Jobs and Contracts

Jobs and Contracts

Escort and Convoy

  • Overview. Bulk carriers and agricultural haulers are vulnerable when crossing rim and mid routes. Crews are hired to guard them through pirate-heavy sectors or Syndicate toll zones.

  • Tasks. Fly escort ships, check cargo seals at each stop, repel raiders, and handle toll negotiations.

  • Risks. Syndicate checkpoints may demand unexpected fees. Pirates target fuel tanks first. Insurers may refuse payout if proof of escort isn’t filed.

  • Examples.

    • Convoy includes a flagged vessel carrying contraband, endangering everyone.

    • A “protection contract” overlaps with another Free Company, sparking conflict.

    • Pirates may bribe escorts to look the other way.


Recovery and Salvage

  • Overview. Crews retrieve cargo and wreckage from derelict ships, storm-wrecked Serean habitats, or collapsed Caraphex tunnels. Salvage must be declared to avoid seizure by local courts or corporations.

  • Tasks. Identify wreckage, recover viable goods, restore manifests, and haul them back. Post salvage notices through a Data Guild or escrow node.

  • Risks. Rival salvage crews may contest claims. Syndicates may demand a cut. Wrecks often contain hazards: decompression, toxic leaks, or unstable fuel.

  • Examples.

    • Wreck carries valuable but dangerous biotech; authorities want it destroyed.

    • Salvage rights are disputed by two planetary governments.

    • Wreck is not abandoned; survivors are still aboard and hostile.


Water Logistics

  • Overview. Drought-struck worlds and stations rely on sealed water shipments. Vellari standards make fraud difficult, but counterfeits and theft are common.

  • Tasks. Transport sealed water tanks, check meter integrity, deliver to designated depots. Defend against raids and inspect seals to confirm authenticity.

  • Risks. Fraudulent seals void entire contracts. Crews may be blamed for theft committed by port officials. Syndicates target water as leverage against communities.

  • Examples.

    • Shipment includes forged seals; delivery risks blacklisting.

    • Desperate locals try to seize water during offload.

    • Rival crews sabotage tanks to frame the players.


Grid Repair

  • Overview. Many rim and mid worlds run on unstable power grids and reactors. Talarq parts keep them running, but installation requires escort and oversight.

  • Tasks. Transport replacement parts, guard engineers, and install them into failing grids. Protect workers until testing is complete.

  • Risks. Rim grids often collapse mid-installation, causing blackouts or radiation leaks. Locals may blame outsiders. Corporations may enforce harsh penalties for delays.

  • Examples.

    • Grid belongs to a Syndicate-controlled town; safety is ignored in favor of speed.

    • A rival company sends saboteurs to ruin the contract.

    • The part itself is defective, creating moral choices about disclosure.


Mapping and Audit

  • Overview. Keth auditors and surveyors provide safe-route data. They hire escorts to map unstable lanes, check bridge integrity, and expose false charts published by Syndicates or corrupt officials.

  • Tasks. Fly through dangerous lanes, record anomalies, compare with archives, and validate safe passages. Publicize findings through Data Guild channels.

  • Risks. Pirates watch survey crews for ambush opportunities. Publishing results that hurt a Syndicate’s toll profits may put crews on blacklists.

  • Examples.

    • A “false lane” is revealed to lead into a pirate ambush.

    • Data Guild disputes arise over who owns the published chart.

    • Survey proves a core authority report was deliberately falsified.


Clinic Runs

  • Overview. Worlds hit by outbreaks rely on fast medical deliveries. Shipments are valuable and often delayed by inspections, tariffs, or corruption.

  • Tasks. Transport sealed medical cargo, protect it from theft, and deliver to licensed clinics or aid stations. Bribery at checkpoints is common.

  • Risks. Cargo may spoil if delayed. Smugglers may mix counterfeit supplies with legitimate shipments. Military patrols may block entry during quarantine.

  • Examples.

    • Cargo includes a banned drug that is legal only in the destination system.

    • A rival aid faction attempts to redirect the shipment.

    • Players must choose between delivering cargo to the contract holder or to a desperate, unlisted community.


Data and Escrow

  • Overview. In a galaxy where records define personhood and ownership, escrow proofs and identity files are priceless. Couriers carry verified data through hostile ports and regions.

  • Tasks. Protect sealed data modules, deliver them to specific guild offices or escrow banks, and provide proof of authenticity.

  • Risks. Syndicates attempt to seize or alter data. Mega-Corporations may intercept proofs to bury rivals. Ports may hold couriers under fabricated charges until bribes are paid.

  • Examples.

    • The data courier carries records that could erase or reinstate a crew member’s legal identity.

    • A Synthborn client asks the crew to transport Right-to-Patch charters, illegal in the destination.

    • Multiple factions claim the same escrow module; players must decide who gets it.


    Bounty Hunting

    • Overview. Planetary governments, Mega-Corporations, or Syndicates post bounties on fugitives, deserters, or debt evaders. Free Companies and freelancers compete for the contract.

    • Tasks. Track targets across ports, confirm ID, capture alive (or kill, depending on terms), and deliver to contractor. Must file proof with escrow or local law.

    • Risks. Targets may be protected by Syndicates, or secretly on a Mega-Corporation’s payroll. Rival hunters may ambush or fake captures.

    • Examples.

      • Target is a former crewmate of the players.

      • Multiple factions issue conflicting orders about what to do with the same fugitive.

      • The bounty contract itself is counterfeit, meant to lure hunters into a trap.


    Debt Collection

    • Overview. Debt drives everything. Crews are hired to collect unpaid dues, enforce indenture contracts, or seize collateral.

    • Tasks. Track debtors, negotiate repayment, repossess goods or ships, or deliver debtors to a labor court.

    • Risks. Debt collectors are hated. Crews may be attacked by communities protecting one of their own. Courts may seize collateral and deny payout.

    • Examples.

      • Debtor offers players a bribe to falsify repayment records.

      • A Mega-Corporation demands enforcement of a lifetime indenture contract.

      • The debtor is innocent; records were forged by a Syndicate.


    Smuggling and Contraband

    • Overview. Syndicates, desperate governments, or even aid groups hire crews to move banned goods: weapons, illegal tech, unlicensed meds, or blacklisted data.

    • Tasks. Conceal cargo, forge manifests, bribe inspectors, and deliver without detection.

    • Risks. If caught, crews face seizure, imprisonment, or forced indenture. Rival smugglers may expose competitors to secure routes.

    • Examples.

      • Cargo turns out to be alive and unwilling.

      • A bribed inspector changes sides and demands double.

      • Cargo is desperately needed by a local community but contract demands delivery elsewhere.


    Hostage Retrieval

    • Overview. Syndicates, pirates, or rival factions often take hostages for ransom. Crews may be hired to negotiate, exchange, or forcibly recover captives.

    • Tasks. Locate hostages, arrange terms, or mount a rescue operation. Deliver proof of life and ensure safe transfer.

    • Risks. Captors may execute hostages if threatened. Ransoms may be counterfeit or intercepted.

    • Examples.

      • A ransom demand is deliberately inflated by intermediaries.

      • The “hostage” is complicit in the capture, using it as cover.

      • Multiple factions try to claim the same hostage for leverage.


    Relic and Artifact Recovery

    • Overview. Abandoned stations, derelict colonies, and dead worlds hold old stockpiles, dangerous tech, or cultural relics. Data Guilds, Mega-Corps, or Faith Networks hire crews to retrieve them.

    • Tasks. Enter hazardous zones, secure artifacts, record authenticity, and deliver them intact.

    • Risks. Sites may be toxic, unstable, or occupied by squatters. Rival recovery teams may stake claims.

    • Examples.

      • The artifact proves politically explosive (e.g., a lost registry exposing past crimes).

      • Faith Networks demand relics be turned over to them instead of contractors.

      • A Synthborn faction claims the artifact as evidence of machine origins.


    Hazard Containment

    • Overview. Ecological disasters, reactor leaks, or uncontrolled machines can spread rapidly. Crews are hired to contain hazards and protect nearby settlements.

    • Tasks. Quarantine zones, destroy runaway equipment, shut down reactors, or assist evacuees.

    • Risks. Containment jobs are underfunded and high-risk. Crews may be left without backup if things collapse.

    • Examples.

      • Hazard spreads faster than expected, stranding crews.

      • A Mega-Corporation covers up the source, ordering crews to suppress evidence.

      • Hazard cleanup reveals valuable but unstable tech.


    Political Leverage

    • Overview. Planetary governments or Mega-Corps quietly hire crews to deliver bribes, steal records, or sabotage rivals before negotiations.

    • Tasks. Move discreetly, carry sensitive packages, deliver to specific targets, and ensure no evidence traces back.

    • Risks. Exposure can brand crews as Syndicate assets or spies. Rival operatives may frame them.

    • Examples.

      • A bribe delivery is switched with counterfeit currency.

      • Target refuses payoff and threatens to expose everyone.

      • Players must choose between honoring contract or exposing corruption.


    Passenger Transport

    • Overview. Wealthy travelers, political exiles, or religious pilgrims often need discreet or secure passage. Crews take them across dangerous routes.

    • Tasks. Protect passengers, maintain secrecy, avoid ambushes, and deliver them alive.

    • Risks. Passengers may attract Syndicate interest, or secretly be fugitives. Disputes between passengers and contractors are common.

    • Examples.

      • A passenger is secretly a wanted criminal with a bounty higher than the transport contract.

      • Rival factions attempt to intercept passengers before arrival.

      • A passenger is dangerous or unstable, threatening the crew mid-journey.