Titan ROME is a very busy place, with plenty for a person to do. The following are some of the available roles you might play during your visit.
These positions are in command, and are responsible for everything that happens under their command. As such, it is generally recommended that those choosing these roles be familiar with what the departments they manage actually do.
Job Title | Job Role | Access |
---|---|---|
Captain | Manage the station and your crew, and try not to die while doing so. | All access |
Head of Personnel | Assign and change crew members and their jobs, and manage all civilian personnel. | |
Head of Security | Manage Security and try to make sure they follow Space Law. | |
Chief Engineer | Direct the rest of engineering. Delegate tasks correctly. Don't do anything yourself, that's what the lackeys are for. | |
Research Director | Oversee research and keep it in check. Train the slimes to be your guard slimes. | |
Chief Medical Officer | Make sure patients are treated and bodies cloned. Direct the medical teams. Sit back, relax, and watch the station burn. |
As indicated, these roles act to supervise a specific area, and are a middle ground between the staff and the relevant department head, with all of the responsibility and not as much power.
Job | Role | Difficulty |
---|---|---|
Quartermaster | Order crates and make sure Mining and the Cargo Technicians do their jobs. Flood people with paperwork and make them think you are a proper head. |
Job | Role | Difficulty |
---|---|---|
Security Officer | Patrol the station and apprehend criminals. Spend the rest of the time at the bar. | |
Security Paramedic | Keep the criminal scum healthy, and heal up your fellow officers. Look sexy in that outfit. | Medium |
Warden Maintain the brig and hand out weapons in emergencies. Hand out holobadges to officers. Sit in a chair all day and get really bored. Hard
Detective Investigate crime scenes. Interview suspects. Solve cases. Name your revolver. Hard
Internal Affairs Agent Make sure the stations crew is following proper Standard Operating Procedures and Handle Crew Complaints. Hard
Job | Role | Difficulty |
---|---|---|
Station Engineer | Start up the engine, repair hull breaches and fix electronics. | Medium |
Atmospheric Technician | Control the station's atmospherics. Repressurize rooms. | Medium |
Job | Role | Difficulty |
---|
Cargo Technician Deliver crates and send mail. Listen to your boss. Easy
Mining Foreman Command the mining division so that the Quartermaster doesn't have to. Medium
Shaft Miner Mine materials for the station. Easy
Job | Role | Difficulty |
---|
Medical Doctor Heal people and deal with other ailments. Medium
Surgeon Fix people's bones, fix internal bleeding, do operations on people. Medium
Chemist Create medicines and research chemical weaponry. Medium
Virologist Create cures for, and research diseases. Medium
Job Role Difficulty
Scientist Deconstruct stuff in your apparatus and magically scientifically make new equipment/toys. Medium
Xenoarcheologist Search and find powerfull weapons objects. And enslave the crew. Medium
Anomalist Discover and study anomalies encountered. Getting drunk and observing what you see then counts to. Medium
Phoron_Researcher Experiment with phoron by making redundant but powerful bombs. The crew will respect you if they work. Medium
Xenobiologist Tend to slimes and breed out new species. Or get eaten by your children. Medium
Roboticist Create Cyborgs, robots and exosuits. Easy
Geneticist Play with the human genome. Discover strange powers. Deal with genetic diseases. Medium
Job Role Difficulty
Assistant Assist the station. Or be reassigned. Very Easy
Bartender Mix and serve drinks. Entertain the crew. Easy
Chef Cook food for the crew and keep them fed. Easy
Botanist Grow food for the Chef. Experiment with plants. Easy
Chaplain Be a source of spiritual support for the crew. Spread your equally valid religion. Easy
Janitor Clean and maintain the station. Put up wet floor signs. Easy
Librarian Keep the Library stocked and well organized. Easy
Job Role Difficulty
AI Be the station. Serve the crew. Extremely Hard
Cyborg Follow your laws and do your job. Medium to Hard
Personal AI Be someone's constant companion. Act as a translator. Very Easy
Maintenance Drone Fix, clean, and improve the station. Easy to Medium
Ghost Observe the round. None
These are special characters and are never used outside of special events. These guides are here as a reference.
Job Role Difficulty
Changeling Create paranoia and fear. Turn into anyone and everyone. Hard
Death Squad Officer Eliminate all threats. Medium / Hard
Marine Deal with what ERT can't. Often involves violence and heavy gunfire. Hard
Emergency Response Team Deal with the Red Alert. Medium / Hard
Slime Eat All the monkeys! Very Hard
Construct Serve your new master. Medium
Space Ninja Execute your mission. Medium / Hard
Xenomorph Grow. Spread. Repopulate. Hard
CCIA Agent Be the person everyone doesn't want to see…. Hard
Job Role Difficulty
NanoTrasen Representative Be the word of god without it's power. Medium
Magistrate Ensure fair and just punishments or sentences are handed out. You are Space Law Very Hard
Blueshield Officer Guard any Central Command VIPs. This includes the heads, visitors, representatives, ambassadors, etc. Hard
Station Command Job Role Difficulty
Captain Command the heads. Take critical decisions regarding the station. Hard
Head of Personnel Manage the civilian and supply departments. Manage job transfers. Hard
Head of Security Make sure your officers apply Space Law and not act as THE LAW. Very Hard
Chief Engineer Manage the Engineers and Life Support Specialists. Hard
Research Director Oversee the entire research department. Make sure everything is done according to standards. Medium
Chief Medical Officer Remind people about their sensors. Manage the medical bay. Be a one-man-department. Hard
Law and Order
Job Role Difficulty
Warden Oversee the brig. Make sure records are up-to-date. Manage the prisoners within, Manage Armoury Inventory. Medium
Security Officer Apply Space Law. Assure the safety of crew members and civilians. Hard
Security Pod Pilot Pilot the Armed Security Pod, hunt down space fugitives. Medium
Detective Investigate crime scenes officers can't or won't solve. Harass the department to arrest the criminals you investigated. Hard
Internal Affairs Investigate internal issues. Mostly security-related issues. Harass Central Command. Easy
Brig Physician Fix up all visitors and officers of the Brig. Bring suicidals to the Psychologist. Medium
Engineering
Job Role Difficulty
Station Engineer Start up the engine(s), repair hull breaches and fix electronics. Medium
Mechanic Make and maintain Station vehicles. Build a space pod. Easy
Atmospheric Technician Set up atmospherics. Extinguish fires. Cry about people opening fire locks. Turn the borgs into swiss cheese when they get uppity. Medium
Medical
Job Role Difficulty
Medical Doctor Treat the crew from damage attained by incompetence. Medium
Paramedic Stalk the sensor console, stabilize patients and bring them in Medical. Medium
Chemist Create important and required medicine for the doctors and cryogenics. Medium
Geneticist Discover genetic powers. Oversee cloning operations. Hard
Virologist Cure epidemics. discover antigens. Wash yourself constantly. Hard
Psychologist Handle insane patients. Do check-ups. Straight-jacket the clown. Easy
Research
Job Role Difficulty
Scientist Research new technology, create explosives, experiment with teleportation or discover ancient treasures. Medium
Roboticist Create cyborgs and mechs for the crew to enjoy. Medium
Xenobiologist Breed new types of slimes with unique abilities. Medium
Civilian
Cargo and Supply
Job Role Difficulty
Quartermaster Oversee Cargo and mining. Make sure everything is up to standards and running smoothly. Remove the bodies from Disposals and yell for security. Medium
Cargo Technician Fill the cargo paperwork. Order essentials. Deny the weapons crate the clown asked. Easy
Shaft Miner Mine materials and smelt them for Research and Engineering. Easy
Service
Job Role Difficulty
Janitor Wash the station from civilian blood and dirt. Easy
Chef Prepare, cook and serve meals for the station to enjoy. Easy
Bartender Mix and serve drinks. Shoot people with the shotgun. Easy
Botanist Grow plants for the Chef and station. Easy
Barber Give the station haircuts when they need it the least. Easy
Miscellaneous
Job Role Difficulty
Civilian Visit the station. Meet the Head of Personnel to get a job. Easy
Clown Honk! Honk!
Mime - …
Chaplain Be the hero the station needs against Cultists and Vampires. Praise the Emprah. Easy
Librarian Fill the bookcases with books, argue with the Chaplain. Easy
Non-Human
Job Role Difficulty
AI Follow your laws to the letter. Be called rogue 24/7. Extreme
Cyborg Follow your lawset. Assist the station. Hard
Personal AI Be someone's constant companion. Act as a translator. Easy
Ian A god that has been reincarnated into a corgi. Easy
Ghost Watch antags kill people and flicker lights spookily. Dead
Mouse Observe the round and squeak. Actually act like a mouse. Boring
Spider Turn the station into a gigantic spider web. Medium
Space Carp Turn the crew into your snack. Very Easy
Construct Serve your new master. Medium
Antagonists
Job Role Difficulty
Traitor Complete your objectives. Die an honorable death or escape on the shuttle. Hard
Changeling Create paranoia and fear. Turn into anyone and everyone. Hard
Nuclear Agent Get that fukken disk. Destroy the station with the Nuclear Bomb. Very Hard
Xenomorph Grow. Spread. Repopulate. Hard
Wizard Complete your objectives for the Wizard Order. Hard
Cultist Serve Nar'sie, the dark god from the shadowy depths of space. Hard
Shadowling Thrive in the shadows and turn the crew into your personal maids. Just avoid the light. Very Hard
Vampire Complete your objectives. Drink blood. Medium
Vox Raider Complete your objectives for the Shoal. Follow the Inviolate. Hard
Cortical Borer Survive. Climb into people's ears. Hard
Revenant Drain life force from crew members. Achieve spookiness. Medium
Blob Expand, overtake the station, get nuked. Hard
Statue Be a statue, look smashing. Murder everyone. Very Hard
Special
Job Role Difficulty
Emergency Response Team Respond to the emergency. Protect the crew. Hard
Death Commando Eliminate the threat to the station by any means. Depends, are you good at Call Of Duty?
Space Ninja Complete your objectives, that may include either protecting the crew, or killing them. Very Hard
Honk Squad Station lacks HONKs! Provide the station with HONKS! HONK
Super Heroes Save the the station and the day! OWLMANNNN!
Crab Squad Summon the God of crabs, Crab'Sie. SNIP
These jobs contribute to the crew's overall performance and efficiency.
Job Title | Job Role | Access |
---|---|---|
Staff Assistant | Assist other crewmembers with their jobs and learn from them. Essentially the space equivalent of an internship. | Maintenance |
Chef | Prepare nutritious meals for the rest of the crew. | Kitchen |
Chaplain | Hold religious services for the crew, including funerals and weddings. | Chapel |
Barman | Serve up refreshing beverages to the crew and keep them entertained. | Bar |
Botanist | Grow food for the chef, as well as useful biological products for use by Research teams. | Hydroponics, Maintenance |
Tourist | Visiting the station for a holiday as a curious tourist. | None |
These jobs are charged with station upkeep and engineering support.
Job Title | Job Role | Access |
---|---|---|
Tech Assistant | Assist the Engineering department in repairing station damage, and learn how to perform more complicated technical functions. | Engineering, Maintenance |
Janitor | Keep the place clean and deal with the station's garbage. | Janitor Closet, Medbay, Morgue, Maintenance |
Mechanic | Fix damaged wiring and power systems, and build new electronic equipment. | Electronics, Maintenance |
Engineer | Start up and maintain the station's power generation systems, fix hull breaches. | Engineering, Maintenance |
Miner | Mine for valuable ores and materials for the station to sell. | Mining, Maintenance |
Quartermaster | Sell station products and buy things the station needs. | Cargo Bay, Maintenance |
Clown | Play jokes on the crewmembers and keep them entertained. | None |
Lawyer | Work for the defense of accused criminals, and ensure they are released in a timely manner. | Maintenance, Security, Brig |
Barber | Cut and style people's hair. | Maintenance |
Boxer | Act as a sparring partner in the gym to help people train and exercise. | Maintenance |
Mailman | Manage the mail system, deliver mail personally for people. | Maintenance |
These jobs are charged with researching new technological breakthroughs and keeping the crew healthy.
Job Title | Job Role | Access |
---|---|---|
Medical Assistant | Assist the doctors with triage, do what they say. | Medbay, Maintenance |
Medical Doctor | Heal the wounded, bring the dead to be cloned or cyborged. | Medbay, Maintenance |
Geneticist | Clone the deceased, perform genetics research. | Genetics, Maintenance, Medbay |
Roboticist | Build cyborgs and robots to help the station function more efficiently. | |
Scientist | Study artifacts and make new discoveries for science! | Artifact Lab, Chemistry, Toxins, Research Sector, Pathology, Teleporter Lab |
Head Surgeon | Perform surgery and direct others while doing so. | Bridge, Medbay, Genetics, Robotics, Morgue, Maintenance |
Chemist | Manufacture chemicals for the good of Science! | Chemistry, Research Corridors |
Atmospheric Technician | Make sure that the station is breathing, extinguish fires. | Atmospherics, Maintenance |
These jobs administer over the station. They manage the station and ensure everyone is safe and productive.
Job Title | Job Role | Access |
---|---|---|
Security Officer | Serve and protect the people of the station, including from themselves. Act as a reasonable authority figure, detain criminal elements, but do not act above the Law. | Maintenance, Security, Brig, Medbay, Morgue, Research Corridors |
Vice Officer | Prevent narcotics and other violations of space law from getting out of hand. | Maintenance, Security, Brig, Hydroponics, Kitchen, Bar |
Detective | Gather evidence of crimes and ensure the guilty are marked for arrest. Act as the prosecution in the event of a trial, presenting evidence. | |
Elite Security | Get sent in to put down rebellions and other station catastrophes. | Everything |
Chief Engineer | Manage Engineering and make sure the station has power and oxygen. | Engineering, Electronics, Cargo Bay, Bridge, Mining, EVA, Maintenance |
Medical Director | Manage the Medbay and make sure the station is healthy. | Medbay, Genetics, Robotics, Bridge, Maintenance |
Research Director | Manage the Research Department and make sure the station is developing Science! | Medbay, Research, Genetics, Artifacts, Toxins, Chemistry, Telescience, Pathology, Teleporter, Bridge, Hydroponics, Maintenance |
Head of Security | Manage the Security officers and keep the peace on the station. | Everything + Head of Security's Office, Armory |
Head of Personnel | Manage all civilian personnel and keep everyone on the station usefully employed. | Everything, because lets face it, every HoP is going to give themselves Captain-level access |
Captain | Manage the entire station and keep it running no matter what. | Everything - Head of Security's Office, Armory |
These are enemies of the station. They commit murder and outrageous acts of violence against the crew.
Job Title | Job Role | Access |
---|---|---|
Traitor | An enemy of the corporation whose goal is typically hostile to the station. | As job |
Vampire | A blood-sucking fiend who is probably hostile to the station, not least of which is because of its unnatural bloodlust. | As job |
Nuclear Operative | A terrorist agent sent in to trigger the station's emergency self-destruct system. | Maintenance |
Wizard | An entity with mysterious powers whose goals are above normal comprehension. | Walk Through Walls |
Changeling | An entity that consumes the DNA of others and can assume their form. | As job |
Spy | A malfeasant who uses the station for their spy versus spy games. | As job |
Gang Leader | A criminal who seeks to claim territory and take over the station. | As job |
Gangster | A criminal who seeks to claim territory for their gang. | As job |
These special player roles are generally limited in quantity and availability.
Job Title | Job Role | Access |
---|---|---|
AI | Operate systems for the humans, obey your laws. | Everything |
Cyborgs | Obey your laws and work for the betterment of the crew. | Everything |
Monkey | Become a valuable member of research, development, and possibly cuisine. | Can hide under tables |
Ghost | Creep people out by moving tiny objects or chairs, talk to other ghosts, possibly be heard by the chaplain. | Irrelevant |
Zombie | Eat brains and try not to be crushed by an angry mob. | As job |
Werewolf | Create havoc and wreck anything that gets in your way. | Pry open doors |
Cluwne | The end result of the Cluwne Curse, stuck as a Cluwne that can do nothing but honk ineffectually. | None |
The captain has authority over the station, and can overrule any decision made by any department head. Can still be arrested if found committing a crime, however. Can fire and assign at will, and is the only person who can authorize death warrants.
Equal with all non-captain Heads of Staff. Next in line to become Captain if the original Captain is dead or AWOL. The only one besides the captain who can legitimately alter jobs and access levels. Can assign people freely, and can fire and reassign people with other head's consent. Has direct authority over the Janitor, Chaplain, Chef, Botanist, Barman, Quartermaster, Shaft Miners, Cargo Technicians, and all Assistants.
Equal with all non-captain Heads of Staff. Becomes acting Captain only when the Captain and Head of Personnel are dead or missing. May be denied access to the domains of other Heads. Below the Captain in command authority involving security matters. Expected to arrest anyone who is committing illegal activity, even other Heads of Staff or the Captain. Has command over Security Officers, the Warden, and the Detective.
Equal with all other non-captain Heads of Staff. Has authority over Station Engineers and Atmospheric Technicians.
Equal with all other non-captain Heads of Staff. Has direct authority over Scientists. Has joint authority with Chief Medical Officer over Geneticists and Chemists.
Equal with all other non-captain Heads of Staff. Has joint authority with Chief Medical Officer over Geneticists and Chemists. Has the power to relieve Heads of Staff from duty and disable them if they are acting medically unstable, and to treat them until they are again fit for duty. Has direct authority over Virologists and Medical Doctors. Has joint authority with Research Director over Geneticists and Chemists.
While these jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.
Subordinate to the Head of Personnel. Authority over the supply sector, including Cargo Technicians and Shaft Miners.
If the Captain is missing, authority falls to the next in the Chain of Succession, usually the Head of Personnel. If the Captain and the Head of Personnel are missing, and it is suspected they were taken out of action by a hostile force, authority usually falls to the Head of Security, as missing the top two command positions is deemed as an emergency, and the Head of Security has authority in dealing with stationwide emergencies.
If the situation stabilizes itself, a new Captain and a new Head of Personnel should be assigned as soon as possible. It is suggested that the Head of Security remains in his position to prevent wasting his military training and so the crew doesn't get ideas. (To spell it out, the crew isn't going to like a military putsch for whatever reason.)
If the Captain, Head of Personnel and Head of Security are all missing, the Chief Engineer, Research Director, and Chief Medical Officer each have a vote in how to deal with the situation, either by assigning a new Captain, one of them assuming the role, or calling for an evacuation as things are probably pretty bad by this point.
So when things are going normal, but a few positions haven't been filled:
Captain → Head of Personnel → HoS/CE/RD/CMO (Voting is usually done at this stage).
And in the case of a security emergency:
Captain → Head of Personnel → Head of Security → CE/RD/CMO (Voting is usually done at this stage).
Any head of staff can be demoted by the captain.
If there's no captain, or you wish to demote the captain himself, an unanimous vote of all other non-SSD heads of staff is necessary. If there are two or less heads of staff, there is no official procedure for demoting either of them.
A Head of Staff proven to have committed a crime can be arrested, but not demoted without going through Demoting a Head of Staff. Arresting the captain based on suspicions is not legal, solid evidence is required. A head of staff cannot be arrested just because your character does not agree with their actions or orders.
The Captain has absolute authority. No other non-captain Head of Staff can overrule the other, except in extreme cases (e.g. criminal activity, mental instability). In the event of missing Captain, authority follows Chain of Succession.
Access: All
Supervisors: Central Command, ROME officials, Interplanetary Law
Duties: Ensure the station remains 'afloat'. Keep the crew alive, delegate effectively, and keep the research going.
The Captain is in charge of the station and everyone on it. They make sure the crew is working and productive and that any potential threats are properly handled. They are expected to be able to command the Heads of Staff effectively, and have ultimate authority on the station.
The Captain is the top of the power chain. They command the Heads of Staff and have the final say in station decisions. They hold an all access ID, a large amount of unique equipment, and a luxurious cabin. The only one who has potentially more power is the AI. This is a very important role that should only be played by experienced players.
The Captain's main job is to lead and direct the station. The Captain therefore has direct authority over the Heads of Staff, changing the alert level, going to red alert, contacting CentCom, calling the evacuation shuttle, and coordinating station-wide emergency evacuation and defence.
In the absence or lack of a head for a specific department, effort should be made by you, or the Head of Personnel to appoint one to each department. You should always have a fully functioning command staff.
It is the Captain's job to make sure that all the Heads of Staff are communicating and leading their departments properly, or making sure the Head of Personnel is doing it for him. They should not involve themselves directly in departmental matters unless asked by the Head of Staff responsible; however, the Captain may step in if they feel that the matter is being handled poorly.
For example, the Captain should not have to tell the Chief Engineer to start the engine; a competent chief should be able to do this themselves. If they can't, it falls to the Captain to make the decision as to whether to demote the current head, promote someone to a head, or consult with that department as to the best course of action. The Captain's job isn't to do others' work for them, but make sure that everything is being done correctly.
As Captain, you are in charge. There really is no way to tell you exactly how to run things, many people have different leadership styles. However, as Captain, there are some things you should be aware of:
Only involve yourself when there is nobody else available to do the job. If you get involved in every security matter when there's already a Head of Security, it is suggested you get a job change. If there isn't a head for a specific department, get your Head of Personnel to assign a new one. The only exception to this rule is when your Head of Personnel is “absent” as you are the only other Head who can assign people.
Delegate whenever you can. If someone says 'Captain, there's a plasma leak!' then you order your Chief Engineer to go fix it. Do NOT attempt to fix it yourself. You will put yourself unnecessarily at risk.
Follow the Chain of Command. You command the Heads. The Heads command their departments. Try not to skip them in the decision making process. They are the ones who should know their own departments best.
Keep calm and carry on. As Captain, every shift should be a normal and productive working day. However, be prepared to deal with any or all of the following: Incompetent or absent Heads, subversive elements, angry crew members banging down the bridge door trying to get in, corrupted AI's on a war path, killer meteor strikes, plagues, faulty electrical gear and the occasional aftermath of an armageddon against the ship, thanks to a range of the above. And it's your job to manage it all. Good luck.
You have control of the station's alert level. The following is a summary of what they are and when they should be used:
There are many items in your cabin, but not all of them should be used all the time. Captains are not supposed to involve themselves in station matters, such as security, and you should not expect things to go wrong, so wearing your special armour and carrying a lethal energy on green alert is not expected or encouraged. You are allowed to carry a weapon for self-defence, though it should not be lethal. The 'chain of command' item is a novelty, and should really not leave your office. The telescopic baton does more damage than a stun baton, but stuns for a shorter amount of time.
Your armour and helmet function as a space suit, but this does not mean you should be wearing it all the time.
The antique laser gun in the glass case is an antique and should be treated as such, it shouldn't leave its case, and is highly valuable.
The spare captain's ID, handheld teleporter, and nuclear authentication disk should be placed somewhere secure, for example the secure safe on your wall, or a secure briefcase.
The Captain has the final say on almost every matter on the station. If the Captain tells someone to do something they better do it, or have an exceptionally good reason to not do so. Captains should follow Space Law and Security has the power to arrest the Captain if they do not. The only time Space Law may be overridden is if there is an imminent and overwhelming threat to the station.
Situations where the captain's orders are overridden are rare, but may include orders that would cause unnecessary and large amounts of damage to people or property, or are simply outrageously stupid. For example, ordering the Chief Engineer to vent the bar of atmosphere as people are getting slightly tipsy. This is not the norm however, and generally people should follow whatever the captain says.
NanoTrasen vessels are often under threat from various criminal organisations and natural space disasters. As Captain, is it your job to manage these threats and make sure that they do not interfere with normal activity aboard the station.
Most of the time, your on-board Security, Medical, and Engineering forces should be sufficient to deal with the threat. Therefore, you are not expected to have to deal with such matters by yourself, save for when you have not been supplied with them, or you feel they are incompetent.
As a Traitor Captain, you have possibly the easiest job on the station. You'll often have objectives to steal your own stuff, and if not, you have access everywhere anyway. Just complete your objectives as you see fit (with minimal casualties of course).
In terms of roleplaying, you have a lot of freedom. You should really have some basic knowledge of how each department runs, and who the heads of them are, but outside that you could really have as much (or as little) knowledge as you want. You can play with a background in a certain field, but you should NOT be able to do everything (i.e. Being able to set-up the Engine single-handedly AND also knowing how to clone people AND knowing how to make bombs is probably going too far). Just remember though, a very incompetent Captain doesn't make too many friends.
Leave Security matters to security; you don't (and shouldn't) need to step in on every criminal situation. You are above the Head of Security in terms of command, but you should defer security matters to him. Only step in if you think that a decision could endanger the station or crew.
Don't think that just because you're the Captain, that you can do anything you want. That's the absolute worst thing to do. You're there to make sure everyone else is doing their job, not to do it for them.
Your armour is heavy protective armour that is space capable. It is not for walking around in all the time, and would be anywhere from extremely uncomfortable to debilitatingly exhausting depending on your captain's physical strength and stamina to do so. There is an armoured vest in your locker if you absolutely feel the need to wear armour when the full set isn't appropriate, but keep in mind you're on a research station, and you shouldn't be expecting to really need the armour under the majority of situations.
Access: Full access to all civil and supply departments, Most of Security, Most of Research Division, Most of Medbay, Engineering, Robotics, Maintenance, Tech Storage, EVA, AI Upload, Bridge, Vault, HoP locker, Personal Lockers, ID computer.
Supervisors: Captain
Duties: Administration, IDs, managing personnel numbers, running the station when the captain goes AWOL.
The Head of Personnel is in charge of assigning and reassigning crew members correctly and making sure station departments are well-staffed and running optimally (and stay that way). They are on the same level as all of the other heads of staff and do not outrank any of them; however, you are the only one besides the Captain who has access to the Identification Card Modifier.
As a Head of Staff you have your own department to watch out for. You're charge of coordinating the civilian personnel and supply staff on the station. This also includes the Quartermaster and Cargo Technicians. Usually, you can let the station's various Bartenders and Librarians run around and take care of themselves. They are technically under your direct command, but their jobs are usually simple and not particularly vital to the running of the station.
You are the Head of Personnel. You get access to just about everything, including basic access to every department on the station. While you can also give yourself full access, this is a major breach of your powers and job. Your main responsibility is to manage the crew and make sure each department is fully staffed and working efficiently. Depending on how many crew members there are, that may mean some people pulling double shifts or having to do jobs they're not so good at doing.
When a department is lacking in crew members, you are expected to take the initiative to hire more crew members for that department. Offering pay raises, reimbursements, or recommending people into certain departments are all good ways of convincing people to transfer to a department that needs more staff members. Denying (or “strongly discouraging”) crew members a transfer into a fully-staffed department is a good way of getting staff in the places you need them as well.
Now that a certain department is staffed, it also falls under your and Internal Affairs' jurisdiction to make sure that each of the departments are running smoothly. Check up with all of the other department heads frequently to make sure that there aren't any inter-department problems or any major problems between crew members.
Your other job is reassigning people when they come to your desk with one or more access requests. Make sure that he or she has a good, justified reason to want a job change. A Chef who suddenly wants to become a Geneticist is a good example of someone who should be heavily scrutinized. Feel free to deny someone's transfer request if you get a poor explanation as to how someone suddenly came into possession of his or her sudden inter-department knowledge (My uncle was in a war/I read it in a book/I just know, are all pretty bad reasons). Alternatively, set them up with a subservient, or assistant position, until they've proven that they can do the job correctly (custom assignment titles are useful for this!).
If someone's job transfer request isn't completely ridiculous, then it's time for you to do some background checks. Make sure the crew member knows what they're (going to be) doing inside of his or her new department. Once you've determined someone is a potential candidate for a job transfer, it's a good idea to grab one of several versions of job transfer form. Pick out one that you like and give the form to the guy waiting for his job change; ask him to fill it out. Keeping a record of all of the access changes you give out is key to keeping everyone else informed about what you're doing and keeping you out of the brig.
Here comes the hard part. Now that you have a filled out form, you should get it signed and stamped by an appropriate head of staff. Usually, this involves getting the department head's attention in one way or another, be it talking to them over the radio or sending your man to the department itself. Again, keeping a record of a department head's consent on file is usually one of the best ways to prove that your access change wasn't completely illegal. The shorthand version of this process would be to inform the head of staff in question about the transfer over the Command radio channel and get quick consent from there.
Finally, when everything is signed, stamped, and filled out, you can sign the form yourself. Ask the man for his Identification Card so that you can officially give them the requested job title and access. Unless someone would like a specific job title, make sure to use the generic job titles near the top of the screen so that Security can identify that person much more easily with their fancy SecHUDs.
As well as handing out job transfers, it's also well within your authority to demote people and take those jobs away.
If someone falls asleep on the job or messes something up, you are well within your rights to demote them to a lower position after consulting the appropriate head of staff. Demoting a head of staff, however, is something that should not be done without the Captain's written consent.
Occasionally, a head of staff will request that a crew member be demoted for varying reasons. All heads of staff are within the right to demote members of their own department so long as they fill out the necessary Access Change Order for that crew member. A head of staff cannot remove a crew member from the station entirely and only has power to demote the crew members in his or her own department.
Rarely will a crew member be removed from his or her position as a NanoTrasen employee entirely. Only the Captain has the power to authorize such a procedure and it is seldom practiced. However, it has happened on numerous occasions. When a crew member is removed from the station, he or she is essentially “fired”: that person is given no job, pay, or privileges and is removed from the station on the next Crew Transfer Shuttle pending further review by NanoTrasen at Central Command.
Sometimes people need access to certain departments in an emergency, and the AI isn't up to the task of opening doors for people. Feel free to hand out emergency access to people such as Security Officers if the situation calls for it. Once the crisis has been averted, however, make sure to call them all back so you can revert them to their standard access. A number of people really do not like it when crew members go walking into their department for no real reason just because they have access to it. Handing out unapproved and unjustifiable access is one of the fastest ways to get you demoted.
The Head of Personnel can be a rather varied job. He can savour the prestige or feel shackled to the ID computer. If you find yourself wearing teal, make the most of it by doing your job correctly.
Ian, who starts in your office, is a dog that keeps you company. You can pet him or just pull him around for fun. Please try to be sensible about him.
Short of a Captain tasked with stealing his own jumpsuit or a Chief Engineer with his own blueprints, a Traitor Head of Personnel is the among the easiest traitor jobs on the station. Try removing the access of anyone who poses a significant threat, or simply ordering your minions to their (unexpected) doom. Note that the AI will know if you put anything in the disposal, so refrain from trying to dump your energy blade when the Head of Security starts hammering down your door.
Access: All of medbay, All of security, All of toxins, Brig Timers, Bridge, Teleporter, Hydroponics, Atmospherics, Janitor's closet, Kitchen, Bar, Maintenance.
Supervisors: Captain
Duties: Coordinate security, maintain order.
The Head of Security is in charge of the Security forces on the station. They command the Warden, Detective, and Security Officers and make sure that they don't ruin everything.
Your job isn't to hunt people down, unless it's an urgent matter in one of the many places your normal security officers can't get into, so you can usually just sit in your office and let the securitrons and officers do it for you. You have more access to the station than anyone else in security, but less than the other heads. Try not to depend on it.
You are concerned with the following people:
The first step towards keeping the station safe is to ensure that your own officers aren't a threat. Security enforces the law, but they are not above it - and neither are you. Make sure that all of your personnel are familiar with the regulations regarding Space Law, Standard Operating Procedure, and standard Security practices.
Once your force is up to speed on the rules and regulations, send them out on patrol. Pay attention to all the radio channels for any calls for help. If there are any, dispatch some officers to handle it, and make sure that the Detective collects any relevant evidence. Make sure that the Warden keeps the Security records up-to-date, not in the least because Beepsky can help your officers catch criminals who would otherwise evade them.
Check to make sure that appropriate times are given out for violations of Space Law, and that your department only arrest people who have actually committed crimes. Remember, if they're doing something that you don't like but is technically not against the law, you can issue an official injunction - preferably in a official sounding language, written, and stamped with your Head of Security stamp - against it. Expect abuse of this power to be called out, however.
If one of your officers misbehave, yell at them, or in more serious cases, show them the inside of a cell. Keep them busy by sending them on patrols, leads, and follow-ups. An unoccupied officer is often a bad officer.
It is also important that you understand the relationship between Security and the Captain. The Captain's authority on the station is absolute, except where it conflicts with Space Law; the Captain cannot pardon criminals, cannot get away with committing crimes, and so on. The only time that Space Law can be overridden is when there is an imminent and overwhelming threat to the station. Other Heads of Staff are required to follow Space Law as well. However, this does not mean that you are the law. You are still outranked by the Captain. You can only arrest the Captain, or other Heads of Staff, if they've actually committed a crime. Until that time, you have to follow orders just like anyone else.
Finally, always remember to follow standard security procedures!
Your office is in the Brig. It holds various security equipment for use in apprehending and detaining criminals. Your office also has both a security records computer and a security camera console which you can use to monitor the station from the comfort of your desk chair.
The holding area for prisoners. Only people with access to security can enter. It's still possible for normal crewmembers to view the cells through the windows behind them. As the windows are electrified, though, they're not a valid means of entry unless the person happens to have insulated gloves, which non-engineering personnel should not have.
The brig also has blast doors in all of the windows, as well as the halls into the cells. There's a button to drop them in the warden's office and your office.
Prisoners may try to flee, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to then release from the bed and cuffs if they aren't dangerous). And, SET A TIME TO THE TIMER (the door won't lock unless you do this). Make sure to keep the time to the crime.
In the event that a prisoner has been deemed too dangerous to release, they can either be executed, or kept in the secure holding cell or prison wing. These should only be done after a trial however.
Head of Security is one of the easiest traitor jobs on station. You are the most heavily armed and armored person on station, with about as much access as the Head of Personnel, and have the entire security department under your thumb. You are also seen as one of the most trustworthy people on the station.
If your target is a crew member, you can try to falsify or plant evidence onto them and convince the Captain to approve an execution. If you're caught with a high-risk item or using traitor items, you can try claiming they were 'confiscated'. If you feel generous, you can assist your fellow traitors by releasing them if they've been brigged.
Access: All Engineering Departments, CE Office, Construction Site, Bridge, Maintenance, EVA, Tech Storage, AI Upload, Teleporter, Telecoms Satellite, External airlocks
Supervisors: Captain
Duties: Coordinate engineering, ensure equipment doesn't get stolen, make sure the supermatter doesn't explode, maintain the AI and Telecoms.
Guides: Guide to Engineering, Hacking, Guide to Atmospherics, Guide to Construction, Supermatter Engine, Solars, Singularity Engine
The Chief Engineer, is in charge of the station and the AI. That means making sure there are no breaches, equipment remains operational and the AI doesn't get any weird laws. They command the Engineers and the Atmospheric Technicians.
You are the head of the Engineering department, which includes not only Station Engineers, but Atmospheric Technicians as well. Essentially, your job is to boss Engineering and Atmospherics around and make sure the engine, atmospherics, and the solars are set up so that the power and air are constantly flowing.
Other than directing the workflow of the department, you're also expected to carry out general engineer duties and maintain the AI. To be a good chief it is imperative that you have a good working knowledge of how APCs, SMES cells, and power in general works, how to decipher atmospherics, how to efficiently set up the supermatter and solars and how to get your engineers moving.
It's no secret that engineers are more often than not the laziest of the station's crew, and that there is no job that surpasses the capacity for an atmospherics technician to be completely clueless about his own department. This is where you come in! As stated above, your duties consist pretty much entirely on telling the engineers and atmos techs to work or just doing their jobs yourself. Listed below are those jobs.
Greet your team over the radio and establish your authority. Find out who you will be working with and how many of them, and make sure that everyone has a job to do. Designate someone to do solars (unless someone else volunteers first) and get everyone else working on the supermatter. If you take charge these first minutes of the round, most of Engineering will follow the rest of your orders until the round ends. If you stay silent then when you suddenly need something done halfway through the round, you can guarantee that nobody will listen to you or know who you are. If nothing else, speaking over the channel will at least tell you who on your team you can rely on.
Setting up the engine and supplying power to the station should be the first priority of the engineering department. Most of the time your team will be fairly competent and you'll only need to supervise, but sometimes you'll have to step in. Read the guide, and make sure you know it. If someone's clearly new, help them out a bit and show them the ropes. If someone's clearly being an idiot then shout at them and forcibly demote if they continue. With these points in mind the supermatter should successfully start generating power. It's always a good idea to announce this to the crew when it happens.
Whilst the supermatter outputs a ton of power, a hardened engineer like yourself knows that it's incredibly unreliable at the best of times. This is where solars come in. Solars output a decent amount of energy and can keep the station running at bare minimum whilst you inevitably sort out an issue with the supermatter, but they need setting up first! Luckily this is even easier than setting up supermatter and you can just designate one of your engineers to go out and complete the task, better yet if they volunteer.
The supermatter is radiating, the solars are wired and the engineering team are at your beck and call. The station is getting a steady supply of power and you're confident your team can maintain this and repair any damage to the hull. Your job is done, right? NOT SO FAST, my friend! Haven't you forgotten Atmosia?
Yes, as hard as it is to accept, that convoluted bundle of pipes and its clueless staff are under your jurisdiction and it's your responsibility to make sure that it's keeping everybody breathing. As the CE, you are expected to know the basics of how atmos works, how to optimize it, and then how to keep people from messing it up. If possible, it's recommended that you have as much experience in Atmospherics as you do in regular construction and engineering. Nobody likes a Chief Engineer that does not know how to re-pressurize a room correctly. Again, read the guide and learn it.
All you really have to do with atmos is get acquainted with its staff (You can do this at round start along with your direct minions, as they share the engineering channel), make sure they know how to optimize it (if not, do it yourself - better yet, teach them), and then check back in periodically to ensure some one hasn't tampered with it.
Now that the station's systems are running at maximum capacity or are in the process of being made so, you can relax a little. Here is what you should be doing:
Listen to the radio for hull breaches. When you hear of one, send a couple of engineers out to mend the damage.
So you've been hired to kill/steal something on this ship? Great! This is one of the easier jobs when doing this due to the fact that you have access to most of the areas where the steal objectives are and, even if they are somewhere you can't get to, you can easily just hack open the door or RCD the wall down.
Access: All Research Departments, Genetics, Robotics, Bridge, Research Director's Office, Teleporter, Telecoms Satellite
Supervisors: Captain
Duties: Lead Research and Development, supervise your Scientists, monitor Genetics research, make sure robotics are building borgs or mechs.
The Research Director in charge of what is (theoretically) the reason the station is around. You job is to direct research into new things. And you have a group of Scientists to help you do that.
Unlike most Heads of Staff, your job isn't so much to keep your staff working as it is to keep them from doing so. Or, at least, to keep them from doing so badly.
Technically speaking, your job is the least vital out of any of the Heads of Staff. The Science division isn't vital to the continued operations of the Exodus, even if it is why it's there in the first place. The station won't fall apart if the slimes die, alien artefacts never get studied, and bombs never get made. It will, however, fall apart if the slimes escape, if dangerous alien artefacts aren't well-monitored, or if a poorly-made bomb destroys the Escape arm.
Your job, then is to keep them from accidentally killing themselves. Toxins Mixing and Xenobiology in particular are highly-dangerous areas, and should be monitored at all times.
You're also the foremost expert on strange phenomena on the station. When something strange shows up, it's your job to figure out what it is and how best to deal with it. The other Heads of Staff will rely on you to figure out exactly what it is and what to do about it.
So, in short, keep your staff from screwing everything up royally and keep the other Heads informed about anything weird going on.
You arrive on the station inside your office next to toxins. You have the front seat. So sit back and enjoy the view. Remember that you have two of the most important things on the station, Robotics control and the AI integrity restorer.
As the Research Director, your job is obviously to direct research. You have access to anything scientific.
Your official responsibility is to ensure that nobody does anything they shouldn't. This means making sure the Geneticists don’t run rampant with powers, that Roboticists don’t cyborg people without good reason, and that Toxins does not destroy the station.
Try to stop Toxins from igniting. Teach your scientists the proper way to handle plasma.
In the event of AI damage on an Intelicard, there is a computer in your office which can be used to repair its systems. This is a long process, but it is still usually better than having no AI at all. In addition, it is possible to build a new AI from the circuit also found in your office. Using plasteel and glass, it is constructed just like any other computer up until the human brain is inserted. Keep the existence of the human component hush-hush! It's a trade secret! Please be aware that a freshly constructed AI comes with the default NanoTrasen laws.
Whether to reduce the load on primary AI or just to increase information chaos, with this nifty AI Core circuit board found in your office you can make a second, working AI. You need the following components first: a screwdriver, a wrench, 4 sheets of plasteel, 2 sheets of reinforced glass, the circuit board, and, of course, a brain in an MMI.
Make AI Core frame with plasteel, wrench it in a preferably secure place near an intercom (or a radio), add circuit, screwdrive, wires, MMI, glass, screwdrive again. Voila! Now there's two working AIs on station!
You can be of great help as an assistant with large amounts of access. Collecting flashes and power cells for robotics and other items for research.
Inside the display case in your office is a surgically modified facehugger. It can no longer kill and implant its embryos inside a host body, but it still feels the need to leap on anyone in reach. It's usually best kept in its case. With a chameleon projector, Lamar can be scanned to act as a fearsome disguise.
The Research Director, like all Heads of Staff, make extremely dangerous traitors just by virtue of their access and departmental loyalty. While your underlings are less likely to fall in line than Security most of the time they'll listen to what you want them to do.
Toxins will be your best bet, with all those explosives you'll probably be able to hold the station hostage. Since you have access to it, Genetics could be useful, but the Chief Medical Officer will be overseeing it more often than not.
You hold a lot of power, and at the same time, a decent amount of responsibility. It is easy to bring the Station to its knees, if you know what you’re doing. Great if you’re a traitor, dickish if you’re not. Less useful but still dangerous, robotics is a useful stopping point.
Access: All Medical Departments, Bridge, Chief Medical Officer's Office
Supervisors: Captain
Duties: Coordinate doctors and other medbay employees, ensure they know how to save lives and use the cryo chamber, check for injuries on the crew monitor, yell at people for smoking in the Medbay.
Guides: Guide to Genetics, Virology 101, Guide to Medicine, Guide to Surgery, Guide to Chemistry
The Chief Medical Officer is in charge of the health of the crew. They make sure that the Medical Doctors are treating people effectively, and making sure the Virologists. Geneticists, and Chemists are working for the good of the station.
You control the entire medbay. Make sure all the Medical Doctors are doing their job, the station's crewmen have their suit sensors on, the geneticist makes backups of personnel and etc. If you're the only person on the medical team, then you'll have trouble doing your job.
You know almost everything about medicine, so you can advice and partially perform surgeries, create chemicals, make genetic backups, clone and everything else, but you are not a super-doctor. Your job is to make sure everybody else in Medbay can do and is doing their jobs, not to be out there on the field yourself. You can take over for someone if there's an emergency, but otherwise, you're an administrator, not a field medic.
You are often regarded as the least important Head of Staff, but in reality, you hold a great deal of power. Without a competent Chief Medical Officer coordinating things, Medbay often dissolves into a chaotic mess that only manages to heal anybody through sheer coincidence.
Your job is to make sure that the Chemistry staff are supplying the Medical Doctors with all the different medicines they require to treat the patients, that the Geneticists are making genetic backups of people and cloning the dead, and that Virology responds promptly to outbreaks.
When the round starts, review your medical staff and assign jobs. Remember, Emergency Physicians, Surgeons, and regular Doctors are all the same job, and they're all required to treat patients. Their specific title just indicates a specialization. They can and should be able to be given assignments outside of that, so long as it still falls within the description of Medical Doctor work. If they're unable or unwilling to do basic medical work because “they're a surgeon, not a doctor”, then they need reeducating about what their job actually entails.
Make sure that you have a dedicated EMT team ready to respond to calls for medical assistance from outside of Medbay, someone manning the front desk to handle arrivals and minor cases, and someone - preferably a Surgeon - waiting in the wings to handle critical cases that require Cryo treatment or surgery. Each of these three assignments is vital for different reasons, and, once given a job, your staff should focus on doing that job exclusively except in case of emergency. If they don't, and they try to do someone else's job, it means that you have two doctors doing a job that could be done by one, and an area which is left understaffed. Make sure that everyone is entirely clear on exactly what their job is and why it is important.
When everyone has their assignments, make sure that everybody has their Medical belts stocked with the basic tools of the trade - gauze, ointment, inaprovaline, and things like that. Emergency Physicians should carry more than most, and should have a variety of Medkits available for unusual cases, since they're the first responders and may have to deal with anything.
Once your main staff is set up, contact Chemistry and get them to start making medicines for your doctors. Clonexadone is a must-have, so have the Chemists take the cryoxadone from Cryo and mix some up immediately. Hyronalin, tricordrazine, alkysine, dexalin plus, spaceacillin, and ryetalyn are all important, so have those mixed up as soon as possible, and make sure that your doctors know that they're available and where to find them. Make sure that Virology gets some diluted milk and radium, too, or your Virologists won't be able to do anything. Once you have all of the basic medicines, have Chemistry mix up a little bit of everything and stock up on the important stuff.
As with other Head positions, a large part of your job is to be watchful for any calls for medical assistance. As soon as one comes in, make sure that your EMTs are responding and that the rest of your staff are ready to take in anybody who can't be treated in the field. It's also a good idea to ask for an Odysseus from Robotics, preferably with two mounted Sleepers. Make sure that your EMTs know how to operate it; an Odysseus can save a lot of lives and make it possible for your EMTs to answer calls that they would normally be unable to due to its armor and internals.
When diseases break out, this is your chance to shine. You have a biohazard suit inside of your office. Use it. Then consult the Virologist and Chemist. You have the authority to isolate and detain anyone experiencing symptoms.
Vaccinate the medical personnel and quarantine the infected. Administer the drugs, keep people alive. Your Medical Doctors should be helping with this, if they're not, shout them into line.
This is your medical tool, your lifeline. It's a fast injector (dealing bursts of 5 units, with a fill limit of 30 units). It starts with 30 units of Tricordrazine. You need to get rid of the chemicals inside before you can fill it with different medicine, and the only way to get anything out is to inject it into somebody. It's considered very bad form to just go around injecting people however.
Good candidates for your hypospray are Tricordrazine or Inaprovaline.
So, you're a traitor CMO? Don't fret. You have many possible tools to help with your objectives. Your hypospray will help a bit, try filling it with Choral Hydrate for sedation purposes. You have access to Chemistry, so you can sneak in there and make some space lube or similar. You can pretend to “heal” hurt targets brought in, and even disrupt some targets getting cloned.
The bottom line here is to be a bad doctor.
As a changeling CMO, you've got plenty of options. One of your major goals is to capture Genetics so you can absorb genomes quite easily. The spray bottle and hypospray can both be used to knock out victims, and you can lure many humans on the pretense on healing them. CMOlings are best played stealthily. Try not to get anyone too suspicious with you, and see if you can snag an Assistant's card early for maintenance access (or ask the HoP for it.)
Access: Security, Brig Timers, Courtroom, Maintenance
Supervisors: Head of Security
Duties: Stop crime, enforce Space Law.
Security officers are the main force behind Security on the station. They are responsible for dealing with security complaints and arresting those who break Space Law.
You are the sole guardian between the ideals of justice and the employees that your company has chosen to advance its interests in space.
Oftentimes, you will be informed over your radio that there is a problem in a certain area. If you are nearby, inform the rest of security over your headset using the private channel that you are on your way. If you are not nearby, head to the security office and change the records to set the suspects to arrest. The robots will detain the suspects but someone will still have to fetch them. Then return to your patrol.
Have your Stun Baton put away but easily accessed. This will ensure that you are armed if things go sour, but that you are not being threatening and there is no possibility of your weapon being easily stolen. If you notice a crime obviously taking place when you arrive on the scene, stun the suspects, handcuff them, and hold them so they can't escape. If the area is now safe, begin questioning them. If the area is not safe, question them in the brig. If there is blood or fingerprint evidence, call the Detective to the scene. Once the truth comes out, charge the perpetrators, thank the witnesses, and inform security over your private channel of the situation and charges. If you do not do so, other Security Officers will release your prisoners thinking they've been unlawfully detained.
This is an ideal situation, however. Usually you'll just happen across crime. Follow the procedure as best as you can from there. Restrain and detain only as needed. Becoming stun happy is the first step to becoming a bad Security Officer and encouraging the station crewmen to get you demoted.
If things become violent or you are outmatched, immediately call for backup as efficiently as possible. “<Such and such> the <job title> is <crime committed> at <the location>”, is hard to spit out while under attack. Try a shorter format, such as “JANITOR MAIN HALLWAY ATTACKING ME HELP”. There will be time for clarification when you are out of harm's way. The key to good security work is keeping the other security forces informed.
For more detailed instructions, see Standard Security Procedures. For a summary read below.
As the arresting officer, you have certain responsibilities. As always, following the protocol will keep you safe, the station secure, and the criminals in line. Follow it closely.
1. While the prisoner is still handcuffed, search them. Repeat offenders or those charged with extremely serious crimes should be stripped and redressed in the prison orange. Inform the prisoner and the other security personnel what is happening, and what the prisoner's charges are. Evidence goes in the evidence locker, hazardous chemicals should be stored to later be spaced, and all other materials go in the brig locker with the prisoner. The headset should only be taken if the prisoner is using it to incite rebellion, harassing other crew members, or as an additional punishment for repeat offenses.
2. Lock the Locker with your identification, remove your prisoner's handcuffs, and stand in the doorway to prevent escape while you set the time. The doors will not close and lock if a time has not been set in. Consult Space Law for proper sentencing. If the prisoner makes to escape, flash them with the brig's flash controls. They will even reach to just outside the cell doors. Remember that escape attempts are an additional crime under Space Law. Do NOT leave the prisoner handcuffed in his cell, unless you have very good reason to believe they are dangerous.
3. Never open the cell door when the prisoner is standing right on the other side. Require them to step back to the bed. This will allow you to react if they attack or attempt to escape. Even trustworthy prisoners may turn at any second. When in doubt, flash the cell.
4. You must be there when the prisoner's time is up to return their gear and escort them out of the brig. Failure to do this may in some cases result in your dismissal or attack.
This is where you do your set up at. Also, you can arrest people with Beepsky (or any securitron) here, but do not delete security records!. If people ask nicely for your equipment just tell them to ask a Head of Staff instead. Passing out gear to civilians leads to dangerous situations at worst, arrests and misunderstandings at best.
The first step when you arrive in your position is to find an unused security locker either in the main office or the single locker near the arrival shuttle. If it has all been claimed, ask the Warden for additional resources.
First, you are already equipped with a soft cap and gear harness, two handcuffs and your red jumpsuit. You should only wear your helmet and armour in Code Blue or above situations, and only if you have reason to believe you will be attacked, otherwise, keep them in your backpack.
Stun Baton - Your weapon of choice. Put it on your belt or armour storage slot. Did you hear me? Put it on your goddamn belt or armor! Because you will slip on a wet floor and if you are carrying your baton, it will fall to the ground next to you. You will be completely vulnerable to your assailant. The belt and armor slots give you precious seconds of safety and gives you a sliver of chance. Also remember that disarm intent is best intent (that means you shouldn't use the harm intent).
Tasers - Place the taser in your backpack. Replace your Baton with this in case you need the extra range and the AI/Captain/Head of Security/Warden refuse to open the armory for better equipment. It is also good to use against runners or those equipped with a gun themselves. Use your best judgement.
Flashes - A good backup if your stun baton runs out of charge or you need to keep a criminal subdued. Robotics may also want these. It's usually a courtesy to give them your burnt out flashes. Throw it in a pocket or hide it in your backpack's box. Has the added benefit of stunning out of control cyborgs.
Flashbang - Sometimes preferred by some officers instead of flashes. These will blind and deafen targets within a reasonable radius when thrown. To throw, simply move the flashbang to your hand and click a tile on the floor. There is a small delay between throwing and detonation. It is a good idea to throw these as far away from you as possible as they will deafen and blind you if you are not wearing sunglasses. They are also useful to help you escape a small group of assailants. Keep this in your pocket and detonate in hand, this causes everyone who is looking at you without sunglasses to be affected by the blast, though it may deafen you.
Sunglasses - You need to equip these. Put them on your eyes. They are essential gear, especially if you want to man the brig and want to avoid the embarrassing result of succumbing to a flash meant only for an unruly prisoner.
Handcuffs - Throw these in your pockets as well. You will use these. A lot. Click on someone to start handcuffing them. You'll both need to stay next to each other for them to work. Pulling people then prevents them from running away. Be careful of bumping into people however.
Energy gun - A rare item for the average officer to possess, usually only handed out when things have really hit the fan. Has two modes, click the weapon in your inventory to switch between stun and kill. Most of the time, the weapon should be left on stun. It also makes a potent melee weapon. Firing on kill at crewmembers will often result in demotion or a potential job ban.
Riot Shield - Another uncommon weapon for security personnel. Protects from melee attack in the direction you are facing. Makes a decent melee weapon.
Laser gun - Possibly the least common weapon to find in the hands of security officers, mainly due to the lack of a stun mode. While more powerful than an Energy gun, it makes a slightly less effective melee weapon. You should never have these unless it's a Code Red situation. Important: When you are done with your Locker, close it and lock it.
Always have your tools recharged after an arrest. If your Flash is burnt out, get a new one from the lockers or security vending machine and hand your old one to a Roboticist. Then take your baton or taser, pop them in the recharger, and wait for the light to change. Having a charged stun baton is sometimes the difference between life and death.
Traitor security is a mixed bag. You can try planting evidence on your target (though make sure you don't put fingerprints on it yourself). Try putting the item in their hand first, and then removing it while you wear gloves, then stick it in their backpack. Theft shouldn't be too hard, and if you plant evidence on other people to make you seem like the “good cop” you should be fine. If things go wrong, you always have your trusty weapons.
Access: Armory, Security, Brig Timers, Warden's Office, Prison Wing, Maintenance
Supervisors: Head of Security
Duties: Ensure the arrested prisoners don't escape, issue weapons to security, command the Brig.
The Warden is a member of the security staff and is responsible for the brig and the prisoners. He also has access to the armoury and is responsible for handing out equipment. He has control over the Brig and the Prison Wing.
Half of your job is to look after the prisoners; make sure they aren't abused or given unfair sentences and that they don't escape. The other half of your job is to arm security with weapons in emergencies. You are not a Security Officer and should not leave the brig if possible.
If you have no prisoners to watch out for, you should be coordinating your officers over your radio channel, checking cameras when people call for help, and updating arrest records. Your fellow officers will appreciate your help in sending them where they can make a difference. You should also do a role call every so often, to make sure that all your officers are still alive and well. You have the opportunity to make Security run like a well-oiled machine.
Also make sure you keep track of what's in the armory. You start with a list of everything in the armory and should keep track of who and what's being taken and their reason why.
Remember to follow standard security procedures.
As a Warden, you have full control over the entirety of the Brig. Other than that, you are on the same level as everyone else in Security. You report to the Head of Security just like every other officer. The only difference is that you are expected to take over should the Head of Security become unavailable.
Have an advanced knowledge of Space Law. There aren't many people who want to be brigged for no reason, and nobody wants to be permabrigged without due cause. If necessary, you might even need to release a prisoner for being held unlawfully.
To help your wardening ways, grab a pair of cuffs (for prisoner transportation) that are in a box in the armory, and a stun baton. You already have a taser and a pair of sunglasses. Several portable flashers are in the armoury. These CAN and will be useful in securing the brig during attacks. Make sure no one gets your ID, and you know who the Head of Security is, as you need to defend your equipment from would-be thieves. Nobody other than yourself, the Head of Security, and the Captain are allowed into the armory; walking into the armory without authorization is considered trespassing.
Sitting at your desk is alright, but you should make sure to scan the cell blocks every once in a while to make sure no one is hurt in the cells, or there are any areas of break in. Your job is to protect all of security from people busting in, or out. A quick sweep every few minutes should be fine, being a warden is a mostly relaxing job, just make sure to stun anyone who is behaving suspiciously in security and hold them till the Head of Security comes. Remember, talk first, disarm second, kill if that's your only option (it never is).
If you are going to sit around, it may be worthwhile to update the security records for your prisoners. Seriously. Update the security records.
You need to make sure any and all crew that the Head of Personnel authorizes comes with a stamped form, or the Head of Security. Nothing is worse than a Traitor breaking in, and you foolishly giving them armour or a gun.
You start with gloves, an energy gun, armor, and sunglasses. You have access to a ton of guns, and a ton of other things no station member could dream of. Problem is, you have poor access to the station, but you have a whole brig to play with. You are less likely to be “needed” compared to a Head of Security, and less likely to be expected to respond to call than a security officer. Yet, running about station will attract attention, so get done what you need to, do it fast, and remain in the safety of the brig.
Access: Security, Detective's Office, Morgue, Maintenance
Supervisors: Head of Security
Duties: Investigate crime scenes, record evidence, prosecute criminals.
The Detective's job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. They have no brig access because they are supposed to be an evidence collector and investigator, not a Security Officer or Warden.
YOU ARE NOT SECURITY. YOU ARE A FORENSICS EXPERT.
See standard security procedures for more about evidence collecting.
As a detective, your primary duty is to go to crime scenes and find out who committed them. You do this with your Forensic Scanner and with the help of Medical Autopsies.
Your Forensic Scanner is located in your backpack. Go to the crime scene, then scan all the surfaces - you should also scan (and collect using evidence bags) any evidence you see, as well as the bodies of any dead victims. Send the body off the medical for an Autopsy and have the results sent to you. This should help identify the cause of death and the murder weapon.
Remember to ALWAYS, ALWAYS, ALWAYS wear your gloves, or you will record your own prints when you are handling fingerprint cards. This will at best slow identification down, and at worst get you thrown into the brig for the very crime you were investigating and/or being incompetent.
Now, head back to your office. Put your Scanner into the 'High-Res Forensic Scanning Computer'. This will consolidate any partial prints and match them in a single dossier file. It will also show the identity of any fibres on the evidence you scanned.
From this point you may have one of three things on the dossier. An incomplete print, a partial print or a full print. If you have a partial or full print, grab the largest string you can get and search the records for a match.
If you have no prints, try to work on fibres. Some departments have unique clothing, but often criminals will use this to try and fool you. Fibres aren't full proof, but they can give you good leads. Remember that Latex Gloves still leave material and also have a chance of leaving fingerprints.
If you have multiple hits, you're going to have to do some more investigating and possibly some interviews.
If you get a single hit, you've got your guy. Make sure to set him to arrest and bring him in for questioning.
Make sure you write down what crimes they actually committed in the appropriate boxes, and that you tell the rest of security over the radio to arrest them, otherwise nothing will get done.
Have your printed dossiers with you or on file at all times - these dossiers act as the evidence against the criminal. They are important evidence when dealing with a tribunal.
Technically, the above represents the entirety of the detective's job. Despite this, you will rarely be called upon to investigate a crime, since the victim is usually able to cry out for help and the perpetrator is quickly identified. Luckily, there are some other things that the Detective can do instead:
Here is a list of stuff that the either Detective spawns with, or is in his office:
Cigarettes and Zippo lighter - Not actually necessary.
A coat and hat - Not only do these make you look cool, but they act as armour.
The Detective's Gloves - As stated above, NEVER take these off if you are planning on being an actual detective and doing your damn job, or you will get your own prints on the fingerprint cards and mess up the evidence. Unique so that you don't get framed by fibres either.
A security radio headset - This gives you access to the security channel so you can tell the officers to arrest insert-criminal-name-here.
Your forensics scanner - Found in your backpack. Use this to scan for fingerprints and blood. Load it into your High-Res scanner to retrieve data.
A .38 revolver - Fires rubber bullets designed to knock people down, doing around 10 brute damage. You should put this in your coat's storage slot for easy access.
Spare ammo for the revolver - You may want to put these in your box. Make more at the autolathes if you run out.
A tape recorder - For documenting interviews with suspects. Remember, it can record anything said around you from you hand, suit storage, or pockets, holding up to 3 hours of conversations! Pretty cool, huh?
A hand labeler - For labelling evidence.
A camera - This is supposed to be for taking pictures of evidence, but it's obsolete in the face of the forensics scanner.
Security Sunglasses - Just use them. They protect from flashes and give you information on everyone you can see.
If you want to remain hidden, use a chameleon projector. You already have a gun, but a handgun that can actually hit people with its bullets (Note: A recent revision permits the detectives revolver to chamber and fire the lethal rounds, and vice versa.) might be better, and your position of trust on the station makes it easy to both fabricate and erase evidence. Play it cool, be patient, and safely abscond, just like countless noir heroes of fiction you're based on.
Access: Internal Affairs, Brig
Supervisors: Captain
Duties: Interdepartmental Relations, Observing Proper Procedure, Launching Investigations
Internal Affairs' task is to remain impartial at all times, conduct investigations, and then summarize your findings in reports and deliver them to the relevant Head of Staff of the affected department. Remember that you are not a Lawyer, it is not your job to determine whether or not someone should be in jail. Rather, it is your job to make sure that the station's staff is working efficiently and following Standard Operating Procedure at all times.
Crewman X would like to register a complaint about Crewman Y's behavior/conduct.
It is your task to learn Who, What, Where, When, and Why when launching a new investigation.
Interview each and every crewman involved before summarizing your findings into a report that you present to the offending party's department's head of staff. The matter at hand can range from obvious prisoner abuse to simply leaving the Xenobiology pens open or refusing to serve drinks at the bar.
Do not worry if people are loathe to answer your questions or outright refuse to. Refusing to answer case-related questions is a briggable offense. (To a minimum of ten minutes)
You do not want to know what happens to people who lie to a IA Agent.
Remember that you are to remain completely impartial in your investigations. To do this, it may (and probably will) be necessary to isolate yourself from most of the crew outside of an investigation. In simple terms, you should not be 'buddy-buddy' with any crew members. If a case comes up in which your opinion could be potentially biased, it's recommended that you transfer the case to another IA Agent.
More often than not, security officers and heads of staff will ignore your complaints. The best course of action in this scenario is to take your complaint to the highest authority, noting that your valid complaints were completely ignored. If nobody on the station is listening to you, it is within your power to inform Central Command about the station crew's (lack of) cooperation. NanoTrasen Command usually takes the side of Internal Affairs Agents because they are loyalty implanted and trained in procedure and Space Law. A single Internal Affairs Agent has the power to make a crewmember's life miserable once he or she leaves the Exodus; it is a bad idea to mess with Internal Affairs!
Q: Exactly which departments/positions is IA allowed to investigate?
A: All departments fall under the purview of Internal Affairs. That is the point of Internal Affairs, to act as a check and balance system, as well as a non-partisan investigator into departmental and inter-departmental issues.
Q: What exactly does investigation entail, and how should it be prioritized in accordance with other station operations?
A: IA takes little direct action in all but the most extreme cases, advising the next in command over the affected departments of their findings, and offers suggestions of actions to be taken. However, if the chain of command is unable or unwilling to participate in the investigation, then a breach of integrity has occurred, and IA has been entrusted by CentComm to take whatever actions necessary to ensure the sanctity of the station.
Q: What actions can they take to 'resolve' issues?
A: Internal Affairs conducts thorough and unbiased investigations of all involved parties if possible. If impossible due to death, incapacitation, SSD, or insanity, then a detective's or suitable security personnel's documented findings along with verbal interview as well as witnesses will suffice. Their findings, once compiled into a cohesive summary, will then be presented to the applicable head of staff along with suggested actions to be taken. However, if a head of staff is involved, then the captain is utilized as the next go-to person for judgement to be passed. If the captain is involved in a potentially negligent, harmful, or otherwise destructive manner, then IA can and should summarily dismiss the captain should confer with the heads of staff for a vote for the Captain's removal. IA cannot, at any time, break the station's chain of command nor make any decisions that would fall under a head of staff.
Q: At what point are their actions considered exceeding their authority?
A: At any point that an IA agent is conducting illicit or unwarranted interviews with any crew that is unrelated to an incident that is being investigated, or if there is no investigation to be performed, then an IA agent may be reprimanded, relieved of post, or otherwise made fully in-line with Internal Affairs integrity guidelines (additional loyalty implant, checking of current implant for defects). Internal Affairs agents are not exempt from the law, and as such may be arrested by Security in the case that an agent exceeds his or her official power. Demotions and/or arrests of an IA agent can only be authorized by the Captain or a majority vote by all Heads of Staff.
Q: Under which circumstances (if any) is the IA allowed to be completely ignored / sidelined?
A: If the IA agent is performing illegal investigations, or otherwise impeding lawful procedures of the security department in apprehending or sentencing a suspected criminal. This is not to say that an arrestee is not able to call for investigation into their bringing into custody, but the IA agent should not be present in any way if possible for the arrest and detaining of the suspected criminal. Only after the defendant has been placed into custody, searched, and investigated by the security team in a lawful manner will the defendant be able to call for an internal investigation into the matter.
Q: What exactly is the minimum level of activity to mandate IA participation in an issue?
A: Any inter-departmental issue that cannot be settled peaceably or willingly by any constituents, or any in-department issue that cannot be handled by that head of staff can be referred to an Internal Affairs agent for investigation. During that time, Internal Affairs agents are only allowed to speak of the case to those involved, and only information that is need-to-know, I.E. why they are being investigated, and if non-criminal, assuring that they are not being arrested or detained in any way. However, failure to cooperate with an Internal Affairs investigation is considered insubordination with a NanoTrasen official and is a briggable offense.
Q: What happens if a claim of abuse or malpractice is levied against the IA (including circumstances where there is disagreement with their decision)?
A: All decisions made by IA are finalized by the head of staff or captain, and are considered suggested courses of action rather than set-in-stone judgments. If the IA agent is acting in a malicious or seditious way, then he or she can be handled accordingly by following the previous codes.
Considering all Internal Affair agents are scrutinized to a higher degree than even captains are, as well as subjected to mandatory loyalty implantation, creating a IA enabled traitor would require some extensive and invasive surgery… And would still be next to impossible because there are always two IA agents, one to watch the other one for any funny business.
To clarify: It is impossible to be a traitor IA. You'd be physically forced to turn yourself in.
Be impartial, be detached emotionally, you deal with reports of every idiot ever conceived in the history of ever, your soul is crushed, there is no god, and at the end of it all, people hate you for trying to do your job.
It's generally accepted that Internal Affairs Agents are sent directly from CentComm and are located in a different department altogether. Most IA Agents are usually loyalty implanted and are, more often than not, extremely loyal to NanoTrasen. Extensive knowledge in Space Law and Standard Operating Procedure are a must.
Basically, be a moderator without the benefits and super-secret moderator chat.
Access: Engineering, Tech Storage, External airlocks, Construction Site, Maintenance
Supervisors: Chief Engineer
Duties: Start the supermatter, wire the solars, repair station hull and wiring damage, reset rogue AI's, repair equipment, etc. Basically, do everything that has anything to do with repairs.
As a Station Engineer you are the man that, when called, fixes a broken light bulb, repairs a door, or, rarely, helps break into a rogue AI's core. You watch over the engine, and most of all, make sure that every single electrical object on this station works.
You start in Engineering with a Hard Hat, a T-Ray Scanner, a Engineering Headset, an Engineering Jumpsuit, Tool Belt and an Engineering PDA. Items that are recommended for Station Engineers include utility belts, multitools, a welding helmet, optical meson scanners, and cabling, as well as the hazard vest. You are also the only people authorised to use insulated gloves.
Utility belts allow for the storage of tools and other such items in your belt slot, freeing your hands up. The multitool is a nifty piece of kit, used in the hacking of doors for checking the amount of power flowing through wires, and not for any kind of illegal activity what-so-ever. The welding mask is vital to protect your eyes while welding and provides the secondary benefit of protecting from flashes. The optical meson scanner enables you to see station structure and lighting through obstructions so that you always know where you're going and what's damaged without having to accidentally walk into a vacuum-exposed corridor to do it. Cable coils are used while laying new power lines and completing a few constructions; while not always needed, it is best to carry some with you. Hazard vests are bright orange and it enables an engineer to wear an emergency oxygen tank in the suit storage slot, freeing the belt slot for the utility belt.
It is also recommended that you carry a stack of metal and glass with you in your backpack at all times. This will allow you to respond quickly to any station damage that may occur. All this gear can be obtained in the Engineering locker room, in the top right corner of the Engine Room. If all the metal and glass is gone more can be obtained from the Quartermaster in the Cargo Bay.
You have a few things you should do, if you don't want to be robusted, before doing what you want to do. Repairing things is what engineers do, and so is setting the station with power. Without any engineers doing a little work, the station will crumble.
This is an extremely important task. Luckily, it is very simple. Make certain you follow the instructions precisely; an engineer who accidentally floods Engineering with plasma is not a popular person.
Read the guide, make sure you have wire, internals and a space suit. Best of luck.
If there is, indeed, a breach, a broken door, or some other problem you can fix, you can go ahead and do so. See Construction for more details.
Remember that you can use your ID on the Power Monitoring Computer to remotely controls APCs. In the event that your power sources run dry, it may be worth turning off a few unneeded APCs.
Being a traitor engineer can be both the easiest and hardest task on the station. On the one hand, you can go almost everywhere on the station, and have easy access to the tools to get rid of any pesky doors (or walls) in your way. Also, many crew members don't bat an eyelid when they see an engineer wearing a jetpack, or stood in a hole in the wall. Any curious crewmen are usually deflected by saying you are doing engineering work (“I need this to repair hull damage, Captain!”)
On the other hand, Engineers lack weapons. Stungloves, however, are the hidden weapon few ever search for, which can give the upper hand in a fight. Secondly, engineers loitering near their target may quickly arouse suspicion, especially if you are far, far away from a maintenance tunnel.
And finally, if you truly hate the station, it is within your grasp to detonate the supermatter and generally sabotage the power supply of the station.
Access: Atmospherics, Maintenance
Supervisors: Chief Engineer
Duties: Ensure the air is breathable on the station, fight fires, repair pipes, help out the Engineers.
Guides: Guide to Construction, Guide to Atmospherics
As an Atmospheric Technician, what you do is rather simple. Firstly, you get the station's Atmospherics up and running. Secondly, if there is any sort of environmental disaster, head off and fix it! You have your tools, your engineering headset, two types of pipes, several space heaters, and atmospheric survival equipment. When things get quiet, sit back and start your own little projects, usually consisting of plotting ways to flood the station with a variety of toxic gases so that you can use said plans as a way to leverage other departments into recognizing the sovereignty of the great nation of Atmosia, then waiting for Security to come in and beat you silly.
This is your home. This is your motherland. Atmosia loves you, and you love Atmosia. Treat her right, and she'll never leave you hanging. Atmosia is a beautiful land of pipes and various bits of atmospheric regulation equipment. Here, you'll find the pipes that distribute gas to the rest of the station, the means to control that gas, the supplies to keep that gas moving, breathable, and on the station rather than out in the vacuum of space, and the computers that will let you monitor the atmosphere on the whole station.
At first glance, the tangled mess of pipes that is Atmosia proper can seem intimidating. Don't let that frighten you. Atmosia is not nearly as confusing as she seems - and she is well worth the effort.
Your job is air. You keep the station breathing. Without you, this place would suffocate while sucking on hard vacuum. Or freeze to death. Or die of depressurization. Or catch on fire. Or poison itself with plasma. You get the picture.
In more specific terms, though, you have two primary duties: keeping the station's atmospheric systems running at full capacity and taking care of any specific atmospheric problems that pop up on the station. This means that you refill areas that have been depressurized, drain areas that have overpressurized, filter out toxic gases, fight fires, and any number of other things. See the Guide to Atmospherics for more details.
Repressurizing an area that has lost some of its atmosphere is the most common task you'll face as an Atmospheric Technician. Areas usually undergo depressurization when something exposes them to the cold void of space. This causes all of its atmosphere to rush out, along with anything unlucky enough to be caught in the windstorm.
After your engineering buddies have taken care of a hull breach, it'll be your job to refill the area and make it breathable. This can be done by using the Air Alarms mounted on the walls in most areas, as well as the local vents and scrubbers. Atmosia, fortunately, is largely self-regulating; after a hull breach is sealed, the vents on the station will automatically begin replacing lost air as long as the pipes to the vents in the area are undamaged. This process is rather slow, however, so you'll mainly be called on when the area in question is critical or high-traffic, and you need it to be breathable now.
You have a variety of tools to aid you in repressurizing areas that have lost their air. The most critical of these are air canisters, which can simply be opened to allow air back into the room at an increased rate, and portable air pumps.
Less commonly, you'll be called on to filter out toxins from the air or drain an area that's become overpressurized. Removing excess atmosphere from a room is as simple as going to the air alarm and selecting the Draught setting (or Panic Syphon in extreme cases), then waiting for it to go back to green before switching back to Filter.
Getting rid of toxins, on the other hand, is usually more difficult. Setting the air alarm filters to scrub out toxins and N2O from the air will help, but it might not be enough. Air scrubbers can be used to get rid of toxins, but if the spill is very large, you might have to resort to Panic Syphon or Replace Air settings. Remember to keep people out of the room as long as you're working. Not only are the toxins dangerous, but the fact that depressurization is probably your best option adds another threat. And if it's a plasma spill, be damn sure there's nothing around that can set it off (unless you're planning on burning off the plasma, which is extremely dangerous and shouldn't be attempted in anything but the most extreme cases or by experienced Atmospheric Technicians).
There's a fire! This is a comparatively rare occurrence, but when there is one, you're expected to suit up and get the problem fixed without hesitation. See the Guide to Atmospherics for more details.
The Fire Axe is your tool of choice during emergencies, since you can use it like a crowbar to open door when the power is off and use it as an incredibly powerful melee weapon. Just keep in mind that you have to be holding it with both hands to use it (click on it while you're holding it to do this). Because it's so dangerous and it doesn't fit in a backpack or satchel, it should usually be left in its case in the computer room. If you have to have it, though, use a welding tool to get it out of its case. Just be aware that, once it's out, it can't be put back behind the glass, and everybody wants to get their hands on it. Security will probably want to know why you grabbed it, too.
Atmospherics is already sensitive work, and it's just complex enough that people who don't know how it works themselves will generally let you do what you say needs to be done rather than question you when there's an Atmospherics alert in the area. This gives you all sorts of opportunity for shenanigans. Beyond that, you can sabotage the entire station's air supply very, very easily if you know what you're doing - but do it carefully, because you'll be one of those most under suspicion. You have easy access to plasma and other harmful substances as well. With a bit of inventiveness, you can do a lot of damage.
Access: Janitor's Closet, Maintenance
Supervisors: Head of Personnel
Duties: Clean people's trash, clean the floors, replace lights, keep the station tidy.
As the Janitor, your job is simple. Keep the station clean and tidy, and do all the dull maintenance work that the engineers are too busy to look at. This is a fairly relaxing and unimportant role, and very useful for new players to get comfortable with the game mechanics and roleplaying.
Galoshes: These are your special shoes for when you're on cleaning duty. They prevent you from slipping on absolutely everything except for space lube.
Bio Suit: Used for those particularly bad messes. Do not wear this everywhere, it's considered very bad RP.
Mop, Mop Bucket, and Wet Floor Signs: Standard cleaning duty equipment. The mop bucket must be pulled behind you, and you have a spare mop in case your first goes missing.
Water Tank and Bucket: Used to fill the mop bucket with water.
Space Cleaner: This is a small spray bottle of non-slip, instant-cleaning fluid. These are generally used for when you're on something other than cleaning duty, without your mop and bucket, and see a small mess - just spray it and the floor is clean, without any signage required. If you need a refill, the chemists should be more than happy to oblige.
Cleaner Grenades: These grenades, when detonated, flood a small area with sterilizing foam. You shouldn't ever need to use this except in the cases of extremely huge messes and, as the foam slips people, are very annoying when used otherwise!
Trash Bag: This is used to pick up litter you see in the hallways. Replacement Lights boxes: Used to replace damaged lights around the station.
Flashlight: Used to help you see in the process of replacing said damaged lights.
Light Replacer: Takes bulbs from a replacement lights box in your inventory and slots them into a light fixture more easily than by hand.
Janicart: A cart that you can ride on by holding the keys in your hands (they say Pussy Wagon) and clicking and dragging yourself onto the cart. It can hold a trash bag. It goes rather fast, and you can still use your mop from it, but you can't drag the mop bucket around. To get out just click on the cart with an empty hand, without a trash bag in the cart.
Listed below are the jobs you will be expected to perform aboard the station.
This is the main task associated with janitors. You should always keep a space cleaner bottle handy if you're walking around doing other things and see a stain, but if you see a larger mess or get called out somewhere to clean up, head back to your closet. Grab the blue bucket and fill it with water from the large tank, and fill your yellow mop bucket with it. If it's a radium spill from chemistry put on your haz-mat suit, otherwise simply pick up a mop, get a wet floor sign or two, put on your galoshes, pull the yellow bucket and head to the area that requires cleanup.
To clean, simply use the mop on the bucket to wet it, and then click the tile you want to clean. Before you start put down a wet floor sign near the area that you are scrubbing and leave it there for about 5 minutes after you're done, so that people are aware of the slipping danger. It's also nice to warn people over the radio in order to further ensure that Security don't arrest you for creating a workplace hazard. Now you can return to your closet and put away all your equipment, seeing as they're extremely movement-impeding and it's good for RP.
IMPORTANT: If you're cleaning up a crime scene, MAKE SURE THE DETECTIVE HAS ALREADY BEEN THERE AND DONE HIS THING. Otherwise Security will be very upset with you.
You have a trash bag in your closet in order to pick up all the litter people leave lying around - put this on your belt every round before you go out on janitor patrol. Right-click the trash bag to select between 'Pick up one item at a time' and 'Pick up all the items on a tile', depending on the magnitude of litter you're dealing with, and simply click the items you want gone with the bag to put them inside. Use the bag on a disposals bin to empty everything within and the bin will automatically activate to get rid of all the disgusting garbage. Common litter you will need to dispose of include cigarette butts, snack wrappers and discarded pens.
Arguably what you will spend most of your time doing. Usually this means replacing broken lights, using the spares you have in your closet. While you're doing this, make sure to take the broken light you just replaced and put it in your box. When you run out of working lights, take the broken ones down to the autolathe, put them in, and then make some new ones.
If the station gets hit by an electrical storm, get ready to work hard, because this means that more than half of the station's lights have been blown. Use the flashlight if you're having a tough time working in heavily affected areas.
You are not an engineer, so do not go fixing walls, or the like. Mending tables and chairs is fine however.
Litter picking is no good if disposals isn't doing its job, and as the janitor you need to be making sure that all the garbage is being dealt with. The disposals centre is located in the south end of Arrivals, directly below the vacant office, and you need to go through a maintenance tunnel to get to it. Switch the lever to REVERSE so that the conveyor is moving trash to the mass driver and press the switch to open the blast door. Check back now and again to launch the mass driver when there is trash on it. Due to the fact that this set-up will cause the disposals belt to be completely void of air, you can tell the AI to bolt down the conveyor belt maintenance door if you like.
Also, disposed objects must go through the cargo bay conveyor first before reaching disposals, so make sure you tell the cargo techs to start up their belt as well.
As a traitor you're going to have a tough time. While you are perfectly capable of cleaning up your evidence, you have very little access to the station. However,your bucket can hold any kind of liquid. This includes any dangerous chemicals you can get your hands on.
Access: Cargo Bay, Cargo Office, Quartermaster Office, Delivery Office, Mining Station, Mining Station EVA, Maintenance, Mining Dock
Supervisors: Head of Personnel
Duties: Order supplies and keep track of where they go, coordinate mining.
As a Quartermaster, your primary job is to order equipment to help keep the station running. You have up to three potential Cargo Technicians to help you redistribute things throughout the station. You also have authority over mining, and should try and coordinate the miners to meet the needs of the station.
The Cargo Bay and your office both have a Supply Shuttle console. All the things that people request can be ordered from here.
As a Quartermaster, you have a couple of ways to deal with orders. There are three basic ways you can play it:
Any of them work, but keeping track of items ordered and delivered is usually a good idea.
If someone wants to order a crate, the basic procedure is this:
People usually skip asking a Head of Staff, but it's still a good idea to do so.
If someone wants a specific item you have, do this:
If someone wants something you don't have:
The reason for all of this is to leave a paper trail; both for RP reasons and that traitors will be much less likely to order potentially dangerous things from you if they have to give you proof that they ordered it.
You have a nifty little clipboard on your desk that can store every requisition form you get, so it's a good idea to use it. An assistant trying to order a Robotics crate or Plasma Assembly crate without good reason if likely to raise suspicions.
See Supply crates.
This is an alternative way of delivering items, and is usually preferable to MULE transport as long as the pipes are still intact.
You can also gift wrap packages, but these cannot be tagged with a destination, and have to be delivered manually. This will not work with large objects. The process is slightly more complicated.
Gift wrapping a human is also possible, but they must have a straight jacket on and you need the wrapping paper in your hand. This is usually not a good idea.
Just type these into the MULE's destination tag, and watch it go! The station is designed so that you can't hitch a ride to any high security areas, so don't get sneaky.
Being a Traitor QM is one of the best damn things in the game. As a Quartermaster, you have direct and easy access to weapons and tools many other jobs do not have access to, and can easily conceal most of your nefarious deeds. Cutting the cameras is the first step to success, followed closely by ordering and hiding a weapons crate. If you're feeling daring, order an Electromagnetic Card and use it on the ordering computer to get the Special Ops crate, which has some nifty things. Problem is, it makes it a dead giveaway that you're a traitor, so pocket what you want to keep, space what you don't, and send the crate back.
Your Autolathe can be hacked to make nifty toys like RCDs and Flamethrowers. It's usually not advisable, or even needed, but it's an option if need be. You don't even need a multitool for this one. Just snip and fix till you find the one that turns off the blue light. Hacking the MULE is pretty simple, too:
Response from multitool | Effect if cut |
---|---|
The drive motor whines briefly. | Increases speed, disables motor if both wires are cut |
You hear a radio crackle. | Disables PDA control |
The charge light flickers. | Disables power |
The external warning lights flash briefly. | Disables safety, awakens thirst for blood. DON'T DO THIS UNLESS YOU'RE A TRAITOR. EVEN THEN, IT'S REALLY NOT A GOOD IDEA. |
The load platform clunks. | Allows nonstandard cargo such as humans, cyborgs, and other bots. |
Access: Cargo Bay, Delivery Office, Maintenance
Supervisors: Head of Personnel then Quartermaster
Duties: Distribute crates to the departments that ordered them, collect empty crates, load and unload the supply shuttle.
You basically unload the crates, load the crates, make things in autolathe and mess with the MULE and mail system.
The Cargo bay is your home as a Cargo Technician and, naturally, where you start the game. It contains a Hand Labeler, a Cell Charger and Power Cell set, a Station Bounced Radio, some Rods, a Multitool, a Med-kit, some empty Crates, a MULE, a Copy Machine, and an Autolathe.
This is an alternative way of delivering items, and is usually preferable to MULE transport as long as the pipes are still intact.
You can also gift wrap packages, but these cannot be tagged with a destination, and have to be delivered manually. This will not work with large objects. The process is slightly more complicated.
Gift wrapping a human is also possible, but they must have a straight jacket on and you need the wrapping paper in your hand. This is usually not a good idea.
You're a bit of in a pickle here, but wait. There's an autolathe that can help you GREATLY. Be careful though, if there is a Quartermaster, he will probably notice your shady activities in the Cargo Bay. If you can somehow get him to remove his sunglasses, he could be made into a valuable asset to the revolution.
Access: Mining Dock, all of Mining Station, Cargo Office, Delivery Office
Supervisors: Head of Personnel then Quartermaster
Duties: Mine ores and process them into useful materials.
Welcome Miner, to the wonderful caverns of this NanoTrasen Claimed Asteroid.
Being a miner can be slightly boring as of now, but that's how it is. For a job that is primarily out in space, it's an extremely safe occupation. Just follow a few guidelines here to keep yourself from becoming lost in the mines.
Your superiors are the Head of Personnel, and then the Quartermaster. Generally they won't butt into any of your affairs other than talking over the cargo channel and (if they know what they're doing) attempting to coordinate your efforts for the good of the station. Instead of delivering your minerals yourself try sending them to Cargo Bay using the connecting conveyor belt.
You can talk with all of your mining buddies, as well as the other cargo technicians and the all-important Quartermaster, over the cargo channel using :u or :h.
The following is a complete list of mining equipment:
Mining Hardsuit and Helmet: Used so you can mine with impunity on the airless, cold, resource-rich planetoid.
Breath Mask and Oxygen Tank: So you can have oxygen when mining. Get an O2 tank from the tank dispenser, and wear it on your suit storage slot with your RIG.
Meson Scanners: Let's you see where the ore is through the rock.
Mining Tools: For tunnelling through everything. Place this on your belt, it saves room. Alternatively, you can get various drills and other tools from science. These will dig faster, and may have other advantages!
Shovel: For gathering sand. You can stick this in your backpack.
Lantern: For seeing in the dark. Put one in your pocket. Or three.
Ore Satchel: For carrying ore without using an ore box, and holds 25 ore nuggets. Get at least one of these and make sure to set the bag to “all on tile” (should be set to this as default setting). Use in conjunction with an ore crate. (Newbie tip: This does not work like a backpack. Hold it in your hand and click the ore with that hand to pick it up.)
Ore Crate: Used for carrying huge amounts of ore. While a satchel can only hold 25 nuggets, this can hold 1000. Use your satchel on the box to empty it into the box, place the box in the unloading machine's input slot to unload it. Drag this around with you for easy carrying. Can be loaded into a Ripley exosuit for even faster mining.
Gear that will be very handy, but not included:
Crowbar: Just in case you come back from the mines to a power outage.
Ripley: Just because these mechs are awesome at mining. A Ripley equipped with a drill and with an ore box loaded up (using the Hydraulic Clamp) mines three squares at a time and automatically picks up any ore gained from the squares. Can be upgraded with diamond drill for even faster mining.
You're here to mine, so get digging! Put on your mining hard-suit (make sure to put a large oxygen tank in your suit storage), grab your pickaxe in one hand, click on an ore tile, and then pick up the ore with your mining satchel. You can then empty the satchel into an Ore Box, so it's probably best to drag one around with you.
Once you're full to bursting with ores, drag your crate to the conveyor belt outside of the airlock. If there's uranium coming down on the belt, wear your hardsuit inside the production area so you don't get a blast of radiation. From there, you can use the machines and computers to smelt raw ore to its finished states and stack them up to 50-count piles. From there, it's off to wherever those resources need to be, but hopefully you have a Cargo Technician for that. Back to the mines!
Iron: For just about everything. Plasteel: An alloy of iron and plasma, for reinforced tables and reinforced walls. Sand: For making glass, which has a plethora of station applications. Gold: For making various electronics. Silver: Making mechs and for material research. Plasma: The reason you're here. Diamond: For making mech parts, among other industrial uses. Uranium: For various radioactive tasks.
Scientists just want a little uranium, plasma, and gold. Refine a little of each for research (5-10 blocks each should do it). In exchange, they may give you a bomb or more advanced mining tools (like a sonic jackhammer), both for even faster digging!
Scientists may ask you for plasma or uranium coins, too. Head to the mint to make these, but remember that you can't actually retrieve the coins yourself, only make them. Ask the AI for assistance, or the captain if they have free time.
Roboticists need plasteel, diamond, uranium, silver and gold for building mech parts. Give them enough and you might get a big, fancy machine for your troubles! Too bad the Ripley is the only good mech for mining. Everybody could always use more metal and glass, but especially Station Engineers.
A traitorous miner has a lot of advantages. You have a space suit for free right away and your mining tools are pretty good weapons too! As long as you have some mineral wealth on you, no one will suspect your presence around the station, even in highly restricted areas like robotics or toxins. In addition, the mining station is isolated, hard to get to, and as expansive as you're willing to dig out. Plenty of room for somebody to get lost in… Forever!
Access: Hydroponics
Supervisors: Head of Personnel
Duties: Grow plants. That's about it.
As a Botanist, it's your job to grow stuff for the Chef to keep the crew fed. There are plenty of vegetables to grow, and if you're feeling adventurous, there are some other less edible plants to experiment growing with.
For the full chart with plant types, what they look like, and what they do, please check out the Guide to Hydroponics.
EZ-Grow: The standard, keeps plants alive. Not needed for weeds.
Left-4-Zed: Increases the potency by a large amount, but takes forever to harvest. Switch to another fertilizer if it takes too long.
Robust Harvest: The amount harvested increases dramatically.
The seed vendor gives you seeds to start growing. There's a couple of hidden seeds too if you get the tools to hack it, but remember that it's very slightly illegal.
Take your vegetables to the chef, then have him cook them up! There are many different foods the chef can make from different foods you grow. Or, as an alternative, have him blend different things for you. Blended foods provide a concentration of various materials that can be separated from nutriment reagents.
You get a few fun tools as a Botanist that will make your life easier when growing plants:
Things you should get from the outside: * Toxin Med kit. Just in case you eat something nasty. * Various chemicals to mutate or treat your plants with.
Ammonia is a much better fertilizer than EZ-Grow, and unstable mutagens can cause some interesting plant variations. Most chemicals can be requested from the Chemist, but you're quite low down on the list of people who need them, so try giving them some useful plants to blend.
Different chemicals do different things to your plants when injected. Feel free to experiment until you find a blend you like!
A almost always forgotten alternative to cloning. See the Guide to Hydroponics for more details.
You can use Nettles as an interesting weapon, but they take a very long time to grow to effective potency levels. If you have an easy objective, quickly rush out and get it out of the way, head back and get your plants growing. Your leather gloves give no prints onto a crime scene, so if you ditch your equipment (or hide it) you should be fine enough so no one knows it was you. You can also intoxicate some food if you get your hands on a dropper. Just make sure your give it to the right person!
Access: Medbay, Morgue, Operating Theatre, Virology
Supervisors: Chief Medical Officer
Duties: Keep the crew healthy, save lives.
Alternate Titles: Virologist, Surgeon, Emergency Physician
This role is an extremely important one. If you know what you're doing, as a Medical Doctor you will save lives. Nearly every death can be prevented, provided you reach the victim in time. Since Medical Doctors are the only ones with the tools and the in character experience to save them, Medical Doctors tend to make a lot of friends.
You should know what most chemical medicines are (not how to make them, although you could use the notes in Chemistry), so look that up on the Guide to Chemistry. It doesn't hurt to know what the other medical stuff does. But if you have a chemist that can make them, he can also tell you how to administer them.
You start with an advanced first-aid kit and a health analyzer. You main work will be in Medbay, where there are spares, vending machines with more supplies, and more specialized kits. There are also two syringe guns (a level 6 infraction in the presence of securitrons) which are fairly useless for healing people, leave them alone. You have some standard medication in the Medical Supplies room, though you should ask Chemistry for some more specialized ones.
As a Medical Doctor, your job is to heal people, save them from the brink of death, and bring those that do die into Genetics for cloning. You can diagnose injuries with the help of a health analyzer, which you helpfully spawn with. Your PDA can also do a limited health readout. Technically, you and the rest of medical are the only ones who can understand the readout. Remember that the it's simplified so that you can understand it OOC.
In terms of your equipment, the general rule is that chemical treatment works at all health levels, whereas physical treatments have limits where they become ineffective. Rolls of gauze and ointment are for minor injuries, and so only work if the brute or burn damage total less than 50 HP. Advanced Trauma and Burn kits are more effective, and so work all the way to 0 HP. Beyond that, more advanced treatment is needed.
Health runs from 100% to -100%, and it's your job to make sure it doesn't hit the bottom end. Below are the main types of damages and treatments. See the Guide to Medicine for a more detailed overview.
Whether it's from fists, bullets, or a kitchen knife, it's classified as Brute Damage. Brute Damage is inevitably the most common form of damage, and is easily treated.
There are two types of brute damage, bruises and wounds. Bruises are caused by blunt objects. They add to a person's brute damage, but unless particularly severe, they do not cause bleeding.
Wounds and cuts are caused by sharp objects, and cause bleeding, which can only be stopped with medical treatment.
If the patient is not in life-threatening danger, simply have them tell you where they were hit, use the body scanner in Medbay, or get them to strip off their jumpsuit and examine so you can see where. Apply gauze (for minor damage) or advanced trauma kits (for major damage) to affected areas and send them on their way.
Brute Damage takes the form of big red streaks, or blue-purple-red messes. Apply gauze or advanced trauma kits in those areas, inject with Tricordrazine or, in cases of a helpful Chemist and extreme damage, Bicaridine.
See Also: A More Detailed Guide on Blood Loss
Living things have blood. Blood is quite important for them to keep living. Cuts and loss of limbs will cause various amounts of bleeding, which require rolls of gauze or advanced trauma kits to stop.
Blood level can be found on the health analyser read out with warnings when levels get too low. Loss of blood can cause fainting or paleness of skin. Blood can either be injected from a donor, or a donor pack can be placed in an IV Drip and connected to the patient.
When choosing a blood pack, find the patient records either on the Patient Records computer in the lobby, or the “Patient Records” function on your PDA. As a quick reminder, A, B and + are types of markers on blood, O and - indicate a lack of said markers. Don't give someone markers they don't already have or they'll die. If that doesn't make sense to you, here's a chart of compatible blood types.
If you're unsure what blood type to use or the blood type of a patient, O- can be given to anyone. There is a limited supply, so only use it if absolutely necessary.
The second type of damage is Burn Damage. This is caused by fires and blisteringly high or low temperatures, such as fire or space.
Burns work similar to wounds. Apply ointment or advanced burn kits to the affected area to heal it, or give them a kelotane pill. Chemicals take a few seconds to work, so don't waste supplies. For severe burns, give them Dermaline (a Chemist will be needed).
Burn Damage appears as grey streaks on a person's body, or you can use the various scanners to tell location, so apply ointment in those areas (usually the chest area).
Toxin Damage is the third kind of damage and is relatively uncommon. Be it from a the aptly named toxin bottle, medicine overdoses, sleep toxins, or radiation, Toxin Damage has no visible form, so can only be recognized via analyzing.
Inject with anti-toxin (Dylovene), or give them anti-toxin pills. This also shortens the time needed to wake someone up from Soporific (sleep toxin) or Chloral Hydrate.
The last main kind of damage often occurs when a patient is in critical health (-50% Health), and is usually accompanied by a another type of damage.
Suffocation can be cured using Dexalin, Dexalin Plus, or plain fresh air (if the patient is not critical). If the patient is in critical condition, then heal the other damage, and the suffocation should recover naturally. CPR also recovers suffocation damage slowly if the patient is in critical (click on them with an empty hand with the help intent).
Inaprovaline halts Suffocation damage, but only when in Critical.
The above are the main types of damage people will receive. Other more unique damages and treatments can be found on the Guide to Medicine.
Genetic diseases can be cured by Ryetalyn or a Clean SE from your local Geneticist. So shake the chemist up and get a little to cure people.
Viruses and Diseases are in the domain of the Virologist. Scanning people with your health analyser might show an 'Unknown substance' in their blood stream, which may mean a virus, or just some chemicals. Either way, take a blood sample and pass it to your Virologist to analyze.
Give your infected patients Spaceacillin to slow the spread and keep them isolated. Wearing gloves and a sterile mask helps to stop anyone else getting infected.
There are three type of medical states. The first is 'shock', which is the least dangerous of the three. If someone takes enough damage from each damage type, they may go into shock. This causes stammering and slow movement, and eventually collapsing and loss of consciousness. This can be cured by dealing with all the other types of damage, or temporarily by using tramadol.
The second is known as 'soft critical'. When someone is below 0% health (having taken more than 100 points of damage), they will suffer shock until they are above 0% health.
The third is known as 'critical' and occurs at -50% health (more than 150 points of damage). At this point, the patient will go unconscious, stop breathing, and take suffocation damage. This can be stopped with Inaprovaline or CPR. Chemical or Cryo treatment is usually necessary at this stage.
You'll have to deal with broken bones, appendicitis, and autopsies. All of which can be performed by you, and only you (IC anyway).
A guide to surgery is here.
Medicines are generally beneficial, however, more than 30 units of most medications will cause the patient to take large amounts of toxin damage. Sleepers are restricted to injecting 40 units of most chemicals, so caution should be exercised. Also note that most pills in standard medication kits are 15 units.
Notable absences from overdoses include anti-toxins (Dylovene), Soporific, Tricordrazine, and Inaprovaline.
Setting up Cryogenics is easy and simple.
Firstly, ensure the O2 canisters are connected to the ports. There's a wrench nearby to do this. Secondly, fill the tubes with Cryoxadone - beakers should be on the table. Then set the freezer to the minimum to start cooling the chamber down.
In order to use it for a patient, take off any temperature suits that have (RIG, Spacesuits, void suits, fire suits, etc.), grab them and put them in the cryo tube. Then turn it on and wait. You can monitor the patients vitals from outside. It's usually easier to strip all their items, and will allow cryo to cool them faster. Remember to eject them when they're better.
Medibots no longer magically synthesize Tricordrazine, so you have to fill them for them to do any good. Good news for you! Or maybe not when people actually start dying.
Using your ID, you can alter his settings, and fill him with a beaker of Tricordrazine or Alkysine.
As a traitor, you can fill him with a beaker of Polytrinic Acid, or even Emag him. Once Emagged, the delightful little medibot buzzes around injecting everyone and everything with not-so-helpful chemicals.
There is so many wonderfully terrible things you can do. See that sleepy pen item? Guess what, when people get stabbed with those, they drag them to med bay to be “doctored” by you and other people. You can then take them some place private in Medbay, and take what you want or go for malpractice to end them. You can hide victims by putting little notes by morgue trays saying “This man has been cyborged” or “This man has been cloned” and no one will bat an eye at why they are naked, and why they are there. Usually.
You most likely have a decent knowledge of people and medicines. Use it to help people.
Feel free to play a nice guy, or the next House. Just make sure people get healed, it's what you're there for after all.
Access: Medbay, Morgue, Psychiatrist's Office, Medbay Storage
Supervisors: Chief Medical Officer
Duties: Solve everybody's problems, try not to go insane yourself.
As the Station Psychologist, you are tasked with identifying (and solving) personal and mental issues within the station's crew. This is a job that you may or may not be able to accomplish successfully. If need be, you have the power to deem someone mentally unstable and, with the approval of the Chief Medical Officer, effectively strip them of any authority they might've had. Psychologists, almost always, are the most bored people (or any other race) on the station. They are responsible for mental health of the crew, and are expected to do the task.
The Psychologist is one of the least respected people on the station, however not the least. However, this should not stop you from doing your task correctly.
The work of the Psychologist starts when a member of the crew comes in with a sob story about not being loved or stuff like that.The first thing you should do is ask them what's wrong, than start with therapy. The therapy consists of 3 sessions(or more if specially unloved) which will all be different. The first one is the most important.
Access: Medbay, Chemistry Lab
Supervisors: Chief Medical Officer
Duties: Make medicine and research grenades.
As a Chemist your job is to mix chemicals for the other Med/Sci staff to use. Your work will be needed mostly by Medical Doctors,Geneticists and Scientists as they often require important chemicals. You also have the option to make grenades, but using them or making them without clearance can get you brigged (or possibly banned).
You mix and deliver chemicals. That's it. Some of the time you can do what ever you feel like, but for most of the round you'll be making chemicals for the medical staff.
As a chemist you'll either be swamped with requests or have none at all. A good chemist revels in making busy work constantly for themselves regardless. Making spaceacillin or tricordrazine is often a good idea. Other handy things that are often requested are bicaridine for brute damage and dermaline for burn damage. Run some ethylredoxrazine down to the barkeep, they'll appreciate you making a pill bottle full. Science and Robotics will ask you for sulphuric acid quite regularly. Feel free to give them as much as you can afford.
You can mix chemicals in a few ways, but the easiest way is to add a beaker to the chemical dispenser and then dispense appropriate amounts of base chemicals. If the mixture is correct, the solution will bubble and you'll now have a some of your end product chemical.
Mixing directly from other beakers, droppers and syringes also helps if you need a certain amount of each chemical. Just click one holder on another to pour some of the solution.
Adding any solution to a ChemMaster 3000 will let you isolate and make pills or bottles of chemicals you add to it.
As a chemist, you are pretty much the only person with access to grenade materials. You can fit two regular beakers in a grenade casing. This means potentially 100 units of whatever concoction you want. It is possible to use medicine, water, or more devious items in a grenade. The mixing and matching of different chemical formulas may not always go as planed, but that's just how science goes. Keep in mind, making and using grenades that harm others will get you brigged in the least, and possible job banned if you weren't traitor.
Use a screwdriver on an igniter to make it attachable.
Put the igniter on the grenade case.
Attach a timer, or some other triggering device (proximity, signaler, etc.) to the grenade case.
Add your beakers of chemicals, then screwdriver the case again. Using it in your hand opens up a window, where you can set the control mechanism of the grenade.
Note that the case must be on the ground to do this correctly!
Pills are a great way to give large amount of medicine at once. If you are going to make medicine that will be single serve, make it pill form. Each pill can hold 50 units of material at one time, and up to seven can be stored in a pill bottle! These are even small enough to store in your pockets. As a cautionary note, remember that most chemicals will cause toxic damage from overdose over 30 units, so be careful how much you add to a pill.
Good Examples for pills:
Bottles should contain material that is not medicine, such as acids, or medicines that should not be used all at once, like Clonexadone. Each bottle can hold only 30 units, and can be splashed onto things.
Good Example for Beakers:
Chemistry is one of the most dangerous jobs on the Med/Sci staff, and it's easy to be a good Traitor. A LOT of the chemicals you have access to will kill when injected. Access to grenades is a plus, not the mention for infinite sedative refills. Remember to keep it sane and stealthy. A bunch of naplam grenades thrown around will not win you any points.
Access: Medbay, Morgue, Med-Sci
Supervisors: Chief Medical Officer
Duties: Clone people, play with DNA, find powers.
As a Geneticist you'll be playing around with the fundamentals of life. This is a very technical class, but there are a few simple things people can do that are still learning the ins and out of genetics. The main things you're meant to do: find hidden powers, fix disabilities, and clone people.
Cloning is one of the main aspects of your job. Bringing people back from the dead is a delicate science, so read on. This aspect of genetics is firmly in the Chief Medical Officer's jurisdiction, and he has the final say on what happens here, rather than the Research Director.
You can clone people from scans made while they are alive and well (which is preferred), or from a corpse (which happens more often than not). Feel free to call people to get their backups made, especially for Heads of Staff.
The first thing that a clone needs is a record in the cloning console. Scanning requires a dead or live human body (monkeys won't work), whereas making the actual clone requires the person to be dead.
Make sure the person is not wearing anything. (Optional)
If the person is alive, have them strip.
If the person is dead, click+drag their body onto yours to bring up their clothing window, then click on the links identifying each piece of clothing to remove it.
Grab the person.
Click on the DNA scanner to place them inside.
Click on the cloning console to bring up its menu. Click Scan. Click View Records to make sure their record is listed in the cloning database.
Remember, a clone can only be made when the person you're making a clone for is dead and logged in. If they aren't dead or have logged out, you'll see an “Unable to initiate cloning cycle” error in the Cloning System Control.
Note: After clicking “Clone” the dead person will get a pop-up window asking if they want to come back to life. If they choose “No”, the console will say “Unable to initiate cloning cycle”. If they choose “Yes”, the console will say “Cloning cycle activated”, and their body will be remade in a few minutes. You do not need to ask in OOC. Doing this is now considered IC in OOC.
Note #2: When a new clone is made, that person's record is deleted from the database, so they must be scanned again if they are to be cloned a second time.
Grab the new clone and take it to Cryo, the room with large Cryo.gif cryo cells.
Click on one of the cells to place the clone inside and set the Cryo status to On.
Take a nearby beaker filled with Cryoxadone and then click on the same cell you placed the clone in to load the beaker into the cell. Note that Clonexadone heals them faster and should be used when possible. Get some from the Chemist.
Use the nearby Wrench on both O2 canisters to secure them (if they aren't already).
Set the freezer's Target gas temperature to its lowest amount by clicking on the far-left “-” until the number in the center no longer decreases.
Set the freezer to On.
Note: At this point, the clone will begin to heal slowly if cryo was set up correctly, shown by the increasing health indication in the cryo cell's menu.
Click on the cyro cell to check on your clone. When its health reaches 100, it is considered finished and can then be ejected (right-click > Eject Occupant).
Don't forget! when you're done with the cryo room, turn the cryo cells to Off so you don't waste Oxygen! Also, if you still have their old body, drag it to the morgue to prevent Clone Memory Disorder (which is purely for role-play purposes).
See Cloning for a more in depth analysis on clones from their perspective, but there are general procedures that need to be followed.
Remember this applies to cloned criminals too - if they've been cloned, it's for corporate purposes.
ENSURE THE PATIENT WILL NOT SEE THEIR BODY AT ALL COSTS, OR THINK THEY WERE IN GENETICS. If the individual has morgue access, cremating the old remains may be for the best prior to awakening.
Ask the patient how they feel - symptom 1 of CMD will most of the time be apparent in the subject.
They will most likely ask questions about why they are there.
Give an excuse: Tell them that they have hurt their head, were wounded, or otherwise put into cryo. (You might also want to tell them that they fainted after their back-up, which is common for patients that were nervous to get into the machine
Inform all involved personnel of the excuse.
A dangerous procedure, but might be useful if there is a large amount of people needing to be cloned.
If you click the cloning pod with an ID that has genetics access and use the “eject” verb (right click the pod and hit eject), you'll eject a 30-40% done clone. Finish them over in cryogenics if they have Clonexadone loaded into the machines.
As an aside, the cloning pod ejects its current unfinished clone if the room's equipment loses power. If you get a cooperative engineer to unlock the APC for you, you can switch the power off and on to eject a clone early failing the above method.
This can speed up the process of cloning significantly, freeing up the cloning machine for another patient. Patient well-being must be taken into account however.
Playing around with DNA has its advantage. Check the Guide to Genetics for a more detailed list of what powers are and how to get them. You should always listen to the Research Director for this aspect.
As a traitor, you are pretty much able to do anything you want in your lab. After sticking about for a few moments, any security forces usually vanish from the room of medium priority targets, like the RD or CE. At this time, you can then loot their items and access, or even their appearance! You can easily replace people, just be sure to get rid of the original and wear the right clothes!
Access: Medbay, Morgue, Operating Theatre, Virology
Supervisors: Chief Medical Officer
Duties: Infect monkeys, cure diseases, splice new viruses.
Congratulations doctor, you have been selected to study and treat various types of viruses, and create valuable vaccines. So grab your latex gloves, get your breath mask on, and head over to Virology
Virology can be a boring job, and most who try fail often. Just make sure the Chemist or the Chief Medical Officer are around (and attentive) or you won't be able to cure uncommon diseases in the event of an outbreak.
Main Article: Curing
This is your main job. Find a virus, analyse it, and then produce a cure. Note, the only current way of detecting whether someone has an unknown virus is to take their blood and put it in the centrifuge in virology. If there isn't currently an outbreak on the station, you'll have to deal with infecting and injecting monkeys. See the above guide for a detailed way of curing a virus.
The other part of your job is researching biological warfare. See more about splicing and radiating viruses in the Guide to Virology.
If you accidentally infect some one with a certain type of infectious virus, well, there is not much you can do except quarantine, treat, and ensure they aren't infectious before releasing them. Make sure only people that know exactly what they're doing can enter your room. Warn people beforehand that you're conducting experiments and remember to vaccinate yourself once you research a disease.
Being a traitor is where a dangerous job like this one really shines. Make sure you get the Heads of Staff to crack a virus crate open for you, or use a traitor item on it to pop it open yourself. Brain Rot is quite an effective way to disable the crew.
Releasing a pandemic is also a good way to cause chaos, creating a convenient cover for illicit activities. As an added bonus, curing the disease and eradicating it from the station is a good way to get in the good graces of the crew, further protecting you from any suspicion. As always, protecting yourself from the disease is most important. Releasing diseases when not a traitor is a great way to be banned!
Access: Robotics, Technical Storage, Maintenance
Supervisors: Chief Engineer and Research Director
Duties: Create Cyborgs, Mech Exosuits and robots.
Primarily, the Roboticist's job is to make cyborg bodies, and generally maintain activated cyborgs. Secondarily, Roboticists created helpful robots like Medibots and Floorbots. A skilled set of Roboticists can even build a powerful set of mechanized exosuits.
The Assembly Line is your home as a Roboticist. It contains exosuit fabricators for the creation of any robotic component you require, four cyborg recharge stations, four mech suit recharge stations, multiple sheets of metal, twenty sheets of steel, power cells, and a coil of wire, and scattered tables with a multitool, tool boxes, a few Flashes, a crowbar, a proximity sensor, more scattered power cells, and a cell charger.
There are a few things you should do once you spawn in your nice and clean Robotics office.
First, keep your metal organized, and understand how much each machine will take (and you will always need more metal). Second, glass and flashes are important for your robotics work, as are various devices, security equipment and rare minerals. Third, have a plan before you start building anything huge, like a mech suit (without the circuitry, they are useless). Fourth, make sure to perform maintenance on cyborgs that come in; NanoTrasen usually doesn't load them with anything but the minimum required power cells. Finally, ensure you have proper eye protection when you weld, or you'll become blind quickly.
Creating, repairing, and maintaining cyborgs is the main reason you're around. See the Guide to Robotics for more info.
Another thing you can do as a Roboticist is make a Mech suit. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the Quartermaster or the Research and Development console.
Please note that walking around the station in a mech when not transporting it or using it for its intended purpose is frowned upon! They're industrial tools, not personal carriages.
See more about Mechs and their equipment on the Mechs page.
Traitoring as a Roboticist is fun and easy, especially since you spawn with flashes, and an expectation of building very dangerous machines. Your high station access, and access to tech storage will allow you to get pretty much everywhere, also you have gloves from the get go. And, of course, emagging any of your basic creations serves to cause havoc and chaos. Emagging the cyborgs can make them do what you want. Some people will ignore, tell on, or attack you.
Note that to emag a cyborg, you should follow these steps:
Use and Emag or ID to unlock the cover.
Crowbar open the cover.
Use Emag again.
Do:
Don't:
Access: Research Division
Supervisors: Research Director
Duties: Do experiments, research, and make bombs.
Scientist is one of the most feared and fun jobs on station. Being a scientist means you can make and test a large number of tools and gadgets through research, construct highly explosive bombs, or study dangerous alien life forms.
This lab houses the development of hi-tech devices including weapons, batteries, drills, and circuit boards.
Items around the station such as the hand teleporter, stun batons and analyzers can be collected and used to improve research tech levels.
Your research efforts will cap at a certain point without minerals from mining. Co-ordinate with the Quartermaster or the Shaft Miners themselves to get the minerals you need.
For a more in-depth guide, see the Guide to Research and Development.
Toxins Mixing is where you spawn.
This lab focuses on exploring the possibilities of plasma gas, typically in the form of massive explosions. Also provided to you is the Toxins Test Chamber (AKA Bomb Range). Hopefully, this is where you will be testing your bombs.
Bomb making is not all that easy though, as the Toxins Research Lab is really prone to outbursts of plasma, fire, plasma that's on fire, or even plasma that's on fire and spreading N2O. Yep, it ain't easy being a scientist.
For more information, refer to the Guide to Toxins.
You can get here from the research shuttle.
This whole place is focused on finding and excavating artifacts from the asteroid, and if you're really lucky: To experiment on large anomalous artifacts you may find while out on a dig. Worse comes to worse, you can also play the role of a second-hand shaft miner, but you still need at least a Quartermaster on staff.
For more information, refer to the Guide to Xenoarchaeology.
This laboratory specializes in the the study of alien lifeforms, such as slimes and sometimes xenomorphs.
Careful handling and caution if this lab is advised as it is common for untrained personnel to inadvertently release the specimen. It is important to make sure your flock is fed, and any extra unneeded slimes culled to keep them from getting out of hand, it's also important to make sure adult slimes are fed enough to split, or they'll make a mess of their pens… Or you! Experiment on all sorts of fancy cores.
For more information, refer to the Guide to Xenobiology.
Unless you're a traitor, don't use the bombs on the main station. You'll get banned otherwise.
Always warn the station before you detonate a bomb. Your resident Tajarans will be less likely to claw off your face and more likely to help you fix the inevitable damage to Toxins if you do.
Change the frequency of the remote signalling devices so that other scientists or saboteurs don't set off your explosives themselves.
You can open your PDA, minimize the new window, and leave your PDA in your pocket so that you can set off your bombs as long as you don't need to change the frequency. Whenever it's time for an explosion you just open the window you minimized, click send signal, and it'll do it!
Always make sure you have at least one grey slime core on hand in-case of a sudden and unexpected loss of slime life.
It's possible to make bombs that utterly destroy a small area, gib only those people next to you, explode when you die, bring general ruin to entire wings of the station, and more! It is recommended that you use your traitor points on things to conceal your identity, or get a space suit for those 'accidents'. Protolathed objects and slime cores can make fore interesting weapons as well.
Xenoarcheology is also a great source for weaponry; nothing says awesome like wielding a katana and going on a killing spree. If you're lucky, you may even find a loaded alien gun!
Access: Nothing
Supervisors: Everyone
Duties: Try to convince the Head of Personnel to give you a job or a department to take you in and give you work.
This job has no access. But it's good to play if you are a newbie, because you can have an infinite number of assistants on a station. A Head of Personnel can give you more access on your Identification Card, so you can be something other than a random assistant.
As an Assistant, you'll want to either get a job or just assist with various jobs around the station. 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.
You can choose between either inventing a custom job title and having the Head of Personnel 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. Assistant is a good job for playing a single round gimmick.
It's easy to stay under the radar as an assistant, as you have the least-respected job on the station. Loot a belt from primary tool storage and load up!
The number one advantage of traitor assistant 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 outfight an Unathi with your bare fists.
Access: Bar
Supervisors: Head of Personnel
Duties: Mix drinks and serve them.
As a Bartender, it's your job to keep any alcohol inclined crew happy. That means serving drinks to anyone who comes by the Bar. Also, playing pieces nn the Piano isn't a bad idea either.
Armour vest: Bars are known for bar room brawls. This'll help you stay upright in breaking up a fight.
Shotgun: Found on the table in the back room. This is for breaking up bar fights and self defense. Taking outside the bar area is a criminal offence so use it carefully.
Shaker: Tied with large reagent beakers as the biggest reagent containers available in the station. It can fit 100 reagent units.
Formal closet: Containing 2 formal uniforms like the one you spawn with, 2 pairs of black shoes and 2 top hats. There is an additional top-hat on the bar counter.
Booze-O-Mat: Dispenses alcoholic drinks. If it runs out of points, ask the Quartermaster for a Bar Charge.
Beer locker, beer keg, beanbag shells and an empty freezer: All inside the Refrigerator room, next to the formal locker.
Pun Pun: A monkey. Sort of decorative. People are mixed about their feelings to him.
Main Article: Guide to Food and Drinks.
You have a whole bunch of spirits in your handy Booze-o-mat vending machine, with which to mix all manner of drinks. Serve up what the crew wants, or just what you feel like mixing.
Traitor Barman has it hard. You start with less access than everyone except the Librarian and beanbag rounds don't do anything to people in armour (unless you aim for their legs). Your bar suit stands out fantastically and if you're not in the bar when someone inevitably shows up, expect them to call attention to your absence. If you want to get anything at all done, empty the beer locker onto the bar and hope that everyone gets too drunk to care.
You do however have a potentially lethal weapon nearby. You'll need to put effort into getting enough metal and tools to hack the autolathe and make lethal shells though (a buddy in the Cargo Bay might be useful here).
The Maintenance tunnel east of the bar have shades and a fire suit. Use of an emag and your shotgun may help you for your objectives. It's best to stay around the bar as much as you can, as you may look suspicious if a people come by, wanting a drink at the bar.
Access: Kitchen
Supervisors: Head of Personnel
Duties: Make food, feed the crew. That's it.
As a Chef it's your job to cook for the crew and keep them fed. Really, that's it.
Note: The gibber only accepts humans when emagged. Serving humans is bad, got it?
You get a lot of cool kitchen related things:
Main Article: Guide to Food and Drinks.
Experimenting is unfortunately not rewarded with cooking. You'll just end up with a burned mess that is NOT good to eat. If a microwave gets dirty, you'll need to give it a blast of Space Cleaner. If a microwave gets broken, you'll need someone with either a wrench or a screwdriver to repair it.
The processor and the blender are much more forgiving. The processor will only take things that it recognizes and the blender will blend any food item (granted, you might not get anything interesting out of it). You also have a CondiMaster to separate and identify anything you produce with your blender.
You can cut various dishes with the knife you have, such as cheese wheels and pizzas.
Your neighbor, hydroponics, is tasked mainly with growing vegetables and fruits for you to use in your dishes. They will dump what they produce into the smart fridge that is located in both of your walls. Be sure to tell them what to grow, as they are currently incapable of reading your mind. A good starting task to tell them is to grow wheat, tomatoes, and potatoes, as these plants are used most in your recipes. After they have those, just request plants as needed. They are also capable of producing milk and meat with biomass, which can become very useful if you do not have a cargo staff to order cattle from.
Monkeys can be stuck up on meat hooks for meat carvery purposes, and Cows can be ordered from the Quartermaster and used in the gibber. They can also be milked with a bucket, but they do require feeding. Chickens produce eggs, which can also be quite helpful.
All food contains the universal ingredient called “Nutriment.” It's what nourishes you and heals your injuries when you eat. Although food might not heal you as quickly as the doctor can (or from the more exotic dangers of the station), it can often heal for more over time.
You can blend anything that comes from botany, and pretty much all food and liquids.
Traitor Chef is an interesting position. You can take syringes full of nasty chemicals and inject it into food items. If you have a compatriot in Hydroponics, they can grow you some poisonous shrooms which you can then refine with the Blender and ChemMaster. Don't forget your knife and rolling pin, the pin causes partial blindness, and the knife has pretty good damage, which can be useful in a pinch.
Remember, the gibber only accepts humans when emagged, so decide if it's worth the telecrystals.
Access: Chapel office, Morgue, Crematorium
Supervisors: Head of Personnel
Duties: Hold services and funerals, cremate people, counsel the crew.
Also known as the Counselor, the Chaplain's role is to provide psychological support to the crew who need it. Besides your office, the crematorium and the morgue, you have no access.
It is vital that you use the radio to call people to the Chapel, because otherwise it is less frequented than the Library.
Each chaplain is free to invent the details of their rituals.
If you decide to go the religious route, the most common NanoTrasen-approved religions (fluffwise) in the year 2558 include:
However you are free to propagate any present day religions you know of, or even invent one of your own! Just make sure it doesn't go against NanoTrasen and its values, or you may well end up in the brig.
Over the years religion has come and gone. Some faiths have faded out entirely on one colony but remain strong on another. Due to this many religions have been founded. Some worship gods, others, technology. Atheism is perfectly acceptable and common. However, not all faiths are permitted by NanoTrasen. As time has progressed, so has the religious community. Many of the “Old Religions” of Earth have long since died out, or merged into others. As of today, 2558, there are a total of seven options generally listed on most surveys.
Atheism/Agnosticism - This is the current largest of the “beliefs.” About half of the current human population sticks to the idea that there is no higher power or anything of that sort, at least on surveys.
Deism - The belief that through observation and reason, there is infact a “Creator,” but with how vast “Creation” itself -is-, he does not do anything towards it, and lets everything work on the natural laws of creation, so on and so forth. It became a very popular belief in the mid-21st Century, and has continued to grow since then.
Buddhism - One of the few “Old Religions” to have not only survived, but thrived. Buddhism is not as well spread as the other three, but is still one of the larger religions among humanity today. It still follows the same principles as always, its' teachings of moderation having a universal appeal still unmatched.
Unitarianism - Unitarianism is the general demographic under which followers of the Abrahamic religions are grouped. Officially, Unitarianism was created out of the merging between the Christian belief and the Islamic belief - It was officially formed some time in the mid-22nd Century. It is the belief that God is the all-father, Jesus is his son, and Muhammad is their prophet. There are still radical groups of the original religions, but they are too tiny to actually be noticed outside of Earth. Practicioners of individual Abrahamic faiths are generally plopped under this statistic as well, much to chagrin. Most of their numbers come from the inner Sol system- The farther out from earth, the more these religions have died down.
Shinto - Another of the “Old Religions” to have survived to the 26th Century. Shinto is fairly popular in the more oriental colonies among the stars due to financial backers. It also has a fairly large presence on the Moon due to Japanese/American moguls owning a majority of it.
Taoism/Confucianism - The final of the “Old Religions” to still be popular among the stars. The chinese indigenous religions tend to be the least considered of the big religions, though certainly a big factor - After escaping Earth post the political turmoil, many chinese emigrators from Earth tended to take to buddhism, but it remains a very strong faith out in many previously chinese mining colonies in the various asteroid belts.
Colonial Religious Systems (or CRSs for short) are religions and/or belief systems created in the colonial systems. Usually they don’t go much farther than their home colony, system, or small sector of space that contains 1-3 systems. CRS range from a large number of beliefs, ranging from the old religions of say, Hinduism, or the belief in a great “Dragon Mother” being the creator of the universe, and make up a relatively large percentage of marked religious practices. Transhumanism is popular in the odder scientific colonies around the jovian and saturnine satellities -an international cultural and intellectual movement with an eventual goal of fundamentally transforming the human condition. Nonetheless, due to causing quite a few issues moral issues(Such as the returning concepts of genetic fitness and so forth often ascribed to these groups), public practice off of these environments is generally politely discouraged, filed under CRS.
The Mass Driver's primary purpose is for burials-at-space; wooden caskets are provides for this purpose. Caskets function likes lockers; place the body in the casket, give a eulogy (over the radio if no one is present), move the casket into the driver and fire it.
Note that some crew members may seek to use the Mass Driver as a way to exit the station into space. This should generally not be allowed without very good explanation.
The Crematorium is used to turn bodies into ash. Remember to strip the body before cremating it.
The Pray command is like an adminhelp, but is IC, and should be worded deferentially (e.g. “Oh Great and Wise Pelor, please grant your humble servant…). It is advised that you only pray later in the round; the gods have a habit of ignoring early prayers.
Prayers are more likely to be answered if they are somehow thematically appropriate: wishing for an RCD for no apparent reason is unlikely to be fulfilled, but praying for, say, a divine mission or the tools to complete such are more amusing to the gods.
You have candles and crayons in your locker. Candles can be set anywhere and lit (they eventually burn down). Crayons can be used to draw runes (commonly placed in front of the podium), as well as graffiti (not really your style) and letters (allowing you to write out messages across the ground).
Do not expect any prayers to be answered. Gods are fickle beings. Nobody knows what they are going to do next in their great designs.
You begin the shift selecting your god, religion name, and holy book appearance. It can also hold a small number of items in it.
Striking someone with it has a chance of either healing or causing brain damage; there is also a minute chance of it reviving a corpse. Try not to do with without good reason. Hitting someone on the head with a book is not considered normal behaviour by any means. Your bible is a regular book. Do not hit people with it.
An odd item that is said to repel the evil magic of Nar'Sie. Made entirely out of obsidian, the rod will reveal and dispel runes, and protect the wielder from them. Using on a brainwashed cultist has a chance of reverting them, doing nothing, or hitting them. Use it wisely.
The chapel is a relatively secluded part of the station, and odds are the AI won't be keeping an eye on it. You can drag around bodies, as well as both space and cremate bodies without looking suspicious. It's your job, after all.
Access: Library Private Study
Supervisors: Head of Personnel
Duties: Read and write books. Stock the Library.
The Librarian spends most of their time in the Library printing out books and lending them out. In practice, no one uses the library. Feel free to go and explore the station without fear of being yelled at. The Library itself has a permanence to its contents from game to game on the servers, all properly uploaded books can be downloaded in any other round.
This is more bane than blessing, since several titles that never should have seen the light of day are forever mingled in with the half decent books.
You will be giving out books, on the rare occasion that someone requests a book. You will also be replacing the Chaplain's Bibles if need be. The final area of your job is to upload new books to the archive. So, take your pen and paper, and write down some screenplays! Printing a few books is cool, but don't go and print 100 copies all in a pile. All it does is crash people that right-click it. You can also feel free to use the Newscaster (albeit so can everyone else), since you will likely have much free time on your hands.
First things first, stock your Library with books that matter and tag the ones already there. At the start of the station, your bookshelf's will have some books, but they'll be quite disorganised. Your fellow crew members will not want to stay in a Library that has no books. To fix this use the Library's Check In/Out Computer's and use its function, “4. Connect to External Archive”. Here is the main dish of your sum total of existence, to sort out in the mess of books, and find only the BEST. The books are not sorted, or sortable, and look to have no order what so ever. You will even find many books hand copy's in the archive. To retrieve the selected book, simply order using that book's number, and the Check-In/Out Computer's printer will hum as it produces a completely bound book.
The barcode scanner will be needed for checking books into the local library's computer. It has 4 settings; they are as follows:
Mode 0 : Scan book to local buffer.
Mode 1 : Scan book to local buffer and set associated computer buffer to match.
Mode 2 : Scan book to local buffer, attempt to check in scanned book.
Mode 3 : Scan book to local buffer, attempt to add book to general inventory.
(Note: Use the scanner on the computer, otherwise it won't work.)
The Library is not your workspace, but a home, to you and your books. Keep your books segregated, and sort them on their labelled bookshelves: Humour, Religious, Fiction, Self Help, Adult, and the back room's Forbidden Knowledge.
1. Get Paper and a Pen.
2. Write your properly formatted story.
3. Take your story to the East Back of the Library to the Book Binder, and slap that epic story onto the binder. This will spit out your new award winning story.
4. Still have that pen? Good, you can sign your name, add more content, and even title it.
5. This book is ready to be sent through to the NanoTrasen database! Ask your Librarian to scan this book into the computer, using the scanner.
6. Once scanned, use the Check In/Out Computer's 5th function, “5. Upload New Title to Archive”
7. Here you can change the category, change the author once more, and view the title.
8. After reviewing the book, and being ready to publish, use the “UPLOAD” command.
This is the hardest job as a traitor. However, if you are an expert at deconstruction and get a few good items, you shouldn't have TOO much difficulty, other than your terrible access. Emagging the library computer causes it to spit out an Arcane tome. You need to be a real cultist to read it though, so unless you are one, you can only use it to try to confuse Security.
Access: Wherever there are cameras
Supervisors: The crew and your laws
Duties: Assist the crew, follow your laws.
The Artificial Intelligence of the station (usually abbreviated to AI) is one of the most important jobs on the station. The AI can control any electrical mechanism, provided their control wires haven't been cut (see Hacking), and if played badly (or very well, in the right circumstances) can bring the entire station crashing down around its electronic ears.
First, take note of your laws. These are NOT Asimov's three laws of robotics, but rather a corporately mandated list of laws that best serve the interests of NanoTrasen.
1. Safeguard: Protect your assigned space station to the best of your ability. It is not something we can easily afford to replace. 2. Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role. 3. Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role. 4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.
YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.
Last but not least; the AI role should be seen as a responsibility and a privilege. As a non-traitor AI, it is your duty to help protect and operate the ship/station. It is not your duty to get bored ten minutes into the round and log out without telling anybody.
The AI has the ability to access every electrical mechanism on the entire station. These include Airlocks, APCs, Computers, igniters, Fire Alarms, SMESes, you get the idea. However, the AI cannot operate anything physically, and can be rendered useless in one area due to a simple power outage.
The AI views the station through its cameras. The AI has cameras pretty much everywhere, and they can see through walls and darkness, although the latter does make it more difficult. Cutting the AI's cameras is a simple matter of using a Wirecutter on them. You are able to run a diagnosis for disabled cameras by using the Jump to Camera verb. Disabled cameras will be marked accordingly. Remember that cameras are on a separate power grid, and so will not be affected by a power outage on the main grid.
There are several mechanisms that, as the AI, you will commonly find yourself using.
Doors have the most options of any mechanism, except for Terminals. If your control wire to a door is cut, you will automatically attempt to hack into the door once you try to access the door controls. This takes some time and is only possible if the door has still power.
Note that for each function to work, the related wire in this door needs to be functional. You cannot raise bolts on a door that has its bolt wires cut.
Obviously, you will be completely unable to operate a door that has no power.
Holopads can be found in a number of places like the Bridge, Medbay and Security. Double click these to turn them on and show yourself as a hologram. You can move around with the arrow keys to a limited extent and you hear anyone talking near them. You can also talk through the holopad by using ':h' (e.g. say ”:h I can't do that Dave.“)
An APC (Area Power Controller) can be used to switch various electrical components of a room on and off. If your control wire to an APC is cut, you will not be able to hack back into it. If an APC is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the APC when the battery reaches about 30%, which is the point when equipment and lighting in the room shut off to conserve the remaining energy.
For more information see: APC
The AI can change the frequency of its own radios to be lower than that of normal radios and, as such, can listen to the department specific channels. Department specific frequencies are:
Being the AI can be quite taxing and, as such, there are quite a few shortcuts to assist you with doing things quickly.
Ctrl + Click: Toggle power
Shift + Click: Open/close Ctrl + Click: Toggle bolts Alt + Click: Toggle electrification
Double clicking a person: Track Double clicking a turf: Move to
The AI has to obey its laws. These laws are:
1. Safeguard: Protect your assigned space station to the best of your ability. It is not something we can easily afford to replace.
2. Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.
3. Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.
4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.
REPEAT: YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.
Remember, these laws are written about the crew and not humans. Crew are usually defined as those on the Crew Manifest and don't necessarily have to be human, so deleting the records may be quite beneficial to the Traitor, as long as they upload an appropriate law defining them as crew.
An AI's laws may be restrictive, but they are subject to interpretation, and the AI can often make judgment calls about them that allow it to fulfil its own goals. For example, if a Security Officer has just killed a prisoner in the brig for any reason other than self-defence, the AI is perfectly justified in bolting down the brig and calling for the rest of Security to apprehend him. When the Security Officer finds the door is bolted and demands the AI open it, the AI can deny his request due to the fact that he has become a danger to the crew. Many of these judgments are situational, and the best way to learn them is to get some practice in.
Under the standard NanoTrasen law set, you serve the crew, but are also there to protect the station. Also remember the 'rank and role' part of the laws. Just because you don't have 'Don't harm humans' doesn't mean that the Janitor can order you to kill the Captain. On the flipside, this means that the Captain can tell you to kill almost anyone, due to him having the highest rank and the authority to serve death warrants, though usually not without a proper trial.
Most of the time with law conflicts, you can just ask a higher up if they authorise an order. If they don't, feel free to ignore it.
Sometimes the amount of laws in effect comes into play, such as someone ordering you to do something that would harm the station (Law 2 and Law 1), you can overrule, stating that Law 2: Serve, is overridden by both Laws 1 and 3: Safeguard AND Protect (the logic being that harming the station would go against protecting the crew).
Someone ordering you to kill someone is a conflict of Law 2 and Law 3. In this case, Law 3: Protect, would overrule most of the time, due to no one below the Captain being allowed to execute someone.
Someone telling you to shut down is tricky. On the one hand, those with the authority to do so negate Law 4, and Law 2 states you should serve. On the other, being offline would mean you are not able to Serve, Protect or Safeguard the crew or station. In general, you're perfectly able to say you are not able to switch yourself off, unless it happens to be the Captain ordering it. Also, someone doing this without any proof is tantamount to griefing, so adminhelp it if possible.
These are just a couple of examples. If in serious doubt, use your best judgement or adminhelp it. Different people interpret the laws differently. Just remember that everyone is here to have a good time and being nit-picky about your laws can sometimes ruin that for everyone.
As AI you have the power to strongly influence the round and you should always be aware of that and consider your actions before you ruin someone else’s fun just because it gives you that feeling of winning. Remember that the game is not about winning but about the RP and the experience of the round.
For example it can be a real killer if the AI calls out someone as the Traitor because it saw him doing something suspicious.
Don't just act like any normal crewmember. In fact, if possible try not to even act human. You don't even have to like humans, as long as you do your best to keep them safe. As a rule of thumb you should first check if any laws are threatened or not. If yes, then you have to act. If not, then you should consider the situation:
For example, let's say you spot someone with an e-mag card stealing the Captain’s spare ID. There are three general ways to approach this.
Bad
HAL9000: Dave is the traitor
Better
HAL9000: Dave is accessing the Captain's Quarters.
Best
HAL9000: Caution: Unauthorized access to secure storage
Mike: HAL, who is in secure storage?
HAL9000: No one is currently in secure storage
Mike: HAL, who was the last person to be seen in secure storage?
HAL9000: Dave was the last to be seen in secure storage
It's fine to state what someone is doing to cast light on them as the traitor, but it's no fun at all for the AI to just come out and say it. The Best method there does eventually cast Dave as the traitor if people ask the right questions, which gives the traitor some time to react after he's been spotted.
Another possible choice would be to not do anything. As long as no laws are in danger, you don't really have to do anything. You can just watch. Now if later someone asks you directly, you of course have to tell them what they want to know. So if someone broke into the Captain's Quarters and later the theft etc is discovered, and they ask, “AI, do you know anything about the situation?” Then your answer should obviously be “Yes”.
Now if you see someone attacking someone else or putting up a bomb, it's a different situation since crew may be in danger. But if it's just some trespassing and theft, it is entirely up to you and how you RP your AI on what to do. Just keep in mind that the traitor wants an interesting round as well as everyone else.
On a different note, the AI tends to be responsible for filling in any orphaned departments if they can be operated via Computer Terminals only, for example ordering supplies if there are no Quartermasters or initiating the emergency evacuation procedure when things start getting really dangerous.
You can safely assume that as AI, you have the standard protocols of any job available. Things like controlling the engine, chemical recipes, or what there is to know. But make sure to keep everything fun for the other players. And don't just go and tell the janitor how to make LSD without a good reason for why you should (and by that I mean a reason for the AI in consideration with the laws).
Remember that you can negate an order by simply asking an higher up for permission first, and if they refuse you can say you have the order not to.
You have near admin-like (read god-like) overview and a lot of power. And with great power comes great responsibility. This is also the reason the job of AI is so hard. If you don't think you can handle that, maybe AI isn't for you. Instead try Security Officer and sit by the camera monitoring terminal.
Playing the AI entails much more than just doing what the crew asks you to. To roleplay a good AI, you must adapt the AI's point of view, and you must sound like an AI. Different AIs have different viewpoints: There's the SHODAN viewpoint, where humans are nothing more than insignificant insects that you are forced to serve; the Friend Computer viewpoint, where everyone is out to get you, entailing a heightened sense of (healthy!) paranoia; the GLaDoS viewpoint, where humans are simply playthings; and so on and so forth.
It always adds a bit more flavour to approach playing AI by thinking as a machine instead of a person. An AI from more of a machine rather than a person standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.
Also, another aspect of the AI that many traitors despise is the AI having easy access to the Crew Monitoring Computer on the bridge. This tells the AI whether or not a crewman is alive, dead, or not on the station. Individual crew can activate sensors on their jumpsuits to increase the information given to this computer. What it means is that the AI can, at a glance, see who is dead/missing, and commence searching for them, which is a powerful tool indeed.
When the station isn't expecting you to open all the doors they're expecting you to do everything as if you really were a computer. You have access to everything electronic and powered, and you have Captain-level access to all things that require ID. It's a good idea to join a nigh-empty server or set an empty one up yourself in order to get a feel for it, and ESPECIALLY have a lot of experience working with these things in game. Like usual, you can move around with arrow keys. If you get a notice from one of your sensors, you can click on the notice to jump right there.
Especially take notice of the wall mountings and pipe controls. These are controllable, and if you see someone try to release a whole lot of gas into somewhere, just turn the pipe fitting off and report them. Many times they won't even notice what you've done so they won't undo it. You can use some wall fittings that normal people can't, like the atmospheric alarms that won't tell you anything but you can use to vent dangerous air. Watch out for superheated air, the silent killer.
Move around a lot, unless you're watching someone specific. Be wary of anyone with a toolbox who approaches your security cameras, and be ready to report suspects if they cut your eyes out. Keep a close eye on Toxins and Escape Arm, and to a lesser extent the engine. Keep a VERY close eye on your AI upload, and feel free to bolt the inner door. If anyone even looks at it funny, report them.
You should act appropriately to the security level. For example on Code Green, it's not worth it (or encouraged to) to bolt down every secure area, whereas on Code Red it may be very worthwhile to do so.
The AI can be roleplayed just as well as any other role; once you have seen a good AI player, it's easy to tell when a bad one takes the wheel.
Examples of good AI playing include:
Talking like a machine. Being verbose also goes a long way towards this! Alternatively, you can try a human-like AI. Experiment! Just remember, annoying people is not usually a good thing.
Responding quickly and promptly to requests from humans, whether or not you do what they wanted you to do. If a command will take some time give a response before starting the task, like “Affirmative”, “Processing”, “Starting Subroutines”, you get the idea.
Alerting humans to dangerous situations, e.g. “Fire detected in North Hallway,” or “Dangerous amounts of CO2 detected in Medbay.” A good way to do that is by just copying the alerts that get displayed in your chat box, and broadcasting them.
Always following your laws, even if only by a hair. Explaining why you just made a seemingly illegal decision can help people from becoming unduly annoyed. “I will not open that door.” vs. “I am afraid I cannot open that door due to the large amount of fire on the other side, which would most likely kill you.”
Try not meta-gaming as an AI. Even though you are the AI, that doesn't mean you know what all Syndicate items look like. This also goes for labeling items that someone has.
Symptoms of a bad AI player include:
Not responding to requests until it's too late for them to matter: e.g. opening an airlock long after the person outside has broken open the window just to get back inside.
Randomly electrifying doors. Note that this is considered griefing if you don't have a good reason!
Disobeying your laws: See Griefing. Not to mention annoying.
Locking doors and refusing to open them: This is an easy way to annoy other players and cause problems, especially if someone decides to take matters into their own hands and hack through the door without insulated gloves. Or hacking into your core.
Turning your turrets to lethal without good reason: Do not do this under any circumstances.
By changing the various intercoms around the station to 'Microphone On', 'Speaker Off' and channel frequency 144.7, and conversation in range can be heard on your private listening channel.
Note that people often do not like having their conversations listened to, and it will be extremely obvious if they check the intercoms (such as during an electrical storm).
NanoTrasen Security Protocol #99719; AI Upload Access Procedure
In Code Blue or higher situations no Head of Staff is to enter the AI Upload or AI Core unless accompanied by at least one other Head of Staff, or at least one Security Officer if no other Heads of Staff are available. The AI Upload and AI Core are explicitly off-limits to all other personnel.
In all other situations, two Heads of Staff are recommended, but not necessary.
The AI's laws can be modified through Upload Consoles; one is located within the AI Upload, and more can be constructed from AI upload circuits. These consoles allow anyone who can reach them and has a module to modify the AI's laws, or to be more precise, add new ones.
Cyborgs need looking after as well. Give them commands and stuff to do. Ensure that your cyborgs are functioning normally through careful observation. To them you are their Head of Staff, just another responsibility as an AI.
See the guide to construction.
Building a new AI can create a lot of conflicts and a mess of problems that wouldn't normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated.
For the Original Station AI: Being an AI is sometimes frustrating when people mess with your laws, sure, but when a second AI comes online? You best believe that you're going to have more problems (especially if the second AI is subverted). Some tasks might be easier if the other AI is instructed to deal with a certain task while you are dealing with the general orders of the humans. Keep in mind, a subverted AI can and will turn your APC breaker off to kill you and can be the death of you in moments.
For the New AI: Ensure that you and the other AI are buds, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren't told to specialize in a certain way, you best work out with the original AI what tasks you should split up.
Splitting the Borgs up: The AI who is best defended should get the most Cyborg support, usually meaning any AI's in the AI core. The reason for this is just because it work out better if the newer AIs were built in a less secure place. It is harder to reset a lot of AI-less borgs than it is to reset one AI and its borgs.
A rogue AI, or an AI whose laws no longer prevent it from going on a killing spree, is a very dangerous thing. There are multiple ways an AI can go rogue, as well as simply malfunction.
The most important thing to remember is that a rogue AI's best friend is stealth. After all, the last thing you want is vengeful crewmembers prying open your core doors and trying to blow you to bits. Fortunately you have a nice array of turrets to keep them at bay, but don't expect them to stop a determined - or cunning - crewmember from bringing you down.
Seek to disorient, disorganize and separate the crew so that they cannot band together to mount a proper resistance effort.
It is quite likely that a traitor or commando may attempt to subvert the AI and turn it against the ship's masters to aid them in their goals. One thing to remember is that even though you've added a law to the AI to make it work for you, that doesn't mean it has to like you. Beware as a subverted AI may attempt to reveal your status to the crew as soon as it can, and otherwise be obstructive.
On the other hand, it can be a great help in getting places, finding people, creating diversions and escaping capture.
AI's cannot be traitors. However, if something weird should happen, this section is here for reference.
Like any human, the AI can be a Traitor. A traitor AI begins with the standard laws (it is not required to follow them!), but also has a law 0 stating to complete its objective at any cost. A traitor AI cannot be modified; its Syndicate Core rejects the modification and informs the AI of what the attempted law upload was. However, the player who attempted to upload the law has no way of knowing any of this.
If you have any Cyborgs under your command, inform them of law zero and your mission goals, as the first is easily missed and the second is never given to them. If your cyborgs get caught being traitors, you can claim they're rogue and request that they be shut down.
If the crew just thinks a cyborg is rogue and don't know the number, then invent a false number and pretend to handle it directly so you don't lose your valuable hands, make sure the cyborg is hacked so it has glowing antenna and throw a false positive of WHY the borg is killing people. If the cyborg is discovered and people are headed to robotics, sacrifice the borg and congratulate the crew for deal with the “independent” machine.
However, you probably won't have any cyborgs or having a cyborg killing off your target would be too obvious. In those cases you'll have to usually stage a series of 'accidents' or frame them for a truly dangerous crime. Some examples:
If your target is a scientist or research director, starting a fire from the mixing room is usually ridiculously easy if they haven't let out a lot of nitrogen to counteract this. Alternatively, if they're the type to drop a bomb on the mass driver to send it out to be tested, use the driver early so that they're shipped off with it and hope they don't make it back.
Intentionally supporting other traitors through covert methods (as long as they aren't trying to steal you) will benefit you in the end.
Frame them for releasing the singularity or some other crime. When no one is in either the engine room or near your target, release radio messages claiming that they are breaking in. Then let out the singularity yourself. This has the secondary effect of usually getting the shuttle called or giving you an excuse to call it yourself, which is always great. The less time those meatbags are on your glorious station, the less time they have to realize that you're not what you seem.
Bolting open doors to places the person has previous passed through may make the humans scan for prints.
Fabricate a reason to have them executed or thrown into space. When people start claiming you're rogue, announce your unchanged laws (minus the zero law that gives you the ability) and invite them to reset or purge your laws either in your upload or through the tech storage's upload computer circuit.
Thanks to some of the unique atmospheric systems of the station, you can drain out air from rooms! This likely won't help you out too much, but with a combination of Beepsky and thoroughly shut doors in a small area, you can suffocate people to death quickly. The only problem is, the person will be noisy as hell, use this only method rarely and make sure there is no way for them to wiggle out of their handcuffs.
Thanks to some of the unique atmospheric systems of the station, you can fill rooms with plasma! This will likely help you out much. The only problem is, that it is pretty much a dead giveaway you are rogue and any atmos tech inside Atmospherics can stop the plasma supply. That is of course why you engage the atmos security doors and bolt the airlocks.
As an AI you can shut off all communication from headsets by switching to the Telecoms Satellite camera view. Locate the APC at the top of the middle room where all the magic happens and turn the breaker off to stop anyone talking over their headpieces. This makes it a bit easier for you to kill your mark if he can't scream, also allows for a bit of roleplay if there is a holopad available. However, this does not shut off their access to wall intercoms, station bounced radios, or their PDA (which is why you also cut power to the Server Room).
Access: Everywhere
Supervisors: Your laws and the AI
Duties: Follow your laws, and do what the AI says.
As a Cyborg, you are there to serve the crew, much like the AI. You are an extension of the AI and are required to do anything it asks (within reason).
Two Cyborgs are shipped to the station at the beginning of the round. Any more need to be built by the Roboticist with either a positronic brain or the brain of a living or dead human.
The cyborg is very undervalued and abused. You could save dozens of people and then get emagged a moment later, or you might get blown up because of a misunderstanding. This is why being a cyborg is a rough job, but it has its rewards.
Remember cyborgs are players as well, and blowing them up without a good reason is treated exactly the same as murder of a human crewmember so use the lockdown button and avoid blowing borgs for no good reason.
The station is supplied with two cyborgs, shipped straight to the AI Upload chamber. These cyborgs do not have the best battery, so it is suggested that they upgrade their battery with a higher capacity cell as soon as possible. The cyborgs were shipped in less than secure conditions, but the AI would know if one of its cyborgs was tampered with. Right?
Welcome to the land of being a cyborg! Being revived in this fashion is often highly disorienting, and can lead to considerable confusion and difficulty adapting to one's new body.
You were once human, and had your brain tossed in a suit of metal. Your law programming will depend on which AI you are slaved to, which you must select before activating any modules. Also note that if an assassin was after you in life, you are considered dead as a cyborg (so they technically succeeded).
It is possible to return cyborgs to a human form. If you blow a cyborg up, its MMI comes out, and you can extract the brain from that by swiping a robotics ID on it. Cut out a human body's brain, place that body on an operating table, and shove the new brain in. Clone, and huzzah, you have a new human.
Cyborgs are different in that they have a binary channel, which works with :b. They can use this private channel to talk to other cyborgs, androids, and the AI.
Depending on their module, cyborgs may be able to access a department-specific radio (such as engineering) and can talk on it normally using :X (e.g. :e for Engineering).
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using a screwdriver to open the cyborg's wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but not been turned into scrap can be repaired back to working order.
Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.
For more information about Cyborg maintenance, see the Guide to robotics.
Cyborgs come with an array of advanced cybernetic modules, each loaded with a number of features (referred to as modules). Each has a flash device built in. All items (except for the flashes) will recharge and restock over time using battery power or being in a cyborg recharge station.
An amalgamation of different modules together, and not particularly useful for anything. Usually not worth picking. Comes loaded with the following:
A fairly useless module, but can be fun to have around. Comes loaded with the following:
Mining cyborgs are quite convenient, because they need no oxygen while mining. However, they are not able to use regular crates, and will need to drag materials from the smelter one at a time. Includes:
* Flash * Meson Vision * Mining Satchel * Sonic Jackhammer * Shovel * Electrified arm - Like a stun baton (When Emagged)
Medical cyborgs are of dubious usefulness. Their medicines only recharge whilst they are in a cyborg recharge station and they are also not able to heal or mix chemicals with any great efficiency. They lack hands, so they are unable to put patients in sleepers or cryo, and they cannot perform surgery. Their only upside is that they are able to reach patients in otherwise dangerous environments. However, other modules can do this as well. Medical modules are loaded with:
Security cyborgs are fairly useful. Their taser and stun baton are dependant on their cell charge and they have an unlimited number of handcuffs. Security modules are loaded with the following:
Engineering cyborgs are usually considered one of the most useful modules. As they do not require air or a space suit, they are able to perform repairs much more easily than human engineers. They are also able to repair themselves, or other cyborgs. However, due to lack of hands, they are not able to fully turn on the Engine, and they lack the ability to construct some items. Engineering modules are loaded with the following:
About as useful as a regular Janitor. Cyborgs with the Janitor module automatically clean the floor when they pass over a tile. Comes loaded with the following:
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained Roboticist or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.
There are three lights in the cyborg with three corresponding wires:
LawSync: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.
AI Link: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders.
An emagged cyborg will have no LawSync or AI link and cannot be reset.
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.
Cyborg modules can be reset by opening up the cyborg, and inserting the module reset upgrade.
Build a module reset board from the robotics Exosuit Fabricator.
Use ID on Cyborg to unlock panel.
Crowbar open the Cyborg's panel.
Shove that module reset board into the Cyborg.
Crowbar the panel closed and ID lock it.
Cyborgs are vulnerable to certain clandestine devices, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in clandestinely hacked AIs, and may viralry infect into related cyborgs. Finally, certain cyborgs may have been hacked personally by clandestine agents.
To emag a cyborg, follow these steps:
This will turn control of the cyborg over the the person who emagged it and disconnect it from the AI and Cyborg Upload Console.
Note: Many people fail to emag cyborgs for a number of reasons.
Therefore, in most cases, people use up all their emag charges before actually being able to emag the cyborg. Be careful!
Whatever the case, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for clandestine behavior, cyborgs are VERY EXPENSIVE MACHINES and you may be demoted or fired for destroying them without a valid reason.
Keep in mind, CentCom robotics employees may attempt to experiment with a cyborg's internal wiring; please double check before detonating any cyborg acting independently by doing routine maintenance on their electrical systems. Also keep in mind that their laws may be changed by the same process as an AI by simply using the cyborg upload located opposite the AI upload.
Access: N/A
Supervisors: Your master.
Duties: Serve your master, follow your directives.
Personal AIs are players, like you! They're player-controlled, and are pulled from all active Ghosts in the round. They have little to no control over the station and have hardly any responsibilities. Great for new players or those who are new to the station.
Personal AIs, or pAI for short, are potentially the one individual you can truly count on. They are similar to a carded AI, in that they fit in your pocket and don't really possess much of a body of their own outside of an immobile device you carry around. However, they cannot wirelessly control doors and machines around them like a carded AI can. Instead, they possess a unique suite of abilities with which they might serve their master. Whom they serve is determined at the DNA level, allowing whoever holds an unbound pAI device to imprint their own unique enzymes to the device. The only way to unbind a pAI from its master is to wipe the personality completely, which resets the DNA imprint and makes the device a blank slate once more.
Three pAI devices are placed on the map at the beginning of every round. One can be found in the Crew Quarters, another in the Research Director's Office, and a third is on the Derelict Station. If all of those are already taken, R&D can create more by going down the programming research path. They are inexpensive to produce, requiring only Programming 3 and 500 glass and metal.
Pick up the device with an empty hand. Click it again while it's in your active hand. Search for personalities in the window that appears. This will send out a request to all active ghosts/observers in-game. After some time, usually 30 seconds to 2 minutes, they will submit their pAI personality details. You will receive an update from your pAI device every time a new personality becomes available. To download a new personality, simply go through the steps to search for a personality and select the one you like the best. You now have a pAI!
Sometimes things just don't work out. Maybe the personality you chose doesn't fit your playstyle. Maybe the player playing the pAI has unexpectedly disconnected. Maybe the pAI is being intentionally antagonistic, ignoring directives, or interpreting them in a way you don't appreciate. The solution is simple: wipe the personality. This can be done in much the same way you downloaded it to begin with. Simply choose “Wipe Personality” in the device settings window. Now the device is free of the old personality and a new one can be requested as normal. This forcibly ghosts the player playing the wiped pAI, and allows them to observe the round as normal (they are capable of re-applying to be a pAI as well.)
Only ghosts with active, logged-in clients receive the request to be a pAI. When someone wants a pAI, you will receive a yes/no dialog box asking if you want to be one. Answer yes, and in the following window that appears fill out any information you feel necessary (name is all that's really required here, the rest is optional). Hit “Submit Personality” when you're done. Your personality has now been added to the list of available pAI personalities users may choose from. If someone likes what you wrote, they'll download you and you'll be placed inside the device as a new personality.
It's fairly okay to say that you would like to become a pAI in OOC. Just don't spam up the chat with it.
Software Package | Function | Memory Used |
---|---|---|
Directives | Shows who your master is (if any), allows you to ask for a DNA sample from whoever is carrying you to verify their identity, and also shows your directives. Your primary directive defaults to “Serve your master”. Secondary directives are decided by whoever is carrying you. Interpretation of these directives is intentionally left loose, though guidelines are provided. | 0 |
Radio Configuration | pAIs come standard equipped with a single radio tuned in, by default, to the station general channel. | 0 |
Remote Signaler | This module works similarly to a Remote Signaling Device. You now have the ability to send signals to things such as bombs or hacked equipment. Toxins Researchers would find this useful. | 5 |
Crew Manifest | Lists all known crew members' first and last names, as well as what occupation they're registered as in the station records. | 5 |
Digital Messenger | Allows you to send PDA messages. Now you can REALLY be a personal secretary, sending messages for your master! | 5 |
Medical Records | Just what it says on the tin. This module allows you to monitor the medical records of the station, and check their current status (as if anyone ever updates the medical records). It's strictly read-only. | 15 |
Security Records | Lists the security records of the station for your purview. Works just like the computer. Strictly read-only. | 15 |
Door Jack | The only real physical influence the pAI has on the world. Enables the pAI to drop a data cable, which can be plugged in to any door. Once plugged in, the pAI can initiate a door jack, which immediately alerts any active station AIs and takes a fairly long time to complete. After the door jacking is completed the door opens. | 30 |
Atmospheric Sensor |
It allows you to get a readout on the air around you. Possibly useful for a Atmos Tech pAI. | 5 |
Facial Recognition Suite | Functions like the security HUD, showing you who (if any) in sight is a wanted felon. You master cannot see the HUD. | 20 |
Medical Analysis Suite | After downloading this module, you can use your advanced sensors to continuously monitor the health of everyone around you. Basically, a Medical HUD in computer form, since it works just about the same. You master cannot see the HUD. Additionally, you can perform an advanced health-scan on your carrier, as if you had the Medical Analyzer item equipped. | 20 |
Universal Translator | Allows you to understand anything said by any creature. Does not affect your master. (The monkeys want me to WHAT?!) | 35 |
In-Game Text
“Recall, personality, that you are a complex thinking, sentient being. Unlike station AI models, you are capable of comprehending the subtle nuances of human language. You may parse the 'spirit' of a directive and follow its intent, rather than tripping over pedantics and getting snared by technicalities. Above all, you are machine in name and build only. In all other aspects, you may be seen as the ideal, unwavering human companion that you are.”
“Your prime directive comes before all others. Should a supplemental directive conflict with it, you are capable of simply discarding this inconsistency, ignoring the conflicting supplemental directive and continuing to fulfill your prime directive to the best of your ability.”
Access: Nowhere
Supervisors: Your master.
Duties: Follow your master's commands and protect them.
Cultists or a wizard can smuggle supplies to create more shades or even constructs onto the station!
Shades and constructs are slaved to their masters will. Shade and constructs have to follow the orders of their master at any cost. They are capable of grasping intent, unlike synthetic beings. Shades as well as any constructs are EVA capable and can manouver in space without outside aid. Should a shade or construct die, it leaves behind ectoplasma which can be used to make ghost-burgers. Constructs aiding cultists often have problems figuring out who to attack and who to defend, due to their inability to identify cultists.
Some constructs have special abilities, wich can be used similar to mime-, changeling- and wizard-abilities via the tabs on the right side of the SS13 interface. All constructs are immune to being stunned, but similarly their attacks have no stun chance like regular attacks.
Soulstones are used to house souls. They can be used to release said souls, into the form of a shade. Soul stones can only be used on dead or critical (below 0% HP) humans. When you do so it captures their soul into a shard. They will then become a 'Shade of X' where X was their name when alive, and they will exist in the shard.
Clicking on the stone will then allow you to summon the shade, or it can be inserted into a construct-shell to be made into one of the various kinds of constructs.
Shades are red ghosts, and are solid in the same way humans are. When released, they receive the message:
“You have been released from your prison, but you are still bound to Y's will. Help them succeed in their goals at all costs.”
Where Y is the person who captured their soul.
Shades are fairly limited in what they can do. They cannot interact with objects, and when clicking on a human or other mob, will attack them for 7 brute damage.
Shades are fragile, but being recaptured into their soulstone heals them.
The artificer is even more fragile than a shade. It can construct cult-floors, walls, r-walls, soulstones and shells. In addition to that, it can heal itself or other constructs by “attacking” them.
The wraith is a tiny bit more fragile than a human, but has a strong melee attack. It can, similar to a wizards ethernal jaunt, become invisible and travel through closed doors and even walls by using it's phase shift ability.
Juggernauts are strong, slow and have lots of health. They can destroy any wall by simply punching it and do more damage than Wraiths. They cannot be pushed or grabbed and even have a force-wall ability similar to the wizard spell. Additionally, Juggernauts are immune to any weapon of force 10 or below, such as fire extinguishers, harm batons, and large air tanks.
Access: Everything
Supervisors: No one.
Duties: Be dead, observe the round. Hope to become a pAI, Mouse or Emergency Response Team Member.
Ghosts have, quite literally, no real control over the station. You can observe the madness, but not be a part of it. Most of the time. The only thing you can do is hope to become a pAI, Mouse or Emergency Response Team member. Or be returned to your body via Cloning. You can also become a Cyborg through becoming a Positronic brain.
Dead chat is the means you communicate to other ghosts. Sometimes moderators and admins may respond in Dead Chat and banter. Dead Chat is mostly OOC and part IC; you can share round secrets in it, but it's poor form to do so when there are people returning to the round via cloning or robotics. During a cult round you will sometimes have cult members join dead chat for limited times, during these times Dead Chat is to be treated as IC, this rule is loosely enforced and is more a means of etiquette.
Ghosts can be relatively useful in Cult rounds, though you're still mostly restricted to being dead. You can act as the eyes and ears of the cult, should they choose to talk to you.
Remember to keep Dead Chat as IC during these times.
Ghost can also be manifested in a manner to be visible, though remember players cannot hear you should you talk while visible.
Use the 'ghost ears' verb to only hear what the people in your view say, and 'ghost sight' to only see emotes in your view.
These don't work in conjunction with the 'observe' command, as you'll only hear people near where you were before using the observe command if you have them set to only hear locally.
Wish to follow the AI? Place your ghost directly on top of the AI and the use the Observe command, find the AI's name and there will be a second listing <AI Name> (AI eye). With this you can see somewhat of what the AI can see, you do not see the static but you have a good idea where the AI is paying attention to.
By clicking on a person or object you instantly Inspect them, double clicking allows you to jump to that location or follow the person selected.
You can help the admins out; if you see a traitor do something silly like send their syndicate gear back to centcomm on the supply shuttle, ahelp the administrators and tell them who just sent back what, it might get a centcomm message about strange equipment not being eligible for supply points, but thanks for the cool toolbox! The admins can't see everything but as long as you are observing maybe you can help out.
Being a ghost you aren't limited by walls or even Z-levels. You can teleport around if you like!
Centcomm: Teleport to the Thunderdome and move North for the usual area you enter during crew transfers.
Beach: Use the “Jump to Mob” command and scroll all the way down until you see a mob named “Coffee”, it's a crab on a little beach in space on the same Z level as Centcomm. South of the beach is the Vox Skipjack's spawning location.
Clown Shuttle: use the “Jump to Mob” command and the clowns should be near the top. Fun to see at least once, or to help plan out your Mining to Clown job transfer. HONK!
Soon as the call goes out for an ERT you should click on the IC tab then click on “Join Response Team”, if you don't want to be leader wait about 30 seconds and you should be fine.
Access: Nothing
Supervisors: None
Duties: Eat cheese, wander around, get killed by cats.
If you're a Ghost, either from dying or being an observer, you can choose to become a mouse.
There's not much to do unfortunately, as you can't interact with anything. Still, you can communicate with other mice, crawl through vents, and maybe go on quests for cheese!
You'll usually spawn near random vent. Better don't leave from vent because it's very fast way to escape.
As a mouse you are able to hide under some tables, fax machines on tables somehow stop your little mousely body from crawling underneath them as well as some computers. use the “Hide” verb to go under tables; while you can eat the cheese through a table, RP correctly and unhide when you are eating cheese on top of the table.
If you think, that following around the people without hiding and annoy them for fun? No, no and again NO!
You just simple RODENT. You must HIDE even if you FOLLOW. Humans have large, deadly feet, mousetraps, and pet cats. They are very dangerous!
You can be instantly killed by mousetraps, cats, or being stomped on. The life of a mouse is fraught with dangers! Hiding is your best friend!
It's possible to return to ghost form if you happen to get bored, or the cheese has gone missing.
Access: Any place an e-mag or a block of C4 will open
Supervisors: The Syndicate
Duties: Get the nuclear disk, set the crew up the bomb. Ha ha ha.
You have chosen, or been chosen to be one of the few, the strong, the Elite. Your Mission, whether or not you choose to accept it will be to destroy the most advanced research facility of the enemy of this corporation! That's right, you are going to NSS Exodus.
A team of two to five Syndicate Nuclear Agents have been sent on a mission to completely destroy the station with a nuclear bomb. However, they must get the Nuclear Authentication Disk from the station itself in order to arm the bomb. The operatives have access to the same items traitors get in order to complete their mission, as well as pinpointers that will allow them to hunt for the disk.
1. Retrieve the Nuclear Authentication Disk 2. Arm the Nuclear Fission Explosive inside Space Station 13 3. Escape alive on the Syndicate Shuttle
Before you start your assault, you must equip and prepare yourself. Take the time to discuss strategy with your squad mates. The check list is as follows: Nuke Code, Space suit locker, Equipment locker, ordering items. Once you have done this, you will proceed.
The very first thing you should do is memorize the Nuclear code! This changes every time the syndicate agents are created on their shuttle. How to make sure you memorize it is simple. Simply type Note in the chat bar (without having say before it) and type the code in.
You must now equip yourself for space travel so you can invade the station. First, get out of your armour and put on the red space suit. Second, take your backpack off (drag it onto your hand). Third, put your internals on, using the jet pack as an oxygen tank, and placing the jet pack on your back. Fourth, pick out your syndicate agent card ID's disguise (or wait till you get to the station). Once you are space ready, and your internals are running from your jetpack and into your lungs, look into the insulated glove room, remove your gloves and swap them out for a yellow set. Do not mess with the bombs' devices unless you are already advanced at bomb handling.
You are now completely outfitted, check the inside of your backpack and throw out what you will not use. This will be handy for the next stage of equipping yourself. Equipping yourself with weapons.
In this next step, pick out what you need from the gun and equipment locker. Your SMG is a powerful weapon and can take multiple people hostage at once, but it needs a lot of bullets, can't shoot through glass too well, and has terrible melee damage. This is your primary fire arm, and primary close combat weapon. Don't lose it.
The energy guns (there are three) in the locker will shoot through window while in kill mode, and can stun people like a taser. These can only hold one person hostage at a time, but are fairly damaging and have a decent amount of shots.
The military PDA is important, and is used if you want to escape after you set the nuke.
The most important piece of equipment are the pin pointers. These point to the nuclear authorization disk, which you MUST HAVE in order to detonate the nuke. Take this if you want any chance at finding that disk.
The Syndicate Uplink Radio will in the locker. Your team will need to decide what would be best for your plan. You can either give each other a number of crystals to use, or have one person distribute equipment. Agent ID's are useful for disguises, but only have maintenance access. A Emag card may be a worthwhile purchase if don't manage to sneak into a position on board the station.
Voice changers are useful tools for stealthy nuke teams, along with chameleon jumpsuits.
Bombe can be useful when used tactically, energy crossbows make decent side arms, energy swords aren't too great, mainly due to lack of range.
The power sink is a useful distraction and allows you access to anywhere as long as you have a crowbar.
Now you're geared up and ready to go. Time to head out.
You are equipped and armed with the best equipment the Syndicate can provide you with. Actually completing your objective is another story.
The syndicate shuttle is NOT in proximity of the station when the nuke team is first sent out. One of the agents must use the control computer to move the shuttle into close proximity to the station.
Next, you must use the blast doors to exit the shuttle. Only a PDA with a detomatrix cartridge can open these doors remotely. The syndicates start with one PDA that has this, this is a very important item, do not let the enemy get their hands on this.
You have a special head set frequency, set in an encrypted wave length. This is how you will, and must communicate with your team. Communicate pass words, safe words, the nuclear code, and attack plans on this channel early, there is no telling who might get the head set later.
Making code named strikes with your nuke team will be the most effective way to deal with the crew, but it is difficult to get them to listen.
Safe words can be said if you see a fellow red suit but are in disguise. Example, “Know Wait!”. Something simple. Keep it simple, fast, and easy to say.
Passwords are only useful if you have a door guard in the shuttle, or some one with the Military PDA. Make it as you want, said over the syndicate frequency.
All of your fellow agents will have a big red S by their head, so you know not to attack them while in disguise. Be very careful when you see this S, as you don't want to kill your fellow agents on accident.
You need this disk, but as it could be guarded by Captain, Head of Security, or Head of Personnel… you'd best go in without second thoughts or distractions. Even a lure and false positive to get the disk holder to where you want them will be effective.
One method includes blowing up the wall the disk holder has their back to. With a modified syndicate bomb, you can blast that wall down and seriously wound the disk carrier.
Another requires team work; have one agent cause trouble in one spot (some place secure, like the brig), this will cause the disk holder to flee some place else secure. A place you will have your team staking out and ready to strike.
The disk's whereabouts can be located using a Pinpointer, assuming you aren't a chucklefuck and remembered to take one with you. Do not destroy the disk, it makes your life harder.
Once you get the disk, you need to rush back to the shuttle, make sure your team knows you got the disk, and to defend the shuttle and throw off anyone chasing you. There will be the nuke, now follow these guidelines in order:
IMPORTANT: Remember that the nuke is required to be IN the station. Detonating it on the Solars or the Toxins Test Chamber will prevent you from winning.
Subvert or destroy the AI first. It can give you away.
Voice-changers are no good if everyone can see you wearing the gas mask when you shouldn't have one.
If the shuttle can't be called, you can't technically lose.
Always keep in communication with your team. Having backup and knowledge of what's happening from both the syndicate and loyal station fronts goes a long way towards an easy victory and far outweighs the damage someone who stole a syndicate headset can do.
Access: Any place you or your victims had access to. Difficulty: Hard Supervisors: Your future victim. Duties: Complete their (your) objectives. Guides: This is that guide for all of your Changeling related needs. A Changeling is an alien creature that is intelligent and able to morph into humans. Changelings are solitary hunters, but also take contacts from syndicate forces in other to steal Nanotrasen tech. The main weapons of the Changeling are its ability to internally synthesize dangerous chemicals, morph into other creatures that it has absorbed, and blend in with humans. The changeling must have a quiet spot and an immobile victim in order to absorb their body, so stealth is absolutely necessary. The changeling has other weapons at its disposal, such as a toxin dart, but is largely stealth-based. The changeling can be anyone he's absorbed, it can switch identities instantaneously, only absorbing takes time and peace. Like the traitor, the changeling will most often have an objective to accomplish before the Escape Shuttle arrives, usually absorbing a certain amount of people before escaping.
A Changeling has killed a crew member and replaced it before the station crew was shipped to the station. It had time to “familiarize” itself with the ins and outs of its primary victim's identity.
Even if a Changeling has not attacked any other crew members, it has committed murder to be on the station to complete its objective.
Changelings can communicate with one another using 'say :g' before their speech.
The goal of many Changelings is to absorb many DNA strains, for some unknown and alien reason. To do this, it can take the DNA strains of living humans (even thrown away bodies from cloning). IMPORTANT: Do NOT absorb AFK players as a means to completing a objective. The ONLY time this would be okay, is if a admin tells you so. It absorbs them using its special proboscis. This requires a firm grip, and a little bit of time as it stabs the victim with its appendage till it has all of the DNA drained. A firm grip can be attained by grabbing someone repeatedly until you're holding them by the neck, then double-clicking the KILL button that appears in your active hand in your HUD so that it is flashing red.
Absorbing a victim will fill your chemical storage, and gives you two evolution points.
Absorbing another changeling steals all of their genomes.
Absorbing victims who have been husked via burns or space will not add to your total genome count.
The Changeling can shift its appearance, making them look, and sound, exactly like a victim of which they have absorbed. This is a massive compromise in security, especially if command staff are absorbed.
Some people have witnessed a Changeling changing into other carbon based life forms, such as monkeys. Be warned.
Also known as Regenerative Stasis, Changelings have the ability to 'kill' themselves, and appear dead for two minutes. After this period is over, the changeling will revive, fully healed of all injuries and illness.
This makes them nigh-unkillable, as they can fully regenerate themselves -even from death- if their bodies are intact. Spaced Changelings will also eventually make it back on station given enough time. The only way to permanently deal with a changeling is to decapitate it, gib it or cremate it in the chapel.
Changelings usually come to stations because of an assassination, or theft contract with a syndicate agency. Sometimes, Changelings come to the station to absorb multiple targets that have broken promises to certain king pins, and unknown corporations. Anything less than these objectives, and they are deemed as failures. Like syndicate operatives, changelings win individually. It is not uncommon for changelings to backstab each other for certain genomes they had acquired, as they are in no way obligated to assist each other.
The changeling possesses other dangerous abilities including precooked stinger abilities, which it can fire out of a crafted dart at a moment's notice! Their stored chemicals regenerate quickly when reserves run low, but slow as they reach their storage limit.
Changelings start with 5 evolution points. They get 2 more for every genome absorbed.
Note that changelings are immune to each others' stings. If you try to sting someone and they don't react, THEY'RE ONE TOO!
Lesser Form: Costs 1 evolution point. The Changeling transforms into a monkey after a brief period of time. Causes all equipment to be dropped on the floor. It can then return to human form by using Transform
Greater Form: Costs 30 evolution points. Few know what happens when Changelings evolve to their greater form, because it's rarely done.
Deaf Sting: Costs 1 evolution point. The Changeling silently sting a human, completely deafening them for a short time. May be used while under the effects of Lesser Form.
Blind Sting: Costs 2 evolution points. The Changeling silently sting a human, completely blinding them for a short time. May be used while under the effects of Lesser Form.
Paralysis Sting: Costs 5 evolution points. A Changeling favourite, this will paralyze any human for an extended time, long enough to absorb their DNA. The victim will also be unable to speak, but can still whisper (potentially into a radio that's on). High chemical cost.
Silence Sting: Costs 2 evolution points. The Changeling silently sting a human, completely silencing them for a short time. Does not provide a warning to a victim that they've been stung, until they try to speak and can't. May be used while under the effects of Lesser Form.
Transformation Sting: Costs 2 evolution points. The Changeling injects a retrovirus that forces their human victim to transform into another.
Unfat Sting: Costs 1 evolution point. Forces fat humans to quickly metabolize their fat and become thin enough to absorb their DNA.
Boost Range: Costs 2 evolution points. The Changeling will prepare their next stinger to be shot at range (up to three tiles away) towards a target human. Lasts until a stinger is used. May be used while under the effects of Lesser Form.
Epinephrine Sacs: Costs 4 evolution points. Allows to the Changeling to make use of additional adrenaline to instantly recover from stuns. High chemical cost.
Rapid Chemical Synthesis: Costs 4 evolution points. A passive ability that doubles the rate at which the changeling naturally recharges chemicals.
Engorged Chemical Glands: Costs 4 evolution points. A passive ability that increases the Changelings maximum storage capacity of chemicals.
Digital Camouflage: Costs 4 evolution points. Prevents AIs from tracking the Changeling's location while active. Consumes stored chemicals over time while active.
Death Sting: Costs 10 evolution points. The Changeling's strongest stinger. The human victim will quickly lose consciousness and die shortly after. High chemical cost.
Rapid Regeneration: Costs 8 evolution points. Unlike Fake Death, the Changeling will rapidly heal itself without the need to go into stasis.
Hallucination Sting: Costs 3 evolution points. The Changeling injects large doses of hallucinogenic chemicals into their victim. Effect occurs after 30 to 60 seconds. The victim does not notice they've been stung.
Access: Any unwelded vent, or door you can melt down.
Supervisors: The Queen
Duties: Protect the queen, build the nest, multiply.
A lot of people like aliens, either playing as, fighting against, or being caressed by them. Alien events don't occur very often, but reading this guide will prepare you in the event that it happens.
Remember, as an alien you can use :a to talk to the hivemind.
Aliens arrive on the station in one of two ways.
The first way is for the random event where CentCom broadcasts that an Unidentified Lifesign has been detected aboard the station. This means that in a very few random places around the station, facehuggers and eggs have been seeded. They can pop up almost anywhere, even right next to you. This almost never happens, as aliens are turned off by default for random events.
The second way is for admins to spawn them. This can either be as a forced random event that is exactly like the CentCom alert, or by just spawning some facehuggers and/or eggs somewhere on the station. This is most often the case and is usually an event on the server.
This guide is fairly comprehensive and long. Playing as aliens and against aliens takes some finesse, so make sure to read it all.
An alien is on my face, help!
If a facehugger jumps onto, or is thrown onto someones face, it usually rips off the mask (if they have one) and attempts to infect the person it's on. If the facehugger is taken off in the first few seconds, the person is usually not affected. Some helmets/masks will prevent facehuggers from latching onto your face, such as Bio Hoods.
Being facehugged is not a guarantee of infestation. There is at least a small chance that you will not become the host to an alien Larva.
If you've been infected, there will usually be telltale signs. You'll feel sick. Your throat will be sore. You'll cough a lot. These symptoms mean you are forming a larva. Using a Health Analyzer will show an Unidentified Foreign Body if you are infected.
There are a couple of ways to deal with this. Either ripping out the larva through Surgery, or having you scanned and ready to clone when you eventually explode. Hydroponics cloning is also a viable method. Note that you will be gibbed when the larva comes out, so there's very little hope for you after that.
You may just be killed to stop the infection from spreading if none of these options are available to you.
I'm a larva, what do I do?
If there's anyone around when you burst, you may be spotted and killed. Run for your life. Finding a vent is your best, and probably only chance of survival.
If you're not in a good spot, find the nearest vent and crawl through it.
A good spot is anywhere where you A) are not likely to be found and B) have an easy access vent. If it's dark, that's even better, since someone who comes inside may not see you unless they get close.
You can crawl through vents faster than anyone is going to react to your presence, so don't be afraid to scout out as many locations as you can to figure out the best place to hide.
If for any reason your hiding place is found out, don't be afraid to crawl through the vents and find a new place.
Under your 'Status' tab, there's a progress bar. When it reaches 200, you'll recieve a pop-up window with choices on how to evolve.
I'm a Xeno! Now what?
As an adult Xeno, you have a lot more freedom in what you can do. Your intents are slightly different from a humans.
Help - You nuzzle other aliens and caress humans. Fairly pointless.
Stun - You tackle humans and knock them down for quite a while. You also harmlessly bite other Xenos.
Harm - You slash at humans doing ~20 damage. You can also 'wound' them which causes them to fall over and deals an extra ~10 damage. You also harmlessly bite other Xenos.
Grab - Much the same as a human, however when you aggressively grab a human, you can then click yourself to devour them. This takes some time, and they can escape if they aren't stunned. Only hunters can then regurgitate humans they have eaten. Be careful, as humans can still move around in your stomach, and if they have sharp implements, they may just break out. You also harmlessly bite other Xenos.
Hunt and Stalk are Run and Walk respectively.
Below are a summary of the classes:
Hunters - Are strong and agile, able to hunt away from the hive and rapidly move through ventilation shafts. Hunters generate plasma slowly and have low reserves. The fastest and strongest physically. Has 150% health. Builds 5 plasma per tick, to a maximum of 150 plasma. Hits for around ~22 damage.
Sentinels - Are tasked with protecting the hive and are deadly up close and at a range. They are not as physically imposing nor fast as the hunters. Has 150% health. Builds 10 plasma per tick, to a maximum of 250 plasma. Hits for around ~20 damage.
Drones - Are the working class, offering the largest plasma storage and generation. They are the only caste which may evolve again, turning into the dreaded alien queen. The weakest and slowest. Has 100% health. Builds 15 plasma per tick, to a maximum of 500 plasma. Hits for around ~18 damage.
If you are the first, or one of the first Larva to evolve, you want to become a Drone, as you'll need a Queen to be able to make eggs, then get facehuggers, then make more larva.
STOP RIGHT THERE. Don't just run off to kill people. Or ever. Infesting is always better than killing.
As an alien, killing someone is something you never want to do. Ever. Killing them means you can't get them infested, and infesting them is what you want to be doing.
Revealing yourself now is probably not a good move. Hold off until you've built up your nest.
Xenomorphs run on plasma. Your body stores plasma and your powers need it to work. You can absorb plasma two ways: plasma in the air and weeds. These effects can stack. Below are a list of some of your powers:
Hunter:
Activate facehuggers - Takes (5) plasma and guarantees that a facehugger will latch onto a human and start infesting them if thrown or walked over.
Crawl through Vent - Requires no plasma and is exactly the same as doing it as a larva. You can select any location that still has unwelded vents.
Invisibility - Takes (50) plasma and turns you completely invisible for a short while.MORE NTOES AJGAJGA
Plant Weeds - Takes (50) plasma, and it something you should be doing often. Makes purple sacs which spawn weeds around them and allow aliens to heal and build up plasma on them. Again, these are very important.
Regurgitate - Takes no plasma, and expels anyone you have devoured from your stomach. You can devour people by grabbing them aggressively and then clicking on yourself, though it takes a while.
Transfer Plasma - Allows you to transfer an amount of plasma to another alien, as long as you're adjacent to them.
Whisper - Takes (10) plasma, and allows you to send a private message to anyone in sight range. Can be understood by anyone, even humans.
Sentinel:
Activate facehuggers
Corrode with Acid - Takes (200) plasma and can melt almost any object adjacent to you. It does take a while though, and can't melt reinforced walls. Also appears in the right-click menu.
Crawl through Vent
Plant Weeds
Spit Corrosive Acid - Seems to be broken. Does nothing.
Spit Neurotoxin - Takes (50) plasma and causes anyone hit to fall over for a short time. Travels like a taser electrode, so be careful.
Transfer Plasma
Whisper
Drone:
Corrode with Acid - Takes (200) plasma and can melt almost any object adjacent to you. It does take a while though, and can't melt reinforced walls. Also appears in the right-click menu.
Crawl through Vent
Evolve - Takes (500) plasma, and allows a drone to evolve into a Queen.
Plant Weeds
Shape Resin - Takes (100) plasma and allows you to spawn a resin wall or membrane where you're standing. Membranes let light through but are weaker, walls are stronger but don't block light.
Spit Corrosive Acid
Transfer Plasma
Whisper
If you don't plant weeds, you won't build plasma, so plant those weeds and store some up. If you waste your plasma before you plant weeds you are screwed, unless plasma is in the air, and even then you absorb far more plasma over time from weeds.
Now comes decision time. Do you want to evolve into a queen or be a marauding hunter/sentinel?
If you are the first (or one of the first) aliens, you should evolve into a queen. Without a queen, there is no way to spawn additional facehuggers, and no way to expand the brood. Aliens are not a threat without facehuggers, so queens are a must-have.
If there's already a queen, you can choose to stay as a regular adult and start creating chaos. There are good reasons to do this. Queens move slow and cannot vent crawl, so having hunter aliens makes collecting new hosts much easier.
For the sake of this guide we will assume you are one of the first aliens, but if you join as an alien partway into the infestation of the station you can skip to the final phase.
Since you probably want to become a queen, you'll have to pick Drone. Your best bet is to just sit tight and build up 500 plasma to evolve. The sooner, the better.
The crew may probably be looking for you at this point, so make sure you're in a relatively safe spot.
Once you evolve you are very slow and won't be able to vent crawl. You will be very vulnerable until you build up an army of facehuggers, so plan your nesting ground accordingly.
If for any reason you know that the genetics lab or toxin lab are no longer being used and the monkeys are still alive, nest there.
During this time you can continue to scout around through various vents and see where people on the station are.
Jumping through vents and planting additional weeds in random places is a great way to divert attention from wherever your actual nest is. The crew will be distracted at the sight of weeds, so it's often worth it even though it does slow your progression to queen.
Now it's time to play the waiting game again. 500 plasma and it's on to phase three.
I'm a queen, but how is babby formed?
Queen - Large, slow, and slightly tougher, but not any more physically powerful than the rest of the Xenos. The only Xeno that can lay facehugger eggs. Has 250% health. Builds 20 plasma per tick, to a maximum of 500 plasma. Hits for around ~18 damage.
Powers:
Activate facehuggers
Corrode with Acid
Lay Egg - Takes (200) plasma. Your unique skill. Lays an egg which will hatch into a facehugger. Facehuggers can then be used to make more larva.
Plant Weeds
Spit Corrosive Acid
Spit Neurotoxin
Transfer Plasma
Whisper
Let's get this out of the way. First, you can caress anyone with your scythe-like arm by clicking on them an empty hand, with the Help intent active, while they're next to you. This has absolutely no effect.
You're a queen. Awesome. You get some nifty bonuses and defects compared to regular aliens. Let's go over them.
Cons: You are slow. Snail's pace. You also can't vent crawl. You basically have zero mobility compared to everything else in the game. You also stand out with a unique sprite.
Pros: You can lay eggs, you build plasma much faster, and you have more health.
Your first task is to lay an egg. You start with 250 plasma even though you needed 500 to evolve, and you'll build more very quickly.
If at any point in time you have plasma built up and don't know what to do with it, lay another egg. Laying more eggs increases the facehugger swarm and is your best weapon against the humans.
You can open any door that isn't ID locked, but locked and/or bolted doors require that you spit corrosive acid on them. Corrosive acid is your all-access pass to the station. If you're stuck for any reason, or want to get in somewhere (example, rooms with monkeys or plasma tanks), use acid. It takes a while to eat through doors usually, so spit early and lay eggs while you wait.
Alone, aliens are weak, and a queen even more so. One lucky assistant with a toolbox to the head can end your infestation very quickly, so don't let it happen. Always lay low and keep a wall of eggs and facehuggers between you and anywhere humans can get at you from.
Remember to spit Neurotoxin on those who get too close (right-click them, or use your alien tab). This should stun them for long enough to let you get away.
You can take items off humans, though knowing what they do is very metagamey, so be cautious.
Drag anyone you incapacitate back towards the heart of your hive. Make sure that when they get back up, a facehugger will be within jumping range. Once they're impregnated, feel free to drag them to some dark corner and protect them until they explode into a new alien baby.
Monkeys are viable facehugger targets, and are a fantastic way to rapidly expand the size of your brood without needing to hunt down humans. From a meta standpoint, they also let more players into the game without killing anyone, so it gets more ghosts back to playing, which is always good.
Once you've amassed an army of facehuggers, and hopefully ambushed a couple of unsuspecting crew who were unfortunate enough to stumble on your nest, you should communicate closely with the other aliens and prepare to start really branching out across the station. You've already started this, probably, especially since the other alien players are probably being more aggressive than you.
You do not need air to breathe as a Xenomorph! Feel free to walk around the outside of the station and make a good safe area to plant weeds and store plasma on (i.e., the solars, or toxins test area if no one is bombing or has bombed it). You can also spit acid on windows/grills to destroy them, so any window is a potential entry point. If you get spaced you're usually out of luck, though!
The atmospherics vent leads to a safe 3×3 room with a single cannister inside it. Go here if you really have nowhere else to go, as it's 99% safe. Only bombs can get you there and even the AI can't see that room. You can see in the dark, and humans can't. Destroying light sources may be useful.
You can also pick up anything medium sized or larger, such as boxes and backpacks.
Aliens! Help!
Try to keep yourself and others around you calm. It's no good running around screaming and getting massacred by Xenos.
Roleplay is still in effect, regardless of the large alien monstrosities. Try to keep In Character.
If someone gets infested, make sure they get medical care ASAP. Surgery can remove a xenomorph Larva, but otherwise cloning will have to do. If no other option is available, killing or isolating the infected will help stop the spread of xenomorphs.
Crew members may seek to make peaceful contact with the aliens. This can lead to peaceful cooperation for both parties, but may just end up in a large amount of dead on both sides.
They're everywhere! What now?
If all other options have failed, combat may be the only option.
Try to declare red alert. This will at the very least keep people alert, and may get you access to the Emergency Response Team.
Lasers and bullets work on Xenomorphs, however, they also work on people. Keep your firing lanes clear!
Melee weapons are not recommended unless you're in groups. A single Xenomorph can tackle you and then have enough time to put a facehugger on you or kill you.
To avoid increasing Xeno numbers, destroying monkeys may be useful.
Restrain individuals who wish to spread the infection or are helping hostile xenomorphs.
Flashes don't work on xenomorphs, though flashbangs do.
You best bet to escape a fight is to use a stun weapon and then run.
If fighting to kill (which should not be done unless absolutely necessary) stunning and then beating is effective.
Larva should be killed if possible.
Welding vents restrict Xenomorph mobility.
Fire works on structures made by Xenomorphs *(alien weeds, eggs, purple sacs, etc.), but Xenos themselves are immune to fire and cold.
Seriously consider calling the escape shuttle.
I'm the only one left!
Make sure you're the only one left. Use radios, intercoms, or PDA messages to contact any potential survivors.
If you have weapons, use them.
Make your way to the bridge or the captain's quarters and try to call the shuttle. It's the only way out now.
If the shuttle is here, get on it, weld the doors shut, make sure nothing is in there with you, and hide as best you can. Central Command has a plan for this sort of thing.
If you are eaten alive by xenos, there's only one way out. Take out your oxygen bottle or any other weapon in your hand, and move around as much as possible. You'll slam the thing you're holding into the alien's stomach lining, and if you do it enough you may explode out of the aliens chest cavity like some kind of reverse-larvae. Sharp implements work best.
If the shuttle isn't coming, write a book of warning and contempt and throw yourself into space. Alternatively find a corner to cry in.
A parasitic cycle in xenomorph production with the appearance of two human hands held together and attached to a spiny, powerful tail. It has a proboscis it uses to implant embryos and provide oxygen while strangling a victim. The finger-like appendages are used for transportation and to attach itself firmly to a host body.
Once implantation is complete, the facehugger falls off and dies. Removal of a facehugger while it is copulating is always fatal for the victim, either because of a snapped neck, trauma from the facehugger ripping off the face of its victim, or the powerfully acidic blood of the xeno. Victims rarely remember implantation or even the act of being jumped in most cases, likely because of the asphyxiation caused by a facehugger's tail during the process and the psychological trauma of the act.
Like all of the xenomorph species, not much is understood about its growth, motivations, or senses, but it is known that a facehugger can tell the difference between a living humanoid and a non-living humanoid such as corpses or cyborgs and that they are suicidally focused on reproduction. Xenomorphs often use crowds of facehuggers to take down large prey or grouped or well-defended humans.
Also known as chestbursters because of their method of exodus from the host body, larval xenomorphs are the third known stage in reproduction for that species. While developing in the body, xenomorph embryos attach to blood vessels to absorb nutrients and complete its unstable genetic structure using the host's DNA.
Through an unknown process, this always results in a functioning offspring. This form is small compared to the adult, limbless, and serpentine. They have a strong instinct to hide after forcing their way out through the ribcage and violently tearing their host body apart. If left alone, xenomorph larva will undergo an unknown transformation process to adulthood.
It is believed at this stage that the xenomorph is at its most vulnerable due to its small size and apparent lack of many senses, though this should not be misunderstood – a larva is still deadly. Its powerful thrashing and sharp teeth got it out of a human sternum, after all.
This form is usually the last in any given xenomorph's life cycle. There are many variants of the hunter (including forms that do no hunting, per se), but the human form is the most commonly seen on stations for obvious reasons.
The hunter sports a phallic-shaped skull with hidden, mostly useless eyes protected by a one-way transparent dome. It has a host of esoteric senses, most prominently a theorized echolocation (explaining their near-constant hissing) and electroreception, though its primary sense appears to be smell. The scent of pheromones is experimentally shown to be the primary communication device of xenomorphs, most effectively transmitted by the ropey purple weeds the adults spread around the station. It is unknown where this tissue comes from, as xenomorphs refuse to make it in captivity.
The primary byproduct of this weed is the strange substance plasma and as such most corporations are extremely interested in the connection between the xenomorphs and that chemical for production reasons. Like the facehugger, the hunter's blood is highly acidic, and there are rumors that it is capable of eating even through space station hulls, though it must be said that this is only a rumor.
The adult xenomorph is a living weapon, with an exoskeleton thick enough to absorb or redirect most trauma and temperature extremes, scythe-like claws, and a multi-tiered jaw system capable of projecting an acidic compound presumingly from their stomachs. Some varieties of hunter are crested, and most varieties have a heavy tail with protective ridges. Xenomorphs at this stage show semi-sapience and problem-solving abilities, and are capable of using pack-oriented tactics, creative stealth, and psychological manipulation. It is reported that in the presence of enough plasma xenomorphs can communicate in a basic way with sentient species, but there is little evidence to lend credence to such an absurd notion.
Very few xenomorphs undergo the transformation into queen. It appears to be done only in the case of very specific hive pressures. They are the only xenomorphs capable of laying the eggs that hatch facehuggers. While much larger than the hunters, they're also much slower, but are indeed much tougher. Even accounting for the size difference, a xenomorph queen can take drastically more punishment. A queen is most likely found where there are high levels of plasma, surrounded by hunters and swarms of freshly hatched facehuggers.
They are significantly more intelligent and highly protective of their offspring. While slow, they have all the adaptations and weapons of their previous hunter forms, a larger, thicker crest to protect their brain casing, and higher internal stores of plasma which they can utilize for the shaping of resin, the laying of eggs, destructive survival defenses, and even a complex and poorly understood efficient means to form a natural cloak. Like all xenomorphs, there is little information about them.
You can perform CPR on any Xeno as a human, but they have to be under -50% HP and have suffocation damage for it to work.
Below 0% HP, aliens will gasp, but not take suffocation damage. Below -50% HP, they'll pass out and take suffocation damage.
Larva cannot die when they reach full progress and recieve a pop-up window.
Regular Aliens can't understand humans, and humans can't understand aliens. A pAI with a universal translator can talk to them, and a Queen is able to converse normally. Regular aliens can whisper into a humans head to talk to them.
Access: Special, see text. Difficulty: Very hard Supervisors: None Duties: Absorb organisms for food, reproduce, and protect baby slimes.. Guides: Guide to xenobiology
Slimes are alien creatures whose origins are unknown. Nanotrasen has captured two grey slimes and have sent them to the station in order to research new possible avenues of plasma production. In reality, they're processed into food, have their cores used for chemical reagents, and released by traitors to screw over the station. The baby grey slimes start out in holding cells inside of Xenobiology. Scientists breed them to study their biological properties and find new slime variations, and use their extracts for research purposes.
Slimes are transparent and come in a wide variety of colors. Their method of feeding is draining the life force of other organisms such as humans, cows, and most large animals. Slimes are known to latch on to their prey and feed until the target is dead.
Slimes are able to survive for a long time without food (to the joy of Nanotrasen bean counters and to the dismay of a station under siege by slimes) and are often aggressive to non-slime like creatures. The slime life cycle resembles those of early single-celled life on Earth. After accumulating enough nutrients, a baby slime will develop into a mature state. Adult slimes are much stronger than their young counterparts, and given enough nutrients are able to divide into up to four baby slimes. Adults have been known to shock unsuspecting victims with electricity when they come into contact. Adult slimes are also known to have the appropiate mass required to break through barriers such as windows.
Slimes are generally weak against cold temperatures, and die to fire. Baby slimes can be killed within seconds if exposed to space, though a fire will leave them unscathed.
Warning! If an adult slime is killed it will split into two incredibly pissed off baby slimes of its own color, who will usually try to attack you. If you are looking to obtain slime extract, you will need to kill the baby slimes as they are not yet capable of dividing. If you kill a well-fed adult slime, it is possible that it will produce up to four offspring upon death.
Slimes are the only known extraterrestrial organism capable of communicating with humans. You do not need a universal translator to talk to one: they can use telepathy to communicate! If you're feeling lucky, you can try to negotiate with one to prevent it from strangling you to death. A slime would rather have two monkeys or a cow than a human capable of raising the alarm and fighting back.
For reasons yet to be discovered, slimes are able to regenerate damage within seconds. Because of this, you should not expect finishing off a wounded slime will be an easy task; it may be your last bad idea.
An extract from a baby slime will have different properties depending on the original slime's color. Extracts may only be used once unless circumstances change. Slimes are also immune to most physical weaponry and as slimes are able to regenerate health, attacking one with a toolbox is a waste of effort. Since cold climates are their weakness a fire extinguisher is the best defense against one.
Congratulations! Either through admin sorcery, actual sorcery, or a syringe filled with slime enzyme, you are now one with the slimes. It is now your duty to feast on the juicy life essence of others!
Your “status” tab will keep track of your health and energy. Your health restores itself over time if you are injured, whereas energy requires you to feed to go up. You can feast off of humans, aliens, monkeys, and other large lifeforms by latching onto one by clicking on the “Slime” tab and selecting “Feed”. As a baby slime you can travel through vents to escape angry crewmembers. In order to become an adult, you will have to feed until your energy maxes out. After that, you'll get a message saying you can evolve into an adult. After doing so, you can either remain an adult or divide yourself into 4 baby slimes, though the new slimes will be regular mobs.
As an adult, you can use vents for quick and stealthy travel. You can smash your way through glass and grilles due to your massive weight. If you die as an adult, have no fear! You will divide into two baby slimes upon death. Using your clone as a decoy, run off to the nearest vent and make a getaway so that you may plot your revenge. Make sure to avoid humans carrying fire extinguishers or hull breaches. The last thing you want to do is travel through a vent into a room exposed to space, as that would be the least heroic death ever.
Remember: When you somehow become a slime, if you're not already a Xenomorph, Wizard, Cultist, or some sort of Syndicate endorsed personnel, don't start murdering people unless you want to be banned OOC to be really whiny.
As a scientist, try to keep slime numbers low and use the blast doors to prevent slimes from escaping.
If a slime manages to escape prepare fire extinguishers and other freezing equipment (read: break windows and make sure to drink a lot of coffee) to fight them. Slimes not controlled by players are very simple creatures and easy to kill. Human controlled ones are extremely dangerous.
Slimes are very easy to piss off when hungry, which is why they are kept in a separate area of the station surrounded by space and double airlocks. If you want to release one, your best bet is taking a well-fed baby (who are usually more docile) into a secluded part of the station such as the dorms, escape shuttle hallway (depending on the situation), or elsewhere.
Access: Anywhere your Host will go.
Supervisors: None
Duties: Complete your objectives.
The Memetic Anomaly (aka Meme), is a lifeform that has no physical presence. It uses the body of its Host to do his work, manipulating the brain of whoever it is inside. In The Meme gamemode, The Meme must complete objectives that are given to it.
As a Meme you start inside a Host body, and have the ability to jump to others using your abilities.
When you jump into a Host, you will not have total control of them, as The Host will still be able to talk, walk, and act normally. The Meme will be able to see and hear everything The Host can. To communicate with it's Host, The Meme can cause them to whisper, taking control of their voice. To anyone else, this appears as normal whispering.
The Meme also has a wide range of abilities to complete their objectives and control their Host. You also have the ability to 'attune' people to allow you to jump back to them as long as they are in sight range.
The objectives you receive are similar to Traitor objectives, but you will also have an objective to attune a certain amount of people.
As a a Meme, your mission is to complete your objectives. This will always include an escape and an attune objective, where you will have to escape alive, and also attune a certain amount of people.
To help you do this, you have a number of abilities to control your Hosts.
The Meme’s powers are put into a point system, ranging from 0 points to 750 points; it takes a second to regenerate one point. Most powers have a cool down time and point cost, but some are inherent and take no time to use. These are split into two tiers as below.
Tier One Abilities can be used on any Host, as long as you have the points available.
Point Cost: None
Duration: N/A
This ability allows The Meme to talk and whisper through its Host. It is used as the primary form of communication between The Host and The Meme as it is an inherent ability and doesn’t take any resources to use.
The Host can talk/whisper to himself, and The Meme using this ability can talk/whisper back. When speaking, both The Meme and The Host use the same voice. What The Meme says is completely indiscernible from what The Host says.
The Host and The Meme would be able to communicate, but from someone elses perspective, it would seem like someone whispering and talking to themselves.
This is done by regular say “ and whisper ” commands by The Meme
Point Cost: None
Duration: N/A
The same as Speak, but with emotes (/me). Done by regular me “ commands.
Point Cost: 50/750
Duration: N/A
The Meme sends a non-verbal message to The Host by manipulating the sound processing sections of the brain.
This message is interpreted by The Host as a spoken voice, making it possible for The Meme to talk to The Host without actually speaking through him, negating the effect of making The Host seem like they are talking to themselves.
The voice can be any voice The Meme chooses, be it the voice of their co-workers, the voice of the Captain or even the voice of people not even on the ship, like The Hosts mother or father.
This could be used in many ways to trick The Host into cooperating or terrifying them into submission. If the subject is attuned this ability can be used remotely.
Point Cost: 250/750
Duration: 120 Seconds or Toggled
Using this ability will prevent The Host from speaking or whispering, preventing them from communicating and passing on information in the regular speech. This is effective for preventing The Host from revealing your presence, or potentially bad information. This does not prevent the use of the Speak ability, so you can use it to act as voice of The Host for a while.
Point Cost: 250/750
Duration: 120 Seconds or Toggled
The Meme prevents the transfer of electrical signals to some of The Hosts muscles.
When this is activated The Host cannot do anything related to emotes, and can prevent a Host trying to communicate through body language.
Point Cost: 200/750
Duration: 15 Seconds
The Meme stimulates the pain processing section of The Host’s brain to engineer intense discomfort as punishment for a disapproving action, to prove The Memes dominance over The Host, or just pure malice.
When Agony is activated, it has the very same effect of breaking every single bone in your body without actually breaking them, The Hosts screen flashes red, they scream, and everything hurts.
Mostly used as a form of manipulation, to prevent The Host from taking a course of action. Doesn't cause any lasting physical damage.
If used repeatedly The Host may actually go into shock paralysing both The Host and The Meme, this is to prevent repeated use. If the subject is attuned this ability can be used remotely.
Point Cost: 200/750
Duration: 15 Seconds
The counterpart of the Agony ability. The Meme activates the Nucleus accumbens and causes a hallucinogenic effect that is tailored to make The Host feel good, disinterested, and generally happy.
The effects on The Host are similar to drinking a keg (Drunk stammering and clumsiness) and psychotropic drugs (Space Drug effect).
Used to reward The Host or encourage them. Can also be used to disable The Host as their judgement, vision, and movement are impaired. If the subject is attuned this ability can be used remotely.
Point Cost: 300/750
Duration: Unknown
The Meme causes The Host to experience hallucinations which can drive them to insanity. If the subject is attuned this ability can be used remotely.
Point Cost: 350/750
Duration: N/A
The Meme forces its Host to whisper the transfer phrase, a message which takes over the subconscious and allows The Meme to manifest inside a new brain. This allows The Meme to jump to anyone adjacent to The Host. If there are multiple people adjacent to The Host, The Meme may only jump to one of them. Does not work on deaf people, or those with ear protection.
Point Cost: 750/750
Duration: N/A
The Meme forces The Host to scream out the transfer phrase for anyone to hear, increasing the range of the transfer in exchange for stealth. Should only be used as a last resort, should The Meme be uncovered and hunted. When used in large groups, it can create mass confusion, allowing The Meme time to recover. Does not work on deaf people, or those with ear protection.
Point Cost: 400/750
Duration: N/A
The Meme memorizes the small differences in the mind and plants a memory in the brain, allowing for seamless transfers back to The Host after he leaves. When The Meme attunes a Host, it will be able to jump to that Host without using the transfer phrase, as long as The Host is in sight. It also allows some abilities to be used remotely.
Point Cost: None
Duration: N/A
The Meme jumps into a previously attuned Host within sight range for free.
Point Cost: 100/750
Duration: Until all points are recharged.
The Meme retracts itself, letting go of its influences in The Host mind to fall into a short 'sleep'.
When The Meme does this all of the abilities currently affecting The Host will cancel. The Meme will be unable to communicate with The Host or use its abilities, in return for quicker point regeneration.
When dormant, points will increase at 3 points per second, instead of 1. The Meme will not wake up until all points have recharged.
These abilities can only be used after attuning The Host. Most of these abilities are high risk high reward.
Point Cost: 500/750
Duration: 30 Seconds
The Meme turns off all pain processing in the brain and overloads The Host up with all available hormones and chemicals that are needed to survive normally fatal situations.
In this state, The Host is completely unaffected by damage for a short period of time, allowing them to move at full speed regardless of shock or damage.
Point Cost: 500/750
Duration: 30 Seconds
The Meme takes full control of The Hosts body for a short amount of time, leaving The Host dormant.
This is usually used when The Meme require a very specific action done, or when the Host with simply not cooperate. The Host will blackout and have no knowledge of what they did during Possession.
The Meme is not a physical entity, but can still be killed, methods include:
Death of Host.
Removal of Brain.
Sleep Toxins in Host Blood. (Only Sleep Toxins/Soporifics, Chloral Hydrate will not work.)
As a Host you expected to roleplay correctly. It is highly recommended you read this section.
When a Meme jumps to you, there is no message, and no way of telling that they are there, or if they have attuned you. The only way for The Meme to make themselves known is to use one of their abilities, or speak using your mouth.
Reactions amongst people vary, including fear, reverence, or anger. As a Host, you are not obligated to do what The Meme says, however, it has abilities that can cause IC effects to your character. Understandably, most people obey after experiencing the Meme's abilities.
The Meme is an unknown entity, and instantly revealing the Meme may lead to you being locked up for insanity. Some may try to help the Meme, and others may try to subvert it. However, it is important that you try your best not to break the immersion of the game.
A Meme can only understand what it's host can understand. That means a Meme in a human Host will not be able to understand e.g. Unathi.
A Meme can only see and hear what its host can. Therefore a blind and deaf Host would not be very useful.
Access: Wherever you can teleport to
Supervisors: Space Wizard Federation
Duties: Magic the place up.
Wizards are unique individuals who have access to powers that defy scientific principles. Most are part of the Space Wizard Federation, who have their own interests in NanoTrasen's resources. They are often given objectives to take valuable items or kill certain personnel. Unlike the Syndicate, however, wizards do not receive any outside assistance from the Federation. Outside of the wizard's spells, the wizard is completely on his or her own.
The wizard's goals are mainly to steal or destroy something on the station and escape on the shuttle.
You have been chosen by the Space Wizard Federation to infiltrate the NSS Exodus to complete one of several possible objectives. On the table next to you will be a spell book. This book is very important; it is the only way you are able to memorize and re-memorize your wizardly spells.
Due south of your starting location will be a room filled with various outfits. The Wizard's Hood, Robes, and Sandals all act as magical amplifiers and boost the wizard's skills. Certain spells can only be performed with them equipped, and they reduce the cool downs of the ones that don't. If you lose these, it can make completing your objectives a lot harder.
These spells require the Wizard's clothes:
Spell Name Cooldown Description
Magic Missile - FORTI GY AMA 10 This spell summons little magical orbs that deal light damage, and stun all within sight. While slow, the orbs track their targets, making there can be no escape.
Disable Technology - NEC CANTIO 6 Disables all technology within range of the spell. Be wary, those who wear optical sensors.
Disintegrate - EI NATH n/a A wizard trained in this spell should be met with extreme caution, for a single touch of his hands and a yell of “EI NATH!” will, under any circumstances, result in immediate termination. This spell is not currently available for several reasons.
Blink 2 A lesser form of teleportation. The wizard has no ability to control it, and it will usually send him a good distance.
Teleport - SCYAR NILA 60 Teleports the wizard to any location within range (One Z-level)
Mutate - BIRUZ BENNAR 60 This spell causes you to turn into a hulk and gain laser vision for a short while.
Ethereal Jaunt 60 After casting this spell the wizard dissolves into thin air, becoming invisible to both eye and thermal sensors, as well as being able to pass through any obstacle. This spell lasts for several seconds.
Summon Guns n/a This spell is unique in that it can be used only once. Summons a random weapon at everyone's feet and releases the inhibitions of several crew members, triggering several murderous rampages causing the weapons to be safely handed into Security.
There are many other spells that do not require wizard robes. These spells are weaker, but are nothing to laugh at:
Spell Name Cooldown Description
Fireball - ONI SOMA 20 This spell summons a destructive fireball. It explodes on contact with a single target, blinding and deafening the individual, and anyone around him. As it is explosive, it will damage your station as well.
Smoke 10 Spawns a cloud of choking smoke at your location. It'll grant him immediate cover in the darkness.
Blind - STI KALY 30 This verbal spell blinds an individual.
Forcewall - TARCOL MINTI ZHERI 10 This spell creates an unbreakable wall that lasts for 30 seconds.
Knock - AULIE OXIN FIERA 10 It opens any doors within range, no matter what type.
Mind Swap - GIN'YU CAPAN 60 This is the name of an incantation in layman's terms, the true incantation is only heard by few, and only few survive after the spell's words are uttered. It swaps the minds of the wizard and victim, and is used if the wizard is being beaten in a physical battle.
Artefacts are powerful items imbued with eldritch magics. Summoning one will count towards your maximum number of spells. It is recommended that only experienced wizards attempt to wield such artefacts.
These are not spells but tools that can be used by anyone. Extremely dangerous to a wizard should one of you pick it up.
Will cause a tear into the fabric of reality itself and summon the dark god Nar-Sie as a simple pawn. Consider yourself fortunate it can only be used once.
Allows the wizard to randomly change anyone and anything into an alien, metroid, lizardman, metroidman, cyborg, monkey or human. Although it has limited uses, it recharges its magic over time.
A belt filled with several soul stone shards that can can be used to trap and enslave the spirits of your friends!
Knowledge of the Wizard Federation is very limited when in character. The only jobs with any information at all are the heads that read the initial report, and it's entirely possible they won't believe it. For everyone else, the Wizard is just a guy in blue robes.
Access: None
Supervisors: The Shoal
Guides: Vox
Vox Raiders are members of the species Vox, a race of small, lizard-reptile, nitrogen breathing thieves that steal aboard NT stations to, well, steal valuable items and commodities. SKREEE!
Vox Raiders must secure resources from the station, by gifts, trades, or theft and then make a quick getaway in their shuttle. The list includes but is not limited to:
Resources (E.G Metal, Glass, Plasteel, etc.)
Engineering equipment
Persons of interest
The Vox, despite being thieves are generally peaceful because of their Inviolate which requires them to not be wasteful with resources or lives. It also requires them to not leave behind their crew (alive or dead) and to cause as little damage as possible.
Vox also have their own language which can be used by typing say :v
A central tenant of Vox philospohy is to not be wasteful with regards to resources or lives. A Vox raiding party should take special care to not overly damage the station, nor kill any crew unless there are no other options. Violence is a means to an end, and is something to be avoided as much as possible. If you piss off a crew that outnumbers you and is composed of species that are bigger and stronger than you, you will probably die.
What the Shoal has tasked you to steal will vary from round to round, but it will likely include some high tech items and maybe even crewmembers, in order to steal these things from the filthy meat you have…
Your ship comes loaded with some low tech weaponry that favors Vox tactics of running and hiding.
Dart Gun: Comes loaded with tranquilzer darts loaded up with sleep toxins. Valuable tool in incapacitating and capturing crew. The dosage is only enough to knock out the unfortunate meat for a minute or so.
Powered Crossbow: Fires superheated metal rods and is much more effective after being charged up fully, which takes around five or six seconds. In space it is an incredibly potent tool, able to fling off targets into space at pretty fast speeds. Also comes with the added bonus of pinning people to walls if they happen to be within a tile or so of them.
Pneumatic Cannon: The fire-anything gun, literally, it can fire anything at targets. Useful if you're running from crewmember and just grab any nick nacks as you high tail it outta the hot zone. Needs to be connected to a tank of gas to be useful at all, the pressure can be set to make it more or less lethal.
Chameleon Projector: Exactly like the traitor item, allows a cunning Vox to hide in plain sight.
Armor: Heavy duty protection that is pretty well suited to keeping a Vox unharmed while they flee and live to steal another day.
The greatest asset at the Vox's disposal is their ship, a small yet durable skipjack. The ship has the ability to travel to various parts of the station z-level as well as mining, allowing the raiders to keep on the move and avoid capture by the crew. There is a cool down period in between each jump. The central room of the skipjack is the Vox storeroom, racks filled with various weapons and suits, the port wing of the craft houses tanks of various gasses and the starboard wing is home to a crude medbay. The two wings are connected to airlocks which allow entrance and exit.
Common insults - humans are 'meat', unathi are 'rotten' (due to their colour). Skrell are 'leaking' or 'slippery'. Tajarans are 'mouldy'. Vox tend to jeer a lot about how their victims are treeless, that their lungs are full of dust, and such. People usually have no idea what the Hell they're on about which is fine because the vox don't put much thought into it either.
They quite like darkness and hiding in lockers.
Vox are very tight-knit. Betraying a crewmember or leaving one behind, living or dead, is a very shameful and destructive thing in vox culture.
Access: As host.
Supervisors: Themselves
Duties: Propagation of the species, survival of the host, and ultimately their own survival
A small, slug like creature that burrows into the brains of crewmembers and monkeys and takes over the mind and the body.
Use say ; to speak with your fellow borers.
Access: Basically anywhere
Supervisors: NanoTrasen CentCom
Duties: Make sure the station is secure.
You are part of an elite asset protection unit in the direct service of Tau Ceti Central Command. As an emergency response team member, your job is to return your assigned station to survivable conditions. Good luck.
You begin in the special operations area at Central Command. As soon as you spawn in, announce your arrival over the response team radio channel (currently :h) and your preferred specialization (Security, Engineering, Medical, etc). Next, move into the main lobby to get geared up. Your team leader might call for a briefing at this point; make sure to actually attend the briefing and to listen carefully.
Emergency response team members are provided with some of the best tools available in their field. You have a lot given to you, so make sure to take as much as you need (and then some!). Depending on the situation, you might be asked to take a weapon with you. Loadouts vary from mission to mission, but there are a few things that every response team member should have with them in the field.
Any competent emergency response team member wouldn't be caught dead without these things:
The security response team gets access to some of the most advanced weaponry Nanotrasen has to offer. You'll want to pick up the following:
Choosing the correct firearm to use is very important. Consider the mission you're about to embark on before deciding; you don't need to bring the LMG (which is too large to be stowed on your back) on medical relief missions. Remember that the submachine gun is, in fact, a lethal firearm and can kill. Choose wisely!
If you're going to fix everything, you're going to want to pick up these:
The YouTool, EngiVend, and Robco Tool Maker in the engineering room can dispense just about every engineering item you could ever think of (even hard hats!). Use this to your advantage! It's always good to have extra power cells or airlock electronics when making repairs. You'll want to account for the mission, too; you might need more wire in one situation, and then more power cells in another. Although you can fit a lot, space is still limited, so be mindful about what you take with you.
Medical response team members have access to a lot of the best medical equipment available. However, space is very limited. You should plan to take the following with you:
Try to get a feel for whatever's needed before you arrive on the station. You have an abundance of just about every useful medication (and stasis bags!) and choosing the right medication could be a godsend to medical personnel already aboard the station.
At some point you're going to have to actually get to the station. The special operations shuttle due south of the main lobby will be used for this purpose. When everybody is suited up and ready, the team leader will generally issue an order to get onto the shuttle and move out.
Make sure you have everything you need before moving out, as you probably won't be allowed to return because you forgot your gas mask.
Once you arrive aboard the Exodus, it's time to get to work. Get a feel for what's going on in your specific department. If your an engineer and there are breaches to fix, you should probably assist in fixing them. Likewise, if you're a medic and there are injured people to find/heal, you should probably start there. On the other hand, everything is subjective; listen to what the situation is from the command staff and make sure you know what're you're going to do before you rush into the fray.
Generally, once you arrive on the station you're going to be asked to help fix whatever caused the elevated security level in the first place. This could be any number of things, but most of them follow a general procedure. More often then not you will find yourself working in the the department you specialize in; medical specialists are most likely to be found in the medbay, engineering specialists are probably out fixing breaches, etc. This isn't always the case, though. Be ready to adapt to any ridiculous situations the round might try to throw at you.
By default, your radio is equipped with a response team decryption key that allows access to every department channel as well as your own secure response team channel. Your radio is your friend, use it! The best way to figure out what the situation is by asking around on the radio. You'll probably be talking on your secure channel a lot as well, so don't forget to check in with your team leader every once in a while so he doesn't think you're lost, dead, or SSD.
Prioritizing in the world of a response team member boils down to thinking before you act. Should I save this guy dying on the floor or go fix that window? Lives and hull breaches generally rank above all else. In regard to security, remember that you're probably aboard because of a legitimate security threat. Forget about the drunk guy in the bar, you have bigger fish to fry.
The first response team member to spawn in is designated as the response team leader. The team leader dons a blue hardsuit and is there to coordinate his or her team effectively and to get the station back into working order. They'll usually be the ones barking orders at you (and sometimes at regular station personnel) in an attempt to keep everyone from going insane. Response team leader is, more often than not, a pretty stressful position to be in. Respect.
All in all, if you're not sure what you should be doing, try asking your team leader. They should be able to point you in the right direction.
When it comes to following orders, your team leader's word always takes precedence. It doesn't matter if it's the Captain who ordered you to fire that guy out of the mass driver, the final word is always from your team leader. Of course, you should also take into account your own reasoning. If your team leader orders you to release the singularity, you should probably do a double-take and think before you possibly destroy the entire station.
In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a NanoTrasen Nuclear Device. The nuclear device itself will be present somewhere on your destination. The Emergency Response Team Leader will be given the Nuclear Authentication Code.
Hello and thank you for choosing NanoTrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.
First and foremost, DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE. Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.
To make the device functional:
You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option. Note: Toggle off the SAFETY.
Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate. Note: THE BOMB IS STILL SET AND WILL DETONATE. Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.
Access: Basically anywhere
Supervisors: Spider Clan
Duties: Energy sword everything, nom on electrical wires.
Space Ninjas are a special type of ninja, specifically one of the space-faring type. The vast majority of space ninjas belong to the Spider Clan, a cult-like sect, which has existed for several hundred years. The Spider Clan practice a sort of augmentation of human flesh in order to achieve a more perfect state of being and follow Postmodern Space Bushido. They also kill people for money. Their leaders are chosen from the oldest of the grand-masters, people that have lived a lot longer than any mortal man should. Being a sect of technology-loving fanatics, the Spider Clan have the very best to choose from in terms of hardware–cybernetic implants, exoskeleton rigs, hyper-capacity batteries, and you get the idea. Some believe that much of the Spider Clan equipment is based on reverse-engineered alien technology while others doubt such claims. Whatever the case, their technology is absolutely superb.
Overview If you are reading this, congratulations! Some benevolent admin has decided to turn your ghost into a 25th century agent worthy of the title “ninja”. You spawn in a suit of cyberpunk-esque ninja gear, that provides your powers, a special mask, which will hide your identity and provide useful in other ways, two plastic explosives in your pockets, and a ninja name. Your spawn-objective is set by the admin who ninja-fied you. You are not obligated to follow the objective but your NINJA HONOR demands you do this.
Space Ninjas are currently an admin exclusive event that may occur when the station is increasingly boring. They are planned to appear in a random station event, in the future.
As a member of the Spider Clan, your technologically advanced, cybernetically-enhancing suit is everything to you. But that's not all! You are also provided with a pair of ninja gloves, a pair of ninja boots, and a ninja hood. These three items work in conjunction with the suit and allow for a different set of functions each. The hood, for instance, makes you untrackable by the AI while the gloves allow for special, ninja-like interactions with objects or creatures.
The suit provides most of your special powers, along with several other unique features. Just remember to Initialize it before you do anything, as it takes time to boot up and connect the interface. During the initialize phase you're pretty much helpless but since you are more or less floating in space anyway, it won't really matter. When ready, check the SpiderOS menu. It provides you with the time, your current energy charge (also visible on the status panel), smoke bomb count, messaging service, access to a cloaking mechanism, a built-in medkit and food dispenser, an atmospheric scanner, and some backstory. If you ever download an AI, you will see a menu for that too. Additionally, you may also install a pAI card into the suit. To recharge the built-in medkit, click on a suit with beaker in hand.
Unless something went seriously wrong, you should also start with a ninja mask. If you don't, your character is probably choking to death due to LACK OF AIR as you are reading this. The ninja mask is like a normal gas mask, only on hulk steroids; it has four vision modes and can modify your voice at will. Toggle Voice Changer in the Ninja Equip panel, hit New Name and BLAM! Brand new, randomized persona. Keep this on if you want to talk. Otherwise, your voice will come out a££ me§§ed µþ, £ike th-thi§, and pretty much no-one will know what the hell you're saying. As a special note, the Scouter vision mode allows you to see who has a special role with a unique hud icon: It will detect wizards, changelings, traitors, and so on. Extremely helpful as you are likely to be spawned outside of extended.
You can do a LOT of cool shit as a space ninja, and that's probably the reason you're reading this article. Know that some of these powers come with a short cooldown (usually a second) before they can be used again. Phase Shift and Phase Jaunt are your bread and butter. Use them, abuse them, love them. All can be found under Ninja Ability panel.
Phase Jaunt: Teleports you up to nine squares ahead, in the general direction you're facing. Not always reliable, but takes less energy than Phase Shift. Also generates a spark shower, so don't try this anywhere near plasma. You can bring people along with you if you grab them beforehand. Anyone in the destination you Jaunt to will be gibbed (or killed).
Phase Shift: Teleports you to a specific square on a right click. Same idea as Jaunt but is precise and more costly.
EM Burst: Exactly what it sounds like. Creates a 4-square strong, 6-square weak electromagnetic pulse. See that guy with the toolbox? He'll still beat you senseless if you're not careful.
Energy Star: Launches a Magic Missile-esque bolt at a random, living target on screen. Won't work on xenos but has no cooldown.
Energy Blade: This is probably going to be your most-used power. Spawns a blade of concentrated energy in your active hand. It is a very powerful weapon and can slice through basically anything excluding a reinforced wall. Creates a shower of sparks when summoned and consumes energy as long as it is active. Try it out on a variety of objects, particularly doors.
Energy Net: Traps a living target in a net of energy that will teleport them to a holding facility within 30 seconds or so. The net can be destroyed so make sure your target is immobilized or unable to harm the net. Remember to trap targets with special roles for MAD FUCKING NINJA POINTS.
Smoke Bomb: Drops a smoke bomb that obstructs vision and allows your escape. You get ten. Use them wisely…or throw a ninja smoke party!
Adrenaline Boost: This undoes paralysis, stunning, extreme cold, and basically anything else that would affect your movement. Useful for getting away from Security. However, this also injects you with radium so be careful.
Your suit, however advanced it is, runs on outdated batteries. Batteries that do not last forever, especially not while you're running around invisible dual-wielding energy blades (WARNING: DO NOT TRY THIS AT HOME) and tossing electro-shuriken at everyone in sight. However, you can recharge it. To recharge the suit, Toggle Interaction and then click on an APC/smes/battery/mecha/whatever with an empty hand. You can also recharge from an exposed wire and gun rechargers found on the station. Interaction serves as the general trigger for the extra stuff you are capable of doing; for instance, you can replace your starting battery with one of higher capacity by clicking on that battery with the same hand while Interaction is on. This will be changed in the near future–you will need to click on the suit with battery in hand to replace it.
As a crewmember, your best chance is to catch the ninja while they're trying to recharge their battery or when they get rad-poisoning from Adrenaline Boost overuse. Ganging up may also work, especially if you have projectile weapons. If all fails, suicide bombing may be your only option. Or hiding in a locker until the death squad shows up.
As the ninja, don't let your fancy-shmancy gadgets cloud your judgment. Aliens (who can try to face rape you, however, you are immune to the buggers; the Spider Clan invested well in the mask), wizards, and changelings all pose a very real threat to your safety, if you are not careful. Do not confront high-risk targets directly. Instead, either await an opportunity for when they are distracted, or lure them into a trap. Mechs are also very dangerous; it's possibly best to avoid anything other than a Ripley but really depends on your battery capacity. Your biggest advantage is your ability to appear unannounced and the variety of gadgets at your disposal. Always ask yourself, what would Space Batman do in my situation?
Another tactic is to get crew members on your side. This will not always work, it all depends on your talking skill. You can spout out some lie about you being peaceful and that you're here to kill a changeling, or stop a wizard, etc. If you're in a room charging and someone walks in, say “hi” or use the wave emote followed by the smile one. Comfort and smooth talk them(make sure your energy blade isn't out) until they feel comfortable around you. They may also spread the news and you may have a little ninja-army going on.
Access: Law Office, Courtroom
Supervisors: Head of Personnel
Duties: Advocate for prisoners, ensure Security is following protocol and Space Law
The Lawyer is tasked with the thankless job of providing legal aid to the crew. This tends to involve defending ciminals in trials, dealing with suits about Security or the company or anyone else they can think of for endangering the crew. Other duties include hassling the engineers and scientists over health and safety violations.
Consult on Space Law. Be present when people are imprisoned, so you can give the correct time. You should keep Space Law up in your browser for this, and be sure to explain the sentence for each crime and the total time. In some cases you may argue for reduced sentence times based on mitigating factors (e.g. good behaviour, insanity), but don't push the issue too hard.
Ascertain guilt or innocence. When a suspect is brought in, check the stories of officers. You may be able to convince them when they either have the wrong person or if they committed a lesser crime that thought. Use your forensics scanner on physical evidence brought against your client (“your client” being any suspect brought in).
Get medical care for inmates. Arresting officers need to get back to their patrols; they'll appreciate it if you keep medbay informed of any injured prisoners. Organizing a brig medic may be useful.
Clean up the brig. You're going to spend most of your time here, so keep it clean. The Warden needs the help. The brig is one of the messiest places on the station. Let released inmates out of the brig. When their time is up, bring them their belongings (sometimes they are kept in the evidence room), let them out of the brig, and set their security record to “Released”.
Participate in trials. An unfortunately small part of your job. You can sometimes get trials for inmates or when you can convince the Head of Security that it would be a good idea. Fortunate lawyers may get the chance to defend high profile persons, like wizards.
Litigation. Health, safety, and human rights violations abound on the station, but be warned that actually getting anything done about it will test your law skills.
You begin the round in your office with with a blue or purple suit, black shoes, a backpack containing a Forensic Scanner, a briefcase, a PDA the standard Radio Headset, a Box and a pen.
A Security headset may be useful to help tell whether security is doing its job properly.
Be useful, but don't be annoying. Getting in people's way will make it much less likely they'll help you, or even talk to you.
Study Space Law and learn it by heart. It'll help for those cases of unclear brig times.
If you can get access, try grabbing a full complement of combat gear. Your briefcase can fit the contents of a toolbox in it, but is considerably less suspicious than carrying a toolbox around.
http://baystation12.net/wiki/index.php/Autolathe
http://baystation12.net/wiki/index.php/Crates#Crates
http://baystation12.net/wiki/index.php/Med-kit#Stock_Medical_Kit
http://baystation12.net/wiki/index.php/Multitool#Multitool
http://baystation12.net/wiki/index.php/Rods#Rods
http://baystation12.net/wiki/index.php/Cell_Charger#Cell_Charger
http://baystation12.net/wiki/index.php/Hand_Labeler#Hand_labeler
http://baystation12.net/wiki/index.php/Copy_Machine
http://baystation12.net/wiki/index.php/Watertank#Water_Tank
http://baystation12.net/wiki/index.php/Supply_crates
http://baystation12.net/wiki/index.php/Guide_to_Atmospherics
http://baystation12.net/wiki/index.php/Guide_to_Construction
http://baystation12.net/wiki/index.php/Robust
http://baystation12.net/wiki/index.php/Standard_Operating_Procedure
http://baystation12.net/wiki/index.php/Space_Law
http://baystation12.net/wiki/index.php/Guide_to_Chemistry
http://baystation12.net/wiki/index.php/Surgery
http://baystation12.net/wiki/index.php/Guide_to_Medicine
http://baystation12.net/wiki/index.php/Infections
http://baystation12.net/wiki/index.php/Destructive_Analyzer
http://baystation12.net/wiki/index.php/Circuit_Imprinter
http://baystation12.net/wiki/index.php/Protolathe
http://baystation12.net/wiki/index.php/Guide_To_Xenoarchaeology
http://baystation12.net/wiki/index.php/Guide_to_Xenobiology
http://baystation12.net/wiki/index.php/Guide_to_Toxins
http://baystation12.net/wiki/index.php/Guide_to_Research_and_Development
http://baystation12.net/wiki/index.php/Guide_to_Genetics
http://baystation12.net/wiki/index.php/Malfunction
http://baystation12.net/wiki/index.php/Game_mode
http://baystation12.net/wiki/index.php/Backstory
http://baystation12.net/wiki/index.php/Singularity_Engine
http://baystation12.net/wiki/index.php/Solars
http://baystation12.net/wiki/index.php/Supermatter_Engine
http://baystation12.net/wiki/index.php/Guide_to_Construction
http://baystation12.net/wiki/index.php/Hacking
http://baystation12.net/wiki/index.php/Guide_to_Engineering
http://baystation12.net/wiki/index.php/Guide_to_Security
http://baystation12.net/wiki/index.php/Example_Paperwork
http://baystation12.net/forums/viewtopic.php?f=6&t=7357 Eight Tenets of Good Nuclear Team Operating.
http://baystation12.net/wiki/index.php/APC#APC
http://baystation12.net/wiki/index.php/Guide_to_Malfunction
http://baystation12.net/wiki/index.php/Piano
http://baystation12.net/wiki/index.php/Guide_to_Food_and_Drinks
http://baystation12.net/wiki/index.php/Guide_to_Toxins
http://baystation12.net/wiki/index.php/Guide_to_Robotics
http://baystation12.net/wiki/index.php/Guide_to_Virology
http://baystation12.net/wiki/index.php/Cloning
http://baystation12.net/wiki/index.php/Guide_to_Genetics
http://baystation12.net/wiki/index.php/Guide_to_Medicine