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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.
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)
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).
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.
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.
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.
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.
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.
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.
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.
0
Executives
NT Administrators
1
Commander
Captain
2
Skipper
Head of Personnel
3
Department Heads
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
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.
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…
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.
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.
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 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.
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, see here. 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, see here.
Victory for the blob occurs when the blob reaches its goal for the number of tiles occupied.
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.
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.
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.