Bartender
SERVICE STAFF | |
Bartender |
Alternative Titles: Barkeep, Tapster, Barista, Mixologist Access: Bar, Weapon Permit Additional Access: Hydroponics, Kitchen, Morgue Difficulty: Easy Supervisors: Head of Personnel Duties: Serve booze to everyone! Mix drinks. Guides: Guide to Drinks Minimum Age: 21 Quote: Everybody belongs to somebody else in life... You, baby - belong in this bar. |
You are one half of the Maltese Falcon. Unlike the chef who feeds the station food to keep them healthy and active, you serve a dual purpose and to an extent choose your own destiny. Are you a kind bartender that seeks to help the crew better themselves? Providing a warm seat, an ear to their woes and a drink in their hand? Maybe you're the ruthless savant who doesn't care what dangers your brews pose, only the potency you can reach and the credits you can earn. At the end of the day whether you like it or not, you are going to be talking to a lot of crewmembers. What you say and how you act can have a large impact on their shift.
Bare minimum requirement: Stay at your bar and keep drinks available.
Equipment
- Armor vest: don't underestimate the value of this in blocking damage.
- A double-barreled shotgun.
- A shaker for mixing drinks.
- Formal closet containing two formal uniforms like what you start wearing, two pairs of black shoes and two top hats. There is an additional top-hat on the bar.
- Booze-O-Mat, your ID-locked best friend and container of all that is alcoholic.
- Beer locker, beer keg, vending machines and an mixer, all inside your storage room.
- Your loyal assistant, Pun Pun. Has a tendency to push people around, be abused and get harvested for meat by the chef.
Your shotgun
Your shotgun is double-barreled. It can hold two shells at once and fire both in quick succession. Clicking it in your hand will break the shotgun, causing the shells inside to fall to the floor. It starts loaded with two beanbag shells, and you start with extra ones in your bag.
You can get more shells using cargo's autolathe. Lethal shells (red) do sixty brute damage, beanbag shells (green) do ten brute damage and knock people down, darts do five toxin damage, and blank (white) shells do nothing. Autolathes can create circular saws, which you can use to saw off your shotgun so it can fit in your bag. If you do this while the gun is loaded, it will go off in your face.
Tending to your Bar
You have a whole bunch of spirits in your handy Booze-o-mat vending machine, with which to mix all manner of drinks. The Vodka in your Booze-o-mat cures some radiation.
Difficulty is minimal, but bar fights can get deadly if your most valued patrons are too drunk to intervene. People also love to murder people having a good time in the bar, especially if you start serving Beepsky Smashes.
Drinks That Do Stuff
Most drinks are there for added flair and roleplay, but certain drinks and mixes are extremely powerful.
Here is a list of every drink with special side-effects in heavy detail.
WIP
Picture | Name | Strength | Effects |
---|---|---|---|
Absinthe | 80 | Has a 10% chance each tick to add 4 hallucination stacks if you don't have alcohol tolerance | |
Banana Juice | 0 | Heals clowns & monkeys for 1 brute and 1 burn on a damaged bodypart per tick | |
Cactus Cooler | 25 | Has a 10% chance each tick to heal for 1 burn on a damaged bodypart | |
Carrot Juice | 0 | Removes a blurry & blindness stack each tick, and after 20 ticks of it being in your system has a (current tick - 10)% chance to cure nearsightedness | |
Coffee | 0 | Removes 5 dizzy stacks, 3 drowsy stacks, 4 seconds of sleep, heats you up by 37.5C (doesn't go above 20C), and removes 5u of frost oil per tick. Overdose makes you jitter. | |
Cream | 0 | Has a 20% chance each tick to heal for 1 brute on a damaged bodypart | |
Dr. Gibb | 0 | Removes 6 drowsy stacks and cools you down by 5C (doesn't go below 20C) each tick | |
Embershroom Cream | 20 | Makes you glow | |
Fernet | 80 | Sets your overeating status to 0, removes 5 nutrition (nearly equal to nutriment which adds 6 per unit) per tick. If you are starving, deals 1 toxin damage each tick. Fine in small doses, hilariously lethal in higher ones. | |
Space Mountain Wind | 0 | Removes 7 drowsy stacks, 2 seconds of sleep, cools you down by 5C (doesn't go below 20C), and makes you jitter each tick | |
Ice & Most Sodas | 0 | Cools you down by 5C (doesn't go below 20C) |
Tips
- Several drinks you can make will have actual effects other than getting people sloshed. To name a few:
- Milk Cream, Orange Juice, Lime Juice, and Tomato Juice all heal small amounts of brute, oxygen, toxin, and burn, respectively.
- 'Nothing' and Banana Juice will heal Clowns and Mimes of all damage types at a decent rate.
- Carrot Juice can heal eye damage.
- Temperature issues? A handful of drinks can either cool you down or heat you up!
- Lemon-Lime, Iced Tea, Iced Beer, Thirteen Loko, and Space-Up will all chill you.
- Anti-Freeze, Sbiten, Soy Latte, Coffee, Chocolate, and the elusive Toxins Special will all warm you up.
- There are quite a few other drinks with special effects - Experiment and mix them all into an omni-cocktail!
- While you only start with non-lethal Beanbag Shells, don't be afraid to ask Cargo for a few alternatives from their Autolathe: Incendiary Shells, Shotgun Slugs, and Buckshot are all excellent options for the Bartender who needs to deal with the more rowdy clientele.
- The clothing vendor in your backroom contains 2 extra damp rags, which is useful if you need a spare or if you want to give one to the chef.
Traitoring - Serving up a cool glass of pain
Traitor barman has it hard. You only start with Bar access. If you're not in the bar when someone inevitably shows up, expect them to try to break in or call attention to your absence. You have one advantage in that you spawn with a potentially lethal weapon nearby, voiding the need for a pistol or similar item. You'll need the QM or a Cargo Technician's help to get lethal shells, however. They can use your shotgun to bust open locked crates, so see if you can't strike a mutually beneficial deal with them.
Use of an Emag and your shotgun may help you for assassinations. It is best to stay around the bar as much as you can, as an absent shotgun and long line tends to draw suspicion.
Some of your drinks can have... "beneficial" effects. If you'd prefer to avoid figuring them out yourself, you could just go the old-fashioned route and poison drinks outright.
- An Emag can make a Syndicate Café sign when used on your bar sign... not terribly useful but good to know, right?
- The double-barreled shotgun can be sawed-off to fit in your backpack via a Circular Saw (try Robotics, Cargo, Medbay or one of those medical cyborgs!). Be sure to unload it before applying the saw, unless you enjoy buckshot to the chest.
- You can stun somebody with a bottle of alcohol (Any of the several in the Booze-o-Mat) provided they aren't wearing robust headgear. This also drenches them in flammable fluids - combine with a lighter for ignition!
- The damp rag can be used to smother people. Soaking it with a chemical will transfer 5u of it, as well - pick your toxin of choice and make them regret letting you get close with the cloth.
- Spiking drinks is a great way to do a lot of damage to your unsuspecting guest.
- Slipping a pill into a drink creates an obtrusive message, but can still be an effective way to transfer chemicals without somebody noticing. Make sure the glass isn't full!
- Refilling beer-bottles and serving them before / while the guest orders a specific drink is quite stealthy as people can't see the content's colors and normally don't pay close attention to the taste.
- The drink will have the look and name of the first added content with the highest quantity. Mix your drink and THEN add your poison!
- Beware of bored detectives taking drinks on the counter to have a chemist check them for drugs.
- With a Poison Kit, shotgun darts from an autolathe, and a little bit of chemistry knowledge, your shotgun can become one of the most deadly weapons on the station.
- Know your drinks - some them can be used for nefarious purposes as well as legitimate. Experiment!