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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.
Quantity: 1
Supervisor to all other command roles.
Head honcho of the entire station. Everyone is subordinate to this role.
The engineering department's goal is to maintain a livable and operable structure for the crew. That includes power, atmosphere, & gravity.
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.
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 science department's goal is to build, maintain, and upgrade various station technologies like communications, AI, robotics, tools, and more.
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.
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.
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
The medical department is responsible for keep the crewmember alive and healthy by use of the latest (and sometimes older) technology.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.
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?
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
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.
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.
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.
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..!
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.
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