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Research Director

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Research Director
Alt. Titles: None
Access: All Research Departments, Genetics, Robotics, Bridge, Research Director's Office, Teleporter, Telecoms Satellite
Difficulty: Hard
Supervisors: Captain
Duties: Lead Research and Development, supervise your Scientists, monitor Genetics research, make sure robotics are building borgs or mechs.
Guides: Guide to Command, Guide to Genetics, Guide to Research and Development, Guide to Toxins, Guide to Xenobiology, Guide to Xenoarchaeology,

The Research Director in charge of what is (theoretically) the reason the station is around. You job is to direct research into new things. And you have a group of Scientists to help you do that.


You arrive on the station inside your office next to toxins. You have the front seat. So sit back and enjoy the view. Remember that you have two of the most important things on the station, Robotics control and the AI integrity restorer.

Directing Research 101

As the Research Director, your job is obviously to direct research. You have access to anything scientific.

Holotool.PNG Holo Switchtool

This light based switchtool is your tool of choice for just about everything ranging from ripping the brains out of people to constructing anything. The Holo switchtool, also referred to as Holotool, works by taking technology disks with sufficient research on them and swiping it on the tool, this in turn unlocks modules to use (18 possible tools!). It comes with a flashlight and laser scalpel to start. List of accepted research and levels:

  • Biological 3: Circular saw, surgical drill, cautery, hemostat, retractor, and a bonesetter
  • Engineering 3: Screwdriver, wrench, wirecutters, crowbar, multitool, and a weldingtool
  • Combat 5 : Eshield
  • Illegal 3 : Esword
  • NT experimental 5 : HF machette (will require admins to get this)
  • Power 5 : UV sterilizer (cleaning tool)

Once you've applied all the disks to it, you can switch between the 17 tools on the fly to meet the demands of any position in science. Along with the flashlight module making a lot of light, the tool also emits a small amount of light with any module. Something to note is that you cannot remove modules from this, meaning you cannot swap out things like the surgery tools for better ones.

There's No I In Team

Your official responsibility is to ensure that nobody does anything they shouldn’t. This means making sure the Geneticists don’t run rampant with powers, that Roboticists don’t cyborg people without good reason, and that Toxins does not destroy the station.

Try to stop Toxins from igniting. Teach your scientists the proper way to handle plasma.

Computer Maintenance And You

In the event of AI damage on an Intelicard, there is a computer in your office which can be used to repair its systems. This is a long process, but it is still usually better than having no AI at all. In addition, it is possible to build a new AI from the circuit also found in your office. Using plasteel and glass, it is constructed just like any other computer up until the human brain is inserted. Keep the existence of the human component hush-hush! It's a trade secret! Please be aware that a freshly constructed AI comes with the default NanoTrasen laws.

AI Overpopulation: The Core Circuit And You

Whether to reduce the load on primary AI or just to increase information chaos, with this nifty AI Core circuit board found in your office you can make a second, working AI. You need the following components first: a screwdriver, a wrench, 4 sheets of plasteel, 2 sheets of reinforced glass, the circuit board, and, of course, a brain in an MMI.

Make AI Core frame with plasteel, wrench it in a preferably secure place near an intercom (or a radio), add circuit, screwdrive, wires, MMI, glass, screwdrive again. Voila! Now there's two working AIs on station! The main AI core room has space for two additional AIs in addition to the one at roundstart, but there's nothing keeping you from making it somewhere else.

Assistant with Science

You can be of great help as an assistant with large amounts of access. Collecting flashes and power cells for robotics and other items for research.


Inside the display case in your office is a surgically modified facehugger. It can no longer kill and implant its embryos inside a host body, but it still feels the need to leap on anyone in reach. It's usually best kept in its case. With a chameleon projector, Lamar can be scanned to act as a fearsome disguise. Lamar can also be used as a breath mask. Don't ask.

Injecting Lamar with creatine will transform it into the Hivehand, a robust weapon that fires poison barbs at its targets and is also highly effective in melee; the Hivehand generates its own ammo, so no reloading or recharging is needed to use it. However, it cannot be dropped once equipped without removing the hand it's equipped to, so think carefully before you try to use it.

What has science done!

The Research Director, like all Heads of Staff, make extremely dangerous traitors just by virtue of their access and departmental loyalty. While your underlings are less likely to fall in line than Security most of the time they'll listen to what you want them to do. Toxins will be your best bet, with all those explosives you'll probably be able to hold the station hostage. Since you have access to it, Genetics could be useful, but the Chief Medical Officer will be overseeing it more often than not. You hold a lot of power, and at the same time, a decent amount of responsibility. It is easy to bring the station to it’s knees, if you know what you’re doing. Great if you’re an antagonist, dickish if you’re not. Less useful but still dangerous, robotics is a useful stopping point for traitoring and changeling activities. Even the humble Research and Development division has potential for a traitor, as it can produce a wide array of weapons and armor unavailable to anyone else when fully upgraded- including energy crossbows, decloners, plasma cannons, ablative armor, and the Chemical Pack/Mask.

Supplementary Video

Jobs on /vg/station 13
Heads of Staff:
Captain - Head of Personnel - Head of Security - Chief Engineer - Research Director - Chief Medical Officer
Law and Order:
Security Officer - Warden - Detective - Internal Affairs
Station Engineer - Atmospheric Technician - Mechanic
Maintenance and Supply:
Janitor - Quartermaster - Cargo Technician - Shaft Miner
Medical Doctor - Chemist - Geneticist - Paramedic - Virologist
Roboticist - Scientist
Bartender - Chef - Botanist
Assistant - Chaplain - Librarian - Clown - Mime
AI - Cyborg - MoMMI - Personal AI - Construct - Ghost - Mouse - Cortical Borer - Trader
Traitor - Nuclear Agent - Changeling - Xenomorph - Blob - Wizard - Revolutionaries - Revsquad - Cultists - Vox Raider - Vampire
Emergency Response Team - Death Squad Officer - Space Ninja - Bomberman