Raising funds

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So you chose your race at Assignment and are now a well adjusted, legal adult and corporate citizen. But what comes next? Where does the journey start? Well, without funding very little can be done to finance your career in the universe of Megacorp, entrepreneurial or otherwise. Everyone dreams of being a billionaire like Zebediah Hu or have less empire-centric aspirations, such as actually changing the world for the better. Some might choose to amass power instead of wealth, gene splicing themselves into near-Gods or even augmenting metaphysical powers into unheard of levels.

Whatever the end game is, a career can be kick-started by many means. So here's how to make a handful of credits.


Your parents did it. Their parents did it. It's boring, predictable, but comes with a degree of stability. Some jobs are more exciting than others, like being an ICBI agent and working as a secret clandestine agent. Some jobs are downright dangerous, such as being a gun runner for crime Lords in San Miguel. Others are prestigious such as being an athlete or a movie star. All jobs have one thing in common. A job is a commitment to an employer and exchanges the player's time for money.

GM notes: Jobs impact the narrative in that the players with jobs must have the adventure in question relevant to their profession or otherwise they are moonlighting on a private project. Each game session, depending on how you pace the timeline, can take place over the course of a month or a week or even a few hours in a single day. This means the GM has to gauge when the players are "on duty" or not. And when their income is supposed to be credited. Some jobs have benefits: insurance and vehicle access. Of course, the exact benefits package is up to the GM and players can have very special packages because they are the stars of the story. Typical company employment compensation and benefits are detailed in the corporations' section.

Gameplay rules

Income is PPS x time (hours). A part-time job might take up 20 hours a week of a characters time. So he would earn (with a peak skill score of 10 for instance) 10 x 20 hours equals 200 credits per week Or 800 credits per month plus benefits and potentially expenses (typically capped at 20% of wages).

Selling Equity

Now some individuals want to raise money fast and are willing to risk anything. Even their freedom. All corporate citizens have shares in themselves. They can buy shares of other individuals and companies and sell them too. Selling equity is a slippery slope and an individual with no shares in themselves essentially becomes a vassal to their stakeholders (see Corporate Citizenship System). Now let's cut to the important part. How can you sell your shares and for how much? You need to know your valuation and just need an internet connection. The stock market itself is inviolable by human hands being managed by GENECIA so no one can manipulate the market illegitimately.

GM notes: An individual's valuation is calculated based on how competent they are. A simple method to do this is to add all the ranks in every competency they have. This is true valuation but not everyone knows everything about any individual. Some people have hidden talents, or just that they are hard to assess due to certain personality traits. An easier way to do it is to use the players PPS and allow the player to roll a d20 plus EQ, as people better at presenting themselves usually get higher valuations. That's right. Good looking people have an advantage here too.

Gameplay rules

A characters valuation per share is 1d20 plus [EQ EQ modifier multiplied by PPS]

Valuations will of course fluctuate, just as demand rises and falls in the market. Sometimes a skillset is not that valuable, sometimes it is much in demand.

By default, in order not overcomplicate the gameplay, characters have 100 shares in total and less 20% for the amount held by the Civil corporation to which the character has corporate citizenship. This assumes the parents of the character transferred their 40% to the character at adulthood. This means every character at the age of 21 has 80 shares to trade with.

The net worth of a character can be worked out by taking the total number of shares they hold of themselves and multiplying it by their share prices.

Example: If a character rolled 9 on a d20 and then has an EQ EQ modifier of 5 and a pps of 11, his valuation per share is 9 roll + [5 EQ EQ modifier * 11 PPS] = 9*55 = 495 per share.

This same character has 50 shares of himself. Meaning his net worth, assuming he has no other assets than shares in himself, is 50 * 495 = 24750 credits.

Role-playing notes

Corp have a dubious advantage of knowing their valuation all the time, as their nanites can easily exchange information with the web and find benchmarks for their skillset and experience. This is, of course, assuming the character allows their brainware to perform these analytics in the background.

The Gnost Quorum have developed a personality, physical and mental aptitude matrix scoring system named in honor of the knights of the Axe as the Pironic Asset Capability Assessment (PACA) test. It basically consists of a written test, an interview, an obstacle course and a health check-up. Though the test is far less invasive of the others on the market, the results for determining valuation are only valid for a quarter (3 months).

The incarnates have a IGOC certified test that is functionally similar to the Gnost but it is heavily biased to the characters genetics (see PES status) and physical aptitude. This test replaces the EQ EQ component with PES in the following table. The result of this test is valid for one year and is widely recognized.