Captain
COMMAND STAFF | |
Captain |
Access: Everywhere Difficulty: Impossible Supervisors: Central Command Duties: Oversee the current shift. Ensure the Command team is able to perform their jobs. Be the judge on station matters. Ultimately fail and watch everything burn around you. Guides: Space Law Quote: "Research Director! For the fifth time! Do NOT make catgirls!" |
This job role is expected to perform at a standard higher than other roles. Do not play this role if you are not prepared.
At the start of the round, you should take the Nuclear Autherization Disk and either give it to the Blueshield, or keep it on your person. DO NOT ALLOW this disk to fall into hostile organization's hands; there are dire repercussions for this. Afterwards, you can ask on the radio for everyone of your departmental heads to report in. You are in for the long shift, skipper, hope you're ready for some difficulty.
Bare minimum expectation: Secure the disk, give Engineering the ability to do the station goal (if any), keep the spare ID safely around incase of your untimely vacancy. Do not micromanage departments; there are Heads of Staff for a reason.
Ode to the Captain
Welcome to your job assignment, Captain! At your disposal is an all-access ID, a prototype laser gun that recharges on it's own, a resilient space-worthy magnate MODsuit, and a bunch of staff members who it is your duty to be the final answer-to. Where the Head of Personnel is concerned with Human Resources, you are concerned with Administration.
At the start of the shift you should secure the Nuclear Authentication Disk in either your person or the Blueshield agent who will soon never leave your side (hopefully!).
Aside from your starting inventory, you also have access to the Communications Console, a plethora of station devices that display information and alerts, and a box of medals used to reward especially dutiful staff members.