Job System

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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.

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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