it. For this sort of work, employers may instead choose to offer the job as a publicly available gig contract posted on local notice boards. Local laws may place some restrictions on what sort of postings may be made, what sort of rewards can be offered, or what sort of qualifications are needed to accept the jobs, but for the most part gigs serve as a temporary and informal labor agreement between individuals that bypasses the sort of procedures that can bog down formal business relationships.
Examples of common gigs include maintenance, search and recovery, transportation, deliveries, bounties, and so on. Sometimes codewords are used to arrange elicit transactions.
Employers may post a gig by composing a job description, list a reward into escrow, provide their contact information and post it to a notice board. Employees may approach a notice board, accept a contract, then verify that it has been complete. If the employer approves, the reward is transferred to the employees account.
Job Type determines the skillset needed to complete a task
Distance
Local jobs exist on or around the immediate location
System jobs exist within the same star system
Neighbor jobs exist in an adjacent system
Sector jobs exist in a system somewhere in the same sector
Cluster jobs exist in a different sector
Risk determines the overall hazardousness of a task
Pay is calculated based on the Job Type, Distance, and Risk