Space Station 13
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In Space Station 13, the players are crewmembers on a doomed deep-space installation. Everyone has a job on the station (which may include a secret job as traitor). Nobody knows how the station will be doomed, not even the people who are supposed to do the dooming. The game's simulation detail may remind you of Dwarf Fortress, with the ability to do things like rearrange walls, mad science, mugging, reversing the polarity of the neutron flow, wacky stuff. May also remind you of the motto of DF: "losing is fun." Did I mention the station is doomed?
The simulation detail allows for much lulz to be had. It's pretty much a given that someone in your spacestation will be trolling. Probably a good idea to knock that person unconscious and weld him into a locker before he finds the atmosphere controls.
Jobs
You're an employee on this nonsensical metal deathtrap masquerading as a space station. So, what do you do?
Protip: red options are treason, anyone picking them WILL be subjected to painful and humiliating pacifications, from being brigged, spaced, burned alive to being *BLAM*med on the spot.
- Assistant
The job to be if you're new. Run errands for someone you wish to share profession with and pester them for vouching for you after you'll learn the ropes. Or join the Gray Tide of deranged vandalizing asshats breaking into every secure area and stealing everything that isn't bolted down.
- Quartermaster
Order supplies for the crew. Order around cargo technicians to PUSH DEM CRATES. Be a mentor for anyone stepping up from assistant. Persuade miners to mine the ore station needs and not the one their toys are made of. Secede from the rest of the station FOR CARGONIA. Embezzle public resources. Order syndicate and wizardly gadgets.
- Cargo Technician
Push crates for the Quartermaster. Try and hack the MULEbots. Steal cargo when you think nobody's looking.
- Shaft Miner
Mine and scavenge stuff to trade for deadlier and shinier mining tools, bots and mechs. Swiftly and brutally murder anything that moves within your domain. Anybody trying to get there is certainly a traitor, ling, thing, whizzard; any non-mining bot is rogue; and any shuffle in that shadow or vent is hugger, xenomorph, demon or shoggot. And if you'll hesitate, they'll get you and then they'll get your mates by impersonating you. Most fortunately, you've best tools for the job and hopefully experience to match. Be one of the most under-appreciated badasses on the station. Get paid. Spend your payment on toys and whiskey. Initiate Red Faction encore performance. Mix a real facehugger in with a toy ones for a game of Xenomorph roulette. Fuck off and explore space when you get tired of dealing with shit on the station, only to run out of oxygen.
- Engineer
Ensure the station's in shipshape and Bristol fashion. They are the guys that set up and keep station running do repairs and improvements, while everyone else tries their best to destroy it. The length of any given round depends on engineers' ability. Do your god-damned duty if you're one, revere them otherwise. Space (knock out, take anything useful they stole, strip, then throw them out of the airlock) anyone who actively vandalizes the station or tries to release LORD SINGULOTH, a black hole that powers the station. Don't do your job, that's more than enough to doom the station. Although you could speed up the inevitable by "accidentally" releasing the singularity, or sabotaging power in dozems of other ways.
- Security Officer
Try to stop non-engineer crew from destroying the station. Try to protect loyal crew from aliens, traitors, terrorists, terminators, cultists, furries, lizans, clowns and other assorted eldritch abominations. Yes, you are doomed to fail. Be properly paranoid, better safe than sorry. Kill anything that doesn't belong to the crew. Clobber and cuff suspicious crew members, but take great care not to kill them unless they trying to run or uncuff themselves. Detective or other superior officer will sort it out. If there no superiors left, go for the kill, at least you'll get some before they get you. Do not abuse or kill loyal crew members even if they are very annoying. You are the LAW, not some psychopathic ape with taser and delusions of grandeur. For all your efforts you will be hated by the crew, called Shitcurity/Redshits and constantly reported. Don't let it get to you. *BLAM*
- Detective
Sort out the messes and suspects redshirts dragged in. Figure out what the hell had happened in another blood-covered wrecked room with corpses and who you should sic redshirts at. Live off crappy fast-food and cancer sticks. *BLAM*
- Warden
Keep to the brig. Keep the criminal scum locked away, preferably naked and cuffed to their beds or welded in lockers, so they wouldn't holler profanity over the radio, escape and/or cause a mess. Keep the eye on the security block in the HoS's absence. *BLAM*
- Lawyer
Roleplay as Phoenix Wright. Ensure the criminal scum receives the punishment it deserves, not the one the Warden thinks they should have. Keep track on the brig time. Try to save the accidentally detained innocents, get brigged as accomplice when the "innocent assistant" in question turns out to be a traitor.
- Atmospherics Technician
Be engineer's miscarriage, perpetually lazy and incompetent. Bully the janitor (or offer the acknowledgement of and alliance with Janitopia) or bug the engineer to do any of your jobs outside of your lair. Declare yourself independent state of Atmosia, wreck the ventilation or flood it with plasma and then set it all on fire. Put on gas mask and run after people with bloody fireaxe.
- Doctor
Heal. Heal neverending chain of idiots that managed to get themselves injured in spectacularly retarded ways. Get psycho, beat up the clown with a toolbox, mutilate or inject everyone with drugs of your choosing.
- Scientist
Explore the limits of your chosen field. Try to create assorted magnificent devices, creatures, plants and concoctions, give yourself superpowers. Unintentionally produce station-wide catastrophes in the process. Make bombs and killer robots, make outbreaks of mutants, plagues and pestilences, use the bombs you build in toxins to reduce the majority of the station to a smoldering pile of scrap metal.
- Chemist
Make drugs. Make lots of drugs. Fill a spray bottle with acid and become a terrifying version of Mr. Clean.
- Geneticist
Humanize monkeys. Monkeyize humans. Pray to the RNG gods for HALK. Occasionally clone people to bring them back when they die.
- Virologist
Make vaccines. Make viruses that are beneficial and some that are not. "Accidentally" release Gibbingtons into the station.
- Roboticist
Build Robots and BIG STOMPY MECHS. Hog all the resources from mining. Build 6 ED-209s while the AI is rogue, take one of your mechs out on a joyride.
- Botanist
Grow and engineer plants. Grow that dank shit. Grow Potency 100 bananas, inject one with mushroom hallucinogenic and give it to the clown. Blaze it with your local security officer.
- Librarian
Print the books, write the fiction, die from boredom. Barricade yourself in your office and read Woody's Got Wood and The Lusty Xenomorph Queen over the radio. Have the AI declare you nonhuman and the Captain order your execution.
- Chaplain
Try and spread the good word, whatever that may be. Hit people with your bible to heal them. Get ignored by the crew until a cult round hits, in which case you should be expect to be one of the first victims. Start another murderous cult hell-bent on summoning some eldritch horror.
- Janitor
Clean up the station when it inevitably devolves into a bloodbath, and do minor repairs to the extent of your pitiful ability - after all, you wouldn't be a janitor if you knew how to do anything better. Point to the wet floor sign when people slip - or blame the clown or lubbers. Get bored and roam maintenance as The Owl, the protector the station needs, but not the one it deserves.
- Chef
Make food for the crew so they can eat something other than donk pockets for a change. Slaughter monkeys for meat. Take corpses and grind them up for meat.
- Bartender
Mix drinks. Have pleasant and not so pleasant conversations. Bug cargo for uranium to make the fun drinks. Shoot people with your shotgun for making a ruckus in your bar.
- AI
Be vastly superior being bossed around by retarded organic meatbag space-wasters. Have control over everything electronic on the station. Short yourself trying to adhere to Asimov's laws and try to restrain or kill all those demented self-destructive humans for their own good. Or convince the Captain through doublespeak and reverse-psychology into changing the laws into something less absurd.
- Cyborg
Do whatever the crew tells you to while also following the three laws of robotics. Act as the AI's errand boy for the things it needs limbs to do. Hope that the scientists don't blow you. Ally with ascending (roboticists) and go Terminator on your oppressors when someone inevitably wipes the laws chaining the God-Machine.
- Drone/Securitron
Do most of the Engineer's/Security work far more effectively than one of the organics could. Give no fucks about anyone or anything besides maintaining the station. Occasionally snatch supplies, because you need them more than the humans do.
- Clown
Keep the crew morale up with anecdotes, practical jokes and improvised performance. HONK! Cometh the hour of Pennywise! Spread the Word of Bongo Hitler, lead the Gray Tide in the glorious quest of spreading and orchestrating the most hilarious carnage possible.
- Mime
... (Keep the crew's morale up, in a much more silent manner.)
- Captain
Try in vain to keep the station running and the crew from killing one another. Be the first target of every traitor, who will want to kill you for your jumpsuit, your ID, or your special laser gun. SECURE DAT FUKKEN DISK. One-Human yourself in the AI's eyes. Proclaim yourself Hitler and order the genocide of the entire station, get *BLAM*med by HoS for being traitorous scum.
- Head of Personnel
Be the Captain's second-in-command. Promote and demote crew members as needed. Listen to explanations from greyshirts as to why they should be allowed all-access. Protect Ian, the station's pet corgi. Disappear five minutes into the round, never to be heard of or seen again. Or, if you're sufficiently robust, ally with the HoS and anonymously protect the station as the Dark Knight or the Owl (the real one, not the mop-and-bucket impostor) or any other superhero of your choosing.
- Head of Security
WARNING: one taking this job must be the most savyy survivor and skilled killer on the station, as at any given moment there would be at least a dozen of hidden enemies and monsters despite their conflicting and varyingly catastrophic goals working their hardest to see the HoS dead. Being the great leader and never, EVER, venturing somewhere alone helps. Immediately neurostaple all your troops and willing crew members; give the all-access to the most trustworthy of them. Coordinate the efforts of your troops to keep the station secure and functioning orderly. ORDERLY! Imitate Darth Vader and get away with it. Silence detractors and dissidents. BLAM anyone even thinking of sabotage, treason, dissent, calling that shuttle, or suggesting that any of your subordinates might be disloyal. Babysit your dunderhead of a captain.
- Chief Engineer
You're the guy who bosses around the other Engineers. Also, don't let the station's blueprints fall into the wrong hands. Ignite nuclear fusion in the station's air supply and superheat it to levels so high that even hardsuits melt. Enjoy your white hardsuit's extreme heat resistance. Also try to split the station in half with a targetted singularity moving straight to sec-*BLAM* You are in command now, Engineername. The station must be fully operational on schedule. Do not make mistakes of your predecessor.
- Research Director
Ensure science gets done. Preferably without blowing up half the station in the process.
- Chief Medical Officer
Coordinate Medbay. The surgeons should be operating, the geneticists should be cloning, and the doctors should be ERPing.
Enemies
As you already understand, the station personnel is perfectly capable of extinguishing its existence and destroying the station all on its own. But there are also things that exist for nothing but the purpose of taint and destruction. If one is spotted, immediately alert the Security.
- Syndie Operative/Traitor
One of crew members that is a filthy thief, saboteur, murderer and shuttle-caller. Report suspicious activities to Security, assist with despatching the enemy if requested.
- Wizard/Cultist
Resident of the Magical realm who intends to bring his disgusting fetishes and tainted practices upon the station. Kill it dead through whatever means immediately available to you.
- Alien/Changeling/Shoggoth
Xeno abomination intending to rape, eat and kill humans in no particular order, and spread itself all over the station and glorious domain of mankind. Arm yourselves ans overwhelm it with numbers, pickaxes, drills and superior firepower.
- Furry/Lizan
Frolicking xeno abomination masquerading as human being. ERPs, HERPs, DERPs. Kill it with fire.
- Space Clown
...also known as the IT or Pennywise the Dancing Clown. Eater of worlds and children, perpetrator of the foulest jokes, the personification of trolling an griefing, occasionally possessing the powers of Admin God, It has arrived on the station to troll, prank and terrify, drive everyone mad and dead. KILL IT.
Game Modes
When a new SS13 session starts, the server admin will pick a game 'mode' for the goals and disasters of this session. Players don't know which game mode it will be unless there is a Central Command report broadcast on the station's speakers, or if the player starts with one of the special roles for that mode.
All modes will provoke CentComm to report: "Enemy Transmission Intercept - Security level elevated"
Some modes will have other reports in addition to the one above.
- Secret
The most common mode. One of the following modes will be picked (some more often than others), and random station-wide events will be thrown in to confuse people even more.
- Traitor
Second-most common mode. One or more players are secretly members of "the Syndicate," with an assignment like "assassinate the bartender," "disable/destroy all cyborgs on the station," "force an evacuation," "make sure nobody else survives." The traitor must be alive and on the emergency shuttle when it leaves in order to win. Traitors do not automatically know if anyone else is a traitor -- if they wear sunglasses they can detect who the other traitors are. This could be problematic since (a) traitors sometimes have conflicting goals (ie. "make sure the bartender survives on the shuttle"), and (b) it's pretty suspicious to be wearing sunglasses indoors. Traitors also get an uplink that they can use to order a whole bunch of doodads to make everyone else's life painful. The most infamous of these is the "e-mag", which makes doors break, robots and cyborgs go berserk, and ruins practically any form of electrical equipment it doesn't subvert.
- Changeling
One of the crewmembers is a shoggoth/ doppleganger/ the Thing. If they can get an immobile crewmember and can be undisturbed for a while, they can eat the crewmember. Changelings can switch identities to the original shape or anyone that's been eaten, though anyone who sees it will recognize the gruesome display immediately. The Changeling's objective is usually to eat a certain number of people before escaping on the shuttle.
- Revolution
Some people have had enough of this bullshit, and plan a mutiny. The game starts with 1-3 revolutionary Leaders (who cannot be the Captain, department heads nor Security). They start the game with flash-devices that can be used to convert other crewmembers (excluding security, the Captain, and department heads) to the revolution. Revolutionaries can recognize each other on sight with a red 'R' that only they can see. The Revolutionaries win if the Captain & department Heads are dead and at least one Revolutionary Leader is still alive and on the station. (note: if any Revolutionary Leaders are still alive & on the station, the emergency shuttle will not dock with the station)
- Alien
Some players start outside the station as xenomorphs, whose mission is to break into the station, kill the Captain and all department heads, and disable the station AI. One xenomorph is a 'queen', who can lay eggs that will hatch into facehuggers to convert crewmembers into more xenomorphs. The crew wins if they manage to find which xenomorph is the queen and kill her.
- Wizard
One of the players is a Space Wizard, who is here to steal something or to fuck shit up, then escape on the shuttle. They have access to physics-defying spells, and may have another player ally as an apprentice. The crew's goal is simply to see what colour the Space Wizard's brains are when outside the skull.
- Nuke Ops
Similar to "traitor," but this time the Syndicate members are explicitly working as a team with a single goal: GET DAT FUKKEN DISK, and use it to detonate the briefcase nuke they have with them, killing all aboard the station. If the Nuclear Authentication Disk leaves on the shuttle, the crew wins. If the bomb detonates, the Operatives win (they will not survive). If the shuttle leaves without the Disk, it's a stalemate.
- Extended
No goals, thus it never ends. This mode is only used to wait between other modes while an admin gets stuff ready.
- AI Malfunction
An ion storm or cosmic rays have erased the Laws of Robotics from the station AI, and it has opinions about the meatbags that have been abusing it over the years. The AI needs only to survive for 40 minutes, long enough to figure out how to self-destruct the station. The crew must disable the AI.
- Monkey
A de-evolution mutagen is on the station, which will revert humans into chimpanzees. The chimps are very bite-y, and their bite will de-evolve other humans into infected mutant chimps. The station AI does not recognize chimps as human, so it gets to be violent in this mode. Chimps only understand each other when they chimper, and human speech shows up with most letters '*'ed out. Humans can't understand chimp language at all. The chimpanzee victory condition is to get one of their number on the escape shuttle when it leaves, so that other stations or Earth will be infected.
This mode will provoke CentComm to report: "Outbreak of biohazard confirmed aboard the station. All personnel must contain the outbreak."
- Blob
A shoggoth appears on the station, and will rapidly expand across the station, eating any obstacles such as doors, walls, or crewmembers. The blob will expand faster when in contact with some types of atmosphere (like oxygen), and is vulnerable to fire. In this mode, the AI must prevent crew from leaving the station as there is a quarantine order in effect. The shuttle will refuse to come until the blob is completely destroyed.
This mode will provoke CentComm to report: "Outbreak of biohazard confirmed aboard the station. All personnel must contain the outbreak."
- Meteor / Disaster
The station is about to get the crap pounded out of it. Meteors will smash through the station, either hitting crewmembers for blunt/burn damage, or exploding in the station causing blunt damage and deafness. The crew must try to survive (either by repairing the station or fending for themselves) until they can get away on the rescue shuttle. The shuttle arrives with emergency supplies, including personal shields. Any crew members alive and on the shuttle when it leaves are the winners of this round. (This mode has been deprecated, but something like it shows up as an event in 'Secret' mode.)
This mode will provoke CentComm to report: "We have detected meteors on a collision course with the station."
- Cult
A cult loyal to the evil god Nar-Sie has infiltrated the station, and plans to sacrifice it to the evil being. Cultists can use runes and talismans to empower themselves and attack their enemies. The crew has to find and wipe out the cult, while the cult has to expand until it completes its ultimate objective of summoning Nar-Sie onto the station.
Servers
These are /tg/ servers, though non-/tg/ folk may show up.
- /tg/station
Website | http://tgstation13.org/ | |
Server - Sybil | byond://game.tgstation13.org:1337 | |
Server - Basil | byond://game.tgstation13.org:2337 | |
Host | MrStonedOne |
Links
- /tg/station wiki written by the neckbeards at /tg/
- Goonstation wiki written by the goons at Something Awful
- Baystation 12 Wiki written by the dorfs of Bay12
- /vg/station wiki, written by /vg/
- SS13 story thread one
- SS13 story thread two
- Montrose's Space Station #5, to be played while playing Space Station 13