Much like lifestyle edges/flaws or standard edges/flaws- these are modifiers you can give to a day job to make it a bit more personal than the standard day job. A day job's extras may exceed the flaws: for each point that it does so, the Day Job Flaw itself becomes 1 point more expensive. Thus for a day job with +3 net edges, the Day Job is a 0 point flaw, any above that and it costs as an edge.
Day Job Flaws:
Jerk Manager (-2)
Your boss has no tolerance for you. Tardiness, absenteeism, showing up with bullet wounds, all these things are reasons to hate you. You have +1 TN penalty to any check to avoid being fired for being late, missing days, etc- even when it's a medical emergency.
Unscheduled Overtime (-3)
The job may contact you at any time and expect you to come in to work, making it difficult to leave town, or even expect standard shadowrunning. This even comes up while you're on vacation.
Night Job (-1)
The job is open 24/7- maybe it's a 7-11, maybe it's a fast food place, but your schedule can vary and can sometimes require night work. This makes it difficult to plan for shadowruns in advance.
Salary (-1)
You aren't paid hourly- you're paid salary. This means that every month there's a 1 in 6 chance (a roll of 1 on 1d6) that you have extra work to do- you must increase your hours by 10% with no increase in pay.
Corporate Job (-2)
You work for a megacorp. In addition to having your fingerprints and personal information on file with that corp (making it hard to do jobs against them), you are also paid in corp$ instead of nuyen. This may interfere with your lifestyle costs or other purchases.
Work with the Public (-1)
Your day job is retail- either sales or customer service or some other job where you see dozens (or hundreds) of people per day. You take a +1 TN penalty to disguise checks, and someone you've wronged may just happen into your branch one day.
Job Stigma (-1)
Your job is not only unglamerous, it's one people despise. You may be an IRS agent, a cop (or blood spatter analyst) or other job that causes people to distrust you. Take a +1 TN penalty on social skill rolls with people aware of your profession, except with other people who share your profession.
Uniformed (-1)
Your job requires a specific uniform. Maybe it's the Wendys vest or a blue shirt with the company logo on it. In any case you need to wear your uniform at all times, which may cause difficulty if you're rushing to or from work to somewhere else.
Physical Labor (-2)
Your job involves heavy lifting, construction work, or other physically demanding activity. Every day you work make a body test TN 4 for -1 day job, 6 for -2 day job, or 8 for -3 day job. If you generate no successes you are exhausted and must go home and sleep after the job. 2 successes makes you fatigued: -2 to all skill rolls until you rest. 4 successes means you're fine.
Continuous Work (-1)
All your weekly or monthly hours are worked more or less consecutively (with 8 hour breaks for sleep if necessary). Maybe you work on an oil rig or as a fisherman and must go out to see for a long time. In any case, for great spans of time you are unavailable, then you're free to act for the rest of the week or month.
Weather Reliant (-2)
Your job is related to the weather. Maybe you drive a snow plow or rake leaves. In periods of weather not complimentary to your job you cannot work and either lose the money or have to make the time up later.
Work Outside (-1)
You work outside. On days of severe weather (heavy rain, extreme heat or cold), you must make a body test (TN 4,6,8 based on severety of weather). On no successes, you are fatigued after work. On 2 successes, you are able to continue with no problems after work.
Need Equipment (-3)
Your job requires specalized equipment, such as a semi-truck driver, fork lifts, or other such large bulky equipment that you are responsible for. You almost always need to stop at home to pick something up before work, and can get into trouble if equipment is damaged.
Specalized Training (-2)
Your job requires a special skill (either active or knowledge) to do. On the one hand, you have the skill. However, each month you must make a TN 4 check with that skill. If you don't generate any successes, you get fired. 2 successes keeps the job, but you don't get paid. 4 successes keeps the job and pays you.
Your own supply (-1)
Your job requires you to provide some of your own equipment, perhaps you buy your uniform, rent your stage, or something else. Every month, on a roll of 1 on 1d6, you make only 50% pay as you spend the other half upkeeping the materiales you're responsible for.
Government Job (-2)
Like corporate job, but doesn't pay in corporate dollars. Makes it hard to have the law after you, as they have lots of info on you. Not available to people with criminal SINs.
Work With Kids (-1)
Maybe not with kids, but you have some job that requires you to be "A fine upstanding citizen". You can get fired for being involved in a scandal, being wanted for the law, or acting "immoraly". Carrying guns, being drunk, getting DUIs or traffic tickets may make you lose your job.
Dirty Job (-4)
Your job is high risk. Maybe you breathe asbestos, work at a critter zoo, or whatever. Every month roll 1d6. On a roll of 6 you might suffer some ill effect (getting sick, hurt by the critter, etc) unless you make a body check as decided by the GM.
Illicit (-2)
Your job is illegal in nature. Every month roll 1d6. On a roll of 1 you risk being investigated by athorities in connection with your job. Maybe you're a hooker or something. This can cause fines, lose your income for the month, or get you arrested, depending on the nature of the job.
Shitty Job (-4)
Either double your hourly requirement or halve your monthly pay. Your job sucks.
Day Job Edges
Unsupervised (+2)
Your job requires minimul supervision. Maybe you work alone at a gas station or as a lone security guard. In any case, you can sometimes hold meetings or get away with a lot at work, so long as you show up, you might even be able to sleep.
Vacation Pay (+2)
You can take 2 weeks every year where you don't work, but get paid anyway. Useful for extended out of state missions.
Health Benefits (+3)
In addition to your pay, your job will decrease the costs of one of your lifestyles by 5% as you get discounts on health insurance and are provided other money saving tips.
1099 (+4)
As long as you put in your hours, you get paid. You can take up to 2 consecutive months off (with no pay), so long as you occasional do your work. Maybe you're a salesman or something.
Commissionable (+3)
Your job pays you more when you do it well. Choose a relevant skill to your job. Every month, roll that skill against a TN 6. Each success increases your monthly pay by 5%. Can be combined with Early Workload, but you roll the same roll for both and divide successes.
Tax Hole (+2)
You may be self employed, a business partner, or have some other major expenses for your business. As such you pay only 1/2 as many taxes as normal, as you have plenty of things to write off. If you pay taxes on shadowrunning mission pay (as a part of laundering), only pay 1/2 as many taxes. This doesn't affect lifestyle costs as the lower taxes balance out lower pay.
I have a key (+2)
You have a key to your job. You might be able to get in after hours to borrow equipment, hold meetings, or do other things, depending on the nature of your job.
Manager Buddy (+1 or +3)
You have the manager as a contact. (+3 if the manager is a johnson). As such, he is a lot more understanding than most when you have to take a day off to go shadowrunning. For +1, get a -1 tn bonus to keep your job when late or absent. For +3, you always keep your job- if you're doing a run (or regular runs) for the boss.
Telepresence (+3)
You can log in your hours almost anywhere. Maybe you work via computer or you're a telemarketer. In any case, you have no physical location to go work, as long as you log the hours (at the right times!) you get the paycheck.
Deals with Documents(+2)
Maybe you work for the police, maybe for the treasurer- wherever you work, you have access to confidential documents. While you probably won't get away with tampering with things or stealing things, you may be able to peek at some documents, granting you +3 dice to any knowlege rolls relevant to the documents your work might have (such as police cases at the police station or who owns a poperty at the clerk's office).
Disguised Job (+1)
You might work as a clown or other job where people tend not to see your face. This helps you avoid people recognizing you as you do your day job.
Hand Shaker (+2)
You meet a lot of interesting people. Gain +1 die per level of day job with attempts to gain contacts.
Dirty Industry (+2)
You work in an industry known for being dirty. Stripper, porn star(or filmer), repo man, etc. The bosses don't care if you're a criminal, what DUIs you get, or what the problem is, so long as you show up to work and don't bring any trouble to them.
Early Workload (+2)
You know your job in advance. As such, you can work extra hard to get done the same work in less time. Every month roll a skill check as appropriate for your job. Every success you roll takes 2 hours off your monthly work commitment for the same pay. (Minimum 1 hour/week). Can be combined with Commission, but you roll the same roll for both and divide successes.
Perks (+4 or +6)
In addition to pay, your job provides a free low (+4) or medium (+6) lifestyle, probably with roommates or in some other community living. Of course, that's a lifestyle you don't have to pay for!
Company Car (+2)
You have a company car you can drive around (and park, and gas up) for free. However, you're responsible for it if it gets damaged. (You might work at a rental car place or impound lot or something). It might not always be the same car.
Great Job (+10)
Either halve your hourly requirement for the job, or double your monthly pay. Your job is AWESOME!
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