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* TheWorldsExpertOnGettingKilled: Given their value against supernatural antagonists, of course, they are high-priority targets for any competent supernatural antagonist.
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* DeepFriedWhatever: With the fryer, they can fry pretty much anything to make it edible, including things that ''shouldn't'' be edible.

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* DeepFriedWhatever: With Many codebases include a deep fryer in the fryer, they station's kitchen/cafeteria, which can fry pretty much deep-fry anything to make it edible, including things that ''shouldn't'' be edible.edible. ''Anything''. From actual food like deep-fried hamburgers (or simply deep-fried raw meat), to [[ExaggeratedTrope inorganic items]] like clothing, guns, floor tiles or [[GreenRocks normally-toxic plasma]], to rare or even irreplaceable one-of-a-kind items like the Captain's SkeletonKey. Deep-frying valuable items is also one of the most common methods of trolling/griefing/victory-lapping, as it requires very little actual effort and infuriates the item's previous owner to no end.

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Occasionally the Syndicate will deem a station too important to simply send agents to assasinate people or steal stuff from. In these cases they will go to the most extreme solution to sabotage their opponents. Enter the Nuclear Operatives, a team of highly professional agents, equipped with the a large arsenal of the most lethal equipment the Syndicate can spare, to do their dirty work. Their mission, to steal the nuclear authenticator disk, activate the onboard nuclear detonation device on their ship on the station, and get the hell out of before the station blows up.

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Occasionally the Syndicate will deem a station too important to simply send agents to assasinate people or steal stuff from. In these cases they will go to the most extreme solution to sabotage their opponents. Enter the Nuclear Operatives, a team of highly professional agents, equipped with the a large arsenal of the most lethal equipment the Syndicate can spare, to do their dirty work. Their mission, to steal the nuclear authenticator disk, activate the onboard use it to arm a nuclear detonation device on their ship on the station, bomb, and get the hell out of before the station blows up.



* EqualOpportunityEvil: The Nuclear Operative squads don't discriminate in race or species, it is just as likely to see a lizardman get assigned onto a nuclear operative team as a human, for instance.

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* EqualOpportunityEvil: BoardingParty: The Nuclear Operative squads don't discriminate in race or species, it is just as likely to see Nuke Ops are a lizardman get assigned onto team of antagonist players who board the station with the goal of planting a nuclear operative explosive. They have access to the best equipment the Syndicate can offer, as well as the freedom to plan their attack and choose how to enter the station. They can gear up with PoweredArmor, assault borgs and heavy weapons, ramming right into the station with a boarding pod and slaughtering their way through the panicking crew; or they can take the quiet approach, taking the time to cut communications and disable the AI before they attack, or infiltrate with cunning disguises.
* CallingYourAttacks: On /tg/station, the nuke
team as can choose to "declare war" with a human, gadget owned by the team leader, [[IShallTauntYou announcing their impending assault and daring the station's crew to stop them]]. This gives the nuke team a heap of extra telecrystals to buy gear with, but their assault is forced to be held off for instance.twenty minutes, giving the alerted station crew a grace period to prepare their defence.
* MacGuffin: On /tg/station, the nuclear fission explosive the Syndicate plans to use for their terror attack was stolen from Nanotrasen, and won't activate without a special nuclear authentication disk only entrusted to the commanding officers of their space stations (which all have nuclear [[SelfDestructMechanism self-destruct devices]]). So, to complete their mission, the nuclear operatives need to track down the disk and slot it into their bomb, while the crew fights to defend it.
* NukeEm: The goal of the Nuclear Operatives is to plant a nuclear bomb on the station.



* TakingYouWithMe: [[SubvertedTrope Subverted]]. The round will actually end in a draw if the operatives activate the bomb but fail to escape the Z-level before the bomb explodes. To actually make the win actually count as a win, at least one of the operatives will need to be on the ship and transport it back to the base before the station explodes.

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* SomebodySetUpUsTheBomb: Possible, and on /tg/station it comes with a [[DevelopersForesight unique round-end message]] to highlight the "Humiliating Syndicate Defeat". A crewmember will need to figure out the bomb code, steal both the payload and a Syndicate ID, and then hijack the Nuke Ops' starship to fly all the way to the Syndicate hideout, detonating the bomb there.
* TakingYouWithMe: [[SubvertedTrope Subverted]]. The On /tg/station, the round will actually end in a draw if the operatives activate the bomb nuke but fail to escape the station's Z-level before the bomb explodes. it goes off. To actually make the win actually count as a win, count, at least one of the operatives will need to be on the return to their ship and transport fly it back to base. Not the base before case over on Goonstation, where going down with the station explodes.explosive is the only outcome.



* ZergRush: While their elite gear is a key contributor behind scariness, their true strength lie in going in fast as a team and bringing the stationbound forces down by superior numbers and firepower before they can even react.

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* EvilIsPetty: Wizards aren't exactly known for having very rational excuses for what they do, they just do them it anyway because they want to.
* RealityIsOutToLunch: Let's just say that the rules of reality tend to become a lot more flexible whenever a wizard is on the station.
* RobeAndWizardHat: A wizard just isn't complete without their trademark robes and hat. They won't be able to use their magic without them, so the crew will naturally attempt to steal them.
* SquishyWizard: For all their deadly spells and artifacts at their disposal, wizards tend to be rather lacking in defensive capabilities, and as such need to be very careful to avoid getting killed.
* {{Troll}}: Very often, instead of simply just killing people on the station, a wizard is likely to just mess with the crew in various ways for their own amusement like giving them access to magical artifacts and guns and then just watching them all destroy themselves because of all the chaos that ensues as a result.
* WizardClassic: How they usually tend to appear whenever they spawn.
* WizardsFromOuterSpace: In case it wasn't obvious already, they're wizards tasked with causing chaos on a highly advanced space station. You figure out the rest.

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* EvilIsPetty: Wizards aren't exactly known for having very rational excuses for what ConfusionFu: The wizard's primary advantage is the bewildering variety of different spells, rituals and magical artifacts they do, can prepare before they just do them it anyway because they want to.
* RealityIsOutToLunch: Let's just say that the rules of reality tend to become a lot more flexible whenever a wizard is
set foot on the station.
* FriendlyEnemy: Unlike most antagonists, wizards aren't ''explicitly'' tasked with destroying the station and killing its inhabitants, so it's not unheard-of for a wizard to take the non-threatening approach and befriend the crew (or at least be tolerated). They could even visit the Head of Personnel and ask for a job! However, the wizard is still an antagonist, so members of the crew can still legally attempt to kill them at any moment (likely with accusations that a friendly wizard is boring).
* MinionMaster: If the wizard pleases, they have many options for creating allies (or uncontrollable monsters). On /tg/station, you can call in wizard apprentices, give life to [[AnimateInanimateObject inert objects]], create [[NightOfTheLivingMooks skeletons]] from dead bodies, bind [[FightingSpirit guardian spirits]], unleash [[OurDemonsAreDifferent slaughter or laughter demons]], and capture the souls of your victims to slot into arcane borgs. On Goonstation, you can animate skeletons from corpses, conjure {{golem}}s made of whatever substance exists in a handheld container, and can turn handheld objects into poisonous snakes.
* RealityWarper: Wizards teleport onto the station and cause all sorts of chaos, summoning monsters and transmuting people and objects into different forms. Some of their most powerful rituals [[RealityIsOutToLunch can outright send reality out to lunch across the whole station]].
* RobeAndWizardHat: A wizard just isn't complete without their trademark robes and hat. They won't be able to use In fact, their magic without them, so strongest spells are gated behind having the outfit, so a common anti-wizard tactic is to douse them in acid and other clothing-damaging elements. Meanwhile, challenge seekers might opt for a "robeless" build, foregoing the wizard's best spells in exchange for a discreet crew will naturally attempt to steal them.
uniform.
* SquishyWizard: For all their deadly spells Subverted. A wizard who dumps his points into attacking powers (as many are prone to) is obviously going to go down easily, but they can also choose to buy a ton of defensive powers and artifacts at their disposal, wizards tend to be rather lacking in defensive capabilities, and as such need become frustratingly difficult for the crew to be very careful to avoid getting killed.
put down.
* {{Troll}}: Very often, instead of simply just killing people on the station, a wizard is likely to just mess with the crew in various ways for their own amusement amusement, like giving them access to magical artifacts and guns and then just watching them all destroy themselves because of all the chaos that ensues as a result.
* WizardClassic: How they usually tend to appear whenever they spawn.
themselves.
* WizardsFromOuterSpace: In case it wasn't obvious already, they're wizards tasked with causing chaos on a highly advanced space station. You figure out the rest.
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* TheCobblersChildrenHaveNoShoes: It's entirely possible for the psychologist to be selected for antagonist roles that make him an unhinged whackjob, particularly the [[ReligionOfEvil Blood Cultist]] and [[StalkerWithACrush Obsessed]].
* CriticalPsychoanalysisFailure: The possible result of a psychologist unwittingly booking appointments with antagonists. With no mindshield implant, nothing saves the psychologist from getting hypnoflashed by Traitors and Head Revolutionaries, or subjected to the Blood Cult's initiation ritual, behind the closed doors of his own office.


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* TheShrink: The Ineffective Shrink on the best of days, the Harmful Shrink on the worst. Even the most well-meaning doctor won't be making much progress with the station's DysfunctionJunction, and chances are the guy in the office isn't nearly so qualified. Psychologists especially committed to the RP might go as far as to attempt to ''reason'' with an antagonist, [[TooDumbToLive for all the good that does them]].
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* DeepFriedWhatever: With the fryer, they can fry pretty much anything to make it edible.

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* DeepFriedWhatever: With the fryer, they can fry pretty much anything to make it edible, including things that ''shouldn't'' be edible.



* IAteWhat: Expect chefs to serve up any kind of meat they can get their hands on, including monkey, [[IAmAHumanitarian human]] and xenomorph.

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* IAteWhat: Expect Typical chefs to will serve up any kind of meat they can get their hands on, including monkey, [[IAmAHumanitarian human]] and xenomorph.xenomorph. If the station experiences an outbreak of {{Giant Spider}}s, for instance, expect to see the chef handing out plates of deep-fried spider legs once the dust settles.



* SupremeChef: Skilled chefs can create certain high class meals.

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* SupremeChef: Skilled chefs with the right ingredients can create certain high class meals.meals that provide buffs to the consumer.
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* TrickedOutGloves: The ninja's gloves function as a cryptographic sequencer, allowing the ninja to hack electronics with a touch (provided they can afford to sit still for a few seconds). They can also drain electricity from batteries and the station's power grid, necessary to recharge the energy-hungry MOD-suit. In a fight, the gloves can also deliver an electrical charge to briefly stun enemies.

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[[folder:Xenos]]
Yet another hideous alien species trying to infest the station, though these ones [[Franchise/{{Alien}} look oddly familiar]]. Led by an egg-laying queen, Xenos harvest the station crew to impregnate with deadly parasitic spawn, and have no distinct objectives beyond survival and reproduction.

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[[folder:Xenos]]
Yet another hideous alien species trying to infest
[[folder:Space Ninja]]
A ninja of
the station, though these ones [[Franchise/{{Alien}} look oddly familiar]]. Led by an egg-laying queen, Xenos harvest space-faring variety. The vast majority of space ninjas belong to the station crew Spider Clan, a cult-like sect which has existed for several hundred years. The Spider Clan practice augmentation of human flesh in order to impregnate with deadly parasitic spawn, achieve a more perfect state of being, and have no distinct objectives beyond survival and reproduction.follow a strict code of Postmodern Space Bushido. They also kill people for money, making them frequent allies of the Syndicate.


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* ClothesMakeTheSuperman: The Space Ninja is armed with a special MOD-suit equipped with a dizzying number of special abilities, including personal cloaking, EMP bursts, an adrenaline injector, spontaneous generation of throwing stars and nets, no-slip shoes, a mask with enhanced vision, a hood that prevents the station AI from easily tracking you, a self-destruct device, and TrickedOutGloves that siphon electricity, shock humanoids and emag electronics. Furthermore, the suit can be upgraded freely with standard MOD-suit modules stolen from the station. The downside are that all of this gear is energy-hungry, forcing the ninja to periodically seek out sources of electricity to drain using the aforementioned gloves. You also need to deactivate and remove the suit in order to eat food, reload healing/adrenaline and apply upgrades, making the ninja vulnerable during downtime.
* {{EMP}}: Your suit's ''EMP burst'' ability fires off one of these in a large area, disabling electronics, stunning cyborgs and draining the batteries of energy weapons. It's one of the more expensive powers the ninja has, if they haven't taken the time to secure an upgraded battery for their suit.
* FlashStep: Performed by right-clicking with the ninja katana in hand, with three charges that replenish over time. You can reach any tile you can see, and may pass through windows and see-through doors.
* GratuitousNinja: The whole premise. They're a cyberpunk ninja in space, here to terrorize the crew of Space Station 13.
* InescapableNet: The suit's ''energy net'' ability fires a green net that can ensnare one target, leaving them immobile until they (very slowly) melee themselves free. Ideal for one-on-one encounters where your victim doesn't have friends to help them.
* InvisibilityCloak: The space ninja's suit has a built-in cloaking device, rendering the wearer extremely transparent (though still with some VisibleInvisibility for a keen eye to spot). It drains power, but even the starting battery has enough of a charge to allow for plenty of {{Invisible Jerkass}}ery. The cloak will fail for five seconds whenever the ninja suffers damage.
* KatanasAreJustBetter: The space ninja's signature weapon, which enables them to perform a FlashStep and can be [[SummonToHand telekinetically pulled to the ninja's hand if lost or thrown away]].
* StockNinjaWeaponry: You get a high-tech [[KatanasAreJustBetter katana]], and your suit can spend energy to spontaneously generate throwing stars and [[InescapableNet nets]].
* SummonBiggerFish: One of the space ninja's optional objectives is to hack the station's communication console and summon a random mid-round antagonist to terrorize the station. This could be anything from a pirate raid up to a space dragon. Handy if you need a chaotic distraction, as whatever villain shows up has a better chance of being a round-ending threat than you.
* SummonToHand: The katana can be pulled to the ninja's hand via ''recall katana'', making the katana a viable ranged weapon if [[ThrowingYourSwordAlwaysWorks thrown]]. The flying blade will also damage anything it hits on its path towards its owner. The further away the katana is, the more energy the act takes.
* TakingYouWithMe: The ninja suit has a self-destruct device, which can be activated at will. It will also automatically prime when the ninja dies, ostensibly to prevent outsiders from stealing the Spider Clan's advanced tech.
[[/folder]]

[[folder:Xenos]]
Yet another hideous alien species trying to infest the station, though these ones [[Franchise/{{Alien}} look oddly familiar]]. Led by an egg-laying queen, Xenos harvest the station crew to impregnate with deadly parasitic spawn, and have no distinct objectives beyond survival and reproduction.
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* RedHerring: When things go wrong, the clown is usually first to take the blame. Their antics tend to distract Security from the real antagonists.

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* BloodMagic: Nar-Sie's cult favors this type of magic, needing to perform blood rituals and human sacrifice to further increase their power and influence on the station before they can summon their patron deity.

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* BlackSpeech: All cultists can whisper in a spooky "cultspeak" cipher, mainly for their remote communication spell (i.e. a special chatbox). Victims of the cult's stunning spell will be left babbling in cultspeak for a few minutes when they wake up, which can expose the cult's presence if their radio isn't confiscated.
* BloodMagic: Nar-Sie's cult favors this type of magic, needing to perform performs blood rituals and human sacrifice to further increase their power and influence on the station before they can summon station. Part of the cult's magic system involves etching evil glyphs into their patron deity.flesh, injuring and disfiguring themselves to gain various spells.


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* RedRightHand: Once the cult expands to include enough of the station's population, the cultists will spontaneously develop glowing red eyes, forcing them to hide their faces with helmets, masks and eyewear. The cult reaching critical mass is marked by a glowing red halo appearing over the heads of all cultists, which cannot be hidden. Meanwhile, examining the uncovered skin of a cult magic-user can reveal the tell-tale markings of [[BloodMagic spell glyphs etched into their flesh]].
* YourSoulIsMine: A magical power shared with the wizard, cultists can craft soulstones to trap the ghosts of dead and dying players. Captive souls can be released as weak spectral minions, or [[ReforgedIntoAMinion slotted into arcane borgs named "constructs"]].
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* ObstructiveBureaucrat: The Head of Personnel's most recognized job on the station is to judge requests from crewmembers who want to be reassigned, or given non-standard access to different areas of the station. While nothing calls for the HoP to be a jerk about it, they'll expect a ''good'' reason for wanting access to vital departments, making them especially likely to refuse requests made by a lowly clown.

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* ObstructiveBureaucrat: The Head of Personnel's most recognized job on the station is to judge requests from crewmembers who want to be reassigned, or given non-standard access to different areas of the station. While nothing calls for the HoP [=HoP=] to be a jerk about it, they'll expect a ''good'' reason for wanting access to vital departments, making them especially likely to refuse requests made by a lowly clown.

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* BadassBureaucrat: In the event that the Captain ends up dead or missing the HOP is technically in charge of the station. Furthermore with easy access to everything, assuming some generous interpretation of what the [=HOP=]'s job actually is, the Head of Personnel can actually get things done pretty effectively given the right circumstances.



* ObstructiveBureaucrat: Averted, unless of course the HoP is an antagonist, your entire job as head of Personnel is to enable the crew to do their jobs efficiently, without giving anyone all-access passes to the station unless they need it.
* BadassBureaucrat: In the event that the Captain ends up dead or missing the HOP is technically in charge of the station. Furthermore with easy access to everything, assuming some generous interpretation of what the [=HOP=]'s job actually is, the Head of Personnel can actually get things done pretty effectively given the right circumstances.

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* ObstructiveBureaucrat: Averted, unless The Head of course the HoP is an antagonist, your entire Personnel's most recognized job as head of Personnel is to enable the crew to do their jobs efficiently, without giving anyone all-access passes to on the station unless they need it.
* BadassBureaucrat: In the event that the Captain ends up dead
is to judge requests from crewmembers who want to be reassigned, or missing the HOP is technically in charge given non-standard access to different areas of the station. Furthermore with easy While nothing calls for the HoP to be a jerk about it, they'll expect a ''good'' reason for wanting access to everything, assuming some generous interpretation of what the [=HOP=]'s job actually is, the Head of Personnel can actually get things done pretty effectively given the right circumstances.vital departments, making them especially likely to refuse requests made by a lowly clown.

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!!!/tg/station
[[folder:Psychologist]]
Nanotrasen cares deeply about the mental health of its employees, and to this end, they have seen fit to drag an old carpet and couch into a disused broom closet in medbay, even going so far as to hang up a motivational poster. Thus, the psychology office was born. The psychologist's job is to advocate mental wellness, self-esteem and teamwork on a space station crewed by paranoid nutjobs.

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!!!/tg/station
[[folder:Psychologist]]
Nanotrasen cares deeply about
!!!Goonstation
[[folder:Rancher]]
What
the mental health botonist does with crops, the rancher does with livestock, providing the crew with produce from an on-station farm. The main aspect of its employees, Ranching is breeding and to this end, they evolution. With the correct feed, affection and time, your flock can diversify into useful (and cute!) chicken breeds, whose eggs have seen fit to drag an old carpet and couch into a disused broom closet in medbay, even going so far as to hang up a motivational poster. Thus, the psychology office was born. The psychologist's job is to advocate mental wellness, self-esteem and teamwork on a space station crewed by paranoid nutjobs.many special properties.



* DrFeelgood: A psychologist can write up drug prescriptions for their patients, redeemable with the medical staff, or maybe the bartender and botanist if preferred.
* PsychoPsychologist: Antagonist psychologists have the advantage of a mostly private location few other crewmembers have access to, the ability to make reasonable requests for one-on-one meetings, and a disarmingly harmless job that can be easily underestimated. Traitors and Head Revolutionaries can get a lot of mileage out of hypnoflashing their isolated patients to create an army of catspaws.

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* DrFeelgood: A psychologist CreatureBreedingMechanic: The main preoccupation of the rancher. Chickens can write up drug prescriptions for lay different types of eggs depending on what they've been fed, which will hatch after being incubated by a rooster or incubation machine. These eggs hatch into new varieties of chicken, which in turn lay different eggs based on their patients, redeemable with the medical staff, or maybe the bartender and botanist if preferred.
* PsychoPsychologist: Antagonist psychologists
feed. Some chicken breeds have the advantage more esoteric requirements.
* CrystallineCreature: Glass chickens, obtained by feeding regular white hens "clear corn" feed, are made entirely
of a mostly private location few other crewmembers have access to, the ability to make reasonable requests for one-on-one meetings, glass and a disarmingly harmless job that break into shards upon being hit or grabbed. Glass eggs can be easily underestimated. Traitors and Head Revolutionaries can get a lot of mileage out of hypnoflashing their isolated patients injected with any chemical to create "[[{{Pun}} glass beak-er]] chickens", which [[AlienBlood have the chosen chemical mixed into their blood]] -- the downside is that these chickens are not immune to the chemical, with results ranging from amusing to dangerous.
* {{Rancher}}: Named such, and operates a small chicken farm on the station.
* RaptorAttack: Raptors, obtained by giving non-synthetic meat feed to brown chickens, are highly aggressive and will attack any non-raptors they see, including the rest of your chickens (though they can be tamed if the rancher pets them enough as a chick). They're resilient, and deal enough damage to send a human into crit within a few seconds. A favorite of traitor ranchers.
* ShockAndAwe: Robot chickens produce massive EMP shocks when provoked, which plays hell on machines of all kinds. Their eggs also produce EMP. Dangerous, but useful if the station is having a problem with rogue cyborgs.
* TrickBomb: A traitor item exclusive to the rancher is the chicken grenade, which spawns a ton of chickens. Crucially, the type of chicken spawned is decided by placing
an army egg inside the grenade, which allows traitors to unleash hordes of catspaws.dangerous fowl like [[RaptorAttack raptors]], [[ShockAndAwe robot chickens]], or [[CrystallineCreature glass beak-er chickens]] loaded with dangerous chemicals.



!Unassigned Jobs/Miscellaneous
[[folder:Assistant]]
Low-end employees of Nanotrasen aboard the station, assistants have the lowest possible position aboard the station, with no explicitly assigned duties to attend to, but offically take orders from every other position aboard the station. Because of this, they generally have much less responsibilities than anybody else on the station, who usually consider the assistants beneath their notice. Because of this, however, they also often get the reputation of being troublemakers who often draw the ire of the Security force.

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!Unassigned Jobs/Miscellaneous
[[folder:Assistant]]
Low-end employees of
!!!/tg/station
[[folder:Psychologist]]
Nanotrasen aboard cares deeply about the station, assistants mental health of its employees, and to this end, they have seen fit to drag an old carpet and couch into a disused broom closet in medbay, even going so far as to hang up a motivational poster. Thus, the lowest possible position aboard the station, with no explicitly assigned duties psychology office was born. The psychologist's job is to attend to, but offically take orders from every other position aboard the station. Because of this, they generally have much less responsibilities than anybody else advocate mental wellness, self-esteem and teamwork on the station, who usually consider the assistants beneath their notice. Because of this, however, they also often get the reputation of being troublemakers who often draw the ire of the Security force.a space station crewed by paranoid nutjobs.


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* DrFeelgood: A psychologist can write up drug prescriptions for their patients, redeemable with the medical staff, or maybe the bartender and botanist if preferred.
* PsychoPsychologist: Antagonist psychologists have the advantage of a mostly private location few other crewmembers have access to, the ability to make reasonable requests for one-on-one meetings, and a disarmingly harmless job that can be easily underestimated. Traitors and Head Revolutionaries can get a lot of mileage out of hypnoflashing their isolated patients to create an army of catspaws.
[[/folder]]

!Unassigned Jobs/Miscellaneous
[[folder:Assistant]]
Low-end employees of Nanotrasen aboard the station, assistants have the lowest possible position aboard the station, with no explicitly assigned duties to attend to, but offically take orders from every other position aboard the station. Because of this, they generally have much less responsibilities than anybody else on the station, who usually consider the assistants beneath their notice. Because of this, however, they also often get the reputation of being troublemakers who often draw the ire of the Security force.
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