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Access: Nothing
Qualifications: Not be a complete idiot.
Employers: Idris Incorporated, Nanotrasen Corporation.
Supervisors: Everyone
Duties: Try to convince the Executive Officer to give you a job or a department to take you in and give you work.
Guides: No external guides.

This job has no access. But it's good to play if you are a newbie, because you can have an infinite number of Crewmen on a vessel. A Executive Officer can give you more access on your ID, so you can be something other than a random helper.


As a crewman, you'll want to either get a job or just assist with various jobs around the ship. Feel free to ask over the radio if anyone would like any assistance. You don't have any access, so it'll be pretty hard to get anywhere, but this is still a good job for new players.

Custom Jobs

You can choose between either inventing a custom job title and having the Executive Officer give you the title and appropriate access, and asking people over the radio if they need assistance. If you take the first option, consider the jobs on the following list. Crewman is a good job for playing a single round gimmick.

  • Acolyte
  • Actor
  • Animal Handler
  • Athlete
  • Bean Counter
  • Coach
  • Consultant
  • Delivery Boy/Girl
  • DJ
  • Gourmand
  • Intern
  • Journalist
  • Junk Collector
  • Musician
  • Paralegal
  • Pianist
  • Political Activist
  • Receptionist
  • Reporter
  • Safety Inspector
  • Salesperson
  • Servant
  • Student
  • Terraformer
  • Test Subject
  • Waiter


It's easy to stay under the radar as a Crewman, as you have the least-respected job on the ship. Loot a belt from primary tool storage and load up!

The number one advantage of traitor crewman is your opponent's arrogance. Security and other crew members will typically assume you are inexperienced or stupid, so surprise them with your knowledge of how to outrobust an Unathi with your bare fists.

Guides of the Aurora
Game Mechanics Guide to Controls - Guide to Combat - Guide to EVA - Guide to Communication - Corporate Regulations - Job Accessibility Requirements - Guide to Piloting
Command Guide to Command - Guide to Paperwork - Guide to Station Procedure
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Guide to Construction Materials - Hacking - Guide to Atmospherics - Supermatter Engine - Tesla 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 Toxins - 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 - Guide to Improvised Weapons
Jobs on Aurora
Command Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager
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 - Lab Assistant
Operations Hangar Technician - Prospector - Machinist
Service NanoTrasen Liaison - Bridge Crewman - Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist
Non-human AI - Cyborg - Personal AI
Special Merchant - Emergency Response Team - Foreign Legion - Ghost Roles