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This section deals with the careers available to characers. Many of the careers available have varients listed under them, i.e: cops can be metrocops, corporate cops or detectives). Each career has its own description, including any varients and then ten skills. You have 50 points to spend on these skills according to the skills' cost table and subject to any quirks you may have selected. The section below is a list of links that take you to a description of the career while the bracketed text links straight to that career's skills.

Agent (Government Agent & Corporate Investigator)

Assassin (Corporate Assassin & Gangster Hitter)

Blacktech (Cyberdoc, Gun Nut, Computer Guru, Security Wiz, Tailor)


Bounty Hunter

Clansman (Clansman, Bikers, New Agers)

Cop (Metrocop, Corpcop, Detective)


Corporate Technician
(Computer Support, Research: Biology, Cybernetics, Weaponry)

Criminal (Cat Burglar, Armed Robber, Hijacker)

Decker (Decker, Data Junkie, Sysop, Sentinel Op)

DreamRunner (Stim Star, Indie)

Gangster (Ganglander, Traff, Synicate Family, Corporate Family)

Mechanic (Corporate Mechanic, Street Mechanic)

Medic (Pharmacist, Trauma Medic, Doctor, Cyberdoc, Tailor)

Midman (Dealers, Broker, Junker, Corporate Fixer).

Private Investigator

Pirate (Space Pirate, Sea Pirate)



Reporter (Journalist, Investigative Reporter, War Correspondent)

(Trooper, Mercenary, Cybersoldier, Space Marine, Special Ops)


Street Samurai (Samurai, Meat Boy)

Streetpunk (Ganger, Music Ganger)

Thrasher (Thrasher, Pilot)



Most people call you an agent, although investigator is probably more applicable. There are lots of your kind working for the law, but corporations have better perks. As an agent you must be quick witted and law abiding (well the former anyway). Agency characters are likely to employed by one of the society's Powers; ie: Interpol, FBI. Lower key patrons would include a police force's or megacorp's internal affairs or high ranking detective. While not all agents have legal powers (an edge), many have a duty to their employer (a flaw).

Further information on other agent types and playing an agency style game can be found here.

Common Quirks: An obvious disadvantage is a duty to your employer; some even have legal powers. Danger sense, reputation, enemy and contacts are also common.



You are a fixer in the dirtiest sense of the word. If your employer has someone who is a problem, you fix them. Blackmail, intimidation, hostages or plain old extermination are your tools. You live in a dark age and the business of killing is very popular. The corporations need security executives to solve political issues; crimelords need hitters to snuff some big headed midman and governments, well that's classified information citizen.

Common Quirks: Combat or danger sense will be very useful. Likewise, unobtrusive, stealthy or gun nut might be worthy getting. Assassins are not a loyal bunch, but if treated well they will show a loyalty (duty flaw). It is not a friendly game and its easy to make a lot of enemies very quickly.



Not everyone wants to work for a corporation, you had the skills, but they were not interested. Now you are part of the underground economy, as a blackmarket technician. People come to you for help; their computer may be down, their cyberarm needs repairing. As a blacktech you work on the streets, doing the jobs with no questions asked. You'll help anyone for a price; you are the new ware; a technical mercenary.

There are various subtypes of blacktechs, each has their own speciality. Most tech careers revolve around hardware; be it computer luminal chips to bullpup weapon design. Gun nuts and computer gurus busy themselves with fairly obvious pursuits. Cyberdocs specialise with designing and installation cyberware. They are fairly illusive and keep their premises hidden due to the expensive nature of their surgery. Perhaps they should team up with a security wiz, as they deal with bugs, radio jamming, alarm systems and other security concepts. Last, but not least is the tailor; an expert in body sculpting. A tailor is not some one who does the occasional cosmetic enhancement, like a nose job or tummy tuck. They can make you a new face, fingerprints or even redesign your body into a different shape, race or sex!

Blacktechs get the common skills along with those associated with their trade.

Common skills to all: contacts (type) or streetwise (type), computer use, culture: street, perception (type), scrounge.

Common Quirks: some tech's are complete eggheads, they have shyness (flaw) and are obsessed with gadgets (flaw). Most have technical affinity or an excellent memory.



Your job is to prevent your client from being harmed. Your skills are such that you spot potential trouble before it happens. It is better to be prepared than to have to take a bullet. You tailor your appearance to blend in, while other times you hover menacingly behind your patron. Media stars, paranoid corporates and gangland bosses will require your services at some point.

Common Quirks: A keen eye or ear is a good idea, while some bodyguards have an unnatural talent for spotting danger (acute vision or danger sense). Of course, worrying about potential hits can make you paranoid.



Consider yourself a PI with an arrest warrant. You have to know your target, his hangouts or her friends, then wait for them to show up- they always make a mistake (like paying with a credit card). Once you find where they are you just need to surprise them, non-lethal methods are the best, usually because the money's better. Everything would be a lot easier if everyone came quietly and your employer had told you that you where hunting down a borderline cyberpsycho.

Common Quirks: The difficult part of most hunts is finding the target. A series on reliable contacts is a must, as are some computer skills or even a decker source. Some cons have umpteen hombr‚s who seek to avenge their friend, so watch out!



You are part of the ragtag army of mobile new-edge travellers. Some of your clan did not want to tow the company line; some ran from the law; but most are families just trying to get by since the crash. Being a clansman is more a way of life than a career. Everyone has a responsibility and it's no holiday camp; vehicles break down, its cold, the water is often straight out of the sky and you are outside all weathers. Most tribes are stable organisations with about a hundred or so families. Smaller tribes come and go due to internal bickering or attacks by the police or rival clans. Still its safer than a squat in downtown Chapel Town, but only just. Most clans are mobile communities, however, there are clans who are little more than armed bikers or mercenaries. On the other hand their are the new age clans.

Common Quirks: It is difficult to generalise on such a wide ranging group of individuals. Most clan people tend to be discriminated against, while some discriminate against those "who have joined the system". Some of them are SINless and have no computer records. Bikers tribes tend sway towards violence, drugs and loud music (although their are exceptions!). New Agers are perhaps the mystics of the bunch, certainly channelling and healing rites are not uncommon.



It is not easy being a cop in this day and age. If it is not a riot downtown, there is a stack of paperwork that needs sorting out. Given the stress of it all, its not surprising that a few turn a blind eye here and there. Still, everyone hates a dirty cop, right? It is easy to get cynical too, there are too many fingers in the political pie, the major wants performance, while the corps want you to leave them alone (or else). Like I said, it is not easy being a copper.

Metrocops work for the city, they are generally underpaid and are in the thick of it. Everything's cool if you get to wander around a mall all day helping lost shoppers. It is not so hot if you are stuck in an APC besieged by rampaging looters. If you are working metro, you are certainly going to be armoured, but not with the latest gear.

Paycops have a slightly cushier number, as they patrol corporate buildings and are better armed and armoured. Laser rifles, portable ID scanners and a HUD helmet make the job easier. However, unless you live in a corporate enclave you don't get to carry this stuff home with you. Paycops vary from old guys on pensions to trigger happy rentamercs (say hello to officer friendly fire everyone).

There are other subtypes too, most police agencies a couple of agents working for them (normally "infernal affairs" or special branch). Next up from the beatcops are the detectives, those fortunate plain clothed few who have the unthankful task of tracking down society's naughty boys and girls.

You might see the odd decker here and there, helping track down a suspect over the Net or keeping deckers out of the police systems! If things really get out of hand, however, there is always the SWAT posse to give you backup; when they are available that is.

Common Quirks: Obviously law enforcement powers are required, as is a duty to the law (or at least your employer). Danger sense will be invaluable if you are on the street. A keen eye or a knack with asking the right people the right questions will reduce investigation time. In some instances a weapon permit edge would be advantageous. Other quirks depend on what your role is. With regards to flaws, enemies from the criminal element, or even within the force, are not uncommon. Most cops are married to the job, giving plenty of roleplaying possibilities from the rookie to tortured veteran. Need I say dark secret (dirty cop) or fanatic (maverick cop)?



At first you thought working for the company was great. You had a decent wage, a nice house to rent and some great perks. Its easier at the bottom of the ladder though, well sort of. Okay, its tough clawing your way up to junior exec, but now you've got the trainee's snapping at your heels. Hmmm, maybe you should start a slum file on a couple of them, just in case. Today's corporate age makes the 20th century yuppie boom look like a day in the park. There are just enough jobs to go round to keep employees on their toes. Plus you would be hard pressed to find a young exec who would not sell part of their anatomy or a family member for a bonus or promotion. Corps have the same skill package, being at the top does not mean you are good at your job, rather that you knew the right people in the job. The business world swings from outright sexism from either camp and sex is just another weapon in the battle to the top.

Salariman are the new bunch and are usually fresh out of sponsored business school. They tend to be very competitive, yet are a bit to wet behind the ears to be dangerous (ie: they trust their supervisor). A lot of workers never rise above this status. Junior execs or managers have more going for them, they also have more to worry about. They have one or two levels in corporate ranking and the perks that go with it (see edges).

Medium executives are going to be wealthy (at least) with more power than their sharkpool juniors. Medium executives form the middle management level of companies, overseeing projects or whole departments. Mid level employees know enough to be dangerous, some have enough drive to be lethal. You can expect a medium level 'zec to have rank three to five.

Top level executives are the corporate elite, us mere mortals only ever see these men and women on Europe's Most Famous or Business Week on GNN. Depending on their rank, top execs may live in enclave penthouses or orbital mansions. Oh and yes they might as well be God.

Common Quirks: Contacts will be invaluable, as will good social skills and wealth. Corporate rank is an edge which denotes the character's position within the company. Code of honour or greed is not unknown. The a majority of corporates have a duty towards their employer.



You were one of the lucky few to receive a place at a corporate sponsored college (or did mum and dad fork out for you?). You could not wait to sign your company lab contract, not when you think of the pitiful research grants for government university technicians. You saw your old college friend yesterday, she was working in the back of a van fixing some ronin's cyberarm. You thought "Sad or what?" as you sat down in your own personal office (despite her van being bigger than your room).

The term corporate technician is a catch all for the scientists and other technical staff that corporations employ. Some are support personnel, who repair computers and networks. Others work in R&D trying to fix the latest holo projector for next season.

Common Skills: computer use, culture: corporate, facilities (type), library use, perception (type), write.

Computer Support: contacts (type), facilities (net), programming, teach.


Biology: chemistry, choose two biology, genetics or biotech, teach.

Cybernetics: biotech, electronics (cyberware), electronics (type), programming.

Weapons: facilities (weapons), pistol or SMG or rifle, weaponsmith (choose two types).

Common Quirks: As a whole technicians are not as power hungry as corporates. They are more concerned with completing their work and hopefully earning recognition for it. They share many of the same quirks as blacktechs: technical affinity, excellent memory or contacts.



While ronin and midmen break the law for their own ends, you are a professional criminal. If people had any sense they would alarm their house with as much security as they did their cars. Cat burgulars specialises in breaking and entering offices or homes. They are adept at picking locks or deactivating security systems. Cat burglars are also skilled climbers and can sometimes be found working with a samurai as recon.

An armed robber is an expert in intimidating people with the threat of violence. Robbers vary from the lowly mugger, up to highly organised bank, pharmacy or armoury robbers. Armed robbers vary from armed thugs, to highly skilled and very dangerous individuals. Vehicles are a valuable commodity and TWOCing has been a popular crime for a long time. Hijackers are well trained in stealing cars, trucks or even aircraft. They work in teams and are very well organised, often being able to snatch a target and stash it well away from any electronic eye.

Common Quirks: Crims need to keep their activities hidden from the law or community they live in (dark secret?). If they are overt they can expect distrust or even a few enemies. Danger sense or acute senses would be very useful, while a fence to flog the loot to is a must.



You are one of the new generation of hackers, a deckers. The methodical terminal has been replaced by a neural interface and ultrafast computer. A lot of information lies hidden within systems, some of it valuable to the right source. Gone are the days of selling the FBI's secrets to the KGB, nowadays, the big money lies inside megacorp subnets behind dangerous counterintrustion programs.

However, not all runners are ICE cracker mad, some of them work the Net just for fun. Data junkies spend most of their time logged onto hip bullet boards or virtual bars chatting idly. Techs are users obsessed with programming and hardware applications, perhaps they should be considered blacktechs with netrunning abilities. Sysops form the more legitimate side of netrunning, and to enforce the law is Sentinel. A sysop is basically anyone who runs and maintains a computer system. While most a "deck literate", some of them do not log in, preferring to manage the system externally.

As mentioned above, Sentinel is the Net's equivalent to Interpol. While it does not have total global jurisdiction (yet), most of the world bows down to Sentinel's laws (which go hand in hand with Sentinel's help in configuring a country's Net access). There are a notable few, mainly small privately owned islands and numerous third world countries. So if you have law, you must have law enforcers and Sentinel Operatives are just that.

Common Quirks: Most deckers have computer affinity and some are more than a little obsessed about the Net. Sentinel ops will have some legal enforcement powers, while those who hack systems may end up with corporate or sentinel enemies. Perhaps a false net code would be a good idea?



Simstim, or simulated stimulation, is a strange and difficult business; what you see, feel and hear; you record. While movies and trid (3D video) is still very popular, stim is a small yet respected media for many artists. The main problem with stim is that you need a cybernetic interface to really appreciate things. Corporate stim stars have a decent crew to back them up and cutting edge stim gear. But then again, they do not get to do what they want and everything is scripted. What happened to the art, darling? If you are a street star, or indie, you have to put up with backroom tech, but at least your 'stims are better.

Not just any joe can do it either, you need the will to concentrate on the matter in hand and keep you thoughts to yourself. Stim records everything you feel and see so you have to remain dedicated at all recording times. Dreamrunning is a slowly growing entertainment industry and could score you big bucks - plus you've got this great idea for a stim.

Common Quirks: Dreamrunners require either a patron to publish their work, or work directly for a studio. For any acting related work, a network of contacts is vital to pull the jobs in.



Where society has flourished, so has crime and crime is never more dangerous than when it is organised. You always knew this and even as a young member, never forgot why you joined. Being a gangster is different to being in a gang, to start with you have respect and some education; if it was military boot camp. Organised crime has had to restructure itself very over the past decades. The law has always been a minor pain in the ass, but at least they play fair. Now you have the corporations trying to muscle in on the act - even worse are the families who have gone "straight", selling you out to their new bedfellows.

Organised crime varies from the uptown ganglander and the firm; oriental or south american drug pushers; all the way up to the secretive organisations of the Mafia, Yakuza and Dolgo (or Dolgoprudnensky, Russian organised crime). One thing all gangsters have in common is loyalty, as without the firm they would be nothing (and leaving would make them nothing). Ganglanders tend to be small time crooks, they include local toughs working for a "firm" and the OGs (original gangsters). Ganglanders do not work one set field, rather they tend work the drugs, protection or smuggling rackets. While they can be very vicious, these firms are no match for the big syndicates and will tow the line (mostly).

While most criminal syndicates have their own channels for merchandise, traffs deal in smuggling. Traffs do not bother shipping pirate videos or cheap fashion knock offs, others can do that. What traffs specialise in, is getting illegal goods into the country. Drugs and weapons are key imports, but organ legging (body parts) and cyberware are also lucrative markets. Most traffickers are from poorer areas and will fight hard to maintain their share in the market.

The most powerful gangsters are still the family based syndicates. The italian, american and russian Mafia has its families, while the Yakuza its clans. Each has its own structure with a "don" at the top. More recently the clans have created a more formal board of dons, often within a specific country. Crime is treated as big business, indeed some factions are legitimate. This has lead to a small number of corporate families, who having made their money are now attempting to beat the megacorps at their own game. Banque De Alexander and Yakota Electronics are two very good examples of this, however, no family corporate has forgotten its dues nor all of its old habits. While crime families have an international power base, their are a few obvious "rebels" and malcontents. America is a good example of this; it has the Triads and Yakuza vying for ownership of NORCALA and 'Frisco; the Mafia runs the eastern seaboard sprawl and to top it off the south american and west indian traffs are making a move up from Texas.

Common Quirks: Gangsters are loyal to their organisation, although that does not make them trustworthy. All owe some sort of duty to their syndicate while some of the more "civilised" have an honour code. Combat sense or danger sense are key advantages. Some gangsters have had specialist training (with explosives or sniping) while others are keen "business" people.



While techs make sure the air conditioning and computers work okay, its your job to keep more industrial equipment running smoothly. Perhaps you work for a corp in their motor pool, or on the street in a or fixing up a beaten up wreck. Armed with your trusty tools and pocket computer no vehicle is safe. Besides the issue of employment, there is not a great deal of difference between mechanics who work for a corp or work independently.

Corporate mechanics are more likely to work on more expensive vehicles, from city runabouts up to aerodynes. They are more well paid, although must work hard. Street based mechanics are often self employed working from a local garage or even on callout. However, due to training and their client base, they are unlikely to be skilled in aircraft or aerodyne repairs.

Pick four mechanic (type) skills:

Aerodynes, chemical engine, electric engine, GEVs (hovercraft), ground vehicles (cars & trucks), planes (jet and otherwise), industrial/robotics (powerlifters), rotorcraft (helicopters and props), ships (tugs to speedboats), spacecraft (deltas & pods).

Pick four mechanic (type) skills:

Aircraft (planes & aerodynes); chemical engine; electric engine; GEVs (hovercraft); ground vehicles (cars & trucks); rotor (copters and props); ship (tugs to speedboats).

NB: Note that chemical and electric engine skills refer only to the repair and maintenance of the engine itself, not the vehicle.

Common Quirks: Mechanics are often have a natural knack for repairs and diagnostics. Additionally, they may own their own vehicle which will be looked after, but not brand new. Street mechanics often maintain contacts with blacktechs and thrashers.



It took you many years of hard study and exam stress to make it. You are not as well paid as your predecessor was, but then corps can afford to be picky nowadays. Medical science has progressed significantly due to advances made in transplants, drug design, small scale cloning and the slowly expanding field of nanosurgery (but you need a degree in nanoengineering for that). Virtually all medical jobs revolve around working for a company or big organisation. However, their are one or two medics who go it alone.

Pharmacists are specialists in medicinal drugs and their applications. They know what drug is best for what treatment and when to administer it. Some are capable enough to design their own formulae, including the recreational ones.

Trauma medics are either A&E (accident & emergency) staff or in-the-field airbus doctors. Trauma work is not all gunshot wounds or drug overdoses (unless you work for a PMR team). Road accidents, heart attacks or even minor injuries are part of their daily routine.

It is not easy to generalise about doctors, as they, like scientists tend to specialise in a field. Some are experts in certain diseases, others are surgeons or even cybernetic implant specialists.

Cyberdocs and Tailors are both repeated as although they are not true common hospital staff, they do have medical skills. Both deal with altering the body, either to implant cybernetics or to redesign their subject's appearance (see the blacktech career for more information).

Choose one from: surgery, electronics (cyberware), biotech, genetics, pharmacy, biochemistry.

Common Quirks: Virtually all medical staff are employed by a large organisation and as such are likely to be called to work frequently (a duty). Most doctors take the hippocratic oath to save lives whenever possible. Doctor's have a high level of education and should take at least a standard college education from the pick up skills section.



The middleman, fixer, fence, dealer or broker- it doesn't matter what they call you. You make your money shifting commodities, arranging meetings and fencing hot data. The street is your work place and your pub's back room, your office. Sometimes you are a friend, other times you are ruthless. A midman deals mainly in arranging meetings between interested parties. They have excellent contacts, as without them they would be next to useless.

Dealers are midmen who trade in some sort of material goods, often the illegal kind (ie: guns, cyberware, etc). Dealers tend to be forever on the lookout for cheap goods and are always ready with a bid. Brokers use the net and their own contacts to push information. A broker is often the first person a decker or media will turn to when they want to flog a story or datafile. Junkers deal with salvaging parts and selling them on. Typically, they can be found around at wrecking sites or near industrial estates bidding for "scrap" vehicles.

As a rule corporations tend not to employ a midman, rather they prefer to rent one for a task. However, there are a few dealers out their who work solely for one corporation or as a problem solver.

Pick one: weaponsmith (type), electronics (cyberware), pharmacy, electronics (type).

Common Quirks: Midman are big on "networking". They have a huge list of friends and associates, plus the favours they owe people. Decent midmen carry a pocket computer (encrypted of course) to organise their working day. Of all the street traders, the midman is probably the hardest working. Midmen are friendly towards each other, unless they are in direct competition. They also have to worry about organised crime or gang members, as they tend to dislike people working their patch. Danger sense and the ability to gauge a person's intent is vital.



With the amount of missing persons and shadowing jobs available, the private investigator field seemed a great idea. You might work for yourself, or maybe for an agency. Corpcops are too busy helping out the corp elite, so a lot of jobs come your way. You have a number of contacts, a database full of names and perhaps even a police insider. In the PI game, information is power.

Common Quirks: Like any job that requires information quickly, a sound base of contacts is a must and a decker makes great researcher. Private Investigators can also bring people down on themselves: the cops do not like to be made fools of and there are a lot of people who do not like you snooping around.



Working off the major shipping routes you and your fellow shipmates rob, rape, loot and kill unwary sea-farers. The seas are a dangerous place, piracy is on the increase as the floating "townships" harbour or even promote piracy. If you are a sea pirate you will use the fastest boats, so not even the big commercial ships with their merc troops and automated weapons are truly safe.

Space is dangerous place and is fairly lawless away from the corporate controlled habitats. Space pirates are just as dangerous as the sea fairing variety, although they tend to prefer smuggling than outright piracy (due to spaceship defences).

Common Quirks: Pirates live and work within packs, they owe a responsibility and often a pack will have its own code of honour. Danger sense will be useful if you have any enemies, while a smuggler is an invaluable contact.



You have been called them all: whore, slag, joykid, rentboy, toy; what does it matter? You worked the street corners for a while; worked for a thieving pimp; you even got lucky and made it to a registered brothel. Dancing or posing can get them going and talk is cheap; you can normally spot a punter within minutes. The job is not great and is down right dangerous most of the time. Still, it keeps a roof over your head and you can afford a few luxuries every now and again (who are you kidding!?).  You've got a buddy to make sure you don't turn up in the local chop shop and your licence is valid for a year or two yet.

Common Quirks: Good looks will help you get a punter, but looks do not last in this game. A good pimp (if there is such a thing) will look after you, but only if you keep the cash coming in. A bad pimp will beat you unless you bring more in. Too many pros are hooked on drugs and that dependency keeps them down.



You want to report the facts, but unlike the reporter, not the disinformation the media machine spews out. Its time people took an interest in the real problems: third world hunger, toxic waste in the sewers, a separate elf state even! Pick your cause and wave that banner - you must get your message across. Rebels range from eco activists and aid workers, to rappers and comics. They try and make people pay attention or question authority.

Common Quirks: If you want a shit load of people gunning for you, become a rebel. Getting a respectable and sound credibility is very important, otherwise people will just dismiss you. A distinctive style and attitude help you get noticed, as will knowing the right people.



Your job is to report the news, no matter how dangerous. Today a short report, tomorrow perhaps your own media break. Most reporters work in television, although there are still a few trusty hacks who still write for news faxsheets.

Journalists gather the news, be it a story on a horrific motorway pile up to the dodgy human interest snippet at the end of the news. Investigative reporters take things a bit further, they go out and dig for news. Investigative journalism can be thrilling and thought provoking at its best and down right tabloid trash at its worst. To a decent investigator, find the crook is not the problem, its proving it without any doubt. War correspondents take their life in their hands as they report live from the frontline. They are the veterans of the media.

Common Quirks: Medias make enemies very quickly, from the people they broadcast about and those the step on. Charisma is key as any news anchor will tell you. Contacts go along way, as does some decent transport or a good team to help find and finish a story. A reputation is all in this industry, as the more credibility you have, the more people are likely to believe you.



Governments have long been slashing down the number of troops, preferring to invest in killer toys rather than people like yourself. Still if you cannot find work on the battlefield, there are plenty of security jobs or bodyguard jobs around, or so you thought. It is not easy to adjust to civvie life either, twice last week you woke with you gun in your hand sweating and scared out of your mind. God knows what those bastards have injected or implanted into you over the years.

Troopers and mercenaries are ex-service personnel looking to continue their career in some sort of military organisation. They will work for any government, corporate or tinpot dictator who will pay your fees. Mercenaries are more cynical and some are outright psychos. Troopers tend to be discerning and would prefer the legitimate employment of the government or a corporation.

In a mercenary's job being injured is very likely, so one or cybernetics are not uncommon. Cybersoliders are those troops who have gone in for serious cybernetic augmentation voluntarily! Frequently, eyes and ears are replaced, while an arm or even both legs are not unheard of. These cybered up troops are often veterans and are very dangerous.

As man has begun to inhabit parts of the solar system, so law and order must come follow. While a lot of orbitals have their own police forces, but the space marines can get called in to supress civil unrest.

On the other hand, you have the special forces types. They are quiet and scarily civilised (you don't brag about what you've done). There survival and trekking skills and can survice for weeks behind enemy lines. It is said that some special ops personnel never retire, they just have long breaks between missions. Stealth and survival tactics make special ops particularly dangerous. You won't be expecting them - and you won't hear them either.

Common Quirks: Employed military personnel have a duty to their country and may be called up for action at any time: either for a peace keeping mission, riot control or even war. Lots of veterans suffer from nightmares, flashbacks, sleeplessness or depression. Some are drug addicts while others are carrying experimental or military grade cyberware (and ugly it is to).



You are a thoroughly modern espionage agent, an expert in electronic eavesdropping and surveillance. This is a good business, considering everyone likes to know what the opposition is doing.  Spooks once worked for governments stealing information about other countries, but the governments are not in total control right now. Since the Collapse, spooks are more often involved in corporate black ops, although the powers that be are not without their men in black.

If you could find a spook, they would probably be found monitoring a target's house or bugging the office phones looking for the another spook.

Common Quirks: Spooks are very nosey by nature, bordering almost on voyeurism. Some spooks are into disguises and shadowing targets (so uninteresting and stealthy would be good edges). Others prefer a more technical approach, so maybe a decker contact or engineering ability would be a good idea.



Learning to kill before you could read was the start of your street education. You are a hired gun, you know the streets, the safe houses and where to get illegal gear. You mix cyberware with the latest street fashion, blurring your appearance between victim and victor. You get the dirty jobs that the megacorps and syndicates want doing with no questions asked. You are good to, hopefully better than last years top dog, he died last month.

Street Samurai are the mercenary operators that pepper cyberpunk literature. They are street trained and are not afraid to wire in a few cybernetics or play really dirty tricks to win. Most street operators are called ronin.For the most part, they are hired guns, frequently untrustworthy and without any master. Some will go on to greater things and. those that do, will rise up the social scale to that of a samurai. Ronins are cheap, but samurais are loyal.

A variant of the street samurai is the meat boy, or meat girl even. Unlike their counterparts, meat boys are into those expensive bioware enhancements. They go for enhanced muscles and drug powered reflexes rather than the harsher steel and circuits approach of most ronin. Meat boys are harder to spot, as their tech is considerably more covert, which makes them even more dangerous.

Common Quirks: Samurai tend to be big on style, flash cybernetics and the latest high tech weaponry. The lucky ones often meet a midman who will send deals their way, for a price. Some join up as unofficial gangsters, but most are stuck trying to work the circuit for what they can. Samurai work is hard and lonely, unless you have a really badassed reputation.



Do well in school, stay clean and join up with a corp or the military. No chance, you joined the gang at an early age, hanging out with your crew because you had nothing better to do. Gangs are the poor man's gangster, they loot, rob and kill for survival. There are some who just tend to hang out together, but they are no angels either. In the UK, there are a lot of gangs that revolve around the music scene, ie: ravers and trancers, cybergoths, punks and burned out shattermetal freaks. Each gang has its own sub-culture, fashion and code of conduct. Most are tribal in nature and the majority are not that bothered about the "opposition".

Common Quirks: Gangers all owe a duty to their gang and must take some sort of oath when they join. Gangers tend to be poor and are often involved in drugs or some criminal activity.



Some experts design vehicles, some repair them, others improve them while you thrash the streets with your tailor made cybersports. You are cybered to get the maximum out of any machine. Your system interface goes beyond basic gear, acceleration and direction control- with a smartrig interface you feel the vehicle's engine like your heart, the tires your feet and the air on your alloy skin. It is much more than just thought control, with this you become the vehicle.

Thrashers normally stick to one area of vehicles: cars, panzers, watercraft, 'copters, microremotes. This is mainly due to lack of funds, as thrashers cannot afford the really flash craft that most corporations want. Pilots are the more corporate version of thrashers, they tend to be more controlled (some would say professional too) than thrashers. While they do not tend to own

Common Quirks: If they can afford it, thrashers will splash out on their own wheels (or wings even). Additionally, a steady employer is nice, or setting up your own courier or remote spycam service is better.