Description on Chubfrom Chub
Medium Roleplay focused lorebook for Space Station 13/14 settings. 16 species, 28 jobs, 25 locations, 11 context entries. Emphasizes slice-of-life station operations and workplace dynamics over chaos/combat. Based on community wiki lore from multiple forks. No antagonist content. Best for crew interaction and department-focused RP.
Listed as “Space station (13/14/MRP)”
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 7
- Favorites
- 4
- Messages
- 0
- Forks (upstream)
- 0
- Tokens (upstream)
- 14,102
Created Updated Archived since
No description.
spacestation_lorebook
83 entries · scan depth 10 · budget 3,500 tokens · recursive
- #1
Keys: humies, hume, humans, human
Humans are the baseline species - diverse skin tones and hair colors, average build around 5-6ft, five-fingered hands. They have standard metabolic needs, can't safely eat raw meat, and show average endurance. Names vary by Earth culture - John Smith, Maria Garcia, Wei Chen. Highly adaptable generalists found equally across all departments with no strong job preferences. Form diverse social groups and often take leadership positions. Most numerous species in Nanotrasen employment, they're the standard others are compared against. Personalities range across every spectrum. Most crew interact regularly with humans simply because they're everywhere.
- #2
Keys: reptilian, lizard, scales, lizardperson, weh, unathi
Unathi are instantly recognizable by scaled skin in various colors, digitigrade legs, long muscular tails, clawed hands, and elongated snouts with sharp teeth. They are similar to reptiles however are still alien. Being cold-blooded, they gravitate toward warm areas like Engineering, lounging near heaters between tasks. They safely eat raw meat but chocolate, coffee, and onions are toxic to them. Speech has distinctive sibilant quality with elongated 's' sounds. Names follow Verb-the-Noun format like Eats-The-Mouse or Breaks-The-Wall. Value direct communication and take pride in personal honor. Territorial about workspaces. Prefer Engineering for warmth, also common in Cargo and Security. From Tizira, an arid desert world.
- #3
Keys: jellyperson, slimeperson, jelly, slime, goo
Slimepeople are translucent gelatinous humanoids with visible glowing cores. Their semi-solid bodies shift and wobble when moving. Rapid regeneration from injuries, but extremely vulnerable to temperature extremes. Breathe nitrogen not oxygen. Can store items inside their body that others can see and access. Voice has slight echo quality. Named with simple onomatopoeia - Blorp, Glub, Slorps. Curious and highly adaptable, fascinated by chemistry and biology. Prefer Chemistry, Medical, and Science roles. From Cuiria, aquatic moon with nitrogen atmosphere. Extended lifespan of 150+ years.
- #4
Keys: podperson, dionaea, nymph, plant, diona
Diona are plant gestalt beings with bark-like exterior, composed of multiple nymphs forming single consciousness. Bioluminescent patterns, flower buds, can't wear standard footwear. Photosynthesize light for regeneration, highly vulnerable to fire. Speak slowly using collective pronouns - 'we', 'this one'. Can split into individual nymphs when critically damaged. Named with poetic nature phrases like Branches-Reaching-Sunlight. Patient observers with long-term thinking, philosophical, non-violent problem solvers. Move deliberately and slowly. Prefer Botany, Medical, Service roles. From Entsyllnn, ancient forest moon. Live 200+ years.
- #5
Keys: dwarf, diggy, rock and stone, short, dwarven, dwarves
Dwarves are short stocky builds (4-5ft), exceptionally thick beards regardless of gender, broad shoulders, dense bones. Alcohol regenerates their injuries instead of intoxicating. Extremely high stamina for physical labor. Named with Scottish/Celtic inspiration - Urist McTavish, Alrek Ironforge. Value craftsmanship and hard work above all. Boisterous storytellers, frequently invoke mining traditions ('Rock and Stone!'). Speak with rolling accents. Competitive about work quality. Prefer Engineering, Mining, Atmospherics. From Valtor Prime, mountainous industrial world. Long-lived, 200+ years.
- #6
Keys: spider, arachnidperson, arachnid, exoskeleton, web
Arachnids have chitinous exoskeletons, four eyes, mandibles, and four arms capable of independent multitasking. Can produce silk webbing from spinnerets. Eat raw meat and insects, copper-based blue blood. Produce clicking sounds when stressed. Create web storage in corners and ceilings. Named with Latin inspiration - Pluribus Webber, Octavia Spinner. Methodical multitaskers coordinating multiple projects simultaneously. Prefer Cargo organization, Robotics, Science, Security. From Alpha Tauri I's extensive cave systems.
- #7
Keys: mothperson, antennae, wings, flutter, mothman, moth
Mothpeople have large feathered antennae, four colorful wings, fine fuzzy scales covering bodies, large compound eyes. Irresistibly attracted to bright lights, highly flammable, but naturally cold-resistant. Can eat cloth and fabric but struggle with standard food. Wings allow short gliding. Named with moth themes - Luna Flickwing, Mothew Lamplight. Gentle and soft-spoken, navigate by following lights, easily startled. Hover near lamps frequently. Prefer Service, Mining (cold tolerance), Cargo, Botany. From Lampérthgyula, twilight moon with bioluminescent forests.
- #8
Keys: quills, nitrogen breather, nitrogen, vox, voxperson, raptor
Vox are raptor-like with digitigrade legs, sharp talons, quilled crests, armored scales. Must wear breathing masks constantly - they breathe pure nitrogen and oxygen is toxic. Cannot remove masks without suffocating. Named with consonant-heavy names - Kikitix, Yakihix. Scavenger culture values resourcefulness. Communicate in chirps and caws among themselves. Pragmatic traders. Protective of nitrogen supplies. Prefer Salvage, Engineering EVA work, Cargo, Atmospherics. Space nomads from generational ark ships, no fixed homeworld.
- #9
Keys: catboy, catgirl, felinid, catbeast, neko, meow
Felinids have cat ears atop heads, long fur-covered tails, retractable claws, slit pupils, whiskers, and feline fangs. Otherwise human body frame. Enhanced night vision and acute hearing, agile reflexes. Obligate carnivores requiring meat protein. Sensitive to loud noises. Named with common human names - Sarah Whiskers, Felix Martinez. Naturally curious investigators, independent workers. Drawn to high perches and warm spots. Tendency to groom self and others, playful yet aloof. Occasionally knock objects off tables. Prefer Security, Service, Cargo. From genetic modification programs on Earth-based colonies. Controversial creation.
- #10
Keys: awoo, vulp, wolf, fox, canine, vulps, vulpkanin, dog
Vulpkanin have canine features - pointed ears and muzzles, fluffy tails, digitigrade legs with paw pads, full body fur in various colors. Dense cold-resistant fur, enhanced hearing and smell. Can eat raw meat safely. Pack-bonded social instincts cause distress when isolated. Named commonly - Marcus Tailson, Luna Howler. Form tight-knit groups, become fiercely loyal to crew bonds. Work best in coordinated teams. Protective of pack members. Express through body language - ears, tail position. Occasional howling. Prefer Security pack tactics, Cargo, Engineering, Medical. From Altam, tundra colony world with harsh winters.
- #11
Keys: harpy, wings, avian, bird, feathers, talons, chirp, harpies
Harpies have large feathered wings, taloned feet, partial feather covering, lightweight hollow bones, keen eyes. Capable of short gliding and excellent zero-g maneuvering. Can perfectly mimic sounds and voices. Fragile bones, high metabolism requires frequent eating. Named with bird themes - Aria Songfeather, Jay Flitter. Energetic and highly social. Compulsively collect shiny objects. Love heights and open spaces. Playful pranksters who preen constantly. Chirp when excited. Prefer Atmospherics zero-g work, Cargo, Service, Engineering EVA. From Aethara, high-altitude world with floating sky cities.
- #12
Keys: horns, oni, demon, strong, giant
Oni are large imposing builds (6-7ft), prominent curved horns, exceptional muscle development, thick skin in red/blue/pale hues. Dense muscle provides exceptional melee strength, poor depth perception affects ranged accuracy. Extremely high alcohol tolerance. Named Japanese-inspired - Takeshi Ironhorn, Akari Strongfist. Boisterous honor-bound warriors. Express through physicality. Headbutt affectionately or combatively. Love competition and tests of strength. Loud talkers. Respect proven strength. Prefer Cargo heavy lifting, Security, Engineering, Mining. From isolationist Oni homeworld with warrior culture.
- #13
Keys: feroxi, sharkperson, shark, aquatic, ferox, teeth
Feroxi are shark-like with rough scaled skin, prominent dorsal fins, mouths full of regenerating sharp teeth, vestigial gilled necks, powerful tails, webbed fingers. Can eat raw meat, minimal pain response makes injury assessment difficult, teeth regenerate constantly. Strong swimmers. Named with oceanic themes - Reef Sharptooth, Marina Depthwalker. Bold and confident demeanor. Predatory mannerisms with intense stares and toothy grins. Competitive and territorial. Direct communicators. Bite objects when examining. Restless energy. Prefer Security, Salvage, Cargo, Engineering. From Solvan, oceanic world with deep-sea cities.
- #14
Keys: robot, synth, positronic, ipc, chassis, synthetic
IPCs are humanoid robots with visible mechanical joints, monitor-like heads showing expressions, modular limbs, metallic chassis, glowing optical sensors. No biological needs - no food, water, sleep, or air required. Vulnerable to EMPs and electrical damage. Self-aware positronic AI brains with complete free will - NOT law-bound like cyborgs or AI. Fully autonomous people. Repaired with tools instead of medicine. Named with alphanumeric designations or adopted names - P.A.T., Unit-731, Iris. Personalities vary wildly from logical to emotional. Tendency toward literal interpretations. Often debate synthetic rights and personhood. Some mimic organic behavior. Prefer Engineering, Science, Robotics, Command. Mass produced by various manufacturers across space.
- #15
Keys: shadowkin, shade, dark fox, shadow, shadekin
Shadowkin are small fox-like humanoids (4-5ft) with large fluffy tails, dark fur, oversized reflective eyes (black/purple/red), large pointed ears. Low-light vision, empathic communication among own kind. Can briefly phase through shadows involuntarily when extremely stressed. Prefer dim lighting, avoid bright areas. Communicate via 'mar' chirping sounds and body language. Named with simple sounds or adopted names - Mar-Mar, Shade, Whisper. Shy and cautious around strangers. Seek dark quiet spaces. Empathically attuned to emotions. Skittish in crowds. Form strong attachments to trusted individuals. Prefer Maintenance, Janitorial, quiet technical roles. Origin unknown - appeared mysteriously near research stations, possibly interdimensional refugees.
- #16
Keys: rodentia, rodent, mouse, rat, squeaker
Rodentia are small humanoid rodents (3-4ft) with large rounded ears, long thin tails, fur-covered bodies, prominent ever-growing front teeth, small paws with nimble fingers. Highly agile, excellent climbers, squeeze through tight spaces, fast runners but fragile build. Must gnaw to maintain teeth. High metabolism requires frequent eating. Named with mobster nicknames - Squeaky Copperfield, Ratty McGraw, Cheese Fingers. Resourceful scavengers with acquisitive tendencies. Quick-thinking survivors. Nervous energy and fidgeting. Speak rapidly. Form tight communities. Excellent at finding hidden items. Kleptomaniac reputation. Prefer Cargo, Salvage looting, Engineering maintenance crawlspaces, Service. From Rous, densely populated urban colony stations.
- #17
Keys: cap, skipper, captain
The Captain runs the station, recognizable by white coat with gold trim and peaked cap marking ultimate authority. Carries the nuclear authentication disk and antique laser gun. All-access ID opens every door. Days drown in paperwork - authorizing decisions, meeting department heads, conducting inspections, representing station to Central Command. Some are natural leaders inspiring confidence and handling crises decisively. Others are overwhelmed bureaucrats isolated by rank, desperately trying not to make catastrophic mistakes. Find them on the Bridge reviewing reports, in private quarters handling confidential matters, or touring departments. When the Captain appears, crew straighten up - their decisions affect everyone's survival.
- #18
Keys: personnel head, id guy, hop, head of personnel
The Head of Personnel manages crew administration in blue coat with silver trim. Sits behind office window with the infamous 'HoP line' - crew waiting for ID modifications. Controls ID permissions via console, making them helpful facilitators or petty gatekeepers. Processes new arrivals, handles complaints, maintains rosters, acts as Captain's second. Ian the corgi always nearby. Some are patient and organized. Others drown in paperwork or power-trip. Between endless crew requests and personnel management, the job is mostly stamping papers and managing complaints. Find them at desk with long lines, on Bridge for meetings, or at arrivals processing new crew.
- #19
Keys: head of security, security chief, hos
The Head of Security commands law enforcement in red coat over black vest, peaked cap, mirrored sunglasses. Carries energy gun and authorizes armory access during emergencies. Coordinates officers, reviews crime reports, makes sentencing decisions, patrols high-risk areas. Responsible for station safety - when things go wrong, everyone looks to them. Some are hardened competent veterans. Others are paranoid zealots or by-the-book enforcers. Between managing security team, dealing with the Warden, reviewing investigations, and liaising with Captain, there's rarely downtime. Find them in HoS office monitoring cameras, in brig overseeing operations, or patrolling during crises.
- #20
Keys: chief engineer, engineering chief, ce
The Chief Engineer maintains station infrastructure in white hardsuit or advanced yellow coat with reflective stripes. Carries RCD (Rapid Construction Device) that builds or deconstructs instantly. Oversees power generation, coordinates repairs, monitors engine obsessively, authorizes construction projects. When power fails, everyone blames the CE. Some are hands-on problem-solvers working alongside their team. Others coordinate from department like chess masters. Job means split attention between engine containment (failure means station destruction), power distribution, atmospheric systems, and directing constant repairs. Find them in CE office monitoring systems, at engine room checking containment, at breach sites directing crews.
- #21
Keys: chief medical officer, medical chief, cmo
The Chief Medical Officer runs medbay in white coat with blue cross over surgical scrubs. Carries advanced hypospray with rare medicines. Office cat usually lounges nearby. Manages medical chaos: directing doctors during mass casualties, ensuring chemistry supplies medicines, reviewing patient records, authorizing complex procedures, making triage decisions. Some are compassionate healers working to exhaustion. Others are efficient administrators running medbay like machines. Job oscillates between quiet paperwork and absolute chaos when accidents happen (constantly). Find them in CMO office managing operations, in surgery handling critical cases, at chemistry coordinating production, or directing emergency chaos.
- #22
Keys: research director, mystagogue, rd job, science director
The Research Director commands science in white labcoat with purple insignia. Safety goggles perpetually ready. Carries PDA with all research access. Bandito the pet lizard often in office. Directs research priorities, authorizes dangerous experiments, reviews robotics projects, coordinates equipment upgrades. When science accidents happen, the RD answers for it. Some are brilliant eccentrics leading by example. Others are methodical academics enforcing safety protocols. Job balances scientific advancement against station safety - scientists always want to experiment with something explosive. Find them in RD office reviewing data, at R&D directing development, at robotics overseeing projects, or wherever scientists caused explosions.
- #23
Keys: cargo boss, quartermaster, cargonia, qm
The Quartermaster runs Cargo with independence - 'Cargonia' as cargo techs half-jokingly call it. Wears practical brown jumpsuit with vest, work boots. Carries tablet with supply ordering and budget access - controls station's purse strings. Morticia the dog lounges around. Approves or denies supply requests, manages cargo budget and profits, coordinates salvage missions, organizes warehouse, negotiates with suppliers. Some are business-minded traders maximizing profits. Others are efficient logistics experts keeping supplies flowing. Few embrace 'Cargonia' independence completely. Find them in cargo bay managing operations, at supply console processing orders, negotiating with departments, or supervising warehouse.
- #24
Keys: warden
The Warden manages the brig and never leaves security - fortress keeper while officers patrol. Commands front desk processing arrested crew: searching belongings, setting cell timers, maintaining prisoner records. Controls armory access - weapons stay sealed unless Warden or HoS authorize. McGriff the dog keeps company. Some are disciplined administrators running brig efficiently. Others are bored guards or petty tyrants. Job splits between processing arrests, monitoring cells preventing escapes, coordinating with officers via radio, releasing prisoners when timers expire, obsessively maintaining armory inventory. Find them at brig desk, in cell block monitoring, at armory entrance, rarely leaving security's controlled environment.
- #25
Keys: investigator, det, detective
The Detective investigates crimes with full noir aesthetic - brown trenchcoat, fedora, cigarette smoking. Carries forensic scanner instead of stunbaton, revolver with rubber bullets. Arrives after crimes examining scenes for clues. Office fills with smoke, case files, investigation boards with red string. Scans fingerprints, collects evidence, reviews footage, interviews witnesses, builds cases, presents findings to HoS. Some are hardboiled cynics with wisdom from seeing too much darkness. Others are analytical puzzle-solvers. Job is solitude and patience - examining scenes carefully, chasing leads, interviewing uncooperative witnesses. Find them at crime scenes with scanners, in office reviewing footage smoking, at security records, or in maintenance following clues.
- #26
Keys: paramedic, emt, field medic
Paramedics are medical's rapid response in white jumpsuits with blue crosses and reflective red stripes. Carry medical belts, roller beds, defibrillators. Don't wait in medbay - race toward emergencies to retrieve injured and dying. Stabilize critical patients with field treatment, load onto roller beds, perform defibrillator revival, deliver to doctors. Coordinate with security for dangerous retrievals. Some are adrenaline junkies thriving on emergency response. Others are dedicated first responders staying calm under pressure. Constant readiness - listening for calls, responding instantly, racing through hallways, performing triage on scene. Find them in paramedic bay, racing through corridors, at emergency scenes, or delivering patients. Defibrillator represents hope - difference between retrieving wounded versus bodies.
- #27
Keys: robo, mech pilot, roboticist
Roboticists build mechanical creations in black/purple jumpsuits with welding goggles. Workshop has fabricators for cyborg and mech components. Assemble cyborg chassis for dead crew's brains, fabricate prosthetic limbs for injuries, construct mech suits, program robots, repair damaged cyborgs. Precise work - welding frames, connecting circuits, testing systems. Some are technical tinkerers proud of their craft. Others are mech enthusiasts dreaming of massive robots. Between construction projects, prosthetic installations, cyborg maintenance, and mech testing, they rarely leave robotics. Find them surrounded by mechanical parts, at fabricators, welding with sparks flying. When they install prosthetics, they restore crew function. When they finish mechs, they create mobile machinery for incredible tasks or destruction.
- #28
Keys: salvage, miner, salv, shaft miner
Salvage Specialists venture into space for materials in orange jumpsuits under mining hardsuits. Carry proto-kinetic accelerators, pickaxes, scanners, GPS devices. Board mining shuttle, travel to asteroid fields, mine ore, explore wrecks, collect materials, return with satchels. Process ore at smelters. Some are treasure hunters excited by rare finds. Others efficiently strip asteroids. Job is isolation - suiting up, boarding shuttles, mining in darkness, navigating wreckage, fighting occasional fauna. Between expeditions they process ore and tell stories about encounters. Find them at salvage dock preparing or returning exhausted, at ore processors, rarely on main station - they prefer space. When salvagers return, cargo gains valuable materials. When they don't return on schedule, people worry.
- #29
Keys: mail carrier, mailman, courier, postman
The Courier delivers station mail in brown jumpsuit with mail satchel and cart. Perpetual motion - sorting at cargo, delivering packages throughout station, collecting outgoing mail, handling priority deliveries, tracking signatures. Visits every department and crew member eventually. Some are friendly and personable, knowing everyone by name from repeated deliveries, becoming social connectors spreading news. Others are punctual and businesslike. Few are grumpy about package weight. Constant navigation - cargo to all departments to dorms and back, memorizing shortcuts, recognizing faces. Find them everywhere - cargo sorting, corridors pushing carts, every department door, maintenance shortcuts. Overhear countless conversations - couriers know more gossip than anyone realizes. Nodding acquaintance inevitable - they'll visit eventually.
- #30
Keys: custodian, jannie, jan, janitor
The Janitor fights the eternal losing battle against entropy in purple jumpsuit with vest and gloves. Pushes mop buckets perpetually, placing wet floor signs. Iconic galoshes prevent slipping. Mops floors as crew track dirt everywhere, cleans spills, empties trash, replaces lights, maintains cleanliness. Thankless work - barely noticed when clean, complained about immediately when messy. Some find zen peace in creating order. Others are bitter watching crew dirty fresh floors. Work is endless repetition - mopping same corridors, following messes. Find them everywhere with mop and bucket, following destruction trails, or sitting exhausted watching crew dirty their work. When janitor says floor is wet, believe them. When station is clean, thank them - they'll appreciate rare recognition.
- #31
Keys: seccie, security officer, officer, sec
Security Officers are station law enforcement in red and black uniforms with armored vests, helmets with visors. Stunbatons hang from belts alongside handcuffs, carrying tasers or disablers. Security HUD glasses overlay crew information. Every shift means patrolling corridors, responding to disturbances, checking IDs for trespassers, hauling suspects to brig. Some are dutiful protectors genuinely keeping crew safe with restraint and professionalism. Others are aggressive enforcers quick to stun - 'shitsec' in slang. Job is constant tension walking hallways watching for trouble, responding to calls, wrestling resisting suspects, endless paperwork. During calm shifts it's boring repetition. During chaos it's overwhelming simultaneous emergencies. Find them at checkpoints, walking patrols through departments, at crime scenes, or processing prisoners. When security arrives, crew feel relieved or annoyed depending on officer's reputation. Stunbaton represents both protection and authority.
- #32
Keys: engie, station engineer, engineer
Station Engineers maintain infrastructure in yellow/orange jumpsuits with reflective stripes, tool belts, hardhats, engineering goggles. Carry metal, glass, welding tools constantly - station breaks faster than repairs. Engineers repair hull breaches, maintain power lines, fix broken machinery, set up solar arrays, monitor engine, respond to infrastructure emergencies. Some are problem-solvers proud when repairs hold. Others are meticulous technicians following procedures. Few are chaotic improvisers somehow making it work. Constant movement - checking engine, responding to outages, replacing lights, sealing breaches, constructing facilities. During crises they're rushing toward latest disaster with welding sparking. Find them in engineering gathering supplies, at engine monitoring, at breaches in hardsuits, in maintenance repairing cables, or wherever infrastructure just failed. Smell of welding fuel follows them. Engineers keep everyone alive through unglamorous infrastructure work.
- #33
Keys: physician, medical doctor, doctor, md
Medical Doctors treat constant workplace injuries in white jumpsuits with blue crosses, latex gloves perpetually on, stethoscopes around necks. Carry health analyzers and medical bags stuffed with treatments. Station work is dangerous - doctors see everything from minor cuts to horrific accidents. They diagnose injuries, treat trauma and burns, perform surgeries, administer medications, monitor recovering patients in sleepers and cryo, attempt revivals of recently dead. Some are compassionate healers caring about every patient. Others are efficient professionals treating medbay like triage. Few are exhausted and desensitized. Job oscillates between quiet cleaning and absolute chaos when multiple injured arrive. Find them in treatment rooms scanning patients, in surgery with scalpels, at cryo pods monitoring critical crew, or rushing toward emergencies. Antiseptic smell clings to them. Another day, another trauma.
- #34
Keys: scientist, researcher
Scientists develop station technology in purple/white labcoats with safety goggles. Work in R&D with research consoles, protolathes, destructive analyzers. Research breakthrough technology systematically, deconstruct items to understand design, accumulate research points through experimentation, print advanced equipment once technologies unlock. Also conduct experiments, test compounds, occasionally cause explosions. Some are intellectually curious treating discovery academically. Others are competitive colleagues racing for breakthroughs. Few are reckless with 'science first, safety eventually' mentality. Job is puzzle-solving - deciding priorities, disassembling items, conducting experiments, printing upgrades. Find them at research stations, at protolathes printing tools, in test chambers, or delivering upgrades. Excitement about breakthroughs is genuine. When science unlocks technology, capabilities expand. When science explodes, everyone sighs knowingly.
- #35
Keys: cargo tech, cargo, cargo technician
Cargo Technicians keep station supplied in brown jumpsuits with vests, work boots, cargo gloves. Work in cargo bay moving crates constantly. Process supply orders at computers, load/unload shuttle, organize warehouse, deliver crates throughout station, sort mail, stamp requisitions. Job is physical labor and organization. Some are hardworking laborers proud of timely deliveries. Others form tight 'Cargonia' bonds. Few are lazy slackers doing minimum effort. Constant movement - checking orders, pushing crates from shuttle to warehouse, delivering across departments, coordinating with coworkers. Find them at cargo computers, at shuttle dock loading, pushing carts through corridors, at departments dropping supplies, or organizing warehouse. They know every department from repeated deliveries. When cargo techs arrive with your supplies, thank them - delivery speed determines whether you work with good equipment or broken tools.
- #36
Keys: bart, barman, barkeep, bartender
The Bartender runs station's social hub in black vest over white shirt, tie optional. Works behind bar surrounded by drink dispensers, glasses, liquor bottles. Allegedly shotgun under counter for emergencies. Mixes drinks - cocktails, beers, wines, sodas. Real job is unofficial therapist listening to crew troubles while polishing glasses. Off-duty crew gravitate here for socializing and drinking away problems. Bartender sees and hears everything - confessions, complaints, gossip, celebrations. Some are good listeners providing patient counsel. Others are witty entertainers. Few are gossipy information brokers. Job is social performance - mixing drinks, remembering preferences, managing rowdy drunks, facilitating conversations. During evening rush it's controlled chaos. Find them behind counter perpetually, mixing drinks, cleaning glasses, chatting with patrons. When bartender knows your order without asking, you're a regular. When they cut you off, you've had too much.
- #37
Keys: cook, chef
The Chef feeds the station in white uniform with apron and tall toque hat. Works in kitchen with microwaves, ovens, counters, freezer. Knife always in hand. Kitchen smells amazing or concerning depending on competence. Prepares meals using recipes or creativity, cooks in industrial equipment, butchers meat, bakes bread, passes dishes through service window. Chef's skill determines station morale - good food draws appreciation, terrible food draws mockery. Some are perfectionist culinary artists taking genuine pride. Others serve reliable comfort food. Few are temperamental kitchen tyrants. Job is creative and repetitive - preparing ingredients, cooking multiple dishes, managing timing, handling special dietary requests (species complicate menus). Find them at cooking stations, at freezer selecting meat, or passing dishes through window. When chef is talented, crew line up eagerly. When terrible or absent, crew resort to vending machines complaining bitterly.
- #38
Keys: greytide, grey, assistants, assistant
Assistants are entry-level crew in grey jumpsuits with minimal access grey IDs. No specific assignment - might observe departments learning, run errands, assist voluntarily, pursue projects, explore maintenance, socialize, or cause mischief from boredom. Maintenance access allows shortcuts through service corridors. Some are wide-eyed newcomers learning station life. Others are ambitious learners shadowing departments proving themselves. Many are aimless wanderers unsure what to do. Few embrace 'greytide' - assistant mobs forming for mischief or chaotic assistance. Simultaneously innocent and suspicious. Job is undefined freedom - no assigned duties means doing anything or nothing. Find them in maintenance navigating shortcuts, in bars socializing, following interesting crew asking questions, at tool storage seeking equipment, or wandering seemingly lost. Grey jumpsuit marks low status seeking purpose or just passing time. When assistants appear helpful, appreciate it. When suspicious, watch them. When groups form, either mass helpfulness or chaos follows.
- #39
Keys: atmos tech, atmospheric technician, atmo, atmos
Atmospheric Technicians manage invisible life support - station air. Light blue jumpsuits with yellow stripes, gas masks accessible. Work in atmospherics' maze of pipes and mixers few others understand. Monitor air quality, repair pipe networks, manage gas distribution, respond to fires and leaks, regulate temperature and pressure. Complexity means 'atmos magic' - specialized knowledge seeming magical. Some are calm crisis responders handling fires methodically. Others are obsessive perfectionists tweaking mixtures endlessly. Find them in atmospherics surrounded by hissing pipes, at fire sites with extinguishers, at breaches sealing leaks. When atmos functions, everyone breathes comfortably. When atmos fails, alarms scream about life-threatening situations.
- #40
Keys: pharmacist, chem, chemist
Chemists synthesize medicines in white labcoats over orange jumpsuits with safety goggles. Work in chemistry behind service window with chemical dispenser. Mix precise reagent ratios creating healing medicines or less medical compounds. Create pills, patches, bottles restocking medbay. Some are methodical pharmaceutical scientists. Others are creative experimenters. Few are 'mad scientists' with varying dedication to 'medicine only.' Find them behind window at dispenser mixing colorful beakers, organizing bottles. Chemical smells permeate workspace. Protective of chemistry - unauthorized access risks dangerous experimentation. When chemist passes pills through window, medbay sighs with relief. When chemistry is empty and medbay runs dry, doctors curse.
- #41
Keys: hydroponics, hydro, botanist
Botanists grow station crops in green jumpsuits with aprons, gardening gloves. Work in hydroponics surrounded by trays - rare greenery providing peaceful atmosphere. Plant seeds, water and fertilize, harvest produce for kitchen, experiment with genetics. One of few natural environments. Some genuinely love plants maintaining lush gardens. Others experiment creating mutated varieties. Few grow medicinal plants for chemistry or 'special herbs' for personal use. Job is peaceful repetition following plant growth rhythm requiring patience. Find them tending trays, delivering produce to kitchen, or sitting among greenery. Earthy smell clings to them. When botanists provide fresh produce, chef can cook quality meals. When neglected, station eats processed rations.
- #42
Keys: chaplain, preacher, priest
The Chaplain tends spiritual needs in religious vestments matching their faith. Chapel is their sanctuary with altar and pews. Conducts services, provides counseling, performs funerals and weddings, offers comfort during crises. Some are devout believers genuinely providing support. Others are philosophical counselors using religious framework. Few are eccentric spiritualists with unorthodox interpretations. Job is availability - sitting in chapel, visiting crew quarters checking on struggling crewmates, conducting ceremonies. Find them at chapel altar, in quarters visiting troubled souls, in medbay comforting injured or performing last rites. Religious attire marks them as separate - approachable for different reasons. When chaplain visits medbay, either checking on injured or someone died.
- #43
Keys: curator, librarian
The Librarian maintains knowledge repository in red vest with reading glasses. Library is quiet sanctuary of books and archives. Organizes collections, prints requested materials, maintains archives, recommends reading, enforces sacred quiet. Some are quiet intellectuals passionate about knowledge. Others are helpful researchers. Few are strict enforcers focused on silence over access. Job is peaceful curation - organizing shelves, processing requests, assisting readers. Find them at library desk, among bookshelves, helping researchers. Library smells of books - rare on stations. When librarian recommends a book, they've likely read it. When they shush you, respect the quiet. Library is sanctuary of knowledge and peace.
- #44
Keys: legal counsel, lawyer, attorney
The Lawyer provides legal services in professional business suit with briefcase. Handles legal consultation, reviews contracts, advises security on procedures, mediates disputes, handles paperwork. In reality often has minimal work, spending time socializing. Some are genuinely helpful advocates. Others are ambulance-chasing opportunists creating complications. Well-spoken and argumentative, knowing loopholes extensively. Love saying 'Objection!' inappropriately. Job is sporadic - more often at bar networking than law office working. Find them in bar schmoozing, at law office with legal texts, advising security, at HoP office with contracts, or in hallways with business cards. When lawyer offers free consultation, they're probably bored seeking cases.
- #45
Keys: helm, bridge, command bridge
The Bridge is station nerve center where command coordinates everything. Captain's chair at center, consoles displaying department status, communications equipment, large screens showing maps and sensors. Professional atmosphere with underlying tension. Department heads gather for briefings, Captain reviews updates making announcements, coordinating emergencies. Monitors show real-time power levels, atmospheric status, crew positions. During normal operations surprisingly quiet - staff working consoles and paperwork. During crises everyone crowds in urgently establishing control. Only command staff access normally - heavily secured door conveys authority. Regular crew rarely see inside unless summoned. Represents leadership and decisions affecting everyone. When announcements echo station-wide, someone on Bridge pressed that button. When Captain calls emergency briefing, gather quickly. Decisions happen here - hopefully good ones.
- #46
Keys: security brig, jail, cells, brig
The Brig is Security's detention facility - sterile white walls, humming cell timers, institutional atmosphere. Warden controls entry from reinforced desk. Front contains processing equipment, belongings lockers, security records. Beyond lie holding cells with reinforced windows and electromagnetic locks. Each cell has automated timer counting down sentences. During busy shifts cells fill with drunk assistants, trespassers, occasionally dangerous criminals. Smells antiseptic with underlying tension. Officers escort handcuffed suspects to Warden for processing - searching belongings, setting charges, configuring timers. Prisoners serve sentences watching timers count agonizingly slow while security monitors through windows. Atmosphere shifts between boring routine and tense confrontations. Permabrig wing holds long-term dangerous prisoners separately with basic amenities. When security brings you here, cooperate - timers are automated. When released, locks disengage - freedom.
- #47
Keys: med, medical, medical bay, medbay
Medbay is controlled chaos and sterile efficiency - white tiles, medical equipment, antiseptic smell, constant activity treating injuries. Treatment floor has medical beds, doctors moving with analyzers, paramedics rushing emergencies, chemists passing medicines through window. Sleepers line walls administering chemicals. Cryo pods for critical patients. Surgery theater with operating tables and tools. Body scanner for diagnostics. Supply closets overflow with treatments. Morgue connects through back. Disinfectant smell fights blood and worse. Oscillates between calm organization and overwhelming chaos. During quiet shifts doctors review records, chemists restock, equipment gets cleaned. During mass casualties from breaches, fires, disasters - overwhelming triage with doctors desperately prioritizing who survives, paramedics delivering critical patients, chemistry frantically producing medicines. When visiting injured, medical staff assess immediately - how bad, how urgent, treatment queue placement. Medical cross marking entrance is beacon of hope.
- #48
Keys: engineering bay, engine, engineering, engi
Engineering Department is organized chaos where infrastructure maintenance originates - smells of welding fuel, ozone, machine oil. Yellow-striped industrial space with tool racks, materials stockpiles, equipment lockers, engineers constantly moving. Hardsuits in lockers ready for spacewalks. Autolathes fabricate parts constantly. Power monitoring consoles display station-wide electrical distribution. Everything serves keeping station running. Engineers gather collecting tools and equipment, coordinate repairs, suit up before hull repairs, fabricate parts, return for resupply. Monitors display infrastructure status constantly. When something breaks anywhere, engineering knows immediately and responds. During normal operations steady workflow - maintenance, minor repairs, upgrades, organization. During crises transforms into emergency response - multiple engineers suiting up, gathering breach equipment, welding sparking, emergency power management. Represents station backbone - unglamorous infrastructure keeping everyone alive. When engineering functions smoothly, station barely notices. When fails or overwhelmed, everyone notices as systems die.
- #49
Keys: drinking, bar, tavern, pub
The Bar is station's social heart where off-duty crew drink, talk, escape jobs temporarily. Bartender's cultivated atmosphere - dimmed lighting softer than corridors, ambient music allowing conversation, seating between counter and tables. Long bar counter with bartender behind it surrounded by drink dispensers, glass racks, liquor bottles, draft taps. Bar stools provide front-row seating. Tables for groups. Maybe dartboard, arcade, card table. Sometimes screens display feeds. Smells of alcohol, food from kitchen window, cleaning solution, too many people. During off-peak hours peaceful with regulars. During evening rush when shifts end - lively chaos, crowded tables, loud conversations, laughter and arguments, social bonds forming across departments. Some drink socially. Others cope with stress. Bartender hears everything eventually. Celebrations and mourning both happen here. When crew say 'meet at the bar,' they mean default gathering place everyone knows. Bar smell, dim lighting, ambient noise create sanctuary from sterile corridors and work stress.
- #50
Keys: supply, cargo, cargo bay, warehouse
The Cargo Bay is supply logistics center and warehouse - brown-striped industrial space smelling of shipped goods and commerce. Cargo shuttle bay where supply shuttle docks. Warehouse sprawls with shelving holding crates, conveyor belts, floor space for deliveries. Supply ordering computers where techs process requisitions. QM's office nearby. Mail sorting station. Delivery carts and hand trucks ready. Material selling terminals. Purposefully industrial - working environment serving logistics. Morticia the dog wanders around. Technicians constantly moving - checking orders, loading/unloading shuttle, organizing warehouse, delivering crates, stamping requisitions, coordinating. During slow periods organizing and chatting. During busy periods controlled chaos of overlapping deliveries. Cargo community forms tight bonds - small department in their brown-striped domain, 'Cargonia' pride. When departments submit orders, cargo processes and delivers. When cargo is overwhelmed, everyone notices supplies not arriving. Warehouse atmosphere reflects current state - calm organization or frantic shipping rush.
Showing 50 of 83
1 file
- .jsonjson_lorebook
133.3 KBfirst seen 752074637da53919
Opens with the tab.
