Crew Positions
While not all of these positions are available aboard all ships or stations, particularly military or prison outposts, a broad range of positions are available at any given time, giving people plenty of room to enjoy their preferred roles.
Command Department
The Command Department is responsible for the ship/station itself as a space vessel representing NovusCorp's interests, protecting its allies, and neutralizing adversaries. The Captain, Commander, and Executive Officer all belong to this department, and the Bridge Officers also qualify as they are considered vital to operating an FTL spaceship in contested territories and are responsible for manning the ship should Command be unavailable.
Command
One of these three people should be on Bridge at all times, barring extraordinary circumstances (or combat damage). In the absence of these three, the Head of Personnel is responsible for assuming Acting Captaincy, although he may appoint someone else as Acting Captain if necessary.
Captain: The Captain is responsible for managing the ship, and is the authority who gives orders to his crew and interprets orders from CorpComm (Corporate Command).
Commander: The Commander is the second-in-command of the ship, and operates with power roughly equivalent to the Captain's, excepting that the Captain can override his decisions. He is responsible for acting as Captain and thus assuming command responsibility should the Captain be incapacitated, off duty, or unavailable.
Executive Officer: The Executive Officer is technically third-in-command, but typically this is only relevant should the chain of command require his attention. More commonly, the Executive Officer is in charge of those in the Military and Security departments, and is responsible for promoting individuals of merit to fill department positions.
Command Support
These positions technically do not have a ranking role in the hierarchy, although Staff Officers outrank Bridge Officers when they are on the Bridge and Command is unavailable or busy, and the Senior Enlisted Advisor outranks all non-Officer Military crew.
Staff Officer: The Staff Officers execute the Executive Officer's orders, particularly when it comes to manning the Overwatch Consoles and providing oversight and support from above. When the Marines are not deployed, the Executive Officer is in his right to request Staff Officers to handle other ship business, from operating bridge consoles to using their expertise in a department to handle emergencies should the right people not be available.
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NovusCorp Consultant: Mentor or admin based role focused on training non-military officers and personnel how to do their jobs properly.
Command Secretary: Work as a secretary while the world is exploding around your ears, look good in a business suit, wonder why the Command Staff needs a secretary anyhow.
Bridge Officers
The bridge officers, aside from being responsible for specific duties, are also effectively in command of the ship should their Command officers all be incapacitated, off duty, or otherwise unavailable. However, the Captain, Commander, and/or Executive Officer should be called to the Bridge as soon as situations warrant (an enemy ship shows up, the landing party comes under attack, or so on), and when on the Bridge the Captain or Commander should be managing the ship, while the Executive Officer focuses on his Security and Military personnel.
Helm Officer: The Helm Officer is responsible for getting the ship to where it needs to go, as well as for handling evasive maneuvers should they be called for (due to enemy fire, incoming asteroids, etc.) They will typically have access to sensor data relevant to navigation, but the Comm Officer is generally responsible for relaying most of this information. The Helm Officer is also responsible for power management - shifting power to engines for higher maneuverability, to weapon systems for stronger beam attacks, or to shields to better protect the ship.
Comm Officer: The Comm Officer is responsible for operating the ship's communications and sensory suites, and letting others know what they are seeing so the Captain doesn't blindly order the Helm Officer to fly forward through the radiation storm. When not handling interplanetary communications, they act as the 911 operator for the ship.
Weapons Officer: The Weapons Officer is responsible for operating the ship's energy and kinetic weapon systems via the Tactical Console, and making requests to the Munitions Officer for MAC ordnance.
Overwatch Officer: Watches over the Marines and boarding parties from the ship and makes sure they are properly supplied and organized. Supplemented by Staff Officers when available to manage multiple squads.
Alternative Command Structures
Not every space adventure involves a Captain and their noble crew. Civilian bases and colonies tend to organize around a Director or CEO, while prison colonies (in space or otherwise) have the Warden as the commander in charge, with Security as the primary staff, and civilians or prisoners in more traditional roles. The command structure will be detailed here further as more development on these concepts goes into practice.
Military Department
The Military Department is the group expected to go planetside or to board other ships to neutralize enemies so that the others can do their jobs - if NovusCorp needs a military presence, this is their PMC arm. They get most of their gear from the Requisitions Officer (including military-specific equipment and advanced security supplies). They answer to the Executive Officer, and those on deployment listen to the Overwatch Officer or Staff Officer whose job is to watch their backs; if there is a Senior Enlisted Advisor available, while not directly in charge of Marines they are to be respected as the advisors they are.
Marines
Field Commander: On the front lines with the Marines, keeping them in order from the ground.
Pilot Officer: Responsible for flying dropships of Marines to deal with problems that require military presence. Different from a Shuttle Pilot in that they have military ranking, and different from a Fighter Pilot in that they're expected to avoid space combat.
Requisitions Officer: Responsible for managing the ordering and distribution of military hardware where necessary for the safety of the ship and its crew. Supports Security in situations where military hardware is justified, supports the Quartermaster in order to get crates of equipment delivered to military drop beacons, keeps the ship topped up on supplies when they are expected to serve a military role.
Battle Pod Pilot: Responsible for driving battle pods out to deal with problems the weapons officer can't, or to get individual marines or security forces into or out of the salvage area after it has been neutralized.
Squad Leader: Commands one of up to four marine squads, responsible for keeping them on task and mission oriented.
Squad Radio Specialist: Maintain communication lines with the NARV, take over if the Squad Leader is disabled, call in reinforcements, supplies, or bombardments from orbit as needed.
Squad Specialist: Operates heavier weaponry. Capable of taking command if leadership is otherwise incapacitated.
Squad Smartgunner: Operates the M56 Smartgun. Support your Squad with heavy weaponry and give the enemy suppressing fire.
Squad Medic: Patches up squad injury and requests medevac or medical support where necessary.
Squad Engineer: Builds or removes fortifications and obstructions in the field, establishes a base of operations on site when needed and keeps power and defenses going in the field.
Squad Marine: Grizzled or not, these are the fighting forces that engage the enemy regardless of the circumstances, shoot what needs shooting, and hopefully come back alive.
Marine Cadet: Still fresh from the farm, or recruited from Civilians, Cadets sign on to learn the basics of being a Marine.
Military Recruiter: Hire new civilians for the Marines and ensure the ship is properly staffed. Most new recruits become Marine Cadets unless there is an urgent need.
Military Police
Chief MP: Commands the Military Police just as the Head of Security manages Security. Upholds and enforces Marine Law, specifically.
MP Warden: Watches over the Military Brig in the same way as the Warden watches over Security Brig; guards the military brig and assists in processing unruly Marines, and upholds and enforces Marine Law.
Military Police: Upholds and Enforces Marine Law. Detain anyone not following Marine Law. Defend the ship from invaders during times of Martial Law. Keep the Marines (and to a lesser extent, the crew) safe. Protect your doughnut stash.
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Weapons Systems
The Munitions Officer is effectively equal to the Weapons Officer in rank, but works onsite managing his crew to keep the weapons systems operational.
Master At Arms: The big guy in charge of both Munitions and Flight Crew, the major defensive and offensive weaponry of the ship.
Munitions Officer: Direct weapons techs in loading, servicing, and upgrading weapon systems, manage the ship's various weapons, keep unauthorized personnel out of the Munitions Bay.
Munitions Technician: Load and service the ship's onboard weapon systems, recalibrate equipment, try not to drop the explosives, maintain fightercraft and other vessels.
Ordnance Technician: Also known as the combat engineer. While the Munitions Technicians keep the weapons calibrated and functional, you're the ones building the ammunition and explosives for the troops on the ground as well as the weapons in the sky.
Mech Pilot: Responsible for piloting personal mechs into combat with the enemy.
Flight Crew
The Flight Crew are responsible for manning the ship's complement of fightercraft and flying them into space combat. They are among the most highly decorated and most frequently cloned crewmembers due to their loyalty.
Fighter Pilots: Fly fightercraft in space, shoot down enemies, try not to die.
Flight Leader: Lead a fightercraft team from your ace fighter, blow up enemies, try not to die.
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Security Department
IntSec, Loss Prevention, call them what you will - they maintain the security and safety of staff, whether against the evils that exist outside the corporate enclave or the evils that attempt to sneak or break in. The Chief of Security, Security Officers, Detective, Brig Physician, and Forensic Technicians work for Security.
Chief of Security: Responsible for managing the security department. In times of martial law, coordinates activities with the Chief MP.
Security Resource Manager: Middle manager in charge of outfitting Security inexpensively, keeping order on ship, arguing for ticketing quotas and the like.
Security Secretary: Work the front desk, get coffee for the Resource Manager, deal with people's complaints, have little to do with actual Security.
Security Officer: Responsible for maintaining order, dealing with boarding parties, or boarding other vessels for salvage operations.
Security Assistant: Responsible for ticketing or arresting minor miscreants, reporting suspicious circumstances, assisting at crime scenes, and updating computer records.
Warden: Responsible for managing the brig and keeping an eye on those incarcerated therein.
Detective: Does forensic investigation work when crimes have been committed aboardship.
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Brig Physician: Responsible for dealing with those times when someone in the brig claims they're sick and need help – or in keeping those being deposited in the brig alive so that they can stand trial.
Customs Officer: Checking new arrivals to make sure they're safe, sane, and authorized.
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Vice Officer: Keeping the hallways clear of illicit drugs and prostitution.
Corporate Department
The Corporate Department exists to advance company interests. As such, the Head of Personnel, Resource Managers, Internal Affairs agents, company Lawyers, Magistrates, Secretaries, Interns, Assistants, and Asset Protection Teams (a cross between military and security called in for emergencies) are some examples of these workers.
Regional Director: The head honcho in charge of this region of space, with an all-access ID and enough power to fire anyone if they're inclined.
CorpComm Official: Investigate problems reported by Corporate Representatives. Keep a Bodyguard close. Be the upper-level management your rank suggests.
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Corporate Secretary: Deal with the Corporate Resource Manager, fetch coffee, file paperwork, keep track of minutia.
Head of Personnel: Make sure your ship remains properly staffed, provide access where needed, remove access where needed.
Magistrate: Responsible for fair arbitration of the law even under the craziest circumstances, acts as judge and usually jury, acts as Internal Affairs Agent's department head.
Corporate Representative: Provide oversight on the ship's activities and command actions, with an eye towards the company's best interests.
Internal Affairs Agent: Responsible for evaluating the behavior of the crew to ensure they are operating in the interests of the company. Acts as the lawyer on behalf of the accused if a lawyer is not available or for crimes against Corporate Law, and checks to make sure every department is operating based on Standard Operating Procedure.
Diplomatic Officer: Apologize for inadvertent misunderstandings between cultures, make NovusCorp and the ship's crew look good, act as the ship's ambassador.
Union Representative: Unlike some galactic corporations, NovusCorp works closely with unions to make sure that their employees feel their needs are being met.
inspector: More nosy than Internal Affairs, and more obnoxious.
Resource Managers: Act as go-betweens for managing specific departments, including taking those departments over in a pinch.
Secretaries: Handle day to day paper pushing for the bigwigs, fetch things, act as receptionists.
Interns: The only thing on the ship that is lower than an Assistant and still has access, apart from the Civilians.
Lawyer: Commonly acts as the defense or prosecution during a trial; otherwise works to act on the behalf of the wrongfully accused and the Corporation when possible.
Corporate Recruiter: Hire new civilians for the company and ensure the ship is properly staffed. Most new recruits become Interns or Assistants unless there is an urgent need.
Bodyguard: Personal security for corporate representatives, VIPs, and command staff.
Asset Protection: Specialized operatives sent in to protect NovusCorp assets from destruction and return them to safe conditions.
Accountant: Balance the books, keep SolGov's tax inspectors at bay, make sure departments are funded and payroll is managed.
Supply Department
Not the most glorious department, the Supply Department manufactures the goods the ship and its crew need to remain viable producers of science and profit, makes orders for needed goods, and most importantly, conducts trade operations to directly increase revenue.
Mechanic: Scan tools and equipment to add to body of knowledge and allow replication of important objects and machines.
Machinist: Build tools and equipment to support the crew's needs.
Quartermaster: Handle supply orders and distribution for your ship.
Supply Resource Manager: Middle manager in charge of managing the Supply department, micromanaging the budget and demanding paperwork.
Supply Secretary: Deal with the Supply Manager, get asked for coffee by the Quartermaster, insist that you don't work in the supply department.
Cargo Technician: Unload and deliver supplies to those who need them, service shuttles between uses and make sure they are fueled and powered.
Miner: Dig resources up from asteroids and planetary surfaces. Assist in salvaging when you aren't able to mine.
Salvager: Take apart ships, satellites, and whatever else your ship happens upon, once it's stopped trying to kill you, ideally.
Botanist: Grow food so that the crew remains fed.
Rancher: Grow animals to provide food so that the crew remains fed.
Medical Department
Biotechnology is NovusCorp's expertise, and this science in particular is managed under the Medical Department, and is one of the best in the galaxy. As such, the Chief Medical Officer is a very important role, managing Medical Doctors, Surgeons, the Psychologist, Virologists, Geneticists, Medical Assistants, Nurses, Paramedics, and Xenobiologists.
Chief Medical Officer: Make sure your crew remains healthy and productive, relieve people of duty when medically necessary.
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Medbay Secretary: Work for the medical resource manager, get confused with a nurse, have little to do with actual Medbay.
Head Surgeon: Coordinate surgery in life-threatening situations, keep your surgeons on point, handle the worst surgical cases, obey the Chief Medical Officer.
Surgeon: Sterilize your equipment, wash your hands, perform surgeries.
Pharmacist: Fill prescriptions, make medical chems, lock yourself in your office when the addicts come calling.
Medical Doctor: Generalist who is expected to have some familiarity with all aspects of Medbay, particularly getting people back on their feet quickly.
Medical Specialist: Specializes in a particular chosen category of medicine for maximum efficiency.
Nurse: Help surgeons, help doctors, help all of Medbay, end up doing most of their work, muscle troublemakers out of Medbay until Security arrives, wonder why your pay is so low.
Coroner: Perform autopsies, ask the Geneticist to clone deceased people, help Detectives and Security Officers with their inquiries.
Geneticist: Develop understanding of genetics, clone deceased crewmembers so they can return to work.
Paramedic: Recover the injured or deceased so that they can be treated.
Virologist: Develop understanding of viruses and their treatment, including beneficial and harmful ones.
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Psychologist: Keep the crew as sane as possible under the circumstances, advise people be removed from duty if psychologically dangerous.
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Sciences Department
The Research Director keeps an eye on the biotech department, but also has to make sure the Chemists are mixing chemicals, the Roboticists are building useful robots, Xenoarchaeologists are looking for relics and artifacts, Researchers are studying the items found, and Scientists are being given new projects to work on based on the research thus far.
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Science Resource Manager: Middle manager in charge of directing Science and annoying the Research Director, most likely to demand blueprint signout sheets.
Science Secretary: Manage the Resource Manager, keep him caffeinated and away from all the actual science being done.
Scientist: Figure out how things work and break them down for the good of science.
Researcher: Study new discoveries and extend understanding of the universe. Figure out what alien artifacts and oddities actually do.
Chemist: Make chemicals for the good of the crew, including life-saving medicines and supplies, or make the nastiest weapons known to man and use them on your ship's enemies.
Roboticist: Build robots for the betterment of the crew, make cyborgs when required.
Xenoarchaeologist: Study alien artifacts and traces of lost civilizations, manage the Xenosciences Lab.
Telescientist: Calibrate the teleporter and Gateway, to transfer boarding parties and away missions to their destinations safely.
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Engineering Department
While research improves the realm of science, and corporate keeps the profits rolling in, the engineering department is responsible for keeping the ship functional. Engineers keep the power running, Network Technicians fix computers and telecomm systems, Atmospheric Technicians keep the air running, Mechanics maintain equipment and build or upgrade machines as necessary, Maintenance Technicians conduct running repairs, and Technical Assistants work with Engineers and Mechanics to solve minor problems.
Chief Engineer: Keeps the engineering crew in line and running the ship like a well-lubricated machine.
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Engineering Secretary: Get coffee for the Resource Manager, have almost nothing to do with Engineering, build an insane coffee machine out of pure frustration.
Mechanic: Build and repair machines, spacepods, and other large devices for the benefit of the crew.
Ship Engineer: Keep the power running and keep the station's hull in good repair.
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Network Technician: Keep the ship's computers running, occasionally do Engineer's jobs, fix Telecomms when someone inevitably tries to break it, match wits with Syndicate hackers.
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Services Department
While not considered the most impressive department, the functions of the Services Department make everything else run more smoothly and happily – Janitors must keep things tidy, Entertainers, Clowns and Mimes keep the crew happy, the Bartender serves drinks while the Chef serves food, and Assistants help any department that is understaffed.
Service Resource Manager: Middle manager in charge of managing foodstuffs and drinks, as well as any food-service or market contracts, be harangued for access despite being unable to provide it.
Service Secretary: Handle the Service Manager's paperwork, fetch his coffee, send his faxes, pretend she isn't living a Dilbertarian nightmare.
Bartender: Prepare drinks and serve food to the crew to maintain morale.
Chef: Prepare meals for the crew to maintain morale.
Sous Chef: Assist the Chef, fetch things for them, help evaluate dish quality.
Waiter: Wait on Restaurant visitors, take orders, deliver orders, get tips.
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Cashier: Take people's orders, give them things.
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Salesman: Use your wealth to set up a business.
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Curator: Organize the ship's exhibits and displays.
Janitor: Keep the ship clean and tidy.
Chaplain: Bolster the faith and soul of the ship's crew.
Clown: Entertain the crew with your ridiculous antics.
Mime: Entertain the crew with your dignified antics.
Prisoner: Enjoy your wonderful life inside a cell.
Silicon Department
Under the jurisdiction of Roboticists and the Research Director, these are various silicon entities that may be working alongside the crew.
Drones: Mechanical spiders tasked with repairing and improving the ship when it is damaged. Much like engineers, except more antisocial.
MoMMIs: Drones with a human brain, like drones only with more synthesizing and less automated production.
Cyborgs: Effectively machines with human or positronic brains who assist the ship by performing specified roles.
AI: A semi-omnipotent computer entity that has mastery over much of the ship's functions but must typically obey a series of laws that govern its behavior.
Personal AI: Your pocket pal who's fun to be with, personal AIs act on behalf of their owner but have limited interactions with the outside world.
Positronic Brain: A truly artificial intelligence, for those who are squeamish about using a brain in their man-machine interfaces or just want their synthetics to stay synthetic.
Expedition Department
Technically under the purview of the Head of Personnel, this department also is watched over by the Research Director (for potential scientific discoveries) and the Executive Officer (in case the Marines need to be deployed.)
Explorer: Explore planets and locate interesting sights for your Miners, Xenoarchaeologists, or other crewmembers to explore.
Shuttle Pilot: Fly the team to a planet so you don't need to get the finicky teleporter to work. Close the dropship doors when not in flight!
Search and Rescue: Experienced explorers whose job it is to find and provide medical or other support to explorers lost in the wilderness.
Civilians
Not everyone aboard a NovusCorp vessel is in their employment! There may be tourists, survivors, traveling merchants and other odds and ends…
Civilian Resource Manager: Middle manager in charge of keeping Civilians happy. Finally, something that actually helps the Head of Personnel!
Civilian Secretary: Work for the CRM, do most of the actual talking, try to get the Tour Guides to do their jobs.
Tour Guide: Provide tours of the ship for tourists and civilians!
Civilian: Live aboard the ship. Survive an alien attack only to die anyhow when someone blows up the shuttle.
Merchant: Buy and sell products for your corporate masters.
Tourist: Enjoy the wonderful world of space travel.
Journalist: Journalist: Work for the Free Press, print the latest news, end up having the Radio and TV Hosts get all the credit for breaking stories.
Corporate Reporter: Enjoy an all-access press pass as you print stories that paint NovusCorp in the best possible light.
Radio Host: Listen in on the ship radios, watch the cameras, broadcast music, commercials, news, and talk shows; attempt to get people to come in for interviews.
TV Host: Set up your own television show, run your own gimmicks, entertain the crew.
Actor: Be famous, be popular for being famous, try to channel your inner John McClane when things go sour, fail miserably in most cases.
Barber: Give people haircuts and change their whole look.
Musician: Play music on instruments, get pelted with the Botanist's special tomatoes.
Mailman: Deliver the mail personally, figure out what people have been tossing in the garbage.
Coach: Train people in the Gym, get the Boxers and Wrestlers to fight.
Boxer: Punch people in the ring, challenge people outside the ring.
Wrestler: Show off your wrestling moves, occasionally get a chance to wrestle an enemy of the ship.
Government and Visiting VIPs
Occasionally, one of the government jurisdictions NovusCorp operates within is stationed aboard the ship.
Ambassador: Establish relations with new life and new civilizations on behalf of SolGov as an official envoy, outrank the NovusCorp Diplomatic Officer.
Government Representative: Maintain relations with known civilizations, make sure the ship isn't doing anything flagrantly criminal, work with the Magistrate to handle major criminal situations.
CorpComm Staff
These special jobs are generally generated when docked to a NovusCorp station, usually to generate roleplay or to set things right when they've gone badly.
Construction Worker: Called upon when the ship is in serious need of repairs in dock at a station.
Other Entities
Entities that don't fit in other brackets.
Constructs: Constructs bound to the will of their masters.
Golems: The souls of the dead enshrined in unfeeling rock.
Ghosts: The floating spirits of the recently deceased, looking for a way to get back into the game.
Imaginary Friend: One of the possible results of severe brain damage, manned by a ghost, often unwillingly.
Split Personality: The natural extension of severe brain damage, being frequently manned by another personality.
Special Entities
Allied entities that are not commonly seen but may appear during certain seasons or just as rare gimmick jobs.
Candy Salesman: Live out your Willy Wonka fantasies and sell candy to the crew.
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Santa Claus: Give presents from your bag of gifts, inspire Christmas Cheer.
Blue Clown: Conspire with the non-blue Clown to prank the entire Security department. Get your mask and shoes stolen by the Head of Security, end up using the other clown's spare set. Regret your existence.
Emergency Response Team: Armed by SolGov, choose a role and go forth to save the ship. If the Marines can't fix it, you're the team that can.
Ghost Buster: Explain patiently to Security that your energy weapon only works on the supernatural, accidentally burn someone and get detained. Discover actual Ghosts and worse through your goggles…
Angels: Attempt to convince the Chaplain and cults to cut back on the blood sacrifices. Use your healing touch to save people. Watch people do their damndest to kill them anyhow.
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Loner: Explore the powers of the mind.
Adversaries and Antagonists
Entities that enter play as adversaries of the main crew.
Traitor: Work against NovusCorp interests and accomplish your mission objectives.
Challengers: Find your target, kill them, and broadcast a photo on the newscasters. Become an ordinary traitor when all the other challengers are dead.
Syndicate Operative: Accomplish a dangerous mission aboard the ship without being embedded in the crew.
Syndicate Commando: Wipe out the ship, preferably with a nuclear device you happen to have brought with you.
Revolutionary: Incite rebellion among the crew with the Syndicate's blessing.
Devils: Pandimensional entities that will be happy to help you out, for a minor trade…
Grinch: Ruin Christmas, take out Santa Claus, poison food.
Krampus: Punish the crew for letting Christmas Cheer get too low.
Space Ninja: Obey your cybernetic overlords and accomplish your mission.
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Changeling: Absorb the DNA of others and become a powerful monstrosity.
Xenomorph: Conquer the ship and make it a home for your family, or be part of the welcoming crew to them on a hostile planet.
Predator: Hunt the most dangerous prey aboard its home territory. Or the least dangerous prey, whichever your objectives desire.
Grue: Hunt in the darkness, die in the light.
Time Agent: Set right the timeline, regardless of the cost.
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Wizard: Use magic and stir up trouble – in SPACE!
Cultist: Worship dark gods and cause bizarre calamities.
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Shadowling: Hunt in the darkness and extinguish the light.
Raiders: Attack the station for resources.
Traders: Trade with the station for resources.
Cortical Borers: Bore into a host body and attempt to populate the station.
Revenant: Be a ghost, only with awesome powers.
Blob: Be the overmind of a rapidly growing monstrosity that threatens to consume the ship.
Statue: Move whenever nobody can see you, accomplish your mysterious objectives.
Infiltration Team: Special assignments given to a team of operatives, such as stealing a crucial component, capturing a target, assassinations, rescuing a prisoner, or subverting the AI.
Terror Spiders: Combine the worst aspects of xenomorphs and killer spiders.
Abductors: Enigmatic telepathic aliens that work together to abduct and implant people for alien science.
Holoparasites: Also known as Guardian Spirits, these are bound to another entity and do their best to protect them.
Swarmers: Silicon lifeforms that seek to dismantle the ship to build more swarmers.
Locusts: Ravenous space locusts that seek to devour everything organic.
Ashwalkers: Native lizardmen who don't take kindly to visitors.
Lava Dwarves: Interdimensional psychopaths who hate mining competition.
Families: Like gangs, only with cooler suits.
Morph: Who ate the supply closet?
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Slaughter Demons: Big nasty demons that slaughter everyone. The name really should be a tip-off.
Pirates: Far less romantic than the library's romance novels would have you believe.
Arcfiend: A power-hungry creature that might be a nightmare to the crew or choose the peculiarly antiheroic role of being helpful by fighting off other intruders.
Flockmind: A digital intelligence from another dimension seeks refuge. Unfortunately, its idea of refuge involves converting the ship and its crew to gneiss.
Martians: Abductors with a greater interest in throwing humans into their bioconvertor.
Werewolf: In space, the moon is always full…
Vampire: Badass bloodsuckers that gain power the more blood they consume, and just have that tiny little problem with the Church…
Thralls: Vampire minions. AKA baby vampires. Sort of feral, and not terribly bright and empowered, but still dangerous.
Zombies: They love you for your brains.
The Slasher: A horror-movie immortal slasher villain who is very hard to kill and finds killing you very easy and fun.
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Wraith: Where most other antagonist roles exist to make you afraid of some maniac with a fire extinguisher coming to get you, the Wraith exists to make you afraid of the station itself. Malevolent poltergeists with a mean streak a mile wide, wraiths have a wide array of spooky powers they can use to terrorize (or annoy) the crew.
Poltergeist: Basically, mini-wraiths created by a wraith's ability, who are weaker than the wraith and must stay nearby, but are almost as dangerous.
Omnitraitor: Sometimes the admins just want to watch the place burn.
Gremlins: Little pests that wreck things for fun.
Intruder: Inscrutable forces from beyond this world get scared too.
Technomancer: Magic and technology, applied to create miracles.
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Obsessed: They're really, really crazy for you.
Fugitives: Hiding from the Hunters, these fugitives must find a way to survive.
Hunters: Out to get the Fugitives; will the crew aid or reject them?
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Rat King: You're gonna need a bigger mousetrap.
Thief: A thief is aboard the ship/station/colony!
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Survivor: Stay alive in hostile territory.
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Scratchpad: The drawing board where ideas go to die.