Difference between revisions of "VIP"
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In terms of things that ''are'' actually functional, you get: | In terms of things that ''are'' actually functional, you get: | ||
*A [[Security_Objects#Stun Cane|stun cane]], tucked into your backpack, for your own self-defense. | *A fancy [[Security_Objects#Stun Cane|stun cane]], tucked into your backpack, for your own self-defense. Similar to the [[Security Objects#Stun Baton|stun baton]], hitting someone with it (while it's on and you're ''not'' on {{Harm}} intent) knocks out a significant chunk of their stamina; you need generally need at least 2 hits to bring someone down. Since at max capacity, it only has enough charge for 4 hits, it's best to use it wisely. | ||
**Unlike the [[Security Objects#Stun Baton|stun baton]], it slowly regenerates battery charge, at the cost of having a smaller battery (100 PU, instead of 200 PU) and being unable to fit inside [[General Objects#Recharger|recharger]]s (so you can't use one to make it charge faster) or have its cell swapped out (so you can't upgrade the cell or replace it with a fresh one for an instant refill). | |||
*Two bars of stamped bullion, which are generally worth a pretty penny on the [[Quartermaster]]s' market and can be sold to certain NPC merchants for lots of money (in other words, cash for even fancier duds). Have you noticed that you spawn with sparkles around you? That's because the bullion is so valuable, it shines even when inside someone's briefcase. | *Two bars of stamped bullion, which are generally worth a pretty penny on the [[Quartermaster]]s' market and can be sold to certain NPC merchants for lots of money (in other words, cash for even fancier duds). Have you noticed that you spawn with sparkles around you? That's because the bullion is so valuable, it shines even when inside someone's briefcase. | ||
*A [[General Objects#Secure Briefcase|secure briefcase]], which stores said stamped bullion. It starts unlocked, so if you want to keep the bullion safe, you need to click on the case while it's in your hand to set the code and lock it. You unlock in the same manner. If you want to access its contents, it's a little tricky: you need to click-drag its sprite onto your character's. | *A [[General Objects#Secure Briefcase|secure briefcase]], which stores said stamped bullion. It starts unlocked, so if you want to keep the bullion safe, you need to click on the case while it's in your hand to set the code and lock it. You unlock in the same manner. If you want to access its contents, it's a little tricky: you need to click-drag its sprite onto your character's. |
Revision as of 13:56, 14 April 2024
CIVILIAN DEPARTMENT | |
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VIP | |
VIP |
Difficulty: Easy Requirements: None Access Level: Bridge, Handling of Contraband Permit Additional Roleplay Access Level: None Supervisors: None Subordinates: None Responsibilities: Tour the ship/station Guides: None |
Have you heard? A VIP (Very Important Person) is visiting Space Station 13! It's crazy enough that people actually have to work in this hunk-a-junk, but for someone to willingly visit it is notable enough on its own. Why could they possibly be visiting SS13? Who knows!
This role is essentially a really fancy Tourist. It has a random chance of appearing in each round, it's only available to those who latejoin (joining a round after it's started) when it does appear, it doesn't get a lot of gear or access, and it's mostly for roleplaying and/or doing shenanigans than anything particularly serious. In-game, this role goes by one of the following names: Senator, President, Board Member, Mayor, Vice-President, and Governor.
What to do
Pretty much anything you want and can imagine (Rules still apply, don't do genetics on RP servers). Maybe you could declare the space diner a new corporation? Or what about becoming the center of a class-action lawsuit for money laundering? Or force diplomatically convince captain to follow every single of your orders?
Your equipment
As VIP, you do not enter the station/ship wearing a jumpsuit, like a working-class crew member. Instead, you come in decked out with all the duds of the upper crust: a top hat, a high-class monocle, and a grey pinstripe suit. (Sadly, you get regular black shoes instead of dress shoes.) All of this is functionally useless, but how else will the crew know how fancy you are?
In terms of things that are actually functional, you get:
- A fancy stun cane, tucked into your backpack, for your own self-defense. Similar to the stun baton, hitting someone with it (while it's on and you're not on Harm intent) knocks out a significant chunk of their stamina; you need generally need at least 2 hits to bring someone down. Since at max capacity, it only has enough charge for 4 hits, it's best to use it wisely.
- Unlike the stun baton, it slowly regenerates battery charge, at the cost of having a smaller battery (100 PU, instead of 200 PU) and being unable to fit inside rechargers (so you can't use one to make it charge faster) or have its cell swapped out (so you can't upgrade the cell or replace it with a fresh one for an instant refill).
- Two bars of stamped bullion, which are generally worth a pretty penny on the Quartermasters' market and can be sold to certain NPC merchants for lots of money (in other words, cash for even fancier duds). Have you noticed that you spawn with sparkles around you? That's because the bullion is so valuable, it shines even when inside someone's briefcase.
- A secure briefcase, which stores said stamped bullion. It starts unlocked, so if you want to keep the bullion safe, you need to click on the case while it's in your hand to set the code and lock it. You unlock in the same manner. If you want to access its contents, it's a little tricky: you need to click-drag its sprite onto your character's.
Villainous Individual of Prominence: Antagonist VIP
Getting antagonist as a VIP is extremely rare, as VIP is a latejoin role that does not appear each round, but nonetheless, you can be quite powerful. For one, since you start with a Handling of Contraband Permit, security scanners won't report your Contraband. Also, the stun cane is a very powerful tool, and with some handcuffs that you can grab on the bridge thanks to your access, you can kill pretty much anyone. Lastly, rare are HoPs that refuse to give a VIP some additional access, and if they do, you can always put on them some pressure by threatening to use your connections to ruin them or by brandishing your stun cane.
Vermilion Instigator of Peril: Traitor VIP
Is no one listening to your demands? Maybe you simply need to say them louder. When it comes to raising your voice, look no further than the black-market megaphone, the one job-specific Syndicate item you can purchase. This sleek red and black gadget, when held, renders whatever you say appear in very big text, both in-person and over the radio, making it practically impossible for those peons to ignore you. If they still won't obey, perhaps you need to resort to force.
Jobs on Space Station 13 | ||
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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 |