# Job Document: Janitor The janitor cleans dirt stains, replaces broken lights and, in general, mantain the general upkeep of the station together with the Engineering department. Many aspects contribute to if the shuttle is called: Antagonists, bombs, etc. One often understated reason is team morale: If the hallway is full of blood, the workstations in the dark due to broken lamps and etc, morale of the crew tanks, making the shuttle much more likely to be called. Due to this the janitorial team together with the engineering and security departments are, mechanicaly, responsible for preventing the need for the shuttle being called. # Goals * 1: Provide an easy and low stress job for new players * 2: Keep the morale of the station up by returning rooms to the status quo. * 3: Slip-and-run when encountering an antagonist * 4: Be able to watch the round narrative without needing to directly intervene # Non-Goals: * 1: Be essential or required for the station to function * 2: Be capable of direct validhunting * 3: Being completely helpless versus antagonists or griefers # Job Sociology *This is the culture of the server around the job. It's not mechanical, but rather, what the players and the admins expect out of a janitor.* * The janitor is not one to intervene or care. To everyone else, the janitor is just there to clean; very few will bat an eye if a janitor walks past a dead body to clean the blood around it. * The janitor is also expected to be on the move. If a janitor idles inside a department for too long it's likely that the department's regulars will ask what they're doing or what they're waiting for; the social expectation is for the janitor to move from department-to-department cleaning. * The entire sociology changes during Garbage Day. # Mythic-narrative Function *The mythic-narrative function is the functions, roles and tropes commonly associated with the job when discussing or telling narratives about what happened in rounds of SS13. May or may not conduct with reality.* * The janitor is the silent observer; always there but never directly affecting the story. * The janitor sometimes does take on a legendary role as a robust, slip-and-fight kind. Often happens on cult rounds due to their increased power there. * Other than that, narratives containing the janitor often boil down to shenaningans related to wet floor tiles. --- Keeping an enviroment clean and organized is a very easy task to do however due to the apparent needlessness of the task no one but the best heads of staff bother doing them. This makes the janitor the perfect job for new players; cleaning is easy and simple (perfect for learning the controls and culture of the game) alongside being a needed and appeciated task, giving the new player satisfaction and a sense of purpouse on the station, feelings they wouldn't get just by playing Assistant. Furthermore, the job gives them an excuse to enter all sorts of rooms in the station, helping the new players learn the layout of the inside of the departments. Do note that the Janitor has relatively robust equipment intended to stave away antagonists that they come across. Slipping is immensely powerful and being immune to it grants a strong combat upside. Two-wielding a broom has damage comparable to a spear and wearing a wet floor sign grants minor protection. These quirks + the janitor being incentivized to beeline to where antagonist action happens (to clean the bloody mess after) means the Janitor is on the cusp of being a validhunting machine. The Janitor is able to slip antagonists and run away (Slip-and-run), giving them a way to deal with antagonists who want to kill a witness or steal their galoshes. The janitor's lack of good offensive option besides the broom means validhunting isn't viable, keeping the job open for new players (and avoiding the need for admin action). Any janitor change that affects combat should keep in mind this balance to not turn the janitor into a valihunting job. There are two other notable functions of the janitor: Garbage Day and Blood Demons. * On Garbage Day the janitor receives a gun. In general this turns the Janitor into a job much more comparable to the Bartender in terms of round presence and sociology however it happens so infrequently (once a year) that there's nothing concrete in terms of sociology for it. * The other notable function of the janitor is its incredibly important role fighting blood demons. In the rare case that a blood demon is on the station how much the janitor did its job suddently becomes a very important variable, as the more blood there is on the station the more mobile and powerful the blood demon is. These two events significantly alter the janitor experience however they happen so rarely and infequently that they do not meaningfully affect the rest of the job's gameplay or sociology. # Alternatives * Engi-Janitor: An argument could be made for making the Janitor a part of the engineering department due to both having a job of keeping the station livable. This change could help encourage the engineering department to go help the station rather than stay at Engineering doing pet projects. However just as likely it is that the Engineers and Atmos Technicians, rather than go fix a bombed medbay, just send the Janitor do it, making the problem worse. Furtermore, this would make Janitor a much worse new player job due to the increased responsibility and duty that would come with this change. * Removing the galoshes' slowdown: The galoshes' slowdown is annoying to the janitor making the play experience worse on top of making it so the janitor takes longer to reach the departments, reducing their ability to effectively clean the station. Removing the slowdown would remove these issues. However, if this were to be implemented galoshes + a bucket of water would be an incredible combat combo, so much so that Sec and antagonists might start harassing the janitor for their galoshes, on top of the Janitor itself being on prime grounds for effective validhunting.