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Adds "Stowaway" job #351
Adds "Stowaway" job #351
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Would be interesting if there were a slight element of randomness to it. Presumably most stowaways were there from a previous shift or the station construction crew/reclamation crew, so they'd have some kind of story behind that. It's an easy way to generate a fun little story for your character if you have no idea what to do. |
@@ -28,6 +28,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0) | |||
JOB_ASSISTANT, | |||
"Bridge Officer", //NON-MODULE CHANGE // MELBERT MODULARIZE ME | |||
"Asset Protection", // NON-MODULE CHANGE | |||
"Stowaway", |
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"Stowaway", | |
"Stowaway", // NON-MODULE CHANGE |
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This list is killed next update anyways, so putting comments by it is pointless
I kind of intended it to be a "you fill in the blanks" role, but I could generate some fake memories for people who just wanna get something random. |
backstory_suggested_goal = "Give up your old life and start anew - maybe on the station itself, or attempt to reconcile with [old_boss]." | ||
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if(5) | ||
var/datum/job/old_job = pick(SSjob.joinable_occupations) |
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didnt notice this, but wouldnt this mean you can get a head of staff
would be funny if you ended up getting fucking captain
Adds the "Stowaway" job, subconsciously inspired by the Goonstation trait of the same name (where I ended up making this entirely independently and then remembered the Goon trait exists).
You get:
Additionally
But why?:
I thought it'd be a fun job for one-off gimmicks.
I don't expect anyone to ""main"" Stowaway, but if they want a way to introduce a new character, or have a character they rarely play, they can cut down on some admin setup by just throwing themselves in maintenance and hiding until they get found.
Or it gives some shenanigans for security to get up to as a stowaway is technically not here legally. Of course you're not an antag