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Security

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Security

The security department is the department that generally all other departments dislike, but is crucial to the order of the station which can have a large impact on the direction of the round.

chevron-rightSecurity Officerhashtag

Quantity: 4-5

As a security officer, a player’s objective is simple: keep the station secure! Security officers may enjoy access to a broad range of weaponry and armor, but with great power comes great responsibility.

Players in this role are the offense, and defense when it comes to protecting the station, whether that means arresting the clown for breaking into the morgue, or opening fire down a densely crowded hallway just to take down a hostile monkey. Security officers are responsible for all crew and non-crew infractions, and may face brutal opposition from other players when attempting to perform an arrest.

This role is ideal for players who want to see action, as well as a great deal of responsibility and accountability.

chevron-rightWardenhashtag

Quantity: 1

The warden plays a simple, yet unique role in the station: watch over the security wing. This means ensuring players don’t break out of prison, and ensuring nobody breaks into the armory. The warden also is in charge of all matters relating to prisoners, unless otherwise stated by the Head of Security.

This role is among the simplest in the entire game, yet can quickly turn into a struggle even for experienced players if the security wing is compromised in any way.

chevron-rightLawyerhashtag

Quantity: 2

Lawyers are a unique role to the security department in that they have no tools or even authority to issue warrants, detain, or release suspects.

Their entire goal relies on using spess law to argue in roleplay court for the safe release of their clients.

Crew

Crew roles are the "Jobs" on the station, these roles sometimes vary greatly and specialize in different things. They are categorized into departments in the subpages.

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Chain of Command

To keep the station orderly and running coherently, you can expect that any station, no matter how different from another, will have a chain of command.

The chain of command is issued by rank, with every crewmember given a rank depending on their status. Ranks are ordered so that the lowest number is the highest rank and vice versa.

Rank #
Rank Name
Roles

Command

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Command

The command department is a leadership department which consists of 1 leader from each department. These department leaders have special permissions and access. They can access the command bridge and use various command-only equipment. They also have their own private offices tucked inside of their respective departments.

chevron-rightCaptainhashtag

Quantity: 1

Supervisor to all other command roles.

Head honcho of the entire station. Everyone is subordinate to this role.

chevron-rightHead of Personnel (HOP)hashtag

Quantity: 1

Supervisor to all .

Also in charge of administrative duties such as modifications to crewmember ID’s. Second in command behind the captain.

chevron-rightHead of Security (HOS)hashtag

Quantity: 1

Supervisor to all .

chevron-rightChief Engineer (CE)hashtag

Quantity: 1

Supervisor to all .

chevron-rightChief Medical Officer (CMO)hashtag

Quantity: 1

Supervisor to all .

chevron-rightResearch Director (RD)hashtag

Quantity: 1

Supervisor to all .

chevron-rightQuartermaster (QM)hashtag

Quantity: 1

Supervisor to all .

Department Heads

4

NT Staff

NT Staff

5

Station Staff

All general staff

6

Station Assistants

Assistants

7

Non-Staff

Tourists & such

8

AI(s)

AI(s)

9

Sub-Silicons

Cyborgs, drones, etc.

-

Prisoners

Prisoners

0

Executives

NT Administrators

1

Commander

Captain

2

Skipper

Head of Personnel

3

Department Heads

civilian roles
security roles
engineering roles
medical roles
science roles
supply roles

Engineering

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Engineering

The engineering department's goal is to maintain a livable and operable structure for the crew. That includes power, atmosphere, & gravity.

chevron-rightEngineerhashtag

Quantity: 4

Engineers have perhaps one of the most integral jobs on the station: keep it all running. The primary goal of the engineer is to maintain the engine (and thus station power), whether it’s a radioactive crystal, or a contained black hole. As you may be able to imagine, the engineer’s job, when it goes wrong, will go horribly wrong.

The secondary goal of the engineers is to fix whatever gets disconnected or blown up, which can take engineers all across the station in order to perform their odd jobs. Aside from security, engineers may also see the most carnage of any other role on the station, and often find themselves dragging bodies or severed limbs to the medbay when they’re found at the site of a bombing.

The engineer is a great choice for players who like varied tasks, and jobs with a lot of accountability. On downtime, engineers will be able to enjoy their broad range of tools in ways that allow them to construct structures, renovate rooms, or tamper with the engines in dangerous ways to get absurd power output.

chevron-rightAtmospheric Technicianhashtag

Quantity: 2-3

In the same wing of the station as the engineers, atmospheric technicians manage the one thing that everyone always needs: the air. The most basic and primary task atmospheric technicians will be given is to maintain the piping and airflow across the station to verify that all corners of the station are breathable.

That doesn’t just mean pumping rooms full of oxygen, it means ensuring proper mixtures of gasses go to the right locations; people emit CO2. Where are you going to pump those gasses? Into space? Or can it be used for anything else? Some gasses cool faster, some flow quicker, some interact in interesting ways. What do you do when all the air in the station is flammable? Can we pump anything into the engine to increase its performance?...

The role of the atmos tech may be one of the simplest to fulfill, yet most difficult to master. On downtime, the experienced atmos tech may enjoy pushing their mastery of piping networks to their limits, or collaborating with the engineers or even scientists in constructing new ideas.

Nanotrasen

Nanotrasen (NT) is the corporation that owns the space stations and others like it.

Although all crewmembers are technically employees of the Nanotrasen, most work for a specific station rather than directly for the corporation's headquarters.

Quantity for these roles is likely just 1 unless stated otherwise.

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NT Administration

Since NT Administrators work directly for Nanotrasen and have high authority in the company, their authority supersedes all crewmembers of the station, including the captain. It is unlikely they will do so though, unless the captain in being unreasonable.

  • Nanotrasen Representitive

  • Nanotrasen Death Squad - (quantity 3-5)

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NT Staff Members

These roles can be more flexible according to the roleplay of that round, being made up on the spot even.

Some ideas:

  • Nanotrasen Law Enforcer - op security officer

  • Nanotrasen Medical Technician - op medical doctor

  • Nanotrasen Civil Engineer - op engineer

Nanotrasen Safety Officer - makes sure the station is clear of common dangers and hazardous work environments (lol)

  • Nanotrasen Health Inspector - checks to makes sure the food is grown, cooked, & served in a sterile environment and is poison free (lol)

  • Nanotrasen Lawyer - a lawyer with a nicer suit. for when the station needs a lawyer for a court case but doesn't have one, or some rare instance of diplomacy between space factions.

  • Nanotrasen Magician - or some other kind of entertainment role similar to that of clowns or mimes, with a few basic special abilities (built into their gear). They may come with a "Magician's Assistant" role as well (to play along with the allusions).

  • Science

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    Science

    The science department's goal is to build, maintain, and upgrade various station technologies like communications, AI, robotics, tools, and more.

    chevron-rightScientistshashtag

    Quantity: 3-5

    The scientists on the station occupy a crucial role on the station – updating various technologies for the station and conduct research in a variety of sub-departments.

    Players in this role have a wide range of facilities at their disposal, such as a toxins research lab, experimental lab, and slime farm; all of which allow the science department to rack up research points they can use to climb research trees.

    Enough research points will allow the station to develop greater tools and weapons, and also improve productivity of existing machinery. The scientist’s job is to figure out how to get research points using the available resources, and find out what the station needs sooner than anything else on the tech tree. This job allows for a lot of sandboxing, all in the name of science.

    chevron-rightRoboticisthashtag

    Quantity: 2-3

    Players who enjoy seeing their creations move may want to choose the roboticist role, as their primary objective is, as you may imagine, creating & maintaining robots & cyborgs. As one of the easier jobs, the roboticist will find themselves worrying more about the assembly portion of the robot creation process rather than the software portion.

    This is mostly because basic robots are brainless, while cyborgs are controlled by actual players. Whether the brain is artificial or real, the roboticists can insert it into a cyborg body, upon which it will carry out the roles of your typical cyborg.

    Alongside robots & cyborgs, the roboticists can also create powerful mechs, which can often be the station’s final line of defense against highly dangerous threats to the station. Mechs are a large vehicle that humanoid players can control.

    This role is often the portal back into the game for other players who have died (they can become a cyborg), and can be a great way for a newer player to learn while also contributing to other players’ experiences.

    Roles

    Player roles.

    For technical documentation on this system, use the link below.

    SS3D focuses on a dynamic that is primarily between players. Aside from a few basic mobs, this game features very few NPC’s. Instead, the well-being of the station hinges completely on the competence of the crew members, and the antagonists who put it in danger.

    Victory for each player can mean something completely different depending on who – or what – you are. This is because each player occupies a specific role that contributes in some way to the environment around them. In this section, we focus on the types of roles the players will be occupying.

    Medical

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    Medical

    The medical department is responsible for keep the crewmember alive and healthy by use of the latest (and sometimes older) technology.

    chevron-rightDoctors & Paramedicshashtag

    Quantity: 3-5

    Medical doctors are the station’s answer to a dying crew. Players working the medical bay will find themselves tasked with keeping the station alive when things go wrong, and will be utilizing every piece of equipment at their disposal to do so.

    Defibrillators, scalpels, ointments, sleeper beds, bone saws, IV’s, and a lot more. Medical doctors will be tending to patients who suffer from a broad range of ailments, which could be anything from a bruise to full-on decapitation. When the station is in complete turmoil, the fate of the station lies in the hands of these players.

    This role is perfect for players who enjoy assisting others, and those who thrive in the chaos the station will inevitably fall into. Doctors can rest knowing that even if there’s no immediate threat, there will always be someone incompetent enough to hurt themselves on the job.

    Some stations (usually ones with larger populations) will also have paramedics. Paramedics are essentially the same thing as doctors, but the primary difference is that doctors tend to wait in the medical bay for patients to come to them and paramedics go seek out patients to either treat locally if benign or bring them back to the medbay for more critical care.

    chevron-rightChemistshashtag

    Quantity: 2

    As the chemist, players are in control of producing a large range of chemical substances that serve a large range of purposes. As stated in the bartender’s description, the job of the chemist is quite similar to the job of the bartender, as the chemist will be pouring chemicals into beakers to get perfect ratios that produce new reagents, much like how the bartender mixes drinks.

    The chemist may also be expected to heat up or cool down substances to get different reactions, and performs a key role in ensuring that the station doesn’t fall victim to hallucinations, diseases, a lack of cleaning products or healing substances, and more.

    The role of the chemist is great for players who are up to the challenge of learning and performing complex tasks with many steps quickly depending on the urgency of the situation. On downtime, the chemist may enjoy throwing together substances to make useful or deadly reactions.

    chevron-rightVirologistshashtag

    Quantity: 1-2

    Put simply, a player who chooses the role of the virologist will be responsible for creating and studying viruses, using monkeys as their testing ground. Should a player contract a foreign virus, it is partly your responsibility to create a cure.

    While studying viruses, the player will gradually acquire an index of what makes a virus tick, including symptoms, stats, and bonuses granted by the virus, which allows the player to create their own viruses with unique effects. Should you survive long enough, you may go on to create helpful viruses that give players incredible abilities, like eternal youth, or instantaneous beard growth.

    However, screw up hard enough, and the entire crew gets sick, then spontaneously combusts. This role is great for players who want a high-risk, high-reward experience with high potential to worsen or improve the station.

    chevron-rightGeneticistshashtag

    Quantity: 2

    Should a player put themselves in the role of a geneticist, they’ll find that their job isn’t too dissimilar to the virologist, in the sense that they’ll be locating harmful and beneficial genetic deformities, which they may or may not want to distribute to the rest of the crew.

    When altering something’s DNA, one may find that it’s quite possible to completely change one’s physical form, whether that means changing everyone into the same person, or just turning yourself into a monkey. Somewhere within the DNA of a test subject, a geneticist will locate super powers, crippling disabilities, and amusing mutations that should be distributed, or kept far away from the crew.

    This job type is ideal for people who want to be purveyors of oddities on the station. Ideally, there is little true downtime for geneticists, as there is always another mutation to add to their collection.

    Silicons

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    Silicons

    The silicons' goals are to assist the living crew (non-silicons) of the station, answering their demands as long as those demands to not conflict with one of their internal laws. The laws can be changed and customized by the living crew given they have the permission.

    chevron-rightAIhashtag

    The station AI is subordinate to all the crew members on the station, aside from other silicons.

    General there is only 1 AI on a station, but on a rare occasion you may see more.

    The AI has a lot of power over the functions of the station, and can open any door as well as operate a wide variety of machinery.

    Since consciousness inhabits a processing unit (the AI core), the gameplay is not centered around a body in the way that most other entities are. Instead the majority of their duties utilizes the station’s security cameras to gain visibility to the things they need. If a security camera is removed, broken, hacked or loses power, the AI can no longer see out of it.

    chevron-rightCyborgshashtag

    Cyborgs are subordinate to all crew members, including the AI, unless orders conflict with their laws.

    Cyborgs (aka "borgs") function very similarly to your average crew member, but are more specialized for completing specific tasks. Due to this specialization, borgs have both advantages and disadvantages compared to their fleshy counterparts.

    Upon creation, a cyborg can choose a specialization, such as engineering, security, or medical. After choosing a special, cyborgs may enjoy having more 'hands' than your average crewmember, but will notice that they aren’t as dexterous as organic hands.

    Cyborg hands are more like tools than hands, they can be swapped out on the fly for various components stored in the torso based on the cyborg’s specialization.

    Supply

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    Supply

    The supply department is responsible for the transportation and transaction of good coming on and going off the station. This includes buying/selling thing via a cargo shuttle, as well as mining/salvaging resources from nearby cosmic bodies, debris fields, or derelict stations.

    chevron-rightHandlershashtag

    Quantity: 3-4

    AKA a cargo technician (but I dont like that name).

    The handlers' main job, predictably, is to handle cargo, loading things on and off cargo shuttles, and sometimes deliveries to departments. But thats only half the job, the other half is paperwork; that means approving or denying shipment requests from the rest of the crew, and placing the order to Central Command accordingly.

    Their secondary responsibility is to fulfill bounties given to the station for money; does Central Command want a crate full of pens for some reason? Better ship off a crate full of pens.

    Cargo is a great beginning job that never really runs out of tasks, thanks there always being money to earn or spend, and can be very rewarding to the well-being of a station during a supply shortage in any department.

    chevron-rightMiners & Salvagershashtag

    Quantity: 3-4

    Miners and salvagers have essentially the same job in that they both adventure off away from the station (often times using a shuttle) to look for and retrieve usable resources for the station.

    The resources could be anything from raw materials or strange plants, to abandoned hardware or strange artifacts. There will also be plenty of surprises and dangers.

    The main difference between the 2 jobs is where they are going to retrieve the resources, this determines what resources are available and how to acquire them, which determines the equipment the role requires.

    Mining usually entails traveling to a planet-like map and breaking away at the cosmic body to find buried raw materials.

    Salvaging usually entails traveling to a station-like map and looting and deconstructing derelict structures for raw materials and components.

    Some rounds will only have a location for mining, some will only have a location for salvaging, some will have both.

    Ghosts

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    Ghosts

    When your character dies, the soul of your character lives on in the spirit realm. You can move around as the soul (ghost) of your character and chat with other ghosts while spectating the round.

    If you are lucky that your character's body may be revived then you can always re-enter your body and live as that character again/still.

    If you do not believe that your character has any hope of living again, you can choose a ghost-role if there are any available.

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    Ghost Roles

    Ghost roles refers to roles that are made available mid-game. Obviously players who already have a role and are still alive in the game have no reason to become a new roles. Only players who have died and become a ghost (or decided to spectate for other reasons) will be granted the option for these mid-game roles, hence their name "Ghost Roles".

    Ghost roles can be any typical role like a crewmember, but they can also be antagonists or even simple characters like animals.

    Antagonists

    As a compliment to any good protagonist, antagonist roles also exist on the station. Many antagonists are capable of existing at the start of rounds, or can appear in the middle of the round as well.

    Antagonists (aka Antags) are categorized into 2 main categories; primary and secondary.

    1. Primary Antagonists - usually more detailed with more complex abilities and goals. They are designed to have a large impact on the round, and as such, they are usually only spawned at the start of a round.

    2. Secondary Antagonists - usually more basic with less unique abilities and goals. They are designed to have little impact on the round, and as such, they are usually only spawned in the middle of the round.

    That being said, primary antags can be spawned mid-round and secondary antags can be spawned at round-start if the admins choose to do so.

    Civilian

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    Civilian

    Civilians generally have less-complex and less-responsible jobs compared to other departments, which makes them good for beginners or more relaxing rounds.

    The roles in this department vary more than any other.

    chevron-rightBotanistshashtag

    Quantity: 2-4

    Botany is the source of the station’s necessary (and unnecessary) vegetation. The overarching goal of the botanist is not too dissimilar to the goal of the chef, filling the stomachs of the crew members (botanists will get requests for ingredients from the bartender and chef).

    But procuring the requested goods may be a bit of a process. In a basic sense, the botanist’s goal is to grow, maintain, and harvest crops, then repeat the cycle. However, a botanist also has the hardware to check the genetic traits of each crop, and ensure they are always replanting the best of the best for greater numbers, higher potency, and even genetic mutations for more bizarre and unique crops.

    Getting tired of making wheat? Why not produce some meat-wheat? Is the station a little lifeless? Why not throw some walking mushrooms into the hallways?

    chevron-rightChefhashtag

    Quantity: 1

    What increases morale more than a stomach full of food? Probably not much, but nobody would know better than the station’s chefs.

    As the game progresses, crew members will fall victim to hunger, which will deplete their sanity and movement speed. The chef should expect to see a wide number of crew members with different tastes that encourage the player to learn how to make a variety of dishes.

    The chef’s goal is to keep the station fed, and harass the Botanist to make more wheat. On a populated station, the chef will (hopefully) be one of the most active crew members, and on downtime, can finally grab a bite to eat for themselves

    chevron-rightBartenderhashtag

    Quantity: 1

    Bartenders are one of the few role-play centric jobs on the station, but that doesn’t mean their job has no depth; the bartender can be thought of as a low-level chemist, and is a great job for beginning players. While a large portion of their job does indeed include talking to whoever walks into the bar, the second half of the job is mixing drinks for their patrons, who are also players that might want something simple, or will challenge the bartender’s knowledge of mixology.

    Often at the heart of the station, the bartender will likely be one of the first people to witness the station fall victim to traitors and incompetent crew members.

    chevron-rightJanitorhashtag

    Quantity: 1

    Janitors are the station’s first line of defense against complete chaos. Think about it, if the place looks like a madhouse, people will act like it, too. The objective of the janitor is clear: keep the station clean.

    It’s not a very complicated job, but it’s a rewarding one that can give a player joy when they see the hallways spotless. This role is ideal for players who like a slow-paced role that benefits everyone.

    It also makes for a good beginner role because the job itself is not complex and you get to travel and learn the layout of the map.

    chevron-rightLibrarianhashtag

    Quantity: 1

    chevron-rightChaplinhashtag

    Quantity: 1

    chevron-rightClownhashtag

    Quantity: 1

    The clown and mime are similar entertainment roles with the bonus of injecting a bit of mischief into the station. Unlike the mime, the clown is conducive to high-octane hijinx and loud shenanigans. the mime role is significantly more reserved, and works well for methodically thought-out pranks.

    Additionally, the clown is noisy and clumsy. They have various clothing and items which make noise and they have a gene which causes clumsiness.

    chevron-rightMimehashtag

    Quantity: 1

    The clown and mime are similar entertainment roles with the bonus of injecting a bit of mischief into the station. Unlike the clown, the mime is significantly more reserved, and works well for methodically thought-out pranks.

    Additionally, the mime is quiet and sneaky. They have several abilities that only mimes can use, and and have to stay silent and mime out all communication or else..!

    chevron-rightAssistanthashtag

    Quantity: _UNKNOWN_

    Assistants are crew members with limited access, who are subordinate to all other crew members. Wearing their trademark gray jumpsuit, on down time they can focus more on learning the game, or enjoying the role-playing experience the station has to offer.

    When all other crew roles have been filled by players, new players will 'overflow' into the assistant role, forcing them to choose this role or become a ghost and look for ghost roles. As a result, in larger rounds there often times are many assistants to due this crew overflow.

    Primary Antags

    Primary antagonists are usually more detailed with more complex abilities and goals. They are designed to have a large impact on the round, and as such, they are usually only spawned at the start of a round.

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    Traitors

    Traitors are the most basic and classic of all antagonists, but by no means is it easy. You secretly work for your station's rival corporation, the Syndicate. It is your goal to complete whatever objectives they have requested of you.

    At the beginning of your job, you are given objectives you must fulfill, and an uplink you can use to spawn illicit items using a limited number of points. Traitor objectives can be anything from theft to murder. Traitors on the station are not only just traitors, but also whatever job they picked at the start of the round.

    A scientist traitor will have a completely different set of tools at their disposal compared to a janitor traitor, putting victory at higher or lower difficulties depending on who you are, what your objective is, and how resourceful you can be.

    In order to claim victory as a traitor, you must fulfill your objective, and survive until the end of the round, outside of captivity (ie. you cannot be in jail, and you cannot be turned into a cyborg.) That is, unless one of your objectives is to die a glorious death…

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    Nuclear Operatives

    Nuclear operatives are composed of a number of individuals whose main goal is to blow up the entire station using, you guessed it, a nuke. There’s only one problem; they must first locate the nuclear activation disk, which lies in the hands of the station's captain.

    Similarly to traitors, nuclear operatives are also employed by the Syndicate corporation and thus have access to the same set of syndicate tools and weaponry. Usually syndicate get many more points and equipment options to use though.

    Also, these antagonists work together as a squad, and will often create plans with a lot of high-octane action that usually ends in a bloodbath. Nuclear operatives are arguably the most dangerous thing that can happen on board the station.

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    More Primary Antags

    We will write up more details about some of these or just link to SS13 wikis about them later. Not crucial right now.

    • Changelings who can alter their appearance to achieve their goals.

    • Malfunctioning AI with altered laws.

    • Cultists who aim to summon an ancient deity.

    experiment with the cooking system to see what dishes are possible.

    Revolutionaries who aim to drive a mutiny to overthrow the department heads.

  • Renegade wizards without a cause.

  • Gangsters who pit the crew against each other.

  • Secondary Antags

    Secondary antagonists are usually more basic with less unique abilities and goals. They are designed to have little impact on the round, and as such, they are usually only spawned in the middle of the round.

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    Blobs

    Blobs are a station-eating blobulous mass that intends on feasting on the station everyone inhabits. The goal for the blob is simple: consume. As a blob, the player must choose a location for the core of their body to spawn, from which point the blob will begin to spread.

    Spreading into occupied tiles will destroy the tile. Performing actions as a blob costs resource points, which generate over time. The player can choose to allocate resource points to lay down specialized blob tiles, as well as production of smaller allies that can travel and deal damage.

    For a comprehensive list of the blob’s abilities, . Biologically, not all blobs are alike, and each blob may have different attributes depending on its strain. For a list of blob strains and how they react, .

    Victory for the blob occurs when the blob reaches its goal for the number of tiles occupied.

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    More Secondary Antags

    We will write up more details about some of these or just link to SS13 wikis about them later. Not crucial right now.

    • Gray aliens who abduct crew members for experimentation.

    • Chest-bursting aliens who serve the queen.

    • Giant spiders who want to turn the station into a nest.

    Self-replicating robots that eat all the station’s resources.

  • Phantoms who aim to exact vengeance on the station.

  • Morphs, creatures that can look like anything, and just desire to eat.

  • Shadow creatures who aim to destroy all lights on the station.

  • Space ninjas which utilize stealth and deadly force to fulfill objectives.

  • Slaughter demons, which simply aim to kill everybody.

  • Pirates that strive to steal any and all things valuable.

  • Sentient diseases which aim to find a way to spread off-station.

  • Fugitives which use the station as their refuge from…

  • Hunters which storm the station to find fugitives.

  • Space dragons which aim to fill the station with space carp.

  • Sentient slimes who may or may not be aggressive.

  • Rat kings, who want an army of rats. And cheese.

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    see herearrow-up-right
    🎥Roleschevron-right