Salvager: Difference between revisions

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{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
!colspan="6"style="color:white; background-color:#750C94; | Salvager
"Take everything not nailed to the floor!"
!colspan="6" | Department:
Prospectors
!colspan="6" | Access:
Prospector prep area, prospector locker room
!colspan="6" |Supervisors:
Expedition Foreman
!colspan="6" |Difficulty:
Medium
|} </div>
Salvagers are the brains of the expedition team and focus primarily on keeping the team alive and providing technical support. Unlike the prospectors who specialize in combat the salvager specializes in construction, medical skills, and looting. While still capable of combat a salvagers primary focus should always be on support rather than direct confrontation.
Salvagers are the brains of the expedition team and focus primarily on keeping the team alive and providing technical support. Unlike the prospectors who specialize in combat the salvager specializes in construction, medical skills, and looting. While still capable of combat a salvagers primary focus should always be on support rather than direct confrontation.


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== Weaponry and You ==
== Weaponry and You ==
Unlike the rest of the crew, who are not permitted to have rifles/experimental weapons, you are permitted to carry weapons to further your job as necessary, but '''only to and from the expedition prep area or personal lockers''' <s>legally, anyway</s>. For legal purposes, you should leave your weapons in the prep room or a private locker when going off-duty.
As a member of the Prospectors, your job often takes you outside of the colony walls or into deep maintenance, where some laws regarding contraband no longer apply. These items include thermal goggles, combat mechs, explosives, and explosive weapons. Outside of the colony, these weapons and items may be freely used. However, by taking them inside of the colony, you subject yourselves to the laws of the colony regarding the storage, transport, and use of these items.  [[Laws#Contraband_Policy|Ensure you read and understand the laws]] regarding these items.  
 
The marshals are within their rights to charge you with possessing contraband, should you be searched for some other offense while not on duty. If you assault someone in the bar and while being processed security discovers your x-ray laser, you ''may'' be charged with possessing major contraband.


{{Jobs}}
{{Jobs}}

Latest revision as of 05:32, 28 December 2023

Salvager

"Take everything not nailed to the floor!"

Department:

Prospectors

Access:

Prospector prep area, prospector locker room

Supervisors:

Expedition Foreman

Difficulty:

Medium

Salvagers are the brains of the expedition team and focus primarily on keeping the team alive and providing technical support. Unlike the prospectors who specialize in combat the salvager specializes in construction, medical skills, and looting. While still capable of combat a salvagers primary focus should always be on support rather than direct confrontation.

Setup

Unlike other members of the expedition team your kit will differ vastly. A salvager fulfills the position of both engineer and medic and should have a keen understanding of both to some degree.

A salvager is expected to know and perform the following:

  • How to construct and deconstruct walls, tables, lockers, crates, and airlocks.
  • How to hack airlocks with and without power.
  • How to diagnose and treat common injuries such as bullet wounds, burns, and toxin damage. This includes knowing the best preventive measures.
  • How to perform field surgery to remove shrapnel, mend damaged organs, and fix broken bones.
  • How to make use of the minimum amount of supplies for the maximum amount of benefit.

Your Equipment

A salvager should carry a fully equipped tool belt, preferably with augmented tools for speed and precision, a medical belt loaded with their preferred chemicals. In addition to their basic belts they should also carry whatever medkits they believe they'll need and additional pills. A salvager should prioritize his medical and engineering equipment over ammo and weapons, leave the violence for the foreman and his prospectors. Your load out should focus on support, not direct combat.

Weaponry and You

As a member of the Prospectors, your job often takes you outside of the colony walls or into deep maintenance, where some laws regarding contraband no longer apply. These items include thermal goggles, combat mechs, explosives, and explosive weapons. Outside of the colony, these weapons and items may be freely used. However, by taking them inside of the colony, you subject yourselves to the laws of the colony regarding the storage, transport, and use of these items. Ensure you read and understand the laws regarding these items.

Jobs on Sojourn

Command Premier, Steward, Blackshield Commander, Warrant Officer, Guild Master, Chief Research Overseer, Chief Biolab Overseer, Prime, Surface Operations Manager, Expedition Foreman
The Marshals Warrant Officer, Officer, Supply Specialist, Ranger
Blackshield Blackshield Commander, Sergeant, Corpsman, Trooper
The Guild Guild Master, Guild Adept
Soteria Medical Chief Biolab Overseer, Medical Doctor, Psychologist, Lifeline Technician
Soteria Science Chief Research Overseer, Scientist, Roboticist
Prospectors Expedition Foreman, Prospector, Salvager
The Church Prime, Vector
Lonestar & Civilian Surface Operations Manager, Bartender, Botanist, Chef, Janitor, Cargo Technician, Lonestar Miner, Colonist
Colony-Bound AI, Cyborg, Maintenance Drone, Personal AI, Ghost, Mouse
The Lodge Huntmaster, Hunter