Difference between revisions of "Captain"
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==Captain's Stuff== | ==Captain's Stuff== | ||
In the captain's storage is a spare ID, a pinpointer (which points to the | In the captain's storage is a spare ID, a pinpointer (which points to the disk), a green spacesuit and a [[Science Objects#Hand Teleporter|hand teleporter]]. In the locker is an [[Murder#EnergyGun|energy gun]] and a spare outfit. | ||
===Nuclear Authentication Disk=== | ===Nuclear Authentication Disk=== |
Revision as of 12:12, 19 October 2014
The big boss! Gets a swanky green and gold suit, and golden ID card, a kick-ass hat and a gun. Technically has the responsibility of running the station and making sure things work correctly, but is typically either an incompetent boob, a power-crazed psycho or just doesn't care and will use their power to conduct experiments, run gimmicks, and get hammered. In all of the above cases, they will frequently get shot in the face by antagonists, because they want to jack the cool shit.
Captain's Stuff
In the captain's storage is a spare ID, a pinpointer (which points to the disk), a green spacesuit and a hand teleporter. In the locker is an energy gun and a spare outfit.
Nuclear Authentication Disk
The captain begins with the nuke disk in their pocket, and they are responsible for keeping this out of the hands of filthy red-suited Syndicate operatives. If there is no captain at the start of the round, it spawns in a random location on the ship. It is suggested that the nuke disk be kept on your person at all times, as the operatives require it to detonate the nuclear bomb. Should they be seen on the station, the person with the nuke disk probably shouldn't try to be a hero.
- If the disk is destroyed, such as by a smart-ass captain throwing it into the crusher, it will respawn at a random point on the station.
- Hiding or spacing the disk is also a dumb move, because the Syndicates have pinpointers that will lead them right to it. Of course, if you're carrying the disk, those pinpointers will point straight at you, so consider asking for an escort.
Captain's Rights & Duties
The captain has free run of the station, so they should feel free to use it to the fullest. Individual jobs are delegated to lesser people while you command from on high, after all. Just remember that you're in charge, you're giving the orders, and it's your responsibility to control security and make sure the station isn't exploding. Or, if it is, which is more likely, then work with your resources and show leadership to try and stop things. If the situation is truly critical and the AI is not available or not listening to you, then you'll need to call the shuttle manually.
As captain you may want to:
- Keep an eye on the Head of Personnel and make sure they're not tossing out all-access IDs.
- Resolve disputes between players, usually even the dumbest slap fight can be defused ingame.
- Beat up troublemakers! Make sure they don't beat you up and steal your neat stuff.
- Make sure security isn't being shit this round. Make sure prisoners aren't being abused and they have proper brig times. Make sure nobody's busting into the armory.
- Use your PDA to set the status display to fun things and spew out tickets! It can even send messages to people if main comms aren't an option.
- Make sure the AI's laws are normal or at least won't bite the crew in the ass! Reset them if they're bad.
Make assistants fight to the death!Recruit assistants for a social experiment!- Have the assistants sign a waiver!
Crew Objectives
As a loyal crew member, you can sometimes be assigned some strictly optional objectives to keep yourself busy while you wait for something to happen. As the captain, you can expect to see the following:
Don't lose your hat!
Just what the man says. Don't let some hooligan steal your awesome hat.
End the round with alcohol in your blood stream.
Take the wine out on the bridge and drink it as the round's winding down. Or just get drunk all round.
Syndicate Captain
You have access to pretty much everywhere and everything, and yet the captain barging into random departments to mass-produce laser guns or brew up cyanide does tend to attract unwanted attention. If you feel like going on a rampage, subvert the AI on your side and just start lasering anything that moves. You can boss around security officers to do your bidding, though if they're mildly competent or there is a Head of Security around, they may quickly mutiny and try to put you down. The Head of Personnel can also pull together a revolt against you if you're being less than subtle about your treason, so consider a preemptive strike against anyone who would dare stand up to you. With no organized resistance, few crewmembers will be bold enough to try a head-on attack against you.
Alternatively, you can ditch your objectives entirely and run whatever hilarious gimmick you've always wanted to, just now with the ability to silence nay-sayers and party poopers with hot laser fire.
Supplementary Video
{{#widget:YouTube|id=sen8Tn8CBA4}}
Jobs on Space Station 13 | ||
---|---|---|
Command & Security |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |