Jobs
From Sojourn
Your Job is what you are assigned to do. It defines what equipment you start with, your ID card access, and what you're actually supposed to be doing.
Some useful links:
- Character Creation
- Chain of Command
- Standard Operating Procedure
- Guides
- Tips
- Job Selection and Assignment
- Identifying Antagonists
You should also read up about Laws, so you know your rights, and Standard Operating Procedure so you know what you should usually do.
Due to the colony's open recruitment principle, you might encounter some interesting new Species working alongside you.
Command
Job | Role | Difficulty |
---|---|---|
Premier |
The premier is a volunteer position each shift usually picked from an existing head of staff, though anyone may chosen. They are the only person on station capable of changing someones 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 an 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. | Very Hard |
Steward |
You guard the theoretically most powerful acting man on the colony during the average shift. Stewards are given an special rig suit and weaponry and are expected to follow and 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. | Hard |
Blackshield
Job | Role | Difficulty |
---|---|---|
Blackshield Commander |
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's defense. | Very Hard |
Sergeant |
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 he 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. | Hard |
Corpsman |
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. | Hard |
Trooper |
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. | Hard |
Marshals
Job | Role | Difficulty |
---|---|---|
Warrant Officer |
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. | Soul Crushing |
Supply Specialist |
The supply specialist is the sole 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. | Hard |
Ranger |
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. | Hard |
Officer |
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. | Hard |
Artificers Guild
Job | Role | Difficulty |
---|---|---|
Guild Master |
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. | Medium |
Guild Adept |
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. | Medium |
Lonestar Shipping Solutions
Job | Role | Difficulty |
---|---|---|
Chief Executive Officer |
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. | Medium |
Cargo Technician |
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. | Easy |
Lonestar Miner |
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. | Easy |
Bartender |
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. | Easy |
Botanist |
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't contraband. Botanist may also coordinate with scientist to increase the yield and growth speed of various crops. | Easy |
Chef |
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. | Easy |
Janitor |
The janitor'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. | Easy |
Actor |
The actor'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. | Easy |
The Prospectors
Job | Role | Difficulty |
---|---|---|
Expedition Foreman |
The expedition foreman is the boss of the prospector team and acts as the leader during outings. Expedition foreman 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't be sold to other colonists. | Hard |
Prospector |
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. | Medium |
Salvager |
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. | Medium |
Soteria Medical Division
Job | Role | Difficulty |
---|---|---|
Chief Biolab Overseer |
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. | Underappreciated |
Medical Doctor |
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. | Tiresome |
Orderly |
Orderlies 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 orderly is also expected to act as a nurse, aiding medical doctors in treating patients and paramedics in retrieving the injured. Unlike other medical jobs, orderlies are given standard weapons and equipment to use in dealing with unruly people. | Monotonous |
Psychologist |
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's behavior has become erratic. | Mind Bending |
Paramedic |
A paramedic is expected to be on call for all emergency and non-emergency responses outside of medbay, such as a crew member passing out or dying within the colony itself. They are expected to treat minor injuries and heal the injured within reason. In the case of dead on arrival or critical patients the paramedic should transport patients in body bags or stasis bags so they may be healed or revived with ease. | Exhausting |
Soteria Research Division
Job | Role | Difficulty |
---|---|---|
Chief Research Overseer |
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. | Medium |
Scientist |
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't take unnecessary risks without the proper paperwork filed and stamped. | Medium |
Roboticist |
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. | Medium |
Church of the Absolute
Job | Role | Difficulty |
---|---|---|
Prime |
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. | Medium |
Vector |
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. | Easy to Medium |
Hunter's Lodge
Job | Role | Difficulty |
---|---|---|
File:Huntmaster.png Hunt Master |
Hard | |
File:Hunter.png Hunter |
Hard |
Station-Bound
Job | Role | Difficulty |
---|---|---|
AI |
The artificial intelligence essentially is 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. | Extremely Hard |
Cyborg |
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. | Medium to Hard |
Maintenance Drone |
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. | Medium to Hard |
Personal AI |
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. | Very Easy |
Ghost |
Spooky. | None |
Mouse |
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. | Very Easy to Medium |