Foreman

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Expedition Foreman

"The big bad boss."

Department:

Prospectors

Access:

Prospector prep area, prospector locker room, Foreman's office

Supervisors:

The Council

Difficulty:

Very Hard

The foreman is the leader of the expedition team and coordinates all actions by his prospectors and salvagers to ensure each successful mission. The foreman has to know a wide variety of tasks ranging from construction, medical treatment, and combat. A good foreman will delegate his tasks appropriately and should focus on keeping the team together and alive.

Perils of Leadership

The foreman has one of the most difficult staff positions as his team is expected to encounter hostile life forms on a consistent basis. Unlike other heads who can often times ignore or barely interact with their staff team except through radio you are expected to work closely with your team. This means keeping them from turning on each other if any friendly fire happens and putting them where they're skills are most valuable.

Controlling your Prospectors

Seldom do those who work for the Over-boss come from altruistic roots. Your team can and will be made up of the worst society has to offer; criminals, murderers, thieves, vagabonds and vagrants just to name a few. Incidents will occur. Some of those under your command will steal from other departments, break into areas they're not supposed to be in, start fights over minute things. It will be your job to keep them in line and punish them accordingly. Just because they're Prospectors doesn't mean they are exempt from the law. Remember, the Prospectors suffered through a lot to earn a place in the council and the colony by extension. Don't make the council regret this decision.

While this line of work will attract the worst kind of people, they are never the less your people. Society has turned their back on them and the Prospectors can very well be their "second chance" that so very few people are given. If something bad happens to one of your Prospectors (and they are "relatively" innocent in the situation), defend them to the full extent of your abilities regardless of how it may affect you.

The Prospectors wont take the orders of a spineless maggot, but to treat them unjustly is to destroy any chance of them ever respecting you. Be firm, but fair. Punish them when they break the Colony's laws but stand by them when they do not. Reprimand them when they disobey orders but reward them when they follow in your footsteps.

Things to consider on an expedition:

  • It's a good idea after securing an old ruin or building to create a forward operating base. This structure serves multiple purposes such as a place to stash loot, a place to do field surgery or heal, and a rallying point in case of the team is seperated.
  • Always instruct your salvagers to dig out trash piles completely, collapse burrows, and weld cracks in the floor to secure a location and get the maximum amount of loot.
  • Listen to what your staff says and assign them jobs appropriately. A prospector brings armor and a shield and says he isn't a good shot? Put him in the front to act as draw for hostile wild life. A salvager says he's a better medic than engineer? Assign him to the melee prospector so he can patch him up as he gets injured.
  • Fill in on any position you have empty. Not enough prospector muscle? Gear up primarily for combat. No salvagers? Get a medkit and tool-belt.

Setup

Unlike other members of the colony, the prospectors 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

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 legally, anyway. For legal purposes, you should leave your weapons in the prep room or a private locker when going off-duty.

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 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