# Jobs Its the job of every crewmember on the ship to keep things running and to keep everyone alive. Every job is part of a department, though interdepartmental communication and work is frequent. When landing on a planet, groups are sent out in every direction to scavenge the lands--even the janitor or crew stowaways may try to find some goods. The planets and roids the ship is commissioned to ravage are exciting, but of course the main action happens on the ship, and most jobs are tooled around this. This document goes into detail about each job's duties on and off station--indented points are generally specific to expeditions. ## Command ```diff - Captain - Head of Personnel - Head of Security - Research Director - Chief Engineer - Chief Medical Officer - Quartermaster ``` All heads are expected to manage their department's budget, and teach any new players in their department the ropes. The **Captain** pilots the ship and acts as executive figurehead. They manages the entire ship, has final say in what planets or asteroids are visited, and has full control over other heads. The **Head of Personnel** is the First Officer of the ship, and takes over in event of the captain's death. They manage access on the station, as well as the budget--distributing cash to each department however they see fit. The **Head of Security** manages the mercenaries hired by Antares as well as the warden. They give the signal to distribute weapons and direct the security force to whatever task is most important The **Research Director** manages the ship's scientific progress, as well as having full control over the station AI and computer network if necessary. The **Chief Engineer** oversees both power generation and the station's overall integrity. If a meteor hits the station, they're the first one to direct others to find resources and fix the breach. The **Chief Medical Officer** oversees the medical branch, including how resources are used, who should be given surgery, and who should be prioritized according to triage. The **Quartermaster**, the lowest head, manages the stations supplies, resource and money flux, trade, and distribution. They directly control the warehouse, and everything that comes in or out of it. ## Security ```diff - Head of Security - Warden - Antares Mercenary - Janitor ``` On the station, **Antares-hired mercenaries** should keep the peace, as well as attempt to find spies and thieves and punish them accordingly. - On expeditions, **mercenaries** should keep everyone safe from dangerous fauna, attempt to construct defensive fortresses and capture or kill any sapient lifeforms that resist the expedition. They might not be robust enough to handle the Big Ones, though. The **Warden** controls the armory and the brig, and generally rarely moves from his post. The **Janitor** is part of the security detail as well, keeping the station "clean" and often starting investigations and ~~forging~~ doing forensics, but they're often overlooked by the rest of Security. ## Service ```diff - Innkeeper - Bar Attendant - Clown ``` The **innkeeper** and their **attendants** whip up delicious meals and alcoholic drinks, manage the dormitories, and keep the peace in the canteen. - Innkeepers often use resources from expeditions to create their most exotic dining experience yet. The **clown** is there to keep the chaos in the canteen. We don't know who hired him, but he won't leave. ## Medical ```diff - Chief Medical Officer - Practitioner - Paramedic - Chemist ``` **Paramedics** retrieve people both dead and alive and administer field doctoring if necessary on expeditions. **Practitioners** manage distributing medication in the medbay, healing wounds, and administering surgery when necessary. **Chemists** synthesize medicines using extracted resources and primordial chemicals, create pills and patches for paramedics and practitioners, supply the sleepers ~~and sell drugs to the undership~~. They're often not in their offices, instead out scrounging for any sources of chems they can get, but they're protective of their supplies. - On expeditions, chemists may seek to extract rare chemicals from primordial pools or geysers in order to create rare medicines--or poisons. ## Science ```diff - Research Director - Xenobiologist - Xenoarchaeologist - Hydroponicist - Atmospheric Researcher - Cyberneticist ``` **Xenobiologists** capture exotic creatures, and bend them to the station's will, either for resource extraction, defense, or just plain old fun. Don't get on their bad side. - Xenobiologists primarily make their captures from expeditions. **Xenoarchaeologists** do experiments and study alien technology in order to reproduce it for advanced weapons, machine upgrades, or new tools. - Xenoarchaeologists don't often gather their artifacts themselves, but buy them from logistics after expeditions. **Hydroponicists**, members of Research, manage the plant life on the station, extract new flora from exotic locations, mutate them into new creations and help supply the innkeeper and chemist with resources in exchange for goods. - Hydroponicists often retrieve new plant life and resources from expeditions, especially to jungle planets. **Atmospheric researchers** manage the station's air supply and pipe network, and synthesize rare gases that have useful purposes. They also might have the know-how to make a bomb or two. - On expeditions, atmos researchers may wish to terraform the planets to make them more habitable using their skills, or extract rare gases from the planet's atmosphere. **Cyberneticists** manage the station's computers, create, retool, and study silicon lifeforms, manage and administer body modifications and robotic augmentations, and are the premier experts on hacking and netrunning. ## Engineering ```diff - Chief Engineer - Mechanic - Power Technician ``` **Mechanics** repair the station's hull (landing on a planet isn't always pretty, and you never know when you might crash into a roid), fix and salvage broken machinery, and manage the station's mechs as well as construct new ones. - If the ship's hull isn't secure, landing on a planet or taking off from one might spell doom for the crew. **Power technicians** manage keeping the ship's singularity engine powered, keep maintenance clean, repair wires, ~~and sabotage the powernet~~. If power goes out, it's their fault and it's their job to fix it. Technicians mainly keep power up through the singularity (feeding it junk, materials, and ~~dead bodies~~), but there are other options, such as inefficient backup generators and solar panels. - Landing and taking off takes a lot of power. If the ship runs out of power on a planet, you'll need to find some way to get it back on, or the thrusters won't work. ## Logistics ```diff - Quartermaster - Miner - Warehouse Worker ``` **Miners** generally are the first out on expeditions, salvaging (hehe) ore and other raw resources from the planets and roids encountered. They generally shouldn't be fucked with. **Warehouse workers** carry out the demands of the quartermasters, ~~push crates around aimlessly~~, deliver supplies, and make sure no one steals from the warehouse without losing a few teeth. - On expeditions, the quartermaster and their workers will take anything they can get from the planets they're on--even if it means theft from the people living on it, to make a quick buck for the station, or for themselves. ## Undership ```diff - AI - Silicons - Preacher - Stowaways - Wildcard Roles ``` The Undership is made up of the downtrodden caste--disgraced crewmembers, those that found their way on through bribes or sneaky behavior, and robots. The **AI** is the ghost in the station's computer network, working closely with cyberneticists and barking orders to the silicons. It's often more powerful than the crew gives it credit for. **Silicons** are the robots and mechanical beasts that keep the station running--cyborgs, drones, posibrains, cleanbots, securitrons, and a lot more. They don't love their AI overlord all the time, but it's useful for the silicons to keep it around. The **preacher** is the most devout religious figure on the ship, in an age (in his words) 'plagued by devout Atheism'. Basically everyone hates them, but you're going to want them on your side when fighting a cult, and their religiosity make some nice comfort before a nuclear blast. **Stowaways**, with their characteristic grey jumpsuits, are completely unwanted by the crew. They're likely to be accosted by mercenaries constantly, steal from the crewmembers, break shit in maintenance, and generally be a 'tide' of pain. - Stowaways may choose to make a new life on the planets they encounter, or lifeforms from those planets may choose to become stowaways in search of a new purpose. **Wildcards** are the many fluff roles that don't fit into other categories, and are often very different from others as well as heavily reliant on roleplay and gimmicks. They're not always selectable, and it's random which one you'll get if you select wildcards. Examples include the **lawyer**, **disgraced boxer**, **mime**, and **barber.** Most of these probably won't be implemented at first, but I'll get to them.