Captain
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Job Description
The Captain is the highest-ranked member of crew on the entire station, and is expected to manage the station they're on, the heads of staff, and ensure that no Antagonists thwart your iron grip over station operations. You will be expected to coordinate the station as a whole, and w̶h̶e̶n if it falls to chaos, you can be expected to take the blame for it.
So... I'm the boss. Now what?
Really? You've made it to the highest priority role in Space Station 14 without knowing what to do? It's great to see nepotism still alive and well. This is your guide to make sure the crew doesn't riot against you.
As you've become experienced with other roles, you might find yourself a bit lost on what exactly it is you do as the Captain. If you find yourself in a situation too chaotic for you to manage, you can always go to Cryosleep and leave the round, or ask from help from the command heads that you manage. Your voice and authority is your greatest asset as Captain, despite your fancy gear.
Gearing Up.
Once you arrive on station, you're going to want to beeline for the bridge, and more specifically, your locker. You can gather all your gear as outlined below, with your Antique Laser Pistol typically spawning in a glass box within your office, rather than your locker.
| Item | Description |
|---|---|
| Administration Glasses | Upgraded sunglasses that provide flash immunity and the ability to see any job icon... or lack thereof. |
| Nuclear Pinpointer | This little red disk is most useful when not in your hands, hand it to a trusted member of Command like the Head of Security or Head of Personnel. |
| Captain's Spare ID | In case any thieving member of the lower class gets their grubby mitts on your original. |
| Captain's Sabre | A deadly sharp sword, perfect for decapitating any threats to your rule. |
| Nuclear Authentication Disk | This is the most important item on the station. The authentication codes to the station's on-board nuke. In other words... "SECURE DAT FUKKEN DISK!" |
| Custom Door Remote | A gadget which can open and bolt doors remotely. This advanced variant does not have built-in access, instead inheriting the ID access of the user. |
| Antique Laser Pistol | A relic from a more civilized age, this gun trades low damage for recharging ammo. |
How to manage Chaos (and the Station as a whole).
It's simple, just don't let it happen in the first place. Most of the time, the station's chaos starts small. A forge here, a bit of contraband there. You, as the Captain, have to act as the counterbalance of the round and shut all that down. Ensure Security is acting within the boundaries of Space Law, ensure that Science is researching, and that Medical isn't letting people die in their halls. If you do your job right, the chaos that inevitably appears will be cut to a minimum thanks to the beauty of a functioning station.
Standard Issued Gear

| Item | Description |
|---|---|
| Sunglasses | Provide flash immunity. Instantly swap these out for your administration glasses in your locker. |
| Command over-ear headset | An updated, modular intercom that fits over the head. Takes encryption keys. :C to speak over the command channel. Also used to monitor any potential dissent. |
| Captain's Carapace | A high-end, specialized armor vest that blocks the majority of piercing damage, while still protecting against various other types. |
| Captain Gloves | Regal blue gloves, with a nice gold trim. |
| Cap Cap | A grand, stylish cap worn by the Captain. Shows the station who's in charge. |
| Captain's Backpack | A backpack made exclusively for use of Central Command's favorite administrator. Don't tell the Nanotrasen Representative. |
| Captain PDA | Allows you to access any door on the station. |
