Stellar Corporate Conglomerate Occupation Qualifications

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Note: This page or section is moderated and can be used as a reference. This page or section should not be edited without good reason.

The Stellar Corporate Conglomerate looks to hire the best and brightest in a wide range of fields. Given the vast breadth of known inhabited space and the variety of university, doctorate programs, and general experiences potential employees can be subject to, SCC HR has come up with these explicit requirements applicants must meet before being hired or allowed to work as a contractor.

IMPORTANT: Applicability

The following requirements and recommendations are applicable all Horizon crewmembers working for the SCC directly, or as a contractor employed by an SCC affiliate company. More on the SCC and it's affiliates can be found here.

Standard Requirements

All potential employees must be able to meet all of the following criteria to be considered for employment either directly or via contract by the SCC:

  • Must be a citizen or possess a work visa from all applicable governments
  • Must be at least 18 years old
  • Must be of sound-mind
    • Those with psychological disorders are subject to additional levels of psychological screening
  • Must understand Tau Ceti Basic without a translator
    • Must be fluent in speaking Basic or using Sign Language
  • Must have no outstanding warrants or bounties in recognized states

Standard Procedure

All potential employees are subject to the following pre-employment procedures, regardless of species, race, age, nationality and socioeconomic status before any scheduled work is begun.

The following are done in the order listed:

  • Two-tier background check
    • Employment and Educational History
    • Criminal Record
  • Routine Level-1 Psychological Evaluation
    • Performed by employing corporation
  • Routine Level-1 Physical Examination
    • Performed by employing corporation
  • Interview(s) with HR and department head(s)
  • Sign binding non-disclosure agreement

Occupation Specific Requirements

For qualification and educational requirements for specific jobs, look at the job qualification section on specific job guides.

The physical requirements of each job are listed below.

Job Accessibility Requirements

The Biesel Government alongside its companies has earned a reputation for inclusiveness, this applies not only their policy on aliens but also those differently-abled. Nonetheless, certain disabilities regrettably disallow the affected person to perform certain duties, which could lead to possible hazards, injuries in the workplace, or, in the worst case, loss of profit.

Note, this refers to the state of your character at the beginning of the round. Your character will not get fired because they lost their hand as an engineer in the middle of the round. However, your character should try to find corrective means within possibility as soon as possible. Like a Mechanical Limb.

Criteria

The following are classifications of disability levels that scale up according to the severity in regards to affecting the production of the crewmember. These classifications are not meant to imply that certain conditions are less severe or that individuals that have them are less important. It is simply meant as a simple way for players and admins to classify characters into job roles that are left purposefully vague.

Note, a job that allows characters with high severity disabilities likewise permits lower severity disabilities. Thus a job that allows muteness also allows every other "lower" speech impediment.

Mobility:

  • Unimpaired: The job will require the character to move quickly, navigate obstacles and perform complex and exhausting maneuvers in high-stress environments. Characters with prosthetics that are just as effective as healthy limbs also belong to this category.
  • Movement Impaired: The job will require a character to be able to move and navigate the station and main departments without issue. Characters with joint pain, Vestibular issues, and other disabilities that might require a cane belong in this category.
  • Heavily Movement Impaired: The job will require the character to be able to move in the main hallways and departments. Characters with missing legs, severe arthritis, and other disabilities that might require a wheelchair belong in this category.

Eyesight:

  • Perfect: The job will require the character to be able to easily discern details, and have perfect depth of vision. Characters with nearsightedness, or other disabilities that may affect the eyes to a minor extent belong in this category.
  • Flawed: This job will require the character to be able to see most of the light spectrum, and have adequate depth of vision. Characters with colorblindness or nearsightedness also belong in this category.
  • Blind: This job will not directly require the character to see in any form. Characters that are blind, or otherwise unable to see belong to this category.

Communication:

Speech
  • Minimal Speech Impediment: The job will require the character to enunciate quickly, clearly, and properly, lives will depend on their ability to speak. Characters with a minor, single-syllable stutter, or a light, and understandable accent belong in this category.
  • Speech Impediment: The job will require the character to be able to speak quickly and properly, these characters might find themselves in emergencies where proper speech might save a life. Characters with the nervousness disability, a stutter, a lisp, or a heavy accent belong in this category.
  • Heavy Speech Impediment: The job will require the character to be able to communicate with their co-workers. Characters with a limited ability to speak Tau Ceti basic, heavy stutter, and other disabilities that severely limit speech belong in this category.
  • Mute: The job will require the character to communicate with their co-workers via text, sign language, or other means besides speech. Characters who are unable to talk at all, belong in this category.
Hearing
  • Healthy Hearing: The job will require the character to receive and understand commands clearly and quickly. Characters with a hearing aid also belong in this category.
  • Impaired Hearing: The job does not require the character to receive or understand commands clearly and immediately. Characters with a popped ear-drum, severe tinnitus, or impaired with deafness belong in this category.

Limbs:

  • Unimpaired: The job will require the character to use both their limbs with precision and speed. Robotic limbs belong in this category.
  • Impaired: The job will require the character to use their limb. Characters with a missing hand, a missing arm, or tremors belong in this category.
!A CREWMEMBER SHOULD NEVER BE MISSING BOTH OF HIS ARMS OR HANDS!

Permission

Here is a comprehensive list of which types of disability your character is permitted to have, per their job.

Command

Command is expected to lead during situations and emergencies. However, due to the amount of experience required to attain such a role and the variety, each role has different expectations associated with it.

Command Mobility Eyesight Speech Hearing Limbs
Captain: Movement Impaired Flawed Minimal Speech Impediment Healthy Hearing Unimpaired
Head of Security: Unimpaired Flawed Minimal Speech Impediment Healthy Hearing Unimpaired
Executive Officer: Movement Impaired Flawed Minimal Speech Impediment Healthy Hearing Unimpaired
Chief Engineer: Unimpaired Perfect Minimal Speech Impediment Healthy Hearing Unimpaired
Research Director: Movement Impaired Flawed Minimal Speech Impediment Healthy Hearing Unimpaired
Chief Medical Officer: Movement Impaired Flawed Minimal Speech Impediment Healthy Hearing Unimpaired
Operations Manager: Movement Impaired Flawed Speech Impediment Healthy Hearing Unimpaired

Command Support

Command Support has a variety of requirements due to the varied nature of the few positions in it's umbrella. Consulars and Liaisons are given more leeway with their requirements, whereas Bridge Crew have much stricter requirements due to the potential needs of the role.

Command Support Mobility Eyesight Speech Hearing Limbs
Bridge Crew: Unimpaired Flawed Minimal Speech Impediment Healthy Hearing Unimpaired
Consular: Movement Impaired Flawed Minimal Speech Impediment Healthy Hearing Unimpaired
Liaison: Movement Impaired Flawed Minimal Speech Impediment Healthy Hearing Unimpaired

Security

Security is one of the most physically demanding departments. Chasing assistants, wrestling with a drunk Unathi, or hunting space carp all belong on the work-list of security. With the exception of cadets, all members of the department are expected to be capable of EVA activity if required.

Security Mobility Eyesight Speech Hearing Limbs
Security Officer: Unimpaired Flawed Minimal Speech Impediment Healthy Hearing Unimpaired
Security Cadet: Unimpaired Flawed Minimal Speech Impediment Healthy Hearing Unimpaired
Warden: Unimpaired Flawed Minimal Speech Impediment Healthy Hearing Unimpaired
Investigator: Unimpaired Perfect Minimal Speech Impediment Healthy Hearing Unimpaired

Science

While scientists are widely considered lazy and weak, this doesn't mean just anyone can join. Many roles require the crewmember to perform heavy duty work, complicated EVA maneuvers, or delicate movements. Much more leeway is afforded, however, to the basic scientist role as this role can vary wildly in its specialization.

Science Mobility Eyesight Speech Hearing Limbs
Scientist: Movement Impaired Flawed Speech Impediment Healthy Hearing Unimpaired
Phoron Researcher: Unimpaired Flawed Speech Impediment Healthy Hearing Unimpaired
Xenoarcheologist: Unimpaired Flawed Speech Impediment Healthy Hearing Unimpaired
Anomalist: Unimpaired Flawed Speech Impediment Healthy Hearing Unimpaired
Xenobiologist: Movement Impaired Flawed Speech Impediment Healthy Hearing Unimpaired
Lab Assistant: Specialization Dependent* Flawed Specialization Dependent* Specialization Dependent* Specialization Dependent*

* Choose based on the science role your Lab Assistant is specializing for.

Medical

The medicinal field is much more permissive towards the disposition of the doctors. More frequently they'll be expected to stand around for long hours rather than running to any patients, with the exception of first responders.

Medical Mobility Eyesight Speech Hearing Limbs
Physician: Movement Impaired Flawed Speech Impediment Healthy Hearing Unimpaired
Surgeon: Movement Impaired Flawed Speech Impediment Healthy Hearing Unimpaired
Pharmacist: Movement Impaired Flawed Speech Impediment Healthy Hearing Unimpaired
First Responder: Unimpaired Flawed Minimal Speech Impediment Healthy Hearing Unimpaired
Psychiatrist: Heavily Movement Impaired Flawed Minimal Speech Impediment Healthy Hearing Impaired
Medical Intern: Specialization Dependent* Flawed Specialization Dependent* Specialization Dependent* Specialization Dependent*

* Choose based on the medical role your Medical Intern is specializing for.

Engineering

Engineers are expected to deal with station emergencies and physical work is their daily bread and butter. As far as speech impediments are concerned they aren't as strict.

Engineering Mobility Eyesight Speech Hearing Limbs
Station Engineer: Unimpaired Perfect Speech Impediment Healthy Hearing Unimpaired
Atmospheric Technician: Unimpaired Perfect Speech Impediment Healthy Hearing Unimpaired
Engineering Apprentice: Unimpaired Perfect Speech Impediment Healthy Hearing Unimpaired

Service:

The Service department features many jobs and many people. Thus, it is the most permissive department in regards to disabilities.

Service Mobility Eyesight Speech Hearing Limbs
Chaplain: Heavily Movement Impaired Blind Mute Impaired Hearing Impaired
Librarian: Heavily Movement Impaired Flawed Mute Impaired Hearing Impaired
Reporter: Heavily Movement Impaired Flawed Speech Impediment Healthy Hearing Impaired
Janitor: Unimpaired Flawed Mute Impaired Hearing Impaired
Bartender: Heavily Movement Impaired Flawed Mute Impaired Hearing Impaired
Chef: Heavily Movement Impaired Flawed Mute Impaired Hearing Unimpaired
Hydroponicist: Heavily Movement Impaired Flawed Mute Impaired Hearing Impaired
Assistant: Specialization Dependent* Specialization Dependent* Specialization Dependent* Specialization Dependent* Specialization Dependent*

* Assistants can assist in a variety of roles, refer to the above tables when deciding into which role they should be permitted.

Operations:

Operations is, likewise, relatively permissive. However, it is much more specific to each individual role as a Shaft Miner will be required to do much more physically than a Hangar Technician or a Operations Manager.

Operations Mobility Eyesight Speech Hearing Limbs
Hangar Technician: Unimpaired Flawed Mute Healthy Hearing Unimpaired
Shaft Miner: Unimpaired Flawed Heavy Speech Impediment Healthy Hearing Unimpaired
Machinist: Movement Impaired Flawed Speech Impediment Healthy Hearing Unimpaired

Corporate Hiring Restrictions

Though the megacorporations of the Orion Spur hire quite freely, certain origins are restricted from being hired by certain megacorporations for various reasons. These regulations are enforceable by moderator action.

Vaurca Hives' Relationships
Corporations Zo'ra K'lax C'thur
NT Preferential Yes Yes
Heph No Exclusive No
Zavod Yes No Yes
ZH Yes Yes Preferential
Idris No No No
PMCG VP/NT VP/NT/DPF VP/NT/Eridani
Orion Yes Yes Yes
Einstein No No Exclusive


Jobs on Aurora
Command Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager
Command Support Corporate Liaison - Consular Officer - Bridge Crewman
Security Security Officer - Warden - Investigator - Security Cadet
Engineering Engineer - Atmospheric Technician - Engineering Apprentice
Medical Surgeon - Physician - First Responder - Psychologist - Pharmacist - Medical Intern
Research Scientist - Xenobiologist - Xenobotanist - Lab Assistant
Operations Hangar Technician - Shaft Miner - Machinist
Service Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist - Corporate Reporter
Non-human AI - Cyborg - Personal AI
Special Merchant - Ghost Roles
Guides of the Aurora
Game Mechanics Getting Started - Guide to Combat - Guide to EVA - Guide to Piloting - Guide to Communication - Corporate Regulations - Stellar Corporate Conglomerate Occupation Qualifications
Command Guide to Command - Guide to Paperwork - Guide to Standard Procedure - Guide to Faxes
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Hacking - Guide to Atmospherics - Supermatter Engine - INDRA Engine - Setting up the Solar Array - Telecommunications - Shields
Medical Guide to Medicine - Guide to Surgery - Guide to Chemistry
Research Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Guide to Robotics - Guide to Telescience
Operations Guide to Mining - Guide to Robotics
Civilian Guide to Food - Guide to Drinks - Guide to Hydroponics - Guide to Piloting
Non-human cyborg - AI - Guide to Psionics
Special Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist - Technomancer - Guide to Improvised Weapons - Uplink