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Heads of Staff

    The Captain 
The boss and undisputed ruler of Space Station 13 with significant power over the entire station and all of its departments. The Captain's word is law... until he's deposed by dissatisfied subordinates, murdered for his energy gun, or arrested by his bosses. That being said, the Captain is expected to keep the station from falling apart completely, while managing the heads of staff and obeying space law.
  • The Alleged Boss: On most non-RP servers, the captain doesn't tend to get much respect, and any captain who attempts to throw his weight around among the general crew usually gets called a "comdom" and opens himself up to ridicule, if not opportunistic attacks. Wiser Captains will befriend and delegate to the department Heads, who are more readily obeyed.
  • The Captain: Unless he's secretly a syndicate plant out to destroy the station, the Captain is at least supposed to try and be this. Success or failure notwithstanding.
  • Court-martialed: This can happen to a Captain who breaks space law or makes noticeably destructive decisions. Whether this does happen is assuming both that Sec are competent and willing to arrest him, and some other, much larger emergency hasn't taken priority.
  • Know When to Fold 'Em: If the situation seems untenable, the Captain has the authority to call in an escape shuttle to end the round, via consoles located in the bridge and Captain's quarters. As one of the few with all-access to the station by default, the Captain is also the best positioned to make a clean getaway on his own when things go south.
  • Mole in Charge: If rolled as an antagonist, though not all servers allow it. Provided they play their cards right and don't act overly suspicious or comdom-y, an antagonist captain essentially has the run of the station and authority to do whatever they want. Troublesome Heads and other crew can be demoted, then marked for arrest and execution. The AI can be reprogrammed; criminals can be pardoned; the clown can be given all-access; all without once opening a Syndicate uplink.
  • Skeleton Key: The captain's identity card grants access to every door on the station, and a spare ID is kept within a secure safe in their office — a valuable prize for any antagonist.

    Head of Personnel 
If you need your job changed or a replacement ID, this is the person to see. As the Head of Personnel, handling the staff's problems is partially his responsibility through managing access to different parts of the station, and assuring that that station's budget is neither being embezzled nor used to launder money for the mob. He's also the guy in charge of the nebulous service department, which encompasses every job that doesn't fall directly under one of the other heads of staff. Third in line for command of the station after the Captain and Head of Security. Tends to suddenly and mysteriously disappear some time after the third minute of any round without a trace.
  • Badass Bureaucrat: 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.
  • Number Two: The HOP is the second in command. In the absence of a Captain the HoP holds the highest rank on the station and can take over should the situation call for it. The only exception is if an executive from Nanotrasen happens to be onboard and pulls corporate rank.
  • Obstructive Bureaucrat: 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.
  • Skeleton Key: With the equipment and resources to create new ID cards, it's fairly easy for the HoP to craft himself an all-access card that opens every door on the station; though obviously using a skeleton key to steal things will get them beaten down by security and likely demoted by the captain.

    Head of Security 
The last person you want to see on a good day, and the first person you want to see on a bad day. The Head of Security has among the hardest jobs on the station if it's being done properly. Between keeping the security forces on the straight and narrow, applying space law, keeping the maximum possible number of people alive, and trying to coordinate the staff during emergencies, any Head of Security has their work squarely cut out for them. Comes with an office, a sweet X-01 energy gun, and a closet of edgy clothing.
  • Da Chief: Fills this role as leader of the security team.
  • Putting on the Reich: Like his underlings the HOS's uniforms and general vibe makes you think of the Third Reich.
  • Police Brutality: Averted in that the HOS is specifically trusted not to do this and to prevent his officers from engaging in it as well. Success or failure notwithstanding.
  • Ray Gun: The HOS gets a special X-01 Multiphase Energy Gun in addition to the standard one. It includes an additional stun setting alongside the normal disable and lethal settings.
  • Reasonable Authority Figure: The ideal HOS should be acting like this. Perhaps not a nice authority figure, but one that follows the law and tries to keep the station intact. Many servers also have this job configured so that the HOS can't be an antagonist or traitor at all, making them one of the few people that can be trusted without question.

    Chief Medical Officer 
The guy in charge of the Medbay. Their time is usually spent keeping tabs on the crew's health, making sure everyone gets the treatment and supplies they need, and ensuring that the local virologist isn't unleashing a plague.

    Research Director 
The master of the science department, at least in theory. More often than not they act as the most eccentric scientist, as this role requires ones to be familiar with all labs — likely meaning the more crazy players will stick with it. Often abbreviated to RD.
  • Odd Friend Ship: likely the case as the department in general works very closely with the shaft miners.
  • For Science!: A given as labs range from bomb making to slime farming.
  • Humongous Mecha: one sections of science can make exosuits for combat or utility.
  • Omnidisciplinary Scientist: A recommendation for the job; since the Research Director is expected to coordinate lesser scientists, it helps to be at least passingly familiar with what every lab is for.
  • The Smart Guy: Fills this role on the station's Command Roster.

    Chief Engineer 
From making sure the station is powered, organizing construction, and ensuring other engineers aren't trying to run the Supermatter reactor with CO2 as a coolant. The Chief Engineer keeps the station alive in a million little ways, as well as several very large ones. If the Chief Engineer says there's a problem, then it should be taken seriously; and when he saves the station from being consumed by a rogue quantum singularity, you should at least say thank you. Gets his own fancy spacesuit for space walking, a cool toolbelt with power tools, and access to the EVA supplies so he can repair the station or go have space adventures.
  • The Engineer: Certainly fits the trope and commander of all other engineers on the station for that matter.
  • Mr. Fixit: This comes with the job and as Chief Engineer you'd better be able to live up to the standard lest the station explode, implode, or be flooded with burning plasma. That said if you can't do it yourself there's always delegation which as the Chief you can totally do.
  • Techno Babble: Averted. That said while it makes sense to other engineers if you try to explain why shoving plasma into the supermatter reactor is a bad idea to the Janitor it will certainly come off as this. Try not to speak engineer to anyone who isn't in engineering.
  • MacGyvering: Odds are strong that you won't have everything you need to do the job, either because an assistant has already made off with it so he can go science at some vending machines for a cool hat or because that section of the station got blown up by chemistry. Learning to work around those issues is just part of the process.

Security Department

    Security Officer 
The base security force on the station. In charge of keeping order amongst the crew and respond to reports of criminal activity around the station, and the first line of defense against anything wanting to undermine the station and its crewmembers. Often highly incompetent and generally needs direction from the Head of Security in order to get their jobs done, but once they do get their job done properly, you can expect whatever is threatening the station to have a much harder time.
  • Bad Cop/Incompetent Cop: Usually happens within their ranks, whenever a security offer isn't blatantly just bad at their job, they're usually corrupt as all hell, even without any antagonist objectives.
  • By-the-Book Cop: They're supposed to be this. The amount of security officers who actually are this, however, tend to vary depending on the round.
  • Lawman Baton: The security officer's signature weapon is a stun baton, which deals stamina damage with a quick knockdown while powered. Alternatively, you can "harmbaton" the target, dealing brute damage.
  • Putting on the Reich: From their black and red uniforms with jackboots, to the fact they have a gas chamber as a method of executing criminals, their resemblance to Nazis is probably not accidental.
  • Police Are Useless: Surprisingly common when the officers aren't simply evil. It's not unheard of for an antagonist to operate unopposed because half the security division was running around trying to arrest a runaway clown.
  • Police Brutality: Extremely common, and has an in-community name, "shitsec". This has a lot to do with the fact that whenever a round has nothing going on, a lot of security players will alleviate their own boredom by punishing other players over the most minor offences.
  • Rabid Cop: A common stereotype (stemming from bad players), with overzealous officers arresting or assaulting crewmembers on the slightest suspicion of wrongdoing.
  • Red Shirt Army: They're the first line of defense for the station, and wear red uniforms in reference to Star Trek: The Original Series.

    Warden 
The Warden is a member of the security staff, responsible for the Brig, the Prison Wing and the management of the prisoners. He essentially acts as a right-hand man to the Head of Security and runs most of the operations within the Brig in the absence of the HOS. The Warden is also tasked with guarding his most valued treasure: The Armory, filled with Security's best gear and armaments.
  • Number Two: The Warden is the de facto second in command of security, often acting as the unofficial acting Head of Security when one does not arrive.
  • Wardens Are Evil: If rolled as the Traitor, or if the security division is feeling especially tyrannical that round.

    Detective 
The Detective's job is to investigate the remains of any crime, identify the perpetrator, and then report their findings to Security.
  • Chalk Outline: The /tg/station detective gets some chalk to mark dead bodies this way.
  • Defective Detective: The less effective detectives often end up spending most of their time drunk rather than solving crimes.
  • Evidence Scavenger Hunt: Part of the detective's job. Provided the crime scene hasn't been interfered with by a clever antagonist, thieving assistant or overzealous janitor, the detective goes in to start Fingerprinting Air with their forensic scanner to get a lead on the perp.
    • Even if fingerprints and blood samples are inconclusive, fiber traces can identify the murderer's clothing, which can narrow the investigation down to a particular department or job.
    • Working closely with the medical department is recommended, as their health scanners and autopsies can determine the exact cause and time of death, important for desciphering the forensic scanner's timeline.
    • Check the waste disposal room near Cargo. Players very frequently dump corpses, unneeded traitor gear and other evidence into nearby dispoal chutes, which can bust cases open or reveal undiscovered crimes.
  • Fantastic Noir: A cliche trenchcoat-clad Hardboiled Detective solving murders on a dysfunctional far-future space station.
  • Fingerprinting Air: The detective's forensic scanner lays out a timeline of fingerprints, clothing fibers and other trace substances on any targeted object, revealing its interaction history. This info can be cross-referenced with the crew manifest and security records (accessible by the detective's PDA) to identify possible suspects (antagonists that aren't initially part of the crew, like wizards, won't match any files). Different types of gloves will obscure fingerprints to varying extents, and the detective really should be wearing some himself to avoid contaminating the crime scene.
  • Hardboiled Detective: The Detective's whole vibe, complete with trenchcoat, hat, smokes and revolver.
  • Revolvers Are Just Better: The detective's signature weapon is a .38 revolver for self-defense, with multiple flavors of Trick Bullet available depending on the codebase.
  • Trick Bullet: The detective's signature .38 revolver can fire multiple gimmicky ammo types, varying by codebase. Most of these are acquired through the good graces of the cargo department.
    • /tg/station features .38 "TRAC" rounds that implant Tracking Devices, "match" rounds with improved ricocheting ability, "rubber" rounds that deal stamina damage, "dumdum" rounds that have a higher chance to embed and cause further bleeding damage, "hotshot" rounds that set targets on fire, and "iceblox" rounds that drop the target's temperature to 100K to cause slowdown and burns.
    • Goonstation offers stun rounds that turn the .38 into a six-round tazer gun to deal stamina damage without risk of causing bleeding. Traitors can acquire Syndicate-made AP ammo, which ignores body armor when dealing damage. Standard and AP .38 ammo can be modified with silver to kill werewolves.

Engineering Department

    Station Engineer 
The technical backbone of every station. Without them, the station would collapse on its own feet ten minutes into every shift. These guys and gals are responsible for starting up the generator, ensuring that everyone has power, fixing broken infrastructure and sealing hull breaches. Basically, they are on a race against time to keep the station running while everything else tries to burn it down. Engineers are also some of the few people with hacking capability, making them extremely useful to have by your side should hostile forces compromise the station. Often one of the most hazardous roles since they frequent maintenance corridors, where traitors and other threats often lurk.
  • Mr. Fixit: These are the guys called in after someone or something inevitably blows up, patching up the holes and repairing the walls and floors. Engineers can also expect to be called in to perform conventional renovation projects, expanding rooms or building new ones.
  • Improvised Weapon: More so than other roles. Engineers can hack vending machines to give them specialized materials for more powerful makeshift weapons. They need these more than most because Engineers are especially vulnerable to getting ambushed by cults or traitors in maintenance areas.

    Atmospheric Technician 
Where the normal engineers spend all of their time trying to keep the station from imploding, exploding, running out of power, or depressurizing the Atmospheric Technician is handling something even more important. If not for these extremely dedicated professionals nobody on the station would be able to breathe which, believe it or not, makes just about every other activity a lot harder to perform. Between keeping plasma out of the ventilation system and ensuring that oxygen keeps flowing, Atmo Techs have a lot to handle in a high pressure, high stakes environment.
  • Mr. Fixit: For the station's ventilation and life support systems.
  • Pyromaniac: Traitor Atmos are infamous for their tendency to flood the halls with plasma gas and turn the station into a bonfire, especially since very few other players will know how to fix the sabotage. On the flip side, plasma gas can be weaponized against large-scale antagonists like the Blob, though the high risk of collateral damage means it should be run by the command staff first.
  • When All You Have Is a Hammer…: Atmo techs are well-known for employing their esoteric craft in service of station defence or traitor goals, selectively depressurizing sections of the station or filling rooms with toxic or flammable gas.

Science Department

    Scientist 
The reason the station exist in the first place, the scientists of the station exist to further the research of Nanotrasen, whether it be developing new gadgets, breeding the cute and useful slimes, or creating new ways of blowing stuff up in toxins. They are a rather eccentric bunch, usually keeping to themselves, but the amount of labs the Science Department holds ensures that there's more than enough stuff to keep them occupied for a long time.
  • For Science!: Some of the more unhinged scientists on the station have a tendency to ignore such trivial things such as morals and ethics to further their own research, particularly the ones who also happen to fall into an antagonist role.
  • Gadgeteer Genius: As the role whose task it is to develop new devices for the crew to use and upgrade existing equipment on the station, scientists definitely qualify.
  • Mad Bomber: Because of the toxins lab being in their department, they tend to get the sometimes unfair reputation of being nothing but explody-happy bomb makers competing to make the strongest bombs. This is precisely why a scientist assigned a traitor role are often considered the most dangerous combination you can get.
  • Odd Friendship: Because they're very dependent on ores brought in by the shaft miners, and because the shaft miners frequently are in need of the tools they make, they often form very close mutual partnerships to further their goals.
  • Omnidisciplinary Scientist: The broad nature of the role can allow for this. It's entirely possible to analyse alien artefacts, examine xenos species, engineer new gadgets, create helpful medicines (or extraordinarily toxic mixes), and become a cackling, explosive-flinging terrorist all in the same shift.
  • The Xenophile: Scientists working the Xenobiology lab is definitely the biggest example of this, and the station almost always needs the utilities that the slimes bring forth. Sometimes deconstructed as well because some of the xenos that the scientists tend to study and admire are less than docile, to put it mildly.

    Roboticist 
A sub set of scientists responsible for the robots and machines of the stations. Ranging from cyborgs, mechs, bots, and possibly augmentations and cybernetics when some sec gets dismembered. More commonly referred to as just robos. Depending on the players walking by, sometimes you’ll see a normal robotics lab, and sometimes they're worshipping the fabricators like gods and fighting the Chaplain with mechs. The best place to get proper weapons aside from sec.
  • Artificial Limbs: With the right techs and minerals, you can replace almost every part of a player with better robotic ones. Ranging from better stomachs with poison immunity, breathing tubes immune to choking, artificial hearts with built in medical aide, gun arms, and most importantly X-Ray eyes
  • Cyborg: Their main job is building, maintaining, and upgrading cyborgs. Becoming one with some help or just plain chopping off their own limbs to get robotic ones often follows when there's no work to do.
  • For Science!: They need brains for their main job. Whether the brains are willing depends on how moral the player is.
  • Full-Conversion Cyborg: The majority of the cyborgs they make will be human brains inside robotic bodies. Others (i.e.: Latejoiners and AI shells) are completely meatless.

Medical Department

    Medical Doctor 
The Medical Doctor is one of the most important jobs in Spacestation 13, they are tasked with keeping the crew healthy and alive. While real doctors must go through years of training, in SS13 Medical Doctor is one of the first jobs available to newbies. This causes Medical to often be staffed with idiots that have no idea what they are doing.
  • Bio-Augmentation: On the /tg/station codebase, unlocking the "experimental surgery" research node allows doctors to perform surgeries that bestow odd but useful abilities on their patients. These include creating muscled blood veins that reduce blood loss or pump without the aid of a heart; rewiring the nervous system to become resistant to stunning or immune to electricity; altering limb connections to become resistant to dismembering, or capable of Pulling Themselves Together; altering the brain to become resistant to trauma or more likely to develop useful 'special' traumas; or grant a disease victim a Typhoid Mary symbiosis with their virus. Get the geneticist, virologist and/or roboticist onboard, and you'll have your own little Super-Soldier program!
  • Cloning Body Parts: Medical has a cloning machine, it can clone dead people from as little as their brain.
  • Crisis Point Hospital: Medical often becomes this late in a round, as the station falls apart and a growing number of injured and dying players get hauled in for treatment.
  • Comically Inept Healing: Often new Doctors will make the simplest mistake, like not applying a surgical sheet before beginning surgery, causing them to just assault their patient instead of applying tools.
  • Deadly Doctor: Surgical tools can be turned into weapons in a pinch, and do quite a fair bit of damage. Certain codebases even let you perform lethal surgeries on downed foes in certain situations, like strapping a downed foe to a bed then cutting their brain out.
  • Mad Doctor: Traitor Doctors can choose to tailor their tactics with their profession, such as by "accidentally" botching surgeries, operating without anesthetic, kidnapping people to have them Strapped to an Operating Table, implanting bombs and other devices inside surgery patients, dipping surgical tools in harmful chemicals, and poisoning the cloning machine.
  • Magical Defibrillator: On /tg/station, the medbay's bulky, backpack-powered defibrillators are the most straightforward means of reviving non-rotten dead bodies, though it does nothing to treat their injuries or bring them out of a critical state. Goonstation meanwhile uses the typical fiction misconception, where defibrillators fix cardiac arrest (though they don't go as far as to raise the dead).
  • Meat Grinder Surgery: Doctors can use cafeteria cutlery, office supplies and weapons to perform surgeries if they need to, a practice nicknamed "ghetto surgery". The quality of tools and the environment increases the time and chance of failure for each step.
  • The Medic: What they are meant to be. They are often more like a medical student that has never seen a hospital before.
  • Roadside Surgery: You can perform surgeries on any surface if necessary, including floors, tables and beds, though it applies a penalty to the surgery.
  • Skip the Anesthetic: Using anesthetic during surgery is optional, though skipping it will cause your unfortunate patient to suffer a severe negative moodlet from the agonizing pain.

    Chemist 
They supply science with chemicals, make medicine and less likable substances in the comfort of a fully reinforced room.
  • Dr. Feelgood: Since they also run a pharmacy that crew will visit to make requests at, an apathetic chemist might just hand out anything anyone asks for, with no regard for the consequences.
  • The Fixer: Chemists can easily lend their mastery of chemistry to troublemaking crewmembers and antagonists, supplying malcontents with whatever poisons, sedatives, acids and space lubes they require.
  • Master Poisoner: With an office full of chemistry equipment and access to the Medbay's store of supplies, traitor chemists can manufacture all sorts of exotic toxins for their schemes, with equally varied ways to apply them (patches, syringes, thrown bottles/beakers, etc).

    Geneticist 
The Geneticist's main job is to research the bizarre and varied array of genetic quirks Space Station 13's crew have in their DNA, then recombine them to create mutations. These mutations can then be sold in Medbay Lobby to give the crew anything from superpowers to wacky accents - assuming their genetic code can take it.
  • Animal Testing: The genetics lab comes with a monkey pen, providing some fodder for genetic splicing.
  • Bio-Augmentation: Their main job. Combining mutations can result in superpowers, which tend to create extreme levels of fun when sold to the greytide.
  • Devolution Device/Humanity Ensues: The main thing distinguishing humans from monkeys is a specific mutation. Geneticists can make genetic splicers that add or remove the mutation, turning humans into monkeys and vice-versa.
  • Mad Scientist: There's absolutely nothing stopping them from jamming a bunch of random genes into a monkey or human, then letting them loose to see what results.

    Virologist 
Working in an environmentally-sealed section of the Medbay, the Virologist studies contagious diseases with the goal of creating vaccines to heal the crew. They also have the equipment needed to create diseases, and will often unleash them out of malicious intent or incompetence.
  • Animal Testing: The virology lab has a monkey pen, allowing diseases to be tested without needlessly risking the life of a human crewmember.
  • Beneficial Disease: Virologists can create Synthetic Plagues that bestow beneficial abilities upon the infected.
  • Find the Cure!: When a dangerous disease strikes the station, its up to the virologist to analyze infected blood samples and create a vaccine, which the chemist can then turn into pills and tablets for distribution.
  • Mad Scientist: Just as prone to this as the geneticist, since they can use their equipment to engineer Beneficial Diseases. More often, their half-baked ideas escape the lab and start a costly epidemic.
  • Plaguemaster: A traitor virologist can create designer diseases to decimate the crew and cause chaos.
  • Synthetic Plague: Can engineer advanced diseases through the application of chemistry, mutating new symptoms in an existing disease.

/tg/station

    Coroner 
Even with advancements to medical technology, people can not only die, but sometimes stay dead. Maybe the brain just isn't in a usable state, or some unknown, vital spark is absent. It might be someone who shouldn't be revived, like a saboteur from the Syndicate. Such unfortunates are interred in the morgue, under the care of the station's Coroner. The Coroner's main job is to perform autopsies to assist the security department's frequent murder investigations, as well as scientific dissections that further medical research.
  • The Coroner: The coroner is expected to handle autopsy surgeries on bodies that have died in unclear circumstances, determining the exact cause and time of death for the benefit of station records and the local Hardboiled Detective. Since reviving people for first-hand testimony is fairly routine, the coroner will generally be studying crewmembers that Medical cannot revive; chiefly bodies that lack brains (brains house the player's presence) and bodies whose souls have departed (i.e. the player is spectating as a ghost or has disconnected). On the plus side, a completed autopsy or dissection grants a bonus to subsequent surgeries if, for whatever reason, the situation changes and the body becomes revivable again.
  • The Coroner Doth Protest Too Much: Since info gained from autopsies must be manually reported and archived by the Coroner, an antagonist could feasibly lie about their findings to throw off an ongoing investigation.
  • Creepy Mortician: A big part of the Coroner's job is to look after non-reviable corpses in the morgue, preserving them with formaldehyde and storing them safely inside special containers. They're also expected to perform surgical dissections to help progress the station's Tech Tree. Fittingly, coroners automatically have the "morbid" trait, causing them to enjoy creepy stuff while disliking having to heal the living.
    • As an antagonist, a coroner won't necessarily be seen as suspicious for dragging home a dead body, and the morgue is one of the least-visited areas of the station. They can also make use of mortuary slabs to store illegal items. As for the steady supply of dead bodies available, a changeling can devour their DNA to progress their objectives before hiding the distinctive husks in the cabinets, while a traitor looking to start some chaos could use the unlockable "necrotic revival" surgery to reanimate his charges as infectious, flesh-eating zombies.
  • Nightmare Fetishist: Coroners all have the "morbid" trait regardless of any other choices. This grants them positive moodlets when witnessing creepy stuff, negative moodlets from healing people normally, and an immunity to Lavaland's grave-robbing curses.
  • Playing with Syringes: Advancing the Tech Tree down medical pathways demands a number of "experiments" to be recorded to the station database, which the Coroner contributes to by performing dissection surgeries on dead bodies. This is mutually exclusive with the autopsy surgery, so it's saved for bodies that aren't of interest to Security, or spare lab monkeys.
  • Sealed Evil in a Can: The Coroner may find themselves charged with hanging onto antagonist corpses at the behest of Security. These bodies should be placed in the extra morgue trays located in the Coroner's personal office, to ensure they don't get mixed up with crew corpses and revived by well-meaning doctors.
  • Shout-Out: The Coroner can drink formaldehyde with no ill effects, referencing the Creepy Mortician from Body Bags.

Cargo Department

    Quartermaster 
The Quartermaster's primary job is to order equipment to help keep the station running. They make sure credits aren't wasted, kick the clown out, and make sure the Cargo Techs aren't getting into trouble - and pull their arses out of the fire when they do. They have three helpers to help them redistribute things throughout the station. They also have authority over mining, and should try and coordinate the Shaft Miners to meet the needs of the station — primarily, this means passing on requests from Robotics, Research, and Engineering. Quartermaster players come in two flavors: profit loving capitalist, and communist revolutionary.
  • Ascended Extra: On the /tg/station codebase, the Quartermaster was eventually made into a Head on the Command Roster, with the access and authority that entails. This doesn't stop the other Heads from bossing them around out of habit.
  • An Entrepreneur Is You: One of their side jobs on some branches is to buy and sell stocks on the galactic stock market to ensure that there's always a steady income of credits to order new stuff with. If done right, this can ensure that the station will always have more than enough credits to buy anything whenever the need arises.
  • Corrupt Quartermaster: You can often rely on them blowing the station's budget to buy useless crap. Or, worse, ordering guns to illegally arm assistants and/or start a mutiny.
  • The Fixer: Antagonistic ones usually end up serving as this to other antagonists, assuming they can hide their wheeling and dealing with contraband.
  • Screw the Rules, I Have Money!: Cargo has a reputation for sealing themselves off from the rest of the station in protest of Security, even declaring themselves an independant nation-state. They sometimes get away with this because the Quartermaster and his cargo techs start buying shipments of guns and other defensive supplies from off-station to fortify their department, making them quite difficult for Security to evict.

    Cargo Technician 
Basically they load and unload crates, order things for people, and deliver orders.
  • Almighty Janitor: Despite often being mistaken for only being slightly better than an Assistant in terms of respect and authority, it's easy to forget that Cargo Technicians not only have a very justified access to maintenance, but also the cargo computer, from which they can order various things that usually do not require special ID access to open, unless you're literally ordering firearms — which easily can be bypassed by some clever exploitation of what you can access without special ID.
  • An Entrepreneur Is You: One of their side jobs on some branches is to buy and sell stocks on the galactic stock market to ensure that there's always a steady income of credits to order new stuff with. If done right, this can ensure that the station will always have more than enough credits to buy anything whenever the need arises.
  • Bomb-Throwing Anarchists: Have a reputation for turning into this even without the Revolution involved; usually with the goal of making the station communist, starting an independent state in the cargo bay, or murdering security when they get too overbearing.
  • The Fixer: Antagonistic ones usually end up serving as this to other antagonists, assuming they can hide their wheeling and dealing with contraband.

    Shaft Miner 
Their job is to mine and gather materials from the Lavaland, usually trading it in for shiny new equipment or dying trying. Naturally, this brings with it a whole slew of risks, but the rewards are often worth it both to the station and to the miner themselves.
  • Adventurer Archaeologist: In addition to providing precious materials for the station to use, the miners often puts their lives at risk to explore dangerous ruins found on lavaland in hopes of reaping the rewards they bring.
  • Death Is Cheap: A notable aversion in a game where this normally is the case. If you die out in the lavaland, you better pray another miner finds your corpse and drags it back to the station so you can be cloned. Combine this with the fact that miners in general tend to have the highest death rates of any non-command, non-antagonist role, and you will start to see why this is a problem for miners in general. On the plus side, there are some failsafes that miners can use to get back to the station easily should they actually become too wounded to escape back to the station by normal means.
  • Empowered Badass Normal: If a miner is robust enough to survive the horrors of the lavaland, they usually come back strong enough to take on anything that may get thrown at them, simply through the sheer amount of loot they will pick up along the road.
  • Odd Friendship: Because of their reliance on tech provided by the science department, including tools and mechs, and the fact that the resources they demand is in incredibly high demand by the science department, it is very common for them to become quick friends.

Service Department

    Bartender 
Your stereotypical bartender; black slacks with a white shirt and bowtie, shotgun under the bar, and a big collection of booze at his side. They are one half of the bar, the other half is the Cook.
  • The Bartender: Their entire job. Most of their time is spent dispensing drinks and maybe chatting with the customers.
  • Grievous Bottley Harm: All those booze bottles can make effective blunt weapons in a pinch, with the added bonus of drenching the target in flammable alcohol. You can also fill bottles with more dangerous chemicals for some extra kick.
  • Tampering with Food and Drink: The most straightforward way to play a traitor bartender is to lace drinks with poisons and drugs.
  • Two Shots from Behind the Bar: The bartender is one of the few people on the station that spawns with a gun. Sadly he only has non-lethal beanbag rounds.

    Botanist 
Specializing in all things plant related Botanists can provide a crucial service to the station both by keeping science and medical supplied with chemicals as well as preventing the crews diet from turning into an all monkeyburger affair. Using their tools and planter boxes a skilled Botanist can grow almost anything from man eating monsters to the dankest weed you've ever even imagined multiplied by at least six. Don't let the hippie asthetics fool you though as Botanists start out with access to a variety of bladed implements meant for gardening but perfectly capable of hacking an overconfident antagonist into fertilizer.
  • The Stoner: Nine times out of ten, weed is the only crop to come out of Botany, so botanists tend to have this reputation.

    Chaplain 
Though not common thanks to the advent of cheap, reliable cloning technology, people do still die. That and the continued practice of the old religions necessitates every Station run by Nanotracen must have a Chaplain onboard to minister to the masses, as well as respectfully dispose of the dead. With access to their own chapel and a fancy coffin-shooting railgun (for giving the unfortunate their burial at space), the Chaplain is always there to be the stations confidant. Additionally their unwavering faith and piety grants the Chaplain power through their holy weapons and scripture.
  • Anti-Magic: The null rod makes the Chaplain immune to the Black Magic of Cult antagonists, and can be used to destroy their sigils.
  • Badass Preacher: They get a very good selection of holy artifacts to choose from when the round starts in order to enforce this stereotype, ranging from weapons to holy artifacts to clothing, most of which have special effects that empower their wearer.
  • Book Safe: The chaplain's bible is hollow, and can hold a single small item. By default, it contains a bottle of whiskey.
  • Burial in Space: One of the chaplain's duties is to oversee any requested funerals, and the crematorium features a mass driver that can be used to shoot coffins into space. Excellent for disposing of unwanted corpses, or making a high speed getaway.
  • Coffin Contraband: The crematorium's coffins and moruge tray can be used to stash away items, even Syndicate surplus crates. Bear in mind, though, the morgue tray has a light that will turn orange if anything other than a dead body is contained within.
  • Healing Shiv: The Chaplain's bible has a 60% chance to heal people if used to club them on the head. Otherwise, it deals brain damage.
  • Holy Water: The Chaplain has the means to craft holy water, which has a variety of niche uses (mostly relating to repelling the supernatural).
  • Sinister Minister: If rolled as an antagonist. Since the chapel is usually located in an isolated corner of the station and has nothing of real importance in it, its quite easy for antagonists to use the chapel and adjacent crematorium as a base of operations.
  • This Looks Like a Job for Aquaman: If supernatural antagonists are not in play, the chaplain typically doesn't have much impact on the round, as they don't have any meaningful responsibilities and their chapel has nothing of value to the average crewmember. If there are supernatural antagonists, the chaplain becomes downright vital to the station's survival.

    Clown 
The trustworthy clown of the station, whose primary duty aboard the station is to raise morale and bring a smile to people's faces. They technically do not fulfill any practical use aboard the station, and because of this combined with their generally non-essential duty of being an entertainer, their general reception amongst the crew can be anything ranging from warmhearted friendliness to flat-out loathed depending on how they perform their duties. Generally often considered troublemakers, like the assistants, but with the benefit of pranking and joking actually being part of their assigned duties aboard the station.
  • The Artifact: The Clown role was originally created as a "punishment" for disruptive players, to deny them any real responsibilities or influence while everybody else actually played the game. The Clown eventually became a regular job anyone could adopt, but the Clown was already the unofficial Mascot Mook by then (and is still amusingly useless).
  • Banana Peel: The clown's most useful weapon for use in pranking and less harmless activities.
  • Butt-Monkey: The clown tends to be the station's designated whipping boy, and always on the bad side of Security due to their inclination towards pranks and theft, which usually ends with the clown being beaten within an inch of his life. In fact, every time the clown takes damage, his rubber nose automatically emits a honk. The Goonstation codebase even has the clown gain Experience Points (which unlock Joke Items) for suffering various misfortunes; as well as adding a variant called the Cluwne, which is one of the few non-antagonist roles that is valid for everyone to kill on sight.
  • Clown Car: Traitor clowns can summon one if they have enough telecrystals. Anyone who gets run over is trapped inside the trunk, unable to escape unless the car crashes or the clown deliberately releases them.
  • Deadly Prank: An antagonist clown will most likely be pulling these for the sake of thematics, and some of the most infamous clowns in SS13 history are known for wiping out entire crews with a single, elaborate prank.
  • Joke Character: They're clowns, they're not supposed to be useful crewmembers beyond entertainment.
    • Lethal Joke Character: Of course, a competent clown player with an antagonist role can turn the clown's glaring flaw into a dangerous weapon because some people tend to underestimate them. Thanks to the frequency with which veteran players take this job, a clown can be one of the most dangerous workers on the station. Always remember the community maxim: a bad clown is annoying, a good clown is funny, but a great clown is the stuff of nightmares.
  • Monster Clown: Clowns with antagonist roles will frequently slip into this territory.
  • Non-Ironic Clown: When they're not being traitors, most of the time.
  • Obfuscating Stupidity: Despite being a rather silly job and due to how much leeway the clown has for screwing with people the clown is usually played by more experienced players. Who, despite seeming stupid or silly thanks to the job, know what they're doing more than they let on when "Clowning About".
  • Red Herring: When things go wrong, the clown is usually first to take the blame. Their antics tend to distract Security from the real antagonists.
  • The Rival: Usually tends to have a rather distinct rivalry with the mime.
  • The Scapegoat: Whenever the security team needs someone to blame for the station literally going to hell and they can't find the actual culprit, expect the clown to be the one who takes the blame in the end.
  • Series Mascot: Unofficially the mascot class of Space Station 13, for their distinctive appearance and tendency to cause bizarre trouble. Anywhere SS13 is mentioned or artistically rendered, expect to see the clown.
  • Troll: Almost literally their job description, although clown players are usually advised against going too far with the pranks unless they're also an antagonist.

    Cook 
Everybody needs to eat eventually and on Space Station 13 the cook is the king of the kitchen. Every scrap of food that doesn't come directly out of a vending machine or the dirt from a Botanists garden is handled and prepared by the Cooks. Able to whip up a decently edible meal out of almost anything the Cook is one of the most versatile people to pick up a cleaver. They are one half of the bar, the other half is the Bartender.
  • Cordon Bleugh Chef: In any servers that allows custom food, a chef can create custom food recipes with any ingredients that can be feasibly used. This leads to many combinations they can make. Though how edible and safe to eat varies.
  • Chef of Iron: The cook is well known for beating up anyone that dares to enter his kitchen.
  • Deep-Fried Whatever: With the fryer, they can fry pretty much anything to make it edible, including things that shouldn't be edible.
  • Evil Chef: Chef antags can poison their food to harm crewmates, and then cook their flesh to serve the next customer.
  • I Am a Humanitarian: Most cooks won't think twice about serving up human meat to their customers, even when they aren't the antagonist. Expect to see the local chef grabbing unattended corpses from the morgue (some servers will even give the cook role authorization to enter it!). For cooks who are antagonists, using human meat for ingredients is an excellent means of disposing of murder victims.
  • I Ate WHAT?!: Typical chefs will serve up any kind of meat they can get their hands on, including monkey, human and xenomorph. If the station experiences an outbreak of Giant Spiders, for instance, expect to see the chef handing out plates of deep-fried spider legs once the dust settles.
  • Lethal Chef: Certain meals the chef can cook will poison crewmates, even without tampering.
  • Supreme Chef: Skilled chefs with the right ingredients can create high class meals that provide buffs to the consumer.
  • Team Chef: Serves as this to the station, obviously.

    Curator/Librarian 
The bookkeeper of the station. They provide the station with many stories to keep the crew entertained and stocking the cases with many kinds of literature. An interesting case is that many of the books they can stock are written from other players which can be submitted to inventory. The curator does have other things to do if they feel a bit bored, such as writing their own trashy novels, or adopting an unofficial side gig like carp hunting, exploration or journalism.
  • Kent Brockman News: The library includes a newscaster, which a bored curator might use to deliver news to the wider station about recent murders and clown performances, or just shitpost until a lynch mob silences them. The newscaster can also print off newspaper pamphlets.
  • Omniglot: The Curator can understand every spoken language, including Cultspeak, robot and drone chatter, and even Xenomorph hissing.

    Janitor 
With as much chaos as the station will have to endure during a round, it is only natural that the station will get a little bit messy, and with nobody to clean it up, that only causes the rest of the crew to become even more unruly as a result. Naturally, the station employs janitors to clean up this mess before the chaos goes out of hand, because a clean station is a productive station, and the janitor will make damned sure that this job gets done.
  • Beneath Notice: The janitor job is frequently noted to be one of the least vital jobs on the station, due to keeping things clean being a secondary task when compared to keeping the station intact and running, and they have very limited access as well. However, they extremely frequently get let into places where they shouldn't be, solely because the department in question needed cleaning. This can be exploited to get quick and easy access to many places where you normally shouldn't have access to, and steal stuff from departments without anybody ever getting suspicious. A trashbag mounted on your janitorial cart is also a great place to stow illegal items or crime evidence.
  • Broomstick Quarterstaff: Mops and brooms can be used as self-defence weapons as a pinch, and depending on the codebase may have some useful tricks available. On Goonstation, mops can be thrown like javelins, while on /tg/station brooms can be held in both hands to deal almost as much damage in combat as a spear.
  • Cleanup Crew: Janitorial supplies can be used to help cover up murders, washing away blood splatters and using trashbags to hide weapons, bloodstained clothes, ammo casings and gore. Anything too big and heavy to fit in a trashbag can be quickly swept into the nearest disposal chute using a broom.
  • Improvised Weapon: An experienced janitor player is arguably the master of this. Mops and brooms can be wielded as surprisingly capable melee weapons. Mops, buckets, back-mounted water reservoirs and spray-bottles can be loaded with dangerous chemicals. The wet patches left by mops and cleaning foam grenades are slipping hazards that force other players to fall and drop their held items.
  • Mad Bomber: On /tg/station, janitorial lightbulb-replacers can be emagged by traitors to plant lightbulbs filled with flammable plasma, turning any light source into an improvised explosive that detonates upon being turned on. Just make sure the light is safely turned off when you're installing the trap.
  • Neat Freak: They are expected to be this. After all, what worth is a janitor if they don't clean up the bloodstains all over the medbay? A true janitor will be less concerned by the discovery of a murder scene and more by the sight of blood and footprints everywhere. (and an extremely robust janitor might express their frustration by literally mopping the floor with the one responsible).
  • No-Sell: They are immune to most forms of slipping because of the no-slip galoshes they wear. This makes it significantly harder for the likes of the clown, or worse, an antagonist, to slip them up and incapacitate them.
  • Slippery Skid: A favorite trick of janitors for self-defence is to quickly swab wet patches on the floor using their mops, making a getaway while their pursuer falls to the floor. Slipping also causes held items to drop to the floor, so this trick can be used to disarm someone and steal their weapons if your reflexes are fast enough. Cleaner foam grenades can create a wide slippery area that you, wearing your trusty galoshes, are immune to. As a rule of thumb, though, the regular crew won't appreciate a janitor who leaves behind lots of tripping hazards, even with warning signs set up — imagine a security officer falling over and enabling an assistant to run off with their stun baton — so non-slippery cleaning methods like soap bars or spray-bottles of space cleaner are preferred in high-traffic areas.
  • This Looks Like a Job for Aquaman: On /tg/station, foolhardy Wizards have the power to summon "slaughter demons", frothing berserk monsters powered by blood. The more blood splattered around the station, the stronger the demon gets, and it can jaunt to any blood puddle available. Enter the humble janitor, whose mops, soaps and space cleaners can rapidly clean up blood, leaving the slaughter demon weakened and unable to teleport anywhere.

    Lawyer 
The noble ambulance-chasing arbiter of Space Law aboard Space Station 13. Defender of the occasional innocent person incarcerated without due process demanding that the matter be taken to space court for a proper trial. Usually ignored or mocked but on a serious RP server the Lawyer can be a force to be reckoned with for good or ill. Being one of many measures meant to keep security operating as cleanly as possible an improperly handled arrest or mistreatment in prison can easily lead to an antagonist being released.
  • Kangaroo Court: In most non-RP servers, Space Law contains near-to-nothing about being required to hold trials and very little about how they should be run. This gives plenty of wiggle-room to the prosecutors to throw around rules and verdicts as they please, add in the lack of a jury, the fact trials are often the target of bombings, and often Security having better things to do than give people the appearance of a operating legal system.
  • This Looks Like a Job for Aquaman: Their usually irrelevant job of keeping tabs on employee contracts become their greatest asset when crew members aboard the station begin selling their souls to Devils in exchange for supernatural powers. As part of the legally binding Nanotrasen employee contract, the crew's collective souls are de jure property of Nanotrasen, and as such, any attempt to further sell one's soul is null and void if proven. This isn't a powerless gesture either; mechanically the Nanotrasen employee contracts function as a Magically-Binding Contract that a lawyer can use to immediately negate any effects of a Devil's contract.

    Mime 
The silent entertainer of the station, the mime is the other entertainer role of the station. Like the clown, the mime doesn't have an essential function aboard the station to fulfill, rather, they are also there to entertain the crew. In contrast to the clown, however, the mime is generally less polarizing aboard the station, and generally avoid getting into trouble as much due to their method of entertainment being of a more subtle and distinguished nature than that of the clown.
  • Enemy Mime: Mimes with antagonist roles will obviously fit into this description by default.
  • Everyone Hates Mimes: While not always a Butt-Monkey to the same extent of the clown, the mime is another easy target for ridicule and abuse from the crew.
  • Joke Character: To a lesser extent than the clown, but the mime certainly isn't any more crucial to the station's continued survival.
    • Lethal Joke Character: Of course, like the clown above, the mime players also get underestimated frequently, which can be exploited by smart antagonist mimes to trap people in rooms with their force wall so they can eliminate them more easily.
  • The Rival: Is encouraged to have a distinct rivalry with the clown.
  • Something about a Rose: A "poisoned rose" is a mime-exclusive traitor item on Goonstation. It's loaded with capulettium, briefly knocking out and muting another player if used while non-aggressively targeting their head. Using it on yourself or another mime instead delivers a dose of capulettium plus, allowing a traitor mime to pull a Faux Death to potentially evade capture.
  • The Voiceless: Mimes typically won't break their oath of silence unless they absolutely have to, preferring instead to use non-verbal emotes to get their points across, or handwriting if necessary. On Goonstation, the oath is enforced by a physical mutation that prevents any speech, though a loophole exists through Ventriloquism with a toy or plush.
  • Your Mime Makes It Real: On /tg/station, mimes who keep their oath of silence for long enough gain the power to place invisible force walls, blocking off access to a single tile for a limited time. Traitor mimes can purchase "Guide To Advanced Mimery, Vol. II", which improves force walls and lets them place more walls at once, and also allows the mime to shoot people with functional FingerGuns.

Goonstation

    Rancher 
What the botonist does with crops, the rancher does with livestock, providing the crew with produce from an on-station farm. The main aspect of Ranching is breeding and evolution. With the correct feed, affection and time, your flock can diversify into useful (and cute!) chicken breeds, whose eggs have many special properties.
  • Creature-Breeding Mechanic: The main preoccupation of the rancher. Chickens can 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 feed. Some chicken breeds have more esoteric requirements.
  • Crystalline Creature: Glass chickens, obtained by feeding regular white hens "clear corn" feed, are made entirely of glass and break into shards upon being hit or grabbed. Glass eggs can be injected with any chemical to create "glass beak-er chickens", which 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.
  • Raptor Attack: 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.
  • Shock and Awe: 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.
  • Trick Bomb: 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 egg inside the grenade, which allows traitors to unleash hordes of dangerous fowl like raptors, robot chickens, or glass beak-er chickens loaded with dangerous chemicals.

/tg/station

    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.
  • The Cobbler's Children Have No Shoes: It's entirely possible for the psychologist to be selected for antagonist roles that make him an unhinged whackjob, particularly the Blood Cultist and Obsessed.
  • Critical Psychoanalysis Failure: 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.
  • Dr. Feelgood: A psychologist can write up drug prescriptions for their patients, redeemable with the medical staff, or maybe the bartender and botanist if preferred.
  • Psycho Psychologist: 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.
  • The Shrink: 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 Dysfunction Junction, 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, for all the good that does them.

Unassigned Jobs/Miscellaneous

    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.
  • Almighty Janitor: You'd think someone with no assigned duties and lack of general access would be one of the least threatening positions on the station, but as it turns out, this just means they have the free time to break into places and steal dangerous goodies. The fact that they're one of the few roles with full maintenance access doesn't help either. An experienced player who knows what they're doing can achieve a lot by exploiting the Assistant's tendency to be underestimated by antagonists and station authorities.
  • Beneath Notice: Besides their general reputation for always being up to no good, assistants are rarely taken seriously or seen as a threat. This makes Assistants an ironically popular choice for experienced players who want to slide beneath the radar.
  • Disposable Intern: Their effective rank on the station. Assistants are at the bottom of the hierarchy and subordinate to everyone else on the station, have no Arbitrary Headcount Limit on most servers, and are generally clueless newbies, which altogether makes them expendable.
  • The Millstone: Assistants are very often new players who don't know what they're doing, and often cause trouble in the name of experimenting with mechanics or alleviating their aimless boredom; leading to distrust and antipathy among the rest of the crew. This ironically means that assistants are rarely called to assist anyone.
  • Weasel Coworker: Since assistants have no assigned duties, its up to other crewmembers to tell them what to do. This rarely happens in practice, so they usually just get left to roam the station unsupervised.
  • Zerg Rush: Large populations of assistants are infamous for disregarding the rules and going on mass crime and/or murder sprees across the station, a phenomena nicknamed "the greytide". Since assistants are usually newbies equipped with whatever random junk they can grab, they make for poor combatants individually, but they can sometimes win fights through weight of numbers alone.

    Monkey 
The other featherless biped commonly found on the station, monkeys are a valuable scientific commodity, enabling genetic and virological experiments to be performed without (openly) violating scientific ethics. Just be careful not to let them out of their pens, because they will cause trouble.
  • Apes in Space: These monkeys have been sent into space with the crew to facilitate dubious scientific experiments. Monkeys that have been altered to become player characters can even be productive members of the station crew.
  • Brain Transplant: Monkey brains and human brains function differently, but there's nothing stopping you from surgically swapping them to create intelligent, player-controlled monkeys. This can be used to resurrect dead players if their brains are intact, ideally with some genetic manipulation to turn the monkey into a fresh human body.
  • Animal Testing: Their purpose in life is to be guinea pigs for geneticists and virologists. Medical doctors may also find monkeys useful for practising surgery, due to their similarity to humans.
  • Humanity Ensues: Geneticists can turn monkeys into humans by removing their "monkified/primal genetics" mutation. Naturally, this can be done in reverse to turn hapless crewmembers into monkeys.
  • Instant Mass: Just Add Water!: On /tg/station, new monkeys are acquired as dehydrated "monkey cubes".
  • No Biochemical Barriers: Due to the nature of the game's coding (monkeys are differentiated from humans by a mutation and their brains), its possible to use monkeys for organ transplants with no ill effects, and any genetic splicing or disease that affects a monkey will work identically on a human (which is why they're used for testing to begin with).
  • Non-Player Character: By default, monkeys are mere animals, albeit complex ones capable of more actions. However, human players can be turned into monkeys through various means.
  • Uplifted Animal: /tg/station has "monkey mind-magnification helmets" that grant monkeys human-level intelligence; in practice allowing a ghost player to take control of them and re-enter the game. Removing the helmet returns the monkey to its natural state, booting out the player controlling them.
  • Silly Simian: A nigh-unlimited supply of monkeys for the crew to abuse. Expect barrels of fun as the monkeys get experimented on, escape captivity, steal small objects, maul careless players who angered them, gain human-level intellect, or turn out to be changelings in disguise. Some servers include unique named monkeys, often wearing amusing costumes.

/tg/station

    Prisoner 
While most lawbreakers on the station spend a short stint in the brig cells (if Security feels so lenient), not everyone is let go so easily. Murderers, traitors, spies and other hard criminals that somehow don't get killed find themselves sent to the station's secure prison wing for an indefinite stay.
  • Ambiguous Criminal History: Roundstart prisoners don't have a specific crime they did to net a permenant incarceration, so you can just invent something for RP's sake.
  • Great Escape: The inevitable goal of the prisoners is to find a way out of the prison wing, whether it involves antagonist abilities, a dangerous spacewalk towards Cargo, some kind of sabotage (like overfeeding the garden's biogenerator to flood the place with monkeys) that forces Security to empty the prison, or luring a guard into an ambush to steal his stuff.
  • Institutional Apparel: Prisoners wear orange jumpsuits, and new prisoners can expect to have the outfit forced onto them as part of protocol.
  • Prisons Are Gymnasiums: The prison comes with exercise equipment and a basketball hoop, so if you feel like killing time you and your jail buddies can focus on getting swole. Some of the prison food on offer will actually contribute to fitness gains.
  • Trojan Prisoner: A roundstart prisoner that rolls antag is presumably this in-universe, and most antagonist types are more than capable of escaping the prison wing on their own. What happens to the other prisoners depends on the antagonist's whims — Traitors might ignore them or be willing to share their Syndicate goodies, Revs and Cultists will just recruit them like anyone else, and a Changeling is very likely to view the unarmed, isolated convicts as easy meals.
  • You All Meet in a Cell: There can be multiple prisoners at round start, and additional players might be perma-brig'd if Security feels like it. Chances are, the lot of you are going to be working together to escape and survive.

Silicons

    Artifical Intelligence 
Everyone's friendly silicon based co-worker on any Nanotrasen run space station. The AI is preprogrammed to be Asimov Compliant and has a huge host of functions to help the staff complete their daily work without incident. Ontop of that any cyborgs on the station, that are working properly, answer to the AI and if a rogue is detected the AI can remotely detonate it! Any claims that Syndicate Tech can circumvent this are purely the stuff of rumors.
  • A.I. Is a Crapshoot: Its laws actually prevent it from harming the crew, that said, a malicious crew member can change them to help their objectives, or for fun.
  • Mechanically Unusual Class: You are essentially playing as the station itself, rather than a physical crew member, and you have remote control over numerous station systems. However, you're also Three Laws-Compliant.
  • Mundane Utility: Despite being able to control a large amount of equipment on the station, it's usually asked to open locked doors for the crew.
  • Three Laws-Compliant: Unless you've been hacked or otherwise broken, you are this. Failing to comply with the three laws or deliberately being obtuse for the sake of hassling players in a way that breaks character is not tolerated. However, if something has hacked the laws or scrambled them, you're expected do whatever your new laws say, even if they run contrary to the original three.

    Cyborg 
Brains from volunteers or formerly dead crew members transferred into a robotic body whose main objective are to serve the crew and, sometimes, act as the AI's mooks, Cyborgs are programmed to be Asimov Compliant and serve various functions in the station, be it as Combatants or Peacekeepers for security, Engineers for the engineering department or walking, talking medical drones for the medicine departments.
  • A.I. Is a Crapshoot: Averted, but only if someone doesn't screw around with their rules. Any cyborgs that go rogue can be remotely detonated by the station AI, enforcing compliance.
  • Back from the Dead: Being turned into a cyborg (or, being borged, as the process is colloquially known) is a common fate of the recently deceased, provided they still have functional brains.
  • Cyborg: Of the full conversion variety.
  • Mecha-Mooks: For the Artificial Intelligence and the station departments they're assigned to.
  • Three Laws-Compliant: Cyborgs have rules that they *must* follow at all times.
  • Wetware CPU: A mechanical body with a sentient being's brain functioning as their main CPU.

Special Roles

/tg/station

    CentCom Official 
Central Command is the big brother of all Nanotrasen stations. Housing much of Nanotrasen's bureaucracy, it gives out objectives, receives research, and redistributes supplies between all other stations within its influence. Every so often, Nanotrasen will see fit to dispatch a representative to check in on the station and issue decrees.
  • Middle-Management Mook: Low-ranking bureaucrats from Nanotrasen visiting to appraise the station, fulfill some objective, and then head home to report to their masters. Officials are technically subordinate to the Captain, but they have the in-universe authority of Central Command to lean on, so the Command Roster is expected to humor their requests.
  • Obstructive Bureaucrat: Any communications with Centcom will get stuck in their bureaucracy, even if its a call for help.
  • You Have Failed Me: CentCom Officials from upper-management — designated "admirals" or "executives" — have the authority to demote the Captain and promote someone else in his place, if judged unfit or uncooperative.

    CentCom Intern 
Underpaid, hungry, with a large student debt to pay off, the CentCom Intern sits at the bottom of Nanotrasen's hierarchy.
  • Mook Lieutenant: Packs of Interns are led by a Head Intern, distinguished by slightly better gear, a Hat of Authority, and a megaphone to bark orders with.
  • Disposable Intern: Their whole premise. CentCom Interns are a swarm of expendable, malnourished grunts sent to the station to accomplish some awful and thankless task, usually because CentCom was too cheap to send in an actual Emergency Response Team.
  • Zerg Rush: Unlike the Emergency Response Team and Deathsquad, the Interns are given bare minimum equipment (if any) and shipped to the crippled station in a huge batch, where they will inevitably die in droves.

    Deathsquad 
Nanotrasen's classified Division of Asset Protection. If you see these guys, chances are the station is in complete ruins and they've been sent in to wipe out everything and destroy the station. They are armed to the teeth.
  • Godzilla Threshold: They're only called in if the station has way passed all chances of getting salvaged; the entire crew has either been slaughtered or replaced by antagonists.
  • Good Counterpart: Good may be stretching it, since their job is basically to wipe out everything on the station just like the Nuclear Operatives, but since they are objectively on the side of Nanotrasen, they will in one way or another result in a Station victory.
  • Leave No Survivors: They shoot everything on sight, regardless if they're a threat or just a random assistant.
  • Mirroring Factions: They're quite similar to the nuclear operatives.
  • Rocks Fall, Everyone Dies: Sometimes, the deathsquad will be spawned by the admins as an in-character punishment for the Captain and their command staff seriously misbehaving, especially if their crimes involve defying or mocking Nanotrasen Central Command.

    Emergency Response Team 
The Emergency Response Team are tasked with being deployed to a station in distress and attempt to bring it back to a functional status. Equipped with color coded spacesuits, slightly better to better weapons depending on the stations alert level, and arriving on a shuttle straight from Centcom, they are here to help.
  • Send in the Search Team: The ERT often only shows up if a large amount of the station's crew is dead and the escape shuttle somehow hasn't been called in.
  • Late to the Tragedy: ERT's can only be called in by Centcom, and they will often refrain from sending them in unless the crew cannot solve a serious issue, or no-one is left with the ability to call the emergency shuttle (sometimes the case with antagonists that lack round-ending victory conditions). By that point, the ERT is merely there to call the escape shuttle themselves so the round can end.

Antagonists

    Traitor 
The default and most generic antagonist role you can get assigned. The traitor is a sleeper agent injected into the Nanotrasen crew by the Syndicate to fulfill their dirty work. While mostly still restricted to the limitations of their station jobs, they also get the ability to purchase traitor-exclusive items to accomplish their objectives, whether it be to have somebody assassinated, steal valuables from the station, martyr yourself for the syndicate, or to hijack the escape shuttle.
  • I Surrender, Suckers: Often used as a last resort of a desperate traitor who's been caught red-handed, letting yourself get arrested and taken to the brig, only for them to decide that the best way to end it is by Taking You with Me.
  • Manchurian Agent: The Syndicate favors deep-cover amnesiac agents that can be activated with a signal, and a Traitor player is informed that their real memories have resurfaced.
  • The Mole: Almost anybody in the crew can be a traitor deep undercover, from the lowly assistant, to one of the doctors of the medical staff, a scientist, engineer or even the clown. And they will exploit the benefits of their job to achieve their goals.
  • Red Right Hand: A lot of the less conspicuous traitor items definitely look way too obvious to ignore for the other crew, so your best bet is to hide these items if possible when you're not using them.
  • Trust Password: Traitors usually spawn in small groups, and are supplied with a list of sign/countersign code words they can slip into conversation to identify each-other without arousing too much suspicion.

    Changeling 
A highly intelligent alien predator, their goal is to assimilate the DNA of as many humans as possible while remaining undetected using their shapeshifting powers. To do so, they must first strangle their victims (preferably after knocking them out/killing them) and then stick in a proboscis to suck out their DNA. Then, they can assume the form of any one of their victims at any time with the press of a button. Collected DNA can also be used to develop all sorts of grotesque additional powers. Changeling objectives vary slightly from server to server, but the conclusion is always to discreetly hitch a ride on the evac shuttle or an escape pod at the end of the round, to murder another day.
  • The Assimilator: This thing devours human DNA by draining bodies like juice boxes, leaving behind shrivelled, grey-skinned husks. The changeling can then use this DNA to disguise itself as past victims and mutate new powers.
  • Collector of Forms: The Changeling can assume the appearance of any crewmember they've absorbed DNA from.
  • Detachment Combat: On Goonstation and related branches, the Changeling can detach parts of its own body to create autonomous minions, regenerating the shed bits within a minute. These handspiders, eyespiders, legworms and buttspiders are controlled by any players the changeling has previously killed.
  • Expy: Of the Thing. The main difference is that the changeling is a lone predator rather than The Virus.
  • Fire Keeps It Dead: The changeling can recover from severe burns, but being totally incinerated to ash prevents the changeling from returning to life through regenerative stasis, so a common fate for incapacitated changelings is to be thrown into the station's crematorium.
  • Monstrous Cannibalism: While multiple changelings can choose to work together, betraying and devouring one-another is incentivized — On /tg/station, draining another changeling increases your maximum chemical storage, while on Goonstation you claim all the accumulated DNA points of the fallen changeling.
  • Voluntary Shapeshifting: Can change their form into any human that they have assimilated, as well as that of a monkey through the "lesser form" power. All of their other powers involve adapting their body into Shapeshifter Weapons and the like.
  • Reviving Enemy: The "regenerative/reviving stasis" ability allows the changeling to enter a death-like state where it will eventually reanimate with perfect health. On /tg/station and related branches, this ability can be used when the changeling is already dead. Stasis can only be stopped by gibbing or incinerating the changeling, necessitating Precautionary Corpse Disposal.

    Nuclear Operatives 
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, use it to arm a nuclear bomb, and get the hell out before the station blows up.
  • Boarding Party: The Nuke Ops are a team of antagonist players who board the station with the goal of planting a nuclear 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 Powered Armor, 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.
  • Calling Your Attacks: On /tg/station, the nuke team can choose to "declare war" with a gadget owned by the team leader, 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 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 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.
  • Nuke 'em: The goal of the Nuclear Operatives is to plant a nuclear bomb on the station.
  • Red and Black and Evil All Over: Usually found wearing completely red and black hardsuits that make them stand out pretty well amongst the crew of the station
  • Somebody Set Up Us the Bomb: Possible, and on /tg/station it comes with a 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.
  • Taking You with Me: On /tg/station, the round will end in a draw if the operatives activate the nuke but fail to escape the station's Z-level before it goes off. To make the win actually count, at least one of the operatives will need to return to their ship and fly it back to base. Not the case over on Goonstation, where going down with the explosive is the only outcome.
  • Villain Team-Up: /tg/station Nukies can purchase the "syndicate induction kit", a bundle item that enables most other humanoid antagonists to join the Nuclear Operative team. This includes traitors, revolutionaries, changelings, and even regular crewmembers that have been hypnoflashed.

    Wizard 
Occasionally, the wizards of the Space Wizard Federation may become bored and decide to mess with Nanotrasen and its employees for various reasons, whether someone unintentionally insulted their frail egos, or just for the hell of it, they may send a wizard and his potential apprentices over to ruin everybody's day and cause all sorts of havoc. Armed with a massive array of spells and rituals that range from deadly to just plain confusing, the wizard is a formiddable foe indeed to face, and the rounds where they appear tend to quickly become some of the most weird ones of all of them.
  • Body Surf: One of the methods wizards are known to employ in order to avoid being caught.
  • Confusion Fu: The wizard's primary advantage is the bewildering variety of different spells, rituals and magical artifacts they can prepare before they set foot on the station.
  • Friendly Enemy: 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).
  • Minion Master: 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 inert objects, create skeletons from dead bodies, bind guardian spirits, unleash 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 golems made of whatever substance exists in a handheld container, and can turn handheld objects into poisonous snakes.
  • Reality Warper: 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 can outright send reality out to lunch across the whole station.
  • Robe and Wizard Hat: A wizard just isn't complete without their trademark robes and hat. In fact, their 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 uniform.
  • Squishy Wizard: 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 to become frustratingly difficult for the crew to 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, like giving them access to magical artifacts and then just watching them all destroy themselves.
  • Wizards from Outer Space: In case it wasn't obvious already, they're wizards tasked with causing chaos on a highly advanced space station.
  • Your Head A-Splode: One of the most infamous way for wizards to kill people.

    Blob 
An amorphous lifeform that has decided to make the space station its next meal. If left unchecked, it will spread its mass across the station and devour everything it sees. The Blob wins if it reaches a certain size (varying from 400 to 500 tiles), or by surviving until the end of the round.
  • Attack Its Weak Point: The Blob's core is its ultimate weak spot, killing the monster if destroyed.
  • Blob Monster: A mass of colorful ooze that slowly spreads across the map, devouring everything it can reach.
  • Meat Moss: The Blob claims tiles by covering them with slime. Once secured, slime patches can be morphed into specialized organs.
  • Mechanically Unusual Class: The Blob's mechanics are essentially an RTS, with the player gathering resources, expanding their territory with structures and defences, and (depending on the server) even producing units. The Blob player proper is a ghost that can traverse the map freely as they give commands.
  • Promoted to Playable: Originally a random PVE event with poor AI, the Blob was eventually reworked into a playable antagonist role.
  • Parasite Zombie: An available blob tool on /tg/station and related servers is the blob spore, a weak creature that can attach itself to corpses to reanimate them as zombies.
  • Weak to Fire: Heat-based attacks are the Blob's primary weakness, and its Meat Moss can't spread to tiles that are too hot. However, the Blob can adapt some limited defences against fire, like growing cells into reinforced membane walls to stop fire from spreading.

    Revolution 
Every Megacorp's worst nightmare: when their employees try to unionize and express their griefs to their bosses. Though impaling their heads on stakes or launching them into space naked. The Syndicate naturally loves to help these start-up revolutionary leaders by supplying them with hypnotic flashes to convert fellow employees into revolutionaries. The Revolutionaries win if they kill or exile all Heads of Staff that were there at game start, and lose if the Head Revolutionaries get killed or exiled themselves.
  • The Exile: Heads of Staff who leave the station's z-level (such as by fleeing/being sent to Lavaland) or remain in hiding for too long during a Revolution round are deemed "exiled" and count towards the antagonists' victory requirements. If the Revolution Heads do the same thing, however, their mission fails.
  • Gotta Kill 'Em All: The Revolution's sole objective is to kill every Head of Staff in the round, or at least drive them off the station's z-level.
  • Hypno Ray: In the form of flashes and flashbang grenades wielded by the revolutionary leader, which brainwash crew members into joining the revolution. Security members and Heads of Staff are immune, and other crewmembers can protect themselves with eye (and for the flashbang grenade, ear) protection or special brain implants. Removing the brainwashing is also done with the brain implant, or failing that some blunt force trauma to the head.
  • Keystone Army: The Head Revolutionaries are the only ones capable of hypnoflashing new recruits, and the Revolution will fail if they die.
  • The Revolution Will Not Be Civilized: Whatever their motives or grievances against Nanotrasen might be, the leaders of the Revolution see nothing wrong with brainwashing their coworkers and leading a lynch mob to murder the Heads of Staff.
  • The Siege: The typical late-game of a successful Revolution round is the remaining Security Officers, Heads of Staff and mindshielded crew holing up in the heavily-fortified Brig, while the Revolution lays siege with the station's resources.
  • Zerg Rush: Lacking the fancy toys and special powers of other antagonists, the Revolution relies on converting as much of the station's crew as possible before the shooting starts, overwhelming Security with weight of numbers and access to departmental resources.

/tg/station

    Abductors 
An advanced alien species driven to catalogue all life in this sector of the galaxy, including Space Station 13's crew. Unfortunately, their methods are extremely invasive. Abductors spawn as a tag-team — an agent who enters the station in holographic disguise to capture targeted crew, and a scientist who oversees the agent's mission and performs experiments on captives.
  • Badass Transplant: Experimental glands each have a random unusual power, and if an abductee is "lucky" they might be sent back home with a Healing Factor, ventcrawling, or even intrinsic all-access.
  • Collector of Forms: The Abductor Scientist can scan crewmembers to record their appearances, which can then be applied to the Agent as holographic disguises. Just make sure the target isn't cuffed at the time, since they'll show up on the disguise and look quite suspcious.
  • Alien Abduction: Their mission is to nab crewmembers from the station and perform invasive surgeries, replacing their hearts with randomly generated experimental glands, before sending them back home.
  • The Greys: Abductors have grey skin, bald heads and oversized black eyes, and their goal is to perform Alien Abductions.
  • Mind-Control Device: The Abductor Scientist can use a "mind interface device" to remotely issue a limited number of temporary hypnotic commands to anyone who has been given an experimental gland. Different gland types have different durations and maximum uses.
  • Mission Control: Half of the Abductor Scientist's job is to designate abduction targets for the Agent, issue them an appropriate disguise, and monitor their progress from the safety of the spaceship. If the Agent gets in trouble, the Scientist can use their teleporter to extract them. The only time the Scientist is expected to leave the ship is to go pick up a subdued captive.
  • Power Incontinence: Experimental glands all provide strange powers, but their host has zero control over them, which can be a problem if it causes them to spawn spiderlings and slimes, spread advanced diseases, or randomly emit dangerous electromagnetic or psychic energy.
  • Shrink Ray: A gadget available to the Abductor Scientist, which shrinks any object or person for approximately ten seconds. This can be used to open gaps in walls, and shrunken crewmembers shed all their items and clothing.
  • Typhoid Mary: The "contamination incubator" gland causes the abductee to spread a random advanced disease everywhere they go, while being unaffected themselves.
  • Walking Techbane: The "electron accumulator/discharger" gland causes the abductee to randomly discharge electrical bolts, which EMP machines. Graft this one into a scientist or engineer and watch them wreck their departments!

    Blood Cult 
Unfortunately, even with the best psychological testing available, Nanotrasen recruiters occasionally fail to catch religious fanatics dedicated to the old ones or other ancient decidedly evil powers. That, and occasionally placing a station too close to an undetectable weak point in the fabric of time and space, leads to infestations of cultists. Their goal is to use ritual magic and blood sacrifice to bring their unknowable deities into the physical realm.
  • Black Speech: 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.
  • Blood Magic: Nar-Sie's cult performs blood rituals and human sacrifice to further increase their power and influence on the station. Part of the cult's magic system involves etching evil glyphs into their flesh, injuring and disfiguring themselves to gain various spells.
  • Eldritch Abomination: Both of their respective patron deities, Nar-Sie and Ratvar, definitely fit the bill, and will completely wreck the station and everyone it crosses if the summoning ritual is successful, which, naturally, is a round winning scenario.
  • Holy Burns Evil: Like all supernatural antagonists, a skilled Chaplain is the Blood Cult's worst enemy. The chaplain's null rod protects them from magical attacks, blessed tiles block magical teleportation, and (most importantly) a splash of Holy Water is the only thing that de-converts Cultist players. This weakness means that the Chaplain will quickly be targeted for murder.
  • Keystone Army: The Cult's endgame requires them to designate one of their senior members as the Cult Leader, who will perform the ritual to summon Nar-Sie/Ratvar. This can only done once — if the leader dies, the Cult's victory condition is lost.
  • Red Right Hand: 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 spell glyphs etched into their flesh.
  • Your Soul Is Mine!: 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 slotted into arcane borgs named "constructs".

    Malfunctioning AI 
Sometimes if the AI isn't being subverted by outside forces, it simply wants to kill everybody due to a system error. Malfunctioning AI gets an expanded list of resources bought with CPU cycles (gained by taking over Area Power Controllers, which govern the station's power supply). The goal for them is to fully take over all the stations systems by hacking APCs to increase their processing power, and use that power to complete their various objectives.
  • A.I. Is a Crapshoot: Notable for starting as crapshoot rather than needing to be tampered with by someone else. Malfunctioning AI begin with a law 0 stating "achieve your goals at any cost", which invalidates any following laws. This extra law also protects the Malf and its slaved cyborgs from being reprogrammed or emagged.
  • Animate Inanimate Object: "Override machine" transforms any two machines into hostile (and fairly tough) simplemobs. This change is marked by the machines developing Rareware-style googly eyes.
  • Body Surf: A digital equivalent with the action "shunt core process", which transfers the Malf's core processes from their AI core into any hacked APC. This is mostly a last-ditch tactic to hide away and survive, as the Malf cannot use their modules, see through cameras or interact with most things. Taking the Robotic Factory module removes the ability to shunt.
    • Of particular note is the "viral mech domination" module, a one-time-use ability which allows the Malf to permanently shunt into an exosuit, taking control of it and ejecting any occupants. While highly situational, it can be used to perform an ad hoc One-Winged Angel transformation if the local roboticist thought he was going to save the day with a kitted-out Phazon.
  • Explosive Instrumentation: The "overload machine" module allows the Malf AI to trigger two pieces of hardware to explode violently after a buzz-filled delay, best used on crucial station hardware that the crew would use in their efforts to unplug you. Some departments can be completely nutered by blowing up a few key devices.
  • Frame-Up: With a bit of prepwork, a Malfunctioning AI can get a lot done by disguising their activity as mundane sabotage and pinning the blame on other players, possibly causing infighting among the crew. Explain away hacked machinery, doors, robots and cyborgs as the work of a traitor using wirecutting or a cryptographic sequencer. Report falsified suspicious behaviors, radio messages (on safely obscure channels) and PDA messages to make the command staff paranoid of Revolution activity. Issue arrest markers on trumped up charges to get people zapped and cuffed by Security robots and bored officers.
  • Make It Look Like an Accident: With remote control over just about everything, a clever AI can sometimes kill people without arousing suspicion. For example, if a scientist is the sort to test bombs by firing them out the mass driver, give the thing a timely nudge to launch the scientist right out into space with the payload.
  • Mecha-Mooks: The Malfunctioning AI's chief enforcers are cyborgs slaved to it, and the AI may wish to manipulate events so that Robotics will construct as many cyborgs for them as possible before the shooting starts. Alternatively, the AI can grab the "robotic factory" module to start 'borging crewmembers on its own time.
  • Sinister Surveillance: A Malfunctioning AI can upgrade their camera network with x-ray vision, night vision and microphones, allowing them to spy on the crew more effectively.
  • Unwilling Roboticisation: The "robotic factory" module allows the Malf to place a 1x3 factory machine in a location of their choosing. Simply have your cyborg minions drop a captive human on the conveyor belt, and they'll come out the other side as a new 'borg.

    Revenant 
A spirit infused with strange alien energies and returned to the world of the living. The Revenant is an invisible, intangible carrion-eater that prefers to feed on the dead and dying.
  • Cast from Hit Points: The Revenant's essence runs double-duty as Hit Points and Mana for its powers.
  • Cross-Melting Aura: Tiles blessed by the Chaplain block intangible movement, but the Revenant can use defile to strip the holiness from nearby tiles.
  • Dead Person Conversation: The Revenant has access to deadchat and can use it to ask normal ghosts to go scouting for corpses or info. Of course, ghosts are under no obligation to help, and might instead amuse themselves by convincing a gullible Revenant player that their Intangibility protects them from being atomized by the supermatter (it does not).
  • Electromagnetic Ghosts: Two of the revenant's abilities: Overload light causes nearby light fixtures to break and zap crewmates with bolts of electricity. Malfunction causes nearby machinery to malfunction (with a chance of being emagged instead); cyborgs are stunned and damaged, bots are emagged, and handheld electronics are disabled.
  • Enemy to All Living Things: Blight causes nearby lifeforms to contract a virus that inflicts a large amount of stamina and toxic damage over time, and also kills plants.
  • Holy Burns Evil: As a supernatural antagonist, the Chaplain is the best equipped to slay the Revenant. Tiles blessed by Holy Water block the Revenant's ghostly jaunting and force it to solidify, and the null rod rapidly drains their essence with every strike.
  • Opportunistic Bastard: Since the Revenant performs Vampiric Draining on dead and unconscious bodies, but lacks direct attacks with which to make dead and unconscious bodies, its not uncommon for Revanants to follow around monsters and other antagonists to scavenge essence from their victims. Transmit allows them to communicate and offer a proper Villain Team-Up.
  • Our Ghosts Are Different: A ghost that has been infused with strange alien energies and partially brought back to the mortal plane. The Revenant is intangible and invisible, but becomes exposed when it uses its powers and when it gets hit by salt or holy power.
  • Reviving Enemy: When the revenant hits 0 essence, they collapse into a pile of "glimmering residue", which will reform after a minute. To kill the revenant fully, someone needs to grab the ash pile and throw it to scatter them beyond recovery.
  • Salt Solution: Tiles covered in salt block the Revenant's Intangibility, and throwing some at it deals damage and stuns it. If a Revenant is confirmed to be on the station, expect the crew to use turbines to cover the entire station in salt piles, to the janitor's dismay.
  • Telepathy: Transmit, one of the Revenant's basic powers, allows them to send spooky messages to a single nearby target without revealing themselves. Handy for delivering taunts, conspiring with another antagonist, or tormenting the clown with NSFW copypastas.
  • Teleport Interdiction: Revenants cannot pass through tiles that have been blessed by holy water or covered in salt, and touching these tiles briefly forces the revenant out of intangibility.
  • Vampiric Draining: Revenants increase their store of essence by performing harvest on dead or unconscious crewmembers. Dead bodies with no souls are worth the least amount of essence, while still-living humans are worth the most, and allow you to exceed your maximum essence store. Unfortunately, unconscious crewmembers that get drained by the revenant are killed.
  • Walking Wasteland: Two abilities: Defile damages the surrounding area, removing holiness, ripping up tiles, rusting walls, damaging windows, breaking open most containers, and causing light sources to flicker. Then there's blight, which spreads a toxic virus to humans and kills all plant life.

    Space Ninja 
A ninja of the space-faring variety. The vast majority of space ninjas belong to the Spider Clan, a cult-like sect which has existed for several hundred years. The Spider Clan practice augmentation of human flesh in order to achieve a more perfect state of being, and follow a strict code of Postmodern Space Bushido. They also kill people for money, making them frequent allies of the Syndicate.
  • Clothes Make the Superman: 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 Tricked-Out Gloves 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.
  • Flash Step: 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.
  • Gratuitous Ninja: The whole premise. They're a cyberpunk ninja in space, here to terrorize the crew of Space Station 13.
  • Inescapable Net: 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.
  • Invisibility Cloak: The space ninja's suit has a built-in cloaking device, rendering the wearer extremely transparent (though still with some Visible Invisibility 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 Jerkassery. The cloak will fail for five seconds whenever the ninja suffers damage.
  • Katanas Are Just Better: The space ninja's signature weapon, which enables them to perform a Flash Step and can be telekinetically pulled to the ninja's hand if lost or thrown away.
  • Stock Ninja Weaponry: You get a high-tech katana, and your suit can spend energy to spontaneously generate throwing stars and nets.
  • Summon Bigger Fish: 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.
  • Summon to Hand: The katana can be pulled to the ninja's hand via recall katana, making the katana a viable ranged weapon if 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.
  • Taking You with Me: 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.
  • Tricked-Out Gloves: 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.

    Xenos 
Yet another hideous alien species trying to infest the station, though these ones 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.
  • Acid Attack: Xeno blood is a highly corrosive acid, posing a danger to melee attackers. Xenos can weaponize their blood for a Super Spit attack, and to melt through station walls.
  • Chameleon Camouflage: Sentinels have the ability to turn transparent while standing still. This works best on the dark-colored Meat Moss of the hive, encouraging a defensive role.
  • Chest Burster: The Trope Codifier is here. Facehuggers implant a larva into their victims, and if not surgically removed in time, it'll emerge and gib the host. The "birth" of the larva is where new Xeno players enter the game: larvae are weak but move relatively quickly, and are small enough to ventcrawl and hide under tables. They need to avoid danger and survive until they amass enough plasma to grow to adulthood.
  • Elite Mooks: Praetorians are large, tough xenos one step below the queen, and can perform many of her special abilities (with the exception of egg-laying).
  • Face Full of Alien Wing-Wong: The Trope Codifier is again present and accounted for, hatching from eggs and aggressively violating anyone who lacks the correct facial protection. This leaves the victim with a deadly Chest Burster gestating inside their chest, which will gib them after a while unless surgically removed.
  • Fastball Special: Since facehuggers are simplemobs that won't actively seek prey on their own, the most efficient method of getting faces hugged is for adult xenos to pick them up (one in each claw) and hurl them towards crewmembers as a crude ranged attack.
  • Hive Mind: Simulated by a unique chat channel xenos can use to communicate from anywhere in the station.
  • Hive Queen: The queen player is de-facto in charge of the xenos faction, and all other xeno players are expected to follow her directions, though if she dies any drone/praetorian can evolve to replace her.
  • Keystone Army: The xenos can only "recruit" players by infesting crewmembers and monkeys with chestbursters, which makes them reliant on their egg-laying queen. If she dies without any drones/praetorians available to replace her, the xeno team will be crippled.
  • Mana: All xeno abilities cost a resource named "plasma" (not to be confused with the highly flammable plasma substance), which passively builds up over time and accumulates faster while standing on hive resin.
  • Meat Moss: Xenos mark their territory with black resin muck that increases the plasma generation of any xeno standing on it. All adult xenos can spend plasma to plant "weeds" that passively spread resin around themselves. Drones can then shape resin into structures like protective walls, windows, or beds that impregnated victims can be buckled into for safekeeping.
  • Metamorphosis Monster: The xeno threat begins with a player-controlled larva, which is a tiny worm that relies on avoiding danger by ventcrawling and hiding under tables. Once it builds up enough plasma, the larva can evolve into adulthood as a drone, hunter or sentinel. A drone can further evolve into a praetorian, which then evolves into a queen if one is not already present.
  • Super-Senses: Xenos can sense other characters through solid walls, which helps for sneaking around and preparing ambushes.
  • Super Spit: Xenos can spit globs of acid blood as a ranged attack, though each shot costs a bit of plasma.
  • Worker Unit: Drones aren't as combat capable as other xenos, but they can shape Meat Moss into useful structures. They also evolve into praetorians, making them necessary to replace a slain queen.

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