Explorer

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Revision as of 12:12, 11 April 2022 by imported>Tracker (→‎Things to know!)
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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 some sort of 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'.

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 Search and Rescue 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)

TIPS FOR EXPLORATION

Tips for staying alive

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 very easy to