User:Stonetear/Guide To Powergaming
Stonetear says: "Now you're playing with power!" |
A preamble
First, let me say this: this is not a guide to fulfill your meta-griefy ambitions. Space Station 13 makes for a poor combat simulator. I'm trusting that you use digression with this knowledge. The fun in the game comes from creating an interesting story that you share with other people. In a lot of ways, it's like table top roleplaying. (Funny how we play on the /TraditionalGames/ codebase, right?) You should try to make a fun story and create something that other people can play off and enjoy. For example, I play chemist a lot, and people always ask me (I play Rezz FR) for tough stuff, and you know what? I make it for them.
This isn't a guide to steal the show, this is just a guide to "help" the story go your way. Wield this power with good judgement to make a fun story for everyone.
Character selection
Shoes
First thing right off the bat, you're going to need to pick a pair of shoes that has the slots for items. Work boots and jackboots both have them. Once you get on station, put an emergency welder and a screwdriver in them. You can use alt-click to draw the items out. Boom, extra storage.
Race choices
If you're going to make something besides humans or anthromorphs, here are the mechanical advantages.
- Etherials - They glow (so no need for a flashlight) and have liquid electricity for blood. They can pull power from lights as well as APCs. As of writing this, they do need to charge a little too often.
- Synths - They do not need to eat (but can) and do not need to breathe. They do require electricity from APCs, however.
- Plasmamen - Their plasmatanks last for a very long time and they are not effected by cold. However, getting medical assistance is a problem.
Meta-clique archtypes
Chances are, you're going to want people to do things for you. To have an advantage, you need to have a good character that people want to interact with. The halo effect is 100% real. Attractive people absolutely have privileges over ugly people, just like real life! Having an interesting, unique, charismatic, and charming character gives a very strong social advantage.
- Femboys and Chicks-with-dicks, I find, generally have a strong social edge on this sever. Fem characters in general are generally treated quite well, and are a strong choice for the hyper-optimized powergamer(tm).
- Vox have a minor meta-clique. However I have never played vox so I do not have any firsthand knowledge.
- Synths are also quite good, (mechanically as well) you can use the "unmatched parts" or whatever to build some kind of protogen or whatever by adding animal ears to your robot dude. Synths can also be fixed with just a welder and cables, but be warned, if you go into crit, your cooling systems will fail and you'll suffer a lot of burn damage! Either way, a strong choice.
- The TG wiki states that Felinids have a meta-clique, but I don't really see them having an advantage to the exclusion of or over other anthromorphic races.
- Despite what you may think from your previous role-playing experiences, human males fair fine. Often, the best dudes working the bar are regular baseline humans.
As for some of the more extreme things, I don't really see many people into Vore, Interracial, or anything gross. Best to avoid creating characters centered around those fetishes.
Other items
This is a bit subjective, but my most useful picks are the following.
- Candle box - Bring a lighter and it's a good light soruce when the power goes out or light tubes overload. It's a belt-slot item, too.
- Rag - Allows you to clean your fingerprints off of things and mop up spills. Be warned however, that the clothing fibers will still be there.
- Flask - Liquid storage.
- Lighter - source of fire.
- Labcoat - If you're a job that doesn't spawn with one, it gives you a suit slot that can hold a beakers, pills, and other things! Very convenient.
- TTS device - Allows you to send radio messages untracably, and it automatically translates into any language!
Languages
Dragonic is an excellent pick as it is widely spoken on station. Space Russian or Neko are good third choices.
Places to visit
- Arrivals Security outpost. Great place to steal security radio keys to listen into the juicy drama. You'll need a spear to get the locker open.
- Aux base construction. Lots of tools and building materials for your megalomaniac project! Engineering, cargo, and science have access.
Keeping track of people
I have a excel spreadsheet I use to keep track of people. It's a useful way of keeping your notes in one place and knowing who enjoys inter-departmental projects, and who is a fun-hater.