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| [[Category:Roles]]
| | documentation of which roles require what |
| {{User:Ichthyoacanthotoxism/Template:SandboxTemplate
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| |title = Research Director
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| |image = [[File:Hand teleporter.png]]
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| |subtitle = Research Director Aurea Starseeker, sitting at her desk with the Hand-Held Teleporter.
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| |department = Science
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| |supervisors = Captain, NTR
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| |subordinates = All of Science
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| |roleplay_difficulty = High
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| |mechanical_difficulty = Medium}}
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| = Introduction =
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| So, you have made it. You have survived the countless brushes with death endemic to science and are finally at the top. You are the Research Director, the head of the most explosive department on the station. Settle in and hope that your time getting acquainted with your new office is not interrupted by someone blowing themselves up.
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| Your main role is, of course, leading science. Unless you are training another scientist, you will most likely not need to do too much hand-holding, as scientists tend to be rather independent. Still, it is good to be a steady hand on the metaphorical rudder and an eager ear for interdepartmental communication.
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| = Challenge =
| | bso: 25h0m command, 15h0m medical, 25h0m security, 20h0m overall |
| As the Research Director, you are expected to ensure your scientists do their job properly. You generally decide which technologies are researched, however, be aware that this is not an ability exclusive to the Director, and a sufficiently laid-back Director may find their scientists a little too happy to research technologies on their own without first consulting you.
| | nct: whitelist |
| | ntr: 50h0m command, 20h0m overall |
| | cci: whitelist |
| | ccj: unknown # jani hours, whitelist |
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| It is a good idea to communicate with the [[Jobs:Links/Roles#Command|heads of other departments]] to ensure you are researching technologies as efficiently as possible. For example, if there is known Syndicate presence on the station, it is probably a better idea to research Scarlet technologies instead of construction bags of holding. If the Captain does not speak Galactic Common, it may be wise to invest in translator implanters instead of the H.O.N.K Mech. The list of what should and should not be researched at any given time varies between shifts, and it is ultimately your job to come to the conclusion as to what would be the most beneficial for the crew.
| | captain: 4h0m engi, 4h0m medic, 4h0m sci, 4h0m sec, 20h0m command, 40h0m overall |
| | hop: 2h30m engi, 2h30m med, 2h30m sci, 2h30m sec, 10h0m command |
| | ce: 15h0m atmos tech, 5h0m station engineer, 20h0m engineering, 10h0m overall |
| | cmo: 15h0m chemist, 2h30m paramed, 10h0m medical doctor, 20h0m medical, 10h0m overall |
| | hos: 5h0m warden, 5h0m detective, 5h0m secoff, 2h0m corpsman, 30h0m security, 20h0m overall |
| | qm: 10h0m cargo technician, 5h0m salvage specialist, 20h0m cargo, 10h0m overall |
| | rd: 5h0m cyborg, 10h0m scientist, 20h0m science, 10h0m overall |
| | aa: 10h0m overall, 5h0m engineering, 5h0m security, 5h0m science, 5h0m medical |
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| As a short, but far-from-exhaustive list, the responsibilities of the Research Director include:
| | warden: 5h0m secoff, 2h0m corpsman, 15h0m in security, 10h0m overall |
| | corpsman: 10h0m medical, 10h0m security |
| | detective: 5h0m secoff |
| | sec cadet: 5h0m overall |
| | secoff: 5h0m in sec |
| | sergeant: 100h0m overall, 100h0m in sec, 10h0m hos, 10h0m warden, 50h0m secoff |
| | transit: 10h0m in sec |
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| * Ensuring the Research Assistant does not attempt to activate the "Imminent Doom" node
| | boxer: n/a |
| * Keeping track of all of the Anomalies and determining whether to keep or destroy them
| | psychologist: n/a |
| * Preventing the Xenobiologists from making two hundred slimes and causing space lag
| | radio host: n/a |
| * Fixing the Station AI when it begins trying to flood distro with plasma for "the health of the crew"
| | reporter: n/a |
| | zookeeper: n/a |
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| Similarly to every other department head, the Director is expected to thoroughly understand the ins-and-outs of their department. If and when things go wrong, as they inevitably will, it is your job to keep Science in order.
| | cargo technician: n/a |
| | courier: 2h30m in cargo |
| | salvage specialist: 2h30m in cargo |
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| = Tools =
| | atmos techie: 2h30m engienering |
| The Research Director's locker comes filled with a few handy items. Of the "ordinary" items, these will be a filled tool belt, a multitool, a power drill (on certain stations), and an anomaly locator containing with a small power cell. Alongside these four, the Director is provided a menagerie of Director-exclusive trinkets.
| | station engineer: 2h30m engineering |
| | technical assistant: 5h0m overall |
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| == Hand Teleporter ==
| | chemist: 5h0m medical |
| This is the ace of a Research Director's toolkit. It is both incredibly powerful and incredibly underutilized. The Hand Teleporter allows the creation of two portals: one orange, one blue. Using the Hand Teleporter will cycle through three actions: firstly, placing an orange portal; secondly, placing a blue portal; and finally, using it a third time will clear both portals, allowing a new set of portals to be created.
| | medical doctor: 2h30m in medical |
| | medical intern: 0h30m overall |
| | paramedic: 2h30m in medical |
| | psychologist: n/a |
| | virologist: 4h0m in medical |
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| If both an orange and blue portal are created, a link will exist between them. Anything that passes through one portal will come out the other portal moving with the exact same velocity and direction.
| | research assistant: 0h30m overall |
| | roboticist: 2h30m cyborg, 4h0m in science |
| | scientist: 2h30m in science |
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| If only an orange portal exists, it will teleport anything that walks through it into a semi-random position. Generally, this position will be in the direction whatever was attempting to traverse the portal was attempting to go, allowing the Director to, with a small amount of luck, phase through thin walls.
| | station AI: 10h0m cyborg, 10h0m overall |
| | cyborg: 10h0m overall |
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| What you should NOT do with the teleporter:
| | bartender: 0h30m overall |
| | | botanist: n/a |
| * Create a portal from Science to Cargo for "convenience." It is Cargo's job to haul cargo, not yours. Make Bluespace carpets.
| | boxer: n/a |
| * Create a portal from Science to Medical for "convenience." Turn your coordinates on and/or tell Medical before you do something stupid.
| | chaplain: 5h0m over all |
| | | chef: 0h30m overall |
| | | clown: n/a |
| The Research Director's Hand Teleporter does not work between different grids. You cannot construct a portal from Cargo to the ATS or from somewhere hazardous to the Emergency Shuttle.
| | janitor: n/a |
| | | lawyer: 2h30m overall |
| The Hand Teleporter's capabilities are functionally limited only by the Director's imagination. It can, depending on the circumstances, be used as a weapon, a getaway route, a trap; so on, so forth.
| | librarian: n/a |
| | | mime: n/a |
| == Science Door Remote ==
| | musician: n/a |
| [[File:Remote Normal.png|thumb|Aurea looking at the door remote and a door that looks very remotable. ]]
| | passenger: n/a |
| This remote is a Science-flavoured version of the Door Remote given to every department head. It has three modes: toggling the bolts on a door, toggling the emergency access of a door, and opening/closing the door.
| | reporter: n/a |
| | | service worker: 0h30m civilian |
| == Intellicard ==
| | zookeeper: n/a |
| The Intellicard is a card capable of storing and uploading a single artificial intelligence. This is most commonly utilized to transport the Station AI from its core to Central Command at the end of a shift, but has a variety of other interactions regarding "sapient" electronics. It interfaces with positronic brains, personal AIs, simplebots such as weldbots or cleanbots, vending machines, and other similar player-controllable machines.
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| == AX-32 "Gemini" Holoprojector Rig ==
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| The AX-32 "Gemini" Holoprojector Rig, often shortened to "Gemini", is a piece of equipment fitting into the belt slot that will open up a Familiar ghostrole. This Gemini is an exact copy of its wearer, minus the contents of your pockets. As is with every ghostrole, the usefulness of a Gemini can range from as useful as a second Director to an active hinderance to department operations. The Gemini is fragile but does not need to breathe and is incredibly good at space movement, and, so long as the AX-32's wearer is alive, can be instantaneously recalled or revived, rendering it functionally "immortal". When a Gemini is destroyed, all of its accumulated items will drop onto the ground in a pile, and the Gemini's consciousness will be returned to the holoprojector rig.
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| == Research Director's Hardsuit / "Minerva" Modsuit ==
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| [[File:Aurea Hardsuit Selector.png|thumb|216x216px|Aurea staring at the hardsuit selector. ]]
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| [[File:RD Hardsuit Selector Screen.png|thumb|244x244px|The hardsuit selector screen.]]
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| Depending on the station, the Research Director's Hardsuit Selector will appear either in its own specialized box, or alongside the rest of the Director's belongings in their locker. Alongside the Hardsuit Selector, there will be an air mask, a tank of oxygen, and a tank of nitrogen. Utilizing the Hardsuit Selector will pull up a menu asking you to select one of two choices: the Research Director's Hardsuit or the Minerva Modsuit.
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| Both the Hardsuit and the Modsuit function identically to every other Hardsuit and Modsuit, with the Hardsuit being worn on the outer clothing layer and the Modsuit taking up the backpack slot. Generally, it is up to the Director whether they prefer the Hardsuit or the Modsuit. All of the Director's important belongings can fit inside the Minerva Modsuit, often with room to spare, so space is not as much of an issue as it would be for some other Command roles.
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| The Director's Hardsuit and Modsuit are both well-equipped to resist explosion and radiation damage, though struggle greatly regarding brute damage types.
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| == Silicon-Interfacing HUD / Glasses ==
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| The Silicon-Interfacing HUD / Glasses allow their wearer to access the Binary channel via the prefix +b. It is the Silicon hivemind, usually accessible only by the Station AI and any Borgs that may be on-station. It is a good idea to check in with your silicons regularly to ensure that none of them are malfunctioning. The glasses also provide some amount of flash protection.
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| = Roundstart =
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| At the start of the round, it is best to converse with your Scientists to discuss the rough research plans for the day and to discuss who is partaking in what sub-department of Science. Generally, it will fall upon you to retrieve the 30 Gold and Silver from the vault, usually for the purpose of constructing the AI a B.O.R.I.S.
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documentation of which roles require what
bso: 25h0m command, 15h0m medical, 25h0m security, 20h0m overall
nct: whitelist
ntr: 50h0m command, 20h0m overall
cci: whitelist
ccj: unknown # jani hours, whitelist
captain: 4h0m engi, 4h0m medic, 4h0m sci, 4h0m sec, 20h0m command, 40h0m overall
hop: 2h30m engi, 2h30m med, 2h30m sci, 2h30m sec, 10h0m command
ce: 15h0m atmos tech, 5h0m station engineer, 20h0m engineering, 10h0m overall
cmo: 15h0m chemist, 2h30m paramed, 10h0m medical doctor, 20h0m medical, 10h0m overall
hos: 5h0m warden, 5h0m detective, 5h0m secoff, 2h0m corpsman, 30h0m security, 20h0m overall
qm: 10h0m cargo technician, 5h0m salvage specialist, 20h0m cargo, 10h0m overall
rd: 5h0m cyborg, 10h0m scientist, 20h0m science, 10h0m overall
aa: 10h0m overall, 5h0m engineering, 5h0m security, 5h0m science, 5h0m medical
warden: 5h0m secoff, 2h0m corpsman, 15h0m in security, 10h0m overall
corpsman: 10h0m medical, 10h0m security
detective: 5h0m secoff
sec cadet: 5h0m overall
secoff: 5h0m in sec
sergeant: 100h0m overall, 100h0m in sec, 10h0m hos, 10h0m warden, 50h0m secoff
transit: 10h0m in sec
boxer: n/a
psychologist: n/a
radio host: n/a
reporter: n/a
zookeeper: n/a
cargo technician: n/a
courier: 2h30m in cargo
salvage specialist: 2h30m in cargo
atmos techie: 2h30m engienering
station engineer: 2h30m engineering
technical assistant: 5h0m overall
chemist: 5h0m medical
medical doctor: 2h30m in medical
medical intern: 0h30m overall
paramedic: 2h30m in medical
psychologist: n/a
virologist: 4h0m in medical
research assistant: 0h30m overall
roboticist: 2h30m cyborg, 4h0m in science
scientist: 2h30m in science
station AI: 10h0m cyborg, 10h0m overall
cyborg: 10h0m overall
bartender: 0h30m overall
botanist: n/a
boxer: n/a
chaplain: 5h0m over all
chef: 0h30m overall
clown: n/a
janitor: n/a
lawyer: 2h30m overall
librarian: n/a
mime: n/a
musician: n/a
passenger: n/a
reporter: n/a
service worker: 0h30m civilian
zookeeper: n/a