Space Station 13“Welcome employee, to SPACE STATION THIRTEEN. SS13 is part of the best; the latest in a long line of SS Class Orbital’s and is most distinguished station in the field of Plasma Reaction technology. It holds the record for number breakthroughs in research from disease research to breakthroughs in robotic technology. Whether you be joining us to boost the productivity of the workforce or assist in the endeavor of advanced research, the captain and crew will like to welcome you and hope your status is a pleasant one. Central Command Authority; Powering Humanity into the Future!”
"Everything you heard was a lie. Of course CentCom has been keeping it under the lids but SS13 is not exactly a safe station. Of course its research is top notch and it had a record for number of breakthroughs but what CentCom doesn’t tell you the number of “accidents” it has or the number of times rival corporations have breached its hull. CentCom does not want you to worry but listen carefully, you go there and your life expectancy drops to mere hours. I remember my time on SS13, that was the 21st crew rotation and I was an engineer. Hull breaches on the bridge, janitor finding dead bodies stuffed inside the compactor, Security detaining people left and right just because some idiot sneezed on the Captain’s jumpsuit, someone with a clown suit tearing down the hall, being chased by several others because he stole a beaker of acid. It was hell on there. One captain even made the crew play Russian roulette as part of a crew morale booster. "
"When they called the emergency shuttle and got us back to the main station, they told us to shut up and not tell anyone. For all I know they just sent a repair crew to repair the station and send in a new crew. I hear that sometimes supply shuttles occasionally find a body floating in space bearing the SS13 station patch. Hell I hear they are still finding crew from the third crew rotation in the local asteroid field."
"So take it from me, apply to anywhere but SS13. You might as well kiss your ass goodbye…literally."
-Command Jobs--Captain –
Defacto commander-in-chief and dictator-for-life on SS13. Has access to everything and the authority to judge, prosecute and execute people on the spot. (Access: Everything)
- Head of Personnel -
The Head of Personnel is in charge of personnel and manages the positions of the people on the station; they have access to the personnel records and can edit the ID cards and thus positions of crew members as they wish. In essence, you have almost all the power of a Captain minus the actual title - but given a moment alone with the ID machine you can get that too. (Access: Everything)
- Head of Security (Former) -
The Head of Security is a fallen star. After numerous complaints about his behavior, he was stripped of his title, flak jacket, weapons, security access, security implant, and shoes. He is a broken man, wasting his days in the bar, shoeless while security contractors lord their title over him. If some miracle of chance he gets rehired, then his skills will be well suited. (Access: Nothing)- Research Director -
The Research Director oversees all scientific research on the station. The job consists of checking in on the research lab to make sure toxins doesn't blow the entire station up, see if the chemists aren't making drugs, and making sure the geneticists don't play god on the poor helpless monkeys. Make sure the research staff is being productive, you can kick them around a little bit or even lend a hand in research. (Access: Medical Bay, All research labs, Bridge)- Chief Engineer -
The Captain starts with an all-access ID. The RD starts with a biohazard suit. The HoS starts with his own private army and a stash of weapons. So what makes the Chief Engineer, who starts with only some assorted tools and a pair of magnetic shoes so great? The fact that a good CE can make or break the station, at will. As the CE, you have three primary duties: starting and maintaining the engine, wiring and starting the backup solars and organizing the station's engineering department. (Access: Engineering, Bridge, EVA Storage)- Vice Officer -
Vice Officers are Security Officers responsible for policing drugs, alcohol, gambling, and prostitution on board Space Station 13. They have the same functions and weaponry as regular Security Officers but more access. (Access: Security, Brig, Hydroponics, Medbay)- Security Jobs- - Security Officers -
Security Officers are law enforcement aboard the station. This generally includes following orders given by the command staff, patrolling the station, arresting those violating the law and giving them a fair sentence. Security's number one priority should always find and detain whoever is the main threat to the station. (Access: Security, Brig)
- Detective –
Be a crime solver, solve crimes, order security around but watch in anguish as they ignore you and place in the brig for obstructing justice. (Access: Security, Brig)-Security Contractor (Rapid Assault, Prevention and Extermination aka R.A.P.E.) -
They answer to the law, never the captain or anyone on the station. They have the best equipment and often shoot to kill. (Access: Everything)
- Research Jobs -- Medical Doctor-
The medical doctor is an important crew member, who is responsible for treating wounded people. However most doctors just hole up in the medical bay and shoot themselves up with the drugs meant for injured people. (Access: Medical Bay Only)
A man who plays god. He has a cage full of monkeys for horrible experiments and cloning dead people back to life. Once in a while a zombie or a man with hulk-like powers escapes and wreaks havoc on the station. (Access: Medical Research Only)-Roboticist -
The Roboticist is one of the science divisions on the station, whose job is to construct cyborgs and other robots to help running the station. Cyborgs are made using the Brain of a human, living or dead, and so the Roboticist is capable of reviving people, in a fashion. The roboticist is also responsible for stopping the cyborgs when they inevitably go rogue. (Access: Medical Bay, Robotics)-Chemist-
One of the best jobs on the station, the chemist experiments with chemicals and makes chemical reactions. If you’re smart enough, you can make bombs and even grenades. (Access: Chemical Lab Only)-Scientist-
The Science team is responsible for researching, constructing, and controlling the most dangerous items on the station. While individual scientists may choose to research in dieases, plasma, or artifacts, all scientists have access to each of the departments, and the team as a whole is responsible for all three areas. Essentially, the critical functions of this job include making bombs, infecting the station with downs syndrome, and blowing up all the cyborgs by accident. (Access: Toxins, Pathology, Xeno Archeology only)-Botanist-
The hippies of space are here - Botanists grow various kinds of food and other useful plants for the crew! They also grow illegal substances every now and then, but hey, what's a little weed between crewmembers? You have Hydroponics all to yourself. (Access: Hydroponics)
A master of supplies. Manages the cargo bay by taking shipments and distributing the contents them to the crew. The job consists of handling supplies and rationing them to station staff. Keep in mind that you shouldn't just hand out supplies to every asshole that swings by. You'll also have to hand out request forums and verify them with your handy-dandy stamp. It's a bureaucratic dream job. (Access: Cargo Bay)
The main responsibility of the engineer is to start and manage the engine itself, followed by station repairs. The engine uses a gravitational singularity as its power source. If you do your job wrong, the gravitational singularity will break free and kill everyone. Please do not allow this to happen. If you do the Chief engineer or sometimes the Captain will feed you directly to the singularity, with a bomb attached to dissipate the singularity. (Access: Engineering, EVA)-Electricians-
Electricians can build many of the objects, devices and machinery found on the station.
When needed, they repair cut electrical wires and damaged airlocks around the station. (Access: Engineering, EVA)
Obviously, you'll be involved in the station hygiene so you'll be roaming the halls, mopping up blood stains and cleaning dirty equipment. (Access: Maintenance and Main Station Corridors only)
Makes food for the crew. Food sources include Hydroponics, monkey pens and sometimes a dumb human who happens to stumble into your meat grinder. (Access: Kitchen, Mess Hall)-Clown-
Tragically Hilarious. (Access: Nothing. If he gets in your area, it’s YOUR goddammed fault.)-Chaplain-
Preach your religion to the masses of the station, whether it be the unholy chanting of Satanism or beliefs of the Adeptus Mechanicus, your job is to convert and preach. If they cannot be converted…then you know what to do… (Access: Chapel)-Barman-
He serves drinks inside his bar. He has access to alcoholic drinks, some legal, some so illegal that they have been banned on Earth. Out here in space however, who will hear you vomit in pain? (Access: Bar)
The Barber is meant to do exactly what you'd think he'd do - cut and dye hair. (Access: Barber’s Shop)-Assistant-
So, community college didn't work out for you. Bummer. Lucky for you, CentCom has plenty of spots for interns. Assistant is the only job position with unlimited amount of positions available, and as such the assistants fill the hallways with their gray jumpsuit bodies. (Access: Main Station Corridors only)
Being the AI is hard work, and although you are given a large amount of power - you are bound by Asimov's Laws of Robotics at all times (Unless someone reprograms you). You basically have access to every single piece of equipment that is hardwired to the station and an immense network of cameras. Your central core is stationed at the most well built and armored section of the station. If someone wants to reprogram you, they have to get to your upload station…which is protected by gun turrets and they don’t take kindly to anyone except the captain. (Access: Everything)-Cyborgs-
Cyborgs are robots installed with human brains, usually constructed in Robotics by the Roboticists. Cyborgs are more durable and sturdy than humans. Cyborgs are considered to be assistants directly to the AI and share its laws, so if an AI is corrupted or subverted, the Cyborgs will follow suit. They also have access to robotic communications along with the AI, effectively giving them their own private radio channel. (Access: Everything)
- Everyone starts at their stations.
- Only the Command Crew can call the shuttle. AI and cyborgs can call but only with permission unless all department heads are dead.
- Everyone is limited to access. Everyone has access to the main station corridors and Maintenance corridors unless noted. (Like the medical doctor, who has only access to medical bay and the clown, who has access to nothing at all.)
-And there is no lethal weapons on SS13, you have so much as a taser or bloody knife on you Security will knock the shit out of you.
- Everyone has an ID card, which allows you access to your areas. Loose it and you loose access to everything. Only the HoP and the Captain can give you new ones. If someone steals it, then they get your access plus theirs. They can even impersonate you if they are careful enough.
Contains equipment and supplies. Yellow contains electrical tools, blue contains generic tools like hammers and screwdrivers, and red contains emergency equipment like emergency oxygen tank and survival gear. - Radios-
Everyone is equipped with radios. You all share the same frequency. If you want a private channel, just tell the people you want to talk in private and switch frequencies. In the IC if your speaking on the radio, please write down the frequency number before your speech. General Station Frequencies is 145.9. Engineering is 144.5, Security is 137.5. Robot’s talk in their own private frequency and generally denote 0101 (Its Binary. Learn it…) before their speech. You cannot eavesdrop on multiple frequencies unless you’re the AI.
-PDAs- Everyone is equipped with PDAs, their own private communications and work buddy. Each one is tailored to their own user. Each one has an atmospheric analyzer, Flashlight and private messaging system.
- Security Equipment-
Security is equipped with body armor, stun batons and taser guns. R.A.P.E. operatives generally carry more lethal weaponry (Like shotguns, pulsed laser rifles, etc) and the Captain and the Head of Personnel carry laser pistols, which are much weaker but still deadly. The Detective is equipped with a .45 revolver. Medical Bay has a couple Syringe Guns which can be deadly if you put chemicals inside. Hell...you can be giving the station a deadly disease...- Cyborgs are equipped with specific equipment according to their module type.
PM the GM for module types and equipment associated with each type. Basic Types: Engineering, Medical, Janitor, BroBot (“Wasup mah homies!”), Hydroponics. Specialist Types: Security, Construction, Chemistry, VenderBot.
MAKE SEPARATE CSs FOR ALL YOUR THREE CHOICES.
Job/Occupation: (Pick at least three most preferred choices, first being the most preferred)
CSs Pending Revisions before I even consider putting them on the roster- RokkuHoshi,
Final Crew Roster. Captain is Jack Stone, AI is OPHELIA AIOS. IC will be up shortly.
Please note: CSs Pending Revisions before I even consider putting them on the roster- RokkuHoshi
-Captain-Jack Stone (ArchVillian)
- Chief Engineer- Jack Valentine (Archrival)
- Security Officer- Ezekiel Strahm (sam4books)
- Medical Doctor-Dr. Ellie (Musicmac)
-Geneticist– Lux Atra (MQuinny1234)
-Roboticist- Cecil Cidadell (BradaoOfCartha)
-Chemist- Falcone Collins (Iris)
-Clown- Stephen 'Squiggles the Clown (Garethcool)
-AI- OPHELIA AIOS (TheLivingCouch)
-Cyborg- Rick Upbeat/Mister Positive (Mastermind001)