Nullport

Chapter 8

Work and tasks

Who each of the five kinds of work suits, how to pick, risk and routes.

Five kinds of work

Regular jobs: steady pay, skill XP and employer affinity, with no risk.

Route jobs: you need the right skill plus one implant capability. They're the step up from regular jobs, split by route.

Street work: fast money, but it's risky and draws heat. Fail and you're not paid, and you may get hurt.

Field runs: rep grows fast, but you need enough Flesh, and some draw heat.

Study: holds a task slot for a long time in exchange for skill XP.

How to pick

The Tasks screen spells out each job's duration, energy, expected ₡, pay per hour and pay per energy, plus XP, rep, corp affinity and risk. If you're online a lot, look at pay per hour; if your energy is limited, look at pay per energy; if you're building long-term progress, look at rep, XP and affinity. “For you” picks three based on where you are now.

Risk

Risky work only pays if it succeeds; fail and all you get is the cost. Success chance works the same way as checks: the higher your heat, the harder it gets, and while your Humanity is in breakdown, some work is off-limits entirely.

Routes

There are five routes: Intrusion, Street Muscle, Broker, Back-alley Medic and Smuggler. Each runs from T2 to T5, every tier paying more than the last and asking for higher skills and implant grades. Own both signature capabilities of a route and that route is formed: you earn more, the top-tier jobs open up, and you get a big street job that belongs to that route alone.

Task slots

Task slots decide how many things you can do at once: you start with 2, get more as your Rep Lv rises, and top out at 4. When the timer runs out, come back and claim the result. You can abandon a task you haven't claimed to free up its slot, but the energy isn't refunded.