Below are a series of careers from the world of commerce.
Entry: Undergraduate degree + Computer 2+ OR Computer 4+
First Term Skills
Computer: 1
Persuasion: 2
Subsequent Term Skills
Persuasion
Leadership
Instruction
Promotion: 7+, DM +1 if Intelligence is 7+
Contacts 2/term, any Business specialty. On D10 of 9+ Contact is foreign.
These are the people who make the wheels of commerce grind onward...
Entry: None
First Term Skills: The character receives the following skill in the first term:
Computer: 1
Subsequent term skills: The character recieves any two of the following skills:
Computer
Persuasion
Instruction
Interrogation
Contacts: One per term, business. On 1D10 roll of 10, the contact is foreign.
Special: An office character may have two secondary skills per term.
This is distinct from programmers - they don’t program as much as they maintain existing systems.
Entry: Intelligence + Charisma 14+
First Term Skills
Persuasion 2
Any combination of available subsequent term skills up to level 2. These should be congruent with the type of business the entrepreneur runs - which should be a key part of the character's identity.
Subsequent Term Skills
Computer
Electronics
Instruction
Scrounging
Persuasion
Skills related to a business at referee's discretion.
Promotion: 7+, DM +1 if Intelligence is 7+
Contacts 1/term, any Business specialty. On D10 of 9+ Contact is foreign.
Special: When war begins, at referee's discretion, character might roll against Intelligence. On Formidable success, multiply money by 10.
These are the people who sell things.
Entry: Charisma 6+
First Term Skills
Persuasion 3
Another skill, representing the product or service being sold - 1.
Examples:
Chemistry (pharmaceuticals, agricultural or industrial chemical sales, etc)
Computer
Electronics
Motor Vehicles (any type)
Excavation (mining equipment)
Culinary (kitchen supplies, food, beer/wine/liquor)
Small arms (any time, presuming character is from a society that allows firearm sales)
Other skills, at referee's discretion.
Subsequent term skills:
Persuasion
Instruction
Leadership
The skill related to what's being sold
Contacts: 3/term, in the character's industry specialty.
Special: At referee's discretion, allow "Sales" characters to roll for a large, possibly enormous, multiple of their initial money when the war begins.