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Telepathy is Mind Reading


* PsychicPowers: The mutations that player characters can obtain from genetics or exposure to radiation often involve mind powers, such as {{Telekinesis}}, {{Telepathy}}, and sometimes even MindReading.

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* PsychicPowers: The mutations that player characters can obtain from genetics or exposure to radiation often involve mind powers, such as {{Telekinesis}}, {{Telepathy}}, {{Telekinesis}} and sometimes even MindReading.{{Telepathy}}.
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* ActionSurvivor: The station crew is filled with noncombatant roles like cooks, janitors, interns and clowns, and the late-game tends to see scattered survivors grabbing whatever weapons they can find and trying to avoid danger. Non-security personnel that are skilled and cunning enough might even slay the antagonist themselves after the RedshirtArmy is routed.

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For most servers, ''Space Station 13'' plays like a multiplayer "stay in-character and do anything" TabletopRPG built on top of a highly in-depth [[SimulationGame sandbox of simulated systems]][[note]]Think "sandbox gameplay" side of WideOpenSandbox and "high systemicity" side of ImmersiveSim[[/note]]. Every player is assigned a job on the station, and they must perform that job and try their best to maintain the station's stability while players playing antagonists work to disrupt that stability. In-character acting is RP-ing is maintained as a community social contract, and enforced by server admins.

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For most servers, ''Space Station 13'' plays like a multiplayer "stay in-character and do anything" TabletopRPG built on top of a highly in-depth [[SimulationGame sandbox of simulated systems]][[note]]Think "sandbox gameplay" side of WideOpenSandbox and "high systemicity" side of ImmersiveSim[[/note]]. Every player is assigned a job on the station, and they must perform that job and try their best to maintain the station's stability while players playing antagonists work to disrupt that stability. In-character acting is RP-ing is maintained as a community social contract, and enforced by server admins.

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You are one of many people aboard Space Station 13: one of many Spacestations owned by the [[MegaCorp Nanotrasen]] corporation and kept in line by the rather vaguely defined Central Command (frequently [[WeWillUseWikiWordsInTheFuture Wikiworded]] as Centcom) unit. Various problems occur on or around the station, which are vaguely hinted at by unreliable and classified communications. The incompetent, paranoid, self-serving, and just plain sociopathic members of Space Station 13 then have to attempt to do their jobs and survive as the situation unfolds around them - but they usually just start killing each other until they evacuate. The modes differ greatly between servers, but the usual premise is that there are antagonists on the station, whether it's traitors from [[EvilInc the Syndicate]], a wizard, or even the [[ApocalypseCult cult of]] [[EldritchAbomination Nar'sie]].

For most servers, ''Space Station 13'' plays like a "stay in-character and do anything" TabletopRPG built on top of a highly in-depth [[SimulationGame sandbox of simulated systems]][[note]]Think "sandbox gameplay" side of WideOpenSandbox and "high systemicity" side of ImmersiveSim[[/note]]. Every player is assigned a job on the station, and they must perform that job and try their best to maintain the station's stability while players playing antagonists work to disrupt that stability.

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You are one of many people aboard Space Station 13: one of many Spacestations space stations owned by the [[MegaCorp Nanotrasen]] corporation and kept in line by the rather vaguely defined Central Command (frequently [[WeWillUseWikiWordsInTheFuture Wikiworded]] as Centcom) unit. Various problems occur on or around the station, which are vaguely hinted at by unreliable and classified communications. The incompetent, paranoid, self-serving, and just plain sociopathic members of Space Station 13 then have to attempt to do their jobs and survive as the situation unfolds around them - but they usually just start killing each other until they evacuate. The modes differ greatly between servers, but the usual premise is that there are antagonists on the station, whether it's traitors from [[EvilInc the Syndicate]], a wizard, or even the [[ApocalypseCult cult of]] [[EldritchAbomination Nar'sie]].

For most servers, ''Space Station 13'' plays like a multiplayer "stay in-character and do anything" TabletopRPG built on top of a highly in-depth [[SimulationGame sandbox of simulated systems]][[note]]Think "sandbox gameplay" side of WideOpenSandbox and "high systemicity" side of ImmersiveSim[[/note]]. Every player is assigned a job on the station, and they must perform that job and try their best to maintain the station's stability while players playing antagonists work to disrupt that stability.
stability. In-character acting is RP-ing is maintained as a community social contract, and enforced by server admins.
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Trope was cut/disambiguated due to cleanup


* RobotClown: One of the borg's selections is an [[ExactlyWhatItSaysOnTheTin Robot Clown.]]
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* GoodFeelsGood: Saving a person from critical condition will give you the "It feels good to save a life" moodlet.
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** Slime speed potions remove slowdown from items and make them red.
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* PocketProtector: Bibles and lighters in a suit's storage slot have a small chance to block a bullet shot at the wearer, while breaking the item in the process (the Bible loses its internal storage slot instead of being destroyed).
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* SpySpeak: The codespeak manual, available for purchase to syndicate agents, teaches whomever reads it a language called "Codespeak". Any phrase in this language will appear to be a nonsensical mix of names of random drinks and concepts to people who don't understand the language. Codespeak also does not have a language-specific icon that usually appears at the beginning of a phrase when someone speaks a language other than Common, making it even more confusing to non-speakers.

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