Future Professions

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Haroudo Xavier Haroudo Xavier's picture
Future Professions

I know there is a topic with the same subject, but there aren´t any answers there and I can´t even find it anymore, so I´m creating this.

What I want to know is: what are the "common folk" professions on Eclipse Phase? How common is to have people doing stuff when most of the stuff we do nowadays (from teaching and translation to most math/science/medical) can be done by IAs/bots/apps in EP future.

cpt.crush cpt.crush's picture
The rule book has some

The rule book has some suggestions for Professional Training:

Accountant, Administrator, Asteroid Miner, Bodyguard, Cool Hunter, Con Artist, Dealer, Detective, Ego Hunter, EMT, Engineer, Entertainer, Field Scientist, First-Contact Specialist, Flight Crew, Freelancer, Gas Miner, Gatecrasher, Genehacker, Habitat Tech, Instructor, IT Worker, Journalist, Lab Tech, Medical Tech, Morph Designer, Nano-Engineer, Network Engineer, Police Ofcer, Psychosurgeon, Racketeer, Resleeving Tech, Scavenger, Security, Service Worker, Smuggler, Social Engineer, Spy, Soldier, Surgeon, Surveyor, Sysop, Terraformer.

In addition, "knowledge work" (e.g., research and design) seem to be big as well.

From there, actual distribution of professions probably depends on the habitat and social stratum (e.g., a mining habitat on Mercury will require different "common" profession than a Scum barge past Pluto).

Haroudo Xavier Haroudo Xavier's picture
cpt.crush wrote:The rule book

cpt.crush wrote:
The rule book has some suggestions for Professional Training:

Accountant, Administrator, Asteroid Miner, Bodyguard, Cool Hunter, Con Artist, Dealer, Detective, Ego Hunter, EMT, Engineer, Entertainer, Field Scientist, First-Contact Specialist, Flight Crew, Freelancer, Gas Miner, Gatecrasher, Genehacker, Habitat Tech, Instructor, IT Worker, Journalist, Lab Tech, Medical Tech, Morph Designer, Nano-Engineer, Network Engineer, Police Officer, Psychosurgeon, Racketeer, Resleeving Tech, Scavenger, Security, Service Worker, Smuggler, Social Engineer, Spy, Soldier, Surgeon, Surveyor, Sysop, Terraformer.

In addition, "knowledge work" (e.g., research and design) seem to be big as well.

From there, actual distribution of professions probably depends on the habitat and social stratum (e.g., a mining habitat on Mercury will require different "common" profession than a Scum barge past Pluto).

Thanks. Well, except for a few, I still wonder what "common people" would do, I mean, in a large habitat, would most people work with? I´m not talking about the PCs, they would normaly work on things that would stand out, but with few exceptions on this list, most are tailored to be protagonists.

cpt.crush cpt.crush's picture
Quote:I mean, in a large

Quote:
I mean, in a large habitat, would most people work with?

I think it's a good question, and I don't have an authoritative answer.

Very top level I would say everything that keeps the habitat spinning, literally and figuratively: "acquisition of primary resources" (e.g., mining, imports), "habitat maintenance" (from infrastructure to law and security), "research", "design" and "entertainment".

Even jobs that are probably automated (e.g., energy production or waste treatment) will still require technicians at some level that maintain and supervise the machinery. Transhumans, in particular after the Fall, only trust AI so far in this regard.

In more detail I would say the job market is orders-of-magnitude more fragmented than today, and millions of extremely specialized occupations exist (e.g., "Suction Cap Design Specialist for Takko Morph Operation in Microgravity.").

From a GM perspective, to create a general backdrop, I usually think about the habitat first: What is the habitat known for? Mining? Research? Ultra-liberal Fabber Access?

That usually also flavors the work force in a certain way. Then, any of the "Academics", "Art", "Interest" or "Profession" skills (also compare Transhuman p.42) can be mixed in as additional inspiration for any NPCs the players might encounter.

UnitOmega UnitOmega's picture
Panopticon covers a lot of

Panopticon covers a lot of the basic elements of a hab's infrastructure, design and so on - from there it can be easy to extrapolate what "work" needs doing. Then depending on hab size and political leaning, you can guess how much of that work would be run by AIs and/or Indentures vs freelance contractors and so on.

You probably don't need "janitorial staff", for instance, Since nanoswarms or 150-years of R&D on a roomba exist, but you would probably at minimum need a botherd or two to actually manage all these robots and make sure they're not having any errors or data accretion which could lead to a "emergence" in AI, or anything. Or if the janitorial robots are jammed by low-rent indentures they aren't say, gossiping about the latest VR games they play in their one hour of downtime or whatever. However, on the subject of waste management systems, you probably still need space plumbers who understand the water systems and can repair them, guys who understand HVAC systems for air handling - even something as "simple" as disassemblers or recyclers mean you want a technician who is knowledgeable about nanotech units. And you go from there.

Very few jobs will necessarily be outright eliminated in the climate of Eclipse Phase in a universal sense. Some cultures may not, say, go with fully automated end-to-end factories anymore after the Fall - so some places may still have "factory workers", presumably doing some sort of oversight and even handling over automated processes which they do not want machines doing for themselves.

H-Rep: An EP Homebrew Blog
http://ephrep.blogspot.com/

cpt.crush cpt.crush's picture
Yes, Panopticon is really

Yes, Panopticon is really good inspiration!

Also in others, e.g., "Sunward", you'll often find sections that hint at the daily life and people's jobs. For example about Olympus:

  • Olympus Infrastructure Authority (OIA) biggest job is keeping the space elevator running, meaning monitoring usage and looking for signs of fatigue twenty-four-and-a-half by seven
  • started out as relocation camps for Olympian evacuees and’re now turned to farming, contract terraforming work, and cutting permafrost for ice.
  • see near as many shops selling accessories and offering maintenance for synths as you’ll see restaurants and body stylists’ shops
  • Central, the OIA business district rising around the base of the Space Elevator