<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://sojourn13.space/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=StarDustFox</id>
	<title>Sojourn - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://sojourn13.space/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=StarDustFox"/>
	<link rel="alternate" type="text/html" href="http://sojourn13.space/wiki/Special:Contributions/StarDustFox"/>
	<updated>2026-04-10T12:14:13Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.42.3</generator>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Timeline&amp;diff=3953</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Timeline&amp;diff=3953"/>
		<updated>2023-03-11T02:14:20Z</updated>

		<summary type="html">&lt;p&gt;StarDustFox: /* 2583 - Opifex */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Where We Begin=&lt;br /&gt;
The history of Earth is vague, up until the set time below. This means real life events and history shouldn&#039;t be referenced ICly unless substantiated by lore. As a general rule, most major events will be referenced in this page.&lt;br /&gt;
&lt;br /&gt;
==2125 - Terraforming Begins==&lt;br /&gt;
Earth begins unifying under the Mars terraforming process. The larger nations across the globe pool resources to complete what they believe will be an extremely profitable venture.&lt;br /&gt;
&lt;br /&gt;
==2131 - Abhuman Adaptation==&lt;br /&gt;
[[Abhuman]] adaption is invented and quickly becomes a commercial success as various groups begin to modify themselves for planned travel off planet once available.&lt;br /&gt;
&lt;br /&gt;
==2139 - New Homeworlds==&lt;br /&gt;
Other planets that are habitable are discovered, abhuman modifications skyrocket to fit the demand of planetary adaptation in other star systems. A slow form of hyper speed is then created, undergoing heavy development in parallel with colony ships being forged to send large population groups to these new star systems.&lt;br /&gt;
&lt;br /&gt;
==2153 - Pending Financial Collapse==&lt;br /&gt;
Earth starts to bankrupt itself on its Mars terraforming project, incurring massive debt that causes hyperinflation and a failing economy.&lt;br /&gt;
&lt;br /&gt;
==2154 - Escape from Sol==&lt;br /&gt;
Massive groups of populations flee to other systems for a new life, abandoning the failing Sol system.&lt;br /&gt;
&lt;br /&gt;
==2275 - Terraforming Complete==&lt;br /&gt;
The Mars terraforming project is completed, but Sol has bankrupted itself. A period of extreme strife follows for the next century with Mars and Earth falling into decline and the tycoons who worked up the debt through the terraforming project seize all material wealth left before fleeing on colony ships to other systems.&lt;br /&gt;
&lt;br /&gt;
==2383 - Bluespace FTL Invented==&lt;br /&gt;
The remaining stable areas of Mars and Earth, seeking to find a way to fix the economic and political stability, invent the bluespace FTL drive. A revolutionary faster than light travel device capable of cutting trips that once would have taken decades to a few weeks.&lt;br /&gt;
&lt;br /&gt;
==2384 - War Preparation==&lt;br /&gt;
Sol begins a propaganda campaign, blaming all their ills on the fleeing colonists, claiming that they stole the wealth that rightfully belonged to them. Over the next three years, the remaining despairing Sol citizens are rallied under a desperate banner to bring peace to their worlds.&lt;br /&gt;
&lt;br /&gt;
==2387 - War Begins==&lt;br /&gt;
Sol begins the unification wars after weaponizing bluespace drives and pooling the last of their resources into a military-industrial complex, mass-producing ships, soldiers, weaponry, and armaments.&lt;br /&gt;
&lt;br /&gt;
==2387-2562 - The Conquering==&lt;br /&gt;
Several centuries of warfare follow, with Sol utterly destroying, annexing, conquering, or forcing all [[abhuman]] and [[human]] empires to join them. The first phase begins with what is commonly called the Twenty-Year Harrowing, where Sol forces refused any surrender or peace terms, utterly devastating and conquering all nearby star systems in a bloody display of military might. This sets the stage for the remaining centuries of conflict, causing many systems to surrender the moment the Sol fleet entered their star space.&lt;br /&gt;
&lt;br /&gt;
After this twenty-year period of intense bloodshed, Sol reins in its devastating methods and begins using the reputation gained and its rapidly growing industry it has developed to quickly recruit potential conquests through more peaceful means.&lt;br /&gt;
&lt;br /&gt;
==2565 - Unified Federation==&lt;br /&gt;
By this time period, all major empires of human or abhuman origin have been absorbed into the Sol Federation. Those remaining were deemed too distant and insignificant to be profitably conquered. With humanity united, Sol begins a fervent expansion into other areas of space by terraforming new planets and seeking more distant areas for colonization. It is at this time that humanity begins to discover intelligent alien life.&lt;br /&gt;
&lt;br /&gt;
==2567 - Mar&#039;qua Alliance==&lt;br /&gt;
With its beginning expansionism, the Sol Federation is contacted by the [[Mar’qua]] sovereignty who had discovered humanity decades ago and had begun learning of them. A peace treaty and defensive contract is set up on mutually agreed upon terms-- Sol leveraging its superior numbers, military, and economy against Mar&#039;qua&#039;s advanced technology in a mutually beneficial agreement. An uneasy peace is now in place as both empires work together, the Federation eager to get its hands on Mar’qua technology while the Sovereignty seeks using the Federation as a cudgel to protect its borders.&lt;br /&gt;
&lt;br /&gt;
==2569 - Greyson Positronics==&lt;br /&gt;
The small corporation known as Greyson Positronics is formed by joint Federation factions interested in pushing the boundaries of robotics, cybernetics, and mechanical augmentation. The company quickly becomes a massive spanning corporation across the universe thanks to open use of artificial intelligence and robots filling a massive portion of the workforce. Many notable inventions begin and end with Greyson and by 2596 this corporation owns enough planets, armaments, and forces to rival a small empire.&lt;br /&gt;
&lt;br /&gt;
==2572 - Akula Colonization==&lt;br /&gt;
Sol discovers the homeworld of the [[Akula]]. Sol quickly began to colonize the planet, supplying weapons to factions that are pro-Sol to easily conquer the planet in three years, making the Akula official SolFed citizens. Introduction of Akula soldiers and shock troopers are added to military offensives, further increasing the might of federation forces.&lt;br /&gt;
&lt;br /&gt;
==2577-2620 - Period of Discovery==&lt;br /&gt;
Many new species are discovered, with notable ones being listed below in order of importance. Smaller, weaker alien empires are slowly absorbed by the ever expanding Sol Federation borders with many joining willingly and some fighting a losing battle, being annexed shortly after.&lt;br /&gt;
&lt;br /&gt;
==2580 - Naramad ==&lt;br /&gt;
The homeworld of the primitive [[Naramad]] are discovered. The leaders of the Naramadi people mistakenly attack the federation ambassadors, believing they are a similar looking native fauna that stole from them. Retaliation is swift and brutal as the Federation declared a defensive war and dispatched Mar’qua forces from the war council to handle the situation, with the stipulation of no orbital bombardment to preserve planetary industry. In a handful of months the planet is brought to its knees and quickly annexed. Its people are conscripted into the Sol military as shock troops and ship-to-ship breaching parties.&lt;br /&gt;
&lt;br /&gt;
==2582 - Sablekyne==&lt;br /&gt;
The existence of the [[Sablekyne]] home-world is entered into the Federation through Oni, LLC. Integration into the federation proves simple and easy, with Sablekyne making up a decent chunk of frontier area military corps, merchants, and freebooters.&lt;br /&gt;
&lt;br /&gt;
==2583 - Opifex==&lt;br /&gt;
[[Opifex]] ships are discovered by the Mar’qua Observatorium, confirming a century long rumor of scavengers who targeted derelict ships, space hulks, and unprotected colonies. Contact is established and the main Opifex scavenger fleets are eased into a non-aggression treaty. Shortly after, Opifex ships begin attacking and raiding enemies of the Sol Federation for unconfirmed reasons.&lt;br /&gt;
&lt;br /&gt;
==2600 - Cht&#039;mant==&lt;br /&gt;
The [[Cht’mant]] are discovered on a planet marked for resource harvesting due to its hostile environment being unfit for human colonization. The Cht’mant are originally mistaken for animals until a hive queen learns to imitate and use English Common. The Soteria Institute, a xenobiological research organization working with the federation at the time deemed the Cht’mant worth study and collected several hive queens and remaining Cht’mants from the planet. After a brief period of study and secondary schooling, the race remaining Cht’mants were released to their own devices.&lt;br /&gt;
&lt;br /&gt;
==2601 - Cindarite==&lt;br /&gt;
The [[Cindarite]] are discovered by rebel pirates in their death world. Federation forces descended on pirates in the sector, capturing or destroying most ships before a well known pirate struck a deal to reveal all of his information and contacts with the Cindarites located below the surface of their death world. Federation forces quickly initiated diplomatic operations and recruited the Cindarite for their highly specialized evolution to toxic living conditions. Many Cindarites became spacers, spending their entire lives on various ships, allowing them to become well known in a short space of time.&lt;br /&gt;
&lt;br /&gt;
==2605 - Kriosan==&lt;br /&gt;
The [[Kriosans]] Empire is discovered by the Federation and quickly annexed to gain access to their valuable anti-orbital weapons platforms, and the governing dictatorship agrees to terms of surrender, if only officially. Rioting was frequent, but quelled quickly by Solar MPs and Kriosan Police.&lt;br /&gt;
&lt;br /&gt;
==2625 - The Second Conquering==&lt;br /&gt;
Sol continues its aggressive expansion, preparing to conquer the small left over empires of abhumans/humans. Rumors and missives are abound that a new unification war is about to begin and those who have resisted Federation control will soon be conquered, annexed, or given a chance to surrender. Many speculate that this new series of wars will spread throughout the galaxy as decades of preparation begins.&lt;br /&gt;
&lt;br /&gt;
==2628 - Greyson Positronics==&lt;br /&gt;
The galaxy-spanning megacorp Greyson Positronics collapses for unknown reasons. All synthetics, artificial intelligence, and robots under the Greyson network go haywire and begin slaughtering any and all nearby organics. Many areas exclusively owned by Greyson quickly become dead worlds that are abandoned and rendered off limits. Greyson industries and colonies were built on hostile or worthless planets for its cost benefit-- as a result, Federation forces decline wasting resources clearing out these areas as there is little gain to be had in doing so. Grayson sites with galaxy-scale strategic value, or built on profitable locations, are destroyed and reclaimed. The remaining organic Greyson employees who escaped the initial conflict formed the Xiang Jiang and quickly become enemies of the Sol Federation upon discovery of using biomorphs.&lt;br /&gt;
&lt;br /&gt;
==2644 - The Colony Forms==&lt;br /&gt;
The Nadezhda Coalition, formed by several disparate factions and fleets of ships, prepare to leave for the distant world known as Amethyn on the edge of the galaxy. Many ships filter in over the year before the final one, the Soteria fleet, crash lands upon the surface after using an experimental inter-star system teleporter. This event marks the last of the largest ships arriving upon the colony, but smaller transport shuttles filter in over the next few years.&lt;br /&gt;
&lt;br /&gt;
==2645 - Bluespace Crash==&lt;br /&gt;
Bluespace as it is understood crashes, completely and utterly rendering all bluespace devices unstable, with long range devices such as teleporters and bluespace drives becoming so unstable using them is assuredly a death wish. Short range devices prove to still function, yet many show signs of instability and formerly unknown bugs that cause new hazards with use. A large splinter faction calling itself the Vorhut launched a rebellion across the Kriosan Empire, re-establishing Castellan rule and Imperial sovereignty at the cost of around half the rebel forces.&lt;br /&gt;
&lt;br /&gt;
==2652 - Present Day==&lt;br /&gt;
The colony is entirely cut off from the rest of the galaxy due to the bluespace crash, with only the nearby [[Kriosan]] Confederacy able to easily communicate with them. Relations and trade agreements are quickly established.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>StarDustFox</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Timeline&amp;diff=3952</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Timeline&amp;diff=3952"/>
		<updated>2023-03-11T02:13:29Z</updated>

		<summary type="html">&lt;p&gt;StarDustFox: /* 2387-2562 - The Conquering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Where We Begin=&lt;br /&gt;
The history of Earth is vague, up until the set time below. This means real life events and history shouldn&#039;t be referenced ICly unless substantiated by lore. As a general rule, most major events will be referenced in this page.&lt;br /&gt;
&lt;br /&gt;
==2125 - Terraforming Begins==&lt;br /&gt;
Earth begins unifying under the Mars terraforming process. The larger nations across the globe pool resources to complete what they believe will be an extremely profitable venture.&lt;br /&gt;
&lt;br /&gt;
==2131 - Abhuman Adaptation==&lt;br /&gt;
[[Abhuman]] adaption is invented and quickly becomes a commercial success as various groups begin to modify themselves for planned travel off planet once available.&lt;br /&gt;
&lt;br /&gt;
==2139 - New Homeworlds==&lt;br /&gt;
Other planets that are habitable are discovered, abhuman modifications skyrocket to fit the demand of planetary adaptation in other star systems. A slow form of hyper speed is then created, undergoing heavy development in parallel with colony ships being forged to send large population groups to these new star systems.&lt;br /&gt;
&lt;br /&gt;
==2153 - Pending Financial Collapse==&lt;br /&gt;
Earth starts to bankrupt itself on its Mars terraforming project, incurring massive debt that causes hyperinflation and a failing economy.&lt;br /&gt;
&lt;br /&gt;
==2154 - Escape from Sol==&lt;br /&gt;
Massive groups of populations flee to other systems for a new life, abandoning the failing Sol system.&lt;br /&gt;
&lt;br /&gt;
==2275 - Terraforming Complete==&lt;br /&gt;
The Mars terraforming project is completed, but Sol has bankrupted itself. A period of extreme strife follows for the next century with Mars and Earth falling into decline and the tycoons who worked up the debt through the terraforming project seize all material wealth left before fleeing on colony ships to other systems.&lt;br /&gt;
&lt;br /&gt;
==2383 - Bluespace FTL Invented==&lt;br /&gt;
The remaining stable areas of Mars and Earth, seeking to find a way to fix the economic and political stability, invent the bluespace FTL drive. A revolutionary faster than light travel device capable of cutting trips that once would have taken decades to a few weeks.&lt;br /&gt;
&lt;br /&gt;
==2384 - War Preparation==&lt;br /&gt;
Sol begins a propaganda campaign, blaming all their ills on the fleeing colonists, claiming that they stole the wealth that rightfully belonged to them. Over the next three years, the remaining despairing Sol citizens are rallied under a desperate banner to bring peace to their worlds.&lt;br /&gt;
&lt;br /&gt;
==2387 - War Begins==&lt;br /&gt;
Sol begins the unification wars after weaponizing bluespace drives and pooling the last of their resources into a military-industrial complex, mass-producing ships, soldiers, weaponry, and armaments.&lt;br /&gt;
&lt;br /&gt;
==2387-2562 - The Conquering==&lt;br /&gt;
Several centuries of warfare follow, with Sol utterly destroying, annexing, conquering, or forcing all [[abhuman]] and [[human]] empires to join them. The first phase begins with what is commonly called the Twenty-Year Harrowing, where Sol forces refused any surrender or peace terms, utterly devastating and conquering all nearby star systems in a bloody display of military might. This sets the stage for the remaining centuries of conflict, causing many systems to surrender the moment the Sol fleet entered their star space.&lt;br /&gt;
&lt;br /&gt;
After this twenty-year period of intense bloodshed, Sol reins in its devastating methods and begins using the reputation gained and its rapidly growing industry it has developed to quickly recruit potential conquests through more peaceful means.&lt;br /&gt;
&lt;br /&gt;
==2565 - Unified Federation==&lt;br /&gt;
By this time period, all major empires of human or abhuman origin have been absorbed into the Sol Federation. Those remaining were deemed too distant and insignificant to be profitably conquered. With humanity united, Sol begins a fervent expansion into other areas of space by terraforming new planets and seeking more distant areas for colonization. It is at this time that humanity begins to discover intelligent alien life.&lt;br /&gt;
&lt;br /&gt;
==2567 - Mar&#039;qua Alliance==&lt;br /&gt;
With its beginning expansionism, the Sol Federation is contacted by the [[Mar’qua]] sovereignty who had discovered humanity decades ago and had begun learning of them. A peace treaty and defensive contract is set up on mutually agreed upon terms-- Sol leveraging its superior numbers, military, and economy against Mar&#039;qua&#039;s advanced technology in a mutually beneficial agreement. An uneasy peace is now in place as both empires work together, the Federation eager to get its hands on Mar’qua technology while the Sovereignty seeks using the Federation as a cudgel to protect its borders.&lt;br /&gt;
&lt;br /&gt;
==2569 - Greyson Positronics==&lt;br /&gt;
The small corporation known as Greyson Positronics is formed by joint Federation factions interested in pushing the boundaries of robotics, cybernetics, and mechanical augmentation. The company quickly becomes a massive spanning corporation across the universe thanks to open use of artificial intelligence and robots filling a massive portion of the workforce. Many notable inventions begin and end with Greyson and by 2596 this corporation owns enough planets, armaments, and forces to rival a small empire.&lt;br /&gt;
&lt;br /&gt;
==2572 - Akula Colonization==&lt;br /&gt;
Sol discovers the homeworld of the [[Akula]]. Sol quickly began to colonize the planet, supplying weapons to factions that are pro-Sol to easily conquer the planet in three years, making the Akula official SolFed citizens. Introduction of Akula soldiers and shock troopers are added to military offensives, further increasing the might of federation forces.&lt;br /&gt;
&lt;br /&gt;
==2577-2620 - Period of Discovery==&lt;br /&gt;
Many new species are discovered, with notable ones being listed below in order of importance. Smaller, weaker alien empires are slowly absorbed by the ever expanding Sol Federation borders with many joining willingly and some fighting a losing battle, being annexed shortly after.&lt;br /&gt;
&lt;br /&gt;
==2580 - Naramad ==&lt;br /&gt;
The homeworld of the primitive [[Naramad]] are discovered. The leaders of the Naramadi people mistakenly attack the federation ambassadors, believing they are a similar looking native fauna that stole from them. Retaliation is swift and brutal as the Federation declared a defensive war and dispatched Mar’qua forces from the war council to handle the situation, with the stipulation of no orbital bombardment to preserve planetary industry. In a handful of months the planet is brought to its knees and quickly annexed. Its people are conscripted into the Sol military as shock troops and ship-to-ship breaching parties.&lt;br /&gt;
&lt;br /&gt;
==2582 - Sablekyne==&lt;br /&gt;
The existence of the [[Sablekyne]] home-world is entered into the Federation through Oni, LLC. Integration into the federation proves simple and easy, with Sablekyne making up a decent chunk of frontier area military corps, merchants, and freebooters.&lt;br /&gt;
&lt;br /&gt;
==2583 - Opifex==&lt;br /&gt;
[[Opifex]] ships are discovered by the Mar’qua Observatorium, confirming a century long rumor of scavengers who targeted derelict ships, space hulks, and unprotected colonies. Contact is established and the main Opifex scavenger fleets are eased into an non-aggression treaty. Shortly after, Opifex ships begin attacking and raiding enemies of the Sol Federation for unconfirmed reasons.&lt;br /&gt;
&lt;br /&gt;
==2600 - Cht&#039;mant==&lt;br /&gt;
The [[Cht’mant]] are discovered on a planet marked for resource harvesting due to its hostile environment being unfit for human colonization. The Cht’mant are originally mistaken for animals until a hive queen learns to imitate and use English Common. The Soteria Institute, a xenobiological research organization working with the federation at the time deemed the Cht’mant worth study and collected several hive queens and remaining Cht’mants from the planet. After a brief period of study and secondary schooling, the race remaining Cht’mants were released to their own devices.&lt;br /&gt;
&lt;br /&gt;
==2601 - Cindarite==&lt;br /&gt;
The [[Cindarite]] are discovered by rebel pirates in their death world. Federation forces descended on pirates in the sector, capturing or destroying most ships before a well known pirate struck a deal to reveal all of his information and contacts with the Cindarites located below the surface of their death world. Federation forces quickly initiated diplomatic operations and recruited the Cindarite for their highly specialized evolution to toxic living conditions. Many Cindarites became spacers, spending their entire lives on various ships, allowing them to become well known in a short space of time.&lt;br /&gt;
&lt;br /&gt;
==2605 - Kriosan==&lt;br /&gt;
The [[Kriosans]] Empire is discovered by the Federation and quickly annexed to gain access to their valuable anti-orbital weapons platforms, and the governing dictatorship agrees to terms of surrender, if only officially. Rioting was frequent, but quelled quickly by Solar MPs and Kriosan Police.&lt;br /&gt;
&lt;br /&gt;
==2625 - The Second Conquering==&lt;br /&gt;
Sol continues its aggressive expansion, preparing to conquer the small left over empires of abhumans/humans. Rumors and missives are abound that a new unification war is about to begin and those who have resisted Federation control will soon be conquered, annexed, or given a chance to surrender. Many speculate that this new series of wars will spread throughout the galaxy as decades of preparation begins.&lt;br /&gt;
&lt;br /&gt;
==2628 - Greyson Positronics==&lt;br /&gt;
The galaxy-spanning megacorp Greyson Positronics collapses for unknown reasons. All synthetics, artificial intelligence, and robots under the Greyson network go haywire and begin slaughtering any and all nearby organics. Many areas exclusively owned by Greyson quickly become dead worlds that are abandoned and rendered off limits. Greyson industries and colonies were built on hostile or worthless planets for its cost benefit-- as a result, Federation forces decline wasting resources clearing out these areas as there is little gain to be had in doing so. Grayson sites with galaxy-scale strategic value, or built on profitable locations, are destroyed and reclaimed. The remaining organic Greyson employees who escaped the initial conflict formed the Xiang Jiang and quickly become enemies of the Sol Federation upon discovery of using biomorphs.&lt;br /&gt;
&lt;br /&gt;
==2644 - The Colony Forms==&lt;br /&gt;
The Nadezhda Coalition, formed by several disparate factions and fleets of ships, prepare to leave for the distant world known as Amethyn on the edge of the galaxy. Many ships filter in over the year before the final one, the Soteria fleet, crash lands upon the surface after using an experimental inter-star system teleporter. This event marks the last of the largest ships arriving upon the colony, but smaller transport shuttles filter in over the next few years.&lt;br /&gt;
&lt;br /&gt;
==2645 - Bluespace Crash==&lt;br /&gt;
Bluespace as it is understood crashes, completely and utterly rendering all bluespace devices unstable, with long range devices such as teleporters and bluespace drives becoming so unstable using them is assuredly a death wish. Short range devices prove to still function, yet many show signs of instability and formerly unknown bugs that cause new hazards with use. A large splinter faction calling itself the Vorhut launched a rebellion across the Kriosan Empire, re-establishing Castellan rule and Imperial sovereignty at the cost of around half the rebel forces.&lt;br /&gt;
&lt;br /&gt;
==2652 - Present Day==&lt;br /&gt;
The colony is entirely cut off from the rest of the galaxy due to the bluespace crash, with only the nearby [[Kriosan]] Confederacy able to easily communicate with them. Relations and trade agreements are quickly established.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>StarDustFox</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Timeline&amp;diff=3951</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Timeline&amp;diff=3951"/>
		<updated>2023-03-11T02:12:28Z</updated>

		<summary type="html">&lt;p&gt;StarDustFox: /* 2387 - War Begins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Where We Begin=&lt;br /&gt;
The history of Earth is vague, up until the set time below. This means real life events and history shouldn&#039;t be referenced ICly unless substantiated by lore. As a general rule, most major events will be referenced in this page.&lt;br /&gt;
&lt;br /&gt;
==2125 - Terraforming Begins==&lt;br /&gt;
Earth begins unifying under the Mars terraforming process. The larger nations across the globe pool resources to complete what they believe will be an extremely profitable venture.&lt;br /&gt;
&lt;br /&gt;
==2131 - Abhuman Adaptation==&lt;br /&gt;
[[Abhuman]] adaption is invented and quickly becomes a commercial success as various groups begin to modify themselves for planned travel off planet once available.&lt;br /&gt;
&lt;br /&gt;
==2139 - New Homeworlds==&lt;br /&gt;
Other planets that are habitable are discovered, abhuman modifications skyrocket to fit the demand of planetary adaptation in other star systems. A slow form of hyper speed is then created, undergoing heavy development in parallel with colony ships being forged to send large population groups to these new star systems.&lt;br /&gt;
&lt;br /&gt;
==2153 - Pending Financial Collapse==&lt;br /&gt;
Earth starts to bankrupt itself on its Mars terraforming project, incurring massive debt that causes hyperinflation and a failing economy.&lt;br /&gt;
&lt;br /&gt;
==2154 - Escape from Sol==&lt;br /&gt;
Massive groups of populations flee to other systems for a new life, abandoning the failing Sol system.&lt;br /&gt;
&lt;br /&gt;
==2275 - Terraforming Complete==&lt;br /&gt;
The Mars terraforming project is completed, but Sol has bankrupted itself. A period of extreme strife follows for the next century with Mars and Earth falling into decline and the tycoons who worked up the debt through the terraforming project seize all material wealth left before fleeing on colony ships to other systems.&lt;br /&gt;
&lt;br /&gt;
==2383 - Bluespace FTL Invented==&lt;br /&gt;
The remaining stable areas of Mars and Earth, seeking to find a way to fix the economic and political stability, invent the bluespace FTL drive. A revolutionary faster than light travel device capable of cutting trips that once would have taken decades to a few weeks.&lt;br /&gt;
&lt;br /&gt;
==2384 - War Preparation==&lt;br /&gt;
Sol begins a propaganda campaign, blaming all their ills on the fleeing colonists, claiming that they stole the wealth that rightfully belonged to them. Over the next three years, the remaining despairing Sol citizens are rallied under a desperate banner to bring peace to their worlds.&lt;br /&gt;
&lt;br /&gt;
==2387 - War Begins==&lt;br /&gt;
Sol begins the unification wars after weaponizing bluespace drives and pooling the last of their resources into a military-industrial complex, mass-producing ships, soldiers, weaponry, and armaments.&lt;br /&gt;
&lt;br /&gt;
==2387-2562 - The Conquering==&lt;br /&gt;
Several centuries of warfare follow, with Sol utterly destroying, annexing, conquering, or forcing all [[abhuman]] and [[human]] empires to join them. The first phase begins with what is commonly called the Twenty-Year Harrowing, where Sol forces refused any surrender or peace terms, utterly devastating and conquering all nearby star systems in a bloody display of military might. This sets the stage for the remaining centuries of conflict, causing many systems to surrender the moment the Sol fleet entered their star space.&lt;br /&gt;
&lt;br /&gt;
After this twenty year period of intense bloodshed, Sol reins in its devastating methods and begins using the reputation gained and its rapidly growing industry it has developed to quickly recruit potential conquests through more peaceful means.&lt;br /&gt;
&lt;br /&gt;
==2565 - Unified Federation==&lt;br /&gt;
By this time period, all major empires of human or abhuman origin have been absorbed into the Sol Federation. Those remaining were deemed too distant and insignificant to be profitably conquered. With humanity united, Sol begins a fervent expansion into other areas of space by terraforming new planets and seeking more distant areas for colonization. It is at this time that humanity begins to discover intelligent alien life.&lt;br /&gt;
&lt;br /&gt;
==2567 - Mar&#039;qua Alliance==&lt;br /&gt;
With its beginning expansionism, the Sol Federation is contacted by the [[Mar’qua]] sovereignty who had discovered humanity decades ago and had begun learning of them. A peace treaty and defensive contract is set up on mutually agreed upon terms-- Sol leveraging its superior numbers, military, and economy against Mar&#039;qua&#039;s advanced technology in a mutually beneficial agreement. An uneasy peace is now in place as both empires work together, the Federation eager to get its hands on Mar’qua technology while the Sovereignty seeks using the Federation as a cudgel to protect its borders.&lt;br /&gt;
&lt;br /&gt;
==2569 - Greyson Positronics==&lt;br /&gt;
The small corporation known as Greyson Positronics is formed by joint Federation factions interested in pushing the boundaries of robotics, cybernetics, and mechanical augmentation. The company quickly becomes a massive spanning corporation across the universe thanks to open use of artificial intelligence and robots filling a massive portion of the workforce. Many notable inventions begin and end with Greyson and by 2596 this corporation owns enough planets, armaments, and forces to rival a small empire.&lt;br /&gt;
&lt;br /&gt;
==2572 - Akula Colonization==&lt;br /&gt;
Sol discovers the homeworld of the [[Akula]]. Sol quickly began to colonize the planet, supplying weapons to factions that are pro-Sol to easily conquer the planet in three years, making the Akula official SolFed citizens. Introduction of Akula soldiers and shock troopers are added to military offensives, further increasing the might of federation forces.&lt;br /&gt;
&lt;br /&gt;
==2577-2620 - Period of Discovery==&lt;br /&gt;
Many new species are discovered, with notable ones being listed below in order of importance. Smaller, weaker alien empires are slowly absorbed by the ever expanding Sol Federation borders with many joining willingly and some fighting a losing battle, being annexed shortly after.&lt;br /&gt;
&lt;br /&gt;
==2580 - Naramad ==&lt;br /&gt;
The homeworld of the primitive [[Naramad]] are discovered. The leaders of the Naramadi people mistakenly attack the federation ambassadors, believing they are a similar looking native fauna that stole from them. Retaliation is swift and brutal as the Federation declared a defensive war and dispatched Mar’qua forces from the war council to handle the situation, with the stipulation of no orbital bombardment to preserve planetary industry. In a handful of months the planet is brought to its knees and quickly annexed. Its people are conscripted into the Sol military as shock troops and ship-to-ship breaching parties.&lt;br /&gt;
&lt;br /&gt;
==2582 - Sablekyne==&lt;br /&gt;
The existence of the [[Sablekyne]] home-world is entered into the Federation through Oni, LLC. Integration into the federation proves simple and easy, with Sablekyne making up a decent chunk of frontier area military corps, merchants, and freebooters.&lt;br /&gt;
&lt;br /&gt;
==2583 - Opifex==&lt;br /&gt;
[[Opifex]] ships are discovered by the Mar’qua Observatorium, confirming a century long rumor of scavengers who targeted derelict ships, space hulks, and unprotected colonies. Contact is established and the main Opifex scavenger fleets are eased into an non-aggression treaty. Shortly after, Opifex ships begin attacking and raiding enemies of the Sol Federation for unconfirmed reasons.&lt;br /&gt;
&lt;br /&gt;
==2600 - Cht&#039;mant==&lt;br /&gt;
The [[Cht’mant]] are discovered on a planet marked for resource harvesting due to its hostile environment being unfit for human colonization. The Cht’mant are originally mistaken for animals until a hive queen learns to imitate and use English Common. The Soteria Institute, a xenobiological research organization working with the federation at the time deemed the Cht’mant worth study and collected several hive queens and remaining Cht’mants from the planet. After a brief period of study and secondary schooling, the race remaining Cht’mants were released to their own devices.&lt;br /&gt;
&lt;br /&gt;
==2601 - Cindarite==&lt;br /&gt;
The [[Cindarite]] are discovered by rebel pirates in their death world. Federation forces descended on pirates in the sector, capturing or destroying most ships before a well known pirate struck a deal to reveal all of his information and contacts with the Cindarites located below the surface of their death world. Federation forces quickly initiated diplomatic operations and recruited the Cindarite for their highly specialized evolution to toxic living conditions. Many Cindarites became spacers, spending their entire lives on various ships, allowing them to become well known in a short space of time.&lt;br /&gt;
&lt;br /&gt;
==2605 - Kriosan==&lt;br /&gt;
The [[Kriosans]] Empire is discovered by the Federation and quickly annexed to gain access to their valuable anti-orbital weapons platforms, and the governing dictatorship agrees to terms of surrender, if only officially. Rioting was frequent, but quelled quickly by Solar MPs and Kriosan Police.&lt;br /&gt;
&lt;br /&gt;
==2625 - The Second Conquering==&lt;br /&gt;
Sol continues its aggressive expansion, preparing to conquer the small left over empires of abhumans/humans. Rumors and missives are abound that a new unification war is about to begin and those who have resisted Federation control will soon be conquered, annexed, or given a chance to surrender. Many speculate that this new series of wars will spread throughout the galaxy as decades of preparation begins.&lt;br /&gt;
&lt;br /&gt;
==2628 - Greyson Positronics==&lt;br /&gt;
The galaxy-spanning megacorp Greyson Positronics collapses for unknown reasons. All synthetics, artificial intelligence, and robots under the Greyson network go haywire and begin slaughtering any and all nearby organics. Many areas exclusively owned by Greyson quickly become dead worlds that are abandoned and rendered off limits. Greyson industries and colonies were built on hostile or worthless planets for its cost benefit-- as a result, Federation forces decline wasting resources clearing out these areas as there is little gain to be had in doing so. Grayson sites with galaxy-scale strategic value, or built on profitable locations, are destroyed and reclaimed. The remaining organic Greyson employees who escaped the initial conflict formed the Xiang Jiang and quickly become enemies of the Sol Federation upon discovery of using biomorphs.&lt;br /&gt;
&lt;br /&gt;
==2644 - The Colony Forms==&lt;br /&gt;
The Nadezhda Coalition, formed by several disparate factions and fleets of ships, prepare to leave for the distant world known as Amethyn on the edge of the galaxy. Many ships filter in over the year before the final one, the Soteria fleet, crash lands upon the surface after using an experimental inter-star system teleporter. This event marks the last of the largest ships arriving upon the colony, but smaller transport shuttles filter in over the next few years.&lt;br /&gt;
&lt;br /&gt;
==2645 - Bluespace Crash==&lt;br /&gt;
Bluespace as it is understood crashes, completely and utterly rendering all bluespace devices unstable, with long range devices such as teleporters and bluespace drives becoming so unstable using them is assuredly a death wish. Short range devices prove to still function, yet many show signs of instability and formerly unknown bugs that cause new hazards with use. A large splinter faction calling itself the Vorhut launched a rebellion across the Kriosan Empire, re-establishing Castellan rule and Imperial sovereignty at the cost of around half the rebel forces.&lt;br /&gt;
&lt;br /&gt;
==2652 - Present Day==&lt;br /&gt;
The colony is entirely cut off from the rest of the galaxy due to the bluespace crash, with only the nearby [[Kriosan]] Confederacy able to easily communicate with them. Relations and trade agreements are quickly established.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>StarDustFox</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Timeline&amp;diff=3950</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Timeline&amp;diff=3950"/>
		<updated>2023-03-11T02:11:22Z</updated>

		<summary type="html">&lt;p&gt;StarDustFox: /* 2275 - Terraforming Complete */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Where We Begin=&lt;br /&gt;
The history of Earth is vague, up until the set time below. This means real life events and history shouldn&#039;t be referenced ICly unless substantiated by lore. As a general rule, most major events will be referenced in this page.&lt;br /&gt;
&lt;br /&gt;
==2125 - Terraforming Begins==&lt;br /&gt;
Earth begins unifying under the Mars terraforming process. The larger nations across the globe pool resources to complete what they believe will be an extremely profitable venture.&lt;br /&gt;
&lt;br /&gt;
==2131 - Abhuman Adaptation==&lt;br /&gt;
[[Abhuman]] adaption is invented and quickly becomes a commercial success as various groups begin to modify themselves for planned travel off planet once available.&lt;br /&gt;
&lt;br /&gt;
==2139 - New Homeworlds==&lt;br /&gt;
Other planets that are habitable are discovered, abhuman modifications skyrocket to fit the demand of planetary adaptation in other star systems. A slow form of hyper speed is then created, undergoing heavy development in parallel with colony ships being forged to send large population groups to these new star systems.&lt;br /&gt;
&lt;br /&gt;
==2153 - Pending Financial Collapse==&lt;br /&gt;
Earth starts to bankrupt itself on its Mars terraforming project, incurring massive debt that causes hyperinflation and a failing economy.&lt;br /&gt;
&lt;br /&gt;
==2154 - Escape from Sol==&lt;br /&gt;
Massive groups of populations flee to other systems for a new life, abandoning the failing Sol system.&lt;br /&gt;
&lt;br /&gt;
==2275 - Terraforming Complete==&lt;br /&gt;
The Mars terraforming project is completed, but Sol has bankrupted itself. A period of extreme strife follows for the next century with Mars and Earth falling into decline and the tycoons who worked up the debt through the terraforming project seize all material wealth left before fleeing on colony ships to other systems.&lt;br /&gt;
&lt;br /&gt;
==2383 - Bluespace FTL Invented==&lt;br /&gt;
The remaining stable areas of Mars and Earth, seeking to find a way to fix the economic and political stability, invent the bluespace FTL drive. A revolutionary faster than light travel device capable of cutting trips that once would have taken decades to a few weeks.&lt;br /&gt;
&lt;br /&gt;
==2384 - War Preparation==&lt;br /&gt;
Sol begins a propaganda campaign, blaming all their ills on the fleeing colonists, claiming that they stole the wealth that rightfully belonged to them. Over the next three years, the remaining despairing Sol citizens are rallied under a desperate banner to bring peace to their worlds.&lt;br /&gt;
&lt;br /&gt;
==2387 - War Begins==&lt;br /&gt;
Sol begins the unification wars after weaponizing bluespace drives and pooling the last of their resources into a military-industrial complex, mass producing ships, soldiers, weaponry, and armaments.&lt;br /&gt;
&lt;br /&gt;
==2387-2562 - The Conquering==&lt;br /&gt;
Several centuries of warfare follow, with Sol utterly destroying, annexing, conquering, or forcing all [[abhuman]] and [[human]] empires to join them. The first phase begins with what is commonly called the Twenty-Year Harrowing, where Sol forces refused any surrender or peace terms, utterly devastating and conquering all nearby star systems in a bloody display of military might. This sets the stage for the remaining centuries of conflict, causing many systems to surrender the moment the Sol fleet entered their star space.&lt;br /&gt;
&lt;br /&gt;
After this twenty year period of intense bloodshed, Sol reins in its devastating methods and begins using the reputation gained and its rapidly growing industry it has developed to quickly recruit potential conquests through more peaceful means.&lt;br /&gt;
&lt;br /&gt;
==2565 - Unified Federation==&lt;br /&gt;
By this time period, all major empires of human or abhuman origin have been absorbed into the Sol Federation. Those remaining were deemed too distant and insignificant to be profitably conquered. With humanity united, Sol begins a fervent expansion into other areas of space by terraforming new planets and seeking more distant areas for colonization. It is at this time that humanity begins to discover intelligent alien life.&lt;br /&gt;
&lt;br /&gt;
==2567 - Mar&#039;qua Alliance==&lt;br /&gt;
With its beginning expansionism, the Sol Federation is contacted by the [[Mar’qua]] sovereignty who had discovered humanity decades ago and had begun learning of them. A peace treaty and defensive contract is set up on mutually agreed upon terms-- Sol leveraging its superior numbers, military, and economy against Mar&#039;qua&#039;s advanced technology in a mutually beneficial agreement. An uneasy peace is now in place as both empires work together, the Federation eager to get its hands on Mar’qua technology while the Sovereignty seeks using the Federation as a cudgel to protect its borders.&lt;br /&gt;
&lt;br /&gt;
==2569 - Greyson Positronics==&lt;br /&gt;
The small corporation known as Greyson Positronics is formed by joint Federation factions interested in pushing the boundaries of robotics, cybernetics, and mechanical augmentation. The company quickly becomes a massive spanning corporation across the universe thanks to open use of artificial intelligence and robots filling a massive portion of the workforce. Many notable inventions begin and end with Greyson and by 2596 this corporation owns enough planets, armaments, and forces to rival a small empire.&lt;br /&gt;
&lt;br /&gt;
==2572 - Akula Colonization==&lt;br /&gt;
Sol discovers the homeworld of the [[Akula]]. Sol quickly began to colonize the planet, supplying weapons to factions that are pro-Sol to easily conquer the planet in three years, making the Akula official SolFed citizens. Introduction of Akula soldiers and shock troopers are added to military offensives, further increasing the might of federation forces.&lt;br /&gt;
&lt;br /&gt;
==2577-2620 - Period of Discovery==&lt;br /&gt;
Many new species are discovered, with notable ones being listed below in order of importance. Smaller, weaker alien empires are slowly absorbed by the ever expanding Sol Federation borders with many joining willingly and some fighting a losing battle, being annexed shortly after.&lt;br /&gt;
&lt;br /&gt;
==2580 - Naramad ==&lt;br /&gt;
The homeworld of the primitive [[Naramad]] are discovered. The leaders of the Naramadi people mistakenly attack the federation ambassadors, believing they are a similar looking native fauna that stole from them. Retaliation is swift and brutal as the Federation declared a defensive war and dispatched Mar’qua forces from the war council to handle the situation, with the stipulation of no orbital bombardment to preserve planetary industry. In a handful of months the planet is brought to its knees and quickly annexed. Its people are conscripted into the Sol military as shock troops and ship-to-ship breaching parties.&lt;br /&gt;
&lt;br /&gt;
==2582 - Sablekyne==&lt;br /&gt;
The existence of the [[Sablekyne]] home-world is entered into the Federation through Oni, LLC. Integration into the federation proves simple and easy, with Sablekyne making up a decent chunk of frontier area military corps, merchants, and freebooters.&lt;br /&gt;
&lt;br /&gt;
==2583 - Opifex==&lt;br /&gt;
[[Opifex]] ships are discovered by the Mar’qua Observatorium, confirming a century long rumor of scavengers who targeted derelict ships, space hulks, and unprotected colonies. Contact is established and the main Opifex scavenger fleets are eased into an non-aggression treaty. Shortly after, Opifex ships begin attacking and raiding enemies of the Sol Federation for unconfirmed reasons.&lt;br /&gt;
&lt;br /&gt;
==2600 - Cht&#039;mant==&lt;br /&gt;
The [[Cht’mant]] are discovered on a planet marked for resource harvesting due to its hostile environment being unfit for human colonization. The Cht’mant are originally mistaken for animals until a hive queen learns to imitate and use English Common. The Soteria Institute, a xenobiological research organization working with the federation at the time deemed the Cht’mant worth study and collected several hive queens and remaining Cht’mants from the planet. After a brief period of study and secondary schooling, the race remaining Cht’mants were released to their own devices.&lt;br /&gt;
&lt;br /&gt;
==2601 - Cindarite==&lt;br /&gt;
The [[Cindarite]] are discovered by rebel pirates in their death world. Federation forces descended on pirates in the sector, capturing or destroying most ships before a well known pirate struck a deal to reveal all of his information and contacts with the Cindarites located below the surface of their death world. Federation forces quickly initiated diplomatic operations and recruited the Cindarite for their highly specialized evolution to toxic living conditions. Many Cindarites became spacers, spending their entire lives on various ships, allowing them to become well known in a short space of time.&lt;br /&gt;
&lt;br /&gt;
==2605 - Kriosan==&lt;br /&gt;
The [[Kriosans]] Empire is discovered by the Federation and quickly annexed to gain access to their valuable anti-orbital weapons platforms, and the governing dictatorship agrees to terms of surrender, if only officially. Rioting was frequent, but quelled quickly by Solar MPs and Kriosan Police.&lt;br /&gt;
&lt;br /&gt;
==2625 - The Second Conquering==&lt;br /&gt;
Sol continues its aggressive expansion, preparing to conquer the small left over empires of abhumans/humans. Rumors and missives are abound that a new unification war is about to begin and those who have resisted Federation control will soon be conquered, annexed, or given a chance to surrender. Many speculate that this new series of wars will spread throughout the galaxy as decades of preparation begins.&lt;br /&gt;
&lt;br /&gt;
==2628 - Greyson Positronics==&lt;br /&gt;
The galaxy-spanning megacorp Greyson Positronics collapses for unknown reasons. All synthetics, artificial intelligence, and robots under the Greyson network go haywire and begin slaughtering any and all nearby organics. Many areas exclusively owned by Greyson quickly become dead worlds that are abandoned and rendered off limits. Greyson industries and colonies were built on hostile or worthless planets for its cost benefit-- as a result, Federation forces decline wasting resources clearing out these areas as there is little gain to be had in doing so. Grayson sites with galaxy-scale strategic value, or built on profitable locations, are destroyed and reclaimed. The remaining organic Greyson employees who escaped the initial conflict formed the Xiang Jiang and quickly become enemies of the Sol Federation upon discovery of using biomorphs.&lt;br /&gt;
&lt;br /&gt;
==2644 - The Colony Forms==&lt;br /&gt;
The Nadezhda Coalition, formed by several disparate factions and fleets of ships, prepare to leave for the distant world known as Amethyn on the edge of the galaxy. Many ships filter in over the year before the final one, the Soteria fleet, crash lands upon the surface after using an experimental inter-star system teleporter. This event marks the last of the largest ships arriving upon the colony, but smaller transport shuttles filter in over the next few years.&lt;br /&gt;
&lt;br /&gt;
==2645 - Bluespace Crash==&lt;br /&gt;
Bluespace as it is understood crashes, completely and utterly rendering all bluespace devices unstable, with long range devices such as teleporters and bluespace drives becoming so unstable using them is assuredly a death wish. Short range devices prove to still function, yet many show signs of instability and formerly unknown bugs that cause new hazards with use. A large splinter faction calling itself the Vorhut launched a rebellion across the Kriosan Empire, re-establishing Castellan rule and Imperial sovereignty at the cost of around half the rebel forces.&lt;br /&gt;
&lt;br /&gt;
==2652 - Present Day==&lt;br /&gt;
The colony is entirely cut off from the rest of the galaxy due to the bluespace crash, with only the nearby [[Kriosan]] Confederacy able to easily communicate with them. Relations and trade agreements are quickly established.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>StarDustFox</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Guild_Adept&amp;diff=3948</id>
		<title>Guild Adept</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Guild_Adept&amp;diff=3948"/>
		<updated>2023-03-11T02:05:37Z</updated>

		<summary type="html">&lt;p&gt;StarDustFox: /* The Nanoforge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated Page|reason = Outdated references to bulletfab + missing information about new guild power sources.}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:white; background-color:#F88109; | Guild Adept&lt;br /&gt;
&amp;quot;Just slap some flex tape on it, problem solved.&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Artificers Guild &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access: &lt;br /&gt;
Engineering, Atmospherics, EVA, Maintenance&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
[[Guild Master]]&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Medium&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Guild Adept&#039;&#039;&#039; you are the man that, when called, fixes a broken light bulb, repairs a door, or, rarely, helps break into a rogue AI&#039;s core. You watch over the engine, ensure the electrical machinery aboard the colony is up and running, and, most of all, repair the colony when it inevitably explodes due to general stupidity.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
You start in engineering with a hard hat, a T-ray scanner, a engineering headset, a guild jumpsuit, tool belt, and an engineering PDA.&lt;br /&gt;
&lt;br /&gt;
Items that are recommended for guild adepts include utility belts, multitools, a welding helmet or goggles, optical meson scanners, and cabling, as well as the hazard vest. You should also get a pair of insulated gloves.&lt;br /&gt;
&lt;br /&gt;
Utility belts allow for the storage of tools and other such items in your belt slot, freeing your hands up. The multitool is a nifty piece of kit, used &amp;lt;s&amp;gt;in the [[hacking]] of doors&amp;lt;/s&amp;gt; for checking the amount of power flowing through wires, and not for any kind of illegal activity what-so-ever. The welding mask is vital to protect your eyes while welding and provides the secondary benefit of protecting from flashes. The optical meson scanner enables you to see station structure and lighting through obstructions so that you always know where you&#039;re going and what&#039;s damaged without having to accidentally walk into a fire or bomb exposed corridor to do it. Cable coils are used while laying new power lines and completing a few constructions; while not always needed, it is best to carry some with you. Hazard vests are bright orange, and it enables an engineer to wear an emergency oxygen tank in the suit storage slot, freeing the belt slot for the utility belt.&lt;br /&gt;
&lt;br /&gt;
It is also recommended that you carry a stack of metal and glass with you in your backpack at all times. This will allow you to respond quickly to any colony damage that may occur. If all the metal and glass is gone, more can be obtained from Lonestar via mining or sales.&lt;br /&gt;
&lt;br /&gt;
== Doing Your Duty ==&lt;br /&gt;
You have a few things you &#039;&#039;&#039;should&#039;&#039;&#039; do, if you don&#039;t want to be robusted, before doing what you want to do. Repairing things is what engineers do, and so is setting the station with power. Without any adepts doing a little work, the colony will shut down.&lt;br /&gt;
&lt;br /&gt;
=== Starting the Engine ===&lt;br /&gt;
This is an extremely important task. Luckily, it is &amp;lt;s&amp;gt;[[Supermatter Engine|very simple]]. Make certain you follow the instructions precisely; an adept who accidentally &#039;&#039;&#039;floods Engineering with plasma&#039;&#039;&#039; is not a popular person.&amp;lt;/s&amp;gt; Absolutely brainless. Fill the diesel generators with fuel, turn them on, and wait for the Hydroelectric Dam to fill up before opening the floodgates.&lt;br /&gt;
&lt;br /&gt;
=== Working the Solars ===&lt;br /&gt;
Read the [[Solars|guide]], make sure you have enough wire and insulated gloves. Best of luck.&lt;br /&gt;
&lt;br /&gt;
=== Fixing the Colony ===&lt;br /&gt;
If there is, indeed, a breach, a broken door, or some other problem you can fix, you can go ahead and do so. See [[Construction]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Power Management ===&lt;br /&gt;
Remember that you can use your ID on the Power Monitoring Computer to remotely controls APCs. In the event that your power sources run dry, it may be worth turning off a few unneeded APCs. It is also a good idea to set up substations, to prevent widespread power cuts if the main source of power is damaged.&lt;br /&gt;
Read the guide for more information.&lt;br /&gt;
&lt;br /&gt;
=== Breaking It Down ===&lt;br /&gt;
When power is flowing nicely, and if nobody&#039;s broken any necessary bits of the colony, you can focus on freeing any useful materials from the plethora of machinery the lower colony sends up to be disposed of, or that can be found in maintenance. For the most part, any broken computer or machine can be popped open with judicious application of a crowbar to get at the delicious parts and components. Junk piles are better left to the [[Salvager]]s.&lt;br /&gt;
&lt;br /&gt;
=== Fabrication and You ===&lt;br /&gt;
Engineering comes with two fabricators: an Industrial Autolathe and the Nanoforge.&lt;br /&gt;
&lt;br /&gt;
The Industrial Autolathe is relatively simple to use. The industrial autolathe requires disks filled with plans for the item you want to print, and can recycle certain items into their base components and chemicals. When a disk runs out of licenses for items, it&#039;s functionally useless, so be careful.&lt;br /&gt;
&lt;br /&gt;
==== The Nanoforge ====&lt;br /&gt;
&lt;br /&gt;
This piece of machinery is an entirely different beast altogether, almost considered an altar to sacrifice useless materials on. At first, it remains inert, nonfunctional to any and all adepts or masters. However, provided with a suitable [[Sanity#Oddities|catalyst]], it will allow you to use it, taking all manner of broken and functional items to molecularly reconfigure into compressed matter to use. This is where the Cube comes in. Since oddities with suitable catalyst power are few and far between, the Cube is considered the best option for empowering the Nanoforge. It does require some exotic materials, so you will have to be quite lucky in breaking down machinery, or purchasing the required components from Lonestar. Refer to your Guild-sponsored [[Crafting|crafting]] recipes, and you should have a very useful item for [[Stats|learning from]] before using it in the Nanoforge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>StarDustFox</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Guild_Adept&amp;diff=3947</id>
		<title>Guild Adept</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Guild_Adept&amp;diff=3947"/>
		<updated>2023-03-11T02:04:41Z</updated>

		<summary type="html">&lt;p&gt;StarDustFox: /* Fabrication and You */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated Page|reason = Outdated references to bulletfab + missing information about new guild power sources.}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:white; background-color:#F88109; | Guild Adept&lt;br /&gt;
&amp;quot;Just slap some flex tape on it, problem solved.&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Artificers Guild &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access: &lt;br /&gt;
Engineering, Atmospherics, EVA, Maintenance&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
[[Guild Master]]&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Medium&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Guild Adept&#039;&#039;&#039; you are the man that, when called, fixes a broken light bulb, repairs a door, or, rarely, helps break into a rogue AI&#039;s core. You watch over the engine, ensure the electrical machinery aboard the colony is up and running, and, most of all, repair the colony when it inevitably explodes due to general stupidity.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
You start in engineering with a hard hat, a T-ray scanner, a engineering headset, a guild jumpsuit, tool belt, and an engineering PDA.&lt;br /&gt;
&lt;br /&gt;
Items that are recommended for guild adepts include utility belts, multitools, a welding helmet or goggles, optical meson scanners, and cabling, as well as the hazard vest. You should also get a pair of insulated gloves.&lt;br /&gt;
&lt;br /&gt;
Utility belts allow for the storage of tools and other such items in your belt slot, freeing your hands up. The multitool is a nifty piece of kit, used &amp;lt;s&amp;gt;in the [[hacking]] of doors&amp;lt;/s&amp;gt; for checking the amount of power flowing through wires, and not for any kind of illegal activity what-so-ever. The welding mask is vital to protect your eyes while welding and provides the secondary benefit of protecting from flashes. The optical meson scanner enables you to see station structure and lighting through obstructions so that you always know where you&#039;re going and what&#039;s damaged without having to accidentally walk into a fire or bomb exposed corridor to do it. Cable coils are used while laying new power lines and completing a few constructions; while not always needed, it is best to carry some with you. Hazard vests are bright orange, and it enables an engineer to wear an emergency oxygen tank in the suit storage slot, freeing the belt slot for the utility belt.&lt;br /&gt;
&lt;br /&gt;
It is also recommended that you carry a stack of metal and glass with you in your backpack at all times. This will allow you to respond quickly to any colony damage that may occur. If all the metal and glass is gone, more can be obtained from Lonestar via mining or sales.&lt;br /&gt;
&lt;br /&gt;
== Doing Your Duty ==&lt;br /&gt;
You have a few things you &#039;&#039;&#039;should&#039;&#039;&#039; do, if you don&#039;t want to be robusted, before doing what you want to do. Repairing things is what engineers do, and so is setting the station with power. Without any adepts doing a little work, the colony will shut down.&lt;br /&gt;
&lt;br /&gt;
=== Starting the Engine ===&lt;br /&gt;
This is an extremely important task. Luckily, it is &amp;lt;s&amp;gt;[[Supermatter Engine|very simple]]. Make certain you follow the instructions precisely; an adept who accidentally &#039;&#039;&#039;floods Engineering with plasma&#039;&#039;&#039; is not a popular person.&amp;lt;/s&amp;gt; Absolutely brainless. Fill the diesel generators with fuel, turn them on, and wait for the Hydroelectric Dam to fill up before opening the floodgates.&lt;br /&gt;
&lt;br /&gt;
=== Working the Solars ===&lt;br /&gt;
Read the [[Solars|guide]], make sure you have enough wire and insulated gloves. Best of luck.&lt;br /&gt;
&lt;br /&gt;
=== Fixing the Colony ===&lt;br /&gt;
If there is, indeed, a breach, a broken door, or some other problem you can fix, you can go ahead and do so. See [[Construction]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Power Management ===&lt;br /&gt;
Remember that you can use your ID on the Power Monitoring Computer to remotely controls APCs. In the event that your power sources run dry, it may be worth turning off a few unneeded APCs. It is also a good idea to set up substations, to prevent widespread power cuts if the main source of power is damaged.&lt;br /&gt;
Read the guide for more information.&lt;br /&gt;
&lt;br /&gt;
=== Breaking It Down ===&lt;br /&gt;
When power is flowing nicely, and if nobody&#039;s broken any necessary bits of the colony, you can focus on freeing any useful materials from the plethora of machinery the lower colony sends up to be disposed of, or that can be found in maintenance. For the most part, any broken computer or machine can be popped open with judicious application of a crowbar to get at the delicious parts and components. Junk piles are better left to the [[Salvager]]s.&lt;br /&gt;
&lt;br /&gt;
=== Fabrication and You ===&lt;br /&gt;
Engineering comes with two fabricators: an Industrial Autolathe and the Nanoforge.&lt;br /&gt;
&lt;br /&gt;
The Industrial Autolathe is relatively simple to use. The industrial autolathe requires disks filled with plans for the item you want to print, and can recycle certain items into their base components and chemicals. When a disk runs out of licenses for items, it&#039;s functionally useless, so be careful.&lt;br /&gt;
&lt;br /&gt;
==== The Nanoforge ====&lt;br /&gt;
&lt;br /&gt;
This piece of machinery is an entirely different beast altogether, almost considered an altar to sacrifice useless materials on. At first it remains inert, nonfunctional to any and all adepts or masters. However, provided with a suitable [[Sanity#Oddities|catalyst]], it will allow you to use it, taking all manner of broken and functional items to molecularly reconfigure into compressed matter to use. This is where the Cube comes in. Since oddities with suitable catalyst power are few and far between, the Cube is considered the best option for empowering the Nanoforge. It does require some exotic materials, so you will have to be quite lucky in breaking down machinery, or purchasing the required components from Lonestar. Refer to your Guild-sponsored [[Crafting|crafting]] recipes, and you should have a very useful item for [[Stats|learning from]] before using it in the Nanoforge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>StarDustFox</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Guild_Adept&amp;diff=3946</id>
		<title>Guild Adept</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Guild_Adept&amp;diff=3946"/>
		<updated>2023-03-11T02:04:04Z</updated>

		<summary type="html">&lt;p&gt;StarDustFox: /* Starting the Engine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated Page|reason = Outdated references to bulletfab + missing information about new guild power sources.}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:white; background-color:#F88109; | Guild Adept&lt;br /&gt;
&amp;quot;Just slap some flex tape on it, problem solved.&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Artificers Guild &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access: &lt;br /&gt;
Engineering, Atmospherics, EVA, Maintenance&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
[[Guild Master]]&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Medium&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Guild Adept&#039;&#039;&#039; you are the man that, when called, fixes a broken light bulb, repairs a door, or, rarely, helps break into a rogue AI&#039;s core. You watch over the engine, ensure the electrical machinery aboard the colony is up and running, and, most of all, repair the colony when it inevitably explodes due to general stupidity.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
You start in engineering with a hard hat, a T-ray scanner, a engineering headset, a guild jumpsuit, tool belt, and an engineering PDA.&lt;br /&gt;
&lt;br /&gt;
Items that are recommended for guild adepts include utility belts, multitools, a welding helmet or goggles, optical meson scanners, and cabling, as well as the hazard vest. You should also get a pair of insulated gloves.&lt;br /&gt;
&lt;br /&gt;
Utility belts allow for the storage of tools and other such items in your belt slot, freeing your hands up. The multitool is a nifty piece of kit, used &amp;lt;s&amp;gt;in the [[hacking]] of doors&amp;lt;/s&amp;gt; for checking the amount of power flowing through wires, and not for any kind of illegal activity what-so-ever. The welding mask is vital to protect your eyes while welding and provides the secondary benefit of protecting from flashes. The optical meson scanner enables you to see station structure and lighting through obstructions so that you always know where you&#039;re going and what&#039;s damaged without having to accidentally walk into a fire or bomb exposed corridor to do it. Cable coils are used while laying new power lines and completing a few constructions; while not always needed, it is best to carry some with you. Hazard vests are bright orange, and it enables an engineer to wear an emergency oxygen tank in the suit storage slot, freeing the belt slot for the utility belt.&lt;br /&gt;
&lt;br /&gt;
It is also recommended that you carry a stack of metal and glass with you in your backpack at all times. This will allow you to respond quickly to any colony damage that may occur. If all the metal and glass is gone, more can be obtained from Lonestar via mining or sales.&lt;br /&gt;
&lt;br /&gt;
== Doing Your Duty ==&lt;br /&gt;
You have a few things you &#039;&#039;&#039;should&#039;&#039;&#039; do, if you don&#039;t want to be robusted, before doing what you want to do. Repairing things is what engineers do, and so is setting the station with power. Without any adepts doing a little work, the colony will shut down.&lt;br /&gt;
&lt;br /&gt;
=== Starting the Engine ===&lt;br /&gt;
This is an extremely important task. Luckily, it is &amp;lt;s&amp;gt;[[Supermatter Engine|very simple]]. Make certain you follow the instructions precisely; an adept who accidentally &#039;&#039;&#039;floods Engineering with plasma&#039;&#039;&#039; is not a popular person.&amp;lt;/s&amp;gt; Absolutely brainless. Fill the diesel generators with fuel, turn them on, and wait for the Hydroelectric Dam to fill up before opening the floodgates.&lt;br /&gt;
&lt;br /&gt;
=== Working the Solars ===&lt;br /&gt;
Read the [[Solars|guide]], make sure you have enough wire and insulated gloves. Best of luck.&lt;br /&gt;
&lt;br /&gt;
=== Fixing the Colony ===&lt;br /&gt;
If there is, indeed, a breach, a broken door, or some other problem you can fix, you can go ahead and do so. See [[Construction]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Power Management ===&lt;br /&gt;
Remember that you can use your ID on the Power Monitoring Computer to remotely controls APCs. In the event that your power sources run dry, it may be worth turning off a few unneeded APCs. It is also a good idea to set up substations, to prevent widespread power cuts if the main source of power is damaged.&lt;br /&gt;
Read the guide for more information.&lt;br /&gt;
&lt;br /&gt;
=== Breaking It Down ===&lt;br /&gt;
When power is flowing nicely, and if nobody&#039;s broken any necessary bits of the colony, you can focus on freeing any useful materials from the plethora of machinery the lower colony sends up to be disposed of, or that can be found in maintenance. For the most part, any broken computer or machine can be popped open with judicious application of a crowbar to get at the delicious parts and components. Junk piles are better left to the [[Salvager]]s.&lt;br /&gt;
&lt;br /&gt;
=== Fabrication and You ===&lt;br /&gt;
Engineering comes with two fabricators: an Industrial Autolathe and the Nanoforge.&lt;br /&gt;
&lt;br /&gt;
The Induatrial Autolathe is relatively simple to use. The industrial autolathe requires disks filled with plans for the item you want to print, and can recycle certain items into their base components and chemicals. When a disk runs out of licenses for items, it&#039;s functionally useless, so be careful.&lt;br /&gt;
&lt;br /&gt;
==== The Nanoforge ====&lt;br /&gt;
&lt;br /&gt;
This piece of machinery is an entirely different beast altogether, almost considered an altar to sacrifice useless materials on. At first it remains inert, nonfunctional to any and all adepts or masters. However, provided with a suitable [[Sanity#Oddities|catalyst]], it will allow you to use it, taking all manner of broken and functional items to molecularly reconfigure into compressed matter to use. This is where the Cube comes in. Since oddities with suitable catalyst power are few and far between, the Cube is considered the best option for empowering the Nanoforge. It does require some exotic materials, so you will have to be quite lucky in breaking down machinery, or purchasing the required components from Lonestar. Refer to your Guild-sponsored [[Crafting|crafting]] recipes, and you should have a very useful item for [[Stats|learning from]] before using it in the Nanoforge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>StarDustFox</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Guild_Adept&amp;diff=3945</id>
		<title>Guild Adept</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Guild_Adept&amp;diff=3945"/>
		<updated>2023-03-11T02:03:19Z</updated>

		<summary type="html">&lt;p&gt;StarDustFox: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated Page|reason = Outdated references to bulletfab + missing information about new guild power sources.}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:white; background-color:#F88109; | Guild Adept&lt;br /&gt;
&amp;quot;Just slap some flex tape on it, problem solved.&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Artificers Guild &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access: &lt;br /&gt;
Engineering, Atmospherics, EVA, Maintenance&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
[[Guild Master]]&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Medium&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Guild Adept&#039;&#039;&#039; you are the man that, when called, fixes a broken light bulb, repairs a door, or, rarely, helps break into a rogue AI&#039;s core. You watch over the engine, ensure the electrical machinery aboard the colony is up and running, and, most of all, repair the colony when it inevitably explodes due to general stupidity.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
You start in engineering with a hard hat, a T-ray scanner, a engineering headset, a guild jumpsuit, tool belt, and an engineering PDA.&lt;br /&gt;
&lt;br /&gt;
Items that are recommended for guild adepts include utility belts, multitools, a welding helmet or goggles, optical meson scanners, and cabling, as well as the hazard vest. You should also get a pair of insulated gloves.&lt;br /&gt;
&lt;br /&gt;
Utility belts allow for the storage of tools and other such items in your belt slot, freeing your hands up. The multitool is a nifty piece of kit, used &amp;lt;s&amp;gt;in the [[hacking]] of doors&amp;lt;/s&amp;gt; for checking the amount of power flowing through wires, and not for any kind of illegal activity what-so-ever. The welding mask is vital to protect your eyes while welding and provides the secondary benefit of protecting from flashes. The optical meson scanner enables you to see station structure and lighting through obstructions so that you always know where you&#039;re going and what&#039;s damaged without having to accidentally walk into a fire or bomb exposed corridor to do it. Cable coils are used while laying new power lines and completing a few constructions; while not always needed, it is best to carry some with you. Hazard vests are bright orange, and it enables an engineer to wear an emergency oxygen tank in the suit storage slot, freeing the belt slot for the utility belt.&lt;br /&gt;
&lt;br /&gt;
It is also recommended that you carry a stack of metal and glass with you in your backpack at all times. This will allow you to respond quickly to any colony damage that may occur. If all the metal and glass is gone, more can be obtained from Lonestar via mining or sales.&lt;br /&gt;
&lt;br /&gt;
== Doing Your Duty ==&lt;br /&gt;
You have a few things you &#039;&#039;&#039;should&#039;&#039;&#039; do, if you don&#039;t want to be robusted, before doing what you want to do. Repairing things is what engineers do, and so is setting the station with power. Without any adepts doing a little work, the colony will shut down.&lt;br /&gt;
&lt;br /&gt;
=== Starting the Engine ===&lt;br /&gt;
This is an extremely important task. Luckily, it is &amp;lt;s&amp;gt;[[Supermatter Engine|very simple]]. Make certain you follow the instructions precisely; an adept who accidentally &#039;&#039;&#039;floods Engineering with plasma&#039;&#039;&#039; is not a popular person.&amp;lt;/s&amp;gt; absolutely brainless. Fill the diesel generators with fuel, turn them on, and wait for the Hydroelectric Dam to fill up before opening the floodgates.&lt;br /&gt;
&lt;br /&gt;
=== Working the Solars ===&lt;br /&gt;
Read the [[Solars|guide]], make sure you have enough wire and insulated gloves. Best of luck.&lt;br /&gt;
&lt;br /&gt;
=== Fixing the Colony ===&lt;br /&gt;
If there is, indeed, a breach, a broken door, or some other problem you can fix, you can go ahead and do so. See [[Construction]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Power Management ===&lt;br /&gt;
Remember that you can use your ID on the Power Monitoring Computer to remotely controls APCs. In the event that your power sources run dry, it may be worth turning off a few unneeded APCs. It is also a good idea to set up substations, to prevent widespread power cuts if the main source of power is damaged.&lt;br /&gt;
Read the guide for more information.&lt;br /&gt;
&lt;br /&gt;
=== Breaking It Down ===&lt;br /&gt;
When power is flowing nicely, and if nobody&#039;s broken any necessary bits of the colony, you can focus on freeing any useful materials from the plethora of machinery the lower colony sends up to be disposed of, or that can be found in maintenance. For the most part, any broken computer or machine can be popped open with judicious application of a crowbar to get at the delicious parts and components. Junk piles are better left to the [[Salvager]]s.&lt;br /&gt;
&lt;br /&gt;
=== Fabrication and You ===&lt;br /&gt;
Engineering comes with two fabricators: an Industrial Autolathe and the Nanoforge.&lt;br /&gt;
&lt;br /&gt;
The Induatrial Autolathe is relatively simple to use. The industrial autolathe requires disks filled with plans for the item you want to print, and can recycle certain items into their base components and chemicals. When a disk runs out of licenses for items, it&#039;s functionally useless, so be careful.&lt;br /&gt;
&lt;br /&gt;
==== The Nanoforge ====&lt;br /&gt;
&lt;br /&gt;
This piece of machinery is an entirely different beast altogether, almost considered an altar to sacrifice useless materials on. At first it remains inert, nonfunctional to any and all adepts or masters. However, provided with a suitable [[Sanity#Oddities|catalyst]], it will allow you to use it, taking all manner of broken and functional items to molecularly reconfigure into compressed matter to use. This is where the Cube comes in. Since oddities with suitable catalyst power are few and far between, the Cube is considered the best option for empowering the Nanoforge. It does require some exotic materials, so you will have to be quite lucky in breaking down machinery, or purchasing the required components from Lonestar. Refer to your Guild-sponsored [[Crafting|crafting]] recipes, and you should have a very useful item for [[Stats|learning from]] before using it in the Nanoforge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>StarDustFox</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Guild_Adept&amp;diff=3940</id>
		<title>Guild Adept</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Guild_Adept&amp;diff=3940"/>
		<updated>2023-03-11T01:56:06Z</updated>

		<summary type="html">&lt;p&gt;StarDustFox: /* Fabrication and You */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated Page|reason = Outdated references to bulletfab + missing information about new guild power sources.}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:white; background-color:#F88109; | Guild Adept&lt;br /&gt;
&amp;quot;Just slap some flex tape on it, problem solved.&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Artificers Guild &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access: &lt;br /&gt;
Engineering, Atmospherics, EVA, Maintenance&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
[[Guild Master]]&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Medium&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Guild Adept&#039;&#039;&#039; you are the man that, when called, fixes a broken light bulb, repairs a door, or, rarely, helps break into a rogue AI&#039;s core. You watch over the engine, ensure the electrical machinery aboard the colony is up and running, and, most of all, repair the colony when it inevitably explodes due to general stupidity.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
You start in engineering with a hard hat, a T-ray scanner, a engineering headset, a guild jumpsuit, tool belt, and an engineering PDA.&lt;br /&gt;
&lt;br /&gt;
Items that are recommended for guild adepts include utility belts, multitools, a welding helmet or goggles, optical meson scanners, and cabling, as well as the hazard vest. You should also get a pair of insulated gloves.&lt;br /&gt;
&lt;br /&gt;
Utility belts allow for the storage of tools and other such items in your belt slot, freeing your hands up. The multitool is a nifty piece of kit, used &amp;lt;s&amp;gt;in the [[hacking]] of doors&amp;lt;/s&amp;gt; for checking the amount of power flowing through wires, and not for any kind of illegal activity what-so-ever. The welding mask is vital to protect your eyes while welding and provides the secondary benefit of protecting from flashes. The optical meson scanner enables you to see station structure and lighting through obstructions so that you always know where you&#039;re going and what&#039;s damaged without having to accidentally walk into a fire or bomb exposed corridor to do it. Cable coils are used while laying new power lines and completing a few constructions; while not always needed, it is best to carry some with you. Hazard vests are bright orange and it enables an engineer to wear an emergency oxygen tank in the suit storage slot, freeing the belt slot for the utility belt.&lt;br /&gt;
&lt;br /&gt;
It is also recommended that you carry a stack of metal and glass with you in your backpack at all times. This will allow you to respond quickly to any colony damage that may occur. If all the metal and glass is gone, more can be obtained from Lonestar via mining or sales.&lt;br /&gt;
&lt;br /&gt;
== Doing Your Duty ==&lt;br /&gt;
You have a few things you &#039;&#039;&#039;should&#039;&#039;&#039; do, if you don&#039;t want to be robusted, before doing what you want to do. Repairing things is what engineers do, and so is setting the station with power. Without any adepts doing a little work, the colony will shut down.&lt;br /&gt;
&lt;br /&gt;
=== Starting the Engine ===&lt;br /&gt;
This is an extremely important task. Luckily, it is &amp;lt;s&amp;gt;[[Supermatter Engine|very simple]]. Make certain you follow the instructions precisely; an adept who accidentally &#039;&#039;&#039;floods Engineering with plasma&#039;&#039;&#039; is not a popular person.&amp;lt;/s&amp;gt; absolutely brainless. Fill the diesel generators with fuel, turn them on, and wait for the Hydroelectric Dam to fill up before opening the floodgates.&lt;br /&gt;
&lt;br /&gt;
=== Working the Solars ===&lt;br /&gt;
Read the [[Solars|guide]], make sure you have enough wire and insulated gloves. Best of luck.&lt;br /&gt;
&lt;br /&gt;
=== Fixing the Colony ===&lt;br /&gt;
If there is, indeed, a breach, a broken door, or some other problem you can fix, you can go ahead and do so. See [[Construction]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Power Management ===&lt;br /&gt;
Remember that you can use your ID on the Power Monitoring Computer to remotely controls APCs. In the event that your power sources run dry, it may be worth turning off a few unneeded APCs. It is also a good idea to set up substations, to prevent widespread power cuts if the main source of power is damaged.&lt;br /&gt;
Read the guide for more information.&lt;br /&gt;
&lt;br /&gt;
=== Breaking It Down ===&lt;br /&gt;
When power is flowing nicely, and if nobody&#039;s broken any necessary bits of the colony, you can focus on freeing any useful materials from the plethora of machinery the lower colony sends up to be disposed of, or that can be found in maintenance. For the most part, any broken computer or machine can be popped open with judicious application of a crowbar to get at the delicious parts and components. Junk piles are better left to the [[Salvager]]s.&lt;br /&gt;
&lt;br /&gt;
=== Fabrication and You ===&lt;br /&gt;
Engineering comes with two fabricators: an Industrial Autolathe and the Nanoforge.&lt;br /&gt;
&lt;br /&gt;
The Induatrial Autolathe is relatively simple to use. The industrial autolathe requires disks filled with plans for the item you want to print, and can recycle certain items into their base components and chemicals. When a disk runs out of licenses for items, it&#039;s functionally useless, so be careful.&lt;br /&gt;
&lt;br /&gt;
==== The Nanoforge ====&lt;br /&gt;
&lt;br /&gt;
This piece of machinery is an entirely different beast altogether, almost considered an altar to sacrifice useless materials on. At first it remains inert, nonfunctional to any and all adepts or masters. However, provided with a suitable [[Sanity#Oddities|catalyst]], it will allow you to use it, taking all manner of broken and functional items to molecularly reconfigure into compressed matter to use. This is where the Cube comes in. Since oddities with suitable catalyst power are few and far between, the Cube is considered the best option for empowering the Nanoforge. It does require some exotic materials, so you will have to be quite lucky in breaking down machinery, or purchasing the required components from Lonestar. Refer to your Guild-sponsored [[Crafting|crafting]] recipes, and you should have a very useful item for [[Stats|learning from]] before using it in the Nanoforge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>StarDustFox</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Supply_Specialist&amp;diff=3935</id>
		<title>Supply Specialist</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Supply_Specialist&amp;diff=3935"/>
		<updated>2023-03-11T01:50:58Z</updated>

		<summary type="html">&lt;p&gt;StarDustFox: /* How to be a Weapons Dealer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:white; background-color:#5766B0; | Supply Specialist.&lt;br /&gt;
&amp;quot;I&#039;m not a packrat, I&#039;m prepared&amp;quot;.&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Marshals&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access:&lt;br /&gt;
Security, Brig, Warden&#039;s Office, Maintenance, EVA &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
Warrant Officer&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Bureaucratically Hard&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;supply specialist&#039;&#039;&#039; is a member of the marshal staff and is responsible for the armory and supplying both the marshals and blackshield. &lt;br /&gt;
&lt;br /&gt;
==Watch Hound==&lt;br /&gt;
Half of your job is to look after the armory; make sure it&#039;s stocked with extra supplies at all times. The other job is outfitting your fellow co-workers with weapons, armor, and ammunition of their reasonable request. When not passing out gear a supply specialist should be ordering or getting new supplies.&lt;br /&gt;
&lt;br /&gt;
If you have no pressing matters at hand, you should be coordinating with your fellow officers over your radio channel, checking cameras when people call for help, and updating arrest records. Your fellow officers will appreciate your help in sending them where they can make a difference. You should also do a roll call every so often, to make sure that all your officers are still alive and well. You have the opportunity to make marshals run like a well-oiled machine.&lt;br /&gt;
&lt;br /&gt;
Also make sure you keep track of what&#039;s in the armory. You start a list of all the equipment currently in the armory and make sure to note down what equipment is loaned out and to whom. Keeping track will better allow you to retrieve your equipment when its no longer needed and to discover who is responsible when equipment goes missing.&lt;br /&gt;
&lt;br /&gt;
Remember to follow [[Guide_to_Security#Standard_Procedure|standard security procedures.]]&lt;br /&gt;
&lt;br /&gt;
== Things to Know ==&lt;br /&gt;
As a supply specialist, you have full control over the entirety of the armory. Other than that, you are on the same level as [[Ranger|everyone else]] [[Officer|in Security]]. You report to the [[Warrant Officer]] just like every other officer.&lt;br /&gt;
&lt;br /&gt;
Have an advanced knowledge of [[Laws|the law]]. There aren&#039;t many people who want to be brigged for no reason, and &#039;&#039;nobody&#039;&#039; wants to be held until transfer without due cause. If necessary, you might even need to release a prisoner for being held unlawfully. Since you are less busy than a standard officer expect to be asked to update records or look over a prisoner after they&#039;ve been sentenced, which while optional, go a long way for your fellow officers if you volunteer for it.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
To help your supplying ways, grab a pair of cuffs (for prisoner transportation) that are in a box in the armory, and a stun baton. You already have a taser and a pair of sunglasses. Several portable flashers are in the armory. These CAN and will be useful in securing the armory during attacks. Make sure no one gets your ID, and you know who the [[Warrant Officer]] is, as you need to defend your equipment from would-be thieves. Nobody other than yourself, the Warrant Officer, and the blackshield commander are allowed into the armory; walking into the armory without authorization is considered trespassing.&lt;br /&gt;
&lt;br /&gt;
===Don&#039;t Sit Around===&lt;br /&gt;
Sitting at your desk is alright, but you should make sure to scan the cell blocks every once in a while to make sure no one is hurt in the cells, or there are any areas of break in. One of your jobs is to protect all of the security from people busting in, or out. A quick sweep every few minutes should be fine, being a supply specialist is a mostly relaxing job, just make sure to stun anyone who is behaving suspiciously in security and hold them till the warrant officer comes. Remember, talk first, disarm second, kill if that&#039;s your only option (it never is).&lt;br /&gt;
&lt;br /&gt;
If you are going to sit around, it may be worthwhile to update the security records for any prisoners. Seriously. Update the security records.&lt;br /&gt;
&lt;br /&gt;
Do remember that you can say custom sentences in encoded speech by ending your sentence with an @. For example, &#039;&#039;My ass hurts from sitting on this stupid fucking chair all shift@&#039;&#039; would appear in game as encoded speech.&lt;br /&gt;
&lt;br /&gt;
==How to be a Weapons Dealer==&lt;br /&gt;
One thing a supply specialist may do is sell weaponry from the armory to colonists, provided they can legally carry and use said weapon. Equipment given to marshal and blackshield members is done so free of charge and on a loan basis as they don&#039;t get to keep them unless they purchase it. For regular crew, you may only loan weapons during code red or delta, otherwise, you can sell a colonist a weapon at prices you determine. Attached to the armory is a small shop where you can give equipment out to your fellow security members and sell firearms to crew, inside the shop are display cases filled with various pistols, holsters, and ammunition. The money earned from this venture should be used to buy more weapons and armor for the armory.&lt;br /&gt;
&lt;br /&gt;
In practice, a supply specialist should sell a few pistols to buy more powerful or interesting rifles from cargo, research, or the prospectors. Additionally, selling weaponry and ammo to the colonists allows them to protect themselves if they leave the colonies safety. But you shouldn&#039;t let being an arms dealer distract you from your primary duties. You also have the right to refuse to sell to anyone for any reason, be it prior crimes or convictions. Be sure to always check someone&#039;s records prior to handing over any powerful guns or munitions. You should also remind anyone who purchases a rifle who is not allowed to openly carry one to return it to a personal locker immediately as carrying it is considered contraband while within the colony walls.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>StarDustFox</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Supply_Specialist&amp;diff=3934</id>
		<title>Supply Specialist</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Supply_Specialist&amp;diff=3934"/>
		<updated>2023-03-11T01:50:27Z</updated>

		<summary type="html">&lt;p&gt;StarDustFox: /* Things to Know */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:white; background-color:#5766B0; | Supply Specialist.&lt;br /&gt;
&amp;quot;I&#039;m not a packrat, I&#039;m prepared&amp;quot;.&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Marshals&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access:&lt;br /&gt;
Security, Brig, Warden&#039;s Office, Maintenance, EVA &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
Warrant Officer&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Bureaucratically Hard&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;supply specialist&#039;&#039;&#039; is a member of the marshal staff and is responsible for the armory and supplying both the marshals and blackshield. &lt;br /&gt;
&lt;br /&gt;
==Watch Hound==&lt;br /&gt;
Half of your job is to look after the armory; make sure it&#039;s stocked with extra supplies at all times. The other job is outfitting your fellow co-workers with weapons, armor, and ammunition of their reasonable request. When not passing out gear a supply specialist should be ordering or getting new supplies.&lt;br /&gt;
&lt;br /&gt;
If you have no pressing matters at hand, you should be coordinating with your fellow officers over your radio channel, checking cameras when people call for help, and updating arrest records. Your fellow officers will appreciate your help in sending them where they can make a difference. You should also do a roll call every so often, to make sure that all your officers are still alive and well. You have the opportunity to make marshals run like a well-oiled machine.&lt;br /&gt;
&lt;br /&gt;
Also make sure you keep track of what&#039;s in the armory. You start a list of all the equipment currently in the armory and make sure to note down what equipment is loaned out and to whom. Keeping track will better allow you to retrieve your equipment when its no longer needed and to discover who is responsible when equipment goes missing.&lt;br /&gt;
&lt;br /&gt;
Remember to follow [[Guide_to_Security#Standard_Procedure|standard security procedures.]]&lt;br /&gt;
&lt;br /&gt;
== Things to Know ==&lt;br /&gt;
As a supply specialist, you have full control over the entirety of the armory. Other than that, you are on the same level as [[Ranger|everyone else]] [[Officer|in Security]]. You report to the [[Warrant Officer]] just like every other officer.&lt;br /&gt;
&lt;br /&gt;
Have an advanced knowledge of [[Laws|the law]]. There aren&#039;t many people who want to be brigged for no reason, and &#039;&#039;nobody&#039;&#039; wants to be held until transfer without due cause. If necessary, you might even need to release a prisoner for being held unlawfully. Since you are less busy than a standard officer expect to be asked to update records or look over a prisoner after they&#039;ve been sentenced, which while optional, go a long way for your fellow officers if you volunteer for it.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
To help your supplying ways, grab a pair of cuffs (for prisoner transportation) that are in a box in the armory, and a stun baton. You already have a taser and a pair of sunglasses. Several portable flashers are in the armory. These CAN and will be useful in securing the armory during attacks. Make sure no one gets your ID, and you know who the [[Warrant Officer]] is, as you need to defend your equipment from would-be thieves. Nobody other than yourself, the Warrant Officer, and the blackshield commander are allowed into the armory; walking into the armory without authorization is considered trespassing.&lt;br /&gt;
&lt;br /&gt;
===Don&#039;t Sit Around===&lt;br /&gt;
Sitting at your desk is alright, but you should make sure to scan the cell blocks every once in a while to make sure no one is hurt in the cells, or there are any areas of break in. One of your jobs is to protect all of the security from people busting in, or out. A quick sweep every few minutes should be fine, being a supply specialist is a mostly relaxing job, just make sure to stun anyone who is behaving suspiciously in security and hold them till the warrant officer comes. Remember, talk first, disarm second, kill if that&#039;s your only option (it never is).&lt;br /&gt;
&lt;br /&gt;
If you are going to sit around, it may be worthwhile to update the security records for any prisoners. Seriously. Update the security records.&lt;br /&gt;
&lt;br /&gt;
Do remember that you can say custom sentences in encoded speech by ending your sentence with an @. For example, &#039;&#039;My ass hurts from sitting on this stupid fucking chair all shift@&#039;&#039; would appear in game as encoded speech.&lt;br /&gt;
&lt;br /&gt;
==How to be a Weapons Dealer==&lt;br /&gt;
One thing a supply specialist may do is sell weaponry from the armory to colonists, provided they can legally carry and use said weapon. Equipment given to marshal and blackshield members is done so free of charge and on a loan basis as they don&#039;t get to keep them unless they purchase it. For regular crew, you may only loan weapons during code red or delta, otherwise, you can sell a colonist a weapon at prices you determine. Attached to the armory is a small shop where you can give equipment out to your fellow security members and sell firearms to crew, inside the shop are display cases filled with various pistols, holsters, and ammunition. The money earned from this venture should be used to buy more weapons and armor for the armory.&lt;br /&gt;
&lt;br /&gt;
In practice, a supply specialist should sell a few pistols to buy more powerful or interesting rifles from cargo, research, or the prospectors. Additionally, selling weaponry and ammo to the colonists allows them to protect themselves if they leave the colonies safety. But you shouldn&#039;t let being an arms dealer distract you from your primary duties. You also have the right to refuse to sell to anyone for any reason, be it prior crimes or convictions. Be sure to always check someones records prior to handing over any powerful guns or munitions. You should also remind anyone who purchases a rifle who is not allowed to openly carry one to return it to a personal locker immediately as carrying it is considered contraband while within the colony walls.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>StarDustFox</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Supply_Specialist&amp;diff=3933</id>
		<title>Supply Specialist</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Supply_Specialist&amp;diff=3933"/>
		<updated>2023-03-11T01:48:48Z</updated>

		<summary type="html">&lt;p&gt;StarDustFox: /* Watch Hound */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:white; background-color:#5766B0; | Supply Specialist.&lt;br /&gt;
&amp;quot;I&#039;m not a packrat, I&#039;m prepared&amp;quot;.&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Marshals&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access:&lt;br /&gt;
Security, Brig, Warden&#039;s Office, Maintenance, EVA &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
Warrant Officer&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Bureaucratically Hard&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;supply specialist&#039;&#039;&#039; is a member of the marshal staff and is responsible for the armory and supplying both the marshals and blackshield. &lt;br /&gt;
&lt;br /&gt;
==Watch Hound==&lt;br /&gt;
Half of your job is to look after the armory; make sure it&#039;s stocked with extra supplies at all times. The other job is outfitting your fellow co-workers with weapons, armor, and ammunition of their reasonable request. When not passing out gear a supply specialist should be ordering or getting new supplies.&lt;br /&gt;
&lt;br /&gt;
If you have no pressing matters at hand, you should be coordinating with your fellow officers over your radio channel, checking cameras when people call for help, and updating arrest records. Your fellow officers will appreciate your help in sending them where they can make a difference. You should also do a roll call every so often, to make sure that all your officers are still alive and well. You have the opportunity to make marshals run like a well-oiled machine.&lt;br /&gt;
&lt;br /&gt;
Also make sure you keep track of what&#039;s in the armory. You start a list of all the equipment currently in the armory and make sure to note down what equipment is loaned out and to whom. Keeping track will better allow you to retrieve your equipment when its no longer needed and to discover who is responsible when equipment goes missing.&lt;br /&gt;
&lt;br /&gt;
Remember to follow [[Guide_to_Security#Standard_Procedure|standard security procedures.]]&lt;br /&gt;
&lt;br /&gt;
== Things to Know ==&lt;br /&gt;
As a supply specialist, you have full control over the entirety of the armory. Other than that, you are on the same level as [[Ranger|everyone else]] [[Officer|in Security]]. You report to the [[Warrant Officer]] just like every other officer.&lt;br /&gt;
&lt;br /&gt;
Have an advanced knowledge of [[Laws|the law]]. There aren&#039;t many people who want to be brigged for no reason, and &#039;&#039;nobody&#039;&#039; wants to be held until transfer without due cause. If necessary, you might even need to release a prisoner for being held unlawfully. Since you are less busy than a standard officer expect to be asked to update records or look over a prisoner after they&#039;ve been sentenced, which while optional, go a long way for your fellow officers if you volunteer for it.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
To help your supplying ways, grab a pair of cuffs (for prisoner transportation) that are in a box in the armory, and a stun baton. You already have a taser and a pair of sunglasses. Several portable flashers are in the armoury. These CAN and will be useful in securing the armory during attacks. Make sure no one gets your ID, and you know who the [[Warrant Officer]] is, as you need to defend your equipment from would-be thieves. Nobody other than yourself, the Warrant Officer, and the blackshield commander are allowed into the armory; walking into the armory without authorization is considered trespassing.&lt;br /&gt;
&lt;br /&gt;
===Don&#039;t Sit Around===&lt;br /&gt;
Sitting at your desk is alright, but you should make sure to scan the cell blocks every once in a while to make sure no one is hurt in the cells, or there are any areas of break in. One of your jobs is to protect all of security from people busting in, or out. A quick sweep every few minutes should be fine, being a supply specialist is a mostly relaxing job, just make sure to stun anyone who is behaving suspiciously in security and hold them till the warrant officer comes. Remember, talk first, disarm second, kill if that&#039;s your only option (it never is).&lt;br /&gt;
&lt;br /&gt;
If you are going to sit around, it may be worthwhile to update the security records for any prisoners. Seriously. Update the security records.&lt;br /&gt;
&lt;br /&gt;
Do remember that you can say custom sentences in encoded speech by ending your sentence with an @. For example, &#039;&#039;My ass hurts from sitting on this stupid fucking chair all shift@&#039;&#039; would appear in game as encoded speech.&lt;br /&gt;
&lt;br /&gt;
==How to be a Weapons Dealer==&lt;br /&gt;
One thing a supply specialist may do is sell weaponry from the armory to colonists, provided they can legally carry and use said weapon. Equipment given to marshal and blackshield members is done so free of charge and on a loan basis as they don&#039;t get to keep them unless they purchase it. For regular crew, you may only loan weapons during code red or delta, otherwise, you can sell a colonist a weapon at prices you determine. Attached to the armory is a small shop where you can give equipment out to your fellow security members and sell firearms to crew, inside the shop are display cases filled with various pistols, holsters, and ammunition. The money earned from this venture should be used to buy more weapons and armor for the armory.&lt;br /&gt;
&lt;br /&gt;
In practice, a supply specialist should sell a few pistols to buy more powerful or interesting rifles from cargo, research, or the prospectors. Additionally, selling weaponry and ammo to the colonists allows them to protect themselves if they leave the colonies safety. But you shouldn&#039;t let being an arms dealer distract you from your primary duties. You also have the right to refuse to sell to anyone for any reason, be it prior crimes or convictions. Be sure to always check someones records prior to handing over any powerful guns or munitions. You should also remind anyone who purchases a rifle who is not allowed to openly carry one to return it to a personal locker immediately as carrying it is considered contraband while within the colony walls.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>StarDustFox</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Jobs&amp;diff=3929</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Jobs&amp;diff=3929"/>
		<updated>2023-03-11T01:44:26Z</updated>

		<summary type="html">&lt;p&gt;StarDustFox: /* Non-Colony */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;noprint&amp;quot; style=&amp;quot;background-color:#FAFAFA; position:fixed; bottom:2%; left:0.25%; padding:0; margin:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Your &#039;&#039;&#039;Job&#039;&#039;&#039; is what you are assigned to do. It defines what equipment you start with, your ID card access, and what you&#039;re actually supposed to be doing.&lt;br /&gt;
&lt;br /&gt;
Some useful links:&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Tips]]&lt;br /&gt;
* [[Job Selection and Assignment]]&lt;br /&gt;
* [[Identifying Antagonists]]&lt;br /&gt;
* [[Faxes]]&lt;br /&gt;
&lt;br /&gt;
You should also read up about [[Laws]], so you know your rights, and [[Standard Operating Procedure]] so you know what you should usually do.&lt;br /&gt;
&lt;br /&gt;
Due to the colony&#039;s open recruitment principle, you might encounter some interesting new [[Core Species|Species]] working alongside you.&lt;br /&gt;
== Command ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:premier.png|64px|link=Premier]]&amp;lt;br&amp;gt;[[Premier]]&lt;br /&gt;
|The premier is a volunteer position each shift usually picked from an existing head of staff, though anyone may be chosen. They are the only person on station capable of changing someone&#039;s access to a new department. Premiers arbitrate disputes between departments, represent those arrested by the marshals, and are capable of vetoing any decision by the council. In addition, the premier acts as internal affairs agent and lawyer to ensure all legislative functions are fulfilled, such as payroll, and to safeguard against high crimes like embezzlement or fraud.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:steward.png|64px|link=Steward]]&amp;lt;br&amp;gt;[[Steward]]&lt;br /&gt;
|You support the council and ensure they can function as efficiently as possible. Stewards are given a special rig suit and weaponry and are expected to listen to the premier as well as provide counsel when asked. Stewards answer to nobody except the premier himself, though they are expected to ensure to premier is acting appropriately at all times. Otherwise, they serve the council at large, and lastly the colonists themselves that may need help with paperwork.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Blackshield ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffeaea;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:militiacommander.png|64px|link=Blackshield Commander]]&amp;lt;br&amp;gt;[[Blackshield Commander]]&lt;br /&gt;
|The Blackshield commander is the first line of defense in the colony. They function as the leader during times of crisis and are expected to command and lead all Blackshield members into battle. Blackshield commanders are expected to lead from the front lines and fight alongside their men while directing them in the colony&#039;s defense.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:sergfinal.png|64px|link=Sergeant]]&amp;lt;br&amp;gt;[[Sergeant]]&lt;br /&gt;
|Sergeants are trained drill instructors and senior operatives who perform duties similar to the Blackshield commander but in a less official capacity. They are expected to maintain order in the ranks and ensure both the Blackshield and marshals are acting in ways befitting security team members. Otherwise, a sergeant is the Blackshield commanders right-hand man and de-facto leader if the commander is missing or down.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:corpsman.png|64px|link=Corpsman]]&amp;lt;br&amp;gt;[[Corpsman]]&lt;br /&gt;
|Corpsmen are trained field medics and surgeons who perform triage in or around the heat of battle. They are expected to prioritize removing the wounding and patching them up or if not possible taking them to medbay. Unlike a standard paramedic, a corpsmen is expected to be armed and provide fire support when not healing.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:blacktrooper.png|64px|link=Trooper]]&amp;lt;br&amp;gt;[[Trooper]]&lt;br /&gt;
|The colonies rank and file grunts. The trooper is the first in and last out of every code red or greater scenario. When not in active conflict troopers are expected to patrol the exterior of the colony and when requested provide fire support to the prospectors and marshals. In addition, they may be assigned to guard or protect specific assets such as locations or colonists.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffeaea;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:warrantofficer.png|64px|link=Warrant Officer]]&amp;lt;br&amp;gt;[[Warrant Officer]]&lt;br /&gt;
|The warrant officer is the one expected to sign and fill out all the paperwork for arrest warrants, search warrants, or permits. They also provide support, communication, and direction for marshal operatives as they conduct their day-to-day business. The warrant officer is expected to know the law and standard operating procedure to the letter and acts as the final say criminal convictions.&lt;br /&gt;
!Soul Crushing&lt;br /&gt;
|-&lt;br /&gt;
![[File:supplyspecialist.png|64px|link=Supply Specialist]]&amp;lt;br&amp;gt;[[Supply Specialist]]&lt;br /&gt;
|The supply specialist is the full authority over the colony&#039;s armory, with only the warrant officer and council above them, they supply the marshals and blackshield with everything they need from ammunition both lethal and non-lethal, batteries, medical supplies, and crime scene kits.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ranger.png|64px|link=Ranger]]&amp;lt;br&amp;gt;[[Ranger]]&lt;br /&gt;
|The rangers act as investigators both within and outside the colony and are expected to interview suspects, find evidence, and create solve mysteries or cases. Unlike a standard officer a ranger can freely come and go from the colony and is expected to be more self-reliant.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:marshalofficer.png|64px|link=Officer]]&amp;lt;br&amp;gt;[[Officer]]&lt;br /&gt;
|The officer is the colonies police force and act as such. They perform arrests, secure locations for the public good, and generally keep the peace. Officers are expected to be good at deescalation and settling matters in the most optimal way. When words fail, they are expected to use non-lethal methods to ensure public safety.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#FFFFDD;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:guildmaster.png|64px|link=Guild Master]]&amp;lt;br&amp;gt;[[Guild Master]]&lt;br /&gt;
|The guild master is the sole authority on colony modifications. They are expected to assign tasks to their adepts and keep things organized and running smoothly. In addition to setting up the power the guild master should ensure atmospherics and the colony&#039;s integrity is kept in peak condition.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:guildadept.png|64px|link=Guild Adept]]&amp;lt;br&amp;gt;[[Guild Adept]]&lt;br /&gt;
|Guild adepts are assigned the role of keeping the colony running smoothly. They should coordinate with the guild master or with each other to assign tasks and ensure the colony&#039;s integrity is kept. In addition to maintaining atmospherics and general colony property, guild adepts are responsible for ensuring a safe work environment.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping Solutions ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#FFFFDD;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:ceo.png|64px|link=Chief Executive Officer]]&amp;lt;br&amp;gt;[[Chief Executive Officer]]&lt;br /&gt;
|The chief executive officer is responsible for most of the supply and service departments in the colony. They should organize each of their individual departments to work together to make as much profit as possible. The CEO should coordinate between each department, so cargo supplies the kitchen with what it needs and mining gives cargo the material it needs for the right amount of points. He should also advise prices and potential sales, including buying items from crew and prospectors.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:cargotech.png|64px|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|The cargo techs handle all imports and exports to the cargo warehouse through the elevator ordering console. They are tasked with loading and unloading crates, properly packaging exports, and delivering imports to the correct buyer. In addition, cargo techs may set the prices for items they both sell and purchase to make a tidy profit.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:miner.png|64px|link=Lonestar Miner]]&amp;lt;br&amp;gt;[[Lonestar Miner]]&lt;br /&gt;
|The lonestar miner is one of the most dangerous civilian jobs, tasked with going deep underground to mine precious ores for that they then smelt into usable material to give to cargo for sale. Lonestar miners are also given weaponry to combat potentially hostile wildlife they may encounter.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:bartending.png|64px|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|The bartender serves drinks to the colonists be they alcoholic or other. The bartender is expected to keep the bar pleasant, clean, and accessible for all patrons to relax in. In addition to mixing complex drinks the bartender should work hand in hand with the chef and botanist to have a wide variety of choices for sale.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:gardening.png|64px|link=Botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|The botanist grows produce specifically for the kitchen and bar for food and drinks. In addition, botanist are capable of growing any variety of plant they wish to sell to individual crew members, provided it isn&#039;t contraband. Botanist may also coordinate with scientist to increase the yield and growth speed of various crops.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:servng.png|64px|link=Chef]]&amp;lt;br&amp;gt;[[Chef]]&lt;br /&gt;
|The chef is expected to cook a variety of meals using whatever produce and food the botanist or cargo brings them. The chef is expected to sell a variety of meals to patrons and make a profit doing so. The chefs may also task colony members with bringing them meat, either by order of cargo or buying hunted animals.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:cleaning.png|64px|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|The janitor&#039;s primary job is to keep the station clean by mopping floors and cleaning up departments. This primarily involves cleaning up after crew members who track oil from maintenance, the occasional roach infestation, or the cleaning of cobwebs (and sometimes giant spiders). Due to vermin extermination being a dangerous task at times, janitors are given use of traps, armor, and weaponry of their choice.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:actor.png|64px|link=Actor]]&amp;lt;br&amp;gt;[[Actor]]&lt;br /&gt;
|The actor&#039;s primary job is to assume a role using various costumes and other items to provide entertainment to the crew. This includes dressing up as a clown or mime, holding a stand-up comedy routine to tell jokes, or creating community events such as art exhibits or dinners. The limit is only a person&#039;s imagination.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Prospectors ==&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:foreman.png|64px|link=Foreman]]&amp;lt;br&amp;gt;[[Foreman]]&lt;br /&gt;
|The Foreman is the boss of the prospector team and acts as the leader during outings. Foremen have a wide variety of skills and are expected to fill in or assist their subordinates when needed should it be for medical, combat, or salvage reasons. The foreman also has the final say on looting rights for who gets what salvage, in addition to what can and can&#039;t be sold to other colonists.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:prospector.png|64px|link=Prospector]]&amp;lt;br&amp;gt;[[Prospector]]&lt;br /&gt;
|The prospectors are the brawn of the expedition and are equally capable in melee or range combat. Prospectors are expected to focus primarily on combat and use their abilities to slay various creatures and threats that the expedition encounters.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Salvager.png|64px|link=Salvager]]&amp;lt;br&amp;gt;[[Salvager]]&lt;br /&gt;
|The salvagers are the brains of the expedition team capable of providing both technical and medical support. Their primary focus is healing the prospectors as they become injured and recovering any valuable loot. This often includes using tools to take apart broken down machines or shoveling through refuse piles in search of something of value.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soteria Medical Division ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#c3dfe0;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:cbo.png|64px|link=Chief Biolab Officer]]&amp;lt;br&amp;gt;[[Chief Biolab Overseer]]&lt;br /&gt;
|The chief biolab overseer is the sole authority of the soteria medical division and has the final say in medical treatment matters and medical concerns. The biolab overseer is expected to know every aspect of his department and capable of fulfilling any role at any given time as needed. However, they can and should delegate tasks to their staff and ensure everyone is fulfilling their role properly.&lt;br /&gt;
!Underappreciated&lt;br /&gt;
|-&lt;br /&gt;
![[File:meddoc.png|64px|link=Medical Doctor]]&amp;lt;br&amp;gt;[[Medical Doctor]]&lt;br /&gt;
|Medical doctors are expected to be on call to diagnose and treat patients that arrive in the medical bay. Medical doctors are expected to know how to work and set up cryo, perform surgery, and what chemicals to use to cure specific conditions. Medical should also know how to make the four basic healing chemicals and should know enough about psychology to determine if someone is mentally unwell and should be verified.&lt;br /&gt;
!Tiresome&lt;br /&gt;
|-&lt;br /&gt;
![[File:chemmy.png|64px|link=Lifeline Technician]]&amp;lt;br&amp;gt;[[Lifeline Technician]]&lt;br /&gt;
|Lifeline Technicians are the guards of medical and act as the right-hand man of the Chief Biolab Officer. Their primary duty is to ensure unneeded personnel are removed from medical, nothing is stolen or taken, and any outbreaks within Medical or Science are contained. The Lifeline Technician is also expected to act as an armed paramedic, aiding medical doctors in treating patients and in retrieving the injured. Unlike other medical jobs, Lifeline Technicians are given standard weapons and equipment to use in dealing with unruly people.&lt;br /&gt;
!Monotonous&lt;br /&gt;
|-&lt;br /&gt;
![[File:psych.png|64px|link=Psychologist]]&amp;lt;br&amp;gt;[[Psychologist]]&lt;br /&gt;
|A psychologist is a complex role that is used to determine if a crew member is sane enough for active duty or not. A psychologist is expected to listen to and give advice to general crew members and see dangerous individuals whose behavior has become erratic.&lt;br /&gt;
!Mind Bending&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:cro.png|64px|link=Chief Research Overseer]]&amp;lt;br&amp;gt;[[Chief Research Overseer]]&lt;br /&gt;
|The chief research overseer handles the science portion of the soteria. They are expected to have a healthy knowledge of all areas of their department from genetics to robotics and should ensure that research is done every shift. The CRO is also responsible for approving and denying experimental procedures and tests such as plasma tests, weapons testing, or genetics research on humanoids. &lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:sciency.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Scientist are the main driving force of the research department and may work on a variety of tasks on any given shift from anomaly research to xenobiology. Scientists are expected to follow safe procedure when conducting themselves and shouldn&#039;t take unnecessary risks without the proper paperwork filed and stamped.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:robotech.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Roboticist]]&lt;br /&gt;
|Robotics is the busiest department in research and sees the most interaction with general crew. Roboticist build, upgrade, and repair all colony-bound cyborgs and offer cybernetic implantation or replacement to organic crew. Roboticist should know the ins and outs of their assigned tasks dealing with cyborgs and be capable of surgery to graft cybernetic limbs.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Church of the Absolute ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#D8BFD8;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Prime.png|64px|link=Prime]]&amp;lt;br&amp;gt;[[Prime]]&lt;br /&gt;
|The prime is the spiritual head of the church and has the most authority and power to direct the vectors and recruit new converts. The prime should give various tasks to his vectors and seek new converts by hosting events or mingling with the crew. The prime may also be called upon to bury the dead in case someone is permanently slain. The prime should also ensure the biogenerator is fueled at all times.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Vector.png|64px|link=Vector]]&amp;lt;br&amp;gt;[[Vector]]&lt;br /&gt;
|The vectors are the acolytes of the church and handle much of the general labors of the faith such as collecting biomatter for the generator, tending to the church garden, and whatever tasks the prime has assigned. Vectors are also expected to mingle with the general colony and recruit converts whenever possible.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-Colony ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#8b8c8f;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:huntmaster.png|64px|link=Huntmaster]]&amp;lt;br&amp;gt;[[Huntmaster]]&lt;br /&gt;
| The Huntmaster leads the lodge as the matriarchs right hand. They&#039;re required to be a diplomat, leader and teacher all in one. The hunters expect you to show them the way, lead the hunt and make trades with the local colony. Only the matriarch outweighs your authority, so this role comes with more power than the average head of staff but also much more responsibility. Take this path with caution.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:hunter.png|64px|link=Hunter]]&amp;lt;br&amp;gt;[[Hunter]]&lt;br /&gt;
| The hunter is main force of the hunters.  Filled the ranks with both new and experienced individuals, they are equipped to hunt the beasts of the land. The reasons why one becomes a hunter is uncertain, but the skills gained and the prestige of being part of the vanguard that protects the innocent folk may be enough.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:assistant.png|64px|link=Outsider]]&amp;lt;br&amp;gt;[[Outsider]]&lt;br /&gt;
| Some random smhuck who has the misfortune of being on the planet. Maybe you&#039;re a stranded pirate, maybe an exiled colonist, or a crazy exile from the colony with a vendetta. Just who are you?&lt;br /&gt;
!Impossible&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Station-Bound ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#D8BFD8;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:ainew.gif|link=AI]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
|The artificial intelligence essentially &#039;&#039;is&#039;&#039; the colony and functions as an all seeing eye capable of manipulating most machines and working as a communicator. The AI also speaks with and communicates with the station bound synthetics and may give them orders as needed. While the AI is instructed to follow any orders from a colonist it is ultimately loyal only to the chief research overseer and chief biolab overseer.&lt;br /&gt;
!Extremely Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Station bound cyborgs and robots are machines capable of manipulating the station much like the AI and function as a more direct but far less broad means of aiding the colony. Cyborgs come in various modules with tools for multiple situations and provide additional supports to various departments, but ultimately answer only to the AI or if missing one the chief research overseer and chief biolab overseer.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Maintenance_Drone.png|64px|link=Maintenance Drone]]&amp;lt;br&amp;gt;[[Maintenance Drone]]&lt;br /&gt;
|Maintenance drones are mindless blank robots who repair the station and never interact with any of the crew or other synthetics except for fellow maintenance drones. Maintenance drones may also clean the station and exterminate mice.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:pAI.png|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Personal AI are pocket sized machines with a variety of various tools and programs that assist any crew member who manages to download one. They can be used for good (or maligned) purposes and may also be inserted into some hardsuits to assist people wearing them, such as using onboard medical systems and combat stim injectors.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghost.png|link=Ghost]]&amp;lt;br&amp;gt;[[Ghost]]&lt;br /&gt;
|Spooky. &lt;br /&gt;
!None&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiceBrown.png|link=Mouse]]&amp;lt;br&amp;gt;[[Mouse]]&lt;br /&gt;
|Pretend to be a regular mouse. Infiltrate areas that you should never be in. Hide under tables and anger the chef. Be the biggest fucking annoyance in the entire game. Get stomped instead and complain in deadchat. Respawn as a mouse a short time later and act like the same annoying fuckwit.&lt;br /&gt;
!Very Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>StarDustFox</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Jobs&amp;diff=3925</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Jobs&amp;diff=3925"/>
		<updated>2023-03-11T01:40:57Z</updated>

		<summary type="html">&lt;p&gt;StarDustFox: /* Soteria Medical Division */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;noprint&amp;quot; style=&amp;quot;background-color:#FAFAFA; position:fixed; bottom:2%; left:0.25%; padding:0; margin:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Your &#039;&#039;&#039;Job&#039;&#039;&#039; is what you are assigned to do. It defines what equipment you start with, your ID card access, and what you&#039;re actually supposed to be doing.&lt;br /&gt;
&lt;br /&gt;
Some useful links:&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Tips]]&lt;br /&gt;
* [[Job Selection and Assignment]]&lt;br /&gt;
* [[Identifying Antagonists]]&lt;br /&gt;
* [[Faxes]]&lt;br /&gt;
&lt;br /&gt;
You should also read up about [[Laws]], so you know your rights, and [[Standard Operating Procedure]] so you know what you should usually do.&lt;br /&gt;
&lt;br /&gt;
Due to the colony&#039;s open recruitment principle, you might encounter some interesting new [[Core Species|Species]] working alongside you.&lt;br /&gt;
== Command ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:premier.png|64px|link=Premier]]&amp;lt;br&amp;gt;[[Premier]]&lt;br /&gt;
|The premier is a volunteer position each shift usually picked from an existing head of staff, though anyone may be chosen. They are the only person on station capable of changing someone&#039;s access to a new department. Premiers arbitrate disputes between departments, represent those arrested by the marshals, and are capable of vetoing any decision by the council. In addition, the premier acts as internal affairs agent and lawyer to ensure all legislative functions are fulfilled, such as payroll, and to safeguard against high crimes like embezzlement or fraud.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:steward.png|64px|link=Steward]]&amp;lt;br&amp;gt;[[Steward]]&lt;br /&gt;
|You support the council and ensure they can function as efficiently as possible. Stewards are given a special rig suit and weaponry and are expected to listen to the premier as well as provide counsel when asked. Stewards answer to nobody except the premier himself, though they are expected to ensure to premier is acting appropriately at all times. Otherwise, they serve the council at large, and lastly the colonists themselves that may need help with paperwork.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Blackshield ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffeaea;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:militiacommander.png|64px|link=Blackshield Commander]]&amp;lt;br&amp;gt;[[Blackshield Commander]]&lt;br /&gt;
|The Blackshield commander is the first line of defense in the colony. They function as the leader during times of crisis and are expected to command and lead all Blackshield members into battle. Blackshield commanders are expected to lead from the front lines and fight alongside their men while directing them in the colony&#039;s defense.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:sergfinal.png|64px|link=Sergeant]]&amp;lt;br&amp;gt;[[Sergeant]]&lt;br /&gt;
|Sergeants are trained drill instructors and senior operatives who perform duties similar to the Blackshield commander but in a less official capacity. They are expected to maintain order in the ranks and ensure both the Blackshield and marshals are acting in ways befitting security team members. Otherwise, a sergeant is the Blackshield commanders right-hand man and de-facto leader if the commander is missing or down.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:corpsman.png|64px|link=Corpsman]]&amp;lt;br&amp;gt;[[Corpsman]]&lt;br /&gt;
|Corpsmen are trained field medics and surgeons who perform triage in or around the heat of battle. They are expected to prioritize removing the wounding and patching them up or if not possible taking them to medbay. Unlike a standard paramedic, a corpsmen is expected to be armed and provide fire support when not healing.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:blacktrooper.png|64px|link=Trooper]]&amp;lt;br&amp;gt;[[Trooper]]&lt;br /&gt;
|The colonies rank and file grunts. The trooper is the first in and last out of every code red or greater scenario. When not in active conflict troopers are expected to patrol the exterior of the colony and when requested provide fire support to the prospectors and marshals. In addition, they may be assigned to guard or protect specific assets such as locations or colonists.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffeaea;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:warrantofficer.png|64px|link=Warrant Officer]]&amp;lt;br&amp;gt;[[Warrant Officer]]&lt;br /&gt;
|The warrant officer is the one expected to sign and fill out all the paperwork for arrest warrants, search warrants, or permits. They also provide support, communication, and direction for marshal operatives as they conduct their day-to-day business. The warrant officer is expected to know the law and standard operating procedure to the letter and acts as the final say criminal convictions.&lt;br /&gt;
!Soul Crushing&lt;br /&gt;
|-&lt;br /&gt;
![[File:supplyspecialist.png|64px|link=Supply Specialist]]&amp;lt;br&amp;gt;[[Supply Specialist]]&lt;br /&gt;
|The supply specialist is the full authority over the colony&#039;s armory, with only the warrant officer and council above them, they supply the marshals and blackshield with everything they need from ammunition both lethal and non-lethal, batteries, medical supplies, and crime scene kits.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ranger.png|64px|link=Ranger]]&amp;lt;br&amp;gt;[[Ranger]]&lt;br /&gt;
|The rangers act as investigators both within and outside the colony and are expected to interview suspects, find evidence, and create solve mysteries or cases. Unlike a standard officer a ranger can freely come and go from the colony and is expected to be more self-reliant.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:marshalofficer.png|64px|link=Officer]]&amp;lt;br&amp;gt;[[Officer]]&lt;br /&gt;
|The officer is the colonies police force and act as such. They perform arrests, secure locations for the public good, and generally keep the peace. Officers are expected to be good at deescalation and settling matters in the most optimal way. When words fail, they are expected to use non-lethal methods to ensure public safety.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#FFFFDD;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:guildmaster.png|64px|link=Guild Master]]&amp;lt;br&amp;gt;[[Guild Master]]&lt;br /&gt;
|The guild master is the sole authority on colony modifications. They are expected to assign tasks to their adepts and keep things organized and running smoothly. In addition to setting up the power the guild master should ensure atmospherics and the colony&#039;s integrity is kept in peak condition.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:guildadept.png|64px|link=Guild Adept]]&amp;lt;br&amp;gt;[[Guild Adept]]&lt;br /&gt;
|Guild adepts are assigned the role of keeping the colony running smoothly. They should coordinate with the guild master or with each other to assign tasks and ensure the colony&#039;s integrity is kept. In addition to maintaining atmospherics and general colony property, guild adepts are responsible for ensuring a safe work environment.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping Solutions ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#FFFFDD;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:ceo.png|64px|link=Chief Executive Officer]]&amp;lt;br&amp;gt;[[Chief Executive Officer]]&lt;br /&gt;
|The chief executive officer is responsible for most of the supply and service departments in the colony. They should organize each of their individual departments to work together to make as much profit as possible. The CEO should coordinate between each department, so cargo supplies the kitchen with what it needs and mining gives cargo the material it needs for the right amount of points. He should also advise prices and potential sales, including buying items from crew and prospectors.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:cargotech.png|64px|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|The cargo techs handle all imports and exports to the cargo warehouse through the elevator ordering console. They are tasked with loading and unloading crates, properly packaging exports, and delivering imports to the correct buyer. In addition, cargo techs may set the prices for items they both sell and purchase to make a tidy profit.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:miner.png|64px|link=Lonestar Miner]]&amp;lt;br&amp;gt;[[Lonestar Miner]]&lt;br /&gt;
|The lonestar miner is one of the most dangerous civilian jobs, tasked with going deep underground to mine precious ores for that they then smelt into usable material to give to cargo for sale. Lonestar miners are also given weaponry to combat potentially hostile wildlife they may encounter.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:bartending.png|64px|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|The bartender serves drinks to the colonists be they alcoholic or other. The bartender is expected to keep the bar pleasant, clean, and accessible for all patrons to relax in. In addition to mixing complex drinks the bartender should work hand in hand with the chef and botanist to have a wide variety of choices for sale.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:gardening.png|64px|link=Botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|The botanist grows produce specifically for the kitchen and bar for food and drinks. In addition, botanist are capable of growing any variety of plant they wish to sell to individual crew members, provided it isn&#039;t contraband. Botanist may also coordinate with scientist to increase the yield and growth speed of various crops.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:servng.png|64px|link=Chef]]&amp;lt;br&amp;gt;[[Chef]]&lt;br /&gt;
|The chef is expected to cook a variety of meals using whatever produce and food the botanist or cargo brings them. The chef is expected to sell a variety of meals to patrons and make a profit doing so. The chefs may also task colony members with bringing them meat, either by order of cargo or buying hunted animals.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:cleaning.png|64px|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|The janitor&#039;s primary job is to keep the station clean by mopping floors and cleaning up departments. This primarily involves cleaning up after crew members who track oil from maintenance, the occasional roach infestation, or the cleaning of cobwebs (and sometimes giant spiders). Due to vermin extermination being a dangerous task at times, janitors are given use of traps, armor, and weaponry of their choice.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:actor.png|64px|link=Actor]]&amp;lt;br&amp;gt;[[Actor]]&lt;br /&gt;
|The actor&#039;s primary job is to assume a role using various costumes and other items to provide entertainment to the crew. This includes dressing up as a clown or mime, holding a stand-up comedy routine to tell jokes, or creating community events such as art exhibits or dinners. The limit is only a person&#039;s imagination.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Prospectors ==&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:foreman.png|64px|link=Foreman]]&amp;lt;br&amp;gt;[[Foreman]]&lt;br /&gt;
|The Foreman is the boss of the prospector team and acts as the leader during outings. Foremen have a wide variety of skills and are expected to fill in or assist their subordinates when needed should it be for medical, combat, or salvage reasons. The foreman also has the final say on looting rights for who gets what salvage, in addition to what can and can&#039;t be sold to other colonists.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:prospector.png|64px|link=Prospector]]&amp;lt;br&amp;gt;[[Prospector]]&lt;br /&gt;
|The prospectors are the brawn of the expedition and are equally capable in melee or range combat. Prospectors are expected to focus primarily on combat and use their abilities to slay various creatures and threats that the expedition encounters.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Salvager.png|64px|link=Salvager]]&amp;lt;br&amp;gt;[[Salvager]]&lt;br /&gt;
|The salvagers are the brains of the expedition team capable of providing both technical and medical support. Their primary focus is healing the prospectors as they become injured and recovering any valuable loot. This often includes using tools to take apart broken down machines or shoveling through refuse piles in search of something of value.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soteria Medical Division ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#c3dfe0;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:cbo.png|64px|link=Chief Biolab Officer]]&amp;lt;br&amp;gt;[[Chief Biolab Overseer]]&lt;br /&gt;
|The chief biolab overseer is the sole authority of the soteria medical division and has the final say in medical treatment matters and medical concerns. The biolab overseer is expected to know every aspect of his department and capable of fulfilling any role at any given time as needed. However, they can and should delegate tasks to their staff and ensure everyone is fulfilling their role properly.&lt;br /&gt;
!Underappreciated&lt;br /&gt;
|-&lt;br /&gt;
![[File:meddoc.png|64px|link=Medical Doctor]]&amp;lt;br&amp;gt;[[Medical Doctor]]&lt;br /&gt;
|Medical doctors are expected to be on call to diagnose and treat patients that arrive in the medical bay. Medical doctors are expected to know how to work and set up cryo, perform surgery, and what chemicals to use to cure specific conditions. Medical should also know how to make the four basic healing chemicals and should know enough about psychology to determine if someone is mentally unwell and should be verified.&lt;br /&gt;
!Tiresome&lt;br /&gt;
|-&lt;br /&gt;
![[File:chemmy.png|64px|link=Lifeline Technician]]&amp;lt;br&amp;gt;[[Lifeline Technician]]&lt;br /&gt;
|Lifeline Technicians are the guards of medical and act as the right-hand man of the Chief Biolab Officer. Their primary duty is to ensure unneeded personnel are removed from medical, nothing is stolen or taken, and any outbreaks within Medical or Science are contained. The Lifeline Technician is also expected to act as an armed paramedic, aiding medical doctors in treating patients and in retrieving the injured. Unlike other medical jobs, Lifeline Technicians are given standard weapons and equipment to use in dealing with unruly people.&lt;br /&gt;
!Monotonous&lt;br /&gt;
|-&lt;br /&gt;
![[File:psych.png|64px|link=Psychologist]]&amp;lt;br&amp;gt;[[Psychologist]]&lt;br /&gt;
|A psychologist is a complex role that is used to determine if a crew member is sane enough for active duty or not. A psychologist is expected to listen to and give advice to general crew members and see dangerous individuals whose behavior has become erratic.&lt;br /&gt;
!Mind Bending&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:cro.png|64px|link=Chief Research Overseer]]&amp;lt;br&amp;gt;[[Chief Research Overseer]]&lt;br /&gt;
|The chief research overseer handles the science portion of the soteria. They are expected to have a healthy knowledge of all areas of their department from genetics to robotics and should ensure that research is done every shift. The CRO is also responsible for approving and denying experimental procedures and tests such as plasma tests, weapons testing, or genetics research on humanoids. &lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:sciency.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Scientist are the main driving force of the research department and may work on a variety of tasks on any given shift from anomaly research to xenobiology. Scientists are expected to follow safe procedure when conducting themselves and shouldn&#039;t take unnecessary risks without the proper paperwork filed and stamped.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:robotech.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Roboticist]]&lt;br /&gt;
|Robotics is the busiest department in research and sees the most interaction with general crew. Roboticist build, upgrade, and repair all colony-bound cyborgs and offer cybernetic implantation or replacement to organic crew. Roboticist should know the ins and outs of their assigned tasks dealing with cyborgs and be capable of surgery to graft cybernetic limbs.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Church of the Absolute ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#D8BFD8;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Prime.png|64px|link=Prime]]&amp;lt;br&amp;gt;[[Prime]]&lt;br /&gt;
|The prime is the spiritual head of the church and has the most authority and power to direct the vectors and recruit new converts. The prime should give various tasks to his vectors and seek new converts by hosting events or mingling with the crew. The prime may also be called upon to bury the dead in case someone is permanently slain. The prime should also ensure the biogenerator is fueled at all times.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Vector.png|64px|link=Vector]]&amp;lt;br&amp;gt;[[Vector]]&lt;br /&gt;
|The vectors are the acolytes of the church and handle much of the general labors of the faith such as collecting biomatter for the generator, tending to the church garden, and whatever tasks the prime has assigned. Vectors are also expected to mingle with the general colony and recruit converts whenever possible.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-Colony ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#8b8c8f;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:huntmaster.png|64px|link=Huntmaster]]&amp;lt;br&amp;gt;[[Huntmaster]]&lt;br /&gt;
| The Huntmaster leads the lodge as the matriarchs right hand. They&#039;re required to be a diplomat, leader and teacher all in one. The hunters expect you to show them the way, lead the hunt and make trades with the local colony. Only the matriarch outweighs your authority, so this role comes with more power then the average head of staff but also much more responsibility. Take this path with caution.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:hunter.png|64px|link=Hunter]]&amp;lt;br&amp;gt;[[Hunter]]&lt;br /&gt;
| The hunter is main force of the hunters.  Filled the ranks with both new and experienced individuals, they are equipped to hunt the beasts of the land. The reasons why one becomes a hunter is uncertain but the skills gained and the prestige of being part of the vanguard that protects the innocent folk may be enough.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:assistant.png|64px|link=Outsider]]&amp;lt;br&amp;gt;[[Outsider]]&lt;br /&gt;
| Some random smhuck who has the misfortune of being on the planet. Maybe you&#039;re a stranded pirate, maybe an exiled colonist, or a crazy exile from the colony with a vendetta. Just who are you?&lt;br /&gt;
!Impossible&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Station-Bound ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#D8BFD8;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:ainew.gif|link=AI]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
|The artificial intelligence essentially &#039;&#039;is&#039;&#039; the colony and functions as an all seeing eye capable of manipulating most machines and working as a communicator. The AI also speaks with and communicates with the station bound synthetics and may give them orders as needed. While the AI is instructed to follow any orders from a colonist it is ultimately loyal only to the chief research overseer and chief biolab overseer.&lt;br /&gt;
!Extremely Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Station bound cyborgs and robots are machines capable of manipulating the station much like the AI and function as a more direct but far less broad means of aiding the colony. Cyborgs come in various modules with tools for multiple situations and provide additional supports to various departments, but ultimately answer only to the AI or if missing one the chief research overseer and chief biolab overseer.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Maintenance_Drone.png|64px|link=Maintenance Drone]]&amp;lt;br&amp;gt;[[Maintenance Drone]]&lt;br /&gt;
|Maintenance drones are mindless blank robots who repair the station and never interact with any of the crew or other synthetics except for fellow maintenance drones. Maintenance drones may also clean the station and exterminate mice.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:pAI.png|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Personal AI are pocket sized machines with a variety of various tools and programs that assist any crew member who manages to download one. They can be used for good (or maligned) purposes and may also be inserted into some hardsuits to assist people wearing them, such as using onboard medical systems and combat stim injectors.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghost.png|link=Ghost]]&amp;lt;br&amp;gt;[[Ghost]]&lt;br /&gt;
|Spooky. &lt;br /&gt;
!None&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiceBrown.png|link=Mouse]]&amp;lt;br&amp;gt;[[Mouse]]&lt;br /&gt;
|Pretend to be a regular mouse. Infiltrate areas that you should never be in. Hide under tables and anger the chef. Be the biggest fucking annoyance in the entire game. Get stomped instead and complain in deadchat. Respawn as a mouse a short time later and act like the same annoying fuckwit.&lt;br /&gt;
!Very Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>StarDustFox</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Jobs&amp;diff=3921</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Jobs&amp;diff=3921"/>
		<updated>2023-03-11T01:38:24Z</updated>

		<summary type="html">&lt;p&gt;StarDustFox: /* Lonestar Shipping Solutions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;noprint&amp;quot; style=&amp;quot;background-color:#FAFAFA; position:fixed; bottom:2%; left:0.25%; padding:0; margin:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Your &#039;&#039;&#039;Job&#039;&#039;&#039; is what you are assigned to do. It defines what equipment you start with, your ID card access, and what you&#039;re actually supposed to be doing.&lt;br /&gt;
&lt;br /&gt;
Some useful links:&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Tips]]&lt;br /&gt;
* [[Job Selection and Assignment]]&lt;br /&gt;
* [[Identifying Antagonists]]&lt;br /&gt;
* [[Faxes]]&lt;br /&gt;
&lt;br /&gt;
You should also read up about [[Laws]], so you know your rights, and [[Standard Operating Procedure]] so you know what you should usually do.&lt;br /&gt;
&lt;br /&gt;
Due to the colony&#039;s open recruitment principle, you might encounter some interesting new [[Core Species|Species]] working alongside you.&lt;br /&gt;
== Command ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:premier.png|64px|link=Premier]]&amp;lt;br&amp;gt;[[Premier]]&lt;br /&gt;
|The premier is a volunteer position each shift usually picked from an existing head of staff, though anyone may be chosen. They are the only person on station capable of changing someone&#039;s access to a new department. Premiers arbitrate disputes between departments, represent those arrested by the marshals, and are capable of vetoing any decision by the council. In addition, the premier acts as internal affairs agent and lawyer to ensure all legislative functions are fulfilled, such as payroll, and to safeguard against high crimes like embezzlement or fraud.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:steward.png|64px|link=Steward]]&amp;lt;br&amp;gt;[[Steward]]&lt;br /&gt;
|You support the council and ensure they can function as efficiently as possible. Stewards are given a special rig suit and weaponry and are expected to listen to the premier as well as provide counsel when asked. Stewards answer to nobody except the premier himself, though they are expected to ensure to premier is acting appropriately at all times. Otherwise, they serve the council at large, and lastly the colonists themselves that may need help with paperwork.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Blackshield ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffeaea;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:militiacommander.png|64px|link=Blackshield Commander]]&amp;lt;br&amp;gt;[[Blackshield Commander]]&lt;br /&gt;
|The Blackshield commander is the first line of defense in the colony. They function as the leader during times of crisis and are expected to command and lead all Blackshield members into battle. Blackshield commanders are expected to lead from the front lines and fight alongside their men while directing them in the colony&#039;s defense.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:sergfinal.png|64px|link=Sergeant]]&amp;lt;br&amp;gt;[[Sergeant]]&lt;br /&gt;
|Sergeants are trained drill instructors and senior operatives who perform duties similar to the Blackshield commander but in a less official capacity. They are expected to maintain order in the ranks and ensure both the Blackshield and marshals are acting in ways befitting security team members. Otherwise, a sergeant is the Blackshield commanders right-hand man and de-facto leader if the commander is missing or down.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:corpsman.png|64px|link=Corpsman]]&amp;lt;br&amp;gt;[[Corpsman]]&lt;br /&gt;
|Corpsmen are trained field medics and surgeons who perform triage in or around the heat of battle. They are expected to prioritize removing the wounding and patching them up or if not possible taking them to medbay. Unlike a standard paramedic, a corpsmen is expected to be armed and provide fire support when not healing.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:blacktrooper.png|64px|link=Trooper]]&amp;lt;br&amp;gt;[[Trooper]]&lt;br /&gt;
|The colonies rank and file grunts. The trooper is the first in and last out of every code red or greater scenario. When not in active conflict troopers are expected to patrol the exterior of the colony and when requested provide fire support to the prospectors and marshals. In addition, they may be assigned to guard or protect specific assets such as locations or colonists.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffeaea;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:warrantofficer.png|64px|link=Warrant Officer]]&amp;lt;br&amp;gt;[[Warrant Officer]]&lt;br /&gt;
|The warrant officer is the one expected to sign and fill out all the paperwork for arrest warrants, search warrants, or permits. They also provide support, communication, and direction for marshal operatives as they conduct their day-to-day business. The warrant officer is expected to know the law and standard operating procedure to the letter and acts as the final say criminal convictions.&lt;br /&gt;
!Soul Crushing&lt;br /&gt;
|-&lt;br /&gt;
![[File:supplyspecialist.png|64px|link=Supply Specialist]]&amp;lt;br&amp;gt;[[Supply Specialist]]&lt;br /&gt;
|The supply specialist is the full authority over the colony&#039;s armory, with only the warrant officer and council above them, they supply the marshals and blackshield with everything they need from ammunition both lethal and non-lethal, batteries, medical supplies, and crime scene kits.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ranger.png|64px|link=Ranger]]&amp;lt;br&amp;gt;[[Ranger]]&lt;br /&gt;
|The rangers act as investigators both within and outside the colony and are expected to interview suspects, find evidence, and create solve mysteries or cases. Unlike a standard officer a ranger can freely come and go from the colony and is expected to be more self-reliant.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:marshalofficer.png|64px|link=Officer]]&amp;lt;br&amp;gt;[[Officer]]&lt;br /&gt;
|The officer is the colonies police force and act as such. They perform arrests, secure locations for the public good, and generally keep the peace. Officers are expected to be good at deescalation and settling matters in the most optimal way. When words fail, they are expected to use non-lethal methods to ensure public safety.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#FFFFDD;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:guildmaster.png|64px|link=Guild Master]]&amp;lt;br&amp;gt;[[Guild Master]]&lt;br /&gt;
|The guild master is the sole authority on colony modifications. They are expected to assign tasks to their adepts and keep things organized and running smoothly. In addition to setting up the power the guild master should ensure atmospherics and the colony&#039;s integrity is kept in peak condition.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:guildadept.png|64px|link=Guild Adept]]&amp;lt;br&amp;gt;[[Guild Adept]]&lt;br /&gt;
|Guild adepts are assigned the role of keeping the colony running smoothly. They should coordinate with the guild master or with each other to assign tasks and ensure the colony&#039;s integrity is kept. In addition to maintaining atmospherics and general colony property, guild adepts are responsible for ensuring a safe work environment.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping Solutions ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#FFFFDD;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:ceo.png|64px|link=Chief Executive Officer]]&amp;lt;br&amp;gt;[[Chief Executive Officer]]&lt;br /&gt;
|The chief executive officer is responsible for most of the supply and service departments in the colony. They should organize each of their individual departments to work together to make as much profit as possible. The CEO should coordinate between each department, so cargo supplies the kitchen with what it needs and mining gives cargo the material it needs for the right amount of points. He should also advise prices and potential sales, including buying items from crew and prospectors.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:cargotech.png|64px|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|The cargo techs handle all imports and exports to the cargo warehouse through the elevator ordering console. They are tasked with loading and unloading crates, properly packaging exports, and delivering imports to the correct buyer. In addition, cargo techs may set the prices for items they both sell and purchase to make a tidy profit.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:miner.png|64px|link=Lonestar Miner]]&amp;lt;br&amp;gt;[[Lonestar Miner]]&lt;br /&gt;
|The lonestar miner is one of the most dangerous civilian jobs, tasked with going deep underground to mine precious ores for that they then smelt into usable material to give to cargo for sale. Lonestar miners are also given weaponry to combat potentially hostile wildlife they may encounter.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:bartending.png|64px|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|The bartender serves drinks to the colonists be they alcoholic or other. The bartender is expected to keep the bar pleasant, clean, and accessible for all patrons to relax in. In addition to mixing complex drinks the bartender should work hand in hand with the chef and botanist to have a wide variety of choices for sale.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:gardening.png|64px|link=Botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|The botanist grows produce specifically for the kitchen and bar for food and drinks. In addition, botanist are capable of growing any variety of plant they wish to sell to individual crew members, provided it isn&#039;t contraband. Botanist may also coordinate with scientist to increase the yield and growth speed of various crops.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:servng.png|64px|link=Chef]]&amp;lt;br&amp;gt;[[Chef]]&lt;br /&gt;
|The chef is expected to cook a variety of meals using whatever produce and food the botanist or cargo brings them. The chef is expected to sell a variety of meals to patrons and make a profit doing so. The chefs may also task colony members with bringing them meat, either by order of cargo or buying hunted animals.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:cleaning.png|64px|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|The janitor&#039;s primary job is to keep the station clean by mopping floors and cleaning up departments. This primarily involves cleaning up after crew members who track oil from maintenance, the occasional roach infestation, or the cleaning of cobwebs (and sometimes giant spiders). Due to vermin extermination being a dangerous task at times, janitors are given use of traps, armor, and weaponry of their choice.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:actor.png|64px|link=Actor]]&amp;lt;br&amp;gt;[[Actor]]&lt;br /&gt;
|The actor&#039;s primary job is to assume a role using various costumes and other items to provide entertainment to the crew. This includes dressing up as a clown or mime, holding a stand-up comedy routine to tell jokes, or creating community events such as art exhibits or dinners. The limit is only a person&#039;s imagination.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Prospectors ==&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:foreman.png|64px|link=Foreman]]&amp;lt;br&amp;gt;[[Foreman]]&lt;br /&gt;
|The Foreman is the boss of the prospector team and acts as the leader during outings. Foremen have a wide variety of skills and are expected to fill in or assist their subordinates when needed should it be for medical, combat, or salvage reasons. The foreman also has the final say on looting rights for who gets what salvage, in addition to what can and can&#039;t be sold to other colonists.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:prospector.png|64px|link=Prospector]]&amp;lt;br&amp;gt;[[Prospector]]&lt;br /&gt;
|The prospectors are the brawn of the expedition and are equally capable in melee or range combat. Prospectors are expected to focus primarily on combat and use their abilities to slay various creatures and threats that the expedition encounters.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Salvager.png|64px|link=Salvager]]&amp;lt;br&amp;gt;[[Salvager]]&lt;br /&gt;
|The salvagers are the brains of the expedition team capable of providing both technical and medical support. Their primary focus is healing the prospectors as they become injured and recovering any valuable loot. This often includes using tools to take apart broken down machines or shoveling through refuse piles in search of something of value.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soteria Medical Division ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#c3dfe0;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:cbo.png|64px|link=Chief Biolab Officer]]&amp;lt;br&amp;gt;[[Chief Biolab Overseer]]&lt;br /&gt;
|The chief biolab overseer is the sole authority of the soteria medical division and has the final say in medical treatment matters and medical concerns. The biolab overseer is expected to know every aspect of his department and capable of fulfilling any role at any given time as needed. However, they can and should delegate tasks to their staff and ensure everyone is fulfilling their role properly.&lt;br /&gt;
!Underappreciated&lt;br /&gt;
|-&lt;br /&gt;
![[File:meddoc.png|64px|link=Medical Doctor]]&amp;lt;br&amp;gt;[[Medical Doctor]]&lt;br /&gt;
|Medical doctors are expected to be on call to diagnose and treat patients that arrive in the medical bay. Medical doctors are expected to know how to work and set up cryo, perform surgery, and what chemicals to use to cure specific conditions. Medical should also know how to make the four basic healing chemicals and should know enough about psychology to determine if someone is mentally unwell and should be verified.&lt;br /&gt;
!Tiresome&lt;br /&gt;
|-&lt;br /&gt;
![[File:chemmy.png|64px|link=Lifeline Technician]]&amp;lt;br&amp;gt;[[Lifeline Technician]]&lt;br /&gt;
|Lifeline Technicians are the guards of medical and act as the right hand man of the Chief Biolab Officer. Their primary duty is to ensure unneeded personnel are removed from medical, nothing is stolen or taken, and any outbreaks within Medical or Science are contained. The Lifeline Technician is also expected to act as a armed paramedic, aiding medical doctors in treating patients and in retrieving the injured. Unlike other medical jobs, Lifeline Technicians are given standard weapons and equipment to use in dealing with unruly people.&lt;br /&gt;
!Monotonous&lt;br /&gt;
|-&lt;br /&gt;
![[File:psych.png|64px|link=Psychologist]]&amp;lt;br&amp;gt;[[Psychologist]]&lt;br /&gt;
|A psychologist is a complex role that is used to determine if a crew member is sane enough for active duty or not. A psychologist is expected to listen to and give advice to general crew members and see dangerous individuals who&#039;s behavior has become erratic.&lt;br /&gt;
!Mind Bending&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:cro.png|64px|link=Chief Research Overseer]]&amp;lt;br&amp;gt;[[Chief Research Overseer]]&lt;br /&gt;
|The chief research overseer handles the science portion of the soteria. They are expected to have a healthy knowledge of all areas of their department from genetics to robotics and should ensure that research is done every shift. The CRO is also responsible for approving and denying experimental procedures and tests such as plasma tests, weapons testing, or genetics research on humanoids. &lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:sciency.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Scientist are the main driving force of the research department and may work on a variety of tasks on any given shift from anomaly research to xenobiology. Scientists are expected to follow safe procedure when conducting themselves and shouldn&#039;t take unnecessary risks without the proper paperwork filed and stamped.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:robotech.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Roboticist]]&lt;br /&gt;
|Robotics is the busiest department in research and sees the most interaction with general crew. Roboticist build, upgrade, and repair all colony-bound cyborgs and offer cybernetic implantation or replacement to organic crew. Roboticist should know the ins and outs of their assigned tasks dealing with cyborgs and be capable of surgery to graft cybernetic limbs.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Church of the Absolute ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#D8BFD8;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Prime.png|64px|link=Prime]]&amp;lt;br&amp;gt;[[Prime]]&lt;br /&gt;
|The prime is the spiritual head of the church and has the most authority and power to direct the vectors and recruit new converts. The prime should give various tasks to his vectors and seek new converts by hosting events or mingling with the crew. The prime may also be called upon to bury the dead in case someone is permanently slain. The prime should also ensure the biogenerator is fueled at all times.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Vector.png|64px|link=Vector]]&amp;lt;br&amp;gt;[[Vector]]&lt;br /&gt;
|The vectors are the acolytes of the church and handle much of the general labors of the faith such as collecting biomatter for the generator, tending to the church garden, and whatever tasks the prime has assigned. Vectors are also expected to mingle with the general colony and recruit converts whenever possible.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-Colony ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#8b8c8f;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:huntmaster.png|64px|link=Huntmaster]]&amp;lt;br&amp;gt;[[Huntmaster]]&lt;br /&gt;
| The Huntmaster leads the lodge as the matriarchs right hand. They&#039;re required to be a diplomat, leader and teacher all in one. The hunters expect you to show them the way, lead the hunt and make trades with the local colony. Only the matriarch outweighs your authority, so this role comes with more power then the average head of staff but also much more responsibility. Take this path with caution.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:hunter.png|64px|link=Hunter]]&amp;lt;br&amp;gt;[[Hunter]]&lt;br /&gt;
| The hunter is main force of the hunters.  Filled the ranks with both new and experienced individuals, they are equipped to hunt the beasts of the land. The reasons why one becomes a hunter is uncertain but the skills gained and the prestige of being part of the vanguard that protects the innocent folk may be enough.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:assistant.png|64px|link=Outsider]]&amp;lt;br&amp;gt;[[Outsider]]&lt;br /&gt;
| Some random smhuck who has the misfortune of being on the planet. Maybe you&#039;re a stranded pirate, maybe an exiled colonist, or a crazy exile from the colony with a vendetta. Just who are you?&lt;br /&gt;
!Impossible&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Station-Bound ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#D8BFD8;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:ainew.gif|link=AI]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
|The artificial intelligence essentially &#039;&#039;is&#039;&#039; the colony and functions as an all seeing eye capable of manipulating most machines and working as a communicator. The AI also speaks with and communicates with the station bound synthetics and may give them orders as needed. While the AI is instructed to follow any orders from a colonist it is ultimately loyal only to the chief research overseer and chief biolab overseer.&lt;br /&gt;
!Extremely Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Station bound cyborgs and robots are machines capable of manipulating the station much like the AI and function as a more direct but far less broad means of aiding the colony. Cyborgs come in various modules with tools for multiple situations and provide additional supports to various departments, but ultimately answer only to the AI or if missing one the chief research overseer and chief biolab overseer.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Maintenance_Drone.png|64px|link=Maintenance Drone]]&amp;lt;br&amp;gt;[[Maintenance Drone]]&lt;br /&gt;
|Maintenance drones are mindless blank robots who repair the station and never interact with any of the crew or other synthetics except for fellow maintenance drones. Maintenance drones may also clean the station and exterminate mice.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:pAI.png|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Personal AI are pocket sized machines with a variety of various tools and programs that assist any crew member who manages to download one. They can be used for good (or maligned) purposes and may also be inserted into some hardsuits to assist people wearing them, such as using onboard medical systems and combat stim injectors.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghost.png|link=Ghost]]&amp;lt;br&amp;gt;[[Ghost]]&lt;br /&gt;
|Spooky. &lt;br /&gt;
!None&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiceBrown.png|link=Mouse]]&amp;lt;br&amp;gt;[[Mouse]]&lt;br /&gt;
|Pretend to be a regular mouse. Infiltrate areas that you should never be in. Hide under tables and anger the chef. Be the biggest fucking annoyance in the entire game. Get stomped instead and complain in deadchat. Respawn as a mouse a short time later and act like the same annoying fuckwit.&lt;br /&gt;
!Very Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>StarDustFox</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Jobs&amp;diff=3920</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Jobs&amp;diff=3920"/>
		<updated>2023-03-11T01:34:52Z</updated>

		<summary type="html">&lt;p&gt;StarDustFox: /* Artificers Guild */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;noprint&amp;quot; style=&amp;quot;background-color:#FAFAFA; position:fixed; bottom:2%; left:0.25%; padding:0; margin:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Your &#039;&#039;&#039;Job&#039;&#039;&#039; is what you are assigned to do. It defines what equipment you start with, your ID card access, and what you&#039;re actually supposed to be doing.&lt;br /&gt;
&lt;br /&gt;
Some useful links:&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Tips]]&lt;br /&gt;
* [[Job Selection and Assignment]]&lt;br /&gt;
* [[Identifying Antagonists]]&lt;br /&gt;
* [[Faxes]]&lt;br /&gt;
&lt;br /&gt;
You should also read up about [[Laws]], so you know your rights, and [[Standard Operating Procedure]] so you know what you should usually do.&lt;br /&gt;
&lt;br /&gt;
Due to the colony&#039;s open recruitment principle, you might encounter some interesting new [[Core Species|Species]] working alongside you.&lt;br /&gt;
== Command ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:premier.png|64px|link=Premier]]&amp;lt;br&amp;gt;[[Premier]]&lt;br /&gt;
|The premier is a volunteer position each shift usually picked from an existing head of staff, though anyone may be chosen. They are the only person on station capable of changing someone&#039;s access to a new department. Premiers arbitrate disputes between departments, represent those arrested by the marshals, and are capable of vetoing any decision by the council. In addition, the premier acts as internal affairs agent and lawyer to ensure all legislative functions are fulfilled, such as payroll, and to safeguard against high crimes like embezzlement or fraud.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:steward.png|64px|link=Steward]]&amp;lt;br&amp;gt;[[Steward]]&lt;br /&gt;
|You support the council and ensure they can function as efficiently as possible. Stewards are given a special rig suit and weaponry and are expected to listen to the premier as well as provide counsel when asked. Stewards answer to nobody except the premier himself, though they are expected to ensure to premier is acting appropriately at all times. Otherwise, they serve the council at large, and lastly the colonists themselves that may need help with paperwork.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Blackshield ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffeaea;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:militiacommander.png|64px|link=Blackshield Commander]]&amp;lt;br&amp;gt;[[Blackshield Commander]]&lt;br /&gt;
|The Blackshield commander is the first line of defense in the colony. They function as the leader during times of crisis and are expected to command and lead all Blackshield members into battle. Blackshield commanders are expected to lead from the front lines and fight alongside their men while directing them in the colony&#039;s defense.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:sergfinal.png|64px|link=Sergeant]]&amp;lt;br&amp;gt;[[Sergeant]]&lt;br /&gt;
|Sergeants are trained drill instructors and senior operatives who perform duties similar to the Blackshield commander but in a less official capacity. They are expected to maintain order in the ranks and ensure both the Blackshield and marshals are acting in ways befitting security team members. Otherwise, a sergeant is the Blackshield commanders right-hand man and de-facto leader if the commander is missing or down.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:corpsman.png|64px|link=Corpsman]]&amp;lt;br&amp;gt;[[Corpsman]]&lt;br /&gt;
|Corpsmen are trained field medics and surgeons who perform triage in or around the heat of battle. They are expected to prioritize removing the wounding and patching them up or if not possible taking them to medbay. Unlike a standard paramedic, a corpsmen is expected to be armed and provide fire support when not healing.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:blacktrooper.png|64px|link=Trooper]]&amp;lt;br&amp;gt;[[Trooper]]&lt;br /&gt;
|The colonies rank and file grunts. The trooper is the first in and last out of every code red or greater scenario. When not in active conflict troopers are expected to patrol the exterior of the colony and when requested provide fire support to the prospectors and marshals. In addition, they may be assigned to guard or protect specific assets such as locations or colonists.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffeaea;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:warrantofficer.png|64px|link=Warrant Officer]]&amp;lt;br&amp;gt;[[Warrant Officer]]&lt;br /&gt;
|The warrant officer is the one expected to sign and fill out all the paperwork for arrest warrants, search warrants, or permits. They also provide support, communication, and direction for marshal operatives as they conduct their day-to-day business. The warrant officer is expected to know the law and standard operating procedure to the letter and acts as the final say criminal convictions.&lt;br /&gt;
!Soul Crushing&lt;br /&gt;
|-&lt;br /&gt;
![[File:supplyspecialist.png|64px|link=Supply Specialist]]&amp;lt;br&amp;gt;[[Supply Specialist]]&lt;br /&gt;
|The supply specialist is the full authority over the colony&#039;s armory, with only the warrant officer and council above them, they supply the marshals and blackshield with everything they need from ammunition both lethal and non-lethal, batteries, medical supplies, and crime scene kits.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ranger.png|64px|link=Ranger]]&amp;lt;br&amp;gt;[[Ranger]]&lt;br /&gt;
|The rangers act as investigators both within and outside the colony and are expected to interview suspects, find evidence, and create solve mysteries or cases. Unlike a standard officer a ranger can freely come and go from the colony and is expected to be more self-reliant.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:marshalofficer.png|64px|link=Officer]]&amp;lt;br&amp;gt;[[Officer]]&lt;br /&gt;
|The officer is the colonies police force and act as such. They perform arrests, secure locations for the public good, and generally keep the peace. Officers are expected to be good at deescalation and settling matters in the most optimal way. When words fail, they are expected to use non-lethal methods to ensure public safety.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#FFFFDD;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:guildmaster.png|64px|link=Guild Master]]&amp;lt;br&amp;gt;[[Guild Master]]&lt;br /&gt;
|The guild master is the sole authority on colony modifications. They are expected to assign tasks to their adepts and keep things organized and running smoothly. In addition to setting up the power the guild master should ensure atmospherics and the colony&#039;s integrity is kept in peak condition.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:guildadept.png|64px|link=Guild Adept]]&amp;lt;br&amp;gt;[[Guild Adept]]&lt;br /&gt;
|Guild adepts are assigned the role of keeping the colony running smoothly. They should coordinate with the guild master or with each other to assign tasks and ensure the colony&#039;s integrity is kept. In addition to maintaining atmospherics and general colony property, guild adepts are responsible for ensuring a safe work environment.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping Solutions ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#FFFFDD;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:ceo.png|64px|link=Chief Executive Officer]]&amp;lt;br&amp;gt;[[Chief Executive Officer]]&lt;br /&gt;
|The chief executive officer is responsible for most of the supply and service departments in the colony. They should organize each of their individual departments to work together to make as much profit as possible. The CEO should coordinate between each department so cargo supplies the kitchen with what it needs and mining gives cargo the material it needs for the right amount of points. He should also advise prices and potential sales, including buying items from crew and prospectors.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:cargotech.png|64px|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|The cargo techs handle all imports and exports to the cargo warehouse through the elevator ordering console. They are tasked with loading and unloading crates, properly packaging exports, and delivering imports to the correct buyer. In addition cargo techs may set the prices for items they both sell and purchase to make a tidy profit.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:miner.png|64px|link=Lonestar Miner]]&amp;lt;br&amp;gt;[[Lonestar Miner]]&lt;br /&gt;
|The lonestar miner is one of the most dangerous civilian jobs, tasked with going deep underground to mine precious ores for that they then smelt into usable material to give to cargo for sale. Lonestar miners are also given weaponry to combat potentially hostile wildlife they may encounter.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:bartending.png|64px|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|The bartender serves drinks to the colonists be they alcoholic or other. The bartender is expected to keep the bar pleasant, clean, and accessible for all patrons to relax in. In addition to mixing complex drinks the bartender should work hand in hand with the chef and botanist to have a wide variety of choices for sale.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:gardening.png|64px|link=Botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|The botanist grows produce specifically for the kitchen and bar for food and drinks. In addition botanist are capable of growing any variety of plant they wish to sell to individual crew members, provided it isn&#039;t contraband. Botanist may also coordinate with scientist to increase the yield and growth speed of various crops.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:servng.png|64px|link=Chef]]&amp;lt;br&amp;gt;[[Chef]]&lt;br /&gt;
|The chef is expected to cook a variety of meals using whatever produce and food the botanist or cargo brings them. The chef is expected to sell a variety of meals to patrons and make a profit doing so. The chefs may also task colony members with bringing them meat, either by order of cargo or buying hunted animals.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:cleaning.png|64px|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|The janitor&#039;s primary job is to keep the station clean by mopping floors and cleaning up departments. This primarily involves cleaning up after crew members who track oil from maintenance, the occasionally roach infestation, or the cleaning of cobwebs (and sometimes giant spiders). Due to vermin extermination being a dangerous task at times, janitors are given use of traps, armor, and weaponry of their choice.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:actor.png|64px|link=Actor]]&amp;lt;br&amp;gt;[[Actor]]&lt;br /&gt;
|The actor&#039;s primary job is to assume a role using various costumes and other items to provide entertainment to the crew. This includes dressing up as a clown or mime, holding a stand up comedy routine to tell jokes, or creating community events such as art exhibits or dinners. The limit is only a persons imagination.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Prospectors ==&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:foreman.png|64px|link=Foreman]]&amp;lt;br&amp;gt;[[Foreman]]&lt;br /&gt;
|The Foreman is the boss of the prospector team and acts as the leader during outings. Foremen have a wide variety of skills and are expected to fill in or assist their subordinates when needed should it be for medical, combat, or salvage reasons. The foreman also has the final say on looting rights for who gets what salvage, in addition to what can and can&#039;t be sold to other colonists.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:prospector.png|64px|link=Prospector]]&amp;lt;br&amp;gt;[[Prospector]]&lt;br /&gt;
|The prospectors are the brawn of the expedition and are equally capable in melee or range combat. Prospectors are expected to focus primarily on combat and use their abilities to slay various creatures and threats that the expedition encounters.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Salvager.png|64px|link=Salvager]]&amp;lt;br&amp;gt;[[Salvager]]&lt;br /&gt;
|The salvagers are the brains of the expedition team capable of providing both technical and medical support. Their primary focus is healing the prospectors as they become injured and recovering any valuable loot. This often includes using tools to take apart broken down machines or shoveling through refuse piles in search of something of value.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soteria Medical Division ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#c3dfe0;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:cbo.png|64px|link=Chief Biolab Officer]]&amp;lt;br&amp;gt;[[Chief Biolab Overseer]]&lt;br /&gt;
|The chief biolab overseer is the sole authority of the soteria medical division and has the final say in medical treatment matters and medical concerns. The biolab overseer is expected to know every aspect of his department and capable of fulfilling any role at any given time as needed. However, they can and should delegate tasks to their staff and ensure everyone is fulfilling their role properly.&lt;br /&gt;
!Underappreciated&lt;br /&gt;
|-&lt;br /&gt;
![[File:meddoc.png|64px|link=Medical Doctor]]&amp;lt;br&amp;gt;[[Medical Doctor]]&lt;br /&gt;
|Medical doctors are expected to be on call to diagnose and treat patients that arrive in the medical bay. Medical doctors are expected to know how to work and set up cryo, perform surgery, and what chemicals to use to cure specific conditions. Medical should also know how to make the four basic healing chemicals and should know enough about psychology to determine if someone is mentally unwell and should be verified.&lt;br /&gt;
!Tiresome&lt;br /&gt;
|-&lt;br /&gt;
![[File:chemmy.png|64px|link=Lifeline Technician]]&amp;lt;br&amp;gt;[[Lifeline Technician]]&lt;br /&gt;
|Lifeline Technicians are the guards of medical and act as the right hand man of the Chief Biolab Officer. Their primary duty is to ensure unneeded personnel are removed from medical, nothing is stolen or taken, and any outbreaks within Medical or Science are contained. The Lifeline Technician is also expected to act as a armed paramedic, aiding medical doctors in treating patients and in retrieving the injured. Unlike other medical jobs, Lifeline Technicians are given standard weapons and equipment to use in dealing with unruly people.&lt;br /&gt;
!Monotonous&lt;br /&gt;
|-&lt;br /&gt;
![[File:psych.png|64px|link=Psychologist]]&amp;lt;br&amp;gt;[[Psychologist]]&lt;br /&gt;
|A psychologist is a complex role that is used to determine if a crew member is sane enough for active duty or not. A psychologist is expected to listen to and give advice to general crew members and see dangerous individuals who&#039;s behavior has become erratic.&lt;br /&gt;
!Mind Bending&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:cro.png|64px|link=Chief Research Overseer]]&amp;lt;br&amp;gt;[[Chief Research Overseer]]&lt;br /&gt;
|The chief research overseer handles the science portion of the soteria. They are expected to have a healthy knowledge of all areas of their department from genetics to robotics and should ensure that research is done every shift. The CRO is also responsible for approving and denying experimental procedures and tests such as plasma tests, weapons testing, or genetics research on humanoids. &lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:sciency.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Scientist are the main driving force of the research department and may work on a variety of tasks on any given shift from anomaly research to xenobiology. Scientists are expected to follow safe procedure when conducting themselves and shouldn&#039;t take unnecessary risks without the proper paperwork filed and stamped.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:robotech.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Roboticist]]&lt;br /&gt;
|Robotics is the busiest department in research and sees the most interaction with general crew. Roboticist build, upgrade, and repair all colony-bound cyborgs and offer cybernetic implantation or replacement to organic crew. Roboticist should know the ins and outs of their assigned tasks dealing with cyborgs and be capable of surgery to graft cybernetic limbs.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Church of the Absolute ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#D8BFD8;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Prime.png|64px|link=Prime]]&amp;lt;br&amp;gt;[[Prime]]&lt;br /&gt;
|The prime is the spiritual head of the church and has the most authority and power to direct the vectors and recruit new converts. The prime should give various tasks to his vectors and seek new converts by hosting events or mingling with the crew. The prime may also be called upon to bury the dead in case someone is permanently slain. The prime should also ensure the biogenerator is fueled at all times.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Vector.png|64px|link=Vector]]&amp;lt;br&amp;gt;[[Vector]]&lt;br /&gt;
|The vectors are the acolytes of the church and handle much of the general labors of the faith such as collecting biomatter for the generator, tending to the church garden, and whatever tasks the prime has assigned. Vectors are also expected to mingle with the general colony and recruit converts whenever possible.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-Colony ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#8b8c8f;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:huntmaster.png|64px|link=Huntmaster]]&amp;lt;br&amp;gt;[[Huntmaster]]&lt;br /&gt;
| The Huntmaster leads the lodge as the matriarchs right hand. They&#039;re required to be a diplomat, leader and teacher all in one. The hunters expect you to show them the way, lead the hunt and make trades with the local colony. Only the matriarch outweighs your authority, so this role comes with more power then the average head of staff but also much more responsibility. Take this path with caution.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:hunter.png|64px|link=Hunter]]&amp;lt;br&amp;gt;[[Hunter]]&lt;br /&gt;
| The hunter is main force of the hunters.  Filled the ranks with both new and experienced individuals, they are equipped to hunt the beasts of the land. The reasons why one becomes a hunter is uncertain but the skills gained and the prestige of being part of the vanguard that protects the innocent folk may be enough.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:assistant.png|64px|link=Outsider]]&amp;lt;br&amp;gt;[[Outsider]]&lt;br /&gt;
| Some random smhuck who has the misfortune of being on the planet. Maybe you&#039;re a stranded pirate, maybe an exiled colonist, or a crazy exile from the colony with a vendetta. Just who are you?&lt;br /&gt;
!Impossible&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Station-Bound ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#D8BFD8;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:ainew.gif|link=AI]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
|The artificial intelligence essentially &#039;&#039;is&#039;&#039; the colony and functions as an all seeing eye capable of manipulating most machines and working as a communicator. The AI also speaks with and communicates with the station bound synthetics and may give them orders as needed. While the AI is instructed to follow any orders from a colonist it is ultimately loyal only to the chief research overseer and chief biolab overseer.&lt;br /&gt;
!Extremely Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Station bound cyborgs and robots are machines capable of manipulating the station much like the AI and function as a more direct but far less broad means of aiding the colony. Cyborgs come in various modules with tools for multiple situations and provide additional supports to various departments, but ultimately answer only to the AI or if missing one the chief research overseer and chief biolab overseer.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Maintenance_Drone.png|64px|link=Maintenance Drone]]&amp;lt;br&amp;gt;[[Maintenance Drone]]&lt;br /&gt;
|Maintenance drones are mindless blank robots who repair the station and never interact with any of the crew or other synthetics except for fellow maintenance drones. Maintenance drones may also clean the station and exterminate mice.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:pAI.png|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Personal AI are pocket sized machines with a variety of various tools and programs that assist any crew member who manages to download one. They can be used for good (or maligned) purposes and may also be inserted into some hardsuits to assist people wearing them, such as using onboard medical systems and combat stim injectors.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghost.png|link=Ghost]]&amp;lt;br&amp;gt;[[Ghost]]&lt;br /&gt;
|Spooky. &lt;br /&gt;
!None&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiceBrown.png|link=Mouse]]&amp;lt;br&amp;gt;[[Mouse]]&lt;br /&gt;
|Pretend to be a regular mouse. Infiltrate areas that you should never be in. Hide under tables and anger the chef. Be the biggest fucking annoyance in the entire game. Get stomped instead and complain in deadchat. Respawn as a mouse a short time later and act like the same annoying fuckwit.&lt;br /&gt;
!Very Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>StarDustFox</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Jobs&amp;diff=3917</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Jobs&amp;diff=3917"/>
		<updated>2023-03-11T01:31:50Z</updated>

		<summary type="html">&lt;p&gt;StarDustFox: /* Marshals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;noprint&amp;quot; style=&amp;quot;background-color:#FAFAFA; position:fixed; bottom:2%; left:0.25%; padding:0; margin:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Your &#039;&#039;&#039;Job&#039;&#039;&#039; is what you are assigned to do. It defines what equipment you start with, your ID card access, and what you&#039;re actually supposed to be doing.&lt;br /&gt;
&lt;br /&gt;
Some useful links:&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Tips]]&lt;br /&gt;
* [[Job Selection and Assignment]]&lt;br /&gt;
* [[Identifying Antagonists]]&lt;br /&gt;
* [[Faxes]]&lt;br /&gt;
&lt;br /&gt;
You should also read up about [[Laws]], so you know your rights, and [[Standard Operating Procedure]] so you know what you should usually do.&lt;br /&gt;
&lt;br /&gt;
Due to the colony&#039;s open recruitment principle, you might encounter some interesting new [[Core Species|Species]] working alongside you.&lt;br /&gt;
== Command ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:premier.png|64px|link=Premier]]&amp;lt;br&amp;gt;[[Premier]]&lt;br /&gt;
|The premier is a volunteer position each shift usually picked from an existing head of staff, though anyone may be chosen. They are the only person on station capable of changing someone&#039;s access to a new department. Premiers arbitrate disputes between departments, represent those arrested by the marshals, and are capable of vetoing any decision by the council. In addition, the premier acts as internal affairs agent and lawyer to ensure all legislative functions are fulfilled, such as payroll, and to safeguard against high crimes like embezzlement or fraud.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:steward.png|64px|link=Steward]]&amp;lt;br&amp;gt;[[Steward]]&lt;br /&gt;
|You support the council and ensure they can function as efficiently as possible. Stewards are given a special rig suit and weaponry and are expected to listen to the premier as well as provide counsel when asked. Stewards answer to nobody except the premier himself, though they are expected to ensure to premier is acting appropriately at all times. Otherwise, they serve the council at large, and lastly the colonists themselves that may need help with paperwork.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Blackshield ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffeaea;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:militiacommander.png|64px|link=Blackshield Commander]]&amp;lt;br&amp;gt;[[Blackshield Commander]]&lt;br /&gt;
|The Blackshield commander is the first line of defense in the colony. They function as the leader during times of crisis and are expected to command and lead all Blackshield members into battle. Blackshield commanders are expected to lead from the front lines and fight alongside their men while directing them in the colony&#039;s defense.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:sergfinal.png|64px|link=Sergeant]]&amp;lt;br&amp;gt;[[Sergeant]]&lt;br /&gt;
|Sergeants are trained drill instructors and senior operatives who perform duties similar to the Blackshield commander but in a less official capacity. They are expected to maintain order in the ranks and ensure both the Blackshield and marshals are acting in ways befitting security team members. Otherwise, a sergeant is the Blackshield commanders right-hand man and de-facto leader if the commander is missing or down.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:corpsman.png|64px|link=Corpsman]]&amp;lt;br&amp;gt;[[Corpsman]]&lt;br /&gt;
|Corpsmen are trained field medics and surgeons who perform triage in or around the heat of battle. They are expected to prioritize removing the wounding and patching them up or if not possible taking them to medbay. Unlike a standard paramedic, a corpsmen is expected to be armed and provide fire support when not healing.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:blacktrooper.png|64px|link=Trooper]]&amp;lt;br&amp;gt;[[Trooper]]&lt;br /&gt;
|The colonies rank and file grunts. The trooper is the first in and last out of every code red or greater scenario. When not in active conflict troopers are expected to patrol the exterior of the colony and when requested provide fire support to the prospectors and marshals. In addition, they may be assigned to guard or protect specific assets such as locations or colonists.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffeaea;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:warrantofficer.png|64px|link=Warrant Officer]]&amp;lt;br&amp;gt;[[Warrant Officer]]&lt;br /&gt;
|The warrant officer is the one expected to sign and fill out all the paperwork for arrest warrants, search warrants, or permits. They also provide support, communication, and direction for marshal operatives as they conduct their day-to-day business. The warrant officer is expected to know the law and standard operating procedure to the letter and acts as the final say criminal convictions.&lt;br /&gt;
!Soul Crushing&lt;br /&gt;
|-&lt;br /&gt;
![[File:supplyspecialist.png|64px|link=Supply Specialist]]&amp;lt;br&amp;gt;[[Supply Specialist]]&lt;br /&gt;
|The supply specialist is the full authority over the colony&#039;s armory, with only the warrant officer and council above them, they supply the marshals and blackshield with everything they need from ammunition both lethal and non-lethal, batteries, medical supplies, and crime scene kits.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ranger.png|64px|link=Ranger]]&amp;lt;br&amp;gt;[[Ranger]]&lt;br /&gt;
|The rangers act as investigators both within and outside the colony and are expected to interview suspects, find evidence, and create solve mysteries or cases. Unlike a standard officer a ranger can freely come and go from the colony and is expected to be more self-reliant.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:marshalofficer.png|64px|link=Officer]]&amp;lt;br&amp;gt;[[Officer]]&lt;br /&gt;
|The officer is the colonies police force and act as such. They perform arrests, secure locations for the public good, and generally keep the peace. Officers are expected to be good at deescalation and settling matters in the most optimal way. When words fail, they are expected to use non-lethal methods to ensure public safety.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#FFFFDD;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:guildmaster.png|64px|link=Guild Master]]&amp;lt;br&amp;gt;[[Guild Master]]&lt;br /&gt;
|The guild master is the sole authority on station modifications. They are expected to assign tasks to their adepts and keep things organized and running smoothly. In addition to setting up the power the guild master should ensure atmospherics and the colonies integrity is kept in peak condition.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:guildadept.png|64px|link=Guild Adept]]&amp;lt;br&amp;gt;[[Guild Adept]]&lt;br /&gt;
|Guild adepts are assigned the role of keeping the station running smoothly. They should coordinate with the guild master or with each other to assign tasks and ensure the stations integrity is kept. In addition to maintaining atmospherics and general station property guild adepts are responsible for ensuring a safe work environment.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping Solutions ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#FFFFDD;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:ceo.png|64px|link=Chief Executive Officer]]&amp;lt;br&amp;gt;[[Chief Executive Officer]]&lt;br /&gt;
|The chief executive officer is responsible for most of the supply and service departments in the colony. They should organize each of their individual departments to work together to make as much profit as possible. The CEO should coordinate between each department so cargo supplies the kitchen with what it needs and mining gives cargo the material it needs for the right amount of points. He should also advise prices and potential sales, including buying items from crew and prospectors.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:cargotech.png|64px|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|The cargo techs handle all imports and exports to the cargo warehouse through the elevator ordering console. They are tasked with loading and unloading crates, properly packaging exports, and delivering imports to the correct buyer. In addition cargo techs may set the prices for items they both sell and purchase to make a tidy profit.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:miner.png|64px|link=Lonestar Miner]]&amp;lt;br&amp;gt;[[Lonestar Miner]]&lt;br /&gt;
|The lonestar miner is one of the most dangerous civilian jobs, tasked with going deep underground to mine precious ores for that they then smelt into usable material to give to cargo for sale. Lonestar miners are also given weaponry to combat potentially hostile wildlife they may encounter.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:bartending.png|64px|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|The bartender serves drinks to the colonists be they alcoholic or other. The bartender is expected to keep the bar pleasant, clean, and accessible for all patrons to relax in. In addition to mixing complex drinks the bartender should work hand in hand with the chef and botanist to have a wide variety of choices for sale.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:gardening.png|64px|link=Botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|The botanist grows produce specifically for the kitchen and bar for food and drinks. In addition botanist are capable of growing any variety of plant they wish to sell to individual crew members, provided it isn&#039;t contraband. Botanist may also coordinate with scientist to increase the yield and growth speed of various crops.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:servng.png|64px|link=Chef]]&amp;lt;br&amp;gt;[[Chef]]&lt;br /&gt;
|The chef is expected to cook a variety of meals using whatever produce and food the botanist or cargo brings them. The chef is expected to sell a variety of meals to patrons and make a profit doing so. The chefs may also task colony members with bringing them meat, either by order of cargo or buying hunted animals.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:cleaning.png|64px|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|The janitor&#039;s primary job is to keep the station clean by mopping floors and cleaning up departments. This primarily involves cleaning up after crew members who track oil from maintenance, the occasionally roach infestation, or the cleaning of cobwebs (and sometimes giant spiders). Due to vermin extermination being a dangerous task at times, janitors are given use of traps, armor, and weaponry of their choice.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:actor.png|64px|link=Actor]]&amp;lt;br&amp;gt;[[Actor]]&lt;br /&gt;
|The actor&#039;s primary job is to assume a role using various costumes and other items to provide entertainment to the crew. This includes dressing up as a clown or mime, holding a stand up comedy routine to tell jokes, or creating community events such as art exhibits or dinners. The limit is only a persons imagination.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Prospectors ==&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:foreman.png|64px|link=Foreman]]&amp;lt;br&amp;gt;[[Foreman]]&lt;br /&gt;
|The Foreman is the boss of the prospector team and acts as the leader during outings. Foremen have a wide variety of skills and are expected to fill in or assist their subordinates when needed should it be for medical, combat, or salvage reasons. The foreman also has the final say on looting rights for who gets what salvage, in addition to what can and can&#039;t be sold to other colonists.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:prospector.png|64px|link=Prospector]]&amp;lt;br&amp;gt;[[Prospector]]&lt;br /&gt;
|The prospectors are the brawn of the expedition and are equally capable in melee or range combat. Prospectors are expected to focus primarily on combat and use their abilities to slay various creatures and threats that the expedition encounters.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Salvager.png|64px|link=Salvager]]&amp;lt;br&amp;gt;[[Salvager]]&lt;br /&gt;
|The salvagers are the brains of the expedition team capable of providing both technical and medical support. Their primary focus is healing the prospectors as they become injured and recovering any valuable loot. This often includes using tools to take apart broken down machines or shoveling through refuse piles in search of something of value.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soteria Medical Division ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#c3dfe0;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:cbo.png|64px|link=Chief Biolab Officer]]&amp;lt;br&amp;gt;[[Chief Biolab Overseer]]&lt;br /&gt;
|The chief biolab overseer is the sole authority of the soteria medical division and has the final say in medical treatment matters and medical concerns. The biolab overseer is expected to know every aspect of his department and capable of fulfilling any role at any given time as needed. However, they can and should delegate tasks to their staff and ensure everyone is fulfilling their role properly.&lt;br /&gt;
!Underappreciated&lt;br /&gt;
|-&lt;br /&gt;
![[File:meddoc.png|64px|link=Medical Doctor]]&amp;lt;br&amp;gt;[[Medical Doctor]]&lt;br /&gt;
|Medical doctors are expected to be on call to diagnose and treat patients that arrive in the medical bay. Medical doctors are expected to know how to work and set up cryo, perform surgery, and what chemicals to use to cure specific conditions. Medical should also know how to make the four basic healing chemicals and should know enough about psychology to determine if someone is mentally unwell and should be verified.&lt;br /&gt;
!Tiresome&lt;br /&gt;
|-&lt;br /&gt;
![[File:chemmy.png|64px|link=Lifeline Technician]]&amp;lt;br&amp;gt;[[Lifeline Technician]]&lt;br /&gt;
|Lifeline Technicians are the guards of medical and act as the right hand man of the Chief Biolab Officer. Their primary duty is to ensure unneeded personnel are removed from medical, nothing is stolen or taken, and any outbreaks within Medical or Science are contained. The Lifeline Technician is also expected to act as a armed paramedic, aiding medical doctors in treating patients and in retrieving the injured. Unlike other medical jobs, Lifeline Technicians are given standard weapons and equipment to use in dealing with unruly people.&lt;br /&gt;
!Monotonous&lt;br /&gt;
|-&lt;br /&gt;
![[File:psych.png|64px|link=Psychologist]]&amp;lt;br&amp;gt;[[Psychologist]]&lt;br /&gt;
|A psychologist is a complex role that is used to determine if a crew member is sane enough for active duty or not. A psychologist is expected to listen to and give advice to general crew members and see dangerous individuals who&#039;s behavior has become erratic.&lt;br /&gt;
!Mind Bending&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:cro.png|64px|link=Chief Research Overseer]]&amp;lt;br&amp;gt;[[Chief Research Overseer]]&lt;br /&gt;
|The chief research overseer handles the science portion of the soteria. They are expected to have a healthy knowledge of all areas of their department from genetics to robotics and should ensure that research is done every shift. The CRO is also responsible for approving and denying experimental procedures and tests such as plasma tests, weapons testing, or genetics research on humanoids. &lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:sciency.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Scientist are the main driving force of the research department and may work on a variety of tasks on any given shift from anomaly research to xenobiology. Scientists are expected to follow safe procedure when conducting themselves and shouldn&#039;t take unnecessary risks without the proper paperwork filed and stamped.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:robotech.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Roboticist]]&lt;br /&gt;
|Robotics is the busiest department in research and sees the most interaction with general crew. Roboticist build, upgrade, and repair all colony-bound cyborgs and offer cybernetic implantation or replacement to organic crew. Roboticist should know the ins and outs of their assigned tasks dealing with cyborgs and be capable of surgery to graft cybernetic limbs.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Church of the Absolute ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#D8BFD8;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Prime.png|64px|link=Prime]]&amp;lt;br&amp;gt;[[Prime]]&lt;br /&gt;
|The prime is the spiritual head of the church and has the most authority and power to direct the vectors and recruit new converts. The prime should give various tasks to his vectors and seek new converts by hosting events or mingling with the crew. The prime may also be called upon to bury the dead in case someone is permanently slain. The prime should also ensure the biogenerator is fueled at all times.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Vector.png|64px|link=Vector]]&amp;lt;br&amp;gt;[[Vector]]&lt;br /&gt;
|The vectors are the acolytes of the church and handle much of the general labors of the faith such as collecting biomatter for the generator, tending to the church garden, and whatever tasks the prime has assigned. Vectors are also expected to mingle with the general colony and recruit converts whenever possible.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-Colony ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#8b8c8f;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:huntmaster.png|64px|link=Huntmaster]]&amp;lt;br&amp;gt;[[Huntmaster]]&lt;br /&gt;
| The Huntmaster leads the lodge as the matriarchs right hand. They&#039;re required to be a diplomat, leader and teacher all in one. The hunters expect you to show them the way, lead the hunt and make trades with the local colony. Only the matriarch outweighs your authority, so this role comes with more power then the average head of staff but also much more responsibility. Take this path with caution.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:hunter.png|64px|link=Hunter]]&amp;lt;br&amp;gt;[[Hunter]]&lt;br /&gt;
| The hunter is main force of the hunters.  Filled the ranks with both new and experienced individuals, they are equipped to hunt the beasts of the land. The reasons why one becomes a hunter is uncertain but the skills gained and the prestige of being part of the vanguard that protects the innocent folk may be enough.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:assistant.png|64px|link=Outsider]]&amp;lt;br&amp;gt;[[Outsider]]&lt;br /&gt;
| Some random smhuck who has the misfortune of being on the planet. Maybe you&#039;re a stranded pirate, maybe an exiled colonist, or a crazy exile from the colony with a vendetta. Just who are you?&lt;br /&gt;
!Impossible&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Station-Bound ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#D8BFD8;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:ainew.gif|link=AI]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
|The artificial intelligence essentially &#039;&#039;is&#039;&#039; the colony and functions as an all seeing eye capable of manipulating most machines and working as a communicator. The AI also speaks with and communicates with the station bound synthetics and may give them orders as needed. While the AI is instructed to follow any orders from a colonist it is ultimately loyal only to the chief research overseer and chief biolab overseer.&lt;br /&gt;
!Extremely Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Station bound cyborgs and robots are machines capable of manipulating the station much like the AI and function as a more direct but far less broad means of aiding the colony. Cyborgs come in various modules with tools for multiple situations and provide additional supports to various departments, but ultimately answer only to the AI or if missing one the chief research overseer and chief biolab overseer.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Maintenance_Drone.png|64px|link=Maintenance Drone]]&amp;lt;br&amp;gt;[[Maintenance Drone]]&lt;br /&gt;
|Maintenance drones are mindless blank robots who repair the station and never interact with any of the crew or other synthetics except for fellow maintenance drones. Maintenance drones may also clean the station and exterminate mice.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:pAI.png|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Personal AI are pocket sized machines with a variety of various tools and programs that assist any crew member who manages to download one. They can be used for good (or maligned) purposes and may also be inserted into some hardsuits to assist people wearing them, such as using onboard medical systems and combat stim injectors.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghost.png|link=Ghost]]&amp;lt;br&amp;gt;[[Ghost]]&lt;br /&gt;
|Spooky. &lt;br /&gt;
!None&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiceBrown.png|link=Mouse]]&amp;lt;br&amp;gt;[[Mouse]]&lt;br /&gt;
|Pretend to be a regular mouse. Infiltrate areas that you should never be in. Hide under tables and anger the chef. Be the biggest fucking annoyance in the entire game. Get stomped instead and complain in deadchat. Respawn as a mouse a short time later and act like the same annoying fuckwit.&lt;br /&gt;
!Very Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>StarDustFox</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Jobs&amp;diff=3915</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Jobs&amp;diff=3915"/>
		<updated>2023-03-11T01:30:06Z</updated>

		<summary type="html">&lt;p&gt;StarDustFox: /* Blackshield */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;noprint&amp;quot; style=&amp;quot;background-color:#FAFAFA; position:fixed; bottom:2%; left:0.25%; padding:0; margin:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Your &#039;&#039;&#039;Job&#039;&#039;&#039; is what you are assigned to do. It defines what equipment you start with, your ID card access, and what you&#039;re actually supposed to be doing.&lt;br /&gt;
&lt;br /&gt;
Some useful links:&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Tips]]&lt;br /&gt;
* [[Job Selection and Assignment]]&lt;br /&gt;
* [[Identifying Antagonists]]&lt;br /&gt;
* [[Faxes]]&lt;br /&gt;
&lt;br /&gt;
You should also read up about [[Laws]], so you know your rights, and [[Standard Operating Procedure]] so you know what you should usually do.&lt;br /&gt;
&lt;br /&gt;
Due to the colony&#039;s open recruitment principle, you might encounter some interesting new [[Core Species|Species]] working alongside you.&lt;br /&gt;
== Command ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:premier.png|64px|link=Premier]]&amp;lt;br&amp;gt;[[Premier]]&lt;br /&gt;
|The premier is a volunteer position each shift usually picked from an existing head of staff, though anyone may be chosen. They are the only person on station capable of changing someone&#039;s access to a new department. Premiers arbitrate disputes between departments, represent those arrested by the marshals, and are capable of vetoing any decision by the council. In addition, the premier acts as internal affairs agent and lawyer to ensure all legislative functions are fulfilled, such as payroll, and to safeguard against high crimes like embezzlement or fraud.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:steward.png|64px|link=Steward]]&amp;lt;br&amp;gt;[[Steward]]&lt;br /&gt;
|You support the council and ensure they can function as efficiently as possible. Stewards are given a special rig suit and weaponry and are expected to listen to the premier as well as provide counsel when asked. Stewards answer to nobody except the premier himself, though they are expected to ensure to premier is acting appropriately at all times. Otherwise, they serve the council at large, and lastly the colonists themselves that may need help with paperwork.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Blackshield ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffeaea;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:militiacommander.png|64px|link=Blackshield Commander]]&amp;lt;br&amp;gt;[[Blackshield Commander]]&lt;br /&gt;
|The Blackshield commander is the first line of defense in the colony. They function as the leader during times of crisis and are expected to command and lead all Blackshield members into battle. Blackshield commanders are expected to lead from the front lines and fight alongside their men while directing them in the colony&#039;s defense.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:sergfinal.png|64px|link=Sergeant]]&amp;lt;br&amp;gt;[[Sergeant]]&lt;br /&gt;
|Sergeants are trained drill instructors and senior operatives who perform duties similar to the Blackshield commander but in a less official capacity. They are expected to maintain order in the ranks and ensure both the Blackshield and marshals are acting in ways befitting security team members. Otherwise, a sergeant is the Blackshield commanders right-hand man and de-facto leader if the commander is missing or down.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:corpsman.png|64px|link=Corpsman]]&amp;lt;br&amp;gt;[[Corpsman]]&lt;br /&gt;
|Corpsmen are trained field medics and surgeons who perform triage in or around the heat of battle. They are expected to prioritize removing the wounding and patching them up or if not possible taking them to medbay. Unlike a standard paramedic, a corpsmen is expected to be armed and provide fire support when not healing.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:blacktrooper.png|64px|link=Trooper]]&amp;lt;br&amp;gt;[[Trooper]]&lt;br /&gt;
|The colonies rank and file grunts. The trooper is the first in and last out of every code red or greater scenario. When not in active conflict troopers are expected to patrol the exterior of the colony and when requested provide fire support to the prospectors and marshals. In addition, they may be assigned to guard or protect specific assets such as locations or colonists.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffeaea;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:warrantofficer.png|64px|link=Warrant Officer]]&amp;lt;br&amp;gt;[[Warrant Officer]]&lt;br /&gt;
|The warrant officer is the one expected to sign and fill out all the paperwork for arrest warrants, search warrants, or permits. They also provide support, communication, and direction for marshal operatives as they conduct their day to day business. The warrant officer is expected to know the law and standard operating procedure to the letter and acts as the final say criminal convictions.&lt;br /&gt;
!Soul Crushing&lt;br /&gt;
|-&lt;br /&gt;
![[File:supplyspecialist.png|64px|link=Supply Specialist]]&amp;lt;br&amp;gt;[[Supply Specialist]]&lt;br /&gt;
|The supply specialist is the full authority over the colonies armory, with only the warrant officer and council above them, they supply the marshals and blackshield with everything they need from ammunition both lethal and non-lethal, batteries, medical supplies, and crime scene kits.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ranger.png|64px|link=Ranger]]&amp;lt;br&amp;gt;[[Ranger]]&lt;br /&gt;
|The rangers act as investigators both within and outside the colony and are expected to interview suspects, find evidence, and create solve mysteries or cases. Unlike a standard officer a ranger can freely come and go from the colony and is expected to be more self reliant.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:marshalofficer.png|64px|link=Officer]]&amp;lt;br&amp;gt;[[Officer]]&lt;br /&gt;
|The officer is the colonies police force and act as such. They perform arrests, secure locations for the public good, and generally keep the peace. Officers are expected to be good at deescalation and settling matters in the most optimal way. When words fail, they are expected to use non-lethal methods to ensure public safety.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#FFFFDD;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:guildmaster.png|64px|link=Guild Master]]&amp;lt;br&amp;gt;[[Guild Master]]&lt;br /&gt;
|The guild master is the sole authority on station modifications. They are expected to assign tasks to their adepts and keep things organized and running smoothly. In addition to setting up the power the guild master should ensure atmospherics and the colonies integrity is kept in peak condition.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:guildadept.png|64px|link=Guild Adept]]&amp;lt;br&amp;gt;[[Guild Adept]]&lt;br /&gt;
|Guild adepts are assigned the role of keeping the station running smoothly. They should coordinate with the guild master or with each other to assign tasks and ensure the stations integrity is kept. In addition to maintaining atmospherics and general station property guild adepts are responsible for ensuring a safe work environment.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping Solutions ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#FFFFDD;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:ceo.png|64px|link=Chief Executive Officer]]&amp;lt;br&amp;gt;[[Chief Executive Officer]]&lt;br /&gt;
|The chief executive officer is responsible for most of the supply and service departments in the colony. They should organize each of their individual departments to work together to make as much profit as possible. The CEO should coordinate between each department so cargo supplies the kitchen with what it needs and mining gives cargo the material it needs for the right amount of points. He should also advise prices and potential sales, including buying items from crew and prospectors.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:cargotech.png|64px|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|The cargo techs handle all imports and exports to the cargo warehouse through the elevator ordering console. They are tasked with loading and unloading crates, properly packaging exports, and delivering imports to the correct buyer. In addition cargo techs may set the prices for items they both sell and purchase to make a tidy profit.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:miner.png|64px|link=Lonestar Miner]]&amp;lt;br&amp;gt;[[Lonestar Miner]]&lt;br /&gt;
|The lonestar miner is one of the most dangerous civilian jobs, tasked with going deep underground to mine precious ores for that they then smelt into usable material to give to cargo for sale. Lonestar miners are also given weaponry to combat potentially hostile wildlife they may encounter.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:bartending.png|64px|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|The bartender serves drinks to the colonists be they alcoholic or other. The bartender is expected to keep the bar pleasant, clean, and accessible for all patrons to relax in. In addition to mixing complex drinks the bartender should work hand in hand with the chef and botanist to have a wide variety of choices for sale.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:gardening.png|64px|link=Botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|The botanist grows produce specifically for the kitchen and bar for food and drinks. In addition botanist are capable of growing any variety of plant they wish to sell to individual crew members, provided it isn&#039;t contraband. Botanist may also coordinate with scientist to increase the yield and growth speed of various crops.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:servng.png|64px|link=Chef]]&amp;lt;br&amp;gt;[[Chef]]&lt;br /&gt;
|The chef is expected to cook a variety of meals using whatever produce and food the botanist or cargo brings them. The chef is expected to sell a variety of meals to patrons and make a profit doing so. The chefs may also task colony members with bringing them meat, either by order of cargo or buying hunted animals.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:cleaning.png|64px|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|The janitor&#039;s primary job is to keep the station clean by mopping floors and cleaning up departments. This primarily involves cleaning up after crew members who track oil from maintenance, the occasionally roach infestation, or the cleaning of cobwebs (and sometimes giant spiders). Due to vermin extermination being a dangerous task at times, janitors are given use of traps, armor, and weaponry of their choice.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:actor.png|64px|link=Actor]]&amp;lt;br&amp;gt;[[Actor]]&lt;br /&gt;
|The actor&#039;s primary job is to assume a role using various costumes and other items to provide entertainment to the crew. This includes dressing up as a clown or mime, holding a stand up comedy routine to tell jokes, or creating community events such as art exhibits or dinners. The limit is only a persons imagination.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Prospectors ==&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:foreman.png|64px|link=Foreman]]&amp;lt;br&amp;gt;[[Foreman]]&lt;br /&gt;
|The Foreman is the boss of the prospector team and acts as the leader during outings. Foremen have a wide variety of skills and are expected to fill in or assist their subordinates when needed should it be for medical, combat, or salvage reasons. The foreman also has the final say on looting rights for who gets what salvage, in addition to what can and can&#039;t be sold to other colonists.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:prospector.png|64px|link=Prospector]]&amp;lt;br&amp;gt;[[Prospector]]&lt;br /&gt;
|The prospectors are the brawn of the expedition and are equally capable in melee or range combat. Prospectors are expected to focus primarily on combat and use their abilities to slay various creatures and threats that the expedition encounters.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Salvager.png|64px|link=Salvager]]&amp;lt;br&amp;gt;[[Salvager]]&lt;br /&gt;
|The salvagers are the brains of the expedition team capable of providing both technical and medical support. Their primary focus is healing the prospectors as they become injured and recovering any valuable loot. This often includes using tools to take apart broken down machines or shoveling through refuse piles in search of something of value.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soteria Medical Division ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#c3dfe0;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:cbo.png|64px|link=Chief Biolab Officer]]&amp;lt;br&amp;gt;[[Chief Biolab Overseer]]&lt;br /&gt;
|The chief biolab overseer is the sole authority of the soteria medical division and has the final say in medical treatment matters and medical concerns. The biolab overseer is expected to know every aspect of his department and capable of fulfilling any role at any given time as needed. However, they can and should delegate tasks to their staff and ensure everyone is fulfilling their role properly.&lt;br /&gt;
!Underappreciated&lt;br /&gt;
|-&lt;br /&gt;
![[File:meddoc.png|64px|link=Medical Doctor]]&amp;lt;br&amp;gt;[[Medical Doctor]]&lt;br /&gt;
|Medical doctors are expected to be on call to diagnose and treat patients that arrive in the medical bay. Medical doctors are expected to know how to work and set up cryo, perform surgery, and what chemicals to use to cure specific conditions. Medical should also know how to make the four basic healing chemicals and should know enough about psychology to determine if someone is mentally unwell and should be verified.&lt;br /&gt;
!Tiresome&lt;br /&gt;
|-&lt;br /&gt;
![[File:chemmy.png|64px|link=Lifeline Technician]]&amp;lt;br&amp;gt;[[Lifeline Technician]]&lt;br /&gt;
|Lifeline Technicians are the guards of medical and act as the right hand man of the Chief Biolab Officer. Their primary duty is to ensure unneeded personnel are removed from medical, nothing is stolen or taken, and any outbreaks within Medical or Science are contained. The Lifeline Technician is also expected to act as a armed paramedic, aiding medical doctors in treating patients and in retrieving the injured. Unlike other medical jobs, Lifeline Technicians are given standard weapons and equipment to use in dealing with unruly people.&lt;br /&gt;
!Monotonous&lt;br /&gt;
|-&lt;br /&gt;
![[File:psych.png|64px|link=Psychologist]]&amp;lt;br&amp;gt;[[Psychologist]]&lt;br /&gt;
|A psychologist is a complex role that is used to determine if a crew member is sane enough for active duty or not. A psychologist is expected to listen to and give advice to general crew members and see dangerous individuals who&#039;s behavior has become erratic.&lt;br /&gt;
!Mind Bending&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:cro.png|64px|link=Chief Research Overseer]]&amp;lt;br&amp;gt;[[Chief Research Overseer]]&lt;br /&gt;
|The chief research overseer handles the science portion of the soteria. They are expected to have a healthy knowledge of all areas of their department from genetics to robotics and should ensure that research is done every shift. The CRO is also responsible for approving and denying experimental procedures and tests such as plasma tests, weapons testing, or genetics research on humanoids. &lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:sciency.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Scientist are the main driving force of the research department and may work on a variety of tasks on any given shift from anomaly research to xenobiology. Scientists are expected to follow safe procedure when conducting themselves and shouldn&#039;t take unnecessary risks without the proper paperwork filed and stamped.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:robotech.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Roboticist]]&lt;br /&gt;
|Robotics is the busiest department in research and sees the most interaction with general crew. Roboticist build, upgrade, and repair all colony-bound cyborgs and offer cybernetic implantation or replacement to organic crew. Roboticist should know the ins and outs of their assigned tasks dealing with cyborgs and be capable of surgery to graft cybernetic limbs.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Church of the Absolute ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#D8BFD8;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Prime.png|64px|link=Prime]]&amp;lt;br&amp;gt;[[Prime]]&lt;br /&gt;
|The prime is the spiritual head of the church and has the most authority and power to direct the vectors and recruit new converts. The prime should give various tasks to his vectors and seek new converts by hosting events or mingling with the crew. The prime may also be called upon to bury the dead in case someone is permanently slain. The prime should also ensure the biogenerator is fueled at all times.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Vector.png|64px|link=Vector]]&amp;lt;br&amp;gt;[[Vector]]&lt;br /&gt;
|The vectors are the acolytes of the church and handle much of the general labors of the faith such as collecting biomatter for the generator, tending to the church garden, and whatever tasks the prime has assigned. Vectors are also expected to mingle with the general colony and recruit converts whenever possible.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-Colony ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#8b8c8f;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:huntmaster.png|64px|link=Huntmaster]]&amp;lt;br&amp;gt;[[Huntmaster]]&lt;br /&gt;
| The Huntmaster leads the lodge as the matriarchs right hand. They&#039;re required to be a diplomat, leader and teacher all in one. The hunters expect you to show them the way, lead the hunt and make trades with the local colony. Only the matriarch outweighs your authority, so this role comes with more power then the average head of staff but also much more responsibility. Take this path with caution.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:hunter.png|64px|link=Hunter]]&amp;lt;br&amp;gt;[[Hunter]]&lt;br /&gt;
| The hunter is main force of the hunters.  Filled the ranks with both new and experienced individuals, they are equipped to hunt the beasts of the land. The reasons why one becomes a hunter is uncertain but the skills gained and the prestige of being part of the vanguard that protects the innocent folk may be enough.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:assistant.png|64px|link=Outsider]]&amp;lt;br&amp;gt;[[Outsider]]&lt;br /&gt;
| Some random smhuck who has the misfortune of being on the planet. Maybe you&#039;re a stranded pirate, maybe an exiled colonist, or a crazy exile from the colony with a vendetta. Just who are you?&lt;br /&gt;
!Impossible&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Station-Bound ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#D8BFD8;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:ainew.gif|link=AI]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
|The artificial intelligence essentially &#039;&#039;is&#039;&#039; the colony and functions as an all seeing eye capable of manipulating most machines and working as a communicator. The AI also speaks with and communicates with the station bound synthetics and may give them orders as needed. While the AI is instructed to follow any orders from a colonist it is ultimately loyal only to the chief research overseer and chief biolab overseer.&lt;br /&gt;
!Extremely Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Station bound cyborgs and robots are machines capable of manipulating the station much like the AI and function as a more direct but far less broad means of aiding the colony. Cyborgs come in various modules with tools for multiple situations and provide additional supports to various departments, but ultimately answer only to the AI or if missing one the chief research overseer and chief biolab overseer.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Maintenance_Drone.png|64px|link=Maintenance Drone]]&amp;lt;br&amp;gt;[[Maintenance Drone]]&lt;br /&gt;
|Maintenance drones are mindless blank robots who repair the station and never interact with any of the crew or other synthetics except for fellow maintenance drones. Maintenance drones may also clean the station and exterminate mice.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:pAI.png|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Personal AI are pocket sized machines with a variety of various tools and programs that assist any crew member who manages to download one. They can be used for good (or maligned) purposes and may also be inserted into some hardsuits to assist people wearing them, such as using onboard medical systems and combat stim injectors.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghost.png|link=Ghost]]&amp;lt;br&amp;gt;[[Ghost]]&lt;br /&gt;
|Spooky. &lt;br /&gt;
!None&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiceBrown.png|link=Mouse]]&amp;lt;br&amp;gt;[[Mouse]]&lt;br /&gt;
|Pretend to be a regular mouse. Infiltrate areas that you should never be in. Hide under tables and anger the chef. Be the biggest fucking annoyance in the entire game. Get stomped instead and complain in deadchat. Respawn as a mouse a short time later and act like the same annoying fuckwit.&lt;br /&gt;
!Very Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>StarDustFox</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Jobs&amp;diff=3912</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Jobs&amp;diff=3912"/>
		<updated>2023-03-11T01:25:31Z</updated>

		<summary type="html">&lt;p&gt;StarDustFox: /* Command */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;noprint&amp;quot; style=&amp;quot;background-color:#FAFAFA; position:fixed; bottom:2%; left:0.25%; padding:0; margin:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Your &#039;&#039;&#039;Job&#039;&#039;&#039; is what you are assigned to do. It defines what equipment you start with, your ID card access, and what you&#039;re actually supposed to be doing.&lt;br /&gt;
&lt;br /&gt;
Some useful links:&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Tips]]&lt;br /&gt;
* [[Job Selection and Assignment]]&lt;br /&gt;
* [[Identifying Antagonists]]&lt;br /&gt;
* [[Faxes]]&lt;br /&gt;
&lt;br /&gt;
You should also read up about [[Laws]], so you know your rights, and [[Standard Operating Procedure]] so you know what you should usually do.&lt;br /&gt;
&lt;br /&gt;
Due to the colony&#039;s open recruitment principle, you might encounter some interesting new [[Core Species|Species]] working alongside you.&lt;br /&gt;
== Command ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:premier.png|64px|link=Premier]]&amp;lt;br&amp;gt;[[Premier]]&lt;br /&gt;
|The premier is a volunteer position each shift usually picked from an existing head of staff, though anyone may be chosen. They are the only person on station capable of changing someone&#039;s access to a new department. Premiers arbitrate disputes between departments, represent those arrested by the marshals, and are capable of vetoing any decision by the council. In addition, the premier acts as internal affairs agent and lawyer to ensure all legislative functions are fulfilled, such as payroll, and to safeguard against high crimes like embezzlement or fraud.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:steward.png|64px|link=Steward]]&amp;lt;br&amp;gt;[[Steward]]&lt;br /&gt;
|You support the council and ensure they can function as efficiently as possible. Stewards are given a special rig suit and weaponry and are expected to listen to the premier as well as provide counsel when asked. Stewards answer to nobody except the premier himself, though they are expected to ensure to premier is acting appropriately at all times. Otherwise, they serve the council at large, and lastly the colonists themselves that may need help with paperwork.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Blackshield ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffeaea;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:militiacommander.png|64px|link=Blackshield Commander]]&amp;lt;br&amp;gt;[[Blackshield Commander]]&lt;br /&gt;
|The Blackshield commander is the first line of defense in the colony. They function as the leader during times of crisis and are expected to command and lead all Blackshield members into battle. Blackshield commanders are expected to lead from the front lines and fight alongside their men while directing them in the colony&#039;s defense.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:sergfinal.png|64px|link=Sergeant]]&amp;lt;br&amp;gt;[[Sergeant]]&lt;br /&gt;
|Sergeants are trained drill instructors and senior operatives who perform duties similar to the Blackshield commander but in a less official capacity. They are expected to maintain order in the ranks and ensure both the Blackshield and marshals are acting in ways befitting security team members. Otherwise, a sergeant is the Blackshield commanders right hand man and de-facto leader if the commander is missing or down.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:corpsman.png|64px|link=Corpsman]]&amp;lt;br&amp;gt;[[Corpsman]]&lt;br /&gt;
|Corpsmen are trained field medics and surgeons who perform triage in or around the heat of battle. They are expected to prioritize removing the wounding and patching them up or if not possible taking them to medbay. Unlike a standard paramedic a corpsmen is expected to be armed and provide fire support when not healing.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:blacktrooper.png|64px|link=Trooper]]&amp;lt;br&amp;gt;[[Trooper]]&lt;br /&gt;
|The colonies rank and file grunts. The trooper is the first in and last out of every code red or greater scenario. When not in active conflict troopers are expected to patrol the exterior of the colony and when requested provide fire support to the prospectors and marshals. In addition, they may be assigned to guard or protect specific assets such as locations or colonists.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffeaea;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:warrantofficer.png|64px|link=Warrant Officer]]&amp;lt;br&amp;gt;[[Warrant Officer]]&lt;br /&gt;
|The warrant officer is the one expected to sign and fill out all the paperwork for arrest warrants, search warrants, or permits. They also provide support, communication, and direction for marshal operatives as they conduct their day to day business. The warrant officer is expected to know the law and standard operating procedure to the letter and acts as the final say criminal convictions.&lt;br /&gt;
!Soul Crushing&lt;br /&gt;
|-&lt;br /&gt;
![[File:supplyspecialist.png|64px|link=Supply Specialist]]&amp;lt;br&amp;gt;[[Supply Specialist]]&lt;br /&gt;
|The supply specialist is the full authority over the colonies armory, with only the warrant officer and council above them, they supply the marshals and blackshield with everything they need from ammunition both lethal and non-lethal, batteries, medical supplies, and crime scene kits.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ranger.png|64px|link=Ranger]]&amp;lt;br&amp;gt;[[Ranger]]&lt;br /&gt;
|The rangers act as investigators both within and outside the colony and are expected to interview suspects, find evidence, and create solve mysteries or cases. Unlike a standard officer a ranger can freely come and go from the colony and is expected to be more self reliant.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:marshalofficer.png|64px|link=Officer]]&amp;lt;br&amp;gt;[[Officer]]&lt;br /&gt;
|The officer is the colonies police force and act as such. They perform arrests, secure locations for the public good, and generally keep the peace. Officers are expected to be good at deescalation and settling matters in the most optimal way. When words fail, they are expected to use non-lethal methods to ensure public safety.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#FFFFDD;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:guildmaster.png|64px|link=Guild Master]]&amp;lt;br&amp;gt;[[Guild Master]]&lt;br /&gt;
|The guild master is the sole authority on station modifications. They are expected to assign tasks to their adepts and keep things organized and running smoothly. In addition to setting up the power the guild master should ensure atmospherics and the colonies integrity is kept in peak condition.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:guildadept.png|64px|link=Guild Adept]]&amp;lt;br&amp;gt;[[Guild Adept]]&lt;br /&gt;
|Guild adepts are assigned the role of keeping the station running smoothly. They should coordinate with the guild master or with each other to assign tasks and ensure the stations integrity is kept. In addition to maintaining atmospherics and general station property guild adepts are responsible for ensuring a safe work environment.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping Solutions ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#FFFFDD;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:ceo.png|64px|link=Chief Executive Officer]]&amp;lt;br&amp;gt;[[Chief Executive Officer]]&lt;br /&gt;
|The chief executive officer is responsible for most of the supply and service departments in the colony. They should organize each of their individual departments to work together to make as much profit as possible. The CEO should coordinate between each department so cargo supplies the kitchen with what it needs and mining gives cargo the material it needs for the right amount of points. He should also advise prices and potential sales, including buying items from crew and prospectors.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:cargotech.png|64px|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|The cargo techs handle all imports and exports to the cargo warehouse through the elevator ordering console. They are tasked with loading and unloading crates, properly packaging exports, and delivering imports to the correct buyer. In addition cargo techs may set the prices for items they both sell and purchase to make a tidy profit.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:miner.png|64px|link=Lonestar Miner]]&amp;lt;br&amp;gt;[[Lonestar Miner]]&lt;br /&gt;
|The lonestar miner is one of the most dangerous civilian jobs, tasked with going deep underground to mine precious ores for that they then smelt into usable material to give to cargo for sale. Lonestar miners are also given weaponry to combat potentially hostile wildlife they may encounter.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:bartending.png|64px|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|The bartender serves drinks to the colonists be they alcoholic or other. The bartender is expected to keep the bar pleasant, clean, and accessible for all patrons to relax in. In addition to mixing complex drinks the bartender should work hand in hand with the chef and botanist to have a wide variety of choices for sale.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:gardening.png|64px|link=Botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|The botanist grows produce specifically for the kitchen and bar for food and drinks. In addition botanist are capable of growing any variety of plant they wish to sell to individual crew members, provided it isn&#039;t contraband. Botanist may also coordinate with scientist to increase the yield and growth speed of various crops.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:servng.png|64px|link=Chef]]&amp;lt;br&amp;gt;[[Chef]]&lt;br /&gt;
|The chef is expected to cook a variety of meals using whatever produce and food the botanist or cargo brings them. The chef is expected to sell a variety of meals to patrons and make a profit doing so. The chefs may also task colony members with bringing them meat, either by order of cargo or buying hunted animals.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:cleaning.png|64px|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|The janitor&#039;s primary job is to keep the station clean by mopping floors and cleaning up departments. This primarily involves cleaning up after crew members who track oil from maintenance, the occasionally roach infestation, or the cleaning of cobwebs (and sometimes giant spiders). Due to vermin extermination being a dangerous task at times, janitors are given use of traps, armor, and weaponry of their choice.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:actor.png|64px|link=Actor]]&amp;lt;br&amp;gt;[[Actor]]&lt;br /&gt;
|The actor&#039;s primary job is to assume a role using various costumes and other items to provide entertainment to the crew. This includes dressing up as a clown or mime, holding a stand up comedy routine to tell jokes, or creating community events such as art exhibits or dinners. The limit is only a persons imagination.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Prospectors ==&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:foreman.png|64px|link=Foreman]]&amp;lt;br&amp;gt;[[Foreman]]&lt;br /&gt;
|The Foreman is the boss of the prospector team and acts as the leader during outings. Foremen have a wide variety of skills and are expected to fill in or assist their subordinates when needed should it be for medical, combat, or salvage reasons. The foreman also has the final say on looting rights for who gets what salvage, in addition to what can and can&#039;t be sold to other colonists.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:prospector.png|64px|link=Prospector]]&amp;lt;br&amp;gt;[[Prospector]]&lt;br /&gt;
|The prospectors are the brawn of the expedition and are equally capable in melee or range combat. Prospectors are expected to focus primarily on combat and use their abilities to slay various creatures and threats that the expedition encounters.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Salvager.png|64px|link=Salvager]]&amp;lt;br&amp;gt;[[Salvager]]&lt;br /&gt;
|The salvagers are the brains of the expedition team capable of providing both technical and medical support. Their primary focus is healing the prospectors as they become injured and recovering any valuable loot. This often includes using tools to take apart broken down machines or shoveling through refuse piles in search of something of value.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soteria Medical Division ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#c3dfe0;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:cbo.png|64px|link=Chief Biolab Officer]]&amp;lt;br&amp;gt;[[Chief Biolab Overseer]]&lt;br /&gt;
|The chief biolab overseer is the sole authority of the soteria medical division and has the final say in medical treatment matters and medical concerns. The biolab overseer is expected to know every aspect of his department and capable of fulfilling any role at any given time as needed. However, they can and should delegate tasks to their staff and ensure everyone is fulfilling their role properly.&lt;br /&gt;
!Underappreciated&lt;br /&gt;
|-&lt;br /&gt;
![[File:meddoc.png|64px|link=Medical Doctor]]&amp;lt;br&amp;gt;[[Medical Doctor]]&lt;br /&gt;
|Medical doctors are expected to be on call to diagnose and treat patients that arrive in the medical bay. Medical doctors are expected to know how to work and set up cryo, perform surgery, and what chemicals to use to cure specific conditions. Medical should also know how to make the four basic healing chemicals and should know enough about psychology to determine if someone is mentally unwell and should be verified.&lt;br /&gt;
!Tiresome&lt;br /&gt;
|-&lt;br /&gt;
![[File:chemmy.png|64px|link=Lifeline Technician]]&amp;lt;br&amp;gt;[[Lifeline Technician]]&lt;br /&gt;
|Lifeline Technicians are the guards of medical and act as the right hand man of the Chief Biolab Officer. Their primary duty is to ensure unneeded personnel are removed from medical, nothing is stolen or taken, and any outbreaks within Medical or Science are contained. The Lifeline Technician is also expected to act as a armed paramedic, aiding medical doctors in treating patients and in retrieving the injured. Unlike other medical jobs, Lifeline Technicians are given standard weapons and equipment to use in dealing with unruly people.&lt;br /&gt;
!Monotonous&lt;br /&gt;
|-&lt;br /&gt;
![[File:psych.png|64px|link=Psychologist]]&amp;lt;br&amp;gt;[[Psychologist]]&lt;br /&gt;
|A psychologist is a complex role that is used to determine if a crew member is sane enough for active duty or not. A psychologist is expected to listen to and give advice to general crew members and see dangerous individuals who&#039;s behavior has become erratic.&lt;br /&gt;
!Mind Bending&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:cro.png|64px|link=Chief Research Overseer]]&amp;lt;br&amp;gt;[[Chief Research Overseer]]&lt;br /&gt;
|The chief research overseer handles the science portion of the soteria. They are expected to have a healthy knowledge of all areas of their department from genetics to robotics and should ensure that research is done every shift. The CRO is also responsible for approving and denying experimental procedures and tests such as plasma tests, weapons testing, or genetics research on humanoids. &lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:sciency.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Scientist are the main driving force of the research department and may work on a variety of tasks on any given shift from anomaly research to xenobiology. Scientists are expected to follow safe procedure when conducting themselves and shouldn&#039;t take unnecessary risks without the proper paperwork filed and stamped.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:robotech.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Roboticist]]&lt;br /&gt;
|Robotics is the busiest department in research and sees the most interaction with general crew. Roboticist build, upgrade, and repair all colony-bound cyborgs and offer cybernetic implantation or replacement to organic crew. Roboticist should know the ins and outs of their assigned tasks dealing with cyborgs and be capable of surgery to graft cybernetic limbs.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Church of the Absolute ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#D8BFD8;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Prime.png|64px|link=Prime]]&amp;lt;br&amp;gt;[[Prime]]&lt;br /&gt;
|The prime is the spiritual head of the church and has the most authority and power to direct the vectors and recruit new converts. The prime should give various tasks to his vectors and seek new converts by hosting events or mingling with the crew. The prime may also be called upon to bury the dead in case someone is permanently slain. The prime should also ensure the biogenerator is fueled at all times.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Vector.png|64px|link=Vector]]&amp;lt;br&amp;gt;[[Vector]]&lt;br /&gt;
|The vectors are the acolytes of the church and handle much of the general labors of the faith such as collecting biomatter for the generator, tending to the church garden, and whatever tasks the prime has assigned. Vectors are also expected to mingle with the general colony and recruit converts whenever possible.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-Colony ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#8b8c8f;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:huntmaster.png|64px|link=Huntmaster]]&amp;lt;br&amp;gt;[[Huntmaster]]&lt;br /&gt;
| The Huntmaster leads the lodge as the matriarchs right hand. They&#039;re required to be a diplomat, leader and teacher all in one. The hunters expect you to show them the way, lead the hunt and make trades with the local colony. Only the matriarch outweighs your authority, so this role comes with more power then the average head of staff but also much more responsibility. Take this path with caution.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:hunter.png|64px|link=Hunter]]&amp;lt;br&amp;gt;[[Hunter]]&lt;br /&gt;
| The hunter is main force of the hunters.  Filled the ranks with both new and experienced individuals, they are equipped to hunt the beasts of the land. The reasons why one becomes a hunter is uncertain but the skills gained and the prestige of being part of the vanguard that protects the innocent folk may be enough.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:assistant.png|64px|link=Outsider]]&amp;lt;br&amp;gt;[[Outsider]]&lt;br /&gt;
| Some random smhuck who has the misfortune of being on the planet. Maybe you&#039;re a stranded pirate, maybe an exiled colonist, or a crazy exile from the colony with a vendetta. Just who are you?&lt;br /&gt;
!Impossible&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Station-Bound ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#D8BFD8;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:ainew.gif|link=AI]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
|The artificial intelligence essentially &#039;&#039;is&#039;&#039; the colony and functions as an all seeing eye capable of manipulating most machines and working as a communicator. The AI also speaks with and communicates with the station bound synthetics and may give them orders as needed. While the AI is instructed to follow any orders from a colonist it is ultimately loyal only to the chief research overseer and chief biolab overseer.&lt;br /&gt;
!Extremely Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Station bound cyborgs and robots are machines capable of manipulating the station much like the AI and function as a more direct but far less broad means of aiding the colony. Cyborgs come in various modules with tools for multiple situations and provide additional supports to various departments, but ultimately answer only to the AI or if missing one the chief research overseer and chief biolab overseer.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Maintenance_Drone.png|64px|link=Maintenance Drone]]&amp;lt;br&amp;gt;[[Maintenance Drone]]&lt;br /&gt;
|Maintenance drones are mindless blank robots who repair the station and never interact with any of the crew or other synthetics except for fellow maintenance drones. Maintenance drones may also clean the station and exterminate mice.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:pAI.png|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Personal AI are pocket sized machines with a variety of various tools and programs that assist any crew member who manages to download one. They can be used for good (or maligned) purposes and may also be inserted into some hardsuits to assist people wearing them, such as using onboard medical systems and combat stim injectors.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghost.png|link=Ghost]]&amp;lt;br&amp;gt;[[Ghost]]&lt;br /&gt;
|Spooky. &lt;br /&gt;
!None&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiceBrown.png|link=Mouse]]&amp;lt;br&amp;gt;[[Mouse]]&lt;br /&gt;
|Pretend to be a regular mouse. Infiltrate areas that you should never be in. Hide under tables and anger the chef. Be the biggest fucking annoyance in the entire game. Get stomped instead and complain in deadchat. Respawn as a mouse a short time later and act like the same annoying fuckwit.&lt;br /&gt;
!Very Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>StarDustFox</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Surface_Operations_Manager&amp;diff=3910</id>
		<title>Surface Operations Manager</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Surface_Operations_Manager&amp;diff=3910"/>
		<updated>2023-03-11T01:20:49Z</updated>

		<summary type="html">&lt;p&gt;StarDustFox: /* Money */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImportantJob}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:purple; background-color:#FFFFDD; | Chief Executive officer &lt;br /&gt;
&amp;quot;Time is money friend!&amp;quot;.&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Lonestar &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access: &lt;br /&gt;
Cargo, CEO&#039;s Office, Maintenance, Bar, Kitchen, Janitor&#039;s closet, Mining&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
The council&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Medium&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Chief Executive Officer&#039;&#039;&#039;, your primary job is to make as much profit as possible while helping keep the station running. You have potentially quite a few staff members under your command to aid you in this goal and should work towards coordinating them properly.&lt;br /&gt;
&lt;br /&gt;
== Money ==&lt;br /&gt;
Everything your cargo techs order will cost varying amounts of credits taken from your account.&lt;br /&gt;
It is your duty, as Chief Executive Officer, to keep a steady influx of cash by:&lt;br /&gt;
* Ensuring your cargo techs are selling items at a reasonable mark up and selling items on credit to the supply warehouse.&lt;br /&gt;
* Having the bartender and chef set proper prices for food and drinks and collect all tabs.&lt;br /&gt;
* Having mining trade materials to the soteria and any access goods to your cargo techs, so they can be sold on credit to the supply warehouse.&lt;br /&gt;
&lt;br /&gt;
== The Art of the Deal ==&lt;br /&gt;
You should be proactive about getting crew members to buy things, some ideas are:&lt;br /&gt;
* Informing the crew of any rare or interesting items you have for sale.&lt;br /&gt;
* Reminding the crew that cargo, the bar, and kitchen are staffed and ready.&lt;br /&gt;
* Filling in for any missing staff members like serving drinks in the bar or manning the cargo counter.&lt;br /&gt;
* &amp;lt;s&amp;gt;Selling stolen, hard to come by, or contraband items.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>StarDustFox</name></author>
	</entry>
</feed>