In<strong>Dark Conspiracy,</strong>careers are divided among three broad categories: education, civilian, and military.  Characters can pursue any type of career for which they meet the prerequisites.<br/><br/>Note that while the careers listed here do not cover every possible occupation a person might pursue, it is possible to reflect other occupations by creatively mixing those listed below.  For example: a person who wanted to play the role of a television evangelist would choose clergy as an occupation for at least one term., followed by entertainer.  Similary, someone who wanted to play a rock 'n' roll superstar might choose entertainer, concentrating on Leadership and/or Persuasion skills to reflect the power of the music, and Luck to represent the breaks needed to make it big, followed by nomenklatura for the appropriate wealth.<br/><br/><strong>Career List</strong><br/><br/><em>Education</em><br/>Undergraduate University (Entry: Education 5+)<br/>Graduate University (Entry: Undergraduate degree, Education 7+, Intelligence 7+)<br/>Law School (Entry: Undergraduate degree, Education 5+, Intelligence 5+)<br/>Medical School (Entry: Undergraduate degree.  Biology 3+, Chemistry 2+)<br/>National Military Academy (Entry: Education 6+)<br/>Technical School (Entry: none)<br/><em>Civilian Occupations</em><br/>Athlete (Entry: Strength 7+, Agility 7+)<br/>Bodyguard (Entry: Meele Combat 5+, Small Arms 4+)<br/>Bounty Hunter (Entry: Agility 4+)<br/>Clergy (Entry: Charisma 5+, Education 4+)<br/>Computer Operator/Programmer (Entry: Technical school or undergraduate degree, Computer Operation 2+)<br/>Criminal (Entry: Agility 5+)<br/>Federal Law Enforcement (Entry: Law School, no prison record)<br/>Ganger (Entry: Charisma 3+)<br/>Journalist (Entry: Undergraduate degree or Charisma 7+)<br/>Martial Artist (Entry: none)<br/>Mechanic (Entry: Agility 3+ or Intelligence 3+)<br/>Medical Doctor (Entry: Medical School)<br/>Nomenklatura<em>idle rich</em>(Entry: Charisma 8+, Luck 6+)<br/>Private Investigator (Entry: Intelligence 5+, Charisma 5+)<br/>Professor (Entry: PhD)<br/>State/Local Law Enforcement (Entry: no prison record)<br/><em>Military Occupations</em><br/>US Army Enlisted (Entry: none)<br/>US Army Officer (Entry: OCS or miilitary academy)<br/>US Marine Corps Enlisted (Entry: Strength + Constitution + Agility = 15+, no prison record)<br/>US Marine Corps Officer (Entry: OCS or military academy)<br/>US Navy Enlisted Seaman (Entry: none)<br/>Naval Officer (Entry: OCS or military academy)<br/>Naval Aviator (Entry: must be an officer, Agility 8+)<br/>US Air Force Enlisted (Entry: none)<br/>US Air Force Pilot<em>officer</em>(Entry: Agility 6+, OCS or military academy)<br/><br/><hr/><strong>Secondary Activities</strong><br/><br/>The careers players choose do not occupy 100% of their characters' time.  Just as in real life, a person's hobbies and pasttimes can provide valuable additional skills.  As a general rule, then, each character is allowed one secondary activity each term.  This allows the character to gain one level in any skill (player's choice each term) from the Secondary Activities Skill List (see below).<br/><br/>Some careers allow two secondary activities per term (all of which may be devoted to the same skill, if desired), while a few others allow none.  The number of allowed secondary activities per term is the number of skill levels received.<br/><br/>The List:<br/>Act/Bluff, AGL +1, Animal Empathy (EMP 1+), Archery, CON +1, Disguise, EDU +1, Electronics, Foreboding (EMP 1+), Horsemanship, Human Empathy (EMP 1+), Language, Luck, Mechanic, Medical, Meele Combat (Unarmed only), Observation, Parachute, Pilot (Fixed-wing only), Project Emotion (EMP 1+), STR +1, Small Arms, Stalking, Stealth, Swimming, Tracking, Vehicle Use (Motorcycle or Wheeled Vehicle), Vessel Use (Boat), Willpower.