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QM Doc (#150)
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src/SUMMARY.md

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- [Jobs](design/jobs.md)
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- [Bartender](design/jobs/bartender.md)
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- [Coroner](design/jobs/coroner.md)
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- [Quartermaster](design/jobs/quartermaster.md)
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- [Scientist](design/jobs/scientist.md)
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- [Supply](design/jobs/supply.md)
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- [Masks](design/masks.md)
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- [Modifiers](design/masks/modifiers.md)
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- [Amnesiac](design/masks/modifiers/amnesiac.md)

src/design/jobs/quartermaster.md

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# Quartermaster
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{{#template ../../templates/partially-implemented.md}}
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The Quartermaster is a job on station tasked with managing the supply of materials and tools on the station.
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They are not aligned with any particular departments and function independently of any traditional departments.
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While they do not have a strong reactive task, their role is reinforced by their control over supplies that other members of the crew want to use.
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## Manufacturing {.es-partially-implemented }
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The primary source of manufacturing and new items on the station is the **Autolathe,** a large immovable machine located inside the Quartermaster's area.
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The Autolathe takes in raw materials and creates various simple items, tools, and supplies, providing a way for common goods to be easily replenished.
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This is mostly balanced out by the lathe's speed and prominence on the map.
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Since it's located front and center inside Cargo, players wanting to take advantage of it either need to cooperate with the Quartermaster or noisily break in, drawing attention to themselves.
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Anything they make can also be plainly seen by other people in the area, potentially drawing further attention to themselves.
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## Crates {.es-unimplemented }
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Alongside their Autolathe, the Quartermaster also receives a large supply of various crates.
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All the crates are relatively sturdy, requiring any ne'er-do-wells (including the Quartermaster themselves) to either acquire the correct access or a sufficiently dangerous breaching tool.
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These crates come in two basic types:
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The first type of crate is unlocked and contains only basic supplies.
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These are generally accessible to anyone and can be a consistent source of items that may become difficult to find throughout the round.
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The second type of crate is job-related and reinforced physically with high resistances and an access lock.
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These crates contain much more useful supplies, typically having items that are restricted to job lockers.
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However, since those lockers are assigned per-player and cannot be easily opened, these crates serve as a more accessible way of getting those additional specific supplies.
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Since the Quartermaster's crates are generally out of the way and harder to acquire compared to general maintenance loot, they serve as higher-effort supplies that players can more reliably seek out and acquire with basic cooperation.
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The Quartermaster themselves can either facilitate these interactions or play greedily, hoarding the supplies for themselves while conspiring to grab the goods for their own benefit.

src/design/jobs/supply.md

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