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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, this include legal carry for long arms <s>not a grenade launcher</s>. In general however, you should only carry a weapon if you plan to use it, there is no reason to have a slung shotgun while sitting at the bar or being off duty. Note that this only applies if you're on active duty in the prospector department, being off duty or another secondary job is not a valid reason to carry a rifle.
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.  


{{Jobs}}
{{Jobs}}

Latest revision as of 05:28, 28 December 2023

Prospecter

"One mans trash, another mans treasure"

Department:

Prospectors

Access:

Prospector prep area, prospector locker room

Supervisors:

Expedition Foreman

Difficulty:

Medium

"Difference between us and the Lonestar schmucks, we don't care if it's bolted down." - Donny Husjak, prospector.

Prospectors are members of the expedition team who report to the foreman, but who's primary mission takes place far away from the station. In general, prospectors are dispatched to investigate areas around the colony and planets. They will typically be required to encounter danger and face extraterrestrial threats in the course of their job.

Setup

Unlike other members of the colony, the prospectors are very likely to require weapons and equipment that rivals security. Care must be taken to avoid this equipment from falling into the hands of untrained personnel. A good prospector will prepare for any possibility be it bad weather, cave ins, or armed hostile humanoids.

Exploring

The prospector's main job function is to explore, locate any devices or artifacts of interest, make contact with any indigenous life, and generally make new discoveries while looting everything that isn't nailed down and even then stealing the nails if they're not secured properly.

You should be familiar with Standard Operating Procedure with regards to away missions, and make sure you follow the directions of the expedition foreman if present.

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