Job System: Difference between revisions

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Jobs are picked up from NPCs across the map. Some are tied to specific skills, others are open to anyone.  
Jobs are picked up from NPCs across the map. Some are tied to specific skills, others are open to anyone.  
<font color="#DAA520">As a general rule, most jobs that pay with currency cost 5 [[Fatigue]] to complete and refresh every 24 hours.</font>


<font color="#DAA520">Types of jobs:</font>  
<font color="#DAA520">Types of jobs:</font>  


* <font color="#DAA520">General Labor:</font> Simple community work. May involve a skill, but usually open to all.
=<font color="#DAA520">Daily Jobs</font>=
 
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). This class also covers gathering jobs, which pay Scrip, grant some skill, and count toward the Civics System's resource pool for the community.
* <font color="#DAA520">Skill Jobs:</font>  Found near a profession’s main work area. Offered in tiers based on your skill level, and can provide skill, material, or monetary rewards. <font color="#DAA520">You can only do 7 skill jobs a day.</font>
As city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skills.
 
Expect these to be on a timer between 8 and 18 hours.
* <font color="#DAA520">Retrieval Jobs:</font>  Gather or recover something. Often involves scavenging or fighting.


* <font color="#DAA520">Delivery Jobs:</font> Bring a letter or item to another NPC or location. Encourages exploration and interaction.
=<font color="#DAA520">Construction Jobs</font>=
Construction Jobs are a variant of Daily Jobs built specifically to jumpstart a skill from zero. Each character gets seven of these per day, they cost no fatigue, and skill gain is accelerated across the full 0 to 100 range. They reset on an 18-hour timer.


* <font color="#DAA520">Kill Jobs:</font> Hunt a target or clear out a threat. Direct and repeatable for those with a combat role.
=<font color="#DAA520">Shift Jobs</font>=
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs fatigue and runs on a shorter cooldown, with both numbers to be tuned through the early patch cycle.


* <font color="#DAA520">Construction Jobs:</font>  Work on a building site on the world map. Often require and train a skill, but may not subject to normal skill lockout rules.
Shift Work is meant to give players something active to do without requiring them to fight or even leave town, while also being the primary source of Scrip in the game. Because Scrip can't be generated through combat or gathering, this is what keeps the economy dependent on skilled labor.





Revision as of 20:14, 11 September 2026

Jobs are our setting-flavored take on conventional daily and weekly quests. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and explore the world while opening up opportunities roleplay.

Jobs are picked up from NPCs across the map. Some are tied to specific skills, others are open to anyone.

Types of jobs:

Daily Jobs

Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). This class also covers gathering jobs, which pay Scrip, grant some skill, and count toward the Civics System's resource pool for the community. As city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skills. Expect these to be on a timer between 8 and 18 hours.

Construction Jobs

Construction Jobs are a variant of Daily Jobs built specifically to jumpstart a skill from zero. Each character gets seven of these per day, they cost no fatigue, and skill gain is accelerated across the full 0 to 100 range. They reset on an 18-hour timer.

Shift Jobs

Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs fatigue and runs on a shorter cooldown, with both numbers to be tuned through the early patch cycle.

Shift Work is meant to give players something active to do without requiring them to fight or even leave town, while also being the primary source of Scrip in the game. Because Scrip can't be generated through combat or gathering, this is what keeps the economy dependent on skilled labor.



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