User:Sirryan2002/GradingTest
REASON: this should be expanded where neccesary, tables need to be redone, a job header needs to be added, a section needs to be written on how to play these custom/admin-spawned roles and what's their purpose. EX: what to do/not to do
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 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.
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 | |
---|---|
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. Tends to be very well armed, protected, and dressed. |
Sol-Fed Representative |
A middle ranking civilian within the Solar Federation, 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 crayon-eating mean 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 fully 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 with an ARG instead of a bulldog shotgun; 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 is almost always volatile), the Admiral will often communicate over comms from a USSP installation to work things out at a safe, diplomatic distance. |
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 alcohol supply. Generally exist just to take up space, die, and then make Medbay suffer. |
The Syndicate | |
Freedom Operative |
An operative dedicated of 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. CACAWWW! |
Spy File:Syndicate Spy.png |
A Traitor with a fancy all-black outfit and a bonus 40 TC. |
Syndicate Strike Team | The syndicate variant of the Deathsquad. 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. They are the harbingers of death. |
Friendly Roles
Name | Description | Notable Gear |
Musician / Bard | A civilian dedicated to musical performances. |
|
---|---|---|
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. | |
Survivor | A civilian who survived something horrible. |
|
Greytide | A civilian with standard greytider gear. |
Leader/Xeno Version
Xeno Version
|
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. |
|
Standard Antag Variants
Name(s) | Based On | Access | Description | Notable Gear |
Tunnel Clown | Clown | As Clown | A gang member that makes their home in maintenance. | Full toolbelt, thermal monocle, banana grenade, bikehorn, fireaxe, banana juice, banana peel, stunprod, rubber ducky. |
---|---|---|---|---|
Mime Assassin | Mime | As Mime | As assassin that uses mime clothes and favors silent kills. | Full toolbelt, thermal monocle, syndicate ID, silenced pistol, emag, syndi donk pocket, flashlight. 20 TC. |
Dark Priest | Chaplain | All | An agent of the dark gods, typically sent to kill, or protect, someone who has roused their interest. | Chaplain clothes, syndi ID/headset, unique 'blessing of the reaper' undroppable armblade nullrod that does bonus damage. |
Space Pirate | Traitor | None | A typical space pirate. | Pirate costume, esword. |
Masked Killer | Civilian | None | A masked killer from a horror movie. | Thermal Monocle, syndi ID, various knives. |
Dark Lord | Traitor | All | A syndicate agent themed after a sith lord. | Chaplain hoodie, combat gloves, black syndie shoes, syndie ID, syndie headset, double red esword. |
Super Antags
These rare beings are so game-breakingly powerful and dangerous, that typically only admins are allowed to play them.
Name(s) | Based On | Access | Description | Notable Gear/Abilities |
Ancient One | Vampire | All | A super-vampire with the ability to convert crew into regular vampire antags. | Unlimited blood. All abilities unlocked. Can shapeshift into swarm of bats, or regenerating hellhound. Has 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. |
---|---|---|---|---|
Arch Wizard | Wizard | All | A super-wizard with a vast array of spells at their disposal. | Starts with armor, as well as five times the amount of spells a regular wizard has. |
Syndicate Officer / Syndicate Middle Management | Traitor | As Nuclear Agent team leader. | Syndicate equivalent of CentCom. | Golden desert eagle. Adv poinpointer. Cigar. Unlimited TC. Authority over everyone employed by the Syndicate. 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 (syndicate deathsquad) deployed to the station. |
Empress of Terror | Terror Spider | Inhuman | A lovecraftian nightmare in the shape of an enormous spider. | As Queen of Terror, but with stats (health, damage, etc) and abilities increased to almost godlike levels. 1,000 health, chain projectile acid spit that can melt metal, ability to lay up to 100 eggs at once and control how many grow up, ability to lay boss-level eggs such as those for queens and mothers, ability to emit a psychic shockwave that kills all spiders within a range measured in Astronomical Units, etc. |
Greater Hellhound | Lesser Hellhound, Wizard | N/A | Looks like a big hellhound, hits/tanks like a slaughter demon, casts spells like a wizard, summons more demons. | Regenerates health quickly while resting. Immune to punches and atmos damage. When attacking a humanoid, uses hellsmoke to render all nearby humanoids instantly unconscious - only humanoids wearing internals are immune. Speaks telepathically. Smashes through walls. Casts various spells (knock, jaunt, teleport, greater forcewall). Can summon more demons (typically weaker, lesser hellhounds) at will. |