Smoke and Mirrors: Personnel Jobs

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There are three general categories of jobs, combat, which emphasize hurting things and breaking people, intelligence, which is generally both gathering intel on the ground and doing work in labs or in cubicles figuring out mysterious happenings, and the third category which is more support than anything.

Combat Jobs

Militant
Training Costs: None
Support Staff Requirement: None
Maximum Implant Limit: 1
Maximum Special Skills: None
Maximum Items: 1 Weapon, 1 Armor
Your basic mook with a hoodie, an AK-47, and way too much confidence in their ability. They aren't terribly competent but man they're motivated. Although capable of handling expensive equipment they are generally poor at using them effectively.

Soldier
Training Costs: 1 Wealth
Support Staff Requirement: 1 per 1
Maximum Implant Limit: 2
Maximum Special Skills: 1
Maximum Items: 1 Weapon, 1 Armor, 1 Other
Soldiers are professionals, well-trained and better equipped, but still a bit overmatched by the enemy. However, they're perfectly good against the vast majority of cultists, who are basically about as competent as Militants.

Elite
Training Costs: 5 Wealth
Support Staff Requirement: 4 per 1
Maximum Implant Limit: 3
Maximum Special Skills: 2
Maximum Items: 1 Weapon, 1 Armor, 1 Other
Elites are the hardcore soldiers that have a half-decent shot at taking out an eldritch abomination in a one-on-one fight. Generally ex-Marine or ex-Ranger types, or just trained from a young age by the order, they are extremely deadly with anything you give them.

Special Operations
Training Costs: 10 Wealth
Support Staff Requirement: 9 per 1
Maximum Implant Limit: 5
Maximum Special Skills: 3
Maximum Items: 1 Weapon, 1 Armor, 2 Other
Special Forces aren't much more deadly than elites on the field of battle. Their main additional expense comes from being extremely skilled in unconventional warfare, including assassinations, blending in with locals, and other duties that elites are not trained for. However, they also require an immense staff of assistants out of the field to assist them.

Intelligence Jobs

Spy
Training Costs: 5 Wealth
Support Staff Requirement: 4 per 1
Maximum Implant Limit: 2
Maximum Special Skills: 3
Maximum Items: 1 Weapon, 1 Armor, 2 Other
Spies are your main way of finding things out. Most are completely combat untrained, although with some additional training they can at least defend themselves, or work as serviceable assassins.

Analyst
Training Costs: 5 Wealth
Support Staff Requirement: None
Maximum Implant Limit: 1
Maximum Special Skills: None
Maximum Items: 1 Weapon
Analysts do signals intelligence, poring over documents for hints of the enemy's plans or hideouts. They don't go out in the field and are therefore much more poorly equipped and trained in fieldcraft.

Other Jobs

Cleaner
Training Costs: 2 Wealth
Support Staff Requirement: 1 per 1
Maximum Implant Limit: 2
Maximum Special Skills: 1
Maximum Items: 1 Weapon, 1 Armor
A "Cleaner" is a PR agent, trained mostly to help cover things up. These are critical to your functioning as a conspiracy instead of a publicly observable organization.

Recruiter
Training Costs: 5 Wealth
Support Staff Requirement: 4 per 1
Maximum Implant Limit: 2
Maximum Special Skills: 1
Maximum Items: 1 Weapon, 1 Armor
Recruiters are critical to expansion, as they are skilled at finding the ones who would both be enough to further one's goals and trustworthy enough to allow in on the secret. Each recruiter brings in 1 person per month as additional manpower.

Worker
Training Costs: 1 Wealth
Support Staff Requirement: None
Maximum Implant Limit: 1
Maximum Special Skills: None
Maximum Items: 1 Weapon
Workers run your factories. For every production you have, you must have 1 worker.

Businessmen
Training Costs: 1 Wealth
Support Staff Requirement: None
Maximum Implant Limit: 1
Maximum Special Skills: None
Maximum Items: 1 Weapon
Businessmen run your illegal income. You must have 1 per illegal income.