Difference between revisions of "Actor ErisEn"
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+ | {{Jobs_Header |
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− | <h1 align="center">Actor</h1> |
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+ | |headerbgcolor = #2a3439 |
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− | '''Description:''' |
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+ | |headerfontcolor = white |
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+ | |imagebgcolor = #2a3439 |
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− | The Actor is onboard the ship for.. who knows why? To piss off the crew? Entertain them? Maybe, and just maybe, to make them laugh? Nobody knows! Honk![[File:Bike_horn.png|32px]] |
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+ | |img = Artist..png |
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− | [[File:Actor.png|108px|right]] |
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+ | |jobtitle = Guild Artist |
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− | <p> |
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+ | |difficulty = Easy |
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⚫ | |||
+ | |superior = Guild Merchant |
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− | <p> |
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+ | |duties = Create works of art using your insight. <del>Launder insane amounts of money</del> |
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− | *Honk![[File:Bike_horn.png|32px]] You can do whatever you like, as long as it doesn't break the rules, of course. Your "office" has a variety of costumes, extra "clowny" tools, and instruments for you to serenade & entertain the crew! Of course, one must remember, to be a good actor, is to be an ENTERTAINING actor. Being a clown might be amusing for you, but after the 33rd slip, the crew wouldn't find you very amusing at all. Try to break the norm - play a perfectionist actor, one who must completely immerse himself in the characters he plays, sometimes playing them off-stage on accident. Or an entitled one, that, no matter the quality of his plays, thinks that he is above the rest of the crew and is gifting them with his unmatched and exquisite acting skills. |
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+ | |guides = No separate guides |
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− | <p> |
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+ | |quote = "Do me a favor and stick your fingers in my mouth. It's part of the process." |
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− | *Honk![[File:Bike_horn.png|32px]] Remember that there are always [http://wiki.cev-eris.com/index.php/Roles_ErisEn#Ironhammer_Security certain][http://wiki.cev-eris.com/index.php/Captain_ErisEn people] who won't always appreciate your acts or jokes. There are definitely [http://wiki.cev-eris.com/index.php/Roles_ErisEn#Command some] people who won't enjoy being the butt of the joke. Try to avoid these people in general, as they are most likely trying to jettison you out of the ship. |
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+ | }} |
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− | <p> |
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+ | |||
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+ | You are a creative soul aboard this vessel. You have been conscripted by the Aster's Guild to create masterful works of art to be sold at Asters Guild... and something about the CEV Eris and it's doomed journey sparks the fire of creation within you. Sell your artwork to the unwashed masses, or give your work to the merchant to sell for a profit. |
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− | <p> |
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+ | |||
− | *Avoid Ironhammer. Avoid all Ironhammer personnel. Do not enlist or be commissioned in any Ironhammer branch. If you see Ironhammer personnel. Run. Because it's your ass on the line when you are in the same vicinity as Ironhammer. Punching bag, shooting target, whatever they might use you as, it's not going to be pleasant. Because if there's one thing that Ironhammer hates. It's minimum wage clowns.[[File:Bike_horn.png|32px]] |
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− | <p> |
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+ | Your trade doesn't involve slaving away for the Merchant in the traditional sense. You are, unlike the Technician or Miner, brimming with an unbridled talent for craftsmanship. Do what your employment contract somehow gets away with paying you pennies for and make works of art using your insight.<p> |
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− | *Like the assistant, this role is particularly good for gimmicks. Most people neglect the fact that they are ''actors'' and instead try to be a shitter clown that does nothing but slip people. Play in movies, make episodic shows, etc.. Your freedom here is almost unlimited! [[File:Bike_horn.png|32px]] |
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+ | How do you accomplish this? Simple. Copious amounts of blood, gore, grime, dirt and drugs. Be in the middle of the action when it starts and you'll feel your inspirational juices flow. After you are ready, design and realize your visionary project at your workstation to produce an assortment of nifty stuff. Take it to sell at the store, the beacon or even show off a rocket-pistol or two around the ship. Putting it simply: |
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− | <p> |
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+ | |||
− | *Disregarding the tip above, the clown PDA found in your office stuns for significantly longer than the standard issue banana you are assigned with. [[File:Bike_horn.png|32px]] |
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+ | *Sell your work, or give it to the merchant to sell for you. |
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+ | *Be in the midst of action or combat to level your insight faster. |
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+ | |||
+ | ==Guide== |
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+ | As an Artist, you have a dedicated room in the guild: The Guild Artist Office. It is here, you will be making the average person's wildest dreams into reality. Unlike regular inhabitants of the ship, you do not feel the petty desires of wanting to eat, drink, smoke or do drugs. When you have gained enough insight, the only thing you ''desire'' is to make art and until you do, you will remain stagnant at 100 insight points. This is when you construct anything in the ballpark of guns, armor parts, statues and more but also how you marginally increase your stats.<p> |
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+ | Your work is a trade-off. You gain insight at a rate 50% faster compared to others. What's the catch? You cannot gain perks or use oddities yourself. Maximizing your insight is key to becoming an art goods factory and making new wonders by the moment. To meet this goal, smoking, drinking and doing drugs help immensely and each will fuel your maniac obsession with creating all and anything so make sure to stock up. Getting hurt or living in a mess might also provide you with that edge but you will need to manage this carefully or risk breaking down.<p> |
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+ | |||
+ | ===Artist's Bench=== |
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+ | The way you make your next masterpiece is using your special bench. It's where all the materials need to be gathered so when the time comes, you can work away without any interruptions. To do this, and get it ready to be used, it needs to contain at least 20 of each of the following: |
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+ | * Glass |
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+ | * Plastic |
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+ | * Steel |
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+ | * Wood |
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+ | * Plasteel |
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+ | It is recommended to keep the stock around 30-40 sheets of each so you can use the bench for a period without having to restock but also are ensuring you're not being a drain on Guild resources early into the shift when materials are all-around limited. |
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+ | |||
+ | ===Crafts=== |
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+ | The specifics of what you could be making will be a range of things but they can be categorized into the following: |
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+ | * Guns: Revolvers and pistols of every variety taking anything from regular .35 to Shotgun Shells, .60 AMR, Grenade or even RPG rounds. |
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+ | * Oddities: Relics of all kinds that will often be better that what is available even to the Guild during their best days. Highly sought after. |
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+ | * Tool/Gun Mods: Attachments that could make a shovel fit in your pocket or reduce kickback on a gun. The effects can vary significantly. |
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+ | * Gun Parts: Miscellaneous pieces desired for their versatility by outside traders. |
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+ | * Armor Parts: Fabrics ready to be used in armor. Useful for both crafting armor or exporting to enthusiasts off-ship. |
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+ | * Statues: A tall carving of one or more of the crew's inhabitants showcasing a story. Great decorations but can also be sold to collectors. |
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+ | |||
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+ | * You must use a minimum of 40 insight points to make a piece of artwork but using more or less of your total insight will affect the outcome. Experiment. |
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+ | * Space drugs may seem obvious but combining it with other reagents such as psilocybin can be used to craft a drug cocktail. |
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+ | * If you can't afford your vices, ask the Merchant or Technicians. They will often be willing to provide a sum to help you help them become richer in the long run. |
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+ | * You keep a backup "Artist's Bench" circuit board in your locker. Use it as a replacement or to setup a second art station if you can afford it. |
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+ | |||
+ | ==Reading Material== |
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+ | * [[Sanity_ErisEn|Sanity, Insight, and Oddities]] |
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⚫ | |||
+ | |||
+ | {{Positions}} |
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+ | |||
+ | [[File:jobs.png|center|80px|border|link=Roles_ErisEn|Return To Roles]] |
Latest revision as of 01:14, 6 November 2022
You are a creative soul aboard this vessel. You have been conscripted by the Aster's Guild to create masterful works of art to be sold at Asters Guild... and something about the CEV Eris and it's doomed journey sparks the fire of creation within you. Sell your artwork to the unwashed masses, or give your work to the merchant to sell for a profit.
Duties
Your trade doesn't involve slaving away for the Merchant in the traditional sense. You are, unlike the Technician or Miner, brimming with an unbridled talent for craftsmanship. Do what your employment contract somehow gets away with paying you pennies for and make works of art using your insight.
How do you accomplish this? Simple. Copious amounts of blood, gore, grime, dirt and drugs. Be in the middle of the action when it starts and you'll feel your inspirational juices flow. After you are ready, design and realize your visionary project at your workstation to produce an assortment of nifty stuff. Take it to sell at the store, the beacon or even show off a rocket-pistol or two around the ship. Putting it simply:
- Sell your work, or give it to the merchant to sell for you.
- Be in the midst of action or combat to level your insight faster.
Guide
As an Artist, you have a dedicated room in the guild: The Guild Artist Office. It is here, you will be making the average person's wildest dreams into reality. Unlike regular inhabitants of the ship, you do not feel the petty desires of wanting to eat, drink, smoke or do drugs. When you have gained enough insight, the only thing you desire is to make art and until you do, you will remain stagnant at 100 insight points. This is when you construct anything in the ballpark of guns, armor parts, statues and more but also how you marginally increase your stats.
Your work is a trade-off. You gain insight at a rate 50% faster compared to others. What's the catch? You cannot gain perks or use oddities yourself. Maximizing your insight is key to becoming an art goods factory and making new wonders by the moment. To meet this goal, smoking, drinking and doing drugs help immensely and each will fuel your maniac obsession with creating all and anything so make sure to stock up. Getting hurt or living in a mess might also provide you with that edge but you will need to manage this carefully or risk breaking down.
Artist's Bench
The way you make your next masterpiece is using your special bench. It's where all the materials need to be gathered so when the time comes, you can work away without any interruptions. To do this, and get it ready to be used, it needs to contain at least 20 of each of the following:
- Glass
- Plastic
- Steel
- Wood
- Plasteel
It is recommended to keep the stock around 30-40 sheets of each so you can use the bench for a period without having to restock but also are ensuring you're not being a drain on Guild resources early into the shift when materials are all-around limited.
Crafts
The specifics of what you could be making will be a range of things but they can be categorized into the following:
- Guns: Revolvers and pistols of every variety taking anything from regular .35 to Shotgun Shells, .60 AMR, Grenade or even RPG rounds.
- Oddities: Relics of all kinds that will often be better that what is available even to the Guild during their best days. Highly sought after.
- Tool/Gun Mods: Attachments that could make a shovel fit in your pocket or reduce kickback on a gun. The effects can vary significantly.
- Gun Parts: Miscellaneous pieces desired for their versatility by outside traders.
- Armor Parts: Fabrics ready to be used in armor. Useful for both crafting armor or exporting to enthusiasts off-ship.
- Statues: A tall carving of one or more of the crew's inhabitants showcasing a story. Great decorations but can also be sold to collectors.
Tips
- You must use a minimum of 40 insight points to make a piece of artwork but using more or less of your total insight will affect the outcome. Experiment.
- Space drugs may seem obvious but combining it with other reagents such as psilocybin can be used to craft a drug cocktail.
- If you can't afford your vices, ask the Merchant or Technicians. They will often be willing to provide a sum to help you help them become richer in the long run.
- You keep a backup "Artist's Bench" circuit board in your locker. Use it as a replacement or to setup a second art station if you can afford it.
Reading Material