Difference between revisions of "Captaining 101"

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<h1><center><u>FUN FACTS ABOUT SHELTERFROGS: A WILDLIFE GUIDE</u></center></h1>
<span style="color:null;font-family:'Georgia';"><h2>Captaining 101</h2>
<p>The shelterfrogs are small amphibians that dwell in the dark places of caves and rock crevices. They can survive without light, but they prefer to stay away from it when possible
<p>By: <i>Investigangster Klutz</i>, Captain of the <i>Moon Dump 3000.</i></p>
since it disturbs their natural sleep patterns which cause them to become disoriented during daylight hours. Their homes are usually found in areas where there isn't much to disturb
 
the ground, such as caves or rock crevices. Shelterfrogs are generally passive creatures that like to stare uncomfortably at other animals and humans alike. However, if an animal
<h3>Introduction</h3>
gets too close to their home, they will stare at them until they feel so uncomfortable that they flee. If one gets too far away from their home, the frog remains still and makes the
Are you the captain? If not, do you aspire to be a captain?! Well look no further. With this guide, you can be captain of anything. Even if you’re a staffie, by reading this book, you will surely be captain material.
same silly expression until prodded with a stick. They are very passive creatures and will ignore people unless the Shelterfrog feels its personal space is being invaded. The best way
 
to deal with them is to keep your distance by moving slowly around them and staying out of their line of sight lest they stare at you and make you uncomfortable with their judgmental
<h3>Round start</h3>
expression.</p><br>
Let’s start off with something easy. Round start. On every approved Nanotrasen station, you will start off with your captain’s locker, a spare ID, a hand teleporter, and an authentication disk + tracker. It’s OK if you don’t know what any of this does. Hell, I don’t even know.
<p>While essentially harmless with their clumsy hopping and relentless staring, one should always be careful when approaching them. A person can feel great embarrassment from their
 
constant stare. While harmless and the source of much amusement, they can cause a great deal of discomfort, possibly leading to a trip to see a doctor who will likely assure you that
<h3>Responsibilities</h3>
the frog wasn’t expressing bewilderment at the cringe-worthy material in a PDA message you sent. It's best to never touch a Shelterfrog unless absolutely necessary, as they’re very
In your locker, there’s a few things you should note. You have a spare set of armor, clothes, and most importantly, your energy gun. Everything you don’t plan on taking out with you into the ship should go in your locker, or in your magical secure safe. Your spare headset, you should keep on you, or in the safe, in case HOP decides to break in and usurp your rule! Your energy gun can be traded in for a sword if it hasn’t been scanned by a mechanic, and if it is fully charged, via the “Check Job Rewards” command.
slippery, like a greased stick of butter coated in industrial space lubricant. Shelterfrogs are generally found in groups and loners are rare. It is unknown why they remain with their
 
friends for so long, but there have been no reports of violence between Shelterfrogs other than staring contests.</p><br>
Now that you’re all geared up, and your office is squared away, keep an eye out for the enemy intercept communication, sent courtesy of Nanotrasen. Keep in mind that this paper isn’t always correct, and you shouldn’t tell anyone who doesn’t have command access what it says.
<p>Shelterfrogs are primarily herbivorous and feed on small insects, algae, and wild berries but they prize one thing above all, and that is a byproduct of human manufacture.
 
Shelterfrogs are notorious for their love of alcohol, rum in particular. They will regularly migrate in mass numbers towards breweries, bars, and liquor stores for the chance at liquor
<h3>Nukies</h3>
of any quality - but mostly rum. Shelterfrogs enjoy music and are capable of playing instruments themselves. It is unknown how they pick up these skills without proper schooling,
When going about the station, you should monitor the radio, for any major threats. You should also listen out for revolutionists, as they are bad news. However, times where there aren’t any threats are your free time. You’re the captain, do what you want! Nobody can tell you no! (Apart from security, don’t mess with security, they have stun batons.)<br>
but it is likely that their natural affinity for staring increases their observational skills to a point where they can play a song after hearing it only once. However, they are
 
completely tone-deaf.</p><br>
If you ever hear people yelling “NUKIES” on the radio, that means you should stop what you’re doing, and form a plan with security. Remember that authentication disk from earlier? Your job is to get your disk in the nuke and activate it inside the nuke. By doing that you’ll give the station extra time to beat it until it breaks. However, the disk works backwards too. If a Syndicate scumbag puts it in, it will decrease the time, making your crew's chances of survival decrease.
<p>The shelterfrog is at risk of becoming endangered due to habitat destruction and the crushing blows of humanity. The only reason they have lasted this long is due to their generally
 
non-aggressive nature. Sadly, one of these days they will fight back and it will be too late for us all. May Space God have mercy on our souls.</p>
<h3>Revolutions</h3>
If you are ever walking about, and all of the sudden you get mobbed, and you also get the urge to fight all of them, don’t. They are part of a revolution and they’re only strong in numbers. A few other ways to tell if it's revs include: Hearing it on the radio. Hearing the distinct ping of a revolutionary flash, or seeing someone be converted. (You will see their eyes turn red, and they will be stunned). There are a few ways to deconvert revs. Bashing their skull in, electrocution, and, the more humane, but slower way of giving them a loyalty implant.
 
<br>Revolutions are trouble. If they aren’t nipped early, you will be in danger. On most Nanotrasen stations, loyalty implants are located both in the bridge, and in security. There are also 3 in the security vending machines. You can order loyalty implants at cargo too, but be careful. Revolution heads are smart too and like to rev cargo. Try your best to not kill converted crew members, but do remember, your life is more important than theirs. You can work with other heads, and security to quell the revolution.
 
<h3>The Clown</h3>
The clown is a strange creature, and they sometimes appear on your station. They act in a variety of ways, the rarest being funny. <b>WARNING</b> Approach with extreme caution, as the clown is a force to be reckoned with. However, despite this, clowns do have feelings too, and they are often a station’s last line of defense against major threats. Sometimes they will ask you for all access. This is what your spare ID is for. Slide it over peacefully, and with luck they won’t clown you.
 
<h3>Conclusion</h3>
Congratulations! You’ve made it to the end of the guide! Now you have what it takes to be one of Nanotrasen’s many fine captains. Grab a beer! Kick back! Have fun! As you can see, the captain doesn’t have very many responsibilities, so you’ll do fine! Head on over to job preferences, and move Captain up a notch!
</span>
 
{{Books}}
{{Books}}

Revision as of 19:56, 6 June 2021

WizardSpellbookV2-32x32.gif This page contains a transcript of ingame content.
The following information supplements the rest of the wiki. It is kept for documentation purposes.
Captaining101Book.png

Captaining 101

By: Investigangster Klutz, Captain of the Moon Dump 3000.

Introduction

Are you the captain? If not, do you aspire to be a captain?! Well look no further. With this guide, you can be captain of anything. Even if you’re a staffie, by reading this book, you will surely be captain material.

Round start

Let’s start off with something easy. Round start. On every approved Nanotrasen station, you will start off with your captain’s locker, a spare ID, a hand teleporter, and an authentication disk + tracker. It’s OK if you don’t know what any of this does. Hell, I don’t even know.

Responsibilities

In your locker, there’s a few things you should note. You have a spare set of armor, clothes, and most importantly, your energy gun. Everything you don’t plan on taking out with you into the ship should go in your locker, or in your magical secure safe. Your spare headset, you should keep on you, or in the safe, in case HOP decides to break in and usurp your rule! Your energy gun can be traded in for a sword if it hasn’t been scanned by a mechanic, and if it is fully charged, via the “Check Job Rewards” command.

Now that you’re all geared up, and your office is squared away, keep an eye out for the enemy intercept communication, sent courtesy of Nanotrasen. Keep in mind that this paper isn’t always correct, and you shouldn’t tell anyone who doesn’t have command access what it says.

Nukies

When going about the station, you should monitor the radio, for any major threats. You should also listen out for revolutionists, as they are bad news. However, times where there aren’t any threats are your free time. You’re the captain, do what you want! Nobody can tell you no! (Apart from security, don’t mess with security, they have stun batons.)

If you ever hear people yelling “NUKIES” on the radio, that means you should stop what you’re doing, and form a plan with security. Remember that authentication disk from earlier? Your job is to get your disk in the nuke and activate it inside the nuke. By doing that you’ll give the station extra time to beat it until it breaks. However, the disk works backwards too. If a Syndicate scumbag puts it in, it will decrease the time, making your crew's chances of survival decrease.

Revolutions

If you are ever walking about, and all of the sudden you get mobbed, and you also get the urge to fight all of them, don’t. They are part of a revolution and they’re only strong in numbers. A few other ways to tell if it's revs include: Hearing it on the radio. Hearing the distinct ping of a revolutionary flash, or seeing someone be converted. (You will see their eyes turn red, and they will be stunned). There are a few ways to deconvert revs. Bashing their skull in, electrocution, and, the more humane, but slower way of giving them a loyalty implant.


Revolutions are trouble. If they aren’t nipped early, you will be in danger. On most Nanotrasen stations, loyalty implants are located both in the bridge, and in security. There are also 3 in the security vending machines. You can order loyalty implants at cargo too, but be careful. Revolution heads are smart too and like to rev cargo. Try your best to not kill converted crew members, but do remember, your life is more important than theirs. You can work with other heads, and security to quell the revolution.

The Clown

The clown is a strange creature, and they sometimes appear on your station. They act in a variety of ways, the rarest being funny. WARNING Approach with extreme caution, as the clown is a force to be reckoned with. However, despite this, clowns do have feelings too, and they are often a station’s last line of defense against major threats. Sometimes they will ask you for all access. This is what your spare ID is for. Slide it over peacefully, and with luck they won’t clown you.

Conclusion

Congratulations! You’ve made it to the end of the guide! Now you have what it takes to be one of Nanotrasen’s many fine captains. Grab a beer! Kick back! Have fun! As you can see, the captain doesn’t have very many responsibilities, so you’ll do fine! Head on over to job preferences, and move Captain up a notch!


Books
Command AI Programming 101 · Captaining 101
Engineering Engineering Pocket Guide · Generator Startup Procedure · The Goon Geothermal Capture System Field Training Manual · Nuclear Engineering for Idiots · How to properly operate Singularity Buster rocket launcher‎ · Mechanic components and you · Spatial Interdictor Assembly and Use · Thermo-electric Power Generation
Supply Cargo Pocket Guide (Nadir Version) · NT-PROTO: Transception Array · Dummies' Guide to Material Science · Mineralogy 101 · Mining Pocket Guide
Medical Cryogenics Instruction Manual‎ · Elective Prosthetics for Dummies · H-87 Cloning Apparatus Manual · Medbay Pocket Guide · Pharmacopia · Trent's Anatomy
Research The Buddy Book · Critter Compendium · DWAINE for Dummies
Civilian Bartending Pocket Guide · Bee Exposition Extravaganza · The Helpful Hydroponics Handbook · To Serve Man
Security A-97 Port-A-Brig Manual · Frontier Justice: A Treatise on Space Law · Your Lawbringer And You
Syndicate Nuclear Agent Sentry Turret Manual · Syndicate Commander's Diary · A Syndicate's Guide to Doing Your Fuckin' Job · Reinforcement Disclaimer · Laser Designator Pamphlet · Deployment Remote Note
Miscellaneous Albert and the Deep Blue Sea · Creature Conspectus Revised Edition · Dealing With Cloneliness · Fun Facts About Shelterfrogs · How to properly install official Nanotrasen neon lining · SOLO card game rules · Spacemen the Grifening rulebook · Stations and Syndicates 9th Edition Rulebook · A Treatise on Build-A-Vends · The Trial of Heisenbee · Wizardry 101 · Your Player Piano and You