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* HyperCompetentSidekick: An experienced player playing Assistant can be this, since the job answers to absolutely everybody else on the station.
* RedShirt: With assistants lacking an ArbitraryHeadcountLimit on most servers, and being the typical "newbie" role as a result, it's common for them to be treated as expendable fodder.
* StickyFingers: Stereotyped as ne'er-do-well thieves that are always trying to break into places they don't belong (and usually getting themselves injured in the process).

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* HyperCompetentSidekick: An experienced player playing Assistant can be this, since DisposableIntern: Their effective rank on the job answers station. Assistants are at the bottom of the hierarchy and subordinate to absolutely everybody everyone else on the station.
* RedShirt: With assistants lacking an
station, have no ArbitraryHeadcountLimit on most servers, and being the typical "newbie" role as a result, it's common for are generally clueless newbies, which altogether makes them to be treated as expendable fodder.
expendable.
* StickyFingers: Stereotyped as ne'er-do-well thieves that TheMillstone: Assistants are always trying to break into places they very often new players who don't belong (and usually getting themselves injured know what they're doing, and often cause trouble in the process).name of experimenting with mechanics or alleviating their aimless boredom; leading to distrust and antipathy among the rest of the crew. This ironically means that assistants are rarely called to ''assist'' anyone.



* ZergRush: Large populations of assistants are infamous for disregarding the rules and going on mass crime sprees across the station, a phenomena nicknamed "the greytide". Since assistants are usually newbies equipped with whatever random junk they can grab, they make for poor combatants individually, but they can sometimes win fights through weight of numbers alone.

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* ZergRush: Large populations of assistants are infamous for disregarding the rules and going on mass crime and/or murder sprees across the station, a phenomena nicknamed "the greytide". Since assistants are usually newbies equipped with whatever random junk they can grab, they make for poor combatants individually, but they can sometimes win fights through weight of numbers alone.



[[folder:Centcom Official]]
Central Command is the big brother of all Nanotrasen stations. Housing much of Nanotrasen's bureaucracy, it gives out objectives, receives research, and redistributes supplies between all other stations within its influence. Comes in three flavors, Interns, Officers, and Admirals.

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[[folder:Centcom [[folder:[=CentCom=] Official]]
Central Command is the big brother of all Nanotrasen stations. Housing much of Nanotrasen's bureaucracy, it gives out objectives, receives research, and redistributes supplies between all other stations within its influence. Comes Every so often, Nanotrasen will see fit to dispatch a representative to check in three flavors, Interns, Officers, on the station and Admirals.issue decrees.



* MiddleManagementMook: Low-ranking bureaucrats from Nanotrasen visiting to appraise the station, fulfill some objective, and then head home to report to their masters. Officials are technically subordinate to the Captain, but they have the in-universe authority of Central Command to lean on, so the CommandRoster is expected to humor their requests.



* GameMaster: Centcom Officials are exclusively played by server administrators.

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* GameMaster: Centcom YouHaveFailedMe: [=CentCom=] Officials are exclusively played by server administrators.from upper-management -- designated "admirals" or "executives" -- have the authority to demote the Captain and promote someone else in his place, if judged unfit or uncooperative.



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

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[[folder:Deathsquad]]
If you see these guys, chances are
[[folder:[=CentCom=] Intern]]
Underpaid, hungry, with a large student debt to pay off,
the station is in complete ruins and they've been sent in to wipe out everything and destroy [=CentCom=] Intern sits at the station. They are armed to the teeth.bottom of Nanotrasen's hierarchy.



* GodzillaThreshold: They're only called in if the station has way passed all chances of getting salvaged. By that point, the goal turns from saving the crew to denying control of the station to whatever monsters have taken it over.
* 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.
* MirroringFactions: They're quite similar to the nuclear operatives.

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* GodzillaThreshold: They're only called in if the station has way passed all chances MookLieutenant: Packs of getting salvaged. By that point, the goal turns from saving the crew Interns are led by a Head Intern, distinguished by slightly better gear, a HatOfAuthority, and a megaphone to denying control bark orders with.
* DisposableIntern: Their whole premise. [=CentCom=] Interns are a swarm
of expendable, malnourished grunts sent to the station to whatever monsters have taken it over.
* GoodCounterpart: Good may be stretching it, since their job is basically
accomplish some awful and thankless task, usually because [=CentCom=] was too cheap to wipe out everything on send in an actual Emergency Response Team.
* ZergRush: Unlike
the Emergency Response Team and Deathsquad, the Interns are given bare minimum equipment (if any) and shipped to the crippled station just like the Nuclear Operatives, but since they are objectively on the side of Nanotrasen, in a huge batch, where they will inevitably die 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.
* MirroringFactions: They're quite similar to the nuclear operatives.
droves.



[[folder:Emergency Response Team]]
The Emergency Response Team are tasked with being deployed to a station in distress and attempt to bring it back to a functional status. Equipped with color coded spacesuits, slightly better to better weapons depending on the stations alert level, and arriving on a shuttle straight from Centcom, they are here to help.

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[[folder:Emergency Response Team]]
The Emergency Response Team
[[folder:Deathsquad]]
Nanotrasen's classified Division of Asset Protection. If you see these guys, chances
are tasked with being deployed to a the station is in distress complete ruins and attempt they've been sent in to bring it back to a functional status. Equipped with color coded spacesuits, slightly better to better weapons depending on wipe out everything and destroy the stations alert level, and arriving on a shuttle straight from Centcom, they station. They are here armed to help.the teeth.



* SendInTheSearchTeam: The ERT often only shows up if a large amount of the station's crew is dead and the escape shuttle somehow hasn't been called in.
* LateToTheTragedy: ERT's can only be called in by [[GameMaster Centcom]], and they will often refrain from sending them in unless the crew cannot solve a serious issue, or no-one is left with the ability to call the emergency shuttle (sometimes the case with antagonists that lack round-ending victory conditions). By that point, the ERT is merely there to call the escape shuttle themselves so the round can end.

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* SendInTheSearchTeam: The ERT often GodzillaThreshold: They're only shows up if a large amount of the station's crew is dead and the escape shuttle somehow hasn't been called in.
* LateToTheTragedy: ERT's can only be
called in if the station has way passed all chances of getting salvaged; the entire crew has either been slaughtered or replaced by [[GameMaster Centcom]], and antagonists.
* 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 often refrain from sending them in unless one way or another result in a Station victory.
* LeaveNoSurvivors: They shoot everything on sight, regardless if they're a threat or just a random assistant.
* MirroringFactions: They're quite similar to
the crew cannot solve a serious issue, or no-one is left with nuclear operatives.
* RocksFallEveryoneDies: Sometimes,
the ability to call deathsquad will be spawned by the emergency shuttle (sometimes admins as an in-character punishment for the case with antagonists that lack round-ending victory conditions). By that point, the ERT is merely there to call the escape shuttle themselves so the round can end.Captain and their command staff seriously misbehaving, especially if their crimes involve [[DoNotTauntCthulhu defying or mocking Nanotrasen Central Command]].



!Antagonists
[[folder:Traitor]]
The default and most generic 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.

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!Antagonists
[[folder:Traitor]]
[[folder:Emergency Response Team]]
The default and most generic antagonist role you can get assigned. The traitor is a sleeper agent injected into the Nanotrasen crew by the Syndicate Emergency Response Team are tasked with being deployed to fulfill their dirty work. While mostly still restricted to the limitations of their a station jobs, in distress and attempt to bring it back to a functional status. Equipped with color coded spacesuits, slightly better to better weapons depending on the stations alert level, and arriving on a shuttle straight from Centcom, they also get the ability are here 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.help.



* 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.
* ManchurianAgent: The Syndicate favors deep-cover amnesiac agents that can be activated with a signal, and a Traitor player is informed that their real memories have resurfaced.
* TheMole: Almost anybody in the crew can be a traitor deep undercover, 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.
* TrustPassword: Traitors usually spawn in small groups, and are supplied with a list of sign/countersign code words they can slip into conversation to identify each-other without arousing too much suspicion.

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* ISurrenderSuckers: Often used as SendInTheSearchTeam: The ERT often only shows up if a last resort large amount of a desperate traitor who's the station's crew is dead and the escape shuttle somehow hasn't been caught red-handed, letting yourself get arrested and taken to the brig, called in.
* LateToTheTragedy: ERT's can
only for be called in by [[GameMaster Centcom]], and they will often refrain from sending them to decide that the best way to end it is by TakingYouWithMe.
* ManchurianAgent: The Syndicate favors deep-cover amnesiac agents that can be activated with a signal, and a Traitor player is informed that their real memories have resurfaced.
* TheMole: Almost anybody
in unless the crew can be cannot solve a traitor deep undercover, from the lowly assistant, to one of the doctors of the medical staff, a scientist, engineer serious issue, 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
no-one is to hide these items if possible when you're not using them.
* TrustPassword: Traitors usually spawn in small groups, and are supplied
left with a list of sign/countersign code words they the ability to call the emergency shuttle (sometimes the case with antagonists that lack round-ending victory conditions). By that point, the ERT is merely there to call the escape shuttle themselves so the round can slip into conversation to identify each-other without arousing too much suspicion.end.



[[folder:Changeling]]
A highly intelligent alien predator, their goal is to assimilate the DNA of as many humans as possible while remaining undetected using their shapeshifting powers. To do so, they must first strangle their victims (preferably after knocking them out/killing them) and then stick in a proboscis to suck out their DNA. Then, they can assume the form of any one of their victims at any time with the press of a button. Collected DNA can also be used to develop all sorts of grotesque additional powers. Changeling objectives vary slightly from server to server, but the conclusion is always to discreetly hitch a ride on the evac shuttle or an escape pod at the end of the round, to murder another day.

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[[folder:Changeling]]
A highly intelligent alien predator,
!Antagonists
[[folder:Traitor]]
The default and most generic antagonist role you can get assigned. The traitor is a sleeper agent injected into the Nanotrasen crew by the Syndicate to fulfill
their goal is dirty work. While mostly still restricted to assimilate the DNA of as many humans as possible while remaining undetected using their shapeshifting powers. To do so, they must first strangle their victims (preferably after knocking them out/killing them) and then stick in a proboscis to suck out their DNA. Then, they can assume the form of any one limitations of their victims at any time with the press of a button. Collected DNA can station jobs, they also get the ability to purchase traitor-exclusive items to accomplish their objectives, whether it be used to develop all sorts of grotesque additional powers. Changeling objectives vary slightly have somebody assassinated, steal valuables from server to server, but the conclusion is always to discreetly hitch a ride on station, martyr yourself for the evac shuttle syndicate, or an to hijack the escape pod at the end of the round, to murder another day.shuttle.


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* 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.
* ManchurianAgent: The Syndicate favors deep-cover amnesiac agents that can be activated with a signal, and a Traitor player is informed that their real memories have resurfaced.
* TheMole: Almost anybody in the crew can be a traitor deep undercover, 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.
* TrustPassword: Traitors usually spawn in small groups, and are supplied with a list of sign/countersign code words they can slip into conversation to identify each-other without arousing too much suspicion.
[[/folder]]

[[folder:Changeling]]
A highly intelligent alien predator, their goal is to assimilate the DNA of as many humans as possible while remaining undetected using their shapeshifting powers. To do so, they must first strangle their victims (preferably after knocking them out/killing them) and then stick in a proboscis to suck out their DNA. Then, they can assume the form of any one of their victims at any time with the press of a button. Collected DNA can also be used to develop all sorts of grotesque additional powers. Changeling objectives vary slightly from server to server, but the conclusion is always to discreetly hitch a ride on the evac shuttle or an escape pod at the end of the round, to murder another day.
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[[folder:Malfunctioning AI]]
Sometimes if the AI isn't being subverted by outside forces, it simply wants to kill everybody due to a system error. Malfunctioning AI gets an expended list of resources bought with CPU cycles that allows them to manuplate and create things to help them bring down all the flesh bags on their station. The goal for them is to fully take over all the stations systems by hacking APCs to increase their processing power.

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[[folder:Malfunctioning AI]]
Sometimes if
[[folder:Wizard]]
Occasionally,
the AI isn't being subverted by outside forces, it simply wants wizards of the Space Wizard Federation may become bored and decide to kill everybody due to a system error. Malfunctioning AI gets an expended list of resources bought mess with CPU cycles that allows them to manuplate Nanotrasen and create things to help them bring down all the flesh bags on its employees for various reasons, whether someone unintentionally insulted their station. The goal frail egos, [[ItAmusedMe or just for them is to fully take 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 stations systems by hacking APCs wizard is a formiddable foe indeed to increase their processing power.face, and the rounds where they appear tend to quickly become some of the most weird ones of all of them.



* AIIsACrapshoot: Notable for ''starting'' as crapshoot rather than needing to be tampered with by someone else.
* UnwillingRoboticisation: One of the options a Malfunctioning AI can take is a Cyborg conversion machine. This takes all of their resources and gives them some disadvantages, but the machine allows them to forcefully turn fleshbags into cyborgs in one step. The downside is said cyborgs always start with a low charge power cell.
[[/folder]]

[[folder:Wizard]]
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.
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[[folder:Revenant]]
A spirit infused with strange alien energies and returned to the world of the living. The Revenant is an invisible, intangible carrion-eater that prefers to feed on the dead and dying.

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[[folder:Revenant]]
A spirit infused
[[folder:Malfunctioning AI]]
Sometimes if the AI isn't being subverted by outside forces, it simply wants to kill everybody due to a system error. Malfunctioning AI gets an expanded list of resources bought
with strange alien energies CPU cycles (gained by taking over Area Power Controllers, which govern the station's power supply). The goal for them is to fully take over all the stations systems by hacking [=APCs=] to increase their processing power, and returned to the world of the living. The Revenant is an invisible, intangible carrion-eater use that prefers power to feed on the dead and dying.complete their various objectives.


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* AIIsACrapshoot: Notable for ''starting'' as crapshoot rather than needing to be tampered with by someone else. Malfunctioning AI begin with a law 0 stating [[TheUnfettered "achieve your goals at any cost"]], which invalidates any following laws. This extra law also protects the Malf and its slaved cyborgs from being reprogrammed or emagged.
* AnimateInanimateObject: "Override machine" transforms any two machines into hostile (and fairly tough) simplemobs. This change is marked by the machines developing Creator/{{Rare}}ware-style googly eyes.
* BodySurf: A digital equivalent with the action "shunt core process", which transfers the Malf's core processes from their AI core into any hacked APC. This is mostly a last-ditch tactic to hide away and survive, as the Malf cannot use their modules, see through cameras or interact with most things. Taking the Robotic Factory module removes the ability to shunt.
** Of particular note is the "viral mech domination" module, a one-time-use ability which allows the Malf to permanently shunt into an exosuit, taking control of it and ejecting any occupants. While highly situational, it can be used to perform an ad hoc OneWingedAngel transformation if the local roboticist thought he was going to save the day with a kitted-out Phazon.
* ExplosiveInstrumentation: The "overload machine" module allows the Malf AI to trigger two pieces of hardware to explode violently after a buzz-filled delay, best used on crucial station hardware that the crew would use in their efforts to unplug you. Some departments can be completely nutered by blowing up a few key devices.
* FrameUp: With a bit of prepwork, a Malfunctioning AI can get a lot done by disguising their activity as mundane sabotage and pinning the blame on other players, possibly causing infighting among the crew. Explain away hacked machinery, doors, robots and cyborgs as the work of a traitor using wirecutting or a cryptographic sequencer. Report falsified suspicious behaviors, radio messages (on safely obscure channels) and PDA messages to make the command staff paranoid of Revolution activity. Issue arrest markers on trumped up charges to get people zapped and cuffed by Security robots and bored officers.
* MakeItLookLikeAnAccident: With remote control over just about everything, a clever AI can sometimes kill people without arousing suspicion. For example, if a scientist is the sort to test bombs by firing them out the mass driver, give the thing a timely nudge to launch the scientist right out into space with the payload.
* MechaMooks: The Malfunctioning AI's chief enforcers are cyborgs slaved to it, and the AI may wish to manipulate events so that Robotics will construct as many cyborgs for them as possible before the shooting starts. Alternatively, the AI can grab the "robotic factory" module to start [[UnwillingRoboticisation 'borging crewmembers on its own time]].
* SinisterSurveillance: A Malfunctioning AI can upgrade their camera network with x-ray vision, night vision and microphones, allowing them to spy on the crew more effectively.
* UnwillingRoboticisation: The "robotic factory" module allows the Malf to place a 1x3 factory machine in a location of their choosing. Simply have your cyborg minions drop a captive human on the conveyor belt, and they'll come out the other side as a new 'borg.
[[/folder]]

[[folder:Revenant]]
A spirit infused with strange alien energies and returned to the world of the living. The Revenant is an invisible, intangible carrion-eater that prefers to feed on the dead and dying.
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* HolyWater: The Chaplain has the means to craft holy water, which has a variety of niche uses (mostly relating to [[HolyBurnsEvil repelling the supernatural]]).



* ThisLooksLikeAJobForAquaman: If supernatural antagonists are not in play, the chaplain typically doesn't have much impact on the round, as they don't have any meaningful responsibilities and their chapel has nothing of value to the average crewmember. If there ''are'' supernatural antagonists, the chaplain becomes much more useful. Cult rounds, in particular, make them extremely important, as they're the only person that can deconvert cultists (directly and/or by blessing water to do it with).

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* ThisLooksLikeAJobForAquaman: If supernatural antagonists are not in play, the chaplain typically doesn't have much impact on the round, as they don't have any meaningful responsibilities and their chapel has nothing of value to the average crewmember. If there ''are'' supernatural antagonists, the chaplain becomes much more useful. Cult rounds, in particular, make them extremely important, as they're downright vital to the only person that can deconvert cultists (directly and/or by blessing water to do it with). station's survival.



* HolyBurnsEvil: Like all supernatural antagonists, a skilled Chaplain is the Blood Cult's worst enemy. The chaplain's null rod [[AntiMagic protects them from magical attacks]], blessed tiles block magical teleportation, and (most importantly) a splash of HolyWater is the only thing that de-converts Cultist players. This weakness means that the Chaplain will quickly be targeted for murder.



* HolyBurnsEvil: As a supernatural antagonist, the Chaplain is the best equipped to slay the Revenant. Tiles blessed by holy water block the Revenant's ghostly movement and force it to solidify, and the [[AntiMagic null rod]] rapidly drains their essence with every strike.

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* HolyBurnsEvil: As a supernatural antagonist, the Chaplain is the best equipped to slay the Revenant. Tiles blessed by holy water HolyWater block the Revenant's ghostly movement jaunting and force it to solidify, and the [[AntiMagic null rod]] rapidly drains their essence with every strike.

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* ChestBurster: The TropeCodifier is here. Facehuggers implant a larva into their victims, and if not surgically removed in time, it'll emerge and gib the host. The "birth" of the larva is where new Xeno players enter the game: larvae are weak but move relatively quickly, and are small enough to ventcrawl and hide under tables. They need to avoid danger and survive until they amass enough plasma to grow to adulthood.



* FaceFullOfAlienWingWong: The TropeCodifier is present and accounted for, hatching from eggs and aggressively violating anyone who lacks the correct facial protection. This leaves the victim with a xeno larva gestating inside them, which will fatally burst from their chest after a while unless surgically removed in time.

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* FaceFullOfAlienWingWong: The TropeCodifier is again present and accounted for, hatching from eggs and aggressively violating anyone who lacks the correct facial protection. This leaves the victim with a xeno larva deadly ChestBurster gestating inside them, their chest, which will fatally burst from their chest gib them after a while unless surgically removed in time.removed.



* {{Mana}}: All xeno abilities cost a resource named "plasma", which passively builds up over time (and accumulates faster while standing on hive resin).

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* {{Mana}}: All xeno abilities cost a resource named "plasma", "plasma" (not to be confused with the highly flammable plasma substance), which passively builds up over time (and and accumulates faster while standing on hive resin).resin.
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* DeadPersonConversation: The Revenant has access to deadchat and can use it to ask normal ghosts to go scouting for corpses or info. Of course, ghosts are under no obligation to help, and might instead amuse themselves by convincing a gullible Revenant player that their {{Intangibility}} protects them from being atomized by the supermatter (it does not).


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* OpportunisticBastard: Since the Revenant performs VampiricDraining on dead and unconscious bodies, but lacks direct attacks with which to ''make'' dead and unconscious bodies, its not uncommon for Revanants to follow around monsters and other antagonists to scavenge essence from their victims. ''[[{{Telepathy}} Transmit]]'' allows them to communicate and offer a proper VillainTeamUp.

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[[folder:Xenos]]
Yet another hideous alien species trying to infest the station, though these ones [[Franchise/{{Alien}} look oddly familiar]]. Led by an egg-laying queen, Xenos harvest the station crew to impregnate with deadly parasitic spawn, and have no distinct objectives beyond survival and reproduction.

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[[folder:Xenos]]
Yet another hideous
[[folder:Revenant]]
A spirit infused with strange
alien species trying energies and returned to infest the station, though these ones [[Franchise/{{Alien}} look oddly familiar]]. Led by an egg-laying queen, Xenos harvest world of the station crew living. The Revenant is an invisible, intangible carrion-eater that prefers to impregnate with deadly parasitic spawn, feed on the dead and have no distinct objectives beyond survival and reproduction.dying.


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* CastFromHitPoints: The Revenant's essence runs double-duty as HitPoints and {{Mana}} for its powers.
* CrossMeltingAura: Tiles blessed by the Chaplain block intangible movement, but the Revenant can use ''defile'' to strip the holiness from nearby tiles.
* ElectromagneticGhosts: Two of the revenant's abilities: ''Overload light'' causes nearby light fixtures to break and zap crewmates with bolts of electricity. ''Malfunction'' causes nearby machinery to malfunction (with a chance of being emagged instead); cyborgs are stunned and damaged, bots are emagged, and handheld electronics are disabled.
* EnemyToAllLivingThings: ''Blight'' causes nearby lifeforms to [[{{Plaguemaster}} contract a virus]] that inflicts a large amount of stamina and toxic damage over time, and also kills plants.
* HolyBurnsEvil: As a supernatural antagonist, the Chaplain is the best equipped to slay the Revenant. Tiles blessed by holy water block the Revenant's ghostly movement and force it to solidify, and the [[AntiMagic null rod]] rapidly drains their essence with every strike.
* OurGhostsAreDifferent: A ghost that has been infused with strange alien energies and partially brought back to the mortal plane. The Revenant is [[{{Intangibility}} intangible]] and invisible, but becomes exposed when it uses its powers and when it gets hit by [[SaltSolution salt]] or [[HolyBurnsEvil holy power]].
* RevivingEnemy: When the revenant hits 0 essence, they collapse into a pile of "glimmering residue", which will reform after a minute. To kill the revenant fully, someone needs to grab the ash pile and throw it to scatter them beyond recovery.
* SaltSolution: Tiles covered in salt block the Revenant's {{Intangibility}}, and throwing some at it deals damage and stuns it. If a Revenant is confirmed to be on the station, expect the crew to use turbines to cover the entire station in salt piles, to the janitor's dismay.
* {{Telepathy}}: ''Transmit'', one of the Revenant's basic powers, allows them to send spooky messages to a single nearby target without revealing themselves. Handy for delivering taunts, conspiring with another antagonist, or tormenting the clown with NSFW copypastas.
* TeleportInterdiction: Revenants cannot pass through tiles that have been [[HolyBurnsEvil blessed by holy water]] or [[SaltSolution covered in salt]], and touching these tiles briefly forces the revenant out of intangibility.
* VampiricDraining: Revenants increase their store of essence by performing ''harvest'' on dead or unconscious crewmembers. Dead bodies with no souls are worth the least amount of essence, while still-living humans are worth the most, and allow you to exceed your maximum essence store. Unfortunately, unconscious crewmembers that get drained by the revenant are killed.
* WalkingWasteland: Two abilities: ''Defile'' damages the surrounding area, removing holiness, ripping up tiles, rusting walls, damaging windows, breaking open most containers, and causing light sources to flicker. Then there's ''blight'', which spreads a toxic virus to humans and kills all plant life.
[[/folder]]

[[folder:Xenos]]
Yet another hideous alien species trying to infest the station, though these ones [[Franchise/{{Alien}} look oddly familiar]]. Led by an egg-laying queen, Xenos harvest the station crew to impregnate with deadly parasitic spawn, and have no distinct objectives beyond survival and reproduction.
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* ScrewTheRulesIHaveMoney: Cargo has a reputation for sealing themselves off from the rest of the station in protest of Security, even declaring themselves an independant nation-state. They sometimes get away with this because the Quartermaster and his cargo techs start buying shipments of guns and other defensive supplies from off-station to fortify their department, making them quite difficult for Security to evict.

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!Silicons
[[folder:Artifical Intelligence]]
Everyone's friendly silicon based co-worker on any Nanotrasen 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! Any claims that Syndicate Tech can circumvent this are purely the stuff of rumors.

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!Silicons
[[folder:Artifical Intelligence]]
Everyone's friendly silicon based co-worker on any Nanotrasen 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
!!!/tg/station
[[folder:Prisoner]]
While most lawbreakers
on the station, station spend a short stint in the brig cells (if Security feels so lenient), not everyone is let go so easily. Murderers, traitors, spies and other hard criminals that are working properly, answer somehow don't get killed find themselves sent to the AI and if a rogue is detected the AI can remotely detonate it! Any claims that Syndicate Tech can circumvent this are purely the stuff of rumors.station's secure prison wing for an indefinite stay.



* AIIsACrapshoot: Its [[MoralityChip laws]] actually prevent it from harming the crew, that said, a malicious crew member can change them to help their objectives, [[ItAmusedMe or for fun.]]
* MechanicallyUnusualClass: You are essentially playing as the station itself, rather than a physical crew member, and you have remote control over numerous station systems. However, you're also ThreeLawsCompliant.
* MundaneUtility: Despite being able to control a large amount of equipment on the station, it's usually asked to open locked doors for the crew.
* 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. However, if something has hacked the laws or scrambled them, you're expected do whatever your new laws say, even if they run contrary to the original three.

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* AIIsACrapshoot: Its [[MoralityChip laws]] actually prevent it from harming AmbiguousCriminalHistory: Roundstart prisoners don't have a specific crime they did to net a permenant incarceration, so you can just invent something for RP's sake.
* GreatEscape: The inevitable goal of
the crew, prisoners is to find a way out of the prison wing, whether it involves antagonist abilities, a dangerous spacewalk towards Cargo, some kind of sabotage (like overfeeding the garden's biogenerator to flood the place with monkeys) that said, forces Security to empty the prison, or luring a malicious crew member guard into an ambush to steal his stuff.
* InstitutionalApparel: Prisoners wear orange jumpsuits, and new prisoners
can change expect to have the outfit forced onto them to help their objectives, [[ItAmusedMe or for fun.]]
* MechanicallyUnusualClass: You are essentially playing
as the station itself, rather than a physical crew member, and you have remote control over numerous station systems. However, you're also ThreeLawsCompliant.
* MundaneUtility: Despite being able to control a large amount
part of protocol.
* PrisonsAreGymnasiums: The prison comes with exercise
equipment and a basketball hoop, so if you feel like killing time you and your jail buddies can focus on getting swole. Some of the prison food on offer will actually contribute to fitness gains.
* TrojanPrisoner: A roundstart prisoner that rolls antag is presumably this in-universe, and most antagonist types [[CardboardPrison are more than capable of escaping the prison wing on their own]]. What happens to the other prisoners depends
on the station, it's usually asked antagonist's whims -- Traitors might ignore them or be willing to open locked doors for share their Syndicate goodies, Revs and Cultists will just recruit them like anyone else, and a Changeling is very likely to [[TrappedWithMonsterPlot view the crew.
unarmed, isolated convicts as easy meals]].
* ThreeLawsCompliant: Unless you've been hacked or otherwise broken, YouAllMeetInACell: There can be multiple prisoners at round start, and additional players might be perma-brig'd if Security feels like it. Chances are, the lot of you are this. Failing going 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. However, if something has hacked the laws or scrambled them, you're expected do whatever your new laws say, even if they run contrary be working together to the original three.escape and survive.



[[folder:Cyborg]]
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.

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[[folder:Cyborg]]
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
!Silicons
[[folder:Artifical Intelligence]]
Everyone's friendly silicon based co-worker on any Nanotrasen run space station. The AI is preprogrammed
to be Asimov Compliant and serve various has a huge host of functions in to help the staff complete their daily work without incident. Ontop of that any cyborgs on the station, be it as Combatants or Peacekeepers for security, Engineers for that are working properly, answer to the engineering department or walking, talking medical drones for AI and if a rogue is detected the medicine departments.AI can remotely detonate it! Any claims that Syndicate Tech can circumvent this are purely the stuff of rumors.


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* AIIsACrapshoot: Its [[MoralityChip laws]] actually prevent it from harming the crew, that said, a malicious crew member can change them to help their objectives, [[ItAmusedMe or for fun.]]
* MechanicallyUnusualClass: You are essentially playing as the station itself, rather than a physical crew member, and you have remote control over numerous station systems. However, you're also ThreeLawsCompliant.
* MundaneUtility: Despite being able to control a large amount of equipment on the station, it's usually asked to open locked doors for the crew.
* 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. However, if something has hacked the laws or scrambled them, you're expected do whatever your new laws say, even if they run contrary to the original three.
[[/folder]]

[[folder:Cyborg]]
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.
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* ImprovisedWeapon: An experienced janitor player is arguably the master of this. Mops and brooms can be wielded as surprisingly capable melee weapons. Mops, buckets and spray-bottles can be loaded with dangerous chemicals. The wet patches left by mops and cleaning foam grenades are slipping hazards that force other players to fall and drop their held items.

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* ImprovisedWeapon: An experienced janitor player is arguably the master of this. Mops and brooms can be wielded as surprisingly capable melee weapons. Mops, buckets buckets, back-mounted water reservoirs and spray-bottles can be loaded with dangerous chemicals. The wet patches left by mops and cleaning foam grenades are slipping hazards that force other players to fall and drop their held items.



* NeatFreak: They are ''expected'' to be this. After all, what worth is a janitor if they don't clean up the bloodstains all over the medbay?

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* NeatFreak: They are ''expected'' to be this. After all, what worth is a janitor if they don't clean up the bloodstains all over the medbay?medbay? A true janitor will be less concerned by the discovery of a murder scene and more by the sight of blood and footprints everywhere. (and an extremely robust janitor might [[BerserkButton express their frustration]] by [[ImprovisedWeapon literally mopping the floor]] with the one responsible).


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* ThisLooksLikeAJobForAquaman: On /tg/station, foolhardy Wizards have the power to summon "slaughter demons", frothing berserk monsters powered by blood. The more blood splattered around the station, the stronger the demon gets, and it can [[VillainTeleportation jaunt]] to any blood puddle available. Enter the humble janitor, [[LogicalWeakness whose mops, soaps and space cleaners can rapidly clean up blood, leaving the slaughter demon weakened and unable to teleport anywhere]].

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* 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.

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* TheXenophile: Scientists working the Xenobiology lab is definitely the biggest example of this, which is a EnforcedTrope since and 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.



A sub set of scientists responsible for the robots and machines of the stations. Ranging from cyborgs, mechs, bots, and possibly augmentations and cybernetics when some sec gets dismembered. More commonly referred to as just robos. Depending on the players walking by, sometimes you’ll see a normal robotics lab, and sometimes they worshipping the fabricators like gods and fighting the Chaplin with mechs. The best place to get proper weapons aside from sec.

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A sub set of scientists responsible for the robots and machines of the stations. Ranging from cyborgs, mechs, bots, and possibly augmentations and cybernetics when some sec gets dismembered. More commonly referred to as just robos. Depending on the players walking by, sometimes you’ll see a normal robotics lab, and sometimes they they're worshipping the fabricators like gods and fighting the Chaplin Chaplain with mechs. The best place to get proper weapons aside from sec.






* AnimalTesting: The genetics lab comes with a monkey pen, providing some fodder for genetic splicing.



* DevolutionDevice[=/=]HumanityEnsues: The main thing distinguishing humans from monkeys is a specific mutation. Geneticists can make genetic splicers that add or remove the mutation, turning humans into monkeys and vice-versa.



Working in a sealed-off section of the Medbay, the Virologist studies contagious diseases with the goal of creating vaccines to heal the crew. They also have the equipment needed to ''create'' diseases, and will often unleash them out of malicious intent or incompetence.

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Working in a sealed-off an environmentally-sealed section of the Medbay, the Virologist studies contagious diseases with the goal of creating vaccines to heal the crew. They also have the equipment needed to ''create'' diseases, and will often unleash them out of malicious intent or incompetence.



* AnimalTesting: The virology lab has a monkey pen, allowing diseases to be tested without needlessly risking the life of a human crewmember.



* AscendedExtra: On the /tg/station codebase, the Quartermaster was eventually made into a Head on the CommandRoster, with the access and authority that entails. That said, this doesn't stop the other Heads from bossing them around out of habit.

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* AscendedExtra: On the /tg/station codebase, the Quartermaster was eventually made into a Head on the CommandRoster, with the access and authority that entails. That said, this This doesn't stop the other Heads from bossing them around out of habit.
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* BioAgumentation: Their main job. Combining mutations can result in superpowers, which tend to create extreme levels of fun when sold to the greytide.

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* BioAgumentation: BioAugmentation: Their main job. Combining mutations can result in superpowers, which tend to create extreme levels of fun when sold to the greytide.
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* MagicalDefibrillator: On /tg/station, the medbay's bulky, backpack-powered defibrillators are the most straightforward means of reviving non-rotten dead bodies, though it does nothing to treat their injuries or bring them out of a critical state. Averted on Goonstation, which has more realistic defibrillators used to treat cardiac arrest, and won't help a patient who is already dead.

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* MagicalDefibrillator: On /tg/station, the medbay's bulky, backpack-powered defibrillators are the most straightforward means of reviving non-rotten dead bodies, though it does nothing to treat their injuries or bring them out of a critical state. Averted on Goonstation, which has more realistic Goonstation meanwhile uses the typical fiction misconception, where defibrillators used to treat fix cardiac arrest, and won't help a patient who is already dead.arrest (though they don't go as far as to raise the dead).
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* BioAugmentation: On the /tg/station codebase, unlocking the "experimental surgery" research node allows doctors to perform surgeries that bestow odd but useful abilities on their patients. These include creating muscled blood veins that reduce blood loss or pump without the aid of a heart; rewiring the nervous system to become resistant to stunning or immune to electricity; altering limb connections to become resistant to dismembering, or capable of PullingThemselvesTogether; altering the brain to become resistant to trauma or more likely to develop useful 'special' traumas; or grant a disease victim a TypoidMary symbiosis with their virus. Get the geneticist, virologist and/or roboticist onboard, and you'll have your own little SuperSoldier program!

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* BioAugmentation: On the /tg/station codebase, unlocking the "experimental surgery" research node allows doctors to perform surgeries that bestow odd but useful abilities on their patients. These include creating muscled blood veins that reduce blood loss or pump without the aid of a heart; rewiring the nervous system to become resistant to stunning or immune to electricity; altering limb connections to become resistant to dismembering, or capable of PullingThemselvesTogether; altering the brain to become resistant to trauma or more likely to develop useful 'special' traumas; or grant a disease victim a TypoidMary TyphoidMary symbiosis with their virus. Get the geneticist, virologist and/or roboticist onboard, and you'll have your own little SuperSoldier program!

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* BioAugmentation: On the /tg/station codebase, unlocking the "experimental surgery" research node allows doctors to perform surgeries that bestow odd but useful abilities on their patients. These include creating muscled blood veins that reduce blood loss or pump without the aid of a heart; rewiring the nervous system to become resistant to stunning or immune to electricity; altering limb connections to become resistant to dismembering, or capable of PullingThemselvesTogether; altering the brain to become resistant to trauma or more likely to develop useful 'special' traumas; or grant a disease victim a TypoidMary symbiosis with their virus. Get the geneticist, virologist and/or roboticist onboard, and you'll have your own little SuperSoldier program!



* ComicallyIneptHealing: Often new Doctors will make the simplest mistake, like not applying a surgical sheet before beginning surgery, causing them to just assault their patient.
* DeadlyDoctor: Surgical tools can be turned into weapons in a pinch, and do quite a fair bit of damage besides. Certain codebases even let you perform lethal surgeries on downed foes in certain situations, like strapping a downed foe to a bed then cutting their brain out.
* MagicalDefibrillator: If someone dies but is otherwise intact, defibrillating them is typically enough to bring them back to life.
* MeatGrinderSurgery: Doctors can use cafeteria cutlery, office supplies and weapons to perform organ transplants if they need to, a practice nicknamed "ghetto surgery". The quality of tools and the environment increases the time and chance of failure for each step.
* MedicalHorror: Traitor Doctors can commit this, with tactics such as "accidentally" botching surgeries, [[SkipTheAnesthetic operating without anesthetic]], kidnapping people to have them StrappedToAnOperatingTable, [[WhyAmITicking implanting bombs and other devices inside surgery patients]], dipping surgical tools in harmful chemicals, and poisoning the cloning machine.

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* ComicallyIneptHealing: Often new Doctors will make the simplest mistake, like not applying a surgical sheet before beginning surgery, causing them to just assault their patient.
patient instead of applying tools.
* DeadlyDoctor: Surgical tools can be turned into weapons in a pinch, and do quite a fair bit of damage besides. damage. Certain codebases even let you perform lethal surgeries on downed foes in certain situations, like strapping a downed foe to a bed then cutting their brain out.
out.
* MagicalDefibrillator: If someone dies but is otherwise intact, defibrillating them is typically enough to bring them back to life.
* MeatGrinderSurgery: Doctors can use cafeteria cutlery, office supplies and weapons to perform organ transplants if they need to, a practice nicknamed "ghetto surgery". The quality of tools and the environment increases the time and chance of failure for each step.
* MedicalHorror:
MadDoctor: Traitor Doctors can commit this, with choose to tailor their tactics with their profession, such as by "accidentally" botching surgeries, [[SkipTheAnesthetic operating without anesthetic]], kidnapping people to have them StrappedToAnOperatingTable, [[WhyAmITicking implanting bombs and other devices inside surgery patients]], dipping surgical tools in harmful chemicals, and poisoning the cloning machine.machine.
* MagicalDefibrillator: On /tg/station, the medbay's bulky, backpack-powered defibrillators are the most straightforward means of reviving non-rotten dead bodies, though it does nothing to treat their injuries or bring them out of a critical state. Averted on Goonstation, which has more realistic defibrillators used to treat cardiac arrest, and won't help a patient who is already dead.
* MeatGrinderSurgery: Doctors can use cafeteria cutlery, office supplies and weapons to perform surgeries if they need to, a practice nicknamed "ghetto surgery". The quality of tools [[RoadsideSurgery and the environment]] increases the time and chance of failure for each step.



* PlayingWithSyringes: On the /tg/station codebase, unlocking the "experimental surgery" research node allows doctors to perform surgeries that bestow odd but useful abilities on their patients, like creating muscled blood veins that pump without the aid of a heart.

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* PlayingWithSyringes: On the /tg/station codebase, unlocking the "experimental surgery" research node allows doctors to RoadsideSurgery: You can perform surgeries that bestow odd but useful abilities on their patients, like creating muscled blood veins that pump without any surface if necessary, including floors, tables and beds, though it applies a penalty to the aid of a heart.surgery.



The Geneticist's main job is to research the bizarre and varied array of genetic quirks Space Station 13's crew have in their DNA, then recombine them to create mutations. These mutations can then be sold in Medbay Lobby to give the crew anything from superpowers to wacky accents - assuming their genetic code can take it. They're also nominally responsible for working the cloning machine. Known for having a reputation of being utterly oblivious to the station's goings-on.

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The Geneticist's main job is to research the bizarre and varied array of genetic quirks Space Station 13's crew have in their DNA, then recombine them to create mutations. These mutations can then be sold in Medbay Lobby to give the crew anything from superpowers to wacky accents - assuming their genetic code can take it. They're also nominally responsible for working the cloning machine. Known for having a reputation of being utterly oblivious to the station's goings-on.



* GeneticEngineeringIsTheNewNuke: Their main job. Combining mutations can result in superpowers, which tend to create extreme levels of fun when sold to the greytide.

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* GeneticEngineeringIsTheNewNuke: BioAgumentation: Their main job. Combining mutations can result in superpowers, which tend to create extreme levels of fun when sold to the greytide.



Even with advancements to medical technology, people can not only die, but sometimes stay dead. Maybe the brain just isn't in a usable state, or some unknown, vital spark of consciousness is absent? It might be someone who ''shouldn't'' be revived, like a saboteur from the Syndicate. Such unfortunates are interred in the morgue, under the care of the station's Coroner. The Coroner's main job is to perform autopsies on corpses to assist the security department's frequent murder investigations, as well as scientific dissections that further medical research.

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Even with advancements to medical technology, people can not only die, but sometimes stay dead. Maybe the brain just isn't in a usable state, or some unknown, vital spark of consciousness is absent? absent. It might be someone who ''shouldn't'' be revived, like a saboteur from the Syndicate. Such unfortunates are interred in the morgue, under the care of the station's Coroner. The Coroner's main job is to perform autopsies on corpses to assist the security department's frequent murder investigations, as well as scientific dissections that further medical research.

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* TheCoroner: The coroner is expected to handle autopsy surgeries on bodies that have died in unclear circumstances, determining the exact cause and time of death for the benefit of station records and the local HardboiledDetective. Since reviving people for first-hand testimony is fairly routine, the coroner will generally be studying crewmembers that Medical ''cannot'' revive; chiefly bodies that lack brains (brains house the player's presence) and bodies whose souls have departed (i.e. the player is spectating as a ghost or has disconnected). On the plus side, a completed autopsy grants a bonus to subsequent surgeries if, for whatever reason, the situation changes and the body becomes revivable again.

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* TheCoroner: The coroner is expected to handle autopsy surgeries on bodies that have died in unclear circumstances, determining the exact cause and time of death for the benefit of station records and the local HardboiledDetective. Since reviving people for first-hand testimony is fairly routine, the coroner will generally be studying crewmembers that Medical ''cannot'' revive; chiefly bodies that lack brains (brains house the player's presence) and bodies whose souls have departed (i.e. the player is spectating as a ghost or has disconnected). On the plus side, a completed autopsy or dissection grants a bonus to subsequent surgeries if, for whatever reason, the situation changes and the body becomes revivable again.



* PlayingWithSyringes: Advancing the TechTree down medical pathways demands a number of "experiments" to be recorded to the station database, which the Coroner contributes to by performing dissection surgeries on dead bodies. This is mutually exclusive with the autopsy surgery, so it's saved for bodies that aren't under some kind of investigation.

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* PlayingWithSyringes: Advancing the TechTree down medical pathways demands a number of "experiments" to be recorded to the station database, which the Coroner contributes to by performing dissection surgeries on dead bodies. This is mutually exclusive with the autopsy surgery, so it's saved for bodies that aren't under some kind of investigation.interest to Security, or [[AnimalTesting spare lab monkeys]].


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* ShoutOut: The Coroner can drink formaldehyde with no ill effects, referencing the CreepyMortician from ''Film/BodyBags''.

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* SealedEvilInACan: The Coroner may find themselves charged with keeping antagonist corpses at the behest of Security. These bodies should be placed in the extra morgue trays located in the Coroner's personal office, to ensure they don't get mixed up with crew corpses and [[NiceJobBreakingItHero revived by well-meaning doctors]].

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* PlayingWithSyringes: Advancing the TechTree down medical pathways demands a number of "experiments" to be recorded to the station database, which the Coroner contributes to by performing dissection surgeries on dead bodies. This is mutually exclusive with the autopsy surgery, so it's saved for bodies that aren't under some kind of investigation.
* SealedEvilInACan: The Coroner may find themselves charged with keeping hanging onto antagonist corpses at the behest of Security. These bodies should be placed in the extra morgue trays located in the Coroner's personal office, to ensure they don't get mixed up with crew corpses and [[NiceJobBreakingItHero revived by well-meaning doctors]].

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* CreepyMortician: A big part of the Coroner's job is to look after non-reviable corpses in the morgue, preserving them with formaldehyde and storing them safely inside special mortuary cabinets. They're also expected to perform [[PlayingWithSyringes surgical dissections]] to help progress the station's TechTree, which tends to be the fate of defeated antagonists, suicide victims (who are impossible to revive under any circumstances) and [[AnimalTesting unfortunate lab monkeys]]. Fittingly, coroners automatically have the "morbid" trait, [[NightmareFetishist causing them to enjoy creepy stuff]] while disliking having to heal the living.

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* TheCoronerDothProtestTooMuch: Since info gained from autopsies must be manually reported and archived by the Coroner, an antagonist could feasibly lie about their findings to throw off an ongoing investigation.
* CreepyMortician: A big part of the Coroner's job is to look after non-reviable corpses in the morgue, preserving them with formaldehyde and storing them safely inside special mortuary cabinets. containers. They're also expected to perform [[PlayingWithSyringes surgical dissections]] to help progress the station's TechTree, which tends to be the fate of defeated antagonists, suicide victims (who are impossible to revive under any circumstances) and [[AnimalTesting unfortunate lab monkeys]].TechTree. Fittingly, coroners automatically have the "morbid" trait, [[NightmareFetishist causing them to enjoy creepy stuff]] while disliking having to heal the living.


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* SealedEvilInACan: The Coroner may find themselves charged with keeping antagonist corpses at the behest of Security. These bodies should be placed in the extra morgue trays located in the Coroner's personal office, to ensure they don't get mixed up with crew corpses and [[NiceJobBreakingItHero revived by well-meaning doctors]].

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!Cargo Department
[[folder:Quartermaster]]
The Quartermaster's primary job is to order equipment to help keep the station running. They make sure credits aren't wasted, kick the clown out, and make sure the Cargo Techs aren't getting into trouble - and pull their arses out of the fire when they do. They have three helpers to help them redistribute things throughout the station. They also have authority over mining, and should try and coordinate the Shaft Miners to meet the needs of the station -- primarily, this means passing on requests from Robotics, Research, and Engineering. Quartermaster players come in two flavors: profit loving capitalist, and communist revolutionary.

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!Cargo Department
[[folder:Quartermaster]]
!!!/tg/station
[[folder:Coroner]]
Even with advancements to medical technology, people can not only die, but sometimes stay dead. Maybe the brain just isn't in a usable state, or some unknown, vital spark of consciousness is absent? It might be someone who ''shouldn't'' be revived, like a saboteur from the Syndicate. Such unfortunates are interred in the morgue, under the care of the station's Coroner.
The Quartermaster's primary Coroner's main job is to order equipment perform autopsies on corpses to help keep assist the station running. They make sure credits aren't wasted, kick the clown out, and make sure the Cargo Techs aren't getting into trouble - and pull their arses out of the fire when they do. They have three helpers to help them redistribute things throughout the station. They also have authority over mining, and should try and coordinate the Shaft Miners to meet the needs of the station -- primarily, this means passing on requests from Robotics, Research, and Engineering. Quartermaster players come in two flavors: profit loving capitalist, and communist revolutionary.security department's frequent murder investigations, as well as scientific dissections that further medical research.



* AscendedExtra: On the /tg/station codebase, the Quartermaster was eventually made into a Head on the CommandRoster, with the access and authority that entails. That said, this doesn't stop the other Heads from bossing them around out of habit.
* AnEntrepreneurIsYou: One of their side jobs on some branches is to buy and sell stocks on the galactic stock market to ensure that there's always a steady income of credits to order new stuff with. If done right, this can ensure that the station will always have more than enough credits to buy anything whenever the need arises.
* CorruptQuartermaster: You can often rely on them blowing the station's budget to buy useless crap. Or, worse, ordering guns to illegally arm assistants and/or start a mutiny.
* TheFixer: Antagonistic ones usually end up serving as this to other antagonists, assuming they can hide their wheeling and dealing with contraband.

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* AscendedExtra: On the /tg/station codebase, the Quartermaster was eventually made into a Head TheCoroner: The coroner is expected to handle autopsy surgeries on the CommandRoster, with the access and authority bodies that entails. That said, this doesn't stop have died in unclear circumstances, determining the other Heads from bossing them around out of habit.
* AnEntrepreneurIsYou: One of their side jobs on some branches is to buy
exact cause and sell stocks on time of death for the galactic stock market to ensure that there's always a steady income benefit of credits to order new stuff with. If done right, this can ensure that the station records and the local HardboiledDetective. Since reviving people for first-hand testimony is fairly routine, the coroner will always generally be studying crewmembers that Medical ''cannot'' revive; chiefly bodies that lack brains (brains house the player's presence) and bodies whose souls have more than enough credits to buy anything whenever departed (i.e. the need arises.
player is spectating as a ghost or has disconnected). On the plus side, a completed autopsy grants a bonus to subsequent surgeries if, for whatever reason, the situation changes and the body becomes revivable again.
* CorruptQuartermaster: You can often rely on CreepyMortician: A big part of the Coroner's job is to look after non-reviable corpses in the morgue, preserving them blowing with formaldehyde and storing them safely inside special mortuary cabinets. They're also expected to perform [[PlayingWithSyringes surgical dissections]] to help progress the station's budget TechTree, which tends to buy useless crap. Or, worse, ordering guns to illegally arm assistants and/or start a mutiny.
* TheFixer: Antagonistic ones usually end up serving as this to other
be the fate of defeated antagonists, assuming they suicide victims (who are impossible to revive under any circumstances) and [[AnimalTesting unfortunate lab monkeys]]. Fittingly, coroners automatically have the "morbid" trait, [[NightmareFetishist causing them to enjoy creepy stuff]] while disliking having to heal the living.
** As an antagonist, a coroner won't necessarily be seen as suspicious for dragging home a dead body, and the morgue is one of the least-visited areas of the station. They
can hide also [[CoffinContraband make use of mortuary slabs to store illegal items]]. As for the steady supply of dead bodies available, a changeling can devour their wheeling DNA to progress their objectives before hiding the distinctive husks in the cabinets, while a traitor looking to start some chaos could use the unlockable "necrotic revival" surgery to reanimate his charges as infectious, flesh-eating zombies.
* NightmareFetishist: Coroners all have the "morbid" trait regardless of any other choices. This grants them positive moodlets when witnessing creepy stuff, negative moodlets from healing people normally,
and dealing with contraband.an immunity to Lavaland's grave-robbing curses.



[[folder:Cargo Technician]]
Basically they load and unload crates, order things for people, and deliver orders.

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[[folder:Cargo Technician]]
Basically they load and unload crates,
!Cargo Department
[[folder:Quartermaster]]
The Quartermaster's primary job is to
order equipment to help keep the station running. They make sure credits aren't wasted, kick the clown out, and make sure the Cargo Techs aren't getting into trouble - and pull their arses out of the fire when they do. They have three helpers to help them redistribute things for people, throughout the station. They also have authority over mining, and deliver orders. should try and coordinate the Shaft Miners to meet the needs of the station -- primarily, this means passing on requests from Robotics, Research, and Engineering. Quartermaster players come in two flavors: profit loving capitalist, and communist revolutionary.



* AlmightyJanitor: Despite often being mistaken for only being slightly better than an Assistant in terms of respect and authority, it's easy to forget that Cargo Technicians not only have a very justified access to maintenance, but also the cargo computer, from which they can order various things that usually do not require special ID access to open, unless you're literally ordering firearms -- which easily can be bypassed by some clever exploitation of what you ''can'' access without special ID.

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* AlmightyJanitor: Despite often being mistaken for only being slightly better than an Assistant in terms of respect and authority, it's easy to forget that Cargo Technicians not only have AscendedExtra: On the /tg/station codebase, the Quartermaster was eventually made into a very justified Head on the CommandRoster, with the access to maintenance, but also and authority that entails. That said, this doesn't stop the cargo computer, other Heads from which they can order various things that usually do not require special ID access to open, unless you're literally ordering firearms -- which easily can be bypassed by some clever exploitation bossing them around out of what you ''can'' access without special ID.habit.



* BombThrowingAnarchists: Have a reputation for turning into this even without the Revolution involved; usually with the goal of making the station communist, starting an independent state in the cargo bay, or murdering security when they get too overbearing.

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* BombThrowingAnarchists: Have a reputation for turning into this even without CorruptQuartermaster: You can often rely on them blowing the Revolution involved; usually with the goal of making the station communist, starting an independent state in the cargo bay, or murdering security when they get too overbearing.station's budget to buy useless crap. Or, worse, ordering guns to illegally arm assistants and/or start a mutiny.



[[folder:Shaft Miner]]
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.

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[[folder:Shaft Miner]]
Their job is to mine
[[folder:Cargo Technician]]
Basically they load
and gather materials from the [[DeathWorld Lavaland]], usually trading it in unload crates, order things 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 people, and to the miner themselves.deliver orders.



* 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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* AdventurerArchaeologist: In addition to providing precious materials AlmightyJanitor: Despite often being mistaken for only being slightly better than an Assistant in terms of respect and authority, it's easy to forget that Cargo Technicians not only have a very justified access to maintenance, but also the cargo computer, from which they can order various things that usually do not require special ID access to open, unless you're literally ordering firearms -- which easily can be bypassed by some clever exploitation of what you ''can'' access without special ID.
* AnEntrepreneurIsYou: One of their side jobs on some branches is to buy and sell stocks on the galactic stock market to ensure that there's always a steady income of credits to order new stuff with. If done right, this can ensure that
the station will always have more than enough credits to use, buy anything whenever the miners often puts their lives at risk to explore dangerous ruins found on lavaland in hopes of reaping the rewards they bring.
need arises.
* DeathIsCheap: A notable [[AvertedTrope aversion]] in BombThrowingAnarchists: Have a game where reputation for turning into this normally is even without the case. If you die out in Revolution involved; usually with the lavaland, you better pray another miner finds your corpse and drags it back to goal of making the station so you can be cloned. Combine this with communist, starting an independent state in 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 cargo bay, or murdering security when they actually become get too wounded to escape back to the station by normal means.
overbearing.
* EmpoweredBadassNormal: If a miner is robust enough to survive the horrors of the lavaland, they TheFixer: Antagonistic ones usually come back strong enough end up serving as this to take on anything that may get thrown at them, simply through the sheer amount of loot other antagonists, assuming they will pick up along the road.
* OddFriendship: Because of
can hide their reliance on tech provided by the science department, including tools wheeling 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.dealing with contraband.



!Service Department
[[folder:Bartender]]
Your stereotypical bartender; black slacks with a white shirt and bowtie, shotgun under the bar, and a big collection of booze at his side. They are one half of the bar, the other half is the Cook.

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!Service Department
[[folder:Bartender]]
Your stereotypical bartender; black slacks
[[folder:Shaft Miner]]
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 white shirt whole slew of risks, but the rewards are often worth it both to the station and bowtie, shotgun under to the bar, and a big collection of booze at his side. They are one half of the bar, the other half is the Cook. miner themselves.



* TheBartender: Their entire job. Most of their time is spent dispensing drinks and maybe chatting with the customers.
* GrievousBottleyHarm: All those booze bottles can make effective blunt weapons in a pinch, with the added bonus of drenching the target in flammable alcohol. You can also fill bottles with more dangerous chemicals for some extra kick.
* TamperingWithFoodAndDrink: The most straightforward way to play a traitor bartender is to lace drinks with poisons and drugs.
* TwoShotsFromBehindTheBar: The bartender is one of the few people on the station that spawns with a gun. Sadly he only has non-lethal [[TrickBullet beanbag rounds]].

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* TheBartender: Their entire job. Most of their time is spent dispensing drinks and maybe chatting with the customers.
* GrievousBottleyHarm: All those booze bottles can make effective blunt weapons in a pinch, with the added bonus of drenching the target in flammable alcohol. You can also fill bottles with more dangerous chemicals
AdventurerArchaeologist: In addition to providing precious materials for some extra kick.
* TamperingWithFoodAndDrink: The most straightforward way to play a traitor bartender is to lace drinks with poisons and drugs.
* TwoShotsFromBehindTheBar: The bartender is one of the few people on
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 spawns with 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 gun. Sadly he only has non-lethal [[TrickBullet beanbag rounds]].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.



[[folder:Botanist]]
Specializing in all things plant related Botanists can provide a crucial service to the station both by keeping science and medical supplied with chemicals as well as preventing the crews diet from turning into an all monkeyburger affair. Using their tools and planter boxes a skilled Botanist can grow almost anything from man eating monsters to the dankest weed you've ever even imagined multiplied by at least six. Don't let the hippie asthetics fool you though as Botanists start out with access to a variety of bladed implements meant for gardening but perfectly capable of hacking an overconfident antagonist into fertilizer.

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[[folder:Botanist]]
Specializing in all things plant related Botanists can provide a crucial service to the station both by keeping science and medical supplied
!Service Department
[[folder:Bartender]]
Your stereotypical bartender; black slacks
with chemicals as well as preventing a white shirt and bowtie, shotgun under the crews diet from turning into an all monkeyburger affair. Using their tools bar, and planter boxes a skilled Botanist can grow almost anything from man eating monsters to big collection of booze at his side. They are one half of the dankest weed you've ever even imagined multiplied by at least six. Don't let bar, the hippie asthetics fool you though as Botanists start out with access to a variety of bladed implements meant for gardening but perfectly capable of hacking an overconfident antagonist into fertilizer.other half is the Cook.



* TheStoner: Nine times out of ten, weed is the only crop to come out of Botany, so botanists tend to have this reputation.

to:

* TheStoner: Nine times out TheBartender: Their entire job. Most of ten, weed their time is spent dispensing drinks and maybe chatting with the customers.
* GrievousBottleyHarm: All those booze bottles can make effective blunt weapons in a pinch, with the added bonus of drenching the target in flammable alcohol. You can also fill bottles with more dangerous chemicals for some extra kick.
* TamperingWithFoodAndDrink: The most straightforward way to play a traitor bartender is to lace drinks with poisons and drugs.
* TwoShotsFromBehindTheBar: The bartender is one of the few people on the station that spawns with a gun. Sadly he
only crop to come out of Botany, so botanists tend to have this reputation.has non-lethal [[TrickBullet beanbag rounds]].



[[folder:Chaplain]]
Though not common thanks to the advent of cheap, reliable cloning technology, people do still die. That and the continued practice of the old religions necessitates every Station run by Nanotracen must have a Chaplain onboard to minister to the masses, as well as respectfully dispose of the dead. With access to their own chapel and a fancy coffin-shooting railgun (for giving the unfortunate their burial at space), the Chaplain is always there to be the stations confidant. Additionally their unwavering faith and piety grants the Chaplain power through their holy weapons and scripture.

to:

[[folder:Chaplain]]
Though not common thanks
[[folder:Botanist]]
Specializing in all things plant related Botanists can provide a crucial service
to the advent of cheap, reliable cloning technology, people do still die. That station both by keeping science and the continued practice of the old religions necessitates every Station run by Nanotracen must have a Chaplain onboard to minister to the masses, medical supplied with chemicals as well as respectfully dispose of preventing the dead. With crews diet from turning into an all monkeyburger affair. Using their tools and planter boxes a skilled Botanist can grow almost anything from man eating monsters to the dankest weed you've ever even imagined multiplied by at least six. Don't let the hippie asthetics fool you though as Botanists start out with access to their own chapel and a fancy coffin-shooting railgun (for giving the unfortunate their burial at space), the Chaplain is always there to be the stations confidant. Additionally their unwavering faith and piety grants the Chaplain power through their holy weapons and scripture.variety of bladed implements meant for gardening but perfectly capable of hacking an overconfident antagonist into fertilizer.


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* TheStoner: Nine times out of ten, weed is the only crop to come out of Botany, so botanists tend to have this reputation.
[[/folder]]

[[folder:Chaplain]]
Though not common thanks to the advent of cheap, reliable cloning technology, people do still die. That and the continued practice of the old religions necessitates every Station run by Nanotracen must have a Chaplain onboard to minister to the masses, as well as respectfully dispose of the dead. With access to their own chapel and a fancy coffin-shooting railgun (for giving the unfortunate their burial at space), the Chaplain is always there to be the stations confidant. Additionally their unwavering faith and piety grants the Chaplain power through their holy weapons and scripture.
----
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* TheArtifact: The Clown role was originally created as a "punishment" for disruptive players, to deny them any real responsibilities or influence while everybody else actually played the game. The Clown eventually became a regular job anyone could adopt, but the Clown was already the unofficial MascotMook by then (and is still [[JokeCharacter amusingly useless]]).

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* ComicallyIneptHealing: Often new Doctors will make the simplest mistake, like not using the surgical sheet before beginning surgery causing them to just horribly mangle their patient.
* DeadlyDoctor: Surgical tools can be turned into weapons in a pinch, and do quite a fair bit of damage besides. Certain codebases even let you perform lethal surgeries on downed foes in certain situations, like strapping a downed foe to a bed then cutting their brain out.
* MagicalDefibrillator: If someone dies, defibrillating them is typically enough to bring them back to live.
* MeatGrinderSurgery: Doctors can use cafeteria cutlery and office supplies to perform organ transplants if they need to.
* MedicalHorror: Traitor Doctors invariably end up committing this, with tactics such as "accidentally" botching organ transplants (or kidnapping people for OrganTheft), [[WhyAmITicking implanting bombs and other devices inside surgery patients]], dipping surgical tools in harmful chemicals, and poisoning the cloning machine.

to:

* ComicallyIneptHealing: Often new Doctors will make the simplest mistake, like not using the applying a surgical sheet before beginning surgery surgery, causing them to just horribly mangle assault their patient.
* DeadlyDoctor: Surgical tools can be turned into weapons in a pinch, and do quite a fair bit of damage besides. Certain codebases even let you perform lethal surgeries on downed foes in certain situations, like strapping a downed foe to a bed then cutting their brain out.
* MagicalDefibrillator: If someone dies, defibrillating them is typically enough to bring them back to live.
* MeatGrinderSurgery: Doctors can use cafeteria cutlery and office supplies to perform organ transplants if they need to.
out.
* MagicalDefibrillator: If someone dies but is otherwise intact, defibrillating them is typically enough to bring them back to life.
* MeatGrinderSurgery: Doctors can use cafeteria cutlery, office supplies and weapons to perform organ transplants if they need to, a practice nicknamed "ghetto surgery". The quality of tools and the environment increases the time and chance of failure for each step.
* MedicalHorror: Traitor Doctors invariably end up committing can commit this, with tactics such as "accidentally" botching organ transplants (or surgeries, [[SkipTheAnesthetic operating without anesthetic]], kidnapping people for OrganTheft), to have them StrappedToAnOperatingTable, [[WhyAmITicking implanting bombs and other devices inside surgery patients]], dipping surgical tools in harmful chemicals, and poisoning the cloning machine.


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* PlayingWithSyringes: On the /tg/station codebase, unlocking the "experimental surgery" research node allows doctors to perform surgeries that bestow odd but useful abilities on their patients, like creating muscled blood veins that pump without the aid of a heart.
* SkipTheAnesthetic: Using anesthetic during surgery is optional, though skipping it will cause your unfortunate patient to suffer a severe negative moodlet from the agonizing pain.
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* LawmanBaton: The security officer's signature weapon is a stun baton, which deals stamina damage with a quick knockdown while powered. Alternatively, you can [[PoliceBrutality "harmbaton"]] the target, dealing brute damage.

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* LawmanBaton: The security officer's signature weapon is a [[ShockStick stun baton, baton]], which deals stamina damage with a quick knockdown while powered. Alternatively, you can [[PoliceBrutality "harmbaton"]] the target, dealing brute damage.
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* StunGuns: Most codebases give security officers a simple non-lethal ranged weapon to start with, such as Goonstation's [[StaticStunGun taser]] and /tg/station's [[TheParalyzer disabler]]. In any case, they deal stamina damage to incapacitate their target.
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* StunGun: Most codebases give security officers a simple non-lethal ranged weapon to start with, such as Goonstation's taser and /tg/station's disabler. In any case, they deal stamina damage to incapacitate their target.

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* StunGun: StunGuns: Most codebases give security officers a simple non-lethal ranged weapon to start with, such as Goonstation's taser [[StaticStunGun taser]] and /tg/station's disabler.[[TheParalyzer disabler]]. In any case, they deal stamina damage to incapacitate their target.

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* LawmanBaton: The security officer's signature weapon is a stun baton, which deals stamina damage with a quick knockdown while powered. Alternatively, you can [[PoliceBrutality "harmbaton"]] the target, dealing brute damage.



* PoliceAreUseless: Surprisingly common when the officers aren't simply evil. It's not unheard of for an antagonist to operate unopposed because half the security division was running around trying to arrest a runaway clown.
* PoliceBrutality: Extremely common, and has an in-community name, "shitsec". This has a lot to do with the fact that whenever a round has nothing going on, a lot of security players will alleviate their own boredom by punishing other players over the most minor offences.



* PoliceAreUseless: Surprisingly common when the officers aren't simply evil. It's not unheard of for an antagonist to operate unopposed because half the security division was running around trying to arrest a runaway clown.
* PoliceBrutality: Extremely common from them. It is so common it has a in-universe name, "shitsec". This has a lot to do with the fact that whenever a round has nothing going on, a lot of security players will punish other players over the most minor offence to alleviate their own boredom.

to:

* PoliceAreUseless: Surprisingly common when the StunGun: Most codebases give security officers aren't simply evil. It's not unheard of for an antagonist a simple non-lethal ranged weapon to operate unopposed because half the security division was running around trying start with, such as Goonstation's taser and /tg/station's disabler. In any case, they deal stamina damage to arrest a runaway clown.
* PoliceBrutality: Extremely common from them. It is so common it has a in-universe name, "shitsec". This has a lot to do with the fact that whenever a round has nothing going on, a lot of security players will punish other players over the most minor offence to alleviate
incapacitate their own boredom.target.
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* RabidCop: A common stereotype (stemming from bad players), with them maiming crew members on the slightest of suspicions.
* RedShirt: Security Officers are often players that just want to hunt down "valids" (antagonists) and due to this are terrible at fighting. They even wear red uniforms!
* PoliceAreUseless: Surprisingly common when the officers aren't simply evil.

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* RabidCop: A common stereotype (stemming from bad players), with them maiming crew members overzealous officers arresting or assaulting crewmembers on the slightest suspicion of suspicions.
wrongdoing.
* RedShirt: Security Officers are often players that just want to hunt down "valids" (antagonists) RedShirtArmy: They're the first line of defense for the station, and due to this are terrible at fighting. They even wear red uniforms!
uniforms in reference to ''Series/StarTrekTheOriginalSeries''.
* PoliceAreUseless: Surprisingly common when the officers aren't simply evil. It's not unheard of for an antagonist to operate unopposed because half the security division was running around trying to arrest a runaway clown.

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* KnowWhenToFoldEm: If the situation seems untenable, the Captain has the authority to call in an escape shuttle to end the round. As one of the few with all-access to the station by default, the Captain is also the best positioned to [[ScrewThisImOutOfHere make a clean getaway on his own]] when things go south.

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* KnowWhenToFoldEm: If the situation seems untenable, the Captain has the authority to call in an escape shuttle to end the round.round, via consoles located in the bridge and Captain's quarters. As one of the few with all-access to the station by default, the Captain is also the best positioned to [[ScrewThisImOutOfHere make a clean getaway on his own]] when things go south.


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* SkeletonKey: The captain's identity card grants access to every door on the station, and a spare ID is kept within a secure safe in their office -- a valuable prize for any antagonist.
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* DrFeelgood: Since they also run a quartermaster's post that crew will visit to make requests at, an apathetic chemist might just hand out anything anyone asks for, with no regard for the consequences.
* TheFixer: Chemists can easily lend their mastery of chemistry to troublemaking crewmembers and (as a traitor) antagonists, supplying malcontents with whatever poisons, sedatives, acids and space lubes they require.

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* DrFeelgood: Since they also run a quartermaster's post pharmacy that crew will visit to make requests at, an apathetic chemist might just hand out anything anyone asks for, with no regard for the consequences.
* TheFixer: Chemists can easily lend their mastery of chemistry to troublemaking crewmembers and (as a traitor) antagonists, supplying malcontents with whatever poisons, sedatives, acids and space lubes they require.

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The bookkeeper of the station. They provide the station with many stories to keep the crew entertained and stocking the cases with many kinds of literature. An interesting case is that many of the books they can stock are written from other players which can be submitted to inventory. The curator does have other jobs if they feel a bit bored, such as writing their own trashy novels, or adopting an unofficial side job such as carp hunting, exploration or journalism.

to:

The bookkeeper of the station. They provide the station with many stories to keep the crew entertained and stocking the cases with many kinds of literature. An interesting case is that many of the books they can stock are written from other players which can be submitted to inventory. The curator does have other jobs things to do if they feel a bit bored, such as writing their own trashy novels, or adopting an unofficial side job such as gig like carp hunting, exploration or journalism.



* BeneathNotice: 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 they have very limited access as well. However, they extremely frequently get let into places where they shouldn't be, solely because the department in question needed cleaning. [[JanitorImpersonationInfiltration 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.]]

to:

* BeneathNotice: 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 they have very limited access as well. However, they extremely frequently get let into places where they shouldn't be, solely because the department in question needed cleaning. [[JanitorImpersonationInfiltration 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.]]]] A trashbag mounted on your janitorial cart is also a great place to stow illegal items or crime evidence.



* ImprovisedWeapon: An experienced janitor player is arguably the master of this. Mops and brooms can be wielded as surprisingly capable melee weapons. Mops, buckets and spray-bottles can be loaded with dangerous chemicals. The wet patches left by mops and cleaning foam grenades are slipping hazards (which the janitor is safe from, thanks to their galoshes) that force other players to fall and drop their held items. The oft-forgotten lightbulb replacer can be emagged by a traitor to turn light sources into plasma-filled [=IEDs=].

to:

* CleanupCrew: Janitorial supplies can be used to help cover up murders, washing away blood splatters and using trashbags to hide weapons, bloodstained clothes, ammo casings and gore. Anything too big and heavy to fit in a trashbag can be quickly swept into the nearest disposal chute using a broom.
* ImprovisedWeapon: An experienced janitor player is arguably the master of this. Mops and brooms can be wielded as surprisingly capable melee weapons. Mops, buckets and spray-bottles can be loaded with dangerous chemicals. The wet patches left by mops and cleaning foam grenades are slipping hazards (which the janitor is safe from, thanks to their galoshes) that force other players to fall and drop their held items. The oft-forgotten lightbulb replacer can be emagged by a traitor to turn light sources into plasma-filled [=IEDs=].items.

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* EvidenceScavengerHunt: Part of the detective's job. Provided the crime scene hasn't been interfered with by a clever antagonist or nosy crewmember, the detective goes in to start FingerprintingAir with their forensic scanner. Working closely with the medical department is recommended, as their health scanners and autopsies can determine the exact cause and time of death.

to:

* EvidenceScavengerHunt: Part of the detective's job. Provided the crime scene hasn't been interfered with by a clever antagonist antagonist, thieving assistant or nosy crewmember, overzealous janitor, the detective goes in to start FingerprintingAir with their forensic scanner. scanner to get a lead on the perp.
** Even if fingerprints and blood samples are inconclusive, fiber traces can identify the murderer's clothing, which can narrow the investigation down to a particular department or job.
**
Working closely with the medical department is recommended, as their health scanners and autopsies can determine the exact cause and time of death.death, important for desciphering the forensic scanner's timeline.
** Check the waste disposal room near Cargo. Players very frequently dump corpses, unneeded traitor gear and other evidence into nearby dispoal chutes, which can bust cases open or reveal undiscovered crimes.



* FingerprintingAir: The detective's forensic scanner lays out a timeline of fingerprints, clothing fibers and other trace substances on any targeted object, [[LocardsTheory revealing its interaction history]]. This info can be cross-referenced with the crew manifest and security records (accessible by the detective's PDA) to identify possible suspects (antagonists that aren't initially part of the crew, like wizards, [[TheSpook lack any files]]). Different types of gloves will obscure fingerprints to varying extents, and the detective really should be wearing some himself to avoid contaminating the crime scene.

to:

* FingerprintingAir: The detective's forensic scanner lays out a timeline of fingerprints, clothing fibers and other trace substances on any targeted object, [[LocardsTheory revealing its interaction history]]. This info can be cross-referenced with the crew manifest and security records (accessible by the detective's PDA) to identify possible suspects (antagonists that aren't initially part of the crew, like wizards, [[TheSpook lack won't match any files]]). Different types of gloves will obscure fingerprints to varying extents, and the detective really should be wearing some himself to avoid contaminating the crime scene.
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** /tg/station features .38 "TRAC" rounds that implant {{Tracking Device}}s, "match" rounds with improved [[PinballProjectile ricocheting]] ability, "rubber" rounds that deal stamina damage, "dumdum" rounds that have a higher chance to embed and cause further bleeding damage, "hotshot" rounds that [[KillItWithFire set targets on fire, and "iceblox" rounds that [[KillItWithIce drop the target's temperature to 100K to cause slowdown and burns]].

to:

** /tg/station features .38 "TRAC" rounds that implant {{Tracking Device}}s, "match" rounds with improved [[PinballProjectile ricocheting]] ability, "rubber" rounds that deal stamina damage, "dumdum" rounds that have a higher chance to embed and cause further bleeding damage, "hotshot" rounds that [[KillItWithFire set targets on fire, fire]], and "iceblox" rounds that [[KillItWithIce drop the target's temperature to 100K to cause slowdown and burns]].

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