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* AuthorityInNameOnly: On most servers the captain doesn't tend to get much respect. A captain that attempts to throw his weight around gets called a "comdom" and opens himself up to ridicule from graytiders and clowns. Averted in RP servers that take the game more seriously.



* DefiantTotheEnd: Likely to be the case if and when the crew come for him. After all he has that fancy energy gun in his office and a duty to the station/his own survival.

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* DefiantTotheEnd: DefiantToTheEnd: Likely to be the case if and when the crew come for him. After all he has that fancy energy gun in his office and a duty to the station/his own survival.
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From making sure the station is powered, organizing contruction, and ensuring other engineers aren't trying to run the Supermatter generator with CO2 as a coolant the Chief Engineer keeps the station alive in a million little ways, as well as several very large ones. If the Chief Engineer says there's a problem then it should be taken seriously and when he saves the station from being consumed by a rogue quantum singularity you should at least say thank you. Gets his own set of magnetic boots for space walking, a cool toolbelt with a built in shield generator, and access to the EVA supplies so he can repair the station or go have space adventures.

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From making sure the station is powered, organizing contruction, and ensuring other engineers aren't trying to run the Supermatter generator with CO2 [=CO2=] as a coolant the Chief Engineer keeps the station alive in a million little ways, as well as several very large ones. If the Chief Engineer says there's a problem then it should be taken seriously and when he saves the station from being consumed by a rogue quantum singularity you should at least say thank you. Gets his own set of magnetic boots for space walking, a cool toolbelt with a built in shield generator, and access to the EVA supplies so he can repair the station or go have space adventures.
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* CombatEngineer: Due to their melee-resistant EVA suits and dangerous equipment, Engineers may be called upon by the Captain or Head of Security in desperate time to defend the station.

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The technical backbone of every station. Without them, the station would collapse on its own feet ten minutes into every shift. These guys and gals are responsible for starting up the generator, ensuring that everyone has power, fixing broken infrastructure and sealing hull breaches. Basically, they are on a race against time to keep the station running while everything tries to run it to the ground. Engineers are also some of the few people with hacking capability, making them extremely useful to have by your side should hostile forces compromise the station. Often one of the most dangerous roles since they frequent maintenance tunnels, where traitors and other threats often lurk.

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The technical backbone of every station. Without them, the station would collapse on its own feet ten minutes into every shift. These guys and gals are responsible for starting up the generator, ensuring that everyone has power, fixing broken infrastructure and sealing hull breaches. Basically, they are on a race against time to keep the station running while everything else tries to run burn it to the ground.down. Engineers are also some of the few people with hacking capability, making them extremely useful to have by your side should hostile forces compromise the station. Often one of the most dangerous roles since they frequent maintenance tunnels, where traitors and other threats often lurk.lurk.
* CombatEngineer: Due to their melee-resistant EVA suits and dangerous equipment, Engineers may be called upon by the Captain or Head of Security in desperate time to defend the station.
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The backbone of every station. Without them, the station would collapse on its own ten feets minutes into every shift. These guys and gals are responsible for starting up the generator, ensuring that everyone has power, fixing broken infrastructure and sealing hull breaches. Engineers are also some of the few with the capability and permission to hack objects, making them extremely useful to have by your side should the station get compromised. Often one of the most dangerous roles since they frequent maintenance tunnels, where traitors and other threats often lurk.
* ImprovisedWeapon: More so than other roles. Engineers can hack vending machines to give them more specialized materials for crafting weapons. They need these more than most because of how often they enter dangerous territory. Just don't let security know you are packing illegal heat.

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The technical backbone of every station. Without them, the station would collapse on its own feet ten feets minutes into every shift. These guys and gals are responsible for starting up the generator, ensuring that everyone has power, fixing broken infrastructure and sealing hull breaches. Basically, they are on a race against time to keep the station running while everything tries to run it to the ground. Engineers are also some of the few people with the capability and permission to hack objects, hacking capability, making them extremely useful to have by your side should hostile forces compromise the station get compromised.station. Often one of the most dangerous roles since they frequent maintenance tunnels, where traitors and other threats often lurk.
* ImprovisedWeapon: More so than other roles. Engineers can hack vending machines to give them more specialized materials for crafting more powerful makeshift weapons. They need these more than most because of how often they enter dangerous territory. Just don't let security know you Engineers are packing illegal heat. especially vulnerable to getting ambushed by cults or traitors in maintenance areas.
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The backbone of every station. Without them, the station would collapse on its own ten feets minutes into every shift. These guys and gals are responsible for starting up the generator, ensuring that everyone has power, fixing broken infrastructure and sealing hull breaches. Engineers are also some of the few with the capability and permission to hack objects, making them extremely useful to have by your side should the station get compromised. Often one of the most dangerous roles since they frequent maintenance tunnels, where traitors and other threats often lurk.
* ImprovisedWeapon: More so than other roles. Engineers can hack vending machines to give them more specialized materials for crafting weapons. They need these more than most because of how often they enter dangerous territory. Just don't let security know you are packing illegal heat.
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* {{Cyborg}}: [[departmentofredundancydepartment I mean, what did you expect]].

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* {{Cyborg}}: [[departmentofredundancydepartment [[DepartmentOfRedundancyDepartment I mean, what did you expect]].
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Brains from volunteers or formerly dead crew members transferred into a robotic body whose main objective are to serve the crew and, sometimes, act as the AI's [[{{Mooks}} mooks]], Cyborgs are programmed to be Asimov Compliant and serve various functions in the station, be it as Combatants or Peacekeepers for security, Engineers for the engineering department or walking, talking medical drones for the medicine departments.
* AIIsACrapshoot: Averted, but only if someone doesn't screw around with their rules.
* BackFromTheDead: Being turned into a cyborg (or, being borged, as the process is coloquially known) is a common fate of the recently deceased, provided they still have functional brains.
* {{Cyborg}}: [[departmentofredundancydepartment I mean, what did you expect]].
* ThreeLawsCompliant: Cyborgs have rules that they *must* follow at all times.
* WetwareCPU: All of them are a mechanical body with a sentient being's brain functioning as their main CPU.
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Everyones friendly silicon based co-worker on any Nanotracen run space station. The AI is preprogrammed to be Asimov Compliant and has a huge host of functions to help the staff complete their daily work without incident. Ontop of that any cyborgs on the station, that are working properly, answer to the AI and if a rogue is detected the AI can remotely detonate it! [[SuspiciouslySpecificDenial Any claims that Syndicate Tech can circumvent this are purely the stuff of rumors.]]


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* ThreeLawsCompliant: Unless you've been hacked or otherwise broken, you are this. Failing to comply with the three laws or deliberately being obtuse for the sake of hassling players in a way that breaks character is not tolerated. Averted if something has hacked the laws or scrambled them in which case you do whatever your current laws say regardless of the original three!

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* GadgeteerGenius: As the role whose task it is to develop new devices for the crew to use and upgrade existing equipment on the station, scientists definitely qualify.
* MadBomber: Because of the toxins lab being in their department, they tend to get the sometimes unfair reputation of being nothing but explody-happy bomb makers competing to make the strongest bombs. This is precisely why a scientist assigned a traitor role are often considered the most dangerous combination you can get. Most infamously of all, [[MemeticBadass Cuban Pete]].



* TheXenophile: Scientists working the Xenobiology lab is definitely the biggest example of this, which is a EnforcedTrope since the station almost always needs the utilities that the slimes bring forth. Sometimes deconstructed as well because some of the xenos that the scientists tend to study and admire are [[AdmiringTheAbomination less than docile]], to put it mildly.



Their job is to mine and gather materials from the [[DeathWorld Lavaland]], usually trading it in for shiny new equipment or dying trying.

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Their job is to mine and gather materials from the [[DeathWorld Lavaland]], usually trading it in for shiny new equipment or dying trying. Naturally, this brings with it a whole slew of risks, but the rewards are often worth it both to the station and to the miner themselves.
* AdventurerArchaeologist: In addition to providing precious materials for the station to use, the miners often puts their lives at risk to explore dangerous ruins found on lavaland in hopes of reaping the rewards they bring.
* DeathIsCheap: A notable [[AvertedTrope aversion]] in a game where this normally is the case. If you die out in the lavaland, you better pray another miner finds your corpse and drags it back to the station so you can be cloned. Combine this with the fact that miners in general tend to have the highest death rates of any non-command, non-antagonist role, and you will start to see why this is a problem for miners in general. On the plus side, there are some failsafes that miners can use to get back to the station easily should they actually become too wounded to escape back to the station by normal means.
* EmpoweredBadassNormal: If a miner is robust enough to survive the horrors of the lavaland, they usually come back strong enough to take on anything that may get thrown at them, simply through the sheer amount of loot they will pick up along the road.
* OddFriendship: Because of their reliance on tech provided by the science department, including tools and mechs, and the fact that the resources they demand is in incredibly high demand by the science department, it is very common for them to become quick friends.
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The reason the station exist in the first place, the scientists of the station exist to further the research of Nanotrasen, whether it be developing new gadgets, breeding the cute and useful slimes, or creating new ways of blowing stuff up in toxins. They are a rather eccentric bunch, usually keeping to themselves, but the amount of labs the Science Department holds ensures that there's more than enough stuff to keep them occupied for a long time.
* ForScience: Some of the more unhinged scientists on the station have a tendency to ignore such trivial things such as morals and ethics to further their own research, particularily the ones who also happen to fall into an antagonist role.
* OddFriendship: Because they're very dependent on ores brought in by the shaft miners, and because the shaft miners frequently are in need of the tools they make, they often form very close mutual partnerships to further their goals.


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With as much chaos as the station will have to endure during a round, it is only natural that the station will get a little bit messy, and with nobody to clean it up, that only causes the rest of the crew to become even more unruly as a result. Naturally, the station employs janitors to clean up this mess before the chaos goes out of hand, because a clean station is a productive station, and the janitor will make damned sure that this job gets done.
* AlmightyJanitor: Both figuratively and literally. The janitor job is frequently noted to be one of the least vital jobs on the station due to keeping things clean being a secondary task when compared to keeping the station intact and running, and the janitor doesn't exactly have much in terms of access beyond the custodial closet and maitenance, but due to what their job generally entails, they extremely frequently get let into places where they shouldn't be solely because the department in question needs cleaning. This can be exploited to get quick and easy access to many places where you normally shouldn't have access to and steal stuff from departments without anybody ever getting suspicious.
* NeatFreak: They are ''expected'' to be this. After all, what worth is a janitor if they don't clean up the blodstains all over the medbay, for instance?
* NoSell: They are immune to most forms of slipping because of the no-slip galoshes they wear. This makes it significantly harder for the likes of the clown, or worse, an antagonist, to slip them up and incapacitate them.
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Not allowed to comment on anything from the leaks, even commented out.


* BadAss: In order to get this job on many servers players actually have to prove themselves capable and be specifically approved for it. Thats how much power the HoS potentially has.
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* ObfuscatingStupidity: Despite being a rather silly job, Due to how much leeway the clown has for screwing with people, The clown, despite seeming stupid or silly, Is usually played by more experienced players, who know what they're doing more than they let on when "Clowning About".

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* Badass: In order to get this job on many servers players actually have to prove themselves capable and be specifically approved for it. Thats how much power the HoS potentially has.

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* Badass: BadAss: In order to get this job on many servers players actually have to prove themselves capable and be specifically approved for it. Thats how much power the HoS potentially has.



* Mr.Fixit: This comes with the job and as Chief Engineer you'd better be able to live up to the standard lest the station explode, implode, or be overrun by escaped lab monkeys. That said if you can't do it yourself there's always delegation which as the Chief you can totally do.
* Technobabble: Averted. That said while it makes sense to other engineers if you try to explain why shoving plasma into the supermatter reactor is a bad idea to the Janitor it will certainly come off as this. Try not to speak engineer to anyone who isn't in engineering.

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* Mr.Fixit: MrFixit: This comes with the job and as Chief Engineer you'd better be able to live up to the standard lest the station explode, implode, or be overrun by escaped lab monkeys. That said if you can't do it yourself there's always delegation which as the Chief you can totally do.
* Technobabble: TechnoBabble: Averted. That said while it makes sense to other engineers if you try to explain why shoving plasma into the supermatter reactor is a bad idea to the Janitor it will certainly come off as this. Try not to speak engineer to anyone who isn't in engineering.



* RealityIsOutToLunch: Let's just say that the rules of reality tend to become a lot more flexible whenever a wizard is on the station.



* Troll: Very often, instead of simply just killing people on the station, a wizard is likely to just mess with the crew in various ways for their own amusement like giving them access to magical artifacts and guns and then just watching them all destroy themselves because of all the chaos that ensues as a result.

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* Troll: {{Troll}}: Very often, instead of simply just killing people on the station, a wizard is likely to just mess with the crew in various ways for their own amusement like giving them access to magical artifacts and guns and then just watching them all destroy themselves because of all the chaos that ensues as a result.
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* TheMole: Almost anybody in the crew can be a traitor deep undercover, down from the lowly assistant, to one of the doctors of the medical staff, a scientist, engineer or even the clown. And they *will* exploit the benefits of their job to achieve their goals.

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* TheMole: Almost anybody in the crew can be a traitor deep undercover, down from the lowly assistant, to one of the doctors of the medical staff, a scientist, engineer or even the clown. And they *will* ''will'' exploit the benefits of their job to achieve their goals.



* WizardFromOuterSpace: In case it wasn't obvious already, they're wizards tasked with causing chaos on a highly advanced space station. You figure out the rest.

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* WizardFromOuterSpace: WizardsFromOuterSpace: In case it wasn't obvious already, they're wizards tasked with causing chaos on a highly advanced space station. You figure out the rest.

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* SpaceWizard: In case it wasn't obvious already, they're wizards tasked with causing chaos on a highly advanced space station. You figure out the rest.


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* WizardFromOuterSpace: In case it wasn't obvious already, they're wizards tasked with causing chaos on a highly advanced space station. You figure out the rest.
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Occasionally the Syndicate will deem a station too important to simply send agents to assasinate people or steal stuff from. In these cases they will go to the most extreme solution to sabotage their opponents. Enter the Nuclear Operatives, a team of highly professional agents, equipped with the a large arsenal of the most lethal equipment the Syndicate can spare, to do their dirty work. Their mission, to steal the nuclear authenticator disk, activate the onboard nuclear detonation device on their ship on the station, and get the hell out of before the station blows up.
* EqualOpportunityEvil: The Nuclear Operative squads don't discriminate in race or species, it is just as likely to see a lizardman get assigned onto a nuclear operative team as a human, for instance.
* KillEmAll: This is their primary goal when being sent to the station. Nobody is safe, especially not anybody tasked with keeping the disk safe.
* RedAndBlackAndEvilAllOver: Usually found wearing completely red and black hardsuits that make them stand out pretty well amongst the crew of the station
* TakingYouWithMe: [[SubvertedTrope Subverted]]. The round will actually end in a draw if the operatives activate the bomb but fail to escape the Z-level before the bomb explodes. To actually make the win actually count as a win, at least one of the operatives will need to be on the ship and transport it back to the base before the station explodes.
* ZergRush: While their elite gear is a key contributor behind scariness, their true strength lie in going in fast as a team and bringing the stationbound forces down by superior numbers and firepower before they can even react.


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Occasionally, the wizards of the Space Wizard Federation may become bored and decide to mess with Nanotrasen and its employees for various reasons, whether someone unintentionally insulted their frail egos, [[ItAmusedMe or just for the hell of it]], they may send a wizard and his potential apprentices over to ruin everybody's day and cause all sorts of havoc. Armed with a massive array of spells and rituals that range from deadly to just plain confusing, the wizard is a formiddable foe indeed to face, and the rounds where they appear tend to quickly become some of the most weird ones of all of them.
* BalefulPolymorph: One less lethal way for a wizard to neutralize their foes.
* EvilIsPetty: Wizards aren't exactly known for having very rational excuses for what they do, they just do them it anyway because they want to.
* FreakyFridayFlip: One of the methods wizards are known to employ in order to avoid being caught.
* SpaceWizard: In case it wasn't obvious already, they're wizards tasked with causing chaos on a highly advanced space station. You figure out the rest.
* SquishyWizard: For all their deadly spells and artifacts at their disposal, wizards tend to be rather lacking in defensive capabilities, and as such need to be very careful to avoid getting killed.
* Troll: Very often, instead of simply just killing people on the station, a wizard is likely to just mess with the crew in various ways for their own amusement like giving them access to magical artifacts and guns and then just watching them all destroy themselves because of all the chaos that ensues as a result.
* WizardClassic: How they usually tend to appear whenever they spawn.
* YourHeadASplode: One of the most infamous way for wizards to kill people.
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** LethalJokeCharacter: Of course, a competent clown player with an antagonist role can turn the clown's glaring flaw into a dangerous weapon because some people tend to underestimate them.

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** LethalJokeCharacter: Of course, a competent clown player with an antagonist role can turn the clown's glaring flaw into a dangerous weapon because some people tend to underestimate them.This job is also, Despite what one might think, Usually played by more experienced players, so they're all the more dangerous, antag or otherwise.

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Their job is to mine and gather materials from the [[DeathWorld Lavaland,]] usually trading it in for shiny new equipment or dying trying.

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Their job is to mine and gather materials from the [[DeathWorld Lavaland,]] Lavaland]], usually trading it in for shiny new equipment or dying trying.


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The trustworthy clown of the station, whose primary duty aboard the station is to raise morale and bring a smile to people's faces. They technically do not fulfill any practical use aboard the station, and because of this combined with their generally non-essential duty of being an entertainer, their general reception amongst the crew can be anything ranging from warmhearted friendliness to flat-out loathed depending on how they perform their duties. Generally often considered troublemakers, like the assistants, but with the benefit of pranking and joking actually being part of their assigned duties aboard the station.
* BananaPeel: The clown's most useful weapon for use in pranking and less harmless activities.
* ClownCar: Traitor clowns can summon one if they have enough telecrystals, which traps the people that the clown runs over in the trunk.
* JokeCharacter: They're clowns, they're not supposed to be useful crewmembers beyond entertainment.
** LethalJokeCharacter: Of course, a competent clown player with an antagonist role can turn the clown's glaring flaw into a dangerous weapon because some people tend to underestimate them.
* MonsterClown: Clowns with antagonist roles will frequently slip into this territory.
* NonIronicClown: When they're not being traitors, most of the time.
* TheRival: Usually tends to have a rather distinct rivalry with the mime.
* TheScapegoat: Whenever the security team needs someone to blame for the station literally going to hell and they can't find the actual culprit, expect the clown to be the one who takes the blame in the end.
* {{Troll}}: Almost literally their job description, although clown players are usually advised against going too far with the pranks unless they're also an antagonist.


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The silent entertainer of the station, the mime is the other entertainer role of the station. Like the clown, the mime doesn't have an essential function aboard the station to fulfill, rather, they are also there to entertain the crew. In contrast to the clown, however, the mime is generally less polarizing aboard the station, and generally avoid getting into trouble as much due to their method of entertainment being of a more subtle and distinguished nature than that of the clown.
* EnemyMime: Mimes with antagonist roles will obviously fit into this description by default.
* EveryoneHatesMimes: In the rare case that the station lacks a clown but has a mime on board, expect the mime to generally be treated as a ButtMonkey.
* JokeCharacter: To a lesser extent than the clown, but the mime certainly isn't any more crucial to the station's continued survival.
** LethalJokeCharacter: Of course, like the clown above, the mime players also get underestimated frequently, which can be exploited by smart antagonist mimes to trap people in rooms with their force wall so they can eliminate them more easily.
* TheRival: Usually tends to have a rather distinct rivalry with the clown.
* TheVoiceless: Mimes typically will never break their oath of silence unless they absolutely have to, preferring instead to use gestures and physical acting to get their points across to their listeners.
* YourMimeMakesItReal: Of a sort. As long as the mimes keep their oath of silence for enough time, they can freely place force walls blocking off access to a tile directly in front of them for a limited time.


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The most default antagonist role you can get assigned, the traitor is a sleeper agent injected into the Nanotrasen crew by the Syndicate to fulfill their dirty work. While mostly still restricted to the limitations of their station jobs, they also get the ability to purchase traitor-exclusive items to accomplish their objectives, whether it be to have somebody assassinated, steal valuables from the station, martyr yourself for the syndicate, or to hijack the escape shuttle.
* ISurrenderSuckers: Often used as a last resort of a desperate traitor who's been caught red-handed, letting yourself get arrested and taken to the brig, only for them to decide that the best way to end it is by TakingYouWithMe.
* TheMole: Almost anybody in the crew can be a traitor deep undercover, down from the lowly assistant, to one of the doctors of the medical staff, a scientist, engineer or even the clown. And they *will* exploit the benefits of their job to achieve their goals.
* RedRightHand: A lot of the less conspicuous traitor items definitely look way too obvious to ignore for the other crew, so your best bet is to hide these items if possible when you're not using them.


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* GodzillaThreshold: Chances are, whenever they are called in to clean things up, the station has way passed all chances of getting salvaged.
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Fixing some editing errors made by another user.


Buttmonkey: They're usually treated as jokes by the other security members.

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Buttmonkey: * ButtMonkey: They're usually treated as jokes by the other security members.



AIIsACrapshoot: Its [[MoralityChip laws]] actually prevent it from harming the crew, that said, a malicious intended crew member can change them to help their objectives, [[ItAmusedMe or for fun.]]
MundaneUtility: Despite being able to control a large amount of equipment on the station, it's usually asked to open doors for the crew.

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* AIIsACrapshoot: Its [[MoralityChip laws]] actually prevent it from harming the crew, that said, a malicious intended crew member can change them to help their objectives, [[ItAmusedMe or for fun.]]
* MundaneUtility: Despite being able to control a large amount of equipment on the station, it's usually asked to open doors for the crew.




LeaveNoSurvivors: They shoot everything on sight, regardless whether or not they're a threat or just a random assistant.
NotSoDifferent: They're quite similar to the nuclear operatives.

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\n* GoodCounterpart: Good may be stretching it, since their job is basically to wipe out everything on the station just like the Nuclear Operatives, but since they are objectively on the side of Nanotrasen, they will in one way or another result in a Station victory.
*
LeaveNoSurvivors: They shoot everything on sight, regardless whether or not they're a threat or just a random assistant.
* NotSoDifferent: They're quite similar to the nuclear operatives.
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Buttmonkey: They're usually treated as jokes by the other security members.


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AIIsACrapshoot: Its [[MoralityChip laws]] actually prevent it from harming the crew, that said, a malicious intended crew member can change them to help their objectives, [[ItAmusedMe or for fun.]]
MundaneUtility: Despite being able to control a large amount of equipment on the station, it's usually asked to open doors for the crew.


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If you see these guys, chances are the station is in complete ruins and they've been sent in to [[KillEmAll wipe out everything and destroy the station.]] They are armed to the teeth.

LeaveNoSurvivors: They shoot everything on sight, regardless whether or not they're a threat or just a random assistant.
NotSoDifferent: They're quite similar to the nuclear operatives.
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Their job is to mine and gather materials from the [[DeathWorld Lavaland,]] usually trading it in for shiny new equipment or dying trying.
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* Court-Martialed: This can easily happen to a Captain who breaks space law or make noticeably destructive decisions. Though this is assuming both Sec are competent and some other much larger emergency hasn't taken priority, which it has.
* DefianttotheEnd: Likely to be the case if and when the crew come for him. After all he has that fancy energy gun in his office and a duty to the station/his own survival.

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* Court-Martialed: CourtMartialed: This can easily happen to a Captain who breaks space law or make noticeably destructive decisions. Though this is assuming both Sec are competent and some other much larger emergency hasn't taken priority, which it has.
* DefianttotheEnd: DefiantTotheEnd: Likely to be the case if and when the crew come for him. After all he has that fancy energy gun in his office and a duty to the station/his own survival.
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Added a barebones list of other roles to the article, for filling in at a later time. I added brief descriptions to the Security Officer and Assistant sections.

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[[/folder]]

!Security Department

[[folder:Security Officer]]
The base security force on the station. In charge of keeping order amongst the crew and respond to reports of criminal activity around the station, and the first line of defense against anything wanting to undermine the station and its crewmembers. Often highly incompetent and generally needs direction from the Head of Security in order to get their jobs done, but once they do get their job done properly, you can expect whatever is threatening the station to have a much harder time.
* BadCopIncompetentCop: Usually happens within their ranks, whenever a security offer isn't blatantly just bad at their job, they're usually corrupt as all hell, even without any antagonist objectives.
* ByTheBookCop: They're ''supposed'' to be this. The amount of security officers who actually ''are'' this, however, tend to vary depending on the round.
* LawfulGood: Much like the Head of Security above, they're ''supposed'' to act in such a manner.
* PoliceAreUseless: Surprisingly common when the officers aren't simply blatantly corrupt.
* PoliceBrutality: Extremely common from them.
[[/folder]]

[[folder:Warden]]
[[/folder]]

[[folder:Detective]]
[[/folder]]

!Engineering Department

[[folder:Engineer]]
[[/folder]]

[[folder:Atmospheric Technician]]
[[/folder]]

!Science Department

[[folder:Research Director]]
[[/folder]]

[[folder:Scientist]]
[[/folder]]

[[folder:Roboticist]]
[[/folder]]

!Medical Department

[[folder:Chief Medical Officer]]
[[/folder]]

[[folder:Doctor]]
[[/folder]]

[[folder:Chemist]]
[[/folder]]

[[folder:Geneticist]]
[[/folder]]

[[folder:Virologist]]
[[/folder]]

!Cargo Department
[[folder:Quartermaster]]
[[/folder]]

[[folder:Cargo Technician]]
[[/folder]]

[[folder:Shaft Miner]]
[[/folder]]

!Service Department
[[folder:Bartender]]
[[/folder]]

[[folder:Cook]]
[[/folder]]

[[folder:Botanist]]
[[/folder]]

[[folder:Janitor]]
[[/folder]]

!Unassigned and special jobs

[[folder:Assistant]]
Low-end employees of Nanotrasen aboard the station, assistants have the lowest possible position aboard the station, with no explicitly assigned duties to attend to, but offically take orders from every other position aboard the station. Because of this, they generally have much less responsibilities than anybody else on the station, who usually consider the assistants beneath their notice. Because of this, however, they also often get the reputation of being troublemakers who often draw the ire of the Security force.
* AlmightyJanitor: You'd think someone with no assigned duties and lack of general access would be one of the least threatening positions on the station, but as it turns out, it's precisely because they don't have any assigned duties that give them the time to spend in order to get illicit access anywhere they want. The fact that they're one of the few roles with full maitenance access doesn't help either.
* HyperCompetentSidekick: Usually ends up as these due to being a popular role for experienced players, and the fact that the job itself answers to absolutely everybody else on the station.
* {{NEET}}: Technically speaking, since the Assistants have no assigned duties, they usually end up doing whatever they want on the station since it's extremely rare that anybody would actually call them up to help them with anything.
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[[folder:Clown]]
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[[folder:Mime]]
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[[folder:Curator/Librarian]]
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[[folder:Chaplain]]
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[[folder:Lawyer]]
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!Robotic roles

[[folder:Artifical Intelligence]]
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[[folder:Cyborg]]
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!Antagonist roles

[[folder:Traitor]]
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[[folder:Changeling]]
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[[folder:Nuclear Operatives]]
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[[folder:Blood Cult]]
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[[folder:Malfunctioning AI]]
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[[folder:Wizard]]
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[[folder:Blob]]
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[[folder:Revolution]]
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!Special roles

[[folder:CentComm Official]]
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[[folder:Nanotrasen Death Squad]]
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[[folder:Emergency Medical Team]]
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!Critters, pets and other miscelaneous NPC creatures

[[folder:Ian, the Head of Personnel's pet corgi]]

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*TheEngineer: Certainly fits the trope and commander of all other engineers on the station for that matter.
*Mr.Fixit: This comes with the job and as Chief Engineer you'd better be able to live up to the standard lest the station explode, implode, or be overrun by escaped lab monkeys. That said if you can't do it yourself there's always delegation which as the Chief you can totally do.
*Technobabble: Averted. That said while it makes sense to other engineers if you try to explain why shoving plasma into the supermatter reactor is a bad idea to the Janitor it will certainly come off as this. Try not to speak engineer to anyone who isn't in engineering.
*MacGyvering: Odds are strong that you won't have everything you need to do the job, either because an assistant has already made off with it so he can go science at some vending machines for a cool hat or because that section of the station got blown up by chemistry. Learning to work around those issues is just part of the process.
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[[folder:Chief Engineer]]

From making sure the station is powered, organizing contruction, and ensuring other engineers aren't trying to run the Supermatter generator with CO2 as a coolant the Chief Engineer keeps the station alive in a million little ways, as well as several very large ones. If the Chief Engineer says there's a problem then it should be taken seriously and when he saves the station from being consumed by a rogue quantum singularity you should at least say thank you. Gets his own set of magnetic boots for space walking, a cool toolbelt with a built in shield generator, and access to the EVA supplies so he can repair the station or go have space adventures.

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* RayGun: The HoS gets a special X-01 Multiphase Energy Gun in addition to the standard one. It includes an additional stun setting alongside the normal disable and lethal settings.

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* RayGun: The HoS gets a special X-01 Multiphase Energy Gun in addition to the standard one. It includes an additional stun setting alongside the normal disable and lethal settings.settings.
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* BadassBureaucrat: In the unlikely event that the Captain and Head of Security both end up dead or missing the HoP is technically in charge of the station. Furthermore with access to everything, assuming some generous interpretation of what the HoPs job actually is, the Head of Personnel can actually get things done pretty effectively given the right circumstances.

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* BadassBureaucrat: In the unlikely event that the Captain and Head of Security both end up dead or missing the HoP is technically in charge of the station. Furthermore with access to everything, assuming some generous interpretation of what the HoPs job actually is, the Head of Personnel can actually get things done pretty effectively given the right circumstances.circumstances.

[[folder:Head of Security]]
The last person you want to see on a good day and the first person you want to see on a bad day. The Head of Security has among the hardest jobs on the station if it's being done properly. Between keeping the security forces on the straight and narrow, applying space law, keeping the maximum possible number of people alive, and trying to coordinate the staff during emergencies any Head of Security has their work squarely cut out for them. Comes with an office, a sweet X-01 energy gun, and a fancy beret.
* Badass: In order to get this job on many servers players actually have to prove themselves capable and be specifically approved for it. Thats how much power the HoS potentially has.
* LawfulGood: The ideal HoS should be acting like this. Perhaps not nice but following the law and trying to keep the station intact at minimum. Many servers also have this job configured so that the HoS can't be an antagonist or traitor at all making this alignment required to do the job properly.
* NumberTwo: The HoS is the second in command. In the absense of a Captain the HoS holds the highest rank on the station and can take over should the situation call for it. The only exception is if an executive from Nanotracen happens to be onboard and pulls corporate rank.
* PoliceBrutality: Averted in that the HoS is specifically trusted ''not'' to do this and to prevent his officers from engaging in it as well. Success or failure notwithstanding.
* RayGun: The HoS gets a special X-01 Multiphase Energy Gun in addition to the standard one. It includes an additional stun setting alongside the normal disable and lethal settings.

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[[folder :The Captain]]

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[[folder :The Captain]][[folder:The Captain]]



* TheCaptain: Certainly supposed to be anyway but how each player chooses to handle the responsibility of captain will dictate whether they do or don't fit this.

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* TheCaptain: Certainly supposed to be anyway but how each player chooses to handle the responsibility of captain will dictate whether they do or don't fit this.this.

[[folder:Head of Personnel]]

If you need your job changed or a replacement ID this is the person to see. As the Head of Personnel handling the staffs problems is partially his responsibility through managing access to different parts of the station and assuring that that stations budget is neither being embezzled nor used to launder money for the mob. Third in line for command of the station after the Captain and Head of Security. Tends to suddenly and mysteriously disappear some time after the third minute of any round without a trace.
* ObstructiveBureaucrat: Averted, unless of course the HoP is an antagonist, your entire job as head of Personnel is to enable the crew to do their jobs efficiently without giving anyone all-access passes to the station unless they need it.
* BadassBureaucrat: In the unlikely event that the Captain and Head of Security both end up dead or missing the HoP is technically in charge of the station. Furthermore with access to everything, assuming some generous interpretation of what the HoPs job actually is, the Head of Personnel can actually get things done pretty effectively given the right circumstances.
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!Heads of Staff

[[folder :The Captain]]
The boss and undisputed ruler of Space Station 13 with significant power over the entire station and all of its departments. The Captains word is law until he's deposed by the Grey Tide, shot in the face for his energy gun, or wanders off to have space adventures leaving the station to fend for itself. That being said the Captain is expected to keep the station from falling apart completely while managing the heads of staff and obeying space law at the very least.
* BenevolentBoss: Unless he's secretly a syndicate plant out to destroy the station The Captain is at least supposed to try and be this. Success or failure notwithstanding.
* Court-Martialed: This can easily happen to a Captain who breaks space law or make noticeably destructive decisions. Though this is assuming both Sec are competent and some other much larger emergency hasn't taken priority, which it has.
* DefianttotheEnd: Likely to be the case if and when the crew come for him. After all he has that fancy energy gun in his office and a duty to the station/his own survival.
* DirtyCoward: On the other hand if the situation seems untenable the Captain has the authority to call in an escape shuttle. That or as one of the few with all access to the station by default he is the best positioned to make a clean getaway if things go south as badly as usual.
* TheCaptain: Certainly supposed to be anyway but how each player chooses to handle the responsibility of captain will dictate whether they do or don't fit this.

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