Заключённый: различия между версиями
imported>San7890 (Rewrite based on the ruling made in https://tgstation13.org/phpBB/viewtopic.php?p=654627#p654627) |
imported>TeleportifiedBread м (→Things to Do: Paper spam has gotten people noted/banned in the past. Lets not encourage this in new players) |
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==Things to Do== | ==Things to Do== | ||
* Play cards. | * Play cards. | ||
* Watch as the AI hopelessly screeches at you through the Holopad. | * Watch as the AI hopelessly screeches at you through the Holopad. | ||
* Grow plants. | * Grow plants. |
Версия от 23:08, 13 января 2023
CIVILIAN ПЕРСОНАЛ | |
Prisoner Профессия (на RU) |
Доступ: None Дополнительный доступ При малом количестве сотрудников на станции : N/AСложность: Easy Руководители: Обязанности: Руководства: This is the guide Цитаты: "What are you in for?" |
Important: Just because you are in perma DOES NOT mean you are an antagonist. You are still bound by rule 1.
For some god forsaken reason, in a Space Station literally filled to the brim with opportunities, you've chosen to be the single job which has a severely constrained pool of options. Well, good for you! In fact, the Prisoner is one of the few roles which can actually work as intended for both new players and veterans, whilst still providing options for conflict.
All prisoners spawn in with the following policy text, which should govern their interactions through the shift (or face administrative action):
- You are not an antagonist. Remember: you did sign up for this role. If you should want to walk the halls of the station once more, you should earn your freedom, whether by escaping your confines or working with security/lawyers to determine terms of release. You might prove to be valuable manpower against the various threats the station professes.
- If you should wish to escape, minimize harm while preserving your own life, and understand that you may not enjoy the consequences of your actions if you get caught once more.
- Otherwise, enjoy the amenities of the wing that holds you.
Bare minimum requirements: Have enough common sense and basic morality in your head to not wordlessly stab the Warden to death with spears when they come to deposit a prisoner.
Basic skills: Roleplay a bit, make up a backstory, converse with your fellow prisoner.
Advanced skills: Spark up a bit of action and conflict while you're at it! Keep Security on their toes.
Welcome to the Permabrig
This will probably be your home for most of the shift. You spawn in here with one other prisoner, without any backstory. There is a bareboned garden, a basketball hoop, a small laundromat, and some sanitary facilities. There is some food, along with a Microwave, but don't expect Nanotrasen to provide much for you. After all, you ARE a criminal. Besides that, there's an arcade machine, two decks of cards, and a bag of dice to keep yourself somewhat entertained. Within this picture, there are all the materials for crafting a Spear and conducting a jailbreak without dying. But, I ain't telling you.
Ideally, since you are the single job without any duties or obligations, you should be making a backstory for yourself to keep yourself sane. If you're one of the poor saps who spawn in without a cellmate, well, no luck in having much fun.
The Case for New Players
Regardless of anything, however, a very strong case can be made for the Prisoner being the single most friendly job for a new player, even above Assistant.
- The role isn't timelocked, so you can just jump right in.
- Like an Assistant, you have zero responsibilities whatsoever.
- There's a good chance that your companion prisoner is experienced, and with nothing to do, they're usually open to showing you the ropes. Generally, even if your cellmate is an antagonist, they're not going to really beat up their only companion. Hence, you can put your trust into the other prisoner, without much fear of them stabbing you in the back.
- By being in the Permabrig, you're actually protected from the outside station by the rest of the security department. Whilst wandering around as an Assistant, there's a chance that you're going to get shot or stabbed by a friendly roaming Traitor or converted into a Cultist or Revolutionary, which can be disorientating. In the permabrig, you have all the time in the world to learn the controls and the sort.
- Security usually leave you reasonably alone, since the station is probably already degenerating into chaos a couple minutes in. If they're super bored, they might poke you every so often, but you are OOC protected from getting your shit kicked in without reason. If you don't spark shit, Security has their hands tied in terms of tormenting you.
- As an Assistant, in the mayhem and chaos, you often forget that SS13 is actually a roleplaying game. By being chained in a room, roleplay actually ends up being one of the first things that you learn, which is great!
Finally, it isn't like the Prisoner role is devoid of action. You can, along with your fellow prisoner, engineer a jailbreak for example. Or, perhaps a virus happens to bolt open the permabrig for you. Or you can negotiate with a passing engineer through the medium of paper and pen to disassemble your cell windows. Or well, if Security has fallen to the cult or revolutionaries, you might be freed and converted. If this has happened, the station's probably fucked either way, so there's no fear of you being a liability.
Things to Do
- Play cards.
- Watch as the AI hopelessly screeches at you through the Holopad.
- Grow plants.
- Dye your clothes so that you look like a hippie.
- Draw shitty drawings.
- I haven't gotten around to adding more, too busy escaping into Cargo.
- Build up massive amounts of biomass in the Biogenerator to flood the place with monkeys and make it uninhabitable so the Warden will let you out.