Explorer

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WIP equipment section.

SUMMARY TO EXPLORATION

As an explorer, you are at the forefront of discovery for the station! This means that you must be prepared to deal with whatever dangers Sif or the gateway may throw at you, you will be thrust into dangerous situation, you will be pushed to your limits, survival is not guarenteed ~ as exploration is one of the most dangerous jobs on the station!

but it comes with perks, Explorers are free to venture as they see fit and with no on-station duties to tend to are one of the most liberal roles. It will be heavily combat oriented, and caution must be exercised~ even the best exporers come unstuck every once in awhile, and having friends in medical will certainly help!

WHAT EXPLORATION DOES AND DOESNT

Whilst combat plays a heavy part in it, exploration is not a purely military role, your job isn't to go out and simply shoot / kill all the things, but to:

  • Pave the way in dangerous areas, such as the Sif Wilderness to make it safe for other crew.
  • Catalogue local flora and fauna, providing scientific research and study of wildlife.
  • Find objects or items of value, scavenging from abandoned hovels, research stations, merc outposts and the like!
  • (Strikethrough) Give the Medical team something to do when it all goes wrong and someone needs to come out to rescue you from whatever jaws you've wound up in (End strikethrough)

You are NOT security, and whilst explorers have remit to carry about their frontier and phase weapons (that are safety locked) on the station, you have no authority to simply carry about lethal weapons without express consent of Security through the use of the explorer weapon permit~ leave that 9mm pistol or that bolt action rifle you found on the carrier, or you may find yourself in trouble with security.

Things to know!

You should be familiar with Standard Operating Procedure with regards to away missions. You report directly to the pathfinder, who in term reports to the research Director in the command chain.

Knowing the basics as to how to handle weapons is useful, as is -basic- first aid knowledge, even if it amounts to 'bleeding is a bad sign'.

Given the nature of the role and the dangers you will face, teamwork is essential and most experienced explorers will explore in a minimum of a pair, if not full teams for the more hazardous environments.

Weaponry and You

You are permitted to carry weapons to further your job as necessary, but only to and from the shuttle or gateway legally, anyway. For legal purposes, you should secure your weapons in the department or with Security when going off-duty. Any explorer weapons recovered by a Paramedic crew member for example, should be kept to defend against wily predators secured or turned over to Security for safekeeping.

Security is 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.

BASICS TO EXPLORATION - GEAR AND HOW TO USE IT

GEAR Check LIST (lists all items for a standard loadout, then notes each item point for point, what it does, why you need it)


  • Cataloguer - comes in three flavours, Explorers get access to the full sized, full ranged version. 'shoot' it at a object of interest and it'll scan it, but you must remain still and the thing within range until the scan completes. Scanning stuff logs reasearch and is one of th core components of your role, rewarding you with exploration points that can be spent on various goodies from the vendors on the carrier. (To get points, swipe your ID on the cataloguer to download them).
  • GPS - Absolute essential whenever going off into the wilds or gateway, turn it on and you can broadcast your current location in real time, even if your sensors are somehow disabled, if also makes it much easier to find other GPS beacons.
  • Survival knife - used for cutting things, self defense, butchering animals out in the field for impromptu rations (strikethrough) unless you feel like gulping them whole (end strikethrough) and can fit in combat buits easily.
  • Marker beacons - useful for leaving a trail (strikethrough) for preythings to follow (end strikethrough) to help find your way back.
  • Short wave radio - heading through the gateway will put you far out of reach of the local communications nets, this will ensure you can still keep in touch with other members of the exploration team whilst you are out.
  • Frontier phaser - the main weapon of choice for exploration staff, it can be toggled between low power and lethal modes, trading damage for energy efficiency. It's safety locked, so it wont fire on station, and you can charge it by pumping the handle! (Hold in one hand, then interact with it using your free empty hand, must be still).
  • Explorer plate carrier: armoured external vest, the ones in the lockers come pre-equipped with plates to provide protection, a fresh suit without plates however only keeps you warm.

OTHER STUFF

TIPS FOR EXPLORATION

Tips for staying alive

  • Keep people informed, whether it's your team, or medical, if people know your status and you go dark, it's far more likely that they'll be able to look out for you and recover you when things go wrong!
  • Do be friendly to medical, they might provide you some tricord pills to make your life out in space a little easier, no first aid knowledge required! and having someone literally watching over your sensors can be a blessing.
  • Discretion is the better part of valour, be aware of your limits and when it's time to regroup, or re-arm.
  • Make use of the exploration carrier vendor ~ theres plenty there to help make your life easier.

Tips for roleplaying as an explorer


Stuff not to do

  • running out without a backup implant or death alarm and your sensors not set to location, this is a good way to spend a good portion of the round dead without anyone noticing, and can be frustrating to medical staff.
  • complain about waiting when you die~ death is an occupational hazzard, you're performing one of the most dangerous roles on station, mercs and aliens will not play nice, if you are averse to dying then Exploration likely isn't the role for you.
  • power game ~ it's incredibly tempting to gather up a big bunch of medical supplies and go ham, but is that fitting for your character? Resist the urge, you cana lways rely on your teams field medic to keep you up in the field, or take precautions to ensure a fast exit if need be.