Profession represents the ability of characters in an area of knowledge or craft, and their position within the industry, their contacts, and their prestige.

Characters can choose anything they can think of as a profession, as long as the GM approves. There is a designated area in the character board/sheet to write the profession of the character. Characters can be anything from award-winning filmmakers to pianists, astronauts, politicians, or anything in between.


Most often used with Mind when declaring a story detail, or any other Attribute if the task relates closely to it.

Character Funds

Profession Skill determines the amount of funds characters have at the beginning of the campaign.

  • Profession 0: 500 credits
  • Profession 1: 2,000 credits
  • Profession 2: 5,000 credits
  • Profession 3: 10,000 credits
  • Profession 4: 20,000 credits
  • Profession 5: 35,000 credits


When choosing the profession of a character, it is important to avoid overlapping with other Skills, as it will diminish its benefits. As an example, a character based on the Hacking Skill should not choose his profession to be “hacker”, but instead something like “IT manager”, which will allow him to declare story details like claiming he has a contact at a certain IT company, or “cryptanalyst” which will allow him to claim that his communications cannot be spied on and that he can easily spy on others.

Declaring Story Details

Players have the right to declare details in a scene for as long as the details relate to their profession. For example, a character can claim that the NPC he is talking to is an old client of his if he is a businessman; he can claim to know where to plant a bomb to bring down a spaceship by looking at its blueprint if he is an engineer; he can claim that he brought rope and cooking tools when he is lost in some remote mountains if he is an explorer, etc.

To do this, characters must use their profession as the key element of their argument. The GM can veto any claims that seem out of scope or ask the player to revise them. If the argument is valid, the GM can confront the player and if she wins she must explain why the player failed to change the story detail.

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