2.6.6 Defining JobsThe To define a job, enter the ==================================== >> Does this job have prerequisites? (y/n) >> What is the category of this prerequisite? >> [Enter stat, skill, spell, psiab, advantage, disadvantage, or .q to quit] >> Which Skill is a prerequisite? >> [Enter Skill, or .q to quit] >> What level of this prequisite is required? >> [Enter number, or .q to quit] >> Prerequisite added. >> Do you want to specify another prerequisite? (y/n) ==================================== Jobs may have prequisites... or, in this context, what we would call qualifications: ability levels needed in order to be eligable for the job. Job qualifications are entered in the same way as prequisites for a skill or other ability: specify the category of ability, the instance within that category, and the level for that ability. For a job like Master Mechanic, the Mechanic skill is an obvious prerequisite. A relatively high level is called for, given the job title: an entry of 4 or so would be appropriate. Jobs can have multiple prerequisites. ==================================== >> What is the salary for this job? >> [Enter number of credits does the worker receive per income period. ==================================== Here you specify the income the amount players will receive
with the Effective salary levels for different jobs will require monitoring
and experimentation, since the amount of money players need will be
strongly affected by other factors, such as prices on your world and the
importance, given the theme's emphasis, on skills and commands that
require costly objects or an expenditure of money. Use the salaries of
jobs defined in ascr-base as a
starting point for comparisons, but you should be prepared to modify
salary levels for both these predefined jobs and for jobs you create as
you gain a better understanding of your ==================================== >> What is the hiring modifier for this job? >> [Enter number, or .h for help, or .q to quit] ==================================== Some jobs are hard to come by, even for qualified applicants...
astrophysicist, movie star, baseball team owner. Others are easy to come
by... dishwasher, salesman, etc. Use the hiring modifier to reflect
this: assign a negative number to hard-to-find jobs, a positive number
to easy-to-find jobs, and a zero modifier to jobs that are neither
particularly easy nor particularly difficult to find. Players get jobs
by typing ==================================== >> What is the chance for injury on this job? >> [Enter percentage chance per income period, or .q to quit] ==================================== Some jobs are hazardous. Most jobs involve at least some chance for
injury. Use this prompt to reflect this: enter a percentage, a number
from 0 to 100. A percentile roll is made each time the player uses the
==================================== >> How much damage on-the-job injury cause? >> [Enter damage as a dice string, or .q to quit] >> [Examples: 1d4-1, 2d3, 3d6+1] ==================================== If you enter a non-zero chance for injury, the system will prompt you for the amount of damage sustained when the player is injured. This entry should be a standard Argo dice string: a number indicating how many dice should be rolled, the letter 'd', a number indicating how many sides per die, and an optional positive or negative modifier applied to the result. `1d4', '2d3-1', and `3d4+1' are valid dice strings. Obviously, the level of damage should be tied to the nature of the work. You could be injured with a seemingly safe job like `office manager', but the odds are the injury would be minor (you slipped on a wet floor on your way to the coffee machine)... something like 1d4. For other jobs Bounty Hunter, Test Pilot, Mercenary the injuries sustained would be much more severe... life threatening, in fact. Damage levels like 2d6 or 4d4 are reasonable for hazardous jobs like these. Most jobs, though, will fall somewhere between these extremes. The The job is defined at this point. Players can type ==================================== >> JOB INFORMATION FOR 'MASTER MECHANIC': Prequisites: Skills: Mechanic (4) Salary: 80 credits Hiring Modifier: 0 Injury Chance: 2% Injury Amount: 1d6 ==================================== |