Mission Types

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Contacts are individual characters with their own goals, Traits, and preferences for legality, violence, and how they go about running their own corner of the quadrant. Contact's mission preferences are organized into categories as described in Contact Services. Therefore, a Court Assassin Contact will generically give Missions like a Saboteur, however this is modified by the current goal that the Court Assassins is pursing, as well as the landscape of Rumors, Conflicts, and the Contact's Traits. From one Court Assassin to the next, you may find very different pattern of behavior. While most Prison Wardens keep their Missions legal, a Corrupt Warden is likely to play below the line of legality.

Smuggler Missions[edit | edit source]

Smugglers prefer illegal missions that involve the movement of people, packages or cargo. When it comes to moving cargo, they will prefer the use of Stashes as a safe place to hide illegal goods. Smugglers are averse to violence but may be willing to wet their hands in the case of the right Conflicts or Rumors.

Smuggler Missions never require either Military Rank or Edict with their Faction.

Diplomat Missions[edit | edit source]

Diplomats keep their work legal and prefer to become involved in negotiation between the Factions and individual Contacts. Diplomats often work to help move both people and packages that are relevant to on-going legal cases or to a specific negotiation. Diplomats are averse to violence.

Diplomat Missions may require Military Rank or Edict with their Faction. Out of respect for their Faction's authority, Diplomat Missions include a +2% payment increase per Military Rank a Captain holds within their Faction.

Merchant Missions[edit | edit source]

Merchants keep their work legal and prefer to move people, packages and cargo. Merchant Missions may also involve negotiating economic contracts or resolving contract disputes. Merchants are averse to violence.

Merchant Missions never require either Military Rank or Edict with their Faction. Out of respect for their Faction's authority, Merchant Missions include a +2% payment increase per Military Rank a Captain holds within their Faction.

Bounty Missions[edit | edit source]

Bounty Hunters are willing to work both within the legal and illegal realm -- whatever it takes to capture or kill the target. Bounty Hunters embrace violence and prefer assassination or forceful capture to ensure success. Often, a Bounty Hunter will require a captured target to be transported to a prison.

Bounty Hunter Missions often require an Edict with their Faction. Out of respect for their Faction's authority, Bounty Hunter Missions include a +2% payment increase per Military Rank a Captain holds within their Faction.

Warden Missions[edit | edit source]

Wardens keep their work legal and prefer missions that involve moving prisoners, carrying out ransom exchanges, and capturing criminals who are on the loose. Wardens are not averse to violence, but do prefer to avoid using lethal force in their work as prisoners are their trade.

Warden Missions often require an Edict with their Faction. Out of respect for their Faction's authority, Warden Missions include a +2% payment increase per Military Rank a Captain holds within their Faction.

Saboteur Missions[edit | edit source]

Saboteurs prefer illegal missions that injure or harm their enemies in a wide variety of ways. Saboteurs are not averse to violence and are willing to engage in hostile missions of all sorts, including Spying, Blockading, capture or kill missions.

Saboteur Missions never require either Military Rank or Edict with their Faction.

Military Missions[edit | edit source]

Faction Military commanders and officers keep their work legal and prefer missions that harm their enemies militarily. Military Missions will defend systems with Patrol, harm systems with Blockade, and move military personal and prisoners of war between worlds. Military agents are not averse to violence and assign both capture and kill missions.

Faction Military Missions will often require Military Rank with their Faction. Out of respect for their Faction's authority, Military Missions include a +2% payment increase per Military Rank a Captain holds within their Faction.

Explorer Missions[edit | edit source]

Explorers work both above and below the line of legality -- whatever it takes to find the untouched wilderness, ancient artifacts or the next stunning discovery. Beyond Exploring wild zones, Explorer Missions will involve moving packages and cargo as well as smuggling at times to move exploration discoveries that are unsavory to the forces of law. While Explorers are averse to violence against the Factions, they will engage in Missions involving violence against any indie parties if needed as well as hunting down xeno.

Explorer Missions never require either Military Rank or Edict with their Faction.

Spy Missions[edit | edit source]

Spies prefer illegal missions that focus on intelligence gathering through Spying. Spy Missions will also involve moving people, packages or prisoners but almost always in secret. Spies are violence averse, preferring to work in the cover of the shadows.

Spy Missions never require either Military Rank or Edict with their Faction. Out of respect for their Faction's authority, Spy Missions include a +2% payment increase per Military Rank a Captain holds within their Faction.

Prince Missions[edit | edit source]

Princes prefer missions that are legal but will, at times, work below the line of legality. They seek to both support their allies and undermine their enemies in a variety of ways. Prince Missions will often involve moving dignitaries between worlds, Blockading enemy worlds or Patrolling friendly worlds. As the diplomatic head of their systems, Princes are always involved in negotiations on different levels and are rarely far from an on-going legal case.

Prince Missions will often require either Military Rank or Edict with their Faction. Out of respect for their Faction's authority, Prince Missions include a +2% payment increase per Military Rank a Captain holds within their Faction.