Students can spend their free time to work jobs. Jobs can be acquired from the faculty of MSF High and the residents of Mahou City, and they could be performing virtually any sort of task. Most jobs pay at the end of each week based on the number of hours the student worked. Jobs can also provide perks that may provide the student with some interesting benefits.
To acquire a job, a player must consult with the GM. The GM should try to provide opportunities for jobs that a player character may find interesting and speak with the player to determine what would likely be a good fit. When a job is created, the GM is to determine what stats and skills the job demands the character use, as well as what perks the character is to receive. The GM may allow the player to choose the job's perks, or the GM may choose the perks instead.
Pay: The default pay for a starting job is 10 dollars per hour, though this can vary depending on the job's perks. You can raise this pay by getting promoted. Your character is paid at the end of the week.
Perks: By sacrificing some of your pay, you can earn perks that potentially are worth more than that pay. For each perk you take, you lose 1 dollar per hour. Here are the perks you can take:
Tips: While your job doesn't pay as much on the hourly basis, you have a chance of earning a tip from happy customers which can make up for the difference and pay and then some. For every four hours worked, roll your personality, and you gain that many dollars in tips.
Material: Whether it be spare parts from the machines you repair, extra paint from your art job, or ingredients that your boss would rather not waste, your job lets you take home extra materials that can be useful for your facet. For every three hours worked, roll your intelligence, and you take home that many dollars of your choice in scrap, spell components, or ingredients.
Discount: If you work at a store or someplace that provides a service, you can have an employee discount that applies to items or services available at your place of business. This perk grants you a 10% discount on the items or services your employer sells. Remember that you can extend this discount to your friends!
Training: Some employers may offer training programs to their starting employees, helping them to learn skills relevant to the task at hand or even helping to expand their abilities otherwise. For every 20-hour week worked, roll 1d6 (non-explosive). The result is the number of hours you may apply for free towards learning spells, songs, martial arts chi powers, or other abilities that require some sort of memorization time.
Equipment: Whether it be vehicles, tools, books, or even weapons and armor, your job can lend you the equipment you need to do your job, but with this perk, you can take some of it home with you. Every time you get this perk, you can keep up to 200 dollars of borrowed equipment appropriate for your job. You can trade this equipment as needed, and if you lose the job, you must return the equipment.
Fulfillment: Sometimes, someone will take a lower-paying job simply because it is something they enjoy. Being able to work at something you love provides powerful benefits that may not seem immediately tangible, but can still pay off in the end. For every 20-hour workweek you complete, roll 1d4. You gain this many re-rolls that you may make over the next week.
Downtime: For every 20-hour workweek you complete, roll 1d4 (non-explosive). You gain this many hours to spend as you choose, so long as you're doing something that's possible at your place of work. You can socialize at a restaurant, or study at the library, but you probably can't explore or scavenge unless it makes sense for your job, for instance, if you were a garbage collector.
Job Duties: When your character gains their employment, the GM should pick 3 stats that represent the potential duties that your character might have to face, and a single skill to represent their area of expertise. At the GM's discretion, a job may have up to three job skills, rather than 1, assuming the skills are appropriate for the job in question. For each additional skill the job uses, the base pay(or equivalent value in perks) is increased by +1. A more physically demanding job is more likely to have physical stats chosen, and a more intellectual one is more likely to use mental stats, but most jobs use a combination of both. Every week, before your character is paid, the GM should randomly choose one of the stats they had picked for the job and you should make a roll using the chosen stat and the job's skill(or a random selection of the job's skills if more than one was selected). The difficulty of the roll is 5 plus the total number of promotions your character has earned at that job. If you fail at the roll, you've done something wrong this week and are likely to be on thin ice with your boss. Do this three times in a row, and your character will almost certainly be fired, or demoted if your character has earned promotions. If you beat the roll by 5 or more, you gain a bonus equal to one dollar per hour worked that week for every 5 you beat the roll by.
Promotion: For every 2 threat levels your character has when in their default equipment, you can earn a promotion at work. If you qualify for a promotion, you may get it by sacrificing a bonus you've earned by making your job roll at the end of a week, but you can only get one promotion per week this way. When your character is promoted, you gain an additional 1 dollar per hour, or its equivalent in perks. You start earning your new rate at the beginning of the next week.