Difference between revisions of "Special Event Roles"
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! Ancient One <br> [[File:Ancient One.png]] | ! Ancient One <br> [[File:Ancient One.png]] | ||
| A super-vampire with the ability to convert crew into regular vampire antags. | | A super-vampire with the ability to convert crew into regular vampire antags. Starts with 9999 blood, and has the abilities of all four vampire specializations. Has an extremely powerful 'Raise Vampires' ability that targets everyone near them, and on each successive cast, first stuns, then brain damages, then kills, then raises the dead as new vampire antags, then heals nearby vampires. When used in a crowded place, this can create an army of vampires in less than a couple of minutes. Can also enthrall crew members, turning them into mindslaves. | ||
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! Arch Wizard <br> [[File:Arch Wizard.png]] | ! Arch Wizard <br> [[File:Arch Wizard.png]] |
Revision as of 23:31, 12 May 2022
Departmental Head
N/A
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 Sol 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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Sol-Fed 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. |
Sol-Fed 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. |
Sol-Fed Lieutenant |
The brains of the Solar Federation Marine Core. 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. |
Sol-Fed Marine |
OOOOOH RAHHHHHHHHH! Armed to the teeth (more than Gamma ERTs) with a bulldog shotgun and M1911. Generally sent in for the worst of threats. Sustain themselves off crayons. Warning: they should never be sent in without objectives, they'll find the nearest organic thing and kill it. Has a spec ops variant that comes equipped with the devastating ARG assault rifle instead of a bulldog , this variant also has EVA capabilities. |
USSP | |
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. |
Soldier |
Well armed soldier of the USSP. Comes armed with C4, emags, and a Unica-6 revolver. Most of the time they will be rowdy, dangerous, and speak mostly Neo-russkian. Do not provoke. |
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. Unless you're the clown, of course. |
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
Super Antags
These rare beings are so game-breakingly powerful and dangerous, that typically only admins are allowed to play them.