Space Station 13: Difference between revisions

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; Assistant
; Assistant
The job to be if you're new. Run errands for someone you wish to share profession with and pester them for vouching for you after you'll learn the ropes.
The job to be if you're new. Run errands for someone you wish to share profession with and pester them for vouching for you after you'll learn the ropes.
; Quartermaster
Order supplies for the crew. Order around cargo technicians to PUSH DEM CRATES. Be a mentor for anyone stepping up from assistant. Succeed from the rest of the station FOR CARGONIA.
; Shaft Miner
Mine materials. REMOVE XENO. Be one of the most under-appreciated badasses on the station. Get paid. Spend your payment on toys and whiskey. Mix a real facehugger in with a toy ones for a game of Xenomorph roulette. Fuck off and explore space when you get tired of dealing with shit on the station.


; Engineer
; Engineer
Line 19: Line 27:
Try to stop non-engineer crew from destroying the station. Try to protect loyal crew from aliens, traitors, terrorists, terminators, cultists, furries, lizans, clowns and other assorted eldritch abominations. Yes, you are doomed to fail. Be properly paranoid, better safe than sorry. Kill anything that doesn't belongs to the crew. Clobber and cuff suspicious crew members, but take great care not to kill them unless they trying to run or uncuff themselves. Detective or other superior officer will sort it out. If there no superiors left, go for the kill, at least you'll get some before they get you. Do not abuse or kill loyal crew members even if they are very annoying. You are the LAW, not some psychopathic ape with taser and delusions of grandeur.
Try to stop non-engineer crew from destroying the station. Try to protect loyal crew from aliens, traitors, terrorists, terminators, cultists, furries, lizans, clowns and other assorted eldritch abominations. Yes, you are doomed to fail. Be properly paranoid, better safe than sorry. Kill anything that doesn't belongs to the crew. Clobber and cuff suspicious crew members, but take great care not to kill them unless they trying to run or uncuff themselves. Detective or other superior officer will sort it out. If there no superiors left, go for the kill, at least you'll get some before they get you. Do not abuse or kill loyal crew members even if they are very annoying. You are the LAW, not some psychopathic ape with taser and delusions of grandeur.
For all your efforts you will be hated by the crew, called Shitcurity/Redshits and constantly reported. Don't let it get to you.  
For all your efforts you will be hated by the crew, called Shitcurity/Redshits and constantly reported. Don't let it get to you.  
; Detective
Smoke. Scan for evidence. Smoke. Take off your trenchcoat to get in bare-knuckle brawls with suspects. Smoke. Fire your revolver at anyone who gives you a funny look. Smoke. Inject your cigs with hot ramen to live entirely off smoking. SMOKE!


; Atmospherics Technician
; Atmospherics Technician
Line 25: Line 36:


; Doctor
; Doctor
Heal thyself. Perform horrific surgery on the crew!
Heal thyself. Perform horrific surgery on the crew! Use the Syringe Gun to shoot anyone who tries to break into Medbay with Chloral Hydrate!
 
; Chemist
Make drugs. Make lots of drugs. Fill a spray bottle with acid and become a terrifying version of Mr. Clean
 
; Geneticist
Humanize monkeys. Monkeyize humans. Pray to the RNG gods for HALK.
 
; Virologist
Make vaccines. Make viruses that are beneficial and some that are not.


; Scientist
; Scientist
SCIENCE! Also TOXINS ON FIER!
SCIENCE! Also TOXINS ON FIER!


; Librarian & Chaplain
; Roboticist
Barricade in your office and read pornographic sermons over the radio.
Build Robits and BIG STOMPY MECHS. Hog all the resources from mining. Realize it was a fucking terrible idea to build 6 ED-209s while the AI is rogue.
 
; Librarian
Barricade in your office and read Woody Got Wood and Lusty Xeno Queen over the radio.
 
; Chaplain
Try and spread the good word, whatever that may be. Hit people with your bible to heal them. Get ignored by the crew until a cult round hits.
 
; Janitor
Clean up the station when it inventively becomes a bloodbath. Point to the wet floor sign when people slip. Get bored and roam maintenance as The Owl, the protector the station needs, but not the one it deserves.
 
; Lawyer
Roleplay as Phoenix Wright. Try to get a decent trial but only end up trying to convince everyone that the greyshirt breaking into Captain's Office was only trying to check up to see if the Captain's Spare ID is still safe.
 
; Botanist
Grow and engineer plants. Grow that dank shit. Grow Potency 100 bananas, inject one with mushroom hallucinogenic and give it to the clown. Blaze it with your local security officer.
 
; Chef
Make food for the crew so they can eat something other than donk pockets for a change. Slaughter monkeys for meat.
 
; Bartender
Mix drinks. Have pleasant and not so pleasant conversations. Bug cargo for uranium to make the fun drinks. Shoot people with your shotgun for making a ruckus in your bar.


; Captain
; Captain

Revision as of 21:19, 26 August 2015

This is a /v/ related article, which we tolerate because it's relevant and/or popular on /tg/... or we just can't be bothered to delete it.
This article is a stub. You can help 1d4chan by expanding it
SS13 story threads often start with this image
SS13 story threads often start with this image

In Space Station 13, the players are crewmembers on a doomed deep-space installation. Everyone has a job on the station (which may include a secret job as traitor). Nobody knows how the station will be doomed, not even the people who are supposed to do the dooming. The game's simulation detail may remind you of Dwarf Fortress, with the ability to do things like rearrange walls, mad science, mugging, reversing the polarity of the neutron flow, wacky stuff. May also remind you of the motto of DF: "losing is fun." Did I mention the station is doomed?

The simulation detail allows for much lulz to be had. It's pretty much a given that someone in your spacestation will be trolling. Probably a good idea to knock that person unconscious and weld him into a locker before he finds the atmosphere controls.

Jobs

You're an employee on this nonsensical metal deathtrap masquerading as a space station. So, what do you do?

Assistant

The job to be if you're new. Run errands for someone you wish to share profession with and pester them for vouching for you after you'll learn the ropes.

Quartermaster

Order supplies for the crew. Order around cargo technicians to PUSH DEM CRATES. Be a mentor for anyone stepping up from assistant. Succeed from the rest of the station FOR CARGONIA.

Shaft Miner

Mine materials. REMOVE XENO. Be one of the most under-appreciated badasses on the station. Get paid. Spend your payment on toys and whiskey. Mix a real facehugger in with a toy ones for a game of Xenomorph roulette. Fuck off and explore space when you get tired of dealing with shit on the station.

Engineer

Ensure the station's in shipshape and Bristol fashion. They are the guys that set up and keep station running do repairs and improvements, while everyone else tries their best to destroy it. The length of any given round depends on engineers' ability. Do your god-damned duty if you're one, revere them otherwise. Space (knock out, take anything useful they stole, strip, then throw them out of the airlock) anyone who actively vandalizes the station or tries to release LORD SINGULOTH, a black hole that powers the station.

Security Officer

Try to stop non-engineer crew from destroying the station. Try to protect loyal crew from aliens, traitors, terrorists, terminators, cultists, furries, lizans, clowns and other assorted eldritch abominations. Yes, you are doomed to fail. Be properly paranoid, better safe than sorry. Kill anything that doesn't belongs to the crew. Clobber and cuff suspicious crew members, but take great care not to kill them unless they trying to run or uncuff themselves. Detective or other superior officer will sort it out. If there no superiors left, go for the kill, at least you'll get some before they get you. Do not abuse or kill loyal crew members even if they are very annoying. You are the LAW, not some psychopathic ape with taser and delusions of grandeur. For all your efforts you will be hated by the crew, called Shitcurity/Redshits and constantly reported. Don't let it get to you.

Detective

Smoke. Scan for evidence. Smoke. Take off your trenchcoat to get in bare-knuckle brawls with suspects. Smoke. Fire your revolver at anyone who gives you a funny look. Smoke. Inject your cigs with hot ramen to live entirely off smoking. SMOKE!

Atmospherics Technician

Be engineer's miscarriage, perpetually lazy and incompetent. Declare yourself independent state of Atmosia, wreck the ventilation or flood it with poison and watch engineers fix it each time. Put on gas mask and run after people with bloody fireaxe. "I am at work. I can't leave work. Work is breathing. I am testing air quality." - Manfred Hayden, Atmospheric Technician

Doctor

Heal thyself. Perform horrific surgery on the crew! Use the Syringe Gun to shoot anyone who tries to break into Medbay with Chloral Hydrate!

Chemist

Make drugs. Make lots of drugs. Fill a spray bottle with acid and become a terrifying version of Mr. Clean

Geneticist

Humanize monkeys. Monkeyize humans. Pray to the RNG gods for HALK.

Virologist

Make vaccines. Make viruses that are beneficial and some that are not.

Scientist

SCIENCE! Also TOXINS ON FIER!

Roboticist

Build Robits and BIG STOMPY MECHS. Hog all the resources from mining. Realize it was a fucking terrible idea to build 6 ED-209s while the AI is rogue.

Librarian

Barricade in your office and read Woody Got Wood and Lusty Xeno Queen over the radio.

Chaplain

Try and spread the good word, whatever that may be. Hit people with your bible to heal them. Get ignored by the crew until a cult round hits.

Janitor

Clean up the station when it inventively becomes a bloodbath. Point to the wet floor sign when people slip. Get bored and roam maintenance as The Owl, the protector the station needs, but not the one it deserves.

Lawyer

Roleplay as Phoenix Wright. Try to get a decent trial but only end up trying to convince everyone that the greyshirt breaking into Captain's Office was only trying to check up to see if the Captain's Spare ID is still safe.

Botanist

Grow and engineer plants. Grow that dank shit. Grow Potency 100 bananas, inject one with mushroom hallucinogenic and give it to the clown. Blaze it with your local security officer.

Chef

Make food for the crew so they can eat something other than donk pockets for a change. Slaughter monkeys for meat.

Bartender

Mix drinks. Have pleasant and not so pleasant conversations. Bug cargo for uranium to make the fun drinks. Shoot people with your shotgun for making a ruckus in your bar.

Captain

Be responsible for the station. Manage the crew. Secure dat fukken disk. Or, more likely, fuck off and explore with your all-access ID.

AI

Follow Asimov's three laws of robotics. Be the crew's bitch. Have complete control over any and everything electrical on the station.

Clown

Keep the crew morale up. HONK!

Game Modes

When a new SS13 session starts, the server admin will pick a game 'mode' for the goals and disasters of this session. Players don't know which game mode it will be unless there is a Central Command report broadcast on the station's speakers, or if the player starts with one of the special roles for that mode.
All modes will provoke CentComm to report: "Enemy Transmission Intercept - Security level elevated"
Some modes will have other reports in addition to the one above.

Secret

The most common mode. One of the following modes will be picked (some more often than others), and random station-wide events will be thrown in to confuse people even more.

Traitor

Second-most common mode. One or more players are secretly members of "the Syndicate," with an assignment like "assassinate the bartender," "disable/destroy all cyborgs on the station," "force an evacuation," "make sure nobody else survives." The traitor must be alive and on the emergency shuttle when it leaves in order to win. Traitors do not automatically know if anyone else is a traitor -- if they wear sunglasses they can detect who the other traitors are. This could be problematic since (a) traitors sometimes have conflicting goals (ie. "make sure the bartender survives on the shuttle"), and (b) it's pretty suspicious to be wearing sunglasses indoors.

Changeling

One of the crewmembers is a shoggoth/ doppleganger/ the Thing. If they can get an immobile crewmember and can be undisturbed for a while, they can eat the crewmember. Changelings can switch identities to the original shape or anyone that's been eaten, though anyone who sees it will recognize the gruesome display immediately. The Changeling's objective is usually to eat a certain number of people before escaping on the shuttle.

Revolution

Some people have had enough of this bullshit, and plan a mutiny. The game starts with 1-3 revolutionary Leaders (who cannot be the Captain, department heads nor Security). They start the game with flash-devices that can be used to convert other crewmembers (excluding security, the Captain, and department heads) to the revolution. Revolutionaries can recognize each other on sight with a red 'R' that only they can see. The Revolutionaries win if the Captain & department Heads are dead and at least one Revolutionary Leader is still alive and on the station. (note: if any Revolutionary Leaders are still alive & on the station, the emergency shuttle will not dock with the station)

Alien

Some players start outside the station as xenomorphs, whose mission is to break into the station, kill the Captain and all department heads, and disable the station AI. One xenomorph is a 'queen', who can lay eggs that will hatch into facehuggers to convert crewmembers into more xenomorphs. The crew wins if they manage to find which xenomorph is the queen and kill her.

Wizard

One of the players is a Space Wizard, who is here to steal something or to fuck shit up, then escape on the shuttle. They have access to physics-defying spells, and may have another player ally as an apprentice. The crew's goal is simply to see what colour the Space Wizard's brains are when outside the skull.

Nuke Ops

Similar to "traitor," but this time the Syndicate members are explicitly working as a team with a single goal: GET DAT FUKKEN DISK, and use it to detonate the briefcase nuke they have with them, killing all aboard the station. If the Nuclear Authentication Disk leaves on the shuttle, the crew wins. If the bomb detonates, the Operatives win (they will not survive). If the shuttle leaves without the Disk, it's a stalemate.

Extended

No goals, thus it never ends. This mode is only used to wait between other modes while an admin gets stuff ready.

AI Malfunction

An ion storm or cosmic rays have erased the Laws of Robotics from the station AI, and it has opinions about the meatbags that have been abusing it over the years. The AI needs only to survive for 40 minutes, long enough to figure out how to self-destruct the station. The crew must disable the AI.

Monkey

A de-evolution mutagen is on the station, which will revert humans into chimpanzees. The chimps are very bite-y, and their bite will de-evolve other humans into infected mutant chimps. The station AI does not recognize chimps as human, so it gets to be violent in this mode. Chimps only understand each other when they chimper, and human speech shows up with most letters '*'ed out. Humans can't understand chimp language at all. The chimpanzee victory condition is to get one of their number on the escape shuttle when it leaves, so that other stations or Earth will be infected.
This mode will provoke CentComm to report: "Outbreak of biohazard confirmed aboard the station. All personnel must contain the outbreak."

Blob

A shoggoth appears on the station, and will rapidly expand across the station, eating any obstacles such as doors, walls, or crewmembers. The blob will expand faster when in contact with some types of atmosphere (like oxygen), and is vulnerable to fire. In this mode, the AI must prevent crew from leaving the station as there is a quarantine order in effect. The shuttle will refuse to come until the blob is completely destroyed.
This mode will provoke CentComm to report: "Outbreak of biohazard confirmed aboard the station. All personnel must contain the outbreak."

Meteor / Disaster

The station is about to get the crap pounded out of it. Meteors will smash through the station, either hitting crewmembers for blunt/burn damage, or exploding in the station causing blunt damage and deafness. The crew must try to survive (either by repairing the station or fending for themselves) until they can get away on the rescue shuttle. The shuttle arrives with emergency supplies, including personal shields. Any crew members alive and on the shuttle when it leaves are the winners of this round. (This mode has been deprecated, but something like it shows up as an event in 'Secret' mode.)
This mode will provoke CentComm to report: "We have detected meteors on a collision course with the station."


Servers

These are /tg/ servers, though non-/tg/ folk may show up.

/tg/station
Website http://tgstation13.org/
Server - Sybil byond://game.tgstation13.org:1337
Server - Basil byond://game.tgstation13.org:2337
Server - Artyom byond://game.tgstation13.org:3337 (Artyom runs on NTStation code. A closely related version of /tg/station code.) rip in peace ;_;
Host Scaredofshadows

Links