04-17-2017, 07:45 AM
(This post was last modified: 04-17-2017, 07:47 AM by PenguinsMeep. Edited 1 time in total.)
My favorites:
1) RD -
2) Captain
3) Mechanic:
1) RD -
- Easy canbombs due to toxins and EVA access
- Telescience: Remote controlled suffering
- Guardbuddies: humans are crime *tesla module fires everywhere* YOUR MOVE, CREEP *medicator gun buddy shoots already stunned spessman full of halo syringes* *ol harner does a smug smile*
- Chemistry: one of the best ss13 features due to obvious features
- Also don't forget about the monkey dispenser
2) Captain
- Put on nice clothes, build fifty energy guns, sneak them into the syndicate outpost, sell them, ?????, induce suffering
- Try to save the station from nuke ops but forget to bring a toolbox and get stuck due to a welded door
- Get cluwned and loose authority forever while an assistant runs around with both of your IDs
- Be friendly to everyone especially shady people until it backfires
- Become patron of clowns
3) Mechanic:
- Connect teleporters to unlikely places, have crew amazed until someone disassembles the teleporter and the tourists are stuck
- Bolt open all hallway doors and setup graviton accelerator highways
- Ruckingenur shenanigans
- Get a syndicate scanner and build nukes all over the station, set them off using forged captains ids, cry because canbombs are easier and better