Difference between revisions of "Special Event Roles"
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! Soviet Marine <br> [[File:USSP Marine.png]] | ! Soviet Marine <br> [[File:USSP Marine.png]] | ||
| | | A well-equipped trooper from the Union's elite marine corps. Wields a powerful AK-814 assault rifle and dons a durable Soviet assault hardsuit. These troops represent the finest fighting forces the USSP can bring to bear. | ||
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! Soviet Officer <br> [[File:USSP Officer.png]] | ! Soviet Officer <br> [[File:USSP Officer.png]] | ||
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! Soviet Soldier <br> [[File:USSP Soldier.png]] | ! Soviet Soldier <br> [[File:USSP Soldier.png]] | ||
| | | A professional soldier of the USSP, and a cut above the rank-and-file conscripts. Equipped with a Stechkin APS autopistol, quality cigarettes, and an intimidating greatcoat. | ||
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! Soviet Conscript <br> [[File:USSP Conscript.png]] | ! Soviet Conscript <br> [[File:USSP Conscript.png]] | ||
| | | A poorly-equipped conscript soldier of the USSP. Comes equipped with a bolt-action rifle, Nagant revolver, and not much else. Can do some serious damage with their Mosins, but don't expect a high survival rate. | ||
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! Soviet Tourist <br> [[File:USSP Tourist.png]] | ! Soviet Tourist <br> [[File:USSP Tourist.png]] | ||
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! Syndicate Strike Team <br> [[File:Syndicate Strike Team Member.png]] | ! Syndicate Strike Team <br> [[File:Syndicate Strike Team Member.png]] | ||
| The syndicate variant of the [[Death squad]]. Way more dangerous than [[Nuclear Agent]]s. Comes armed with a Syndi ID/radio/mask, SST hardsuit/helmet, healing nanite injector, esword, syndicate revolver, X4, emag, L6 SAW automatic squad weapon. The Leader has a pinpointer/disk. You do not stop a SST, you die or run | | The syndicate variant of the [[Death squad]]. Way more dangerous than [[Nuclear Agent]]s. Comes armed with a Syndi ID/radio/mask, SST hardsuit/helmet, healing nanite injector, esword, syndicate revolver, X4, emag, L6 SAW automatic squad weapon. The Leader has a pinpointer/disk. You do not stop a SST, you die or run. | ||
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! Freedom Operative <br> [[File:Syndicate Freedom Operative.png]] | ! Freedom Operative <br> [[File:Syndicate Freedom Operative.png]] |
Latest revision as of 20:55, 12 July 2024
Departmental Head
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NT Officer • | ERT Member • | SIT • | Death Commando • | Highlander • | Traders • | Superhero • | Special • | Cluwne |
Hacking • | Space Law • | Combat • | Standard SOP • | Command SOP |
Special Event Roles, sometimes referred to just Event Roles or Event Characters, are admin-spawned (or admin-designated) roles with varying abilities and equipment that are given special objectives to complete. The event roles can vary from killer clowns to ancient vampires and are often custom designed to fit a specific purpose. Event roles are used to make rounds more interesting and allow players to interact with stories and worlds outside the typical round and game mechanics. Due to the extra responsibility and privilege's a player often receives from possessing a special event role, they are expected to adhere to their objectives/character more strictly and roleplay at a higher standard.
Note: this article will only cover a few of the most prominent, important, and common roles.
Understanding Event Roles
Event roles are always designated or created by an admin in game. Depending on the role they may have unique and powerful spells, equipment, or stats but they may also just be normal crew member with standard equipment. They always have customs objectives or directives and may have either a pivotal or trivial importance in the progression of a round. These roles should not to be confused with built-in events such as Traders, Wizards, or Traitors which are naturally occurring.
For larger events, an admin will usually provide details of the objectives and details of the event in OOC, the Event information verb, or in Dead-chat midgame. Additionally, the admin in charge of the event may PM the player directly, give them customs objectives, or leave the direction of the character mostly up to the player in control of it. Players are expected to adhere to the guidelines given to them by the administration or else they may be removed from the role for the duration of the round.
Event roles aren't always pre coded-in. Many admins choose to custom make event roles and edit their variables/stats during the round. It's very likely that an event roles that a player takes is completely unique to that round. Event roles are extremely variable, flexible, and often specifically molded to fit on-going situations in the round. If a player chooses to take an event role, they should be prepared to be flexible and approach gameplay in a way they're not used to.
How to Play Event Roles
Upon being chosen to be an event role a player should take in what equipment, spells, and character traits they are offered. Players should immediately (if they have not already) determine how they should play the character both objectives and personality wise. If players are confused about what they are supposed to do and what limits are in place for what they can do, they should ahelp before continuing. Roleplay tends to be a very important aspect of non-antagonistic event roles and should be preferred over large-scale murder and destruction (unless that is what the role is supposed to do).
Built-in Roles
These are roles that are directly coded into the game. They are available from the outfit menu under the event tab or by right clicking a humanoid with EVENT+ permissions.
Faction Roles
Name | Description |
Trans-Solar Federation | |
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Federation General |
A high ranking military representative of the Trans-Solar Federation. They most often come on formal business, especially when conflict or controversy rises up between Nanotrasen and the Solar Federation in the military sphere. They tend to be very well armed, protected, and dressed. |
Federation Representative |
A middle ranking civilian within the TSF, generally comes on station to deal with non-military disputes and collaboration between Nanotrasen and the Federation. |
Federation Lieutenant |
The brains of the Trans-Solar Marine Corps. Comes heavily armed with a desert eagle and is responsible for herding the crayon-eating killing machines, a.k.a Marines. Has a spec ops variant with EVA capabilities. |
Federation Marine |
The muscle of the TSMC, marines are normally sent when something or someone of interest to the TSF needs to be killed or defended. Outfitted with powerful Bulldog shotguns and ammunition for a sustained engagement, playing nice when they're around is highly advised. A special operations variant also exists, coming equipped with the devastating M26 assault rifle and a snazzy suit of powered armor. |
Federation Viper Infiltrator | An elite commando from the Federal Army's renowned 3rd Special Operations Detachment, more commonly known as the Vipers. Trained in all manner of combat techniques, survival skills, and infiltration tactics, Vipers are often deployed alone or in small teams for only the most dangerous and risky operations. They are also known to be a tad eccentric, and are commonly stereotyped as eating all manner of dangerous snakes. |
USSP | |
Soviet Admiral |
USSP Admirals usually only come aboard to do business or order troops around. When a volatile situation arises between the USSP and Nanotrasen (it's almost always volatile), the Admiral will often communicate over comms from a USSP installation to work things out at a safe, diplomatic distance that just so happens to be out of BSA range. |
Soviet Marine Captain |
|
Soviet Marine |
A well-equipped trooper from the Union's elite marine corps. Wields a powerful AK-814 assault rifle and dons a durable Soviet assault hardsuit. These troops represent the finest fighting forces the USSP can bring to bear. |
Soviet Officer |
|
Soviet Soldier |
A professional soldier of the USSP, and a cut above the rank-and-file conscripts. Equipped with a Stechkin APS autopistol, quality cigarettes, and an intimidating greatcoat. |
Soviet Conscript |
A poorly-equipped conscript soldier of the USSP. Comes equipped with a bolt-action rifle, Nagant revolver, and not much else. Can do some serious damage with their Mosins, but don't expect a high survival rate. |
Soviet Tourist |
Civilians of the USSP that have come to empty the station's alcohol supply. Generally exist just to take up space, die, and then make Medbay suffer. |
The Syndicate | |
Syndicate Officer |
Has authority over everyone employed by the Syndicate, outside of Syndicate High Command. Has unlimited TC, can mindslave an unlimited number of people, equip themselves with literally any combination of syndicate gear they want regardless of TC cost, or simply order agents, nuclear ops, or the dreaded SST deployed to the station. |
Syndicate Strike Team |
The syndicate variant of the Death squad. Way more dangerous than Nuclear Agents. Comes armed with a Syndi ID/radio/mask, SST hardsuit/helmet, healing nanite injector, esword, syndicate revolver, X4, emag, L6 SAW automatic squad weapon. The Leader has a pinpointer/disk. You do not stop a SST, you die or run. |
Freedom Operative |
An operative dedicated to the land of the free. Standard operative hardsuits are replaced by an American Eagle costume. Only ever to be used during the American Holiday the Fourth of July. 'MERICA, FUCK YEAH! |
Misc Roles
Name | Description |
Vox Raiders |
Vox that swear their loyalty to the Shoal. It is unclear what their intentions or whether they plan on trading or thieving from the station. It is always best to use caution when they show up. |
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Singuloth Knights |
Once master engineers, now followers of Lord Singuloth. Wielding a singularity hammer they are a force to be reckoned with and can instantly gib downed humanoids. |
Greytide |
An assistant with standard greytider gear. Exist only to fuck up the station and cause chaos. Toolbox, full toolbelt, Gas mask, Greytide flag, and a few other items. There also exists Leader and Xeno variations with insulated gloves and a welding helmet. The xeno variation also has a xeno outfit and thermal scanners. |
Chrono Legionaire |
An agent sent by future CentCom to erase people who disrupt the timeline and cause a time paradox. Excellent against single targets, terrible against groups. Originally used by admins to erase people that named themselves 'Hitler', but that is now handled OOCly. Has a Timestream Eradication Device (TED) gun and Chrono Legionnaire Suit that allows the user to phase anywhere) |
Tunnel Clown |
A gang member that makes their home in maintenance. A clown with a stunprod, fire-axe, and a license to kill. |
Honk Squad |
The squad of Honkmmandos under the employ of Central Command's Special Honk division, sent to make a situation more humorous. Most crew members would prefer "The Alternative" to these unyielding PUNishers. |
Mime Assassin |
As assassin that uses mime clothes and favors silent kills. Basic traitor loadout with a silenced pistol. |
Dark Priest |
An agent of the dark gods, typically sent to kill, or protect, someone who has roused their interest. Has an unique 'blessing of the reaper' undroppable armblade nullrod that does bonus damage. |
Space Pirate |
A typical space pirate, YARRRR!! Comes with an energy cutlass. There is a captain variation as well. |
Masked Killer |
A masked killer from a horror movie. Generally only sent with one purpose: killing crew. |
Dark Lord |
A syndicate agent themed after a sith lord. Often given the power of lightning, agility, and the force, this role is terrifyingly robust. Dark Lords come equipped with a double red e-sword. |
Super Antags
These rare beings are so game-breakingly powerful and dangerous, that typically only admins are allowed to play them.